M.U.G.E.N Central => FullGame development => Street Fighter Duo => Topic started by: A$AP Buckus on December 05, 2013, 10:26:45 pm
Title: General Progress Thread
Post by: A$AP Buckus on December 05, 2013, 10:26:45 pm
Playing a lot of TvC and UMVC3 lately, I thought to myself: why isn't there a game like this with just Street Fighter characters? This thought and my boredom with mugen manifested into this project. Inspired by CvtW and Capcom Universe(games made by one person), I'm sure I can do this project. Already have most everything planned as far a core mechanics. Here's what I have so far:
- For Mugen 1.1. Chars using SFF2 and other 1.0 and above features. Will be playable through Mugen 1.0 as well. - Tag system(customized from Unosho's system for my game - all credits to Unoshe) - Vs style influencd gameplay(launchers, chain combos, DHC, Team Aerial Rave, Advancing Guard) - Old school FX will be used Hi-res/filtered FX will be used - 7 button gameplay(3 punches, 3 kicks and assist)
Here's a preview video:
Just to answer some immediate question:
- ONLY STREET FIGHTER CHARS(ever been a selectable char in a SF game) WILL BE IN THIS GAME. If your question is about any marvel/snk/anything not street fighter char being in the game, the answer is NOPE!!! The ONLY exemption I may consider would be Haggar/Maki from Final Fight.....maybe...... - NOT EVERY STREET FIGHTER CHAR WILL BE IN THIS GAME. I'll reveal some of the roster later.
The video is played at Fast 1 and 150% Life, which will most likely be the default(or recommended) settings. Feel free to leave feedback/opinions/suggestions and thanks in advance.
Planned Public Beta Roster:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Dhalsim
Street Fighter Alpha - Rose - Charlie
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Cody
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Niitris on December 05, 2013, 10:38:51 pm
They kinda tried it with SFA1, but I think people didn't like the chain combo concept, so they went back to the more "traditional" formula in SFA2. They have 2 successful fighting formulas, it'd be better to use it for 2 different IPs.
I have a suggestion... It's up to you of course, but the life seems rather high. Initial hits usually take more damage and then scaling takes place. Anyway, I'd love to see a "Street Fighter only" MvC, so good luck.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: City_Hunter on December 05, 2013, 10:43:45 pm
pretty cool now no one cant tell you that their is to much street fighter character on the roster hope haggar is in
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: C-G-U on December 05, 2013, 10:51:59 pm
Not that I'm complaining but I believe that you're using my palettes there for Alex and Ryu which is cool, that aside this looks really interesting, and I wish you the best of luck with the project.
As far as names, Street Fighter : Free 4 All/Rivals/Fight Festival/Confrontation
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Infinite Crisis on December 05, 2013, 10:57:49 pm
This looks really Cool/Fun, I just don't like - Old school FX...
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: BIG BOSS on December 05, 2013, 11:03:14 pm
Second that on the fx but, this is your cup of tea. I also, gave my 2 cents on your utube example video. Good luck man.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: The Sudden Freak on December 06, 2013, 06:03:25 am
How about Street Fighter X Street Fighter Alpha or possibly SFvsSFA or simply Street Fighter X Alpha or SFXA or SFvsA since it seems you're using Alpha characters in the mix. You including most of the shotoclones? If so, who?
Anyway, I'll keep my eye on this, seems interesting and the idea of old school special effects makes me happy.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on December 06, 2013, 06:33:35 am
This looks so good! I'd kinda like Hi-res FX too, but that's your choice and I respect it, the mechanics look mind-blowing, best of luck with this dude, I'll be looking forward to more progress!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Ryūku Tsukuyomi on December 06, 2013, 07:39:58 am
Holy shit I'm so hyped for this game right now.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Lost_Avenger on December 06, 2013, 08:32:39 am
Looks fun. What about the guys that were originally from FF, but became SFs later? And what about other FFers.
You aren't keeping the mugen sparks, right?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 06, 2013, 09:35:01 am
Thanks everyone. About the FX, I chose old school because it's universal with all chars. If I could get someone to Hi-res the one needed, I'm all for changing it.
I have a suggestion... It's up to you of course, but the life seems rather high. Initial hits usually take more damage and then scaling takes place.
Looking back at this, you have a point. Changing life back to 100 as combos get scaled a lot as combos go on. Guess I'm just use to playing mvc2 with the lowest handicap setting.
Not that I'm complaining but I believe that you're using my palettes there for Alex and Ryu which is cool, that aside this looks really interesting, and I wish you the best of luck with the project.
Thanks. That's ironic as I was gonna ask you to help with palettes :anxious:. I like the unique-ness of your pals and give the characters a unified style.
Looks fun. What about the guys that were originally from FF, but became SFs later? And what about other FFers.
You aren't keeping the mugen sparks, right?
Yeah Final Fight characters are good, especially if they were in a Street Fighter game(guess that includes Poison now). The only others I'd consider would be Haggar and Maki though.
EDIT: Maki "technically" has been a char in a Street Fighter game......guess that makes her a SF char? IDK.......if they've ever been a selectable char in a SF game, they have a chance to get in.
Not at all. I plan on finishing at least 6 characters before getting into the screenpack/stages etc.
More to come.
P.S. I haven't abandoned my old WIPs. Just taking a hiatus from them to do something new for a change. They're still being updated, so don't worry.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on December 06, 2013, 01:08:38 pm
Even I'm not a fan of MvC series...that looks f**king awesome!!
Feel free to use Viper(when finished) and Rose.
Just personal opinion but...it would have been better if you have kept this under SF standars OR adding something like an -ISM system.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Ulisan on December 06, 2013, 01:33:06 pm
DUDE!!
So stylish and dinamic, nice project!!!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Infinite Crisis on December 06, 2013, 01:51:06 pm
Thanks everyone. About the FX, I chose old school because it's universal with all chars. If I could get someone to Hi-res the one needed, I'm all for changing it.
I'm in, I could apply them to the character palettes as well if you like.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Hephaistos31 on December 06, 2013, 01:52:38 pm
Thanks everyone. About the FX, I chose old school because it's universal with all chars. If I could get someone to Hi-res the one needed, I'm all for changing it.
I'm in, I could apply them to the character palettes as well if you like.
So those chars will end in my roster. :) Good luck men!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: C-G-U on December 06, 2013, 04:40:34 pm
Count me in, I don't really make palettes anymore because I haven't played mugen in a few months, but I'd be glad to help you out :)
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: NoZ on December 06, 2013, 05:11:54 pm
Awesome,a name suggestion Street Fighter Universe
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Ness on December 06, 2013, 05:12:46 pm
SF Melee Allstars would be cool ...
This is going to be sick, will keep an eye on this thread!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: squallsoft on December 06, 2013, 05:31:32 pm
Awesome concept!
Name suggestion: Street Fighter Legends
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Shao_kun on December 06, 2013, 09:26:30 pm
Maybe...Street Fighter Omega ;D
Spoiler, click to toggle visibilty
as SF alpha...this must be the opposite one
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 06, 2013, 09:49:07 pm
- Street Fighter World - Street Fighters
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Erroratu on December 06, 2013, 11:11:37 pm
Ryu's Bizarre Adventure
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Hephaistos31 on December 06, 2013, 11:28:47 pm
Street Fighter: Neostrike
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Pre-Teen Music Maker on December 06, 2013, 11:31:26 pm
I'd like to be apart of this project, if you need music that is....
