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Marvel vs Capcom 2 characters project (Read 782197 times)

Started by REDHOT, September 08, 2016, 04:02:55 am
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Re: Marvel vs Capcom 2 characters project (Morrigan RELEASED,Teaser gameplay video)
#181  April 12, 2017, 05:26:10 am
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I would die to see what your Norimaro would play out!
Re: Marvel vs Capcom 2 characters project (Morrigan RELEASED,Teaser gameplay video)
#182  April 12, 2017, 06:53:32 am
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  • 2D Fighting games forever!
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Hi, i want to know if its possible to disable the system messages and the out of screen arrow.
Lasagna
Re: Marvel vs Capcom 2 characters project (Morrigan RELEASED,Teaser gameplay video)
#183  April 12, 2017, 02:01:45 pm
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    • marvelvscapcomextreme.000webhostapp.com
Hi, i want to know if its possible to disable the system messages and the out of screen arrow.

It´s possible to do it yourself, because the characters that I´ll release will be always like that.
Open Fighter Factory and do the easy way, remove all the anims and sounds about system messages and screen arrow.
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

lui

Re: Marvel vs Capcom 2 characters project (Morrigan RELEASED,Teaser gameplay video)
#184  April 14, 2017, 02:44:16 am
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open up the "cns" folder in the characters, look for config.txt and look for these lines

; ‰æ–ÊŠO‚É‚¢‚鎞‚̈ʒu•\Ž¦BƒIƒt‚É‚µ‚½‚¢ê‡‚Í0‚ðÝ’è‚·‚éB
[State 9999, Arrow outside a screen]
type = ParentVarSet
trigger1 = 1
var(43) = 1

; ƒVƒXƒeƒ€•\Ž¦‚ðƒIƒt‚É‚µ‚½‚¢Žž‚Í0‚ɐݒ肷‚éB1‚ÅAIR COMBO•\‹LB2‚ÅAERIAL RAVE•\‹LB
[State 9999, System Message]
type = ParentVarSet
trigger1 = 1
var(40) = 1

set trigger1 = 0

redhot idk how you could miss stuff like this in your own characters, what you're telling him isn't the proper way to get rid of it. you only delete the sprites, sounds and anims once you delete all the codes relating to it so it doesn't cause any issues
Re: Marvel vs Capcom 2 characters project (Morrigan RELEASED,Teaser gameplay video)
#185  April 14, 2017, 07:23:54 pm
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open up the "cns" folder in the characters, look for config.txt and look for these lines

; ‰æ–ÊŠO‚É‚¢‚鎞‚̈ʒu•\Ž¦BƒIƒt‚É‚µ‚½‚¢ê‡‚Í0‚ðÝ’è‚·‚éB
[State 9999, Arrow outside a screen]
type = ParentVarSet
trigger1 = 1
var(43) = 1

; ƒVƒXƒeƒ€•\Ž¦‚ðƒIƒt‚É‚µ‚½‚¢Žž‚Í0‚ɐݒ肷‚éB1‚ÅAIR COMBO•\‹LB2‚ÅAERIAL RAVE•\‹LB
[State 9999, System Message]
type = ParentVarSet
trigger1 = 1
var(40) = 1

set trigger1 = 0

redhot idk how you could miss stuff like this in your own characters, what you're telling him isn't the proper way to get rid of it. you only delete the sprites, sounds and anims once you delete all the codes relating to it so it doesn't cause any issues

Sometimes I comment on another computer and I havn´t here the characters files.
You can delete the system message and arrows there in config.txt but just in some characters that have the var(40) or var(43) implemented in the code, is not so easy that you think.
In some characters I had to delete or change some variables to get the code work.. and the var(40) is an example.
The config.txt file is always there, because So that there are no problems in other codes.

Characters like Megaman, Wolverine, Silver Samurai or Morrigan use another different System messages´s code.
So that´s why I tell him that (In fact, I've done that once and nothing ever happened, it´s true that´s not the correct way, obviously, but it´s the fast way in this case).

