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M.U.G.E.N Central => Inactive Projects => FullGame development => Capcom Fighting Jam 2 => Topic started by: Lost_Avenger on February 28, 2012, 04:37:54 pm

Title: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 28, 2012, 04:37:54 pm
yes I know, CFE was one of the most disliked capcom fighting game creations. And I know that it was lazily slapped together. And I know it felt like a mugen compilation...

That being said... I still love the concept. But what would be in the sequel? Well...

System:
-A single, uniform system
-parry
-safe fall
-multi leveled supers
-ex moves
-alpha counters
-air guarding
-custom combo
-dashing and backstep
-Super jump

Roster:
SF:
Ryu
Zangief
T.Hawk/Guile
Alex
Yang
Chun-Li
Makoto

Karin
Eagle
Sakura
Rose
Dudley

DS:
Morrigan
Felicia
Bishamon
BBHood

Other:
Leo
Strider
Jill Valentine
Kyosuke
Commando
Guy
Rolento
Cody

Possible expansions later:
Guile
Ruby Heart

Bass
Regina
Tron Bonne
Hugo
Hayato
Cammy
Just about anyone from the canceled SF project

Midboss:
Q
Claw
Jedah
Megaman
Haggar

Bosses:
Pyron
Bison(dictator)
Wesker

Final boss:
S.Akuma
Ingrid

Post was edited to be brought up to date

imgur.com/a/QCwv8

Some screenshots
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 28, 2012, 04:50:00 pm
I have to double post since this phone dies from memory issues otherwise. If someone wants to combine them, then please do so.

Gameplay:
-like cvs2/cfj. No marvel vs style stuff from me.
-the groove idea. Possible customization too.
-sprites would be the same as cfj, not uniform.

So Im willing to do this on my own if need be. Those that know me know what I can do. I can build a character very quickly. If people donate their characters, you will get full credit. This is assuming we get started. What would I need?

Screenpack, palettes, and possibly lifebars. I think I can do the bars though. I need ideas and feedback. Im not fully decided yet, but if people are interested enough, im game.

Btw, I would prefer to use cvs2 sprites where possible. Maybe for the sf3 guys too?
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MightyKombat on February 28, 2012, 07:22:52 pm
You could see if you could get someone to sprite Maya from Ace Attorney, maybe?
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 28, 2012, 07:31:15 pm
Ill consider the roster undecided for now. Depending on what all happens. I havent played the ace attorney games lol

Im still not sure which announcer to use at this point. -shrug-. Like my sf mugen game, this will have a tag mode. Just not sure what style. I hate simul mode
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MightyKombat on February 28, 2012, 10:34:09 pm
Try looking her up for info. And maybe some of her moves from UMvC3 (Technically Phoenix's specials but they have Maya performing them so...)
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 28, 2012, 10:51:49 pm
I suck with phoenix in ultimate lol.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MightyKombat on February 28, 2012, 10:55:57 pm
I've been meaning to use him more but anyway two of his "Maya" specials have her conjuring a small shield (Usually to guard Nick while he gets evidence, though for Maya alone it could reflect projectiles ala Saiha or Dark Barrier) and trip the opponent up whilst tripping, herself. And one of his hypers has Maya pummel the opponent temper-tantrum style.

I was thinking a Level 3 where she channels her sister Mia and takes the opponent down with a wooden sword.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 28, 2012, 11:04:40 pm
I know her moves, I just dont think she has enough for a full slot. I would need a spriter for one rhing and even then, phoenix + Maya would make for a better slot imo. -shrug-

The roster isnt final and I will probably try to make the roster more diverse depending on what its missing(adding T. Hawk possibly). I might drop the equality for each bracket(each category having 5). Personally, I hate warzard. 
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MightyKombat on February 28, 2012, 11:06:50 pm
shame.

we'll you may have to keep it mainly for it being in the game itself.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 28, 2012, 11:09:19 pm
yep lol. We'll see
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MightyKombat on February 28, 2012, 11:21:05 pm
Yeah. Give Bison one of his SF4 Ultras at least?
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Blue Monkey on February 29, 2012, 12:01:45 am
Perhaps Rival Schools and Star Gladiator characters could be thrown unto the mix, at least for novelty sake? :P
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 29, 2012, 12:12:58 am
Ive got Kyosuke listed as other. Batsu only hand a couple sprites. There are some good Hinata sprites, but no good sounds atm.

Not sure what the other is
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Blue Monkey on February 29, 2012, 12:28:05 am
The other cap com project-capcom all stars are including Batsu, Hinata, Kyosuke, Tiffany & Kyoko already, Fervicante released Yurika while Cvs the abstract is working on Daigo and is contemplating Akira in a cvs style

Still there are plenty of characters yet not converted and i think is a shame since that game in my opinion is quite underrated.

Specially in therms of final bosses: Raizo, Hyo Imawano and his devil form were cool and hard to beat and its a shame they have been forgotten of the face of the earth

http://www.youtube.com/watch?v=kSoSKdKY6ww

Star Gladiator is the game form which Hayato of MVC2 originated

here is a link of a review of the game- http://www.youtube.com/watch?v=Op2DxT-QDtI
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 29, 2012, 12:47:30 am
i cant click links or view videos sadly. No internet
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: tehdevil on February 29, 2012, 01:41:58 am
Bosses:
Ingrid
Shin Akuma
Pyron
Gill?
Bison(alpha 3 version? Or cvs2 with Boxer taking his sf2 spot?)
I would say Sagat
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 29, 2012, 01:53:03 am
sagat is doable. Im thinking I may drop some of the CFJ roster. I think I'll keep Leo. I want to add T.Hawk. That would put it at 3 grapplers.  I'll try to thin out the SF roster and just keep the more unique characters(Blanka, Dhalsim, Bison, etc). Im keeping the shoto count down(even though I love Ken lol). I'll take another look at it tonight.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Jesuszilla on February 29, 2012, 02:00:06 am
Well, this is a lot like something I planned to do (as you already know from various conversations with me), so this is something with which I might get involved.

But here's the roster I had planned, for everyone else to see:

Misc:
Ingrid
Captain Commando
???
???

Vampire:
Felicia
Baby Bonnie Hood
???
Bishamon

Street Fighter:
Ryu
Balrog/Vega
Eagle
Alex

Rockman:
Rockman
Forte

Basically, a more compressed roster for the SF characters... even though it lacks a grappler, it could still maybe be split into SF1/2 and SFZ/SF3.


And as much of a stretch as it may be, even though they're not Capcom characters... I figured it might be interesting to try to work in:
Guest (JoJo):
Kujo Jotaro
DIO Brando


Guest characters. Merely a thought, but it could be fun.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 29, 2012, 02:29:24 am
attempt 2:
SF:
-Ryu(easily doable. A lock)
-Alex(have the sff)
-Chun Li(same as Ryu)
-Guile/Cammy/charlie(fairly complete)
-Makoto
-Yun
-blanka
-dhalsim/rose
-sakura
-guy
-karin
-t.hawk

Non sf:
-Morrigan
-Felicia(lock)
-Demitris
-Jedah/BBHood
-Leo
-Tessa/Mukurow
-Megaman
-Strider
-Jill
-Kyosuke
-Commando
-Hayato(iffy)
-Tronne(iffy)

Bosses:
-Ingrid
-S.Akuma
-Pyron
-Jedah/Sagat

Wish list:
-C.Viper, Zero, Wesker, Chris, Juri, Batsu,  Leon, Dante(iffy).

I can see Rockman, Eagle, vega(if Im not coding him lol), and additioanl VS characters. Im trying to keep the roster evenly split. Will edit this if need be
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: PBRTODD101 on February 29, 2012, 02:35:44 am
I think doing what TvC did with the Street Fighter characters should be in a project like this. A good amount would be under 8 or 9, depending on how big you want your roster to be. Another thing that could work is counting Street Fighter characters like Guy as Final Fight characters, so you can have more SF reps if wanted. And might I suggest someone from Battle Circuit? Pink Flamingo or Alien Green would bring something new to the table.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 29, 2012, 02:43:08 am
hey! Why didnt I think of that? Lol. Cody would be in his alpha clothes though. I considered guy, cody, and Maki. That frees up a slot for Eagle and drops some of the filler. Nice.

That being said:
I have some of these characters with progress already. I have about 15 playable SF characters(missing a move or two, little testing, need a system update, etc). The most complete being Ryu, Chun Li, Sagat, Yun(sort of), Charlie, Karin, Adon, E.Ryu(needs his lv 3's), and Blanka.

I just need to decide on the total system
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Jesuszilla on February 29, 2012, 02:48:54 am
I think it's a best idea to stray away from those who'd need extensive spritework for the time being, so no Battle Circuit.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on February 29, 2012, 03:20:52 am
works for me. Maybe later.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 01, 2012, 05:14:07 am
alright. So I redid the roster to make it smaller and more doable.

Street Fighter:
-Ryu(lock)
-Chun Li
-Zangief
-Alex(lock)
-T.Hawk(lock)
-Vega(claw)(lock)
-Necro
-Makoto
-Yang
-Karin(lock)
-Eagle(lock)

Other
-Morrigan
-Felicia(lock)
-BBHood(lock)
-Bishamon(lock)
-Leo(lock)
-Megaman
-Strider Hiryu
-Jill Valentine(lock)
-Kyosuke
-Captain Commando
-Guy
-Cody

Bosses:
-M.Bison
-Shin Akuma
-Jedah
-Pyron
-Ingrid

If I/we get the roster finished. I will consider a possible expansion later. (Q.bee, Guile, Dudley, Sakura, Ken, Jin, Tronne, Tessa, Ruby Heart, etc). But dont get too hopeful.

What we have agreed on:
-3 levels for supers with a level 3.
-ex moves will be yellow lol
-custom combo
-cvs style frame data.

Possible stuff
-no grooves.
-parry(I think we will have this though)
-safe fall.
-alpha counter

Ideas? Questions?
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: PBRTODD101 on March 01, 2012, 05:37:06 am
How about SFIV-like focus attacks? Vyn has them in his CvSx characters.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 01, 2012, 05:45:13 am
no focus attacks. Sorry. I hated them in SF4. I want to keep as few features in the system as possible.

Im going to start Jill and finish T.Hawk's sff. For now, Im using Pots sparks with sf4 sounds. I can always change some stuff later. Also, Im going to use cvs2 style damage as opposed to the SSF4 I use in my own creations. Things like the dampener, guard crush, and dizzy can be dealt with later.

Edit: this will be 1.0 only btw. Sorry
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MDD on March 01, 2012, 05:49:32 am
Q would be infinitely times better than Necro. Just saying.

Also, needs more villains for regular characters.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 01, 2012, 06:05:15 am
Necro was to reduce the SF roster(dropping Blanka and Dhalsim). Q is... Meh.

Who do you have in mind? And who has sprites? Im basically using vs sprites from marvel vs for the others. Id like to add Vergil, Wesker, Devilotte, etc, but dont have sprites. Plus Vergil really doesnt fit this style.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MDD on March 01, 2012, 06:24:21 am
Q IS NOT MEH. TAKE IT BACK NOW.