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: ExShadow on December 06, 2013, 11:40:18 pm
Street Fighter Vs Edition
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Hephaistos31 on December 06, 2013, 11:41:26 pm
Street fighter: The Burning Cock Edition.Neomax.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Memo on December 06, 2013, 11:50:08 pm
Street fighters brawl Street fighter battle colliseum Street fighter megamix Street fighter battle world Street fighter destiny Street fighter remix Street fighter super battle Super street fighters
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on December 06, 2013, 11:55:53 pm
World Warriors Turbo.
That's it!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Lord M on December 07, 2013, 12:28:53 am
I vote for Street Fighter All-Stars.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: ★~~♥❤~Λ♍Ї-sӆn~❤♥~~★ on December 07, 2013, 01:02:25 am
Street Fighter: Oh my god how many damn games can Capcom milk out of this series or Street Fighter: The game: The movie: The television series: The Mathematical equation: The radio show: The existence: The thing: The parallel dimension: The X Variable: The :dealwithit:: The :iceburn:: The :bison:: The :_blank:
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Lith on December 07, 2013, 01:21:28 am
Fighting Street 2
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Lost_Avenger on December 07, 2013, 05:49:08 am
Infinit Fighting: a buckus in the streets!
Street Fighter versus edition
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Kirishima on December 07, 2013, 05:54:21 am
SF
Just those two letters. Or "Code SF".
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Lith on December 07, 2013, 06:51:58 am
Fighting Street 2: Electric Boogaloo.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Koldskool on December 07, 2013, 07:15:05 am
Street Fighter Omega
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 07, 2013, 07:18:53 am
Street Fighter ZZ
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Flowrellik on December 07, 2013, 07:29:42 am
OMEGA Street Fighter EX+ TURBO+ SHADOWLOO EDITION Idk It felt right saying it.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 07, 2013, 07:33:00 am
:stare:
Spoiler, click to toggle visibilty
You forgot to add Arcade Edition 2014 New Challenger PAL Version
But seriously though, I think Street Fighter Zero Zero sounds cool.
How about Street Fighter ZZ VS?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Flowrellik on December 07, 2013, 07:39:22 am
no offense but Street fighter ZZ Reminds me of ZZ Gundam being in the street fighter universe and XD on the rest. Now for a more serious name Street Fighter: World Warrior 2014
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 07, 2013, 07:42:42 am
Template Vs/Assist select screen(still missing the big "VS" in the middle). Nothing on this screen is final, but already coded(I do like the ready font though). This way, I can just swap and re-position the final graphics. I'll make a video to show how it looks with the transitions and stuff. How does it look?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: TheSnackist on December 13, 2013, 04:13:14 pm
Would have to see it in action but looks a tad bit hard to read which assist you're selecting.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Snakebyte on December 13, 2013, 04:32:17 pm
The assist font looks really pixellated, and the 'Ready!!!' font could use a border, maybe?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: ShinZankuro on December 14, 2013, 04:27:21 am
For the name I suggest this:
Street Fighter: W[Double] Fire.
I will make an LOGO of this LOL Posted: December 14, 2013, 04:42:30 am (https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/1512324_551251128303096_1578123763_n.jpg)
Not so good, but i tried XD
And yes, i like to make logotypes XD
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 14, 2013, 06:15:31 pm
That looks interesting. I like the W concept, but not too sure about fire.
The select screen is full of placeholders. The final font/graphics won't look like this. Just giving a feel of how everything will be placed on the screen. I'm gonna request a full game board so I can discuss things more in detail.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: UnoShe on December 16, 2013, 04:50:44 am
Quote
- Tag system(customized from Unosho's system for my game - all credits to Unosho)
it's UnoShe dude.. ;) thank you Posted: December 16, 2013, 05:07:38 am ..how about NEO Street Fighter? :)
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 16, 2013, 05:55:21 am
My bad lol. Corrected in the first post. Neo Street Fighter is pretty good.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Segatron on December 16, 2013, 11:19:36 am
Street Fighter Z or Ultimate Street Fighter
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: UnoShe on December 17, 2013, 12:46:41 am
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 18, 2013, 07:53:21 pm
Are there rips of the hit sparks from Kakuge Yaro? I could use them to make some good sparks.
Thinking of Saturday Night Slammaster/Muscle Bomber, I'm leaning towards the name Street Fighter Duo (subtilted World Warrior All Stars). Any updates on the game would get the usual Super, Turbo, Ultra, Hyper etc extension to it.
Some misc stuff:
- Chars will have 3 different assists to select from - Power is set to 3000. Was gonna do 5000, but 3000 is enough - All chars will have a Lvl 3 Super - Right now, all chars have a juggle limit(set specifically for the char, not using mugen's default juggling) for combos. When the limit is reached, attacks will not hit until opponent is reset(supers are an exception, but most still add juggle points.) I was thinking of combining this with hitstun deterioration, or is it not needed with the juggle limit? Or instead of hitstun deterioration, use hitvel deterioration kinda like Injustice does with it's launchers. Or all three? IDK. - I'm done with Ryu. Chun-Li is only missing a Lvl3(not decided on which one to give her). Alex's has his specials done, but not decided on which assists I should give him. I was thinking Slash Elbow, Air Knee Smash and Air Stampede. Although His HeadButt could be useful as an assist......
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on December 18, 2013, 07:59:54 pm
I say Slash Chop is a must for Alex's assits, knee smash and Flash Elbow for the other two, that way you have a ground attack, anti-air and Flash Elbow when P2 is at certain distance
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 19, 2013, 08:18:01 am
I wasn't sure if Flash Chop would do well as an assist. Rethinking it, it's a perfect tool. Has lots of stun time and also stops projectiles, so that's a plus. I did want Air Stampede cause it could work as a otg/overhead assist.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on December 19, 2013, 03:52:34 pm
Well, if you give Air Stampede OTG values, it's perfect
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: DW on December 19, 2013, 04:02:24 pm
Will you give Chun-Li her 7 Point Star Kick/whatever it's called? The air super kick she had in MvC and TvC. I believe it was her Lv3 in TvC. Please give her that super. It's her most awesome super imo.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 02, 2014, 11:01:45 am
Haven't posted much, but I've been working on this a lot in the last week or so. Been brainstorming ideas for an original Lvl 3 for Alex. Here's one I came up with called Ultra Muscle Bomb (homage to Ortega from Slammasters/Muscle Bomber series). It's missing a few edits at the end to make it smoother, but the point gets across in the gif:
Will you give Chun-Li her 7 Point Star Kick/whatever it's called? The air super kick she had in MvC and TvC. I believe it was her Lv3 in TvC. Please give her that super. It's her most awesome super imo.
The Seizure Kick? I forgot about that one. May do a poll to help decide.
What artwork could I use that'd be universal? Or at least similar? More to come.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 02, 2014, 11:13:39 am
Awesome list for the demo, Buckus!! And that idea for Alex is fantastic!!
Also, I finished Rose with cvs look, and CSed making possible the sfz(sleeveless) and sf4 versions(top-sleeves).
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: City_Hunter on January 02, 2014, 05:00:52 pm
nice also maybe for sf1 you could put sagat and maybe rolento for FF good luck and i hope you are still considering haggar
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: C-G-U on January 02, 2014, 05:09:46 pm
For the other spot in the SF4 spot, if you were trying to find someone I think your only choices probably would be Seth or Gouken
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Pre-Teen Music Maker on January 02, 2014, 05:25:06 pm
Gouken would be a nice choice
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: ShinZankuro on January 02, 2014, 05:32:49 pm
The demo will consist of about 12 chars. I'd like to have it 2 chars from each Street Fighter series. So far this is how I divided it:
Street Fighter 1 - Ryu - Undecided(leaning towards Adon)
Street Fighter 2 - Chun-Li - Balrog/Boxer
Street Fighter Alpha - Rose - Undecided(leaning towards Karin)
Street Fighter 3 - Alex - Undecided(leaning towards Q)
Street Fighter 4 - C. Viper(sprites almost finished by Felo) - Undecided. May give this slot to another series as no available sprites. Seth maybe?
