The Mugen Fighters Guild

M.U.G.E.N Central => Inactive Projects => FullGame development => Capcom Fighting Jam 2 => Topic started by: Lost_Avenger on February 16, 2015, 01:53:58 pm

Title: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on February 16, 2015, 01:53:58 pm
So at this point, I still dont have much time for mugen anymore. I try to make time, but something always comes up. I dont want to let this project die, but I dont have the time or interest to commit fully to finishing it. So I have two options:
-Kill it, bury it, and pretend it never happened. Stick to my private character coding commitments and retire after.
-Re-evaluate the project. Adjust the goals and limit my overall work load.

Option 2 sounds better as the dead hooker in the yard is beginning to smell(jk). So... here is the idea

-Slash the roster and cut some of the characters with little or no progress
-Change the games name and overall course. From a sequel to more of a remake.
-Removing system features that I considered before(tagging, taunt bonuses, comeback mechanics, etc)
-Readding finished characters that were removed before(Cammy, Ken, Karin, Guile)
-Capping the initial roster to a more manageable number(around 24).
-Etc

Who would be dropped?
-Charlie(he's not dead, just going into a secret project)
-Haggar
-Jedah
-Others

Sorry. Maybe in the future, things will change, but for now, it has to be this way. Im getting old. I have a family now. Ive got a kid on the way and a demanding job. I wish I could do more, but I only get half of an off day now lol. End of text wall
Title: Re: The fate of this project and my future in mugen coding
Post by: Retro Respecter on February 16, 2015, 05:31:59 pm
Wow! It looks like we're seeing less of you. Good luck in the real world (You're going to need it).
Title: Re: The fate of this project and my future in mugen coding
Post by: Garuda on February 16, 2015, 11:54:18 pm
I know the situation... Now that I have 2 kids time is even less!

There is no one behind you and eventually you will have some free time (not so soon)...

So maybe just put it aside for some time and comeback when you fill like doing the rightthin for you.
Title: Re: The fate of this project and my future in mugen coding
Post by: JustNoPoint on February 17, 2015, 02:50:18 am
I wouldn't even downscale it. Just slowly work on the project when you can. Over time yo may even get to the cancelled characters!
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 05, 2015, 05:25:28 am
I got a little coding done. Im starting to patch the removed characters back in that were finished or playable before
Title: Re: The fate of this project and my future in mugen coding
Post by: Garuda on March 05, 2015, 11:17:32 pm
Sound really ice!
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 07, 2015, 01:46:32 am
I decided to redo Zangief entirely and scrapped my old one. Im trying to keep as much of SF4 in him as I can with what I have. Not advancing with certain moves is going to suck a bit. Not having his cl.mk from 4 or his s.hk hurt too.

In going to remove Hiryu's air grahm. Its too broken in its current form. I considered adding more recovery, making it air guardable, etc. I try to discourage jumping, but Hiryu was a bit rediculous at air to air. He actually ended up being a better Dhalsim so I may redo him too. His bomb drop formation probably needs more recovery. Recovery in general will probably fix him
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 07, 2015, 01:49:29 am
Btw, Im full time now. So Ill get vacation days soon. The weather is warming too, so you can expect me to be a bit more active. They are back to no OT, so coding a bit during lunch should be occasionally possible now
Title: Re: The fate of this project and my future in mugen coding
Post by: kersinkid on March 09, 2015, 01:37:26 am
Sounds Awesome! I'm really anxious to see some of the stuff you do in the future. Good Luck man!
Title: Re: The fate of this project and my future in mugen coding
Post by: Garuda on March 12, 2015, 10:00:37 pm
Happy for you!!
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 16, 2015, 12:48:18 pm
Im going to cancel or repurpose some of my side projects so I can commit more to this project. As of now: Yun, Elena, and Charlie are being repurposed. Cvs versions of K', Annie, and Blanka are being cancelled. The CFj2 projects of Haggar, Sonson, and Jedah are cancelled (for now at least).

Zangief has been recoded. I scrapped my old one and decided to patch waru's instead to get a better sff. All of his normals are done for now as well as a few specials. His AI will be the hardest part.