As far as villains with existing sprites, for SF there's Rolento and Urien. For others, maybe Firebrand if you're willing to edit SvC sprites/use lol IMT sprites. You could also ask Sean to use some of his sprites when he's done with them, mainly Wesker.

.....okay, this is actually difficult if you're not making custom sprites. :P

Also, i'd like to say that the CPS3 sprites can easily be edited to fit in with the others with color reduction via a simple palette. I can help you with that if need.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 01, 2012, 06:45:36 am
I thought you meant non SF lol. I have Vega and Bison. I had Urien in initially, but dropped him in the roster reduction. I'll consider Rolento though. He was originally from outside of SF right?

Yep lol. Im fairly limited. I'll hold off on spriters till I have something presentable. I dont want to waste anyone's time.

That would be nice, but I wont be able to send anything for a while. I would need it for 2 characters minimum(Makoto and Necro). Do you need the sff or just a sprite?
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: MDD on March 01, 2012, 06:48:12 am
Yup, Rolento is from Final Fight originally. There's also Sodom from the same series.

And yeah, all I would need would be a single sprite from the SFF.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 01, 2012, 06:54:37 am
ah. Then that ups his chances of getting in a bit. That would up the roster to 29. I wanted to add Jin cause I had some ideas for him. 30 might be too large though. We'll see.

Once I get Makoto's sff built, I will try to send it your way. It will be a while though(a couple weeks at best). Im using the cvs packs for Yang and Alex atm. Chun will have her cvs2 sprites as well.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Retro Respecter on March 01, 2012, 07:05:54 pm
If anyone can redeem Capcom Fighting Evolution/Jam, it could be you, Lost_Avenger.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 01, 2012, 07:09:33 pm
could? Thanks for the vote of confidence lol.

We are still undecided on sparks. Im using pots sparks as filler for now.

Jill's sprites are paletted. T.Hawk's sff will get done today. I have bases for a lot of the roster.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 02, 2012, 04:30:22 am
some system stuff:
-ex moves. They cant be used during custom combo.
-there is a custom combo
-there will be alpha counters
-multi-leveled supers with at least a level 3.
-counter hits are cvs 2 style
-there are parries
-there is safe fall(I'd like to use sf4 style.)
-no air recovery

Some of that isnt news, but still. Im going to go ahead and convert my Karin into this style. It wont take much effort to do so.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Retro Respecter on March 02, 2012, 06:24:27 am
I must be the only one posting to your topic.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 02, 2012, 06:50:42 am
its still mostly in the idea phase. I dont expect many people to care tbh.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Titiln on March 02, 2012, 10:57:05 pm
i think you should worry about getting a good gameplay system up and making or adapting characters with existing sprites to that system before worrying about finding spriters to do whoever else
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: TheShinHado on March 02, 2012, 11:04:17 pm
Hmm.. this idea seems promising. Like Titlin said, work on the gameplay and the mechanics before the spriting stuff.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 03, 2012, 01:08:19 am
already am. Karin is at about 50%. We have an overall system agreed upon. Its just some minor stuff atm(sparks, sounds, what type of -insert system thing-). It took me 2 days to get to 50% which is kinda sad for me lol.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 04, 2012, 06:18:58 am
right... So I cant decide between custom combo using up 1 power stock or 3. Id do a poll, but I cant with my phone(plus I think we have one going anyway(I cant even view the poll on this phone).

What do you guys think? I can code it either way.

On the progress side, Karin's update is almost finished. She has one special left(the special she gained in CFJ). I still need to change the getpower on her specials and add the other 2 levels for shinpi. I also need to adjust some timings possibly. So... Not much left to do. Im not worried about her ai atm. Its... Okish. Same as my other Karin.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Steel Komodo on March 04, 2012, 01:24:10 pm
I'd say that Custom Combo should be 3 stocks. If it were 1 stock only, a player could easily spam it's use to inflict large amounts of damage with little-to-no effort. The chance of that happening would be reduced if it was limited to 3 stocks. Also, it would feel as if the player had actually worked to earn the use of Custom Combo, rather than just being able to use it whenever, which would become boring and repetitive after a while.

Concerning the poll, Air Block is pretty much a standard in M.U.G.E.N, and many other full games employ it as well, as it makes defending against certain attacks much easier. In my opinion, it wouldn't make sense to remove it.

I've been following this project for a while, but haven't had occasion to say much until now, and so far I like where this is going. Keep up the good work, Lost_Avenger!
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 04, 2012, 11:18:26 pm
That's what the poll was lol. I forgot. I cant vote, but I would vote no. I dont allow air guarding in my own creations. I might mke exceptions for projectiles or something, but generally, I dont like it.

Im trying to break my habbit of jumping too much anyway lol. I wouldnt take out a full game feature over that though.

Personally, Im leaning toward 3. Its been coded as one so far, but that is easily changed. Same with air guarding(adding an extra letter lol).
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Karasai on March 04, 2012, 11:47:43 pm
Mid Bosses:
SF2 - Sagat
SF3 - Q
SSF4 - Oni
DS - Jedah

Main Bosses:
SF2 - "Shin" Akuma
SF3 - Gill
SSF4 - Seth
DS - Pyron

just an idea...
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 05, 2012, 12:13:50 am
Im double posting cause phone keeps having memory limit issues when I mod my posts.

Karin changes from my old Karin:
-her guren is faster on start up. Clsn adjusted to closer to Alpha 3. Damage and stun adjusted. Half circle version added
-damages, stun values, and getpowers were all adjusted
-easy and regular command inputs.
-cc and multi leveled supers added. System changes that go with it.
-new damage dampener
-some juggle changes
-new counter hit style

I'll hold off on sending her to my beta testers for a while till some stuff gets decided(cc power use, level 3, air guarding, etc)
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 06, 2012, 08:44:57 am
good news and... Really bad news. T.hawk's sff is done(some of his animations are so ugly). The bad news.. I seem to have deleted my capcom sprites(non SF). I had Kyosuke, Strider, Megaman, Jill(still have), Demitris(who got dropped lol), and Leo.

I planned on doing 1 sf, then one non sf, but Im kinda screwed. This wont cause any delays or anything(Im going to use existing bases for some characters if possible). It just means there wont be any work done on the non bases for a while.

That being said, Cody's sff is next I guess(after Jill)

Edit: saw the poll and votes(mom's phone). I gues its a losing battle lol. Jill's sff is almost done. Just her zombies, etc to add

For potential palette editors, I dont have fx sharing a palette with the character(with some exceptions).
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Jesuszilla on March 08, 2012, 06:40:17 am
I upped the sprite packs for ya though.
Title: Re: Capcom Fighting Evolution/Jam 2
Post by: Lost_Avenger on March 08, 2012, 07:26:28 am
thanks again, man. Now we have something to work with. Sffs/bases for all, but 9 characters now. Jill's sff is done now.

Some side things:
-Ive considered blood for some moves/characters(Felicia, Rolento, Morrigan, and others). Im still thinking no though
-there will beair guarding with exceptions for some moves
-some characters will have their newer voices(T.hawk, Cody, and others).

And that's all for now. I will be able to go back to coding soon I hope. I stopped out of hitsparks being undecided.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 10, 2012, 09:26:16 pm
All that is left on Karin is the air guard and cc possible change. Her level 3 changes based on the input(kick or punch). I might need to up the damage a tad. Not sure just yet.

I'll try to have her to her to my testers on Monday. She's kinda strong as is though
Title: Re: Capcom Fighting Jam 2
Post by: Mgbenz on March 10, 2012, 09:33:25 pm
Remove Morrigan, add Lilith or Demitri or any other DS character.

Just a suggestion.
Title: Re: Capcom Fighting Jam 2
Post by: Jesuszilla on March 10, 2012, 10:58:18 pm
Yes, PLEASE. I've fucking had enough of Morrigan, so has everyone else.
Title: Re: Capcom Fighting Jam 2
Post by: MDD on March 10, 2012, 11:01:05 pm
Demitri would be more work because of MB, but he would be cool.

Alternatively, replace her with Raptor because he's awesome and the game needs more villains anywys.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 10, 2012, 11:16:18 pm
Id rather have Lilith... I havent done any work on Morrigan yet so... I guess I'll swap her for Lilith for now(I prefer her anyway)

Mb is why Demitris was dropped.

Edit: Lilith has replaced Morrigan officially then. As of now Im porting Ryu since it wont take me to long. Next will be Commando and Jill(had to pause her's for a bit). Next 4 characters will be Cody, Lilith, Zangief, and Chun Li.

Edit2: Ryu has been ported now. He feels kinda weak at least compared to Karin. I might up a damage value or two. Plus possibly weaken Karin a little(dem juggles). Im to the point I can do a character a day again(when Im not busy). Woot.

Should Chun Li favor her sf3 self or be a hybrid with her alpha self?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 12, 2012, 07:37:42 pm
Sorry, but the Monday beta test release(not public) has been delayed at least a day due to stuff happening at work.

That being said, Jill's normals are almost done. Im not going to use exact health from the source since its easier to remember 950 over 944. I'm eventually going to release health and stun tiers(character health and stun are in their readmes if I didnt forget).

For the current characters with work done:
-Karin- 950 health, 55 stun(below average for both)
-Jill- 950 health(below average), 60 stun(average)
-Ryu -1000 health(average), 60 stun(average)
-T.Hawk -1100 health(might go up, above average/high), 70 stun(above average/high)
-Kyosuke - 950 health, 60 stun

Added a poll. Might add screenshots. As of now, I can only post them on facebook sadly and the quality sucks. Jill has her normals and a special now. I have some stuff I need to get done. The testers wont get to play till Thursday

Mid Bosses:
SF2 - Sagat
SF3 - Q
SSF4 - Oni
DS - Jedah

Main Bosses:
SF2 - "Shin" Akuma
SF3 - Gill
SSF4 - Seth
DS - Pyron

just an idea...

No Seth or Oni, sorry. The boss you face in round 7 is Going to be random(I kinda want more than just SF/DS characters for bosses. Id rather not expand the roster further if it can be avoided.

Kyosuke's normals are done now. Did some minor stuff earlier as well(win poses, intros, idle states, etc)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 15, 2012, 03:20:18 pm
Betas are up for my testers(er... Tester?). If I can ever get my phone to not freak out over photobucket mobile, I would post some screenshots. I have like 2 of Jill on fb, but still.

Notes:
-Cc is one gauge in the beta. By the time I pass out Jill and Kyosuke, it will probably be 3.
-Portraits are filler. Esp Ryu. I already have a replacement.
-Palettes are filler. I added some new ones, but palettes arent my thing.
-Ai is incomplete. I didnt give it alpha counter or cc coding among other things.
-Sparks and sounds might be filler
-They have tag coding, but I didnt bother to fix the tag juggling since there may not be a tag system.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 17, 2012, 07:59:42 pm
3 bars wins. This will be my final poll. The roster has 29 characters(+2 guests and rockman if we can get someone to finish his sprites). Having 11 SF characters feels odd. So I either want it to be 10 or 12.

