Long time no see, Guild. Howdy do?I took my time to get into creation, but I finally got knee-deep. This is phase 1 of my WIP.Some of us know this screen very well...... but how about THIS! Behold SF2Nes' ugly, dumb and deformed, over-the -top, little brother!Screenpack is complete. Only missing logo/intro and generic ending/credits.Each character now has exclusive gameplay (yeah, Chunfo != Moon, Ranboo != Stalong, etc.).Chunfo & Moon: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completePasta & Rober: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeGoho Li & Cliff: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeRanboo (Stalong not started yet)CNS: 70%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeBunny/Tracy & Conbon/Musashi not started yet. Ripped, though.All sounds ripped, have to add many of 'em, and make proper hitsounds.Classic and new stages: 100% (14 stages total) -Songs: 100% (18+ tunes ripped from the original NES game, then rearranged via MIDI and turned to MP3 to guarantee proper replay; still have to convert them to ADX...)I considered 80% on most CNS' (even though they are pretty playable now) because I have to:-Override state 5040 (Recovery) and make the character invincible to anything + remove him control.-Add code to end afterimages when getting hit out of super/super doesn't hit.-Add more priority/invincibility during specials/supers and give them proper block/hitability: low, standing, jump, etc.-Standarize: Fullscreen PalFX, EnvShakes, P1 and P2 cornerpush/delay/vels on hits, Sparks, Hit & Gethit Sounds.-Stop music after win, play KO tune if opponent ain't from SF4Nes.-Fixing the spark displayed when hitting a helper projectile with a normal projectile (just a lil' detail).I still also have to make proper damages, vels, a decent combo system, a parry/counter system, and fix bugs.The gameplay will be with 3 buttons: Punch, Kick and Knockdown attack.Now, for the main reasons for this topic (other than blatant narcissism):Asking you guyz.-Anyone know of a program out there that doesn't lower your tunes' volume when turning them to ADX? When converting, my ADX files sound VERY low.-I've thought of a simple combo system:->Jump in attacks can cancel into standing attacks.->Crouching attacks can cancel into standing attacks.->Punches can cancel into kicks.->Characters will have launchers (using a Knockdown attack instead of a kick to launch) a la MvC for aerial combo's sakes.->Have 2 specials per char cancellable into combos.->To encourage variety, the last combo you perform will be "recorded". If you do a different combo next time, you'll get +30% power bar. Recording your pushes will also be needed, to avoid infinites (sup Crouch K, Stand P, Crouch K...)Whaddaya think?-Now, on to the counter system:I have to choose between a SF3 parry system (with a really increased bonus for parrying), a counter a la SFA (megh), or a counter button a la Last Blade (I'm more inclined towards this last one).Any comments...?
Wow, the screenpack looks a bit messy with all that text and pictures...I think he font would look better if it had a more "old skool" feel, like the timerOtherwise the rest sounds promising, good luckOh, and for some odd reason the sand makes reflections
ultimatedude said, May 01, 2009, 05:57:35 pmWow, the screenpack looks a bit messy with all that text and pictures...That's completely animated, it transitions into it. I'll upload a vid (after I get animget) to show it in motion. What I wanted was to make this look completely 'over the top'. Each 'Pro, 'Super', etc. was taken from a different NES fighting cart, even the 'Pepoles' part. ultimatedude said, May 01, 2009, 05:57:35 pmI think he font would look better if it had a more "old skool" feel, like the timerThe font is the games' original. Maybe I should change the font for the option screen, too. Anyone know how to do that?ultimatedude said, May 01, 2009, 05:57:35 pmOtherwise the rest sounds promising, good luckThanks!ultimatedude said, May 01, 2009, 05:57:35 pmOh, and for some odd reason the sand makes reflectionsThe water is animated (megh, actually it ain't animated, it moves) and reaches that spot, then withdraws. The reflection is caused because of that (I'ld never have reflection+shadow otherwise).I'll show a vid soon, also showcasing the 3 supers per char, and the new specials.
my advice, change the name of the thread.People just seeing the name will think its one of those "sf4" projects people have been putting together.Nice thing you got going on btw.