In case this wasn't obvious, here is the new SF side roster:
Ryu(done mostly)
Guile(old)
Zangief(50%)
Bison(scrapping him and patching waru's. So 0%)
Alex(20%)
Chun-Li(old)
Yun(old. Repurposed project)
Urien(0%)
Karin(old)
Cammy(old)
Rose(repurposed project)
Sakura(old)
S.Akuma(old)
Ken(old)

Look familiar?
Title: Re: The fate of this project and my future in mugen coding
Post by: T. Vinceson on March 16, 2015, 02:08:19 pm
Two of Warusaki's CvS2 creations.... By chance the patching method you're utilizing is re-designating the .SFF, .AIR and SND files from Warusaki's works to a totally different CNS? (Or CNS made from scratch.) It's also fun to work on Waru's masterpieces, but can be lengthy if one's attempting to stick and then "trim down" his variables rich CvS2 CNS. There's also the need of translation for the labels of vars and fvars he's designated in his CvS2 works.

Anyhoo, best of luck on your MUGEN stuff, it would be perhaps comfortable and less stressful if you work on the roster per small batches first.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 17, 2015, 10:44:14 am
Basically, yes. Borrowing some code as well to save time. Seemed like the easiest way to go about it tbh. I cant trust Pots sffs anymore.

The CFJ guide showed up today btw. I learned some things I didn't know before. Its closer to cvs2 than I originally thought.
Title: Re: The fate of this project and my future in mugen coding
Post by: T. Vinceson on March 18, 2015, 12:50:43 am
Basically, yes. Borrowing some code as well to save time. Seemed like the easiest way to go about it tbh. I cant trust Pots sffs anymore.

The CFJ guide showed up today btw. I learned some things I didn't know before. Its closer to cvs2 than I originally thought.

CFJ was described by a number as a mere mostly "copy and paste" product, (Though the game's only original and made from scratch visual features were the stages, gorgeous sfx and a slight sprite mod for Demitri.) I guess the CvS2 resemblance could have also stemmed from it. Some fans even heckled the game as a "glorified MUGEN."

Is there something wrong with the SFF files for POTS' characters? Personally, one thing I noticed is that it seemed that the mid.pos for his Dan Hibiki seemed off. (I guess due to his actual sprites being big and HD.)
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 18, 2015, 05:39:46 pm
Alignment issues, missing sprites(though it doesn't really hurt them. I prefer having them anyway). Etc. Usually with his older cvs2 sprite sets like Ryu. The Alpha 3 sets are probably ok since those were easier to rip at the time iirc.

The cap between standard hit and block advantage in cvs2 was 0 frames. Some had more, but most normals were as safe on hit as they were on block. In CFJ, its one frame. Not the same, but still close.

Most of what I learned was in the juggling area. As well as anti air normal cancels. Weirdest thing I saw in cvs2 was when you just directly under an enemy that was jumping(you being Ryu), Shoryuken would no longer be air guardable
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 23, 2015, 03:36:26 pm
Zangief is down to one super left. As of now, his anti air super is his cvs2 LV1, but Im leaning toward his lv 3, but with reduced damage.  I may adjust his lv 3 animation later as well.

I may skip his AI and try to knock out another character instead. Patching a character doesn't take nearly as long so I may do Bison or Felicia next.

Im still having problems with ultra on steam so Elena has been pushed back
Title: Re: The fate of this project and my future in mugen coding
Post by: Garuda on March 23, 2015, 10:31:23 pm
Zangief is cool, but I am sad for Elena, i really want to see your take on her!
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on March 24, 2015, 11:39:29 pm
Ultra wont transfer like it should. I copied it from my netbook to my tower like I did with other games and it didn't work. Using the exe in the folder causes an error too. I may have to use my tower to get data too. I don't think there were any good Elenas that could just be patched either iirc unless you guys know of any. Fido's isn't good and its the base sff
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 01, 2015, 08:38:02 am
As of today, I am officially retiring from mugen. I had originally planned to release the next Alpha build of CFJ2 today, but it seemed so bad that I simply deleted my mugen folders instead. Im going to go home and be a family man. Good luck, guys.
Title: Re: The fate of this project and my future in mugen coding
Post by: yamme on April 01, 2015, 08:45:16 am
this post doesn't exist
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 01, 2015, 01:08:17 pm
Lol! That filter is awesome
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 01, 2015, 04:04:58 pm
Though in seriousness,  I did some serious tweaks to Karin.