Out of that list, the only character I dont have an sff for(or sprites) is Q. I have a base for Charlie, Guile, sakura, Boxer(Jz), Sagat, Cammy, and half an sff for Rose. I considered Ibuki, but... That hair. Enjoy

I have screenshots now, but they are on FB. I made quite a bit of progress so far imo. I may move this to projects
Title: Re: Capcom Fighting Jam 2
Post by: MDD on March 17, 2012, 09:09:56 pm
Yeah, this should probably be in projects.

Also, use Umihei's SFF if Q wins. Obviously I voted for him. :P
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on March 18, 2012, 03:02:34 am
I voted Dudley. His playstyle is one of the more unique ones in Street Fighter, being a 3rd Strike character and all (A game where most characters were replacements for older characters. Looking at you Remy). Plus he adds class to any game he's in.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 18, 2012, 03:38:39 am
Im not going to vote this time(I did before since I hate air guard lol). I will let you guys be in control. Out of that list, there were 4 or so that were going to be in originally(Rose, Sakura, Guile, etc), but were dropped.

In the meantime, Kyosuke's specials are almost done(ex specials as well). He only has 3 left iirc(ex lightning upper and shadow breaker). Then I need to do his alpha counters, some -state stuff, his supers, AI, and.. Ok a lot more lol. The ex shadow wave by itself(its also part of his ex air shadow kick), does more damage(duh) and its regular speed. Back to work.

Also... How do I move this? I never tried to do that kind of thing before lol.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 24, 2012, 06:30:51 pm
With 3 days left, Q is out to a small lead. Im not calling it yet, but I will disclose this(iirc, people can change their vote to back another character).

If Q wins, he will keep his taunt bonuses. Initially I was going to either drop the bonus or reduce the effect down to 25%, but after I talked to Jz, we decided he would keep it.

As far as progress goes, I have more screenshots(on fb still lol). Kyosuke is down to his last super, testing, and AI(its not complete yet). Naturally its one of his most important supers for combos(super shadow cut kick).

And for a system update: throws dont do stun damage and you cant safe fall when thrown now. I will consider exceptions(Makoto's command grab for the stun). Supers dont inflict stun damage either, but that isnt new.

Also, cc is 3 bars now. As long as you are in cc, you get 1 free super, but using this super ends your cc. The time lasts 334 ticks and I dont have a gauge drop or bar to show times left atm. This will be added later.

For testers: I dont know why some of my air.velocity and yaccels disappeared in Ryu. Im thinking it was an issue with FF not saving or crashing? The problem stopped when I started using FF3. Hopefully its over.
Title: Re: Capcom Fighting Jam 2
Post by: Zantetsuken on March 24, 2012, 07:11:18 pm
So you jumped into this project after KOFE then?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 24, 2012, 07:15:36 pm
yep. I cant contribute to kofe atm due to my lack of internet. I put so much effort into it and I cant even download some of my own work atm lol. It sucks. This isnt even my oly project that Im involved with.
Title: Re: Capcom Fighting Jam 2
Post by: Zantetsuken on March 24, 2012, 07:19:58 pm
Well I'm trying to sprite Amy Guile but I got so much noise behind me I can't concentrate.

I'll download that KOFE and stick it on an external hard-drive alongside Shades of Manhattan and take it my mates house.

We were big fans up until 98. We used to play it on his old Neo Geo. My main was Ikari team.

Sorry to get off topic, good luck with CFJ.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 26, 2012, 02:53:23 am
first post updated with a link to the screenshots(thanks to Jz). Moved to projects.

And that bug was fixed. He also had some slight AI tweaks. I havent coded ai for chain combo users before so he keeps screwing up his jump cance combos. Argh.
Title: Re: Capcom Fighting Jam 2
Post by: Balloon on March 26, 2012, 03:49:06 am
Hooray for Q.



Here's hoping to that he has a few more cancelable-normals.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 27, 2012, 08:14:08 pm
Looks like Q is going to win it. And Necro will probably stick around as well. Q's additon boosts the roster to 30+(Rockman, Forte, and the Jojo guests). Rockman and Forte iirc will need sprites so their addition is pending.

If we get these done(and I should be able to fairly easily), then additional characters will be considered(the guys in the poll were pretty much the SF guys that were being considered). On the non SF side, we will see what we have for sprites. Tronne, Jin, Demitris, Ruby Heart, and some others might be added to a poll or something.

Im going to finish Kyosuke later and then it will be time for his first run of my testing. I usually release my characters in pairs for testing. (Ken and Karin. Charlie and Ryu. Sagat and Yun. Ryu and Karin. Etc) so this wont be an exception.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 07, 2012, 06:01:44 am
Update:
-3 characters done pretty much. Minus cc AI and better AI.
-roster may change a bit depending on who says what. Sean said he's open source so there is Wesker for boss. The roster isnt final and will likely change. Q will be in no matter what now. If I make a midboss group, he and Claw will go in it.
-Jill and Lilith have more progress. Lilith loses her puppet show. Im trying to decide on another super.

Edit: Chun Li will have her alpha heel drop and tenshoukyaku as a regular move. So she loses the alpha hk. She also has a super version of tenshou.

Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 23, 2012, 07:36:23 am
Chun-Li is close to done(down to 1 super).
 level 3 is hosenka.

Cody's sounds are done and his sff has been converted. He only has basic movement done so far.

Kyosuke and company got some updates to fix some stuff(adding super jump, fixing a sound problem, etc). Some have had some rebalancing(which I probably need to stop doing tbh).

Tag:
Tag mode is going to change to something more like the vs series.

(down+Mp+mk) will be an assist(Id like to add options in a config file for this, but some characters would suffer a bit). Guys like Guile who have limited specials for instance(not that he is in, just as an example).

mp+mk(since hp+hk is used for cc) would be a quick tag in. You do a quick taunt and jump out(and you are invincible from the taunt on) and p2 jumps in and lands(also doing a taunt). The attack used in the jump in will be different for each character and wont be invincible(probably).

I dont know about tag supers yet, but it wouldnt be hard to add(sfxtekken style command?).

Update: roster has been shuffled a bit. There is a mid-boss group now and it features Q, Claw, Megaman, and Jedah. Boss group is now Bison, Pyron, and Wesker(once Sean finishes him). Shin Akuma and Ingrid are the final boss group.

Dio, Kujo, and Bass/Forte move to the maybe/expansion list. Dio and Kujo will be boss and mid-boss respectively if they make it. I need a boss to replace Dio.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 27, 2012, 11:24:48 am
Updates:
Spoiler, click to toggle visibilty

Some other things. I'd like to move away from the sp to a more full game like one. Same with the bars and announcer. Im up to 4 and a half official characters now.

The bars will need space for a guard crush and stun gauges. Not sure who to use for an announcer tbh
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 28, 2012, 11:04:59 am
Ive gained 2 new beta testers(well sort of).

I split Jill's emergency dodge special into multiple specials. Qcf+k is cerberus, dp+k is the crow. The speed, angle, and damage change based on input.

Ex return fire uses a full clip of ammo. I may readd the intro I orignally had with Karin(the one with a signal flare and Karin's helicopter)
Title: Re: Capcom Fighting Jam 2
Post by: Steel Komodo on April 28, 2012, 03:13:14 pm
I've been following this for a while, and I like the progress so far. Keep it up! :sugoi:

Hopefully, we'll get to see some screenshots or videos soon.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 28, 2012, 08:14:12 pm
If photobucket mobile would work for me, I would upload more than just the FB ones. If twitter would work, Id post them there(it wont let me).

There are some in the first post if it helps
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 05, 2012, 07:47:55 am
Sorry guys. I know some of you really dont like Morrigan, but I just dont think she should be left out. Im readding her over Lilith. Lilith moves to dlc.

Sakura and Rose/Dudley replace Necro. I was confused about the Rockman thing and feel so stupid lol. This makes the roster 32.

Jill is close to done(one move left+testing and AI). I think she is fairly strong(in the right hands, she will be deadly). Cody and Zangief are probably next on the list.

Im hoping to upload them on Tuesday and I may allow public testing. I dont use any full game sprites or anything yet.
Title: Re: Capcom Fighting Jam 2
Post by: SOLIDUS SNAKE on May 05, 2012, 08:03:21 am
Maybe when I'm done with my projects. I can be of service to you, I like what you have here.keep up the hardworking good luck on completing it.



Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 05, 2012, 09:22:42 am
Thanks! We have lifebars now(we're just going to mod the CFJ bars). We still dont have an actual screenpack yet. Im also going to possibly need palettes. I only made 4 for Jill cause Im lazy.
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on May 05, 2012, 09:47:27 am
Well make sure you use Li-Kun's Morrigan sprites.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 05, 2012, 01:11:07 pm
That's iffy. Ive been requesting a bunch of sprites already(mostly from CFAS(thanks again!)). She kinda stands out a bit imo. I could add an alt sff like Rolento did?
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on May 05, 2012, 07:19:49 pm
Rolento's alt sff is still made up with Li-Kun's sprites, only color separated, but I see what you mean. I support this idea if you end up not using Li-Kun's sprites.

Now when you say they stand out, do you mean in comparison to other Darkstalkers, or the roster in general?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 05, 2012, 09:51:33 pm
DS mostly. She looks a little better when scaled(she seems a bit wide imo).

And for a while, he had his old sff too since some people didnt like the new sprites. I havent had internet for along time so I dont know how he has it now. I like both sets.
Title: Re: Capcom Fighting Jam 2
Post by: Filthy Casual on May 05, 2012, 10:36:48 pm
Are you going to post a picture on how the lifebars look? Would like to see the idea for them now.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 06, 2012, 02:28:43 am
its just the CFJ bars, but will possibly/probably have a guard bar. Jz is still working on the powerbar(I sent a half assed edit his way). Once he gets the powerbar done and I add guard crush, I'll post a picture.

Sorry about lack of screenshots.

A stun bar might be possible too. I dont know if it needs it though
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on May 06, 2012, 11:27:21 am
Sorry if this is off topic, but your ken at trinity mugen... the file is corrupt!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 06, 2012, 12:36:03 pm
That's weird. Its outdated anyway, but I'll ask Jz about it later. Sorry about that

Edit: Jz said he fixed it.

I have to wait another week to upload. I have to use my mom's work internet and its going to be a busy week. Sorry.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 08, 2012, 01:27:41 pm
Someone requested I start Alex next so I might as well. I need to pick a level 3(hyperbomb?). Health is 1100(high) and stun is 75(above average). Also, Chun-li's health was knocked down to 950 from 975. I think I mentioned that before though.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on May 08, 2012, 03:08:10 pm
Level 3should be the stunt head something... It
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 10, 2012, 03:31:50 am
I think I'll go with hyper bomb. I considered a combination of hyper bomb and boomerang raid(SF4 style), but I think I'll use that for my non CFJ2 Alex.

The beta release stuff will have to wait a while longer, sorry. Monday may be a possibility, but its very unlikely.
Title: Re: Capcom Fighting Jam 2
Post by: Xenomic on May 10, 2012, 03:44:20 am
Awww no Demitri. Could've sworn I saw him here at one point...