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Undecided(leaning towards Cody or Poison)
Don't forget the EX series!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 02, 2014, 06:45:07 pm
EX series isn't apart of the main Street Fighter storyline, so EX chars won't be in until the original full games is done and I do an expansion.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Dr. Bob, Beautician on January 02, 2014, 06:58:19 pm
Man, this is going to be great. Name suggestion. Street Fighter: Savage Streets.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: C-G-U on January 02, 2014, 07:40:28 pm
Another plus if you do Gouken, I already did his palettes, I could do more, but I did make his SF4 set and a few custom ones when Infinite released his version. Does Seth have a full set of sprites or is he still missing a few?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 02, 2014, 09:28:01 pm
I think he has all the sprites needed to make the char. I have to go back and check.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 02, 2014, 11:11:08 pm
Another plus if you do Gouken, I already did his palettes, I could do more, but I did make his SF4 set and a few custom ones when Infinite released his version. Does Seth have a full set of sprites or is he still missing a few?
Chuchoryu(or Human? don't know 100% sure!) dd an awesome job with Seth. The "problem" is those sprites are done in a SF3 style, so maybe "downgrading" the colour count could do the cut(???).
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: City_Hunter on January 03, 2014, 04:49:11 am
also what type of stages are you going to use hi-res or cps2?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: C-G-U on January 03, 2014, 05:34:24 am
@Felo
I thought they were the same sprite set, and maybe some just had a few animations that others didn't, I know Mr. Karate also did an edit of Chucho's but I believe his didn't use any newer sprites.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 03, 2014, 10:11:48 am
I thought they were the same sprite set, and maybe some just had a few animations that others didn't, I know Mr. Karate also did an edit of Chucho's but I believe his didn't use any newer sprites.
I don't really know. Maybe Chucho added those, but I'm not sure. I'll check it later :)
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 06, 2014, 10:49:53 pm
In terms of sprites, Human's and Mr. Karate is more complete :).
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Trinitronity on January 07, 2014, 09:43:26 am
Human's and Mr.Karate's Seth is also alrady CvS-styled, if I remember correctly, while chuchoryu's Seth is SF3-styled.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 07, 2014, 08:52:30 pm
also what type of stages are you going to use hi-res or cps2?
Haven't gotten that far ahead yet. Gonna finish the first few chars to get the system down packed. After that, I'll start discussion on stages, screenpack, lifebars etc. I still have to decide on the name, but I'm thinking it's between Street Fighter All Stars and Street Fighter Duo.
As far as Street Fighter 4 chars, I may go with Gouken. I did start Abel (look at my sig), but that won't be done for a while. Plus the shading's all wrong as I was just messing around, and there's lil to no clean up. That was just a test at speed spriting as I got a tablet for the holidays.
For Alex's assist, I choose to stay with Slash Elbow(Expansion), Air Knee Smash(Anti-Air) and Air Stampede(OTG/Overhead). How does this sound?
I made new hitsparks and will post ics a lil later.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on January 07, 2014, 09:02:48 pm
yeah those sound good for Alex's assist
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: C-G-U on January 08, 2014, 12:01:35 am
Why not...Street Fighter Duo Stars? When you need the palettes let me know, I don't know which .sff you're using or if you're adding a bunch of colour separation but if you give send me templates I can get started on them whenever I have time.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Memo on January 08, 2014, 12:30:14 am
Yo ASAP what kind of tablet you got? Also what software you useing for spriting? I got one too and am interested in making some sprites myself.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 08, 2014, 10:38:10 am
I have a Bamboo Splash tablet. It's not the most expensive/advanced tablet in the world, but it gets the job done. Plus, it was a gift :). I'm using Photoshop CS2 to draw in.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 09, 2014, 10:09:28 pm
Here's some progress I made with the VS/select assist screen.
***Notes*** - Nothing is finalized. - The red borders are gonna be trimmed and changed into something different. I ripped it from Super Turbo as it was a good size for the portraits to be displayed. - Blue select bar will be replaced with side pointer - Font for assist names will be simplified. Kinda hard to read as is. - Portraits are not final. I'm still looking for a consistent style, but that's gonna be tough for some chars. - VS sign missing. Don't know which one to use/if I should make one.
Hopefully I can make a video showcasing how it looks in game with transitions and all. Any suggestions please feel free to post them and thanks in advance.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: NGeo on January 10, 2014, 12:16:32 am
nice project you have here , i just dropped by to ask if you want some mvc1 hitsparks , im currently ripping them all from winkawaks.
Title: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 10, 2014, 10:32:16 pm
I have hitsparks already, but I'd love to have the rips when you finish them. Could use something from them.
I've decided on the official name for the project: Street Fighter Duo I like this name the best. I haven't decided on a subtitle yet, but it'll be one of the following:
- World Warriors All Stars - World Warriors Tag Tournament
If anyone would like to try and make a logo, that'll be greatly appreciated as I suck when it comes to stuff like that. I had the idea of having a logo with subtitle underneath and a back symbol like these:
For the back logo, if possible, I'd like to use the MFG oval one(without the text of course). It looks cool and represents mugen to me at least. I can't find the logo without the font though. I'm all for original ones as well.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 18, 2014, 09:14:18 am
Here's a preview of the hitsparks. I edited them from X-Men COTA and are not finalized yet:
When you need the palettes let me know, I don't know which .sff you're using or if you're adding a bunch of colour separation but if you give send me templates I can get started on them whenever I have time.
I'll do that soon, thanks a lot.
I know Infinite said he'd Hi-Res/Filter the FX, but I'm gonna post them in the thread so anyone can take a crack at it, starting with Ryu.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: 【 HadeS 】 on January 18, 2014, 01:36:41 pm
I see you're using the small portait I did for Alex, freaking awesome! :llama:
BTW, nice sparks, they look really nice, the front and back streaks are a really good idea indeed :)
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: Infinite Crisis on January 18, 2014, 04:46:25 pm
Hey Buckus, those hitsparks look really Cool, are they in the system fightfx or in each character sff?
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 18, 2014, 06:27:43 pm
Char sff. Thanks everyone.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: City_Hunter on January 18, 2014, 06:33:46 pm
looks pretty good so far nice job buckus
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: SageHarpuiaJDJ on January 18, 2014, 10:28:30 pm
So Buckus, are you gonna convert the some of the sprites to CvS or leave them the same? Because if you want, I can help with some of the CPS2 sprites. I'm not that good that good at conversions, but helping out with something like this can help out a bit.
The sparks also look good.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: Memo on January 18, 2014, 10:42:45 pm
Just saw the vid, dayum! 88 hit combo! I wanted to ask also, what kind of tag system Are you using? Do you need to press the Control key before the fight?
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 18, 2014, 11:16:54 pm
So Buckus, are you gonna convert the some of the sprites to CvS or leave them the same? Because if you want, I can help with some of the CPS2 sprites. I'm not that good that good at conversions, but helping out with something like this can help out a bit.
I plan on using the sprites as is. If you'd like make conversions, please feel free to do so.
Just saw the vid, dayum! 88 hit combo! I wanted to ask also, what kind of tag system Are you using? Do you need to press the Control key before the fight?