-S.lp is a +8, S.mp is a +6, c.lp and c.mp are now +7 (c.mp and s.Mp are now a 3 frame start up)
-her guren chains are now much less safe on whiff and block. Esp Hosho, but it gets a priority buff
-her guren specials now have different start up depending on input
Title: Re: The fate of this project and my future in mugen coding
Post by: lui on April 03, 2015, 11:01:08 am
wait, i thought you deleted all your MUGEN stuff?
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 03, 2015, 02:12:31 pm
That was April 1st
Title: Re: The fate of this project and my future in mugen coding
Post by: lui on April 03, 2015, 09:26:36 pm
.-.
*suddenly realizes he's an idiot*
oooooooooh okay. sweet. -3-
Title: Re: The fate of this project and my future in mugen coding
Post by: Snakebyte on April 03, 2015, 09:33:58 pm
Ultra wont transfer like it should. I copied it from my netbook to my tower like I did with other games and it didn't work. Using the exe in the folder causes an error too. I may have to use my tower to get data too. I don't think there were any good Elenas that could just be patched either iirc unless you guys know of any. Fido's isn't good and its the base sff

Elena by Phirmost is the one I'm familiar with. Link. (http://xiollheart.free.fr/jeux.php?mot=11)
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 06, 2015, 07:16:49 am
Ill look at it tomorrow. I think it may be the one I have. It had some issues with the posadds iirc. Still better than Fido's probably
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 07, 2015, 07:33:39 am
Im going to be trying to code the rest of the day. Im hoping to get everyone updated and possibly get Bison done too. Im out of data so there wont be any uploads from me today.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 08, 2015, 02:21:59 pm
So I used my mom's internet and redownloaded ultra sf4. Copied that to my tower and still get an error about steam needing to be running (opened through steam). I had it verify the files. I had it open the game resource folder (which opened the folder I added so that works). I tried letting it download, but pausing it and that failed. Im tempted to just say screw it at this point.

As far as the update goes, everyone except S.Akuma, Ingrid, Sakura, and Ken have been patched. They gained new dust, lighter pauses, easier cancels, etc. I think there were only a few tweaks to gameplay (a couple of Cody's normals have reduced recovery, but have the same frame advantages). My next chance to code will probably be Sunday
Title: Re: The fate of this project and my future in mugen coding
Post by: JustNoPoint on April 08, 2015, 03:07:10 pm
Maybe try uninstalling sf4 and steam?
Title: Re: The fate of this project and my future in mugen coding
Post by: yaret on April 08, 2015, 04:31:25 pm
Nice this proyect is still alive. don't worry for your limitated time, the important thing is the proyect is on the desk.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 08, 2015, 04:57:03 pm
I tried removing all content using steam and then pasting the folder again, but it just starts to redownload. Im wondering if you are allowed to do this with Ultra. I may just have to take my tower down to my mom's,  but that is a lot of effort to try to do at 3am. Her internet is only free between 3-8am.

Got Sakura updated too. I forgot about Chun-Li also. So still at 4. I will probably just patch her and worry about her intended overhaul later (making her more SF3). Ken will be recoded as being closer to 3 also. He'll probably gain shoryureppa as his lv 3. Possibly a shinryuken instead, but Id prefer to keep that as a level 1. I may just make an alt super where he lands shoryuken, goes into his current lv3, but finishes with a flaming shinryuken
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 12, 2015, 02:34:02 pm
Im off tomorrow and Tuesday and I really want to get more done. Im hoping to get Bison coded and move to Felicia, Alex, or Yun. I was originally wanting to finish one of my side projects today, but someone else has the latest version and I no longer have it on my netbook. I think I was moving her to test and probably forgot why she was on my flash drive and deleted it. They fixed some stuff so I may delay that till next week
Title: Re: The fate of this project and my future in mugen coding
Post by: Mr. I on April 13, 2015, 08:42:43 am
So I used my mom's internet and redownloaded ultra sf4. Copied that to my tower and still get an error about steam needing to be running (opened through steam). I had it verify the files. I had it open the game resource folder (which opened the folder I added so that works). I tried letting it download, but pausing it and that failed. Im tempted to just say screw it at this point.

Need something?

Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 13, 2015, 10:29:17 am
Im wanting ultra on my tower. Primarily for Elena stuff, but data in general (Viper, Cody, etc)
Title: Re: The fate of this project and my future in mugen coding
Post by: Mr. I on April 15, 2015, 10:25:00 pm
If you're using Ono! moveset explorer, whenever I try to open Elena's bcm file, it crashes so I cannot send you that.

