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Marvel vs Capcom 2 characters project (Felicia released!) (Read 344171 times)

Started by REDHOT, September 08, 2016, 04:02:55 am
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Re: Marvel vs Capcom 2 characters project (Shuma-Gorath released!)
#401  May 22, 2018, 03:27:37 pm
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wow shuma looks great! hey you said before its best to play these chars in 1.1 right?

Hi buddy, yeap, I recommend 100% to play these chars in 1.1 and copy the values that I put on the web for all the stages.
There are probably bugs on 1.0 that MAYBE will be unfixeable because 1.1 have new variables and codes that 1.0 not.
I have to check all this.


ok no problem because i ever pan to use these chars in 1.1 anyway. but thanks man!
Marvel vs Capcom 2 characters project (Cammy released!)
#402  June 01, 2018, 06:18:00 am
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Teaser Gameplay Video!



7 CHARACTERS LEFT!!


Hi! Cammy is released!, with the Original MvC2 1vs1 gameplay (as faithfull as possible) - 6 button gameplay edition.

MUGEN vertion: 1.0 and 1.1 (all the characters are highly recommended to play in 1.1)

The original author is Mouser, and this edition that I made, is made with a lot of effort to try to improve Cammy in MvC2 gameplay, this character was not worsened to offend the great work of the original author.

Download in the project web page!:

http://marvelvscapcom2mugen.esy.es/


What was edited?:

- Metal hit
- HD Special Hits
- Better sounds
- No tag system
- Removed all the extra moves that not appear in MvC2
- Hitdef, anims, and some codes in all normal moves (to an original MvC2 gameplay as faithfull as possible)
- Hitdef, anims, and some codes in all special moves (to an original MvC2 gameplay as faithfull as possible)
- Hitdef, anims, and some codes in all hyper moves (to an original MvC2 gameplay as faithfull as possible).
- Advanced guard FX
- Throws
- Combos
- Common cns
- Dash fwd and backward FX and codes
- State hits
- Fall effects
- hits and guards fx
- Hyper BG
- Hyper Combo Finish
- Hyper sounds
- Lie down time
- P1 & P2 icon
- Portaits
- Scale character
- Super jump code
- Super jump FX
- Velocity data
- Volume
- Wall hit, FX and codes
- Yacell
- Commands
- Vertical Spinning
- Run jump
- Special dust effects
- Anims times
- Standing state
- Damage
- Negative Edge
- Recoveries anims
- 1 Powerbar
And more!!....

Things to perfect:

- Check all hypers
- Check all supers
- Check system messages.
- Check recovery roll command
- Air combo camera
- Tech-hit
- Damage dampener
- A.I
- CLSN boxes
- Air Dizzy
.....and more things in my list

Credits:

- Mouser (Original author and various original codes of this character)
- DarkWolf13, walruslui and ExShadow (Hyper Ports and Common1 codes)
- FerchogtX (Some MvC2 FX and sounds)
- Violin Ken (Negative edge command)
- Preppy (Hyper Combo Finish BG, sounds and Portaits images)

Hope you enjoy it.

Any bugs that you want to share do it right there:

Re: Marvel vs Capcom 2 characters project (Cammy released!)
#403  June 01, 2018, 10:17:19 pm
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Oooooh this is niiiiiiiice! Man you're on fire with these conversions REDHOT!
I don't suppose there's gonna be a vote on "Special bonus Characters" after the main roster's done right?
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#404  June 01, 2018, 11:49:57 pm
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Oooooh this is niiiiiiiice! Man you're on fire with these conversions REDHOT!
I don't suppose there's gonna be a vote on "Special bonus Characters" after the main roster's done right?
After the main roster is done, will be updated all of this characters, since Akuma to Norimaro.. fix all bugs and get better all the moves and MvC2 system.
when everything will be 100% I have something in mind but I can´t say it now.
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#405  June 04, 2018, 04:04:46 am
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Alrighty waiting in suspenseful patience bud! Also found out who's next heheheheh Yes. My main.
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#406  June 12, 2018, 12:52:12 am
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i am cheering to see felicia coming soon!

Re: Marvel vs Capcom 2 characters project (Cammy released!)
#407  June 12, 2018, 01:36:09 pm
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Re: Marvel vs Capcom 2 characters project (Cammy released!)
#408  June 13, 2018, 06:08:48 am
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Red hot, have you thought about placing an alternative command file, such as mvc2 with 4 attack buttons? By the way I congratulate you for your great work friend

Red hot, has pensado en colocar un archivo de comandos alternativo, como mvc2 de 4 botones de ataques? Por cierto te felicito por tu gran trabajo amigo.
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#409  June 13, 2018, 01:44:08 pm
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Red hot, have you thought about placing an alternative command file, such as mvc2 with 4 attack buttons? By the way I congratulate you for your great work friend

Red hot, has pensado en colocar un archivo de comandos alternativo, como mvc2 de 4 botones de ataques? Por cierto te felicito por tu gran trabajo amigo.

The command file will be always the same, with 6 attack buttons.
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#410  June 14, 2018, 01:43:44 am
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Why would you need the 4-button layout anyway?  It's not like there are assists to use here, so might as well put those unused buttons back to the attack buttons.

Disclaimer: She does not actually have this move, nor do I ever intend to give her one.
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#411  June 14, 2018, 02:43:25 am
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Oh f%&k no... Don't do the 4 Button stuff, that would be a terrible waste of buttons, please...
Screenpack & Stage creator... As i always, not that much. But i am sure it is something Bae...
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#412  June 14, 2018, 09:08:12 pm
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I just wanted to say that it was an alternative option, not to move the 6 buttons, it could be a 2.cmd (command file) for the original MVC2
Last Edit: June 14, 2018, 09:13:39 pm by amilcar
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#413  June 15, 2018, 12:20:07 am
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I just wanted to say that it was an alternative option, not to move the 6 buttons, it could be a 2.cmd (command file) for the original MVC2

That would be too much work considering the number of fighters REDHOT has done already.
Beware the Dark Wolf once more!
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#414  June 15, 2018, 03:34:33 pm
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There´s nothing positive have 4 buttons attack (for me), is nice to have 6 buttons attack and have the possibility to do a medium attack punch or kick without do a light attack before, like in MvC, this is a thing that never liked in MvC2.
If someday I want to do a Tag System I could implement that you could call the assist doing a x+a for example.
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#415  June 16, 2018, 12:01:11 am
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hmmm Maybe it would be a good idea to try and look into a modified add004 system for this. I'm more than positive now there's some way of doing a pal code where depending on palette you choose you can do different attacks. May not be FULLY like MVC2 but it's close enough, since along with the stuff and add004pie, there's also this file called "add004pie-list1", and for this file, where it states "##add.Value01[Start]", you can add which character by name in the DEF, followed by the author, and the value of the attack.
EX: #Name="Ryu",    #Author="POTS", #Value=1000    <---- Hadouken Assist
#Name="Sagat",    #Author="Mouser", #Value=1030    <---- Tiger Knee Assist
See what I mean? Now I'm not entirely sure if there's a workaround to this where there might be a Pal thing for this but I believe if you ask Shiyo there might be some way of doing something similar :)
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#416  June 16, 2018, 03:02:36 am
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the palette thing is possible, but thats not really how it works to do the palette thing,

darkwolf and i have done it before with our project a while ago so just look into there.

(dunno why shiyo has to be the solution to literally everything tbh lol)
Last Edit: June 16, 2018, 03:05:40 am by Walruslui
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#417  June 18, 2018, 01:37:22 pm
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hmmm Maybe it would be a good idea to try and look into a modified add004 system for this. I'm more than positive now there's some way of doing a pal code where depending on palette you choose you can do different attacks. May not be FULLY like MVC2 but it's close enough, since along with the stuff and add004pie, there's also this file called "add004pie-list1", and for this file, where it states "##add.Value01[Start]", you can add which character by name in the DEF, followed by the author, and the value of the attack.
EX: #Name="Ryu",    #Author="POTS", #Value=1000    <---- Hadouken Assist
#Name="Sagat",    #Author="Mouser", #Value=1030    <---- Tiger Knee Assist
See what I mean? Now I'm not entirely sure if there's a workaround to this where there might be a Pal thing for this but I believe if you ask Shiyo there might be some way of doing something similar :)

I´m thinking to implement the Tag system, and more new features when the caracters will be completed in my point of view.
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#418  June 18, 2018, 03:00:24 pm
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i can be of assistance in that regard if that happens
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#419  June 18, 2018, 06:43:21 pm
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Just a friendly feedback:
  • Flood Debugging  ("Has no 0-th partner"): This error is occurring when setting var(43) on State -2.
    Originally it is coded like:
    [State 0, VarSet]
    type = VarSet
    trigger1 = partner,var(4) = 0 && var(43)
    var(43) = 0


    Just adding trigger1 = numpartner resolves the problem:
    [State 0, VarSet]
    type = VarSet
    trigger1 = numpartner
    trigger1 = partner,var(4) = 0 && var(43)
    var(43) = 0


  • Flood Debugging when jumping ("Has no target with hit id -1"): This error is occuring on State -1/CMD.
    Originally it is coded like:
    [State -1]
    type = ChangeState
    value = 40
    triggerall = roundstate = 2 && !var(59)
    triggerall = command = "holdup" && !var(1) && prevstateno != 810
    trigger1 = stateno = [100,102]
    trigger2 = stateno = [105,107]
    trigger3 = stateno = 250 && movehit && time>11 && target,statetype = A && time<13
    trigger4 = stateno = 420 && movehit && time>11 && target,statetype = A && time<13


    This bug occur when char hasn't a target at all. Just replacing the italicized lines per the bolded lines resolves the problem:
    [State -1]
    type = ChangeState
    value = 40
    triggerall = roundstate = 2 && !var(59)
    triggerall = command = "holdup" && !var(1) && prevstateno != 810
    trigger1 = stateno = [100,102]
    trigger2 = stateno = [105,107]
    trigger3 = (stateno = 250 || stateno = 420) && numtarget
    trigger3 = movehit && time>11 && target,statetype = A && time<13


Very interesting project we have here.
Keep it up the good work.  ;D
Last Edit: June 18, 2018, 06:46:28 pm by Manson Rees
Re: Marvel vs Capcom 2 characters project (Cammy released!)
#420  June 18, 2018, 08:47:28 pm
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Just a friendly feedback:
  • Flood Debugging  ("Has no 0-th partner"): This error is occurring when setting var(43) on State -2.
    Originally it is coded like:
    [State 0, VarSet]
    type = VarSet
    trigger1 = partner,var(4) = 0 && var(43)
    var(43) = 0


    Just adding trigger1 = numpartner resolves the problem:
    [State 0, VarSet]
    type = VarSet
    trigger1 = numpartner
    trigger1 = partner,var(4) = 0 && var(43)
    var(43) = 0


  • Flood Debugging when jumping ("Has no target with hit id -1"): This error is occuring on State -1/CMD.
    Originally it is coded like:
    [State -1]
    type = ChangeState
    value = 40
    triggerall = roundstate = 2 && !var(59)
    triggerall = command = "holdup" && !var(1) && prevstateno != 810
    trigger1 = stateno = [100,102]
    trigger2 = stateno = [105,107]
    trigger3 = stateno = 250 && movehit && time>11 && target,statetype = A && time<13
    trigger4 = stateno = 420 && movehit && time>11 && target,statetype = A && time<13


    This bug occur when char hasn't a target at all. Just replacing the italicized lines per the bolded lines resolves the problem:
    [State -1]
    type = ChangeState
    value = 40
    triggerall = roundstate = 2 && !var(59)
    triggerall = command = "holdup" && !var(1) && prevstateno != 810
    trigger1 = stateno = [100,102]
    trigger2 = stateno = [105,107]
    trigger3 = (stateno = 250 || stateno = 420) && numtarget
    trigger3 = movehit && time>11 && target,statetype = A && time<13


Very interesting project we have here.
Keep it up the good work.  ;D

Thanks!