-Ash- try if you can dissable the system messages and arrows deleting the explods or PlaySnds  codes in the main cns file (if you don´t want to delete anims or sounds).
(THE NUMBER OF VARIABLES COULD CHANGE IN ALL THE CHARACTERS)

System message:

Code:
; ƒRƒ“ƒ{ƒƒbƒZ[ƒW 
; 1P‘¤
[State -2, ƒRƒ“ƒ{ƒƒbƒZ[ƒW]
type = Explod
triggerall = !numtarget && roundstate = 2 && teamside = 1
trigger1 = var(44) >= 3 && var(46) < 2
anim = 8550+(var(44)>3)+(var(44)>5)+(var(44)>7)+(var(44)>9)+(var(44)>29)+(var(44)>59)+(var(44)>99)
ownpal = 1
ontop = 1
postype = left
bindtime = -1
pos = 0,80
scale = .5,.5
ignorehitpause = 1
supermove = 1
pausemovetime = 99999999
id = 8550

[State -2, ƒRƒ“ƒ{ƒƒbƒZ[ƒW]
type = Explod
triggerall = !numtarget && roundstate = 2 && teamside = 1
trigger1 = var(44) >= 3 && var(46) >= 2
anim = 8558+(var(52)=2)
ownpal = 1
ontop = 1
postype = left
bindtime = -1
pos = 0,80
scale = .5,.5
ignorehitpause = 1
supermove = 1
pausemovetime = 99999999
id = 8550

; 2P‘¤
[State -2, ƒRƒ“ƒ{ƒƒbƒZ[ƒW]
type = Explod
triggerall = !numtarget && roundstate = 2 && teamside = 2
trigger1 = var(44) >= 3 && var(46) < 2
anim = 8560+(var(44)>3)+(var(44)>5)+(var(44)>7)+(var(44)>9)+(var(44)>29)+(var(44)>59)+(var(44)>99)
ownpal = 1
ontop = 1
postype = right
bindtime = -1
pos = 0,80
scale = .5,.5
ignorehitpause = 1
supermove = 1
pausemovetime = 99999999
id = 8550

[State -2, ƒRƒ“ƒ{ƒƒbƒZ[ƒW]
type = Explod
triggerall = !numtarget && roundstate = 2 && teamside = 2
trigger1 = var(44) >= 3 && var(46) >= 2
anim = 8568+(var(52)=2)
ownpal = 1
ontop = 1
postype = right
bindtime = -1
pos = 0,80
scale = .5,.5
ignorehitpause = 1
supermove = 1
pausemovetime = 99999999
id = 8550

; ƒAƒiƒEƒ“ƒX
[State -2, ƒRƒ“ƒ{ƒƒbƒZ[ƒW]
type = PlaySnd
triggerall = !numtarget && roundstate = 2
trigger1 = var(44) >= 3 && var(46) < 2
value = 7,(var(44)>3)+(var(44)>5)+(var(44)>7)+(var(44)>9)+(var(44)>29)+(var(44)>59)+(var(44)>99)
ignorehitpause = 1

[State -2, ƒRƒ“ƒ{ƒƒbƒZ[ƒW]
type = PlaySnd
triggerall = !numtarget && roundstate = 2
trigger1 = var(44) >= 3 && var(46) >= 2
value = 7,8+(var(52)=2)
ignorehitpause = 1
 
; ƒVƒXƒeƒ€ƒƒbƒZ[ƒW
[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = Explod
triggerall = !(var(53)&1) && teamside = 1
trigger1 = movehit
trigger2 = projhittime(0) > 0
anim = 8570
ownpal = 1
ontop = 1
postype = left
bindtime = -1
pos = 0,80
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8570

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = Explod
triggerall = !(var(53)&1) && teamside = 2
trigger1 = movehit
trigger2 = projhittime(0) > 0
anim = 8575
ownpal = 1
ontop = 1
postype = right
bindtime = -1
pos = 0,80
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8570

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = PlaySnd
triggerall = !(var(53)&1)
trigger1 = movehit
trigger2 = projhittime(0) > 0
value = 7,10
ignorehitpause = 1

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = VarSet
triggerall = !(var(53)&1)
trigger1 = movehit
trigger2 = projhittime(0) > 0
trigger3 = movetype = H && stateno != [120,155]
trigger4 = numpartner
trigger4 = partner,movetype = H && partner,stateno != [120,155]
trigger5 = numpartner
trigger5 = partner,movehit || partner,projhittime(0) > 0
var(53) = var(53) | 1
ignorehitpause = 1