I'm using a heavily edited version of Unoshe's tag system for my game. It won't need the debug keys.
Spoiler: here's a guide by rednavi explaining how it's done(click to see content)
So Buckus, are you gonna convert the some of the sprites to CvS or leave them the same? Because if you want, I can help with some of the CPS2 sprites. I'm not that good that good at conversions, but helping out with something like this can help out a bit.
I plan on using the sprites as is. If you'd like make conversions, please feel free to do so.
Just saw the vid, dayum! 88 hit combo! I wanted to ask also, what kind of tag system Are you using? Do you need to press the Control key before the fight?
I'm using a heavily edited version of Unoshe's tag system for my game. It won't need the debug keys.
Spoiler: here's a guide by rednavi explaining how it's done(click to see content)
I hope you dont molebox the game so I can see how the tag system is set up, ive read That document a dozen times but I cant get my head around it yet. A lot of people say its time consuming, needing to code all the special states that mugen Does on its own, and adding triggers to all the commands and such. Since your doing it may I ask how hard is it doing this? How long do you take with a char To implement this system? Im curious because I want to learn how to do it too.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 19, 2014, 01:27:10 am
It is time consuming with all the trial and error, but it's not hard.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 22, 2014, 09:28:42 am
I just dodged a bullet today. My mugen laptop's hard drive had a virus that was screwing everything up, but I managed to back up all of my mugen(and other important things) data off before it was messed with. I'll be out of commission with mugen for about a lil while until I format the entire drive and reinstall windows. I'm not sure if mugen is compatible with mac, as that's where it's stored for now. Just informing everyone that the project and my other WIPs are still going on.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: TheSnackist on January 22, 2014, 01:54:20 pm
You can run both MUGEN and FF on Mac using Wineskin. That's how I do it.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: Memo on January 24, 2014, 06:19:37 am
Damn ASAP I feel your pain, the pc I was using for mugen crashed. I havent had a chance to Recover anything yet..im heated like a motha focka right now.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 26, 2014, 06:06:12 pm
Yeah it sucks. I was able to save everything though, so no progress lost. Good thing I keep spare HDDs around. Only important programs I lost were photoshop and paint shop pro. Won't be able to do edits until I get those again. Here's what I'm working on now:
Here's some explanation of the juggle system(of course not using mugen's default system):
- All attacks take away juggle points as followed -Light Normal Attacks = 1 -Medium Normal Attacks = 2 -Hard Normal Attacks = 3 -Special Attacks = 4 -Super Attacks = 5
- Chars has individually set juggle points. Weaker/more combo oriented chars usually will have more juggle points Current juggle points Ryu = 30 Chun-Li = 40 Alex = 30
- After all juggle points are used, attacks won't hit until opponent recovers. Then juggle points reset. Exempt from this rule are Super Attacks. Super Attacks will hit even after juggle points are used up
- On top of the juggle system, I thinking of adding hitstun deterioration. This way, it'll be more challenging to do longer combos.
- There are limits on moves that cause Wall Bounce/Ground Bounce. They can only be used once in a combo per char. OTG moves can be used as long as there's enough juggle points(takes away according to attack properties in above list).
- Launchers don't use juggle points, but are limited to 3 in a combo(thinking of changing this though)
This is the current build as of now. Opinions and suggestions are always welcome.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on February 24, 2014, 10:28:30 pm
With the help of Nestor, MGMURROW, and this full game tutorial by rednavi (http://mugenguild.com/forum/topics/fullgame-coding-guide-undocumented-and-noncommonly-known-problems-102062.0.html), I've managed to create my tag system without the need for debug keys. Had a lot of trial and error, but it works the way it should. Also did adjusting to the launchers/hitdefs. Completed the select assist/intro coding. I'll make a video of it soon so it can be seen in action. I'd only need to change the graphics when I get to finalizing everything.
Only one problem I have to figure out with the tag system:
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen002_zps3d83f7f3.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen002_zps3d83f7f3.png.html) (ignore Chun-Li facing the wrong opponent. I haven't fixed that yet but am going to)
In the image, it shows P3 calling an assist from P1. Only problem is, in this scenario, if P1 crosses the opponent, P3's controls get reversed since P3 is getting all of it's commands from P1. Of course it doesn't have an affect on gameplay if P1 called P3 assist. A solution I think would work would be instead of the player itself coming out for the assist, I'd send a helper out to do the action. Problem with this would be dealing with custom states. Even though for the most part, assist chars aren't affected by custom states in the Vs style games, I'd still like to find a workaround for this. If any of the coding geniuses have any input/insight, please enlighten me.
After I fix this, I'm gonna work on DHC. C&C are welcome.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: ShinZankuro on February 24, 2014, 10:37:22 pm
Beximus make a code of DHC, you can see a example in his Youtube channel.
If this help you, you can talk with him, i think he will help you.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: BIG BOSS on February 24, 2014, 10:45:26 pm
I will jump on aboard if only you would knock out those per-beta characters of your.lol I could cook up something only if you agree to my master terms. On a serious note, I like this project. I will defiantly be watching this one for sure. Keep it rocking man.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on February 27, 2014, 09:20:50 am
I actually managed to fix the problem I had in the last post (inverted partner controls when on different sides). When calling a assist, a helper is sent instead of the player. With some clever changestates usage and a universal fvar for damage in custom hitstates, everything is functioning the way it should. Redownloading Bandicam as I type so I can make a new progress video soon.
Updates for this project will be in the Street Fighter Duo full game subforum.
Mods, can this thread be moved there? This will be my general progress thread.
I will jump on aboard if only you would knock out those per-beta characters of your.lol I could cook up something only if you agree to my master terms. On a serious note, I like this project. I will defiantly be watching this one for sure. Keep it rocking man.
........I may have to take you up on that offer. You do great work.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: davismaximus on March 01, 2014, 02:04:49 am
I hate to be that guy but...any chance of seeing individual character releases? I completely understand is the answer is no, but these guys would take over my current SF section in a heartbeat.
Also, if you decide on what you're doing for stages and would like some help, give a shout out.
Title: General Progress Thread
Post by: A$AP Buckus on March 04, 2014, 06:57:23 pm
It'd be unlikely, as they only work in the full game. If I can find an easy work around for it, then of course.
As for stages, I can definitely use a hand. When I get to those, I'll let you know and thanks.
Title: Re: General Progress Thread
Post by: [Judas] on March 05, 2014, 02:45:43 pm
Any thought given to a boss character? SFEX-ish Final Bison (with elements of his MvC moveset) would probably be the safest route, but I can't help but wonder how Gill would fare with an MvC-ish makeover to his movelist and some ridiculous sparks/effects. Shin Akuma/Oni/whatever-version-of-Akuma would probably suffice for a boss character, but I'm personally tired of seeing it. Seth could work, but finding resources that aren't the mostly awesome (if incomplete) Urien edits by.... I forget who.
Of course, now I'm imagining a Final Bison with doll assists and liking it more than I should. Hyper flashy Seraphic Wing ending an air combo still sounds better, though.
In any event, this thing is sounding and looking like a great project. I wish you luck.
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 05, 2014, 09:27:31 pm
Haven't thought about a boss (or story) at all. The Bison idea sounds cool though. Most likely, Bison and Gill will be in the game at some point.
Maybe I'll make Suave Dude the organizer of the Duo tournament and KFM can guest star
Title: Re: General Progress Thread
Post by: O Ilusionista on March 06, 2014, 04:43:52 pm
Hey Buckus, I see you are using SFIII sprites with a alpha style palette. If you need, you can the sprites from Alex, Hugo and Necro from our Spec Ops project, since Ethan already made it. Alex and Hugo are at my site http://www.brazilmugenteam.com . For Necro sprites, PM me.