If you want .bcm files for C. Viper, Cody i can get those to you by PM.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 16, 2015, 01:59:33 am
What is a bcm file? I was going to record videos to break down moves frame by frame. I haven't tried artmoney yet, but that is on my to-do list. I have the game downloaded, but I get an error saying an instance of steam must be running
Title: Re: The fate of this project and my future in mugen coding
Post by: Mr. I on April 16, 2015, 10:20:52 am
BCM file is basically the script file. I guess it wouldn't be of that much use other than getting damage values, hitstop, and generic velocities.

As for frame by frame analysis have you tried http://decapre.com/
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 16, 2015, 10:45:54 am
General velocities would actually help. Are normal hitvels standard? Like in cvs2 (with exceptions). Ive honestly dont know much about the internals of sf4
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on April 23, 2015, 04:39:00 pm
Bison now has 2 specials and ex specials done. He has like 7 total though. Im considering his two fireballs as part of the movelist for now, but may remove them later. I did the same with Guy's teleport and Jill's air tackle specials. He's a mix of CFJ and cvs2

I just said screw it and bought Ultra for my ps3. Ill just use Elena's SF3 data and just adjust her frame data to match Ultra. I think she has a little X Tekken in her current build too. Im probably going to move her into CFJ2 since she isn't that much different from a CFJ2 character after the X update to CFJ2. Ill leave a config file to enable the Pots stuff in a public release. Ill use that other Elena as a ref to speed things along.

Im a little worried about Urien. Im considering making Aegis reflector a lv 3 only to avoid it being used to end a cc combo. I didn't use him in 3s, so I don't remember its original meter usage. Ill be pulling htbox data from 3s when I code him though.
Title: Re: The fate of this project and my future in mugen coding
Post by: Mr. I on April 24, 2015, 07:42:46 am
Late reply...

I'm not exactly sure how pushback is calculated but it appears to be a combination of the last few columns in the data. For the most part, the numbers are common throughout light, medium and hard attacks. Also there's a lot of width adjustment going on during the attacks.

Spoiler: Generic Rule for hard attacks (click to see content)

Spoiler: Generic Rule for medium attacks (click to see content)

Spoiler: Generic Rule for light attacks (click to see content)

*** Also factored by damage scaling.

I'm kind of curious what kind of juggling system you are using though. SF4's is explained here:
https://www.youtube.com/watch?v=a9MR3OPzo8I
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on May 05, 2015, 08:18:47 pm
I forgot just how bad Elena's hitboxes were in 3s. Its hard for me to not look at a move and go, "yeah, fuck that". Im doing custom clsn that are fairly accurate for the original purpose of the move. If that makes sense. The overall priority is maintained, but with fewer boxes.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on May 09, 2015, 05:24:11 am
So I just started playing the unreleased build on my tower and holy crap. Mugen is sooooo much better with a good computer lol. Found a few bugs though so it will be delayed a bit longer for extra testing. Ill probably release it after Bison is finished. I may go ahead and recode S.Akuma also before release
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on May 11, 2015, 10:42:48 am
Fixes:
-Jill's grenade launcher has reduced start up and recovery. Cancelling it is faster too.
-S.mk will no longer be illegally cancelled by the AI

Karin:
-fixed a bug in her AI ex guren.... I think?
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 18, 2016, 05:30:51 pm
It's been a long time since I posted about this project and its future, but here am I. Today was the first time in a while that I was able to sit down and do much mugen wise(and remember to save it. I left my laptop in sleep mode and the battery died when I finished updating Ryu to his new sff last time).

As far as this project goes, I'm tempted to cancel it and reinvest my time into a SF project. With the MFG project down, I kind of want to revisit my mostly cancelled, but not really totally dead SF project. SF has always been more fun to work with imo and after watching a few tournaments, it has kind of motivated me to pick up some dead projects. Here is my plan for now:

-Elena is brought back. Her project never actually died, but was pushed back with everything going on. I initially wanted her in, but felt there wasn't enough space for her. So I was going to release her in another format, but after watching Gamerbee play her at eco, I reconsidered. She brings a very unique style of gameplay that no one else can bring. CFJ2 is already a meter heavy game and her needing to focus her meter on either the lv 3 healing or into damage would be a nice change. I like the concept I have for her and would like to see her in.

-Blanka will get finished. So I don't know if I mentioned this before, but I made a Blanka ages ago. He never made it beyond the alpha stages, but his normals and specials were done. He likely won't be in CFJ2 even though I'd like to include him some day.