So my next question is, are you adding in custom states for characters, such as for Jedah's Sangue=Passare and possibly shock for Necro (and possibly for Ryu's Denjin Hadouken if he gets that)? In the event that you release them outside of the game, that is (or even inside the game if you add anyone else).


Otherwise, seems like an interesting project. I wish you luck on this!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 10, 2012, 05:49:12 am
Im using cvs2 shock sparks. Kyosuke has shock sparks for reference. If I add Demitris, MB would be the only custom sprites I would need off the top of my head.

Im told most of the cast already have some form of MB somewhere? Anyway, the roster isnt set completely. Dudley may bump Makoto out.
Title: Re: Capcom Fighting Jam 2
Post by: Xenomic on May 10, 2012, 08:09:59 am
Let's see....out of the cast that's there, in some form or another, this is who has a MB if you're curious (excluding possible MUGEN edits and obviously excluding Darkstalkers):

Ryu (CFJ/SvC)
Zangief (CFJ)
Alex (CFJ)
Chun-li (CFJ/SVC)
Karin (CFJ)
Leo (CFJ)
Guy (CFJ)
Guile (CFJ/SVC)
Rose (CFJ)
Sakura (CFJ)
Hugo (SVC)
Bison(dictator) (CFJ/SVC)
S.Akuma (CFJ/SVC)
Ingrid (CFJ)



That's from official sources anyways again, nothing from MUGEN. Also, forgot CvS2's blue sparks...guess it's somewhat the same as MvC's and other games in that regard.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 10, 2012, 09:00:54 am
Chun-li is using her cvs2 sprites. Hugo isnt in atm(every time I play SFxTekken I want to add him). So Im looking at a lot of missing sprites. Do we have a mugen list?
Title: Re: Capcom Fighting Jam 2
Post by: Xenomic on May 10, 2012, 09:09:44 am
Let's see...other than those that are from characters themselves...



Strider (I swear I saw one for him somewhere...)
Jill Valentine (Only one I've seen is in RyouWin's)
Rose (There was one in a spritesheet thingie by Felo I think?)
Ruby Heart (Only one I've seen is in RyouWin's, and that's just an edit of Rikuo's)
Tronne (Only one I've seen is in RyouWin's)
Sakura (There is one from my project for her so far)
Hayato (Only one I've seen is in RyouWin's)
Cammy (There's some that's in my project not fully done, other than that only in POTS's)
Megaman (There's one by GaryCJX something; other than that, there's one in Rock Volnutt)
Ingrid (Her original has draining animations from various people...that's about it. Nothing new)



Yeah...not really much in the way of outside of characters themselves for Midnight Blisses...
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 10, 2012, 10:05:51 am
Hmm. We'll see. I wont be using Felo's Rose for CFJ2 for the same reason as Li-kun's Morrigan.

I at least have Demitri's sprites since I considered doing a Pots styled Demitri or a cvs Demitri.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 15, 2012, 01:24:31 am
I didn't get to upload them today sadly. Too much stuff going on sadly. Sorry.

Alex has his standing and crouching normals done as well as win poses and stuff. Jill had some adjustments.

I may drop Rose for Hayato, Hsien-ko(I call her Lei-Lei), or Tronne. Keeps the SF side even.

Also, Im canceling my SF game for now so I can focus more on CFJ2. The canceled projects can be ported to CFJ2 later as seperate characters(dlc). I'll make a list later

Im still going to try and contribute to the other projects Im involved in(KoFe, HSFA3, etc).
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 23, 2012, 06:22:44 pm
Changes(spoiler icon isnt working on my phone. Sorry):
-Vel was removed from safe fall
-I finally fixed the Jill helper bug.
-Dudley is being added. Making it 12 SF. 4 for each group(counting Eagle as Alpha). T.Hawk may get dropped for Guile. Whoever falls out is going to get made eventually anyway(dlc).
-Haggar is also an option now thanks to Sean. As well as the CFAS guys that I got permission to use. These wont change the main roster(as of now). I would like to add Chris to the main roster. The roster is pretty much doing it as I go though. So take anything I say with a grain of salt.

Alex has been boring to code. His normals are done and he pay get put on hold

Edit: Rose stays. Strider's helpers cant be reflected. Same for Jill's. Its simpler that way.
-Haggar will be midboss if he gets in.
-Im working on the new tag system

Tag system update:
-Press y+b to tag in. Your partner will do a jumping attack that causes a knock down.
-Press ((fwd + mp + mk) for assist 1 and (back + mp +mk) for assist 2) to call an assist. Rules on this arent completely set yet.
-Press (down + mp + mk) to call an ex assist(needs 500 power). Doing so causes your partner to jump in and so a specific ex move.
-Tag supers maybe be a possibility, but Id like to avoid it.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 30, 2012, 02:35:48 am
Im hoping to get everyone uploaded in the next few days, but no promises. I dont know what I will have for internet.

As for progress... I started S.Akuma(basic movement done), updated the common1 again, did some bug fixes, adjusted Ryu a bit more(hk far has better clsn so the move is a better anti air), and some other stuff.

Notes:
-The tag system update will not be in this batch.
-Some of the characters dont have a readme(or its Ken's SF readme lol). I plan on doing one giant readme/credits list.
-Once I get 12 characters done, there will be no more individual releases(except for beta testing). I will be switching to shared sparks, sounds, etc.
-Scoring, unlocking, etc wont be done till very late(arcade mode stuff). You will be able to unlock various things(alt snd files, more palettes, more characters, bosses(toned down), etc)
-These may not get publicly released. It all depends on how testing goes.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 31, 2012, 07:40:08 pm
The betas are up now
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on May 31, 2012, 10:33:45 pm
Where??
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 01, 2012, 04:59:09 am
That was more for my testers than anything lol. So far only Jill has feedback(they didnt like the voice lol). Give them a while and I'll see about posting the links.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on June 01, 2012, 07:43:06 am
Lol!!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 02, 2012, 08:56:59 pm
http://www.trinitymugen.net/Hosted/CFJ2/

Enjoy. Post any feedback here or pm or whatever. I'll fix what I can when I have internet lol. Im going to change my cc system a bit so dont worry about it too much.

buffs/possible changes/etc:
Ryu and Karin:
AI mostly

Kyosuke:
-qcf+k may gain an invincible frame. Ex would gain an extra one also.
-close lp was bumped to a +7
-ex cross cutter would go higher and further.

Chun-Li:
-hk far would have clsn changes

Jill:
-Juggle property changes on some moves
-would gain an hp close
-may get a new voice since a lot of people dont like her current one
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 03, 2012, 03:10:41 pm
Changes for next time:
Ryu:
-shinkuu tatsu vacuum kicks in later

Chun-Li:
-Cl.hp was upped to 3 frame start up from 2

Jill:
-S.mp is 4 frame start up and a +5(up from 3 and +4)
-S.mk is a +5, up from 4. It lost some range
-J.mp and j.mk clsn adjusted. J.mk lost some range
-Qcf+p clsn adjusted. Qcf+lp can combo into 2qcf+p now
-J.hk was reduced to 7 tick start up from 9
-Ex zombie has a larger hitbox now

Ken(dlc) and Karin: nothing so far

Kyosuke:
-Nothing so far. Possible changes include the stuff before
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 08, 2012, 03:15:17 am
So after releasing the betas, I discovered I made a pretty massive screw up... I forgot to specify guard times. So every super(And most specials) was safe on block. This has been fixed, sorry.

Other changes:
-Ryu's AI is way more competitive now.
-Guard fixes
-Shin shoryuken now invincible once the first hit connects. I dont know why I didnt do that sooner

Chun-Li:
-C.mp is a 5 tick start up now. Cl.hp is 3(up from 4 and 2 respectively)
-Range on 2qcf+k super was fixed
-Cl.hk can be jump canceled on contact
-Tenshoukyaku mk animation was fixed.
-AI is a little more competitive

The rest:
-Just guard fixes so far.

Im considering adding a zoom looking feature for supers(ala SF3). I also need to finish the tag system(it got held up due to me not deciding on commands).

Ive started S.Akuma, Sakura, and did a little more work on the others. Strider's sff is almost done.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on June 08, 2012, 08:30:16 pm
Did you fix Kyosuke air flash kick and Jill custom combo mode?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 09, 2012, 12:08:17 am
I didnt see much of a problem with the flash kick, but I can lower it a little later. Jill's cc should work now lol
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on June 09, 2012, 12:19:56 am
Thx!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 10, 2012, 09:13:27 am
New poll. For the other option, certain characters wont be done until very late for various reasons:

(Rose(Shared sff), Morrigan(need some sprites), Claw(Jz), Bishamon(Jz), Felicia(Jz), Guy(Jz), Eagle(Jz), Wesker(Sean), Jedah(Vans), CFAS guys(need sprites), etc). The ones labeled as Jz were the ones he either wanted to code or was considering coding. Vans hasnt finished Jedah yet. Sean hasnt finished Wesker(but did finish Haggar), etc.

Have fun. Also... Wtf keeps happening to the gaps I add to try and break up walls of text? 
Title: Re: Capcom Fighting Jam 2
Post by: ShiroTori on June 10, 2012, 09:29:54 am
Went with Cody and Megaman.

Unrelated---> What happened to JZ? He never seems to be around here anymore.
Title: Re: Capcom Fighting Jam 2
Post by: MDD on June 10, 2012, 09:31:34 am
He left MFG for reasons i'm not going to get into.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on June 10, 2012, 09:33:19 am
Wow, almost any of the chars is good in my good!

Voted for Cody, but he was so close to Alex, Megaman and C.Commando!!
Title: Re: Capcom Fighting Jam 2
Post by: Sean Altly on June 10, 2012, 09:38:27 am
I voted for Alex and Haggar. Go grapplers!
Title: Re: Capcom Fighting Jam 2
Post by: Lil' Hurricane on June 10, 2012, 09:43:45 am
Cody & Commando
Title: Re: Capcom Fighting Jam 2
Post by: Markpachi on June 10, 2012, 01:48:44 pm
Voted for Megaman & C. Commando
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on June 10, 2012, 02:53:59 pm
I voted just for one, How can I change my vote?
Title: Re: Capcom Fighting Jam 2
Post by: Hyogo on June 10, 2012, 03:48:28 pm
Megaman and Commando

MUGEN needs a Megaman that isn't MVC styled for once
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 10, 2012, 06:07:17 pm
You should be able to change your vote. Im not going to vote so Im not really sure how that works lol.

And Jz is still helping with Bluestreak so Im not going to rush him.
Title: Re: Capcom Fighting Jam 2
Post by: tehdevil on June 10, 2012, 06:14:54 pm
other/dlc: S.Gouki ::)
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on June 10, 2012, 10:17:22 pm
S.Gouki = boring IMO.

Ok, I did my second vote: Alex, even if I know I am wasting it.