Advice taken. Thx for the comment. Enough Rickrolling for now. Thx.Any ideas on the questions I posted? The combo system? The counter system?
Sorry for the double post.Some videos of my little ugly beast in action:Title Screen Intro & Option Screen:http://www.youtube.com/watch?v=m8J-k3XuEAcSelection Screen, and Cliff in the new Moon stage:http://www.youtube.com/watch?v=uuSy1Lwtu7gMoon in the new Rober stage:http://www.youtube.com/watch?v=jHrY_UE2bUURober in the new Ranboo stage:http://www.youtube.com/watch?v=6AOu5ri3EgMGoho Li in his new stage:http://www.youtube.com/watch?v=0LmLV2n90o8Chunfo and Pasta in the new training stage:http://www.youtube.com/watch?v=BDrYwQupElkAll the new stages are made from pieces of the original ones, heavily altered, yet trying to maintain the NES feel. To emphasize this, I'm trying to keep the edited sprites to a minimum (only exception to this are the Specials/Supers' FX). My total lack of spriting skills has nothing to do with this whatsoever.Oh, and did I mention that the whole content will be usable outside the fullgame? I converted all the arranged tunes to ADX. Will still include the original ones in ADX format, so you can take your pick.Once I've finished Ranboo's last super, I'll move on to Stalong, who will be one of the game's grapplers. Yay!PS: Hope you liked the vids, first time I captured anything. :p
-Fix some things on select screen...background hurt my eyes! -Remove orange background on characters portrait!
Thanks for yer feedback!Did you check the select screen animated? IMHO, it doesn't look that bad. And I prefer portraits as they are, because that's how they were in the original game... now maybe I could try scaling them down a bit to look better.Stalong and Ranboo done (lil' fixes here and there still missing, but mostly complete for now).Stalong:http://www.youtube.com/watch?v=pin5TUtL-QoRanboo:http://www.youtube.com/watch?v=VD-3QkUYDicNow, on to Bunny and Tracy.
Hey buddy, you finally show that project here, hehehe.And I agree about the font: you should use something more oldschool. Take a look at this link, its the 5th font from the top: http://www.dafont.com/search.php?psize=m&q=arcadethat is totally classic keep the good work, paledit: I just noticed an error on this image:The ship at the right was turned, right? it has some pink spots and its blurred.
Hey there!Yes, the ship was turned... and I just couldn't remove all the pink pixels left. Thanks for pointing that to me!*takes note*Now I'm focusing on characters (when I'm done with all the basic aspects of characters, I'll probably fix those details in the stages and make some more... after all, the secret characters need stages, too).I totally loved the fonts. Will make at least one of those for the Menu in the title screen, and maybe for a "XXX wins" caption (even though the original game didn't have it, it doesn't mean we can't!).Thanks for all that feedback! What do you think of the combo system and the counter systems? I haven't started that part yet at all, so I'm all ears.
Stalong and Ranboo done.Stalong:http://www.youtube.com/watch?v=pin5TUtL-QoRanboo:http://www.youtube.com/watch?v=VD-3QkUYDicBunny 50% done (best char I've made already... really fun to play as). Tracy coming afterwards (she'll be the other grappler of the game, but more of a counter-type char).More vids soon.
Update time!Tracy (think Sagat + Geese)http://www.youtube.com/watch?v=VYrNsrG9-Ig& Bunny (VERY original 100% aerial gameplay) http://www.youtube.com/watch?v=QjmieSDsSQIfinished, Musashi (think Kizuru Kagura with cloning abilities)is also done. http://www.youtube.com/watch?v=qGkoCy78tAkConbon not started yet, but I won't be showing a vid of him. Don't wanna spoil the final boss! Speaking of bosses, 5 and a half secret characters finished. 4 of their stages are ready, too, which bring the stage total to a whole 16 stages so far, probably 2 more coming soon. Oh, and I hope to get some LOLs from some of the stages. Used some stage sprites here and there of the same ROM where SF2Nes was ripped from, so don't be surprised if you see something familiar (even though I heavily modified and recolored them, etc). Of course, I ripped these sprites myself from the ROM via VirtuaNes.I also ripped/remastered many more tunes.-What is left before betatesting: Making ConbonMaking 2 more stages for Secret CharactersAdding proper sounds to all charsAdding proper vels/damages/constants for all charsAdding proper intros/endings to all charactersAdding proper battle intros/winposes to all charactersCombo systemParry system (will be taken from Byakko's open source code)Dizzy system-What is left before first release:Fixes for all the bugs that will appear after betatesting IntroGeneric EndingCreditsThen, phase 2 will begin...
hey, nice progress buddy!Damn server firewall, youtube is blocked here QuoteParry system noooooooooooooooooooooooooooooo....Parry is one of the stupidiest thing that I ever saw on a game.