-my goal is to have a beta out by the end of the year with most of the cast finished. I have more free time now and think this is doable. The interest of a few people is what is keeping this project alive. If it wasn't for these people, I would have gone back to SF a year or so ago. I won't name names, but I thank you for keeping me in mugen.

Also, after playing SFV, this game actually feels slow and weird now.
Title: Re: The fate of this project and my future in mugen coding
Post by: GTOAkira on June 18, 2016, 05:34:41 pm
A SF project sound pretty cool
If you ever need a lifebars you can use the one I did for the mfg SF project
good luck
Title: Re: The fate of this project and my future in mugen coding
Post by: 2Dee4ever on June 18, 2016, 11:40:58 pm
I'm looking forward to it!
Title: Re: The fate of this project and my future in mugen coding
Post by: FeLo_Llop on June 21, 2016, 11:22:22 am
If you need pixel based portraits, count me in.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 23, 2016, 02:23:06 pm
For CFJ2 or the SF project? For some reason, auto correct only seems to happen on this page so if I post something odd, try to ignore it. My phone hates me
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 24, 2016, 02:37:09 pm
Poll added
Title: Re: The fate of this project and my future in mugen coding
Post by: FeLo_Llop on June 24, 2016, 11:18:12 pm
For CFJ2 or the SF project? For some reason, auto correct only seems to happen on this page so if I post something odd, try to ignore it. My phone hates me

For SF. The style could be like these:
http://mugenguild.com/forum/topics/screenpack-visuals-158855.0.html
Title: Re: The fate of this project and my future in mugen coding
Post by: GTOAkira on June 25, 2016, 01:16:10 am
If you do pick the SF project here the lifebars concepts
(http://i.imgur.com/WuXbG0s.png)
(http://i.imgur.com/FOWES0R.png)
(http://i.imgur.com/MTHsnfv.png)
Third is probably my favorite
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 25, 2016, 07:17:33 am
I like the 3rd one the most of those. I kinda want portraits on them though. On top wouldn't necessarily need custom portraits. Below might need them.

I like the select screen for that sp. Seems like it would take forever for those portraits lol.

The vote is a tie atm
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 26, 2016, 02:30:22 pm
Ok, so just for a hypothetical. If I were to make the SF game, I'd have to start small. I don't think I could commit to larger than a 16 character roster. I could always expand later, but I've already made quite a few SF characters that I could port or massively update. I wouldn't need a ton of time. Esp if I have a sp and lifebars already. So for the roster....

Ryu
Zangief
-Blanka
Chun-Li
Alex
Yun
Elena
Sakura
Nash
Cody
Karin
Rose
Dictator
Urien
Ingrid
C.Viper

Of those 16, I have bases for about 12 with most being finished and would just need updating/porting. Of the 4 I don't have some form of beta that I've messed with before, I have some form of Alpha that either I or someone else made in a collaboration. In theory, if I can find the time, I could have a working beta out within a couple months. I'd just need to decide on a system. I believe Felo already made quite a few portraits for this list already.

I can swap in Cammy for Cody or Urien to code down the work load. Urien would need the most work as I have no alpha in any form for him.

Title: Re: The fate of this project and my future in mugen coding
Post by: GTOAkira on June 26, 2016, 05:46:29 pm
16 is actually pretty good
Good luck and cant wait to try it
Title: Re: The fate of this project and my future in mugen coding
Post by: Trololo on June 26, 2016, 06:01:14 pm
Man, 16 is a pretty good number of fighters.
At least, SSF2 (Not turbo) have 16 fighters- and game is still awesome!
Title: Re: The fate of this project and my future in mugen coding
Post by: Slayer. on June 26, 2016, 07:58:50 pm
Sweet! SF never is enough!!
Good luck with everything.
Title: Re: The fate of this project and my future in mugen coding
Post by: Metal Warrior on June 26, 2016, 08:17:59 pm
Hey man, keep the work on SF! Really, get some free time is hard sometimes, but look for mugen as a hobby.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 27, 2016, 03:16:06 pm
I'mkind of surprised SF isn't doing better in the poll tbh. I was kinda getting excited when it lead for a bit.