A non mvc Megamen is well accepted anyway!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 11, 2012, 02:57:16 am
Megaman:
-Sff is done(till I get the new mps)
-Snd is done(I think)
-Basic movements and a couple normals are done. He has a filler mp and possibly filler hp depending on what happens with the mp.
-2 intros done(one is the generic taunt one most of my characters have)
-I should have all of his normals done by tomorrow. Then I'll do Commando(Megaman was leading the poll when I started him)

Alex could rally. The poll doesnt have a time limit iirc. Shin Akuma is going to take a lot more time than I initially thought since Im redoing all of his clsn. Just saying.
Title: Re: Capcom Fighting Jam 2
Post by: GT on June 11, 2012, 04:33:49 am
Jill's back away animation needs a loopstart after the first animelem (if you've already fixed this then please ignore this post).
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on June 11, 2012, 05:48:28 am
I have a question, what's the roster at this point? And please don't drop T. Hawk. He doesnt get much love
Title: Re: Capcom Fighting Jam 2
Post by: Duos.act on June 11, 2012, 05:54:51 am
other/dlc: S.Gouki ::)

This except no Shin.  Just normal Akuma.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 11, 2012, 07:20:21 am
I guess I could port my discontinued Akuma as dlc? We'll see. He only had 1 special and ex special left to code.

I think the first post has the updated roster, but I could be wrong. I'll double check it later. I cant remember if I actually decided on Guile vs T.Hawk. It got pushed back with the beta releases.

Edit: its not fully updated. I'll fix it tomorrow?

And I dont remember if I fixed it or not tbh. Edit: I'll check it tomorrow.
 

Im off to bed for now lol. The poll is closing up(except for poor Sakura)!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 13, 2012, 03:45:34 am
I updated the first post roster. Ken was originally going to be hidden(beat the game with Ryu)
-
So Ive got a question on Sakura for you guys. Do you want the charge-able projectile or cvs style for her hadouken? Or both with the burst being a half circle command?
Title: Re: Capcom Fighting Jam 2
Post by: UMvC3 on June 13, 2012, 04:09:26 am
Make the EX the burst style hado.
Title: Re: Capcom Fighting Jam 2
Post by: D.R.B on June 13, 2012, 04:20:51 am
No Hauzer,or Even Blanka ? your so Mean
Title: Re: Capcom Fighting Jam 2
Post by: TheShinHado on June 13, 2012, 04:34:32 am
Gotta say, this is looking good. Added to my Mugen watch list.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 13, 2012, 06:10:34 am
Id rather have one or both, but not sharing the same command. I split Jill's commands so it seemed like a decent solution here as well.
-
Side note: Ken and Ryu tatsu's work better now. If you ducked under them and stood up as they passed over you, the hits would drag you behind them(except Ryu's would knock you down).
-Ken's air tatsu can juggle if it catches p2 in the air. It can also net more than one hit now(forgot to fix the juggle)

Blanka was in my SF game so he is a dlc possibility. Same for Dhalsim, Yun, Cammy, Guile, Remy, etc. That way I can keep the official SF count down.
-
Edit:
Ryu:
-stun system works now. I forgot to give him the new one before.
-C.hp was only supposed to be one hit. I forgot the limiter on accident.
-Ex tatsu and all forms of shinkuu tatsu have reduced hits. Damage is the same for the super. Forgot what it was for ex
-Ex shoryuken was adjusted
-CC specials dont inflict stun damage
-Fwd+hp is a +5 now(so you can link it into shoryuken). It was a +4 in SF4 iirc, but his shoryuken was a 3 tick start up(iirc). The first hit will stand a crouching opponent.
-AI was slightly improved
Chun-Li:
-Ex spinning bird kick now works when pushed into a corner.
-Tenshou hit animation adjusted.
-2qcf+k super only free juggles if you jump cancel now. Hit animation was changed.
Karin:
-AI is a lot better now
Ken:
-Slight tatsu adjustments
-Might reduce a damage value here and there
Everyone:
-AI guards less. It was guarding as much as Phantom's AI does, but I got some complaints about it.

Megaman is on slight hold till Jz gets back. In the meantime, Im going to add character specific quotes and work on Cody and maybe Haggar.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 20, 2012, 12:22:46 am
I cant believe I left a test thing in Jill. Her counters have been fixed/nerfed(active time reduced by 10 ticks each version)

I started working on Shin Akuma a bit more and did a lot of victoryquote and AI stuff.
-
I need palettes for Chun-Li and Jill if anyone is interested. Those red/green colors in Jill's palette are for her assist. Time to get back to work.
-
Edit:
Ken:
-C.hp problem fixed(same problem as Ryu)
-AI improved. Spams shoryuken a lot less and has my newer style AI system.
-Ex tatsu is a -1 on hit now(down from +0)
-Hp shoryuken invincibility reduced a couple ticks
-Ex shoryuken does 7 less damage and now has more invincibility than hp shoryuken. Stun damage fixed. Some guard damages increased.
-Ex ryusenkyaku has an altered vel(much faster)
-Ex kick combo can be air guarded. Stun was fixed on the last hit.
-Maybe more to come
-
Edit(the more to come):
-Cody's knife has been coded. There is only 1 knife allowed per fight so a mirror match will have the two Cody's fighting for it. This only works with my Cody. Any other Cody and the knife will spawn as usual.
-a couple normals done. Dust fx grouping had to be renumbered.
-im using AE frame data for reference if anyone was curious.
-
Update log done for now, off to bed.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 28, 2012, 12:40:01 am
Stuff:
Kyosuke:
-cl.lp can be used from further away than before
-DF+hk has more range
-Air SCK has more downward range, but a little less priority overall
-Ex shadow breaker is projectile immune for most of the move
-Shadow cut kick/ex gained an extra invincible frame
-AI is better
-Shadow breaker/ex had the clsn extended back slightly
-Lightning upper, SCK clsn adjusted(didnt like them)
-Super cross cutter will have adjusted clsn also

Ken:
-Hadouken in all forms gained more start up time, but recovers faster
-AI links better. He has some character specific AI now. Countering Chun-Li's senei and projectile spam(he could do this before, but would also try it against the wrong people(Like Karin and Yun(SF game))
-Forgot the other thing

Cody's normals are done.

I still suck at AI coding
Title: Re: Capcom Fighting Jam 2
Post by: Retro Respecter on June 28, 2012, 04:13:31 am
Come on, Lost Avenger. Please don't say that.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 28, 2012, 08:10:21 am
Kyosuke didnt need the buffs? Or the AI thing? Some people get wrecked by my AI which kinda tells me how they play lol.

It tries to counter poke you, counters specific things(that I do. Like jump too much, throw a projectile or two too many, wiff important specials/randomly throw high priority moves). So basically, it is built specifically to beat the crap out of me. Karin especially. Her new AI can be brutal(actually utilizing her deadly ex combos now).

Buuut, Im slowly getting a little better at it. Plus its something to do when I get bored/test. Im trying to get a mix of strategy and combos for my AI.
Title: Re: Capcom Fighting Jam 2
Post by: liamx2000 on June 28, 2012, 01:00:17 pm
have you removed rose from your game now then ? :'(
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 28, 2012, 06:13:21 pm
I almost did, but I changed my mind. She will be one of the last characters I do since I will need a shared sff for her reflect.
Title: Re: Capcom Fighting Jam 2
Post by: Chatman on June 28, 2012, 07:19:10 pm
I actually love your AI, its just challenging enough without being cheap. And it covers beating most attack patterns that a player would repeat, i like it.

And yeah, Karin's corner pressure is something fierce.
Title: Re: Capcom Fighting Jam 2
Post by: liamx2000 on June 29, 2012, 12:44:14 am
I almost did, but I changed my mind. She will be one of the last characters I do since I will need a shared sff for her reflect.

Oh good ! glad your keeping her she's my fave street fighter alpha character next to karin and r.mika.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 29, 2012, 09:21:18 am
Stuff:
Jill:
-Rocket launcher super works better now. Its a lot less safe on block.
-Kintetsu vel was adjusted
-C.mk has 2 extra ticks of recovery(iirc)
-c.hp more start up time
-AI is muuuuch better.
-
Kyosuke:
-DF+hk range extended down sightly. It was missing a lot of characters up close. Im a little worried about Megaman being able to possibly walk under it. It sometimes misses Jill too. Eh....
-AI tweaked.

Im liking my newer style waaay more and Im going to update everyone's AI. Jill turned out much better than I expected. Its actually becoming kinda fun.
Title: Re: Capcom Fighting Jam 2
Post by: Chatman on June 29, 2012, 02:25:17 pm
Cool progress, i look forward to this.
Title: Re: Capcom Fighting Jam 2
Post by: YoungSamurai5 on June 30, 2012, 12:42:10 am
Awesome :)
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on June 30, 2012, 04:39:39 am
Stuff:
Jill:
-Rocket launcher super works better now. Its a lot less safe on block.

It wasn't really before. All it took was a parry and you ate a Shinkuu Hadouken,
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 30, 2012, 05:48:35 am
That's parrying it though. If you blocked it, you would take multiple rocket hits. Now you dont. You can guard a rocket and then parry the next. Or jump over the first or whatever.

Im having to redo Karin's AI again. She combos a lot better, but she's too defensive(Jill's new AI is super aggresive). Back to work
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 01, 2012, 02:46:12 am
Spoiler: Stuff: (click to see content)
-
Im going to be up all night coding so Im hoping I'll get a decent amount done. The next beta release will be like the first. 5 characters from the actual roster and one dlc.
-
So:
Spoiler: Roster (click to see content)
-
The dlc ports dont take very long(cause I got a ways in before I quit that game). Sagat was considered for midboss, but was dropped for Claw. Cammy.... She was going to be hidden. Kinda like Ken actually. Beat the gamewith character x to get character y(Ryu for Ken, Karin for Sakura, Chun-Li for Cammy, Alex for Guile, Jill for Chris, etc)

Spoiler: Stuff/update log: (click to see content)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 03, 2012, 09:39:04 am
Megaman won. Results(iirc):
1. Megaman
2. Haggar/Alex
4. Cody/Commando
5. DLC/Other
6. B.B.Hood
7. Poor Sakura

So new poll. Guile vs T.Hawk. July 4th is coming up. You know what you have to do... Jk
-
Spoiler, click to toggle visibilty
-
Back to work
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 06, 2012, 06:10:17 am
Spoiler: Stuff: (click to see content)
Title: Re: Capcom Fighting Jam 2
Post by: YoungSamurai5 on July 06, 2012, 07:35:07 am
nice i know i dont post alot but this is definately on my radar lol :sugoi:
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on July 06, 2012, 08:07:30 am
Shame to see how the polls going  :(
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 06, 2012, 05:23:02 pm
That it went from Guile having a 2-1 lead down to a few votes?
Title: Re: Capcom Fighting Jam 2
Post by: YoungSamurai5 on July 06, 2012, 11:13:51 pm
i dont like t hawk that much lol
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on July 07, 2012, 12:20:08 am
Huh. It looked like there were less votes for him yesterday. C'mon people, vote T.Hawk!
Title: Re: Capcom Fighting Jam 2
Post by: Chatman on July 07, 2012, 01:02:38 am
Booo T-Hawk sucks.  :P

Anyways, on a serious note, i look forward to any character you release. Especially dat cody.
Title: Re: Capcom Fighting Jam 2
Post by: ShiroTori on July 07, 2012, 01:16:08 am
Booo T-Hawk sucks.  :P