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = Explod
triggerall = !(var(53)&2) && teamside = 1
trigger1 = life < lifemax * .35
anim = 8571
ownpal = 1
ontop = 1
postype = left
bindtime = -1
pos = 0,80
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8570

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = Explod
triggerall = !(var(53)&2) && teamside = 2 && alive
trigger1 = life < lifemax * .35
anim = 8576
ownpal = 1
ontop = 1
postype = right
bindtime = -1
pos = 0,80
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8570

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = PlaySnd
triggerall = !(var(53)&2) && alive
trigger1 = life < lifemax * .35
value = 7,11
ignorehitpause = 1

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = VarSet
triggerall = !(var(53)&2)
trigger1 = life < lifemax * .35
var(53) = var(53) | 2
ignorehitpause = 1

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = VarSet
triggerall = (var(53)&2)
trigger1 = life >= lifemax * .35
var(53) = var(53) ^ 2
ignorehitpause = 1

[State -2, ƒVƒXƒeƒ€ƒƒbƒZ[ƒW]
type = RemoveExplod
trigger1 = numexplod(8570) && numexplod(8550)
id = 8550
ignorehitpause = 1
 
; ƒRƒ“ƒ{”
[State -2, ƒRƒ“ƒ{”]
type = VarSet
trigger1 = statetype = A && prevstateno = [600,800)
trigger1 = stateno = [1000,5000)
var(55) = 1

[State -2, ƒRƒ“ƒ{”]
type = VarAdd
trigger1 = movehit = 1
trigger2 = projhit = 1
var(44) = 1

[State -2, ƒRƒ“ƒ{”]
type = VarAdd
triggerall = statetype = A && numtarget
triggerall = target,statetype = A
triggerall = movehit = 1 || projhit = 1
trigger1 = stateno = [600,800)
trigger2 = var(55) && stateno = [1000,5000)
var(46) = 1

[State -2, ƒRƒ“ƒ{”]
type = VarSet
trigger1 = !numtarget
var(55) = 0

[State -2, ƒRƒ“ƒ{”]
type = VarSet
trigger1 = !numtarget
var(44) = 0

[State -2, ƒRƒ“ƒ{”]
type = VarSet
trigger1 = !numtarget
var(46) = 0
 
; ƒRƒ“ƒ{•â³
[State -2, ƒRƒ“ƒ{•â³]
type = VarSet
trigger1 = 1
fvar(0) = 1.0-(var(44)>3)*((var(44)-3)*.075)

[State -2, ƒRƒ“ƒ{•â³]
type = VarSet
trigger1 = fvar(0) < .0
fvar(0) = .025

[State -2, ƒRƒ“ƒ{•â³]
type = AttackMulSet
trigger1 = 1
value = fvar(0)



Arrows (IN THIS CASE, REMOVE IT ALL):



Code:
; ‰æ–ÊŠO•\Ž¦(Ž©•ª) 

; ƒvƒŒƒCƒ„[•\Ž¦
[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
trigger1 = roundstate = [2,3]
trigger1 = screenpos y > 240-const(size.head.pos.y)
anim = 8589+teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(screenpos x),195
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8590

[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
trigger1 = roundstate = [2,3]
trigger1 = screenpos y < 0
anim = 8589+teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(screenpos x),5
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8590
 
; –îˆó•\Ž¦(‰ñ“])
[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = roundstate = [2,3]
triggerall = !numexplod(8596) && numenemy
triggerall = screenpos y > 240-const(size.head.pos.y)
trigger1 = var(26) = 1
trigger1 = screenpos x < enemynear,screenpos x
trigger2 = var(26) = -1
trigger2 = screenpos x > enemynear,screenpos x
anim = 8595+teamside
ownpal = 1
ontop = 1
facing = -var(26)
postype = left
pos = floor(screenpos x),195
scale = .25,.25
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8596

[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = roundstate = [2,3]
triggerall = !numexplod(8598) && numenemy
triggerall = screenpos y < 0
trigger1 = var(26) = 1
trigger1 = screenpos x < enemynear,screenpos x
trigger2 = var(26) = -1
trigger2 = screenpos x > enemynear,screenpos x
anim = 8597+teamside
ownpal = 1
ontop = 1
facing = -var(26)
postype = left
pos = floor(screenpos x),5
scale = .25,.25
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8598