Thanks for the reply, my friend.There are some things I did ask for feedback on, and no one said anything...From first post:Quote-I've thought of a simple combo system:->Jump in attacks can cancel into standing attacks.->Crouching attacks can cancel into standing attacks.->Punches can cancel into kicks.->Characters will have launchers (using a Knockdown attack instead of a kick to launch) a la MvC for aerial combo's sakes.->Have 2 specials per char cancellable into combos.->To encourage variety, the last combo you perform will be "recorded". If you do a different combo next time, you'll get +30% power bar. Recording your pushes will also be needed, to avoid infinites (sup Crouch K, Stand P, Crouch K...)Whaddaya think?-Now, on to the counter system:I have to choose between a SF3 parry system (with a really increased bonus for parrying), a counter a la SFA (megh), or a counter button a la Last Blade (I'm more inclined towards this last one).I also have to add a Dizzy system.All these are still in the design phase, as I haven't coded a single line of 'em.I do want something to give more tactical and technical gameplay to the game, and for it to be less frantic. I'm not talking about AscendedMugen parry anyways. I'm talking about this parry: http://mugenguild.com/forumx/index.php?topic=23758.0Please, anyone willing to give ideas on these game systems Dizzy, Combo, Parry/Just DefendStep up and speak your mind. PS: I also thought about implementing negative edge, but it does seem a pain in the butt,and I ain't sure it's worth it in a game where you don't have to press two simultaneous buttons. Any ideas on this?
-I've thought of a simple combo system:->Jump in attacks can cancel into standing attacks.-those are nice, can make for some nice entries. Although I dont think combos are a absolute priority in a nostalgia heavy game.->Crouching attacks can cancel into standing attacks.Less interesting than the last one, but still good.->Punches can cancel into kicks.not every punch i hope?->Characters will have launchers (using a Knockdown attack instead of a kick to launch) a la MvC for aerial combo's sakes.-approved->Have 2 specials per char cancellable into combos.-approved->To encourage variety, the last combo you perform will be "recorded". If you do a different combo next time, you'll get +30% power bar. Recording your pushes will also be needed, to avoid infinites (sup Crouch K, Stand P, Crouch K...)-woah, there. thats a really interesting concept.the bonus power bar will be added as a whole after the combo finishes?
Nice to see feedback on this!My plan is to most punches (except specials that involve punches, of course) can be cancelled.And yes, the whole 'extra power bar' is to be added after the combo is finished. Just because I'm tired of seeing people using just 'the best' combo over and over again.Some more ideas:SuperCancels & Dreamcancels?LVL 3 Super only usable if under 25% of lifebar? Supers usable for free if under 25% a la Extra move in KOF 98?For the dizzy system, I was thinking of an 'open hit counter' or a 'open hit counter timer'. The first one works more like a dizzy bar that doesn't restore itself. The second one resets every X time, instead of 'refilling' a la dizzy bar.I've just figured out I can include both parry and alpha counters, as these ain't incompatible. Any suggestions on that?
Make alpha counters take out a good chunk of your power bar, prevents people to turtle a lot expecting to reverse all the time.Parry can neuter the fireballs right out of a game, so think well before adding them, they really remove a layer of gameplay.The lvl3 super could be useable for 1 bar under 25 percent, or for three when above.
A simple solution for the parry/projectile dilemma would be to make projectiles 'unparryable'. :pLoved the idea of under 25% all supers just take 1 powerbar. Avoid the super spamming from the first FF games, and also gives the losing player quite an edge. Thanks!
If you want to experiment around a bit with styles, you could try making attacks negate each other. Thus when two punches collide, they actually block one another.