Title: Re: Capcom Fighting Jam 2
Post by: YoungSamurai5 on July 07, 2012, 04:36:39 am
yea what chat said i like your work :)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 07, 2012, 10:02:45 am
T.Hawk has come from behind to be dead even. He was a 2-1(almost 3-1 dog) and bam.
-
Cody and Cammy win the / areas of the next beta pack. Im undecided on Megaman's movelist. Shin Akuma has some basics done and Ingrid/Gief have nothing done atm.
-
In case anyone was wondering, everyone has ex moves, boss or not. Teleport type inputs are 3 buttons. Just like how Cody's knife is 3 punches to be picked up. Gief's lariots and T.Hawk's dive are also 3 button(I almost think T.Hawk might win. Not sure what to do about a tie).
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 10, 2012, 10:41:09 am
Im up to Cammy's supers(forgot to do her air throws) and AI. Naturally, the power went out once I got halfway through her AI.
Spoiler: Notes: (click to see content)
-
Once I get her finished, its on to Cody and a little Zangief.
-
Would you guys be opposed to Cammy's hooligan command just being hcf? Its a lot easier on a keyboard imo. I play with my fightpad so it wont really affect me.
Title: Re: Capcom Fighting Jam 2
Post by: Sean Altly on July 10, 2012, 10:44:33 am
Sounds fine to me.
Title: Re: Capcom Fighting Jam 2
Post by: Chatman on July 10, 2012, 06:08:51 pm
Sounds like a pretty good idea.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 11, 2012, 08:27:29 am
Good enough for me.
-

Are you guys good with mashing supers? My controller keeps messing up so Im getting 9 hits - 13 hits - 17 hits for the 3 versions of Cammy's cvs2 super. Does that sound/is that right?
 

Edit:
It is 9-13-17. Ive been getting it consistently(found my other controller) and someone confirmed it for me(thanks again!)
-
Spoiler: progress stuff (click to see content)
-
Guile is pulling back ahead. Still close though. With Haggar's addition to the roster, there are now 3 grapplers(counting Alex as a semi and counting T.Hawk).
-
Im thinking Zangief can should be able to do his Eagle intro with Haggar too. Since both are in, it makes it a little less unique though. Anyone against it?
-
Edit:
So Im going to try and figure out how photobucket mobile works so I can get some damn screenshots up finally lol.
-
Once I get beta2 done, I hope to have enough progress for a full game board. I dont have any stages or an sp yet, but Im hoping to get that done soon. After Beta2, I'll be optimizing my stuff more.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 13, 2012, 06:42:59 am
Spoiler: Images Hopefully (click to see content)
-
Hopefully that works cause it took a while to type.
 sorry, its the best I can do with this crappy phone.
-
Edit: try it now. Hopefully it works. That first link wont stop being dildos. I blame my phone or the mobile guild site.
Title: Re: Capcom Fighting Jam 2
Post by: DTK on July 13, 2012, 06:56:14 am
nope
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 13, 2012, 03:11:17 pm
It should work now.
-
I had to lower Cody's knife and extend its clsn a bit since Megaman is so short. It will hit him now. It was a big difference though(7 pixels)
-
Guile won the poll, but it was much closer than I thought it would be
Title: Re: Capcom Fighting Jam 2
Post by: Chatman on July 13, 2012, 04:26:17 pm
Yeah, the images work now. Quite nice stuff.  :)

And megaman is quite the pipsqueak, lol.

Now release it all. Everything. All of it!  >:(

I have been tossing my money at the screen for two months and nothing is happening. You owe me.  :P
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 13, 2012, 06:38:19 pm
If I had known money was trying to reach me I would have had internet by now lol. Ive been a little busy lately, but Im hoping to get back to atleast a character done a week. Im averaging 1 a month and that's just too slow imo.
-
The Karin picture was a test and photobucket wont let me delete it. That Rose screenshot wasnt supposed to go up either lol. Sometimes I hit F12 when I hit the pause button(they are next to each other on my netbook keyboard, not sure about regular ones).

Spoiler: progress (click to see content)
-
I may try to get some extra screenshots up later. Halfway on S.Akuma.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 16, 2012, 05:00:14 pm
Spoiler, click to toggle visibilty
-
I sent a full game board request so hopefully I get one. If I do, I'll be splitting/creating individual character topics. I may just bundle the dlc characters into one topic.
-
Title: Re: Capcom Fighting Jam 2
Post by: Moon Girard on July 16, 2012, 05:09:00 pm
I started Strider. His palette shares colors with his hair and the bottom of his shoes and the darkest color of his cape. I dont know how to color seperate, sorry.

I got you covered on that.
http://mugenguild.com/forumx/index.php?topic=139019.0
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 17, 2012, 12:34:51 am
I did not know about these lol. Thanks! Next time I get internet(probably September), I'll be sure to get them.
-
For now, screenshots with Strider have his temporary sff.
-
I has full game Board now! And I started off with a browser mess up lol. Im uploading some additional screenshots.
Title: Re: Capcom Fighting Jam 2
Post by: DTK on July 24, 2012, 05:32:38 am
Really looking forward to what you have planned. For what seems like quite the extensive project, you're making great progress, especially  as the sole coder.

Could I offer my help as far as artwork or anything?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 24, 2012, 11:06:34 am
Like portraits? Sprites? Sp stuff?
-
I so need to learn how you guys do small portraits(Jz especially). I dont like these filler sprite ones. Any style I choose will probably clash a bit(cvs2 seems like a decent choice, but what about Guy/Karin/Ingrid/etc?). Nxc doesnt have everyone either iirc. The only game I can think of(at 5am with no sleep) is snk vs capcom the card game, but those clash too(with themselves too)
Title: Re: Capcom Fighting Jam 2
Post by: DTK on July 24, 2012, 09:37:06 pm
as far as small portraits, I think I do a pretty decent job. JZ taught me a lot way back when. But besides that I'm an illustrator.. so yes portraits, small and large.

here's an original illustration I made for Trinity's CVS project. I do other styles also, but this was more of a stylistic venture.
http://i133.photobucket.com/albums/q57/godamnted/Photoshop%20Art/SagatIllustration070108-1.png
http://i133.photobucket.com/albums/q57/godamnted/Photoshop%20Art/StriderIllustration070108.png

For your project I can do brand new artwork. I'm looking for something to build a professional portfolio.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 24, 2012, 10:21:56 pm
I'm all for it. Jz said yes too. Welcome to the project!
Title: Re: Capcom Fighting Jam 2
Post by: Chatman on July 25, 2012, 03:10:33 am
Holy shi-  :o

DTK, can we talk?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 25, 2012, 04:30:01 am
Yo, how are those Morrigan sprites coming along?
Spoiler: Side stuff (click to see content)
Title: Re: Capcom Fighting Jam 2
Post by: Chatman on July 25, 2012, 07:00:03 am
Hehehe, ive been sorta lazy on em. All of the torsos have been rotated, and ive cleaned the first two edited frames.

Shouldnt take me too long on the rest though, morrigan has very few colors.
Title: Re: Capcom Fighting Jam 2
Post by: ink on July 25, 2012, 07:40:06 am
Those portraits are awesome DTK!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 25, 2012, 09:35:03 am
There's still no rush. I havent even started her yet tbh.
-
They look awesome indeed
-
On another side thing... I nerfed Shin Akuma's health by a lot(too much imo) from 850 to 650(probably back up to 700). At 650, simple level 3 combos from Ryu can kill him(hp shoryuken xx shin shoryuken - hp shoryuken(corner only probably)).
-
He had less than 650 in cvs2(like 638? Or was it 628? I forgot) so it was sort of a buff, but CFJ2 is a lot more aggressive. The combos are longer, hurt more, and are easier in a lot of cases(due mostly to ex moves). So 650 can go by very very quickly. Im leaning more toward the 700-750 range.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 14, 2012, 08:36:49 pm
So Ive been doing some experimenting with sparks and Ive made new special and super sparks. I'll upload the screenshots I took later. These wont be added till I switch out of individual releases.
-
On the progress side: Sakura is done more or less, S.Akuma has one super left and AI tweaks(his hk tatsu needs more testing imo). Im going to work on AI a bit later. Kyosuke is much more of a bitch to fight.
Title: Re: Capcom Fighting Jam 2
Post by: Retro Respecter on August 14, 2012, 10:59:25 pm
Shin Akuma is back? Is Pyron in, too?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 15, 2012, 03:03:41 pm
There is a sticky with the roster in it...
-
I uploaded the new special and super sparks(link to the folder is in the screenshot thread). Photobucket mobile changed the names from blue and purple to random stuff. Sorry.
-
Slight update:
-Clsn on Chun-Li's lv3 was extended downward for the first couple of hits. It was dropping a couple characters. I did similar things for S.Akuma, Ryu, Sakura, etc(moves with semi cinematic sequences). Sakura's lv3 needs a little extra testing since its having situational issues and I cant quite figure out why
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on August 29, 2012, 04:50:31 am
Why is Ingrid a boss? She really doesn't fit the "boss" feel to me unless you're going to buff her a lot.
Title: Re: Capcom Fighting Jam 2
Post by: GTA on August 29, 2012, 09:32:50 am
neat project. Will Batsu be included in this game?
Title: Re: Capcom Fighting Jam 2
Post by: FeLo_Llop on August 29, 2012, 11:30:50 am
Why is Ingrid a boss? She really doesn't fit the "boss" feel to me unless you're going to buff her a lot.
Because:
- She's a Godess.
- She is stronger than Vega(dictator) in his SFZ times. This is canon.
- Her power comes from the same source as Vega's.
- She can time-travel.

Just because she seems to be SO young and etc(which I don't like) doesn't means her to be weak.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 29, 2012, 04:40:58 pm
She's a boss because of story purposes mostly. The story will revolve around her more or less. Even the joke story revolved around her lol. She will get a couple buffs(everyone did more or less). Her only nerfs off the top of my head is that she will have the same system as everyone else so that may hurt her a little.
-
Id like to include Batsu, but I dont have sprites for him. Im hoping to get TvC soon. I dont like including moves/characters used in moves. Commando has Guy in one of his supers.
-
Sorry for the release delay. My battery for my netbook is shot and the slightest movement shuts it off now. Im hoping to get a replacement soon. Im down to some stuff on Cammy(I cant believe I forgot her air throws lol) and Cody. S.Akuma and Sakura are pretty much ready.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on August 29, 2012, 05:36:59 pm
Ah, ok. I've played as her in SFA3 and she wasn't exactly "boss tough" in it. Thanks for clearing that up.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 30, 2012, 04:12:00 am
Would anyone like to join the team as a beta tester? Ive lost a couple lately and could use a few more. Thanks
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on August 30, 2012, 04:21:51 am
I certainly wouldn't mind beta testing. I've found quite a few bugs in characters, so I might be helpful finding errors. I just might need a refresher on the system so I don't report features as bugs.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on August 30, 2012, 08:20:37 am
I wish I could but my free time is not so big at the moment: still haven't found time to test latest beta1 update...
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on August 30, 2012, 03:13:37 pm
Right now I am in a CLSNs mood. Would you like me to help you update any CLSNs? Are are you already using the LUA scripts?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 30, 2012, 08:13:33 pm
I'll send you a pm in a bit C.A.N.
-
I use custom clsn(based off of mostly Alpha 3 with some cvs2 and mvc). They are fairly accurate, but were tweaked a bit for mugen(extended some ground clsn back/up/downward to deal with short characters that werent in SFA3(Megaman). Ive tweaked a couple priorities as well for balancing in some cases. You can point out any really bad ones you find though and I can adjust them if need be? I need to update everyone's(esp Ryu, Ken, etc) clsn eventually.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on August 30, 2012, 08:15:00 pm
Should I post my findings here or PM you? Just making sure.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 30, 2012, 08:39:21 pm
pm sent. Public ones can go here or the beta1 release topic. It doesn't really matter which though.