[State -2, ‰æ–ÊŠO•\Ž¦]
type = RemoveExplod
triggerall = numexplod(8596)
trigger1 = screenpos y <= 240-const(size.head.pos.y)
id = 8596

[State -2, ‰æ–ÊŠO•\Ž¦]
type = RemoveExplod
triggerall = numexplod(8598)
trigger1 = screenpos y >= 0
id = 8598

[State -2, ‰æ–ÊŠO•\Ž¦]
type = ModifyExplod
trigger1 = numexplod(8596)
id = 8596
postype = left
pos = floor(screenpos x),195

[State -2, ‰æ–ÊŠO•\Ž¦]
type = ModifyExplod
trigger1 = numexplod(8598)
id = 8598
postype = left
pos = floor(screenpos x),5

[State -2, ‰æ–ÊŠO•\Ž¦]
type = VarSet
trigger1 = numenemy
var(26) = ifelse(screenpos x - enemynear,screenpos x < 0,-1,1)
 
; –îˆó•\Ž¦
[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
trigger1 = roundstate = [2,3]
trigger1 = !numexplod(8596)
trigger1 = screenpos y > 240-const(size.head.pos.y)
anim = 8593+teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(screenpos x),195
scale = .25,.25
facing = -var(26)
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8594

[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
trigger1 = roundstate = [2,3]
trigger1 = !numexplod(8598)
trigger1 = screenpos y < 0
anim = 8593+teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(screenpos x),5
scale = .25,.25
facing = -var(26)
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8594

 
; ‰æ–ÊŠO•\Ž¦(‘ŠŽè)

; ƒvƒŒƒCƒ„[•\Ž¦
[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = numenemy = 1
triggerall = !(enemy,authorname="mouser" && enemy,var(5)=5068355)
trigger1 = roundstate = [2,3]
trigger1 = enemy,screenpos y > 240-enemy,const(size.head.pos.y)
anim = 8589+enemy,teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(enemy,screenpos x),195
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8590

[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = numenemy = 1
triggerall = !(enemy,authorname="mouser" && enemy,var(5)=5068355)
trigger1 = roundstate = [2,3]
trigger1 = enemy,screenpos y < 0
anim = 8589+enemy,teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(enemy,screenpos x),5
scale = .5,.5
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 8590
 
; –îˆó•\Ž¦(‰ñ“])
[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = numenemy = 1
triggerall = !(enemy,authorname="mouser" && enemy,var(5)=5068355)
triggerall = roundstate = [2,3]
triggerall = !numexplod(18596)
triggerall = enemy,screenpos y > 240-enemy,const(size.head.pos.y)
trigger1 = var(27) = 1
trigger1 = enemy,screenpos x < screenpos x
trigger2 = var(27) = -1
trigger2 = enemy,screenpos x > screenpos x
anim = 8595+enemy,teamside
ownpal = 1
ontop = 1
facing = -var(27)
postype = left
pos = floor(enemy,screenpos x),195
scale = .25,.25
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 18596

[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = numenemy = 1
triggerall = !(enemy,authorname="mouser" && enemy,var(5)=5068355)
triggerall = roundstate = [2,3]
triggerall = !numexplod(18598)
triggerall = enemy,screenpos y < 0
trigger1 = var(27) = 1
trigger1 = enemy,screenpos x < screenpos x
trigger2 = var(27) = -1
trigger2 = enemy,screenpos x > screenpos x
anim = 8597+enemy,teamside
ownpal = 1
ontop = 1
facing = -var(27)
postype = left
pos = floor(enemy,screenpos x),5
scale = .25,.25
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 18598

[State -2, ‰æ–ÊŠO•\Ž¦]
type = RemoveExplod
triggerall = numexplod(18596)
trigger1 = enemy,screenpos y <= 240-enemy,const(size.head.pos.y)
id = 18596

[State -2, ‰æ–ÊŠO•\Ž¦]
type = RemoveExplod
triggerall = numexplod(18598)
trigger1 = enemy,screenpos y >= 0
id = 18598