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 07, 2014, 03:55:44 pm
Done. I appreciate it.
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 09, 2014, 10:08:03 am
Small progress/combo demo including Alex.
Title: Re: General Progress Thread
Post by: Pre-Teen Music Maker on March 09, 2014, 03:57:32 pm
It looks great, Buckus!
Very smooth, might I add.
Title: Re: General Progress Thread
Post by: City_Hunter on March 09, 2014, 04:34:47 pm
awesome nice job so far buckus
Title: Re: General Progress Thread
Post by: QuickFist on March 17, 2014, 07:23:38 pm
That looks amazing! Great job man!
Title: Re: General Progress Thread
Post by: [Judas] on March 17, 2014, 10:18:54 pm
I'm highly interested in seeing this project come to fruition. When the time comes for any kind of logo/screenpack/bars and such, don't hesitate to let me know. Might even give some portraits a shot, but we'll save that for later.
I know you already said you haven't given much thought to a plot, but what about preset teams? Are there going to be duos that should, for some story reason or another, be paired up, possibly with specific intros/taunts/whatever? SFxT did it to try to tie together its incredibly thin plot, questionable choices aside (Rolento and Ibuki wtf).
Actually, hey. There's another boss idea to consider: Since Ingrid was technically in a Street Fighter game (and is the source of Pandora according to the SFxT intro comic), a Pandora-powered version of her might do the trick. It might also be offputting for a SF-centric game to not have one of its past bosses fill the role for which he was was designed.
/babble
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 19, 2014, 08:41:58 pm
I'll definitely make sure to hit you up when the time comes for logo/screenpack/bars ideas. Thanks a lot Judas. If you had anything in mind yourself, please feel free to show it :innocent:
About the story/final boss, I haven't given much thought to it because....you know.....Street Fighter. Preset teams is something I was thinking about, as Muscle Bomber Duo had them, and that's where I stole got the name from.
I'm finishing up the helper-assist system(explained more in one of the earlier pages). Everything's working the way it should and I'm very pleased about it. Almost finished with the DHC system. Once that's done, I'm gonna send and alpha out with the 3 chars done already for additional testing. Expect a video soon to showcase the helper-assist system.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 09, 2014, 10:41:01 pm
Progress Video # 2
(from the video description)
Progress showing off the DHC system, and the Assist Helper system. The offscreen partner actually sends in a helper instead of coming in themselves. This way, it's less buggy on the controls when playing, as everything is controlled by the team lead. The helper can be put into custom states, and when the player loses all health, the helper dies with them. It took a while to get it working, but the result was well worth it.
Title: Re: General Progress Thread
Post by: Alex Sinigaglia on April 09, 2014, 11:02:42 pm
Cool!
Title: Re: General Progress Thread
Post by: C-G-U on April 09, 2014, 11:03:17 pm
That looks wonderful
Title: Re: General Progress Thread
Post by: Ness on April 09, 2014, 11:12:57 pm
This is just plain sick (great/amazing/wonderful/camebuckets) ... love how well this progression is coming along man!
Title: Re: General Progress Thread
Post by: QuickFist on April 09, 2014, 11:54:00 pm
Superb, what an amazing job dude, keep it up!
Title: Re: General Progress Thread
Post by: Thagr8test on April 10, 2014, 01:58:14 am
man those demo vids are amazing!!! My two cents about the boss Idea is maybe a duo of Bison/Seth or Gill/Urien but definitely waiting to see this get released good luck with the project bro
Title: Re: General Progress Thread
Post by: Omega on April 10, 2014, 10:23:37 pm
This is one of the few tag team systems to consider as the best. So smooth and great man. I like what you did with sprites, colors, effects and the coding in general. You can maybe make a MVC Abyss style boss wich transforms since you have the tag team system now. Also, if there is something you need like music, remixes and more, let me know for sure.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 11, 2014, 05:43:40 pm
Thanks everyone. Here's what the demo roster's looking like:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Balrog/Boxer
Street Fighter Alpha - Rose - Undecided(Charlie/Karin)
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper(sprites almost finished by Felo) - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Undecided(Cody/Poison)
Title: Re: General Progress Thread
Post by: [Judas] on April 21, 2014, 03:50:10 pm
Is Slam Masters/Muscle Bomber being considered for inclusion due to its long-distance-cousin status? Touching up/redoing sprites for Scorp/Astro would be a fun eventual project. Plus, he'd be a fun counter to what I imagine is the inevitable inclusion of Haggar, most likely using Sean's CvtW Haggar sprites. I would think Haggar would be a definite, at least. Then I would also have an excuse to do a catch-all CWA arena stage for the likes of Zangief, R. Mika, Haggar, Scorp, Hugo, and whoever else fits.
Future thinking, of course. Various other projects come first for me, the most urgent of which you're already well aware of.
Title: Re: General Progress Thread
Post by: Ness on April 21, 2014, 04:03:53 pm
Thanks everyone. Here's what the demo roster's looking like:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Balrog/Boxer
Street Fighter Alpha - Rose - Undecided(Charlie/Karin)
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper(sprites almost finished by Felo) - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Undecided(Cody/Poison)
I would go with Karin, considering she probably has the least amount of guest appearence in various crossovers and doesn't get too much attention ... (I know this isn't a -VS- series either, I'm just stating for the fact that Karin needs love ^_^)
And with the Final Fight, I like Cody much more than Poison, not sure if you'd end up using the jailbird sprites or the edited white t-shirt and jeans outfit, but either or ... it would be cool to see Cody as the rival or team-mate for Guy.
Title: Re: General Progress Thread
Post by: C-G-U on April 21, 2014, 04:07:08 pm
As progress is made, later on you could even consider a Rival Schools team since they have a crossover with the SF universe, plus you have Hinata/Batsu/Kyosuke to use. As far as the other Alpha rep I think either would be pretty cool to see in this style.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 22, 2014, 09:53:43 pm
I meant to change out Poison for Rolento for the beta. I'll make polls for the undecided chars. Reps from other series are possible if tied with Street Fighter, but only after the original game is done. I do really like the Scorp/Astro idea though as I always thought he'd be a good char for SF and needs to be in more games.
Updated Beta Roster:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Balrog/Boxer
Street Fighter Alpha - Rose - Undecided(Charlie/Karin)
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper(sprites almost finished by Felo) - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Undecided(Cody/Rolento)
EDIT: SFA rep poll added
Title: Re: General Progress Thread
Post by: FeLo_Llop on April 22, 2014, 10:31:00 pm
Voted for Charlie :).
Also, as C-G-U said, have u considered guests from Rival Schools? Batsu, Hinata and Kyosuke has their sprites finished AND as far as I know, Li_Kun is about to finish Tiffany. I know there aren't guests from RS in SF, but Sakura appears there, so they may be part of the same universe(something I'm not really sure about, tho).
Title: Re: General Progress Thread
Post by: SageHarpuiaJDJ on April 23, 2014, 02:25:44 pm
Voted Charlie.
Title: Re: General Progress Thread
Post by: Ness on April 23, 2014, 07:01:08 pm
Karin all day; and between Rolento & Cody I can't decide ...
Title: Re: General Progress Thread
Post by: Just No Point on April 23, 2014, 08:12:48 pm
I voted Charlie but hope that Karin gets to come along at a later date!