With the exception of the charge sound issue, Sakura may be ready for public release. S.Akuma has the dust issue I need to fix. Cammy needs her air throws and AI tweaks. Cody... I assume he's probably ready. I think I fixed everything that my testers reported, but the message that was sent didnt save so I may have missed something.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on August 30, 2012, 08:41:52 pm
Which ones are public?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 30, 2012, 08:49:54 pm
http://trinitymugen.net/Hosted/CFJ2/ those are public. The ones I sent you are private for now

     Posted: August 31, 2012, 12:46:44 am
Ive add C.A.N to the team as a tester. So welcome aboard!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 01, 2012, 10:39:01 am
After finally getting to play TvC... I really want Batsu in the roster. Ive sent a message to Nestor about it so fingers crossed. He seemed to have quite a bit more progress than  the others I requested.

Progress wise, Sakura and Shin Akuma had a lot more testing done and they feel a lot better imo. Both feel overpowered(with Shin Akuma being broken). I'm going to do some AI updates tomorrow(Cody, S.Akuma, and maybe Sakura). After that, I'll probably start on Haggar or do some more work on Strider(I have sounds for him now).

Megaman is getting pushed back. Jz has a movelist in mind that I dont have sprites for just yet and I really like the concepts. I don't know how long it will take for him to get the sprites though. Morrigan still needs the sprite edits. Alex... Im just lazy :p

System Changes(not for certain):
-CC is out. Its more trouble than its worth
-On the tag system, I may just stick with one assist. Im not sure about team supers.

And finally, Kyosuke was reuploaded due to an AI bug(I forgot to add an AILevel triggerall so it randomly auto comboed. I also tweaked his air chains so they should be able to hit pretty much anyone in CFJ2(they missed Megaman and I forgot who else). I need to re-up Ryu cause his level 3 didnt have afterimages. Ken's ex kicks will be a wall bounce eventually also

     Posted: September 06, 2012, 03:47:47 am
Im adding JNP to the team as a clsn guy. This should save me a crap load of time in the future and its makes the game a little more accurate. Thanks again!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 08, 2012, 08:42:51 am
new polls added to this topic, the roster topic, the dlc topic... and... maybe another? Cant remember
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on September 10, 2012, 01:27:43 am
I'm all for tag mode. Simul mode is kinda bad and broken. Though I don't think the EX Assists are necessary
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 11, 2012, 06:35:58 am
Im thinking the ex assists are just... I dont know. There is already a really high amount of combos in CFJ2. Adding wall bounces on assists and stuff is maybe a little too much.
Title: Re: Capcom Fighting Jam 2
Post by: teddylam on September 11, 2012, 11:49:59 am
In that case perhaps you could give them an assist to save P1 from bad situation or combo from P2 (like in the firsts KOF)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 11, 2012, 09:34:42 pm
It has a crossover counter type tag.

I may swap Rose with Charlie and keep T.Hawk. Jz really wants him in and I want either Guile or Charlie
Title: Re: Capcom Fighting Jam 2
Post by: Sean Altly on September 11, 2012, 09:41:59 pm
CHARLIE please. :D
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 11, 2012, 09:43:21 pm
Id poll it, but Charlie struggles on my polls for some reason
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on September 12, 2012, 12:33:20 am
CHARLIE! YES! CHARLIE!
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on September 12, 2012, 02:24:43 am
Don't make a poll, everybody would just pick Guile again
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on September 12, 2012, 02:29:35 am
GUILE BAD! CHARLIE GOOD! and whatnot
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 14, 2012, 01:44:42 am
Guile is in like... most crossovers. And he's one of the faces of SF2. Charlie... he's just cool. I've already coded both of them in the past, its just a matter of choosing one.

The people voting for Guile are doing it cause of Rose it seems
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on September 14, 2012, 01:48:48 am
I wouldn't be surprised if that's the case. Still, I'm all for Charlie. I still don't care for T. Hawk, though.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 14, 2012, 02:08:13 am
I had to reupload Sakura btw. Just to fix a sound problem on her level 3. I had the cvs2 big hit sound as the same number as her cvs2 roll sound.

Id say move Eagle into misc instead of Alpha since he was from SF1 and not Alpha, but... Then I could have Charlie, Rose, and T.Hawk... but who needs practical solutions, eh?
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on September 14, 2012, 02:09:20 am
You might as well do that. Unless it screws up your other roster members, I say go for it.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 14, 2012, 02:13:45 am
It wouldnt mess up anything actually. C.Viper would have ended up in misc with the 4 character per SF game limit I randomly chose to apply.

Jz would get his Eagle and his Hawk. I get my Charlie. And everyone else gets their Rose. Guile would be the only one screwed over.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on September 14, 2012, 02:14:49 am
Yeah, they'd probably play too similar. Go for it, man!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 14, 2012, 02:26:40 am
Anyone opposed to this?
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on September 14, 2012, 02:27:31 am
Guile would be the only one screwed over.

I'm not opposed to it.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 14, 2012, 03:24:47 am
New plan where everyone wins:
SF1: Ryu, Eagle, Adon, Sagat(might move him to the boss area and add Ken in his place)
SF2: Chun-Li, Guile, T.Hawk, and Gief
SF3: Same as before
SFA: Sakura, Karin, Rose, and Charlie/Cammy

Everyone gets something that way
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on September 14, 2012, 03:38:52 am
That's looking to be a mighty fine list. I wouldn't blame you for putting Sagat as a boss, he deserves it.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 14, 2012, 03:43:37 am
And since I have already made a Sagat, Adon, Guile, Ken, and Charlie. Boom. Guile fans get Guile, Rose doesnt get the shaft. Jz gets his stuff, and the people that wanted Sagat get him too. Its a little more work for me, but I dont mind
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 14, 2012, 07:06:48 am
do you guys have any links to Sagat's SF4 moves or sprite rips? Or Frame by frame type things? JNP needs them for his Sagat and mine potentially(F.Hk would be one thing)
Title: Re: Capcom Fighting Jam 2
Post by: TRUEMicah on September 14, 2012, 07:16:37 am
Ive add C.A.N to the team as a tester. So welcome aboard!
Good choice!
Also good luck on your chars.  :p
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on September 14, 2012, 02:04:24 pm
do you guys have any links to Sagat's SF4 moves or sprite rips? Or Frame by frame type things? JNP needs them for his Sagat and mine potentially(F.Hk would be one thing)
And his air normals. He has a lot of new air normals where in the 2d games a bunch are repeated. I seem to have become the sprite maker for this game as well =p
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 06, 2012, 05:17:03 pm
So minor set back. FF3 has decided it hates me. I got through Commando's basics and now he only plays in FF3 mugen test plays and not in mugen itself(he crashes with a palete loading error with every palette). So Im going to have to start over probably. I think(but Im not sure) that it was actually air related. When I did a mass animation deletion in text mode(all of waru's groove animations, dust, etc), the air displayed that I had animations, but the options were grayed out(like I had no animations). Adding an animation at the end of the air made the options go back to normal though.
-
Anyway, I think Jz might end up doing the sp. We're keeping the CFJ fonts, messages, etc for the lifebars. The powerbar and lifebars will change a little(tag mode for the later).
-
I'd like for the sp to be a remix of the old one more or less. I don't think we can keep the old select screen look with the considerably larger roster.
Title: Re: Capcom Fighting Jam 2
Post by: GTOAkira on November 07, 2012, 01:37:19 am
you can check this topic the screenpack look good but check if you like it http://mugenguild.com/forum/topics/cfe-capcom-fighting-clash--143791.0.html
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 08, 2012, 05:37:16 pm
Its a decent start. Its kind of basic, but its a decent base. I kind of like the select screen, but dont like the vs.
-
On a side note, I got Commando working. Had to copy Ryu and file by file. Now he works and every single palette still works.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on December 24, 2012, 10:33:38 am
Im adding the 3p/3k super inputs to a couple characters for level 3s(Sagat and Cody for now). I may do this for almost everyone in the future. Sagat is getting a version of Tiger Destruction(It wont be totally the same since Id be lacking sprites and fx that fit those new sprites) for his level 3 and Im out of inputs that make sense. My only worry is for keyboard users.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on January 11, 2013, 06:16:31 am
Im adding the 3p/3k super inputs to a couple characters for level 3s(Sagat and Cody for now).
:pwnonk: I understand why, but it's either all or none with this sort of thing. You can't really just give only two chars the 3P/K inputs without it feeling inconsistent.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on January 13, 2013, 03:20:03 am
It will probably be for everyone. Just need to add it whenever my break is over
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on January 13, 2013, 03:24:42 am
I figured as much.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on January 13, 2013, 11:46:10 pm
My side project has 2 moves left, cancels, and AI left to do. Im probably going to cancel it though. It was my first attempt at applying the LA system to a kof character(LA-SNK: run, backstep, power charge, dodge, roll, just defense, short/long jump, multi level supers, a level 3, ex moves, safe fall, and some other game elements. Its an snk leaning cvs hybrid). Then I'll be doing Sakura's AI probably
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on January 14, 2013, 06:31:26 am
Was the side project Karin? :P
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on January 15, 2013, 01:46:46 am
Terry. I randomly felt like making an snk character.
-
Side stuff:
-Chun-Li was way outdated. I fixed like 12 system bugs.
-I switched to a single special landing state to save space
-I may switch to single cmd entries for normal and ex versions of moves
-Sakura got an AI update. She's still buggy though
-Ive got 4 characters switched to the new system fully. After Sakura, it will be an update for S.Akuma. Then its on to Morrigan or Cody. Maybe
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on January 15, 2013, 01:49:37 am
Terry for CFJ2! :mmhmm:
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on January 15, 2013, 05:38:14 am
It wasnt for CFJ2. It was an unrelated side project involving the old LA system being updated(expanding it outside of a custom Street Fighter hybrid). Possibly for something in the future.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on January 15, 2013, 05:40:46 am
He should be in CFJ2! >:(
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on January 15, 2013, 01:31:06 pm
Nah. Im not really a guest character fan anymore. A certain cart racer ruined that for me.
-
Also, I wasted an hour on these Haggar sounds. I saved them in the wrong format I guess. They only play for a split second in both of my FFs. Using FFC's mono convert made the old sounds sound worse. Ugh.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on January 16, 2013, 12:43:26 am
I'm not going to ask who the cart racer is.