Now that's... strange... maybe a bit too original for my tastes, but I might give it a shot. Keep 'em coming. BTW, dunno if I mentioned it here, but I'm making all the chars/stages to also work outside the fullgame (yes, so everything can be compatible with SF2Nes).
QuoteA simple solution for the parry/projectile dilemma would be to make projectiles 'unparryable'. :pI think exaclty the opposite: projectiles beeing 'parryable' is less absurd of parrable attacks for everyone.This reminds the old good days of World Heroes, reflecting the projectile by blocking it on the last moments
YES, I loved that! But that was more akin to 'Just Defend' more than parry. Plus, Stalong can already bounce projectiles back with a special. And if all chars did that... it would really break the balance when tossed against other chars. I dunno, I just wish all WH chars had that (because most of them are slow and don't have supers). But here, I don't think it fits. What I am looking for is to make the gameplay as deep as possible without ending up having Guilty Gear with 3 buttons. :pAnother thing is roll/dodge (and roll/dodge while blocking for the cost for a powerbar). Any ideas/comments on this? It would be really use to reuse the back hop animation with a positive X value and add a NotHitBy for normal attacks.
Roll dodge, isnt it putting too much into the system?maybe you could use special dodging where they drain a third of the bar if you press roll on block. thus avoiding any chip damage from ensuing hits onto the block.
Quoteit would really break the balance when tossed against other chars.yeah, you're right.QuoteAnother thing is roll/dodge (and roll/dodge while blocking for the cost for a powerbar). Any ideas/comments on this? You can put the evade roll (done while standing) and Guard Roll, done while you're blocking. Don't think that it needs any power to do.
yzaN said, May 31, 2009, 03:00:05 am^^ Shitty Troll Attempt.Been through that already...@ Infantryhttp://forum.mugen-infantry.net/index.php?topic=128143.msg1185281#msg1185281Quote.....A MUGEN Fullgame off of a bad pirated game that had nothing to do with the source?....Good luck. You'll need it.And then...http://forum.mugen-infantry.net/index.php?topic=128143.msg1186859#msg1186859QuoteOk, I feel much better about this game.Everything looks nice...you know, for an edited pirate game. :pKeep going dude. It looks great so far.Musashi is complete now (Conbon is at 10%, should be finished sometime during the next 3 weeks), as are all stages for phase 1. 20 stages all in all, 6 from the original SF4, and the remaining ones made from many NES games, with tons of layers and effects, yet trying to keep the original NES feeling.I sometimes had to downgrade the graphics, but sometimes I had to upgrade them (some NES pirate roms look so bad it's almost Atari-like). Oh, and there are 5 out of six secret characters ready.After that, time to fix some rather complex bugs I noticed in one or two things.Then, I just need to properly implement the Combo (& damage dampening)/Dizzy/Parry/Roll system, fix the velocities (both in hitdefs/attacks and in the animations), tweak & balance all damages & values, edit some sprites (some winposes, stances, and taunts), add sounds*, intros* & special intros* and winposes, then intro* and ending* cutscenes for each char, and intro * and ending cutscene for the game overall...Then betatesting - fixing all bugs found. Maybe rebalancing stuff if a char is too weak/overpowered.Then first release. I hope that's before october. Can't promise anything, though.* items are optional; I won't do 'em yet if I have no time.Thanks for the feedback!
Ok, now, all stages ready, all secret charas (for now) ready, and...Conbon is finished! That means...Yes! The roster for phase 1 is complete!
From the screenshots, I can only say that I am rather fond of the NES 3-color-palette-limit sprites - they give this game a very retro feel, like an NES Mario hack or something.
Erm, the NES actually could display more than 3 colors per sprite.# Color: Colors Displayed: 16# Colors Available: 52# Sprite Colors: 4 per Sprite from the 52 possiblehttp://www.games4nintendo.com/nes/specs.phphttp://ahefner.livejournal.com/11670.htmlhttp://gmc.yoyogames.com/index.php?showtopic=215169http://en.wikipedia.org/wiki/Nintendo_Entertainment_SystemNot that it really matters, anyways, since I'm mostly editing NES sprites and carefully not adding more colours. Anyways, thanks for the support. More stages coming soon (decided I'll have similar versions of the same stages in different timesets/weather to add some more diversity yet keep a familiar feel on the stages, like the first Fatal Fury games).