[State -2, ‰æ–ÊŠO•\Ž¦]
type = ModifyExplod
trigger1 = numexplod(18596)
id = 18596
postype = left
pos = floor(enemy,screenpos x),195

[State -2, ‰æ–ÊŠO•\Ž¦]
type = ModifyExplod
trigger1 = numexplod(18598)
id = 18598
postype = left
pos = floor(enemy,screenpos x),5

[State -2, ‰æ–ÊŠO•\Ž¦]
type = VarSet
trigger1 = numenemy = 1
var(27) = ifelse(enemy,screenpos x - screenpos x < 0,-1,1)
 
; –îˆó•\Ž¦
[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = numenemy = 1
triggerall = !(enemy,authorname="mouser" && enemy,var(5)=5068355)
trigger1 = roundstate = [2,3]
trigger1 = !numexplod(18596)
trigger1 = enemy,screenpos y > 240-enemy,const(size.head.pos.y)
anim = 8593+enemy,teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(enemy,screenpos x),195
scale = .25,.25
facing = -var(27)
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 18594

[State -2, ‰æ–ÊŠO•\Ž¦]
type = Explod
triggerall = numenemy = 1
triggerall = !(enemy,authorname="mouser" && enemy,var(5)=5068355)
trigger1 = roundstate = [2,3]
trigger1 = !numexplod(18598)
trigger1 = enemy,screenpos y < 0
anim = 8593+enemy,teamside
ownpal = 1
ontop = 1
postype = left
pos = floor(enemy,screenpos x),5
scale = .25,.25
facing = -var(27)
supermove = 1
pausemovetime = 99999999
ignorehitpause = 1
id = 18594


Characters like Morrigan, Megaman, and Wolverine you can delete the system message in the section "SIGNS" in the -2 statedef.

Thanks
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 2 characters project (Morrigan RELEASED,Teaser gameplay video)
#186  April 14, 2017, 07:45:49 pm
  • avatar
  • *****
    • USA
    • Skype - Uche1234@hotmail.com
All we need now is a proper screenpack.
Re: Marvel vs Capcom 2 characters project (Sabretooth RELEASED)
#187  April 23, 2017, 07:42:04 pm
  • ***
  • MvC Adict!!
    • Argentina
    • marvelvscapcomextreme.000webhostapp.com




Teaser Gameplay Video!





Hi! the first vertion of Sabretooth it´s released! with the Original MvC2 1vs1 gameplay (as faithfull as possible) - 6 button gameplay edition.

MUGEN vertion: 1.0 and 1.1

The original author is Unkoman and this edition that I made, is made with a lot of effort to try to improve Sabretooth 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?:

- Hitdef, anims, and some codes in all standing, crouching and air punches and kicks (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).
- Removed all extra moves that NOT appear in MvC2.
- Advanced guard FX
- Announcement messages
- Air combo code
- Throws
- Combos
- Common cns
- Dash fwd and backward FX
- State hits
- Fall fx and sounds
- hits and guards fx and sounds
- Hit character sound
- Hit in fall
- Hit in dash
- Hyper BG
- Hyper combo finish
- Hyper effects and sounds
- Hyper portait
- Intro
- Landing fx and sound
- Launching
- Lie down time
- Portaits select
- p1-p2 icon
- Palettes
- Pre walking
- Recovery Roll
- Wall climbing
- Scale character
- Super jump code and FX
- Taunt
- Throws FX and sound
- Voices
- Velocity data
- Volume
- Wall hit
- Wins
- Yacell
- Vertical Spinning
- Dizzy
- Run jump
- Commands
- Anims times
- Damage
- Negative Edge
- Recoveries anims
- some CLSN boxes


Things to perfect:

- Throws: adjust some little things
- Air combo camera
- Announcement messages in Weapon X
- Hypers: adjust some little things
- Supers: adjust some little things
- Tech-hit
- A.I
- CLSN boxes
- Air Dizzy
and maybe a little more things in my list

Credits:

- Unkoman (Original author and various original codes of this character)
- Mouser (various original codes of this character)
- Kamekaze (Berseker Claw X code base)
- DarkWolf13, walruslui and ExShadow (Hyper Ports, and Common1 codes)
- FerchogtX (Some MvC2 FX and sounds)
- Violin Ken (Negative edge command)

Hope you enjoy it.

