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Capcom Fighting Jam 2 (Read 138039 times)

Started by Lost_Avenger, February 28, 2012, 04:37:54 pm
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Poll

Pick a couple darkstalkers characters?

Lilith
16 (13%)
Bulleta(B.B.Hood)
11 (8.9%)
Bishamon
30 (24.4%)
(Lei-Lei)Hsien-ko
14 (11.4%)
Zabel
10 (8.1%)
Gallon(Talbain)
33 (26.8%)
none of the above
9 (7.3%)

Total Members Voted: 67

Voting closed: April 28, 2013, 09:56:45 pm

Re: Capcom Fighting Jam 2
#421  November 02, 2014, 03:47:03 pm
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Sorry for the lack of updates. Work has been getting worse lately.

Ive been noticing a really ugly bug on Ryu that causes p2 to temporarily freeze when his shin shoryuken trades. Im tempted to finally say screw it and use a custom state. He shouldn't even be able to trade till after he leaves the ground and the hits from there shouldn't have the elongated pausetimes.

Ive acquired a couple sffs lately that should save some time as well.

Also... I kind of saved over Elena with an old version when I was moving my files to my new tower. I don't know what else was effected, but Im a little pissed that I just clicked yes to all to everything without thinking.

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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#422  November 03, 2014, 07:23:13 am
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I can understand why you are  pissed... Hope it wasn't a very old version of her!


Re: Capcom Fighting Jam 2
#423  November 04, 2014, 05:04:56 pm
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Btw, Im considering using Fido's sparks. Im tired of the phantom sparks and I don't really know what I want for my own(Im not much of an art guy). If you guys have some ideas, Im totally open. I liked the hi res versions of the Alpha sparks used in the SFA4 project as well as the sf3 sparks. Maybe something of a mix?

Im halfway between system updates. Im not sure if I really feel like doing a full overhaul anymore tbh. Its starting to kill my interest in the project

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#424  November 05, 2014, 08:01:47 am
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Go with the SF3 ones, they are cool.

And I think you should leave (for now) the idea of the sistem overhaul... you can always do it at the end, I think it's really "mind consuming".... and also I like it!!


Re: Capcom Fighting Jam 2
#425  November 18, 2014, 10:20:45 pm
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Due to an increase in demand of my time at work, Ill be taking a break from all things mugen till probably February. I can't take my netbook to work till then with it dropping below freezing fairly regularly. If I get an extra off day, Ill try to get back to mugen, but Im so far behind on everything that its not going to be likely. I cant really afford a place to stay so I need to start doing some serious thinking.

When the project resumes, Im reverting back to game only releases due to time limitations. It'll take too long to recode everyone when only a couple people really want separate releases. The new potential mechanics are also being dropped(Ultras, dash cancels, character specific system features, etc). These were meant to add additional combo options for a meter heavy game, but didn't seem worth a recode.

The roster may be slashed so I can get this thing done. Id like to just include everyone with good sprites, but Im only one guy. There aren't any bars, an sp, etc yet. Its just not reasonable to go big anymore. I wont specify roster changes for now, but it will probably shrink a bit.

That's it for now. Enjoy the various Holidays if I dont come back.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#426  November 19, 2014, 06:50:44 am
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I hope things at work get better, and your choices are totally resonable!

Life first!

I hope to see you here soon!


Re: Capcom Fighting Jam 2
#427  December 22, 2014, 01:46:07 pm
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Turns out I had been updating my back up files for Ryu on accident. So a lot of stuff was wasted.

Ryu:
-Collarbone breaker is a +3 on hit now. Reduced hitvel
-Cl.mp is also +3 on hit iirc
-Cl.hk is a +3 or 4 and has a reduced hitvel. Esp on first hit
-Solar plexus strike has a reduced hitvel as well
-S.hp is a +4 now iirc
-J.mp had a juggle tweak iirc

I only had an hour of free time so that was all I could remember doing. I think I sped a couple animations up too(cl.hk recovery iirc)

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#428  December 26, 2014, 07:22:10 pm
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Chun-Li:
-Cl.mp hitvel was changed
-cl.hp hitvel reduced
-Hk legs hitvel reduced. All forms no longer air guardable(missed one)
-Juggle potential on her air stomp increased slightly

Im probably dropping tenshou and the super version. Also dropping senei for heel drop and its super version. Considering allowing a version of her sf4 b.mk,mk,tenshou tc.