Title: Re: General Progress Thread
Post by: QuickFist on April 24, 2014, 03:29:43 am
Charlie of course
Title: Re: General Progress Thread
Post by: 【MFG】gui0007 on April 25, 2014, 02:51:29 am
SONIC BOOM!!
I voted Charlie. But i really want Karin in a future update/release. ^^
Title: Re: General Progress Thread
Post by: Lost_Avenger on April 25, 2014, 12:36:10 pm
It should be obvious who I voted for... Charlie
Title: Re: General Progress Thread
Post by: [Judas] on April 25, 2014, 04:23:57 pm
Charlie for now, Karin after. That is the obvious choice. Especially with Guile not being in the demo roster. Plus, Charlie already has a versus styled moveset to use as basis. Win/win.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 28, 2014, 11:04:47 pm
Went ahead and removed the poll since Charlie was winning and made the most sense. Still putting together the alpha for testers, but once that's finished I'll start on Charlie.
Just implemented angled hitsparks. Whichever direction the attacks go in, a var is used to rotate it to that angle. Examples:
Title: Re: General Progress Thread
Post by: Ness on April 29, 2014, 04:47:09 am
Looks plain sick man, those sparks are wonderful!
Title: Re: General Progress Thread
Post by: Lost_Avenger on April 29, 2014, 08:39:19 am
That's pretty cool actually. Nice work.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 29, 2014, 08:20:44 pm
Thanks guys. I'm thinking of giving every char an air throw. Can't remember, but I think in umvc3, everyone had one.
New poll added for Final Fight rep for beta.
Title: Re: General Progress Thread
Post by: Lost_Avenger on April 29, 2014, 09:38:55 pm
Rolento
Title: Re: General Progress Thread
Post by: SageHarpuiaJDJ on April 29, 2014, 11:30:47 pm
Voted Cody
Title: Re: General Progress Thread
Post by: Pre-Teen Music Maker on April 30, 2014, 12:31:11 am
Cody's got my vote.
Title: Re: General Progress Thread
Post by: Dragon-Kid on April 30, 2014, 04:24:29 pm
Voted for Cody, because he's freaking awesome!
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 30, 2014, 06:34:58 pm
People really like Cody huh? If anyone has ideas for how Cody or Rolento's move set should adapt to this gameplay, please share them on the movelist brainstorming thread. I have ideas for Rolento, but kind of unsure for Cody.
Title: Re: General Progress Thread
Post by: QuickFist on April 30, 2014, 10:04:31 pm
Rolento
Title: Re: General Progress Thread
Post by: Just No Point on April 30, 2014, 10:30:53 pm
For Cody I would make his Hurricane Upper larger and leave the opponent in a juggle state.
His sliding kicks could do similar LK knocks down and could set up for OTG moves MK knocks them into the back wall SK knocks them into the air and could be canceled into his super jump for air combo
You might also give him his auto dodge mechanic from SFA3 v-ism, either by default or by a command that gives it to him for a limited time.
Title: Re: General Progress Thread
Post by: Yagoshi300 on May 01, 2014, 02:03:08 pm
Cody has My Vote
Title: Re: General Progress Thread
Post by: 【MFG】gui0007 on May 01, 2014, 05:08:48 pm
Cody of course!
Title: Re: General Progress Thread
Post by: Lost_Avenger on May 04, 2014, 10:21:26 am
Just use SFxTekken for examples. If you can sprite hammerwhatever(forgot the name. Its tje over head) could be an otg. HK ruffian could juggle easier. Zonk could wall bounce if charged long enough. Etc
Title: Re: General Progress Thread
Post by: A$AP Buckus on May 04, 2014, 08:01:35 pm
I may be able to sprite/frank up a zonk, but the overhead will need a sprite commission. Zonk and wall bounce are perfect together. Cody won, so the Beta roster is complete:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Balrog/Boxer
Street Fighter Alpha - Rose - Charlie
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Cody
If somebody would help me out and compile Rose's sff for me(sprites by Felo, Cs'ed by Drex I believe), I'd greatly appreciate it. I was gonna start her after the first 3, but I really don't wanna make the sff.
Title: Re: General Progress Thread
Post by: Lost_Avenger on May 05, 2014, 04:04:24 am
Fido made an sff for her old set so someone could align the newer set off of it. I don't have the Drex set iirc.
You could probably use existing sprites for Zonk. Fido had one in his iirc.
Title: Re: General Progress Thread
Post by: C-G-U on May 05, 2014, 04:20:20 am
http://mugenfreeforall.com/index.php?/topic/358-street-fighter-mx-39-char-collection/ it appears to be here and the link seems to work fine.
Title: Re: General Progress Thread
Post by: A$AP Buckus on May 05, 2014, 07:10:43 am
Thanks a lot. Forgot about fido's Rose and didn't even know he made Cody. Instead of Charlie, I'll get started on Rose and Cody. Here's a quick mock up for Zonk Knuckle without any edits using fido's sff: (http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/testgif_zps45ded502.gif) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/testgif_zps45ded502.gif.html)
In SF4 he ducks instead of spinning before the punch, but the spin looks good as well. I'll make edits with both to see how it works out.
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 08, 2014, 11:06:18 pm
Haven't posted updates, but a lot of work has been done in the last few weeks. Here's a BETA concept for the lifebar.
Title: Re: General Progress Thread
Post by: Lost_Avenger on June 09, 2014, 11:05:57 am
I prefer the ducking one. When you finish it, Imma steal it :p!
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 11, 2014, 09:29:13 pm
That's fair, cause I'm using your Cody's SFF and AIR ;D
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 11, 2014, 10:28:17 pm
I'm gonna switch out Balrog for Dhalsim for the beta. I wanted Balrog so I could test a char with charge/hold and release commands, but I have Charlie and Cody to cover that now. Plus, I have references for him from past VS games, and I need to separate those extra sprites I had commissioned for him.
So updated beta roster is:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Dhalsim
Street Fighter Alpha - Rose - Charlie
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Cody
Title: Re: General Progress Thread
Post by: Lost_Avenger on June 12, 2014, 09:05:29 am
You mean Hh's sff lol. Boxer has only had chains in XTekken right?
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 12, 2014, 10:07:12 am
Yep.
Title: Re: General Progress Thread
Post by: squallsoft on June 18, 2014, 05:20:20 pm
Thanks everyone. Here's what the demo roster's looking like:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Balrog/Boxer
Street Fighter Alpha - Rose - Undecided(Charlie/Karin)
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper(sprites almost finished by Felo) - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Undecided(Cody/Poison)
oh hell ya!
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 18, 2014, 10:45:35 pm
The beta roster has changed a lil since then.
Planned Public Beta Roster:
Street Fighter 1 - Ryu - Adon
Street Fighter 2 - Chun-Li - Dhalsim
Street Fighter Alpha - Rose - Charlie
Street Fighter 3 - Alex - Q
Street Fighter 4 - C. Viper - Gouken
Final Fight (Enough chars have crossed over to SF, so IMO it gets a category) - Guy - Cody
Also, the game will be 1.0 compatible. Started on Cody, his basics are finished.
Title: Re: General Progress Thread
Post by: Lost_Avenger on June 19, 2014, 03:50:38 am
Hold back for Dhalsim's non stretch or hold fwd for the stretch?
I assumed the 1.0 thing anyway
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 19, 2014, 10:07:22 am
Hold back for non stretch. And yeah, 1.0 is the better choice at this point.