Cheers!
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 2 characters project (Sabretooth RELEASED, gameplay video!)
#188  April 23, 2017, 10:59:15 pm
  • ****
awesome work buddy! thanks again for another mvc2 character!
Re: Marvel vs Capcom 2 characters project (Sabretooth RELEASED, gameplay video!)
#189  April 23, 2017, 11:06:52 pm
  • avatar
  • ****
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Nice! Already in my roster!
Re: Marvel vs Capcom 2 characters project (Sabretooth RELEASED, gameplay video!)
#190  April 29, 2017, 10:46:14 pm
  • avatar
  • **
    • Brazil
    • concurseiro190@gmail.com
I Really need that you hear this:
Thanks for improving this project and make these characters the "official" and "definitive" versions.
For exemple, now we have a megaman, a wolverine, a sabretooh in your best version to mugen.
Thanks my friend!
Re: Marvel vs Capcom 2 characters project (Sabretooth RELEASED, gameplay video!)
#191  May 01, 2017, 05:12:09 pm
  • ***
  • MvC Adict!!
    • Argentina
    • marvelvscapcomextreme.000webhostapp.com
I Really need that you hear this:
Thanks for improving this project and make these characters the "official" and "definitive" versions.
For exemple, now we have a megaman, a wolverine, a sabretooh in your best version to mugen.
Thanks my friend!

Thanks for the words!
This week a new character will be released.

Once that the 56 characters are released, comes all the updates with all the perfections to make (A.I., CLSN BOXES, GUARD STATES.. HYPERS, SPECIALS....EFFECTS, NEW THINGS).. so stay tuned!
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 2 characters project (Sabretooth RELEASED, gameplay video!)
#192  May 01, 2017, 06:54:17 pm
  • **
  • war is always over mugen
  • the solitare blade of light
    • Uruguay
now you too make me hype :D
Marvel vs Capcom 2 characters project (Ken RELEASED, gameplay video!)
#193  May 03, 2017, 04:28:45 am
  • ***
  • MvC Adict!!
    • Argentina
    • marvelvscapcomextreme.000webhostapp.com



Teaser Gameplay Video!





Hi! the first vertion of Ken it´s released! with the Original MvC2 1vs1 gameplay (as faithfull as possible) - 6 button gameplay edition.

MUGEN vertion: 1.0 and 1.1

The original author is Mouser and this edition that I made, is made with a lot of effort to try to improve Ken 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?:

- Hitdef, anims, and some codes in all standing, crouching and air punches and kicks (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).
- Removed all extra moves that NOT appear in MvC2.
- Advanced guard FX
- Announcement messages
- Throws
- Combos
- Common cns
- Dash fwd and backward FX
- State hits
- hits and guards fx and sounds
- Hit in fall
- Hyper BG
- Hyper sounds
- Intro
- Launching
- Lie down time
- Palettes
- Scale character
- Super jump FX
- Velocity data
- Volume
- Wall hit
- Wins
- Yacell
- Vertical Spinning
- Run jump
- Commands
- Anims times
- Damage
- Negative Edge
- Recoveries anims
- some CLSN boxes

Things to perfect:

- Throws: adjust some little things
- Air combo camera
- Hypers: adjust some little things
- Shoryuken: adjust some little things
- Tech-hit
- A.I
- CLSN boxes
- Air Dizzy
and maybe a little more things in my list

Credits:

- Mouser (Original author and various original codes of this character)
- DarkWolf13, walruslui and ExShadow (yper Ports and Common1 codes)
- Iwakick (Tech-it coding)
- Violin Ken (Negative edge command)
- FerchogtX (Some MvC2 FX and sounds)

Hope you enjoy it.

Cheers!
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 2 characters project (Sabretooth RELEASED, gameplay video!)
#194  May 03, 2017, 04:30:26 am
  • avatar
  • *****
  • Are you ready?
    • USA
that nearly completes the shotoclones because that only leaves sakura congrats

i'm still waiting for shuma gorath and blackheart to be here though
Re: Marvel vs Capcom 2 characters project (Ken RELEASED, gameplay video!)
#195  May 04, 2017, 12:51:44 am
  • avatar
  • ****
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Re: Marvel vs Capcom 2 characters project (Spider-Man RELEASED, gameplay video!)
#196  May 13, 2017, 11:53:57 pm
  • ***
  • MvC Adict!!
    • Argentina
    • marvelvscapcomextreme.000webhostapp.com



Teaser Gameplay Video!



