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Marvel vs Capcom Extreme - 23/11/2019 Update (Read 187701 times)

Started by REDHOT, January 09, 2019, 01:32:52 am
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Re: Marvel vs Capcom Extreme
#241  July 23, 2019, 01:56:41 pm
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Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
www.youtube.com/c/MarvelvsCapcomExtreme
www.player.me/marvelvscapcomextreme/

I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Marvel vs Capcom Extreme - 22/07/2019 Update (Snap Back W.I.P.)
#242  July 23, 2019, 02:29:41 pm
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That'd be correct.
Re: Marvel vs Capcom Extreme - 22/07/2019 Update (Snap Back W.I.P.)
#243  July 25, 2019, 08:06:43 am
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Damn, RedHot. That looks badass!
But I suggesr you to slightly edit the animation: the SuperPause at him already swinging the leg looks kinda wonky.
Re: Marvel vs Capcom Extreme - 22/07/2019 Update (Snap Back W.I.P.)
#244  July 31, 2019, 07:48:37 am
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I have a great hint for you use in your project of MVC extreme.

if you use the chars with the localcoord 384, they will get more size and will look awesome on a screen with the 1280,720 resolution.

for chars : example

[Info]
name ="Akuma"       
displayname ="Akuma"
pal.defaults = 1
versiondate=18/01/2016
mugenversion=
author=""
localcoord = 384

the stages from MVC2 or other build with the 640x480 resolution, if you use the localcoord = 427,240 they will fit perfectly on screen with the 1280,720 resolution without distortion, you need only to decrease these numbers of stage.def

boundleft = -150
boundright = 150

for stages : Example

fix only that:

[Camera]
startx = 0
starty = 0
boundleft = -150
boundright = 150

boundhigh = -100
boundlow = 0
verticalfollow = .2
floortension = 0
tension = 50

[StageInfo]
Hires = 1
localcoord = 427,240
zoffset = 223
autoturn = 1
resetBG = 1

Re: Marvel vs Capcom Extreme - 22/07/2019 Update (Snap Back W.I.P.)
#245  August 02, 2019, 03:25:16 am
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Marvel vs Capcom Extreme - 01/08/2019 Update (Delayed Hyper Combo W.I.P.)



News:

- Code for elaborate a Delayed Hyper Combo (this is still in progress), change your character elaborating an Hyper Combo! like in MvC2 and MvC3

In MvCE, you can elaborate 3 types of Delayed Hyper Combo like an assist types:
1-Alpha
2-Beta
3-Gamma

Combine your attacks and strategies!

NOTE: The tag system is NOT finished yet.
3vs3 lifebars code are NOT finished yet.
Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
www.youtube.com/c/MarvelvsCapcomExtreme
www.player.me/marvelvscapcomextreme/

I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Marvel vs Capcom Extreme - 22/07/2019 Update (Snap Back W.I.P.)
#246  August 02, 2019, 03:39:22 am
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What's with the Messatsu Goshoryu FX? The swirly mist doesn't do it for me tbh.
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Re: Marvel vs Capcom Extreme - 22/07/2019 Update (Snap Back W.I.P.)
#247  August 02, 2019, 03:40:18 am
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So then will characters who have less than 3 hyper combos like Iceman and Colossus receive two more hyper combos to accommodate this or will they use the same hyper combo for every assist type?
Re: Marvel vs Capcom Extreme - 22/07/2019 Update (Snap Back W.I.P.)
#248  August 02, 2019, 02:02:11 pm
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What's with the Messatsu Goshoryu FX? The swirly mist doesn't do it for me tbh.

The swirly mist is the exact one from MvC/MvC2 but in HD, you're probably getting confused because you're also seeing the effects of purple fire hit.

So then will characters who have less than 3 hyper combos like Iceman and Colossus receive two more hyper combos to accommodate this or will they use the same hyper combo for every assist type?

They are not confirmed 100% that will be in the game (Although I said that I would like to put all the characters that I have made from MvC2).
Answering your question, if they were in the game..I do not consider it obligatory to add more hyper to acommodate this, but it seems like a good idea.
Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
www.youtube.com/c/MarvelvsCapcomExtreme
www.player.me/marvelvscapcomextreme/

I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Marvel vs Capcom Extreme - 01/08/2019 Update (Delayed Hyper Combo W.I.P.)
#249  August 02, 2019, 06:41:06 pm
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So then, will characters who have less than three Hyper Combos like Iceman and Colossus receive two more Hyper Combos to accommodate this or will they use the same Hyper Combo for every assist type?

They are not confirmed 100% that will be in the game (Although I said that I would like to put all the characters that I have made from MvC2).

Answering your question, if they were in the game... I do not consider it obligatory to add more hyper to accommodate this, but it seems like a good idea.

Keep in mind, at least one character has more than the standard two, and that's Silver Samurai (The MvC Wiki lists seven as of his last appearance in MvC2). Some heroes have Level 3 Hyper Combos. Starting in either 3 or in Infinite, every character had a mandatory Level 3. If new Hyper Combos were to be created for Extreme, and one of them would have to be designated as a Level 3, this can get complicated.

At my behest, having at least three Hyper Combos in total would serve just fine. That way, when you designate a Level 3 if necessary, you would still have two Level 1 Hypers.
Re: Marvel vs Capcom Extreme - 01/08/2019 Update (Delayed Hyper Combo W.I.P.)
#250  August 03, 2019, 02:02:57 am
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So then, will characters who have less than three Hyper Combos like Iceman and Colossus receive two more Hyper Combos to accommodate this or will they use the same Hyper Combo for every assist type?

They are not confirmed 100% that will be in the game (Although I said that I would like to put all the characters that I have made from MvC2).