Ill need to consider tweaking some normals to make better anti air options for if she loses tenshou. Nothing incredibly major though. Probably s.lp, s.hp, s.mk, and c.hk getting some reduced hurtboxes.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#429  December 26, 2014, 11:16:23 pm
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Why dropping tehnshou? Ok for the super, but the special it's much better than the sf4 combo IMO.


Re: Capcom Fighting Jam 2
#430  December 28, 2014, 12:39:37 pm
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Cause she's not really using her Alpha moveset so it seems out of place to me. Her set is closer to 3, so Id rather go with something less Alpha

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#431  December 28, 2014, 10:51:31 pm
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Ok, sounds resonable.


Re: Capcom Fighting Jam 2
#432  December 29, 2014, 04:54:51 pm
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She was a tad lacking in anti airs before too. Jz requested senei over heel drop too.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#433  May 18, 2015, 08:14:06 pm
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I finally got USF4 working on my tower. Elena will be ported to CFJ2 with a config file for the Pots stuff. I coded her lynx tail before I left for Illinois. My netbook is at the house though. Im considering removing Bison's projectiles, but Im iffy on this. Im going to recode Akuma before I release the update.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#434  May 18, 2015, 09:03:29 pm
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Good news ;). Can't wait for Elena :)
Re: Capcom Fighting Jam 2
#435  June 01, 2015, 01:42:16 pm
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I said fuck it and added Bison's projectiles (Alpha and mvc2 (iirc?)). They are half circle motions, but Im considering qcf+p for the Alpha one instead of hcf.

I finally got Hotaru to beta status so I can focus on the CFJ2 characters again. Ill do Bison and then Im undecided. Im leaning toward Alex or Rose, but Hayato is just a patch job to do. Ive been leaning toward removing Hiryu, but I have another concept build that seems more balanced.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#436  June 03, 2015, 03:16:02 am
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Sounds cool. I don't think Bison's projectile will even be a problem if they're half circle motions anyway(player would have to lose charge in order to use them). Sounds like your making good progress.  Good luck to you can't wait to see this project when its done!
Living off of borrowed time the clock ticks faster...
Re: Capcom Fighting Jam 2
#437  June 11, 2015, 07:26:40 pm
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I think Im going to leave out Bison's Psycho impact (I think that was the name?) From cvs. I have the sprites,  but I dont see a lot of use for the move. Even if I gave the ex version armor or something,  ex scissor and ex crusher both work better(Both have invincible start ups). His ex psycho field is kind of broken atm so it may need to be nerfed later.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#438  June 12, 2015, 04:53:34 am
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Thank god this is still a thing
Re: Capcom Fighting Jam 2
#439  June 12, 2015, 05:09:44 am
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Ive just been busy is all

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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#440  June 12, 2015, 05:43:43 pm
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Small update:
-Most throws can be teched when they hit the ground now. There are some exceptions
-Im experimenting with a few small system tweaks. These tweaks will not be universal. Its sort of like the UT from Sean's cvw, but not really. SF3 would get universal overhead and maybe taunt bonuses as an example. Or the Alpha characters would get Ukemi. Leo getting his guard or the DS guys getting the follow up attacks. Just some examples
-I think I fixed the projectile issues, but I was half asleep and can't remember if I saved
-Akuma's sff has been rebuilt. The old one will not be included.

Ken is close to done since he already used my x system. His level 1s are his kick super, shinryuken, and shoryureppa. Lv 3 is a lv 3 shoryureppa for now. Might combine his shippu into shinryuken ala SF4

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!