Half of the 56 characters have been reached today!! (28/56)


Hi! the first vertion of Spider-Man it´s released! with the Original MvC2 1vs1 gameplay (as faithfull as possible) - 6 button gameplay edition.

MUGEN vertion: 1.0 and 1.1

The original author is FerchoGTX (with some things edited by DarkWolf13 in the first place for his own project) and this edition that I made, is made with a lot of effort to try to improve Spider-Man 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?:

- Hitdef, anims, and some codes in all standing, crouching and air punches and kicks (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).
- Removed all extra moves that NOT appear in MvC2.
- Advanced guard FX
- Announcement messages
- Throws
- Combos
- Common cns
- Dash fwd and backward FX
- State hits
- hits and guards fx and sounds
- Hit in fall
- Hit in dash
- Hyper BG
- Hyper sounds
- Intro
- Launching
- Lie down time
- Lose by time over anim
- Palettes
- Mini portait
- Pre walking
- Air dash
- Wall climb
- Scale character
- Super jump FX and code
- Taunt
- Velocity data
- Volume
- Wall hit
- Wins
- Yacell
- Vertical Spinning
- Run jump
- Commands (dash & launching moves too)
- Anims times
- Damage
- Negative Edge
- Recoveries anims
- some CLSN boxes

Things to perfect:

- Throws: adjust some little things
- Air combo camera
- Maximum Spider: -adjust some little things..
                                 - check p2stateno,
                                 - check cameras,
                                 - check possible bugs (NOTE: MAXIMUM SPIDER FOR NOW WORKS ONLY IN SUPER JUMP STAGES, YOU POSSIBLY FIND A BUG IF YOU DO A MAXIMUM SPIDER IN A NORMAL STAGE WITHOUT SUPER JUMP..... SPIDEY POSSIBLY WILL DO ONLY TWO OR THREE HITS)
- Intro:- Adjust some little things,
              - erase PalFX if you press START before intro, (check if intro 3 exist when spidey fall in his web rope)
- Web ball: - Don´t break the web trap if you throw another web ball (the same thing with Thanos´s bubble trap).
                   - Sometimes if you throw a web ball when the enemy it´s already trapped, and you throw ANOTHER web ball.. the web trap is not created, check this.
                   - Check possible float positions.
                   - Big web trap in big enemies.
- Web Throw: - Check, spider rope´s velsets, pos and trans.
                        - Check some hitdef
                        - TAP buttons (anim fast.. this exist?)
- Air dash: - Adjust some little things
- Check Spider shield anim in guards states
- Tech-hit
- A.I
- CLSN boxes
- Air Dizzy
and maybe a little more things in my list

Credits:

- FerchogtX (Original author and various original codes of this character and Some MvC2 FX and sounds)
- Mouser (various original codes of this character)
- DarkWolf13, walruslui and ExShadow (First edit, Hyper Ports, and Common1 codes)
- Iwakick (Tech-it coding)

Hope you enjoy it.

Cheers!
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 2 characters project (Spider-Man RELEASED, gameplay video!)
#197  May 14, 2017, 04:37:26 am
  • avatar
  • *****
    • USA
    • Skype - Uche1234@hotmail.com
Finally! Everyone's favorite hero has come back to M.U.G.E.N.!!!
Re: Marvel vs Capcom 2 characters project (Spider-Man RELEASED, gameplay video!)
#198  May 14, 2017, 05:26:28 am
  • avatar
  • ***
    • USA
Yet again i repeat, 2017 is my year!
Re: Marvel vs Capcom 2 characters project (Spider-Man RELEASED, gameplay video!)
#199  May 14, 2017, 02:51:45 pm
  • avatar
  • ****
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Ssssspideyyyyyy!! Thanks!!
Re: Marvel vs Capcom 2 characters project (Spider-Man RELEASED, gameplay video!)
#200  May 14, 2017, 10:02:51 pm
  • ***
  • I'm a llama!
I always felt that Web ball should stay longer on ... Spiderman could never really compete I always felt that be real nice.