I got rear ended at a stop light last night so I'm going to be a bit busy today. Between this, a pipe breaking in the basement, my wife's phone breaking, etc, I'm ready for the weekend.
Title: Re: The fate of this project and my future in mugen coding
Post by: DW on June 28, 2016, 02:10:08 am
I chose to be a family man CFJ2. Though if you need any help, I'll be happy to assist. Sorry I never got around to testing... It totally slipped my mind. :-\
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 28, 2016, 11:25:22 am
Its all good, man. My testers don't usually respond anymore anyway and I don't remember my skype password anymore. Ive been counting the family man option as a me getting to pick whichever tbh. I'll probably start a SF project on the side and work on it when I can. The extra SF characters from CFJ2 that haven't been made yet will just move over. I don't plan to have the same system for both games. Since SF is going to be more SF based. Not sure what system yet though.

Edit: I got some of my files moved from my tower to my laptop. The drive is so small that it cant even freaking update the OS lol. I'm moving stuff around to try to fit both projects on my tiny hd.

So for a system on the hypothetical SF game. I don't want to flood the system with extra mechanics. SFV went small on purpose and for the most part, it kind of works. I don't want a SFV feel though(I like parts of it, but other parts just feel wrong. The system compliments the changes, but characters feel wrong missing key moves or having things locked into a system skill/trigger). Ive considered multiple systems and kind of want to throw some stuff out there and see what you guys think.

Of the SF games that I've played, I liked the feel of Alpha 2 and 3s the most. I liked the combo options of SF4, but didn't like the focus attack/fadc systems. So I want to mix elements of these 3 games together:

System mechanics:
Dashing(3/4/5)
Back dashing(3 or 5. Not sure I liked the back dashing system of 4 as much.)
Alpha style counter(A/5). Kind of like the concept of 5 more than Alpha. More unique
Links(4/5)
kara throws(3/4/5?)

Things Im iffy on:
-Taunt power ups(3)
-Ukemi vs Safe fall vs quick stand(I dont know if I have the sprites for ukemi on everyone)
-multi leveled supers vs specific level supers. Specific level supers would work best for the SF3 characters as they effect things like trajectory of certain supers.
-Character specific features. I bashed it earlier, but Im thinking it could work if sprinkled in. Like universal overheads on the SF3 characters or focus attack for C.Viper
-a revenge type super per character. Allowing ex moves to cancel into said super that would allow combo options that a traditional super system would have
-a custom combo type feature that can be super canceled into.
-universal overhead. Though this could be character specific
-parry

The more stuff that is added, the longer it will take to create and the longer it will take to test. Id like to not include all of it obviously. What do you guys think?
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on June 29, 2016, 01:34:16 pm
Made some small adjustments:
Ryu:
-S.lk gains an extra active frame to make cancels easier.

Kyosuke:
-invincibility on lk shadow cut kick was removed. invincibility on ex shadow cut kick extended by a frame
-several normals received several adjustments to their hitboxes. He gained a few more options for anti airs now. A couple moves gained additional priority as well.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on August 31, 2016, 10:11:26 pm
Does Ryu even need an evil mode? Trying to decide if it is worth the investment to add a mode that I may or may not use in the future.

My vacation is coming up in 3 days so Im back for a bit. Ive been busy trying to learn coding outside of mugen (starting with java and will go from there since it is really easy to pick up).
Title: Re: The fate of this project and my future in mugen coding
Post by: JustNoPoint on August 31, 2016, 10:20:42 pm
No reason unless you just want to add a quick easy extra character.
Title: Re: The fate of this project and my future in mugen coding
Post by: 2Dee4ever on August 31, 2016, 10:23:27 pm
It's really up to you if you want to put the time in. I'm definitely doing the universal overhead myself. Taunt powerups are cool. He really doesn't need an evil mode, but it's really dependent of how you'd work that in. Definitely not worth a character slot.
Title: Re: The fate of this project and my future in mugen coding
Post by: Duos.act on August 31, 2016, 10:36:22 pm
If you're unable to go the extra mile in making Evil Ryu a proper character like SF4 did then I would say it's not worth bothering with unless you feel like your game needs a novelty/boss character.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on August 31, 2016, 11:24:45 pm
for some reason, FF3 isnt working right anymore. The anim file editor keeps screwing up my anim files. It keeps combining my animations together when I edit my animations at all. I'll have to redownload it probably

I had to remove most of the bosses from the game because I was relying on projects that stalled or died. I was looking forward to adding Wesker and a few others. Jedah was removed due to time limits. Gouki is in now, but may or may not get a shin mode. So that leaves Vega, Gouki, Ingrid, and eventually Pyron. Mostly SF characters. I dont have a planned roster anymore though.