Answering your question, if they were in the game... I do not consider it obligatory to add more hyper to accommodate this, but it seems like a good idea.

Keep in mind, at least one character has more than the standard two, and that's Silver Samurai (The MvC Wiki lists seven as of his last appearance in MvC2). Some heroes have Level 3 Hyper Combos. Starting in either 3 or in Infinite, every character had a mandatory Level 3. If new Hyper Combos were to be created for Extreme, and one of them would have to be designated as a Level 3, this can get complicated.

At my behest, having at least three Hyper Combos in total would serve just fine. That way, when you designate a Level 3 if necessary, you would still have two Level 1 Hypers.

In MvCE you will can`t perform an Level 3 Hyper Combo inside the Delayed Hyper Combo.. let see:
Akuma for example: To perform his best hyper.. the Raging Demon (Shun Goku Satsu) you need to be in level 3 or more. In this case the Delayed Hyper Combo DOESN`T work like in MvC2.
You only can perform three hypers like an assist type (the commands are not decided yet):

1-Alpha : D-F-a+y  (Akuma as a partner 2 perform a Messatsu Gou Hadou)
2-Beta : D-B-a+y    (Akuma as a partner 2 perform a Messatsu Gou Rasen)
3-Gamma : F-D-F-a+y  (Akuma as a partner 2 perform a Messatsu Gou Shouryuu)

Akuma could have more hypers but YOU can only use those three into the delayed hyper combo, and those three just use 1 powerbar like in MvC2.
Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
www.youtube.com/c/MarvelvsCapcomExtreme
www.player.me/marvelvscapcomextreme/

I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Marvel vs Capcom Extreme - 01/08/2019 Update (Delayed Hyper Combo W.I.P.)
#251  August 06, 2019, 03:18:25 am
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Marvel vs Capcom Extreme - 05/08/2019 Update (Counter W.I.P.)



News:

- Sounds and effects for Counter.
- Code for elaborate a counter (this is still in progress), change your character elaborating a counter like in MvC2 or MvC3!

In MvCE, you can elaborate 3 types of Counter like an assist types, yes, the 3 types in ONE battle!:
1-Alpha
2-Beta
3-Gamma

NOTE: The tag system is NOT finished yet.
3vs3 lifebars code are NOT finished yet.
Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
www.youtube.com/c/MarvelvsCapcomExtreme
www.player.me/marvelvscapcomextreme/

I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Marvel vs Capcom Extreme - 05/08/2019 Update (Counter W.I.P.)
#252  August 07, 2019, 03:32:41 am
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That looks trick to pull off.
Re: Marvel vs Capcom Extreme - 05/08/2019 Update (Counter W.I.P.)
#253  August 07, 2019, 04:17:33 am
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Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
www.youtube.com/c/MarvelvsCapcomExtreme
www.player.me/marvelvscapcomextreme/

I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Marvel vs Capcom Extreme - 05/08/2019 Update (Counter W.I.P.)
#254  August 09, 2019, 10:06:51 am
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It seems a bit tricky...I've a suggestion: why don't you do just a single counter for each character, with the possibility (pressing the proper buttons) to do a "rapid" change once the counter has stunned the enemy? This way I think it'easier to realize.
Re: Marvel vs Capcom Extreme - 05/08/2019 Update (Counter W.I.P.)
#255  August 10, 2019, 10:57:44 pm
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Marvel vs Capcom Extreme - 10/08/2019 Update (Team Air Combo W.I.P.)



News:

- Sounds and effects for Team Air Combo.
- Code for elaborate a Team Air Combo (this is still in progress), during an Air Combo, you can change your partner to continue doing an Air combo like in MvC3!

Probably this could cost  an entire 1 powerbar or a half.

NOTE: The tag system is NOT finished yet.
3vs3 lifebars code are NOT finished yet.
Marvel vs Capcom Extreme (find the MvC2 characters project right here too!):
marvelvscapcomextreme.000webhostapp.com

Follow the project on:
www.instagram.com/marvelvscapcomextreme/
www.youtube.com/c/MarvelvsCapcomExtreme
www.player.me/marvelvscapcomextreme/

I recieved messages of users that want to donate from paypal or patreon, if you consider that this is a nice and very dedicated project, you can donate any amount that you want right here:
www.paypal.me/marianoemeschini
Re: Marvel vs Capcom Extreme - 05/08/2019 Update (Counter W.I.P.)
#256  August 10, 2019, 11:00:34 pm
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This is getting better by the day, good job !
Re: Marvel vs Capcom Extreme - 10/08/2019 Update (Team Air Combo W.I.P.)
#257  August 10, 2019, 11:06:33 pm
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Yeah, this is looking great man! More an d more like UMvC3, can't wait to see whats next!
Re: Marvel vs Capcom Extreme - 10/08/2019 Update (Team Air Combo W.I.P.)
#258  August 11, 2019, 12:19:35 am
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Damn man, this looks so tight. Are you doing all of this by yourself?
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Last Edit: August 11, 2019, 12:25:16 am by -Ash-
Re: Marvel vs Capcom Extreme - 10/08/2019 Update (Team Air Combo W.I.P.)
#259  August 11, 2019, 12:21:36 am
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Everything is looking great so far! I wish I could help but your lifebars already look on point. Its really cool to finally see an mvc project use the cps2 sprite. I do wish akuma was CS because man everything beside the default color looks weird on him.
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Re: Marvel vs Capcom Extreme - 10/08/2019 Update (Team Air Combo W.I.P.)
#260  August 11, 2019, 01:19:23 am
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Separate him, that’s how you can help, but the downside to that, you’ll then have to cs all the others for consistency. Granted, it’ll look 100x better if you did for all characters. Given that the aim is to improve the FX, it’ll make blending things real smooth.