Title: Re: General Progress Thread
Post by: A$AP Buckus on July 10, 2014, 07:11:35 pm
I almost lost everything yesterday. My new laptop's power jack needs to be replaced cause it's not charging the battery(battery and ac cord are ok). I took the harddrive out to transfer the files to my old laptop, and it somehow deleted my partitions. I was able to recover everything and fix the partitions, but that just reminded me I need to back up my data more often. Time to start using that dropbox account.
Still working on system stuff and Cody. He's up to most specials being done(have to finish zonk knuckle and ruffian kicks).
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 02, 2014, 09:14:04 pm
Ton of stuff done. I'll list what I can remember off top:
- Bunch of tweaking on common states and files. - -2 and -3 states are shared in the common1.cns. All changeable vars are controlled by a player helper. - created a custom trip state, so it works better with the combo system. Most of the hit states are custom at this point. - tweaked a lot of values (damage,velsets, etc) in chars so everything plays more smooth. - Super Jumping(and jumping in general) tweaked. - Removed envshake on attacks besides moves that need it(shin shoryuken, power/hyper bomb, etc.) - Added Snapback. Considering adding an aerial version. Beximus had it in Capcom Universe, but removed it. I liked that feature, as it added more ways to use it. - Bunch of other stuff I can't remember
Now I'm working on Cody(specials finished, working on knife attacks and supers) and the THC system. Once these things are done and Charlie is started, I'm gonna send the next alpha out to the testers for feedback. C&C are welcome.
EDIT: Here's the template for the finished chars. I don't know how to tag users, but can someone summon CGU?
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/template_zps80c6fc93.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/template_zps80c6fc93.png.html) You can ignore the cyan colors for now, That;s for the glove separation to come later on.
With Alex, I went the Spec Ops team way and reduced the colors. I'm gonna clean up loose pixels/fill in pixels when needed. It fits in with the rest IMO.
Title: Re: General Progress Thread
Post by: QuickFist on August 02, 2014, 11:57:38 pm
@C-G-U: You're summoned! Damn, it doesn't work.
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 04, 2014, 08:50:46 pm
I figured it out. CGU if you're still willing, I need your help!!! Don't have to worry about FX for now, they have their own pal map, but haven't even been finished yet for the most part.
Title: Re: General Progress Thread
Post by: C-G-U on August 05, 2014, 01:26:43 am
I'd be happy to, I've sorta semi-retired myself from playing mugen or making palettes, but I picked it up again...and your progress on all this has me really interested, I'll get on them this week.
Title: Re: General Progress Thread
Post by: C-G-U on August 07, 2014, 02:37:51 am
Custom Set (http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom1_zpsf42d109a.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom2_zpsa7df9d9d.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom3_zpsc223de21.png) (http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom4_zpsf6014e1d.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom5_zpsb78b707b.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom6_zpse8a207ee.png)
Title: Re: General Progress Thread
Post by: C-G-U on August 08, 2014, 06:42:25 pm
New Default (http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/SF4_zpsda471d25.png)
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 08, 2014, 06:55:21 pm
They look great thanks a lot. I'm gonna make a progress video soon.
Title: Re: General Progress Thread
Post by: C-G-U on August 12, 2014, 06:57:02 am
Finished her initial set, like Alex, I'll most likely do more soon, but I just wanted to get the first few batches done asap. (http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF41_zps74c41b56.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF42_zpsc80b7a37.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF43_zpseed6c74a.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF44_zps520fd58b.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF45_zps27a51811.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF46_zps9e04239a.png)
Title: Re: General Progress Thread
Post by: A$AP Buckus on September 02, 2014, 06:50:56 pm
So update........I've finalized the mechanics of the combo system. I changed the Juggle system to the Combo Bar System. Here's brief detail on what was changed/how it works:
Combo Bar:
- Chars has individually set Combo Bar points. Weaker/more combo oriented chars usually will have more points Current Combo Bar points Ryu = 40 Chun-Li = 50 Alex = 40 Cody = 40
- All attacks take away Combo Bar points as followed -Light Normal Attacks = 1 -Medium Normal Attacks = 2 -Hard Normal Attacks = 3 -Special Attacks = 4 -Super Attacks = 5
- There are limits on moves that cause Wall Bounce/Ground Bounce. They can only be used once in a combo per char.
- Launchers don't use juggle points, but are limited to 3 in a combo(thinking of changing this though) Ex: A combo with 2 re-launches is used. Using an air combo ender (usually HP/HK) after the 2nd re-launch, the opponent is sent to a recovery roll state when hitting the ground.
- The Combo Bar has 5 levels. Each level has a different affect on hitstun. Bar fills up and changes color based on points used and level.
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar1_zps305883a6.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar1_zps305883a6.png.html) Level 1 [0-24 percent of Combo Bar points used] -Attacks will do full hitstun
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar2_zps7576f084.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar2_zps7576f084.png.html) Level 2 [25-49 percent of Combo Bar points used] - Attacks will do 75 percent hitstun
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar3_zps20624ec1.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar3_zps20624ec1.png.html) Level 3 [50-74 percent of Combo Bar points used] - Attacks will do 62.5 percent hitstun
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar4_zps46b35bcc.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar4_zps46b35bcc.png.html) Level 4 [75-99 percent of Combo Bar points used] - Attacks will do 50 percent of hitstun
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar5_zpsf8a3b4d7.gif) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar5_zpsf8a3b4d7.gif.html) Level 5 [100+ percent of Combo Bar points used] - Attacks will do 50 percent of hitstun. Percentage will constantly decrease as opp is still in a hit state until minimum hitstun for an attack is reached. - Minimum hitstun is attack-dependent, but most attacks hitstun won't go below 20 percent.
Ex: Am attack with hittime = 15 will be affected like this Level 1: hittime = 15 Level 2: hittime = 11 Level 3: hittime = 9 Level 4: hittime = 8 Level 5: hittime = 8 decreasing no lower than 3
- Percentages subject to change. - Hitstun is not affected on Super moves.
This is the current build as of now. Opinions and suggestions are always welcome.
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 20, 2014, 09:01:35 am
Letting you guys know this project is still being worked on, heavily at that. I've done a ton of stuff, just haven't been posting much of it. Just got my newer laptop fixed, so I can record some videos. Cody and C. Viper are about 90% finished. Both just need their Level 3 coded.
I've come to my senses and realized, this game has too many damn buttons!!! No Street Fighter/Vs series game has ever had 7 buttons, so I'm going to shorten it to 6. It'll be somewhat of a mix between MVC2 and MVC3. New layout will be:
-4 regular attack buttons (light and hard punches and kicks. Some chars can access mediums by pressing light attacks in a combo, like MVC2.) -Special button. (launcher, air combo ender.) -Assist button
I've only done 5 chars, so this won't take long to implement at all. Let me know what you think about the changes/have any suggestions.
Title: Re: General Progress Thread
Post by: Lost_Avenger on October 20, 2014, 11:19:28 am
Why drop mediums?
Title: Re: General Progress Thread
Post by: Pre-Teen Music Maker on October 20, 2014, 01:14:55 pm
I love the light medium fierce setup; it's cool.
Title: Re: General Progress Thread
Post by: Alex Sinigaglia on October 20, 2014, 01:27:36 pm
In my opinion it's better than the other layout.
Title: Re: General Progress Thread
Post by: Lost_Avenger on October 20, 2014, 02:56:45 pm
Why not just use start for assist and keep mediums? I hated mvc2's set up(But liked 3 for some reason). I know this isn't meant to feel like a traditional Sf game, but still.
