The Mugen Fighters Guild
M.U.G.E.N Central => FullGame development => Capcom Fighting Jam 2 => Topic started by: Lost_Avenger on February 01, 2013, 02:23:18 am
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http://trinitymugen.net/Hosted/CFJ2/ (http://trinitymugen.net/Hosted/CFJ2/)
Ive been getting a lot of messages about where to find the betas. So, here you go. Though they are all mostly outdated now
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Niceee! But these guys ai is rediculesessness!!
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The AI is scaled in the Alpha(Im waiting for some more testing before I make it public)
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great I love these by the way! needs more recognition
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My characters arent perfect by any means. They have a lot of flaws(esp the pre group alpha) so its understandable.
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You have done nicely, I would prefer alpha Chun Li, over CVS/2 Chun Li. Never liked the CvS games as much because of the poor sprites for some characters aka Ryu, and Ken, Dan and Akuma, but I do like the visual effects. What were the source of your Cammy sprites? They look off scaled to me in my opinion. I hope you continue your great work, your game will inspire everyone to play!
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Cammy's set uses Kong's rips iirc. They were already scaled.
I preferred the cvs sets for Ken and Ryu over the alpha ones. Esp Ryu and Ken with their awkward walking animations. I have the public Alpha close to ready. Probably a month or so away since Im limited with my dying netbook
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https://www.dropbox.com/s/954sfa1njzqpzfw/Capcom%20Fighting%20Jam%202%20Alpha.rar
The most recent Alpha. Its had minimal testing so please report bugs. S.Akuma had missing sounds iirc. I might change my dust fx. I didn't code the sp or the training stage
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this game is dope, i really like the feel of the combat.
the way the hit pause times feel....like butter, smooth as f#ck!
i dont know if this is a bug but Guys Close Standing Strong kick
changes into his Standing light punch after it hits.
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I probably forgot an AILevel somewhere. I was going to use slightly lighter times, but stuck with these. The pauses I used in X make combos feel more natural/easier imo