Also, sucks about the Haggar sounds. Hope they get better.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on January 19, 2013, 01:11:40 pm
Ralph and Danica wasted slots that characters from the first racer should have had(Billy, Zobio/Zobiko, etc).
-My break got extended. For some reason my computer has decided to hate me. I cant run mame anymore. Fba-rr is super slow as well. Sorry for the delay

     Posted: February 16, 2013, 08:14:20 pm
I think I'll be adding guard crush
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 27, 2013, 09:27:11 pm
Ingrid is going to be an exception to the hyper command thing. For the sake of not confusing people, the lv3 only moves(no matter the input, the move is a level 3) are going to be called hypers(at least when I refer to them).
-
Smaller fixes:
-Parry and throws dont gain power back during cc.
-There were a few small character specific changes too.
-Air throws cant be used close to the ground anymore. No more dash grabbing
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on February 28, 2013, 02:21:44 am
-Ingrid is going to be an exception to the hyper command thing.
-Air throws cant be used close to the ground anymore. No more dash grabbing
-Why's that?
-Aww, I so liked that feature despite never playing chars with air grabs.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 28, 2013, 09:20:19 am
The input determines where her helper is placed on the level 3. She probably wont be the only exception.
-
Its a little unfair. Esp for the hop types. I watched Guile grab Karin out of her dash like three times and was like... Yeah, Im removing that now
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 28, 2013, 08:48:09 pm
I mäy as well adjust the ctrlset for wake up. Ive had a couple complaints(Ive considered it before) about not being able to do anything if the opponent rapid fires lights when you get up.
-
I may have to readd a tick or 2 to the getup invincibility just to overkill it.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on March 01, 2013, 01:26:06 am
The input determines where her helper is placed on the level 3. She probably wont be the only exception.
Oh, makes sense. I was mostly joking about the no more dash air grabs thing, though. :P
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 02, 2013, 11:59:41 pm
Did I forget to send the Alpha to anyone btw? I may be updating it soon anyway, but if people find more stuff, it will save some time now.

I managed to get a little done in the last few days
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 08, 2013, 06:32:01 pm
Stuff:
-Custom combo is power based now. It loses 1 tick of total time, but gets some perks. Now if you take a hit while your power is above 1500, you get to keep 1500 power. If you get hit below that, you get nothing(er... Technically you get whatever the givepower was for the move that hit you, but whatever).
-
Im also considering readding another DS character. Id like for it to be Demitri, but its doubtful(MB). I might do a poll
-
Throw damage is now scaled in custom combo mode. I forgot this before
Title: Re: Capcom Fighting Jam 2
Post by: Xenomic on April 08, 2013, 08:45:54 pm
Could always try and find someone to help with the MB if you really wanted Demitri in. Dunno who though, but worth a shot no?

Might be hard to add another that doesn't use some kind of custom animation thing though. Hmm...
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 12, 2013, 03:17:36 am
My messages arent sending for some reason.
-
Leading candidates are Hsien-ko(if I keep tag, she'll have some useful tag options), Bulleta(already coded by Koop. Just need to convert.), Demitri(MB problem), and other(poll).
-
Having characters with entirely new sprites hurts that. Haggar, Batsu, etc.
-
Side stuff:
-Guy's clsn were tweaked for his df+hk to make it miss up close(CFJ)
-Some ex moves need to be nerfed damage wise
-Morrigan's df+hp may be removed(its her mvc launcher. With a jump cancel and scaled air chain damage.)
-Etc
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 13, 2013, 10:03:10 pm
I added a poll of the most mentioned/requested DS characters other than Demitri and Anakaris. If none of the above wins, I'll do another poll with more options, but I may change my mind on that. Some of those options will be much easier than others obviously. Im not really sure what to do one this.
Title: Re: Capcom Fighting Jam 2
Post by: davismaximus on April 13, 2013, 10:12:50 pm
Voted for Bishamon and None of the Above.  Q-Bee could use some lovin'.
Title: Re: Capcom Fighting Jam 2
Post by: Memo on April 13, 2013, 10:13:26 pm
i voted for Gallon and Bulleta
Title: Re: Capcom Fighting Jam 2
Post by: SOLIDUS SNAKE on April 13, 2013, 10:15:14 pm
Voted for Bishamon and Bulleta.
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on April 13, 2013, 10:17:27 pm
Why is it I voted before I realized that Jedah isn't on the roster?
[avatar]http://i.imgur.com/sLNC7eb.png[/avatar]
Title: Re: Capcom Fighting Jam 2
Post by: Roman55 on April 13, 2013, 10:21:29 pm
Lilith and L.Raptor/Zabel.
Title: Re: Capcom Fighting Jam 2
Post by: 修羅 on April 13, 2013, 10:32:33 pm
Bishamon and Talb-
Holy shit are they really the most popular?

Good taste, good taste.
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on April 13, 2013, 10:38:15 pm
^My thoughts exactly. I voted for them myself.
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on April 14, 2013, 01:40:41 am
Hsien Ko and Bishamon
Title: Re: Capcom Fighting Jam 2
Post by: GreatDragonKid on April 14, 2013, 08:44:44 pm
Bishamon and J. Talbain.
Title: Re: Capcom Fighting Jam 2
Post by: Retro Respecter on April 14, 2013, 09:58:04 pm
I wet for none of the above, because my belief is that we have quite enough Darkstalkers in there.
Title: Re: Capcom Fighting Jam 2
Post by: MightyKombat on April 14, 2013, 10:49:26 pm
Not nearly enough.

Voted the werewolf and the samurai.

The Sexy Fish wasn't even on there.
Title: Re: Capcom Fighting Jam 2
Post by: T. Vinceson on April 15, 2013, 12:11:08 am
Talbain and Lilith for me. If Capcom cannot put the Kung-Fu werewolf in one of their crossover games beyond Darkstalkers, then at least he'll have that honor in a MUGEN full game.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 15, 2013, 01:39:58 am
Morrigan, Felicia, Jedah, and Pyron are too many? SF has like 10.
-
The options in the poll were the most mentioned/requested. I dont think anyone mentioned Q.Bee or Rikuo till now.
-
Its a tie so far. With Lilith a ways back in third.
Title: Re: Capcom Fighting Jam 2
Post by: Koop on April 15, 2013, 05:29:24 pm
Bishamon and Talb-
Holy shit are they really the most popular?

Good taste, good taste.

Gonna remove poll and change it so all the choices are Q-Bee. /人◕ ‿‿ ◕人\
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 15, 2013, 06:03:52 pm
Poll tournament! The top 4 of this poll will go on. Then a new poll featuring the rest of the non Demitri/Anakaris characters happens. Then those top 4 advance to join the previous 4 winners in a final poll for the spot. Jk, Im too lazy.
-
Btw, Guy is a hybrid character. Like my Ken was before he became mostlye cvs2/SFA3. He's got elements of CFJ/SFA3/AE/custom.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 19, 2013, 05:25:35 am
It looks like its going to be Bish or Talbain. Are there any good bases in mugen? Fairly accurate clsn, aligned sffs, good snds, etc? The code itself doesnt entirely matter, but that would help too. Im not ending the poll yet, but it seems likely that one of those two will win handily over third.
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on April 19, 2013, 07:03:36 am
koldskool made a cvs conversion of him come on people talbain! the sabrewulf of darkstalkers
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on April 19, 2013, 01:35:41 pm
I'm working on color separating (http://mugenguild.com/forum/topics/color-separation-current-project-bishamon-148607.0.html) Bishamon and ripping the rest of his sprites. I have uploaded videos of his CLSNs (http://www.justnopoint.com/mugen/rips/darkstalkers/clsn/)

Sounds (http://mugenguild.com/forum/topics/darkstalkers-1-2-chronicle-voice-sound-rips-109971.0.html)

I've commissioned Rajaa to code him. No sff has been made yet because he's waiting on the color separated sprites. If you don't wish to wait for the color separation to be finished I can give you my new rips that are improved over my old ones and from Kong's.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 19, 2013, 07:46:04 pm
I havent seen the old sets, what changed? If I wasnt so lazy, Id learn how to color separate everyone. Its too time consuming for me now though.
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on April 19, 2013, 07:52:46 pm
Some palette corrections, no sprites are cut off anymore, all the effects that you can't get while cycling through artmoney (I still have a couple to get from some EX attacks)

Examples of effects = the ghosts, projectiles, hand from mouth, slash effects from specials and ES, etc

Or do you mean: what separated in the color separation?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 19, 2013, 08:38:48 pm
Both. I couldnt click the link on my phone for some reason.

On the clsn part, I just wanted to save some effort. I can view the clsn with no problem. I just didnt want to have to redo everything ala Pots old work. The Morrigan set you did saved me a ton of time(I reduced the clsn count from 3 to 2 since the third was pointless(cps2 standard)).

     Posted: April 19, 2013, 10:21:50 pm
8 days left in the poll and still a tie.

I know someone working on Talbain and you have Bishamon covered. So I will have bases in the end. If the result is a tie, I might do a poll of just those 2 and see who wins. I havent voted yet btw
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on April 20, 2013, 12:58:20 am
Basara Kun is also working on a Bishamon right now. I think he has the sff and air finished.

Here is an image of the color separation
(http://www.justnopoint.com/mugen/rips/darkstalkers/Bishamon/template2.png)
If you still can't see it
sword, legs, hair, highlights in armor, eyes, teeth, and several other parts
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 20, 2013, 07:43:45 am
Nice. I still have a few days till the poll ends. So we'll see. Id like to use the separated set if possible though. I need to switch as many of the others as I can also(Chun-Li, Hiryu, etc). I need to learn how to separate eventually anyway
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 22, 2013, 05:47:57 pm
6 days left and its still a tie.
-
Im going to be doing some nerfing today. I had to tone Guy down a bit(I gave him a lot of AE stuff and he felt too strong). Mostly damage reductions on Guy(final fight combo, ex qcb+k, ex hozanto). Guy could knock off half health bars with simple-ish combos(j.hp - cl.hk - FF chain - ex hozanto(he doesnt have supers yet). J.hp - cl.hk - tc - lp hozanto - ex hozanto. Etc)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 26, 2013, 07:21:08 pm
2 days left in the poll. Its a 1 vote lead.
-
Guy is close-ish to done. 2 supers and 2 throws, AI, and testing left. Then I'll finish Morrigan(only reason I stopped was cause of AI. That and I had fun playing Guy in AE)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 27, 2013, 06:19:34 pm
1 day left in the poll. Its a 1 vote lead.
-
I'll try to get Guy's topic up today if my internet doesnt mess up. I also started building an sff for the SF project that I may end up using for this one instead.
Title: Re: Capcom Fighting Jam 2
Post by: PBRTODD101 on April 28, 2013, 09:21:36 pm
woo yeah Talbain
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 30, 2013, 08:51:23 am
I forgot about the poll. I know someone working on Talbain so I'll just wait for them to finish and port/mod that. They were fairly close to done iirc.