Evil Ryu has the sprites for his axe kick. He would basically just be a more combo heavy Ryu with reduced defense.
Title: Re: The fate of this project and my future in mugen coding
Post by: Memo on August 31, 2016, 11:29:30 pm
Shit ff3 gives me that issue too sometimes, I usually create a blank anim first and then copy paste text from a previous one to avoid that issue.
Title: Re: The fate of this project and my future in mugen coding
Post by: 2Dee4ever on August 31, 2016, 11:36:29 pm
I just want to ask you.. What did you do with Elena's size? She just looks awkward no matter what I change it to.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on August 31, 2016, 11:50:42 pm
change her x to .83333333. They used the same ratio for the SF3 characters that they did with the Alpha characters in CFJ. I havent reduced her frames yet like I should, but I will eventually. When you start messing with removing frames, she loses some of those weird hitbox things that make her Elena :p.

Im pretty sure I downloaded the 64 bit version, but with as tired as I usually am, I may have used the 32 bit version from my old computer. Either way, I redownloaded it and it seems to be working a bit better so far.

Edit: FF3 works now. The bug that would happen when you delete the last animation in your anim file has gone away too. I probably just forgot to update.

Also, I have no clue what I was thinking when I started Hayato cause he has a lot of his own stuff like I was prepping an individual release when I had no plans on releasing any of the edits outside of this project. He had his own helpers for sparks with no actual sprites for those helpers. He must have been using a very old Ryu or Ken as his base. Not sure why I would have done that since neither has slash sparks coded. I'll try to get him done on vacation, but cant promise that
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on September 04, 2016, 02:54:01 am
I tried the same trick on Hayato that I did with Hiryu and got 2 completely different results. Hayato feels fine, but Hiryu feels off. I reduced frames on his animations though iirc. Ill go back and readd some and see if it makes a difference. Im still drained so Ill get his normals done tomorrow after I mow the yard.
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on October 19, 2016, 06:32:30 pm
Been busy and havent had much time to post. Ive been redoing some of the clsn for Alex. I was using GM's Alex as a reference originally, but his hitboxes actually nerf him a bit in places compared to his 3s version. I might use some stuff from V, but I kind of doubt it. I dont really like V much and Alex(as well as the other dlc characters except maybe Urien) feel pretty weak compared to the main cast.

I put in for another vacation request, but it will likely be denied. Id love to have a better job that pays a bit more so I can switch to part time and go to college. Unfortunately, I dont see that happening for a while. I hate my job and eventually I will reach my breaking point and decide that I need to be more than this cause it is starting to effect my drive to do anything. IT started off as just a lack of motivation for mugen, but I've lost almost all motivation to do anything at this point. So yeah, I havent been around as much as I want to be and Im going to start making changes in my life so I can start enjoying it a bit cause I dont see much of a point in living the way I am now
Title: Re: The fate of this project and my future in mugen coding
Post by: JustNoPoint on October 19, 2016, 06:45:52 pm
I hope you can find something better soon and get your motivation back. It was fun talking shop with you when I started my SF project. I bet it'd be even more fun now that I can code a lot better!

And I'm with you on Alex. He's one of my favs but seems much weaker in SFV than in 3. I do like his v trigger though!
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on October 20, 2016, 03:16:19 pm
Im not sure what in the world is wrong with Alex, but for some reason his cmd is messed up. I must be using a really old cmd from back when they got corrupted with the older FFs or something cause I can only use his anti air special if I cancel into it and I am literally using the same command as Ryu(changed the input obviously). So Im going to scrap his cmd and rebuild it. Im pretty sure Ive had to do this before, so it is only a minor setback

Edit: The new cmd fixed it. Im not sure why that happened before. He only has 2 specials done. I still need to go back and add the projectile killer on his flash chop still. progress anyway
Title: Re: The fate of this project and my future in mugen coding
Post by: Lost_Avenger on November 26, 2016, 04:54:39 am
You guys can go ahead and move this prohect to the inactive board. I no longer even have motivation enough to even bother opening mugen any more. Some day ill pick this up again, but it may be a very long time. Im having a bunch of issues in my life and I have no free time for much of anything. I literally just get up, shower, go to work, come home, eat, sleep. The same pointless cycle every day and I have no desire to do anything