Btw, is Viper's sff done? Im still low on time, but I can try to squeeze in some testing time now that my tower is ready. Half of my mugen files were trapped on an hd I couldn't access
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 20, 2014, 05:01:44 pm
The main reason for switching is that too many buttons are used for this type of fighting game. While I did like it at first, I realized it can be confusing at times. I believe this is why capcom switched it in mvc2. Also, giving launcher it's own button opens up the combo system a lil, as hard attacks are usually used for launchers. I thought about the mvc3 setup, but I think for chars like Balrog/boxer, it's better to have separate punches and kicks(could make it work with button hold/no button hold, though). And I actually like mvc2 setup :)
Viper's sff is done except fx. I have them, just haven't put most of them in yet. I'm gonna finish Cody and Viper, then send out the next alpha to the testers. The one you guys have is extremely outdated. I can send you the sff if you'd like.
Title: Re: General Progress Thread
Post by: BIG BOSS on October 20, 2014, 10:26:54 pm
Is there something I can help out with?
Title: Re: General Progress Thread
Post by: Black Hatter on October 21, 2014, 05:08:06 am
@A$AP Buckus: WOW. 7 buttons is ALOT. Even for a Capcom VS. game. Yeah, going for the MvC2 layout is better IMO. And damn, 5 characters finished, with 2 at 90%. This is definitely getting more and more interesting. Good luck Buckus! :D
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 21, 2014, 05:56:19 pm
What a coincidence. I was looking for someone to help out with screenpack and portrait stuff.
Title: Re: General Progress Thread
Post by: BIG BOSS on October 21, 2014, 10:24:13 pm
Tell me what ports you need and how you would like them. Also, whats your feel on the sp build.
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 22, 2014, 10:21:02 am
I'll send you a pm sometime tomorrow.
Doing brainstorming, I'm thinking of going to the 4 attack layout of mvc3(Light,Med,Hard,Special). This was my original plan for changing the controls, but I came into problem when thinking of chars like Dee Jay and Blanka, who have charge moves with the same motions between punch and kick. I think I can overcome these by giving them the Balrog/Boxer treatment on some moves. For example:
Dee Jay's Air Slasher(fireball) and Rolling Sobat are charge back- fwd moves, with one being punch and the other kick. If I did the mvc3 setup, there's no punch/kick. To compensate, I'd make Air Slasher charge back-fwd+attack, and make Rolling Sobat charge back-downfwd+attack like balrog/boxer's dashing moves. For his charge down-up moves, I'd make Jackknife Maximum(Up kicks) charge down-up+attack, and make Machine Gun Upper charge down-up+2 attacks. In this game, no supers attacks charge motions, so that works for that move, but it maybe limited to only 1 version. Or attack+special.
Spoiler: Big Spoiler Alert!!!(click to see content)
The entire SF2 cast is planned to be in the game. Already have the move sets planned and everything.
How does this sound? I think it can work. It gives everyone mediums again and options for 3 versions of specials. Only difficulty would be coming up with which light-med-hard attack a char should use, but not a big issue.
Title: Re: General Progress Thread
Post by: FeLo_Llop on October 22, 2014, 02:31:18 pm
I was looking for someone to help out with screenpack and portrait stuff.
You're free to use those I'm working, even they're also going to be used in Guild's SF. http://felollop.deviantart.com/
Have a nice day!
EDIT: I'm planning in fixing Alex, and also started doing the sketch for the guy you know. Also, Ryu's at 60% more or less.
Title: Re: General Progress Thread
Post by: DW on October 22, 2014, 07:05:33 pm
The MvC3 layout sounds the most befitting imo, so I agree with that decision. With the concepts of assists and all that stuff, the button layout had to be condensed to allow such things. Though with MvC3, I think they were also trying to make it casual gamer friendly. It worked for the most part. As an added bonus, it'll also help with the amount of atks needed for each char. I do have to say though, that if you're using DeeJay's Alpha sprites, he's gonna stand out like a sore thumb. Though it's cool, maybe you can get a fresh spriteset for him down the road.
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 23, 2014, 08:10:24 pm
Then it's settled. I'm switching to the 5 button scheme. (Light-Med-Heavy-Special-Partner). The more I hear it, the more it makes sense. Already converted Ryu, and it works well. The others should be converted by the weekend.
About Dee Jay's sprites, I'm gonna use them as is for know. A conversion will happen down the line.
Title: Re: General Progress Thread
Post by: Black Hatter on October 24, 2014, 01:07:02 am
@A$AP Buckus: about deejay's sprites, do you think you can wait until I've finished my xi kyo? Im planning on doing a cvs deejay (only if Felo isn't gonna do one)? No commissions or anything, I'll do'em for free.
Title: Re: General Progress Thread
Post by: Lost_Avenger on October 24, 2014, 05:20:55 am
The set isnt that bad iirc? At least its not Elena's (her get hits are ugly, her ankle breaks a lot, she loses detaila, etc).
I didn't really use chargers in Mvc3, so I cant help there. They did change some inputs to accommodate characters with a lot of specials(C.Viper comes to mind?).
Title: Re: General Progress Thread
Post by: varo_hades on October 24, 2014, 07:18:41 am
Then it's settled. I'm switching to the 5 button scheme. (Light-Med-Heavy-Special-Partner). The more I hear it, the more it makes sense. Already converted Ryu, and it works well. The others should be converted by the weekend.
About Dee Jay's sprites, I'm gonna use them as is for know. A conversion will happen down the line.
I made the color separation of Dee Jay, if you are interested, also practically I will make the rest of color separation of SF2 cast. And I will like suggest one button for super combos I think that this would be useful for finish with a combo or something like that.
@A$AP Buckus: about deejay's sprites, do you think you can wait until I've finished my xi kyo? Im planning on doing a cvs deejay (only if Felo isn't gonna do one)? No commissions or anything, I'll do'em for free.
If you are planing make the conversion of Dee Jay to cvs, probably will be useful my color separation of him, and I would like make in Pots style in a future when the sprites are in cvs style :D
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 24, 2014, 09:10:54 am
@A$AP Buckus: about deejay's sprites, do you think you can wait until I've finished my xi kyo? Im planning on doing a cvs deejay (only if Felo isn't gonna do one)? No commissions or anything, I'll do'em for free.
Of course I'll use them. Dee Jay won't be released with the beta, or anytime soon, so I'll be waiting. Even if he did get finished, I can just replace the sprites since the coding will be done.
The set isnt that bad iirc? At least its not Elena's (her get hits are ugly, her ankle breaks a lot, she loses detaila, etc).
It's not that his sprites are bad, it's just with the majority of the roster being CvS, not even a x scaling will make DeeJay blend with that sprite style. It's not a big deal and I'm certainly not suggesting he hold off on DeeJay or anything. I'm just saying, you'll see how he sticks out when you see him with the rest of the cast.
Title: Re: General Progress Thread
Post by: varo_hades on October 24, 2014, 10:31:35 pm
Here you go, my friend: http://www.4shared.com/rar/ibptt8d4ce/Dee_Jay_color_separation.html
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 29, 2014, 09:34:21 pm
All chars have been updated to the new control system and it works out great. Had to change Cody's Ruffian kicks to half circle instead of quarter circle.
Title: Re: General Progress Thread
Post by: Lost_Avenger on October 31, 2014, 06:14:16 pm
I would have turned Criminal upper into a dp and ruffian into a qcb to avoid the half circle motion. For whatever reason, random changes to half circles feels weird. Esp Chun-Li in X Tekken even though her inputs change like every game that she's in
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 31, 2014, 08:42:00 pm
That does make more sense. I'll change it. And yeah, Chun-Li's had everything except 360s.