Double post. 1 and a 1/2 more stages ready, but that's not the most important thing here. This post is about the game system I've decided to implement.-Combo system: Already mentioned that Jumping atks will be cancellable into Standing atks. Crouching atks will be cancellable into Standing atks. Punches are cancelled into kicks. Of course, infinites will be forcefully prevented.A 'Diversity Bonus' is added taking into account combo commands and lenght. The more different, the more power is added to your bar after you finish your combo.Throws will be combo-able, to keep some of the game's original feel.-Stun Points: Guard and 'normal' Dizzy points are shared. So, blocking excessively/getting hit too much leads to the same results; your char starts glowing, warning you're gonna get Dizzy.-Advanced Parry Counter: Parry (push forward when opp attacks) and push a button to get different results:*Punch leads to perform a special attack, character-depending.*Kick leads to perform a crouching kick attack (trip).*Strong Smash leads to perform a mix between a 'Just Defend' and an 'Advancing Guard'. Opponent gets pushed away and you win some life.-Desperation Crash: When under 25% of your life, *You can use 1 powerbar to perform any super,*Adv Parry Counters cost only 250 power,*And Powerbar slowly autofills itself.I've decided to leave Dreamcancels out.Whaddaya think?
QuoteThrows will be combo-able, to keep some of the game's original feel.Does this mean you can combo after a throw, or that you can end a combo with a throw ?Stun points : yeah, why not. Guarding or getting hit proves you're bad, might as well get punished the same way. Quote-Advanced Parry Counter blablablaFrom the Desperation Crash text, this Adv. PC uses 1/2 or 1 powerbar right ?Looks a bit like button smashin, makes sure to keep the input window little.In fact, this looks like Zero Counter very much, why not using the B,DB,D+p/k command ?
*Sigh* Bastard ! said, June 23, 2009, 01:02:54 pmDoes this mean you can combo after a throw, or that you can end a combo with a throw ?Ending combos with throws (throws being performable within any moment of a combo when any other move could be performed, except in air). Comboing after a throw would involve too much juggling, which I personally don't like that much.*Sigh* Bastard ! said, June 23, 2009, 01:02:54 pmFrom the Desperation Crash text, this Adv. PC uses 1/2 or 1 powerbar right ?Looks a bit like button smashin, makes sure to keep the input window little.In fact, this looks like Zero Counter very much, why not using the B,DB,D+p/k command ?It doesn't involve ANY button mashing. Pretty much the opposite (techinque > speed). It will cost 1 or 1/4 Powerbar (depending on lifebar), and I've decided to not make it like Zero counter to require much more on the part of the defending player. Anyone can pull a Zero Counter while safely defending, you have to be a bit more skilled and take a greater risk to pull a parry a la SF3- adding a powerbar cost will avoid it being abused, while adding a bit more of functionality will keep it from being worthless altogether.Thanks for the feedback!
Bump. Time for updates. 24 stages ready. That should do it for now. Some bugfixes, but more than anything, I've been working on my template for the game system.-Combo system is implemented in all chars.These have been implemented quite clumsily in just one char, and I still have to test this thoroughly, but hell, it looks good.-Parry Counter: Press punch + kick + a direction a few moments before an attack to flash blue, spend 1000 powerbar, and: Back: Put distance between you and your enemyDown: Trip your enemyForward: Do your char's designated special counter attack (a la SFA)-Combo recording: has been a bitch, and is probably quite glitchy, but it is pretty much what I can achieve with my current coding level. (Combo Length + Difference in hits) x 50-Guard Crush/Dizzy: defending player will flash red the hit before getting crushed and dizzied. Making this work with chars outside the fullgame was quite a challenge, but I liked it better than the Combo recording thingy. There is still a lot to do, but I think I'll be able to meet my October deadline for a beta with at least one polished and balanced char and a pretty solid template.Thanks everyone for your support!
wait back moves back but foward doesnt move foward?nvm misreadanyway this looks like its coming along wellalso what do you mean by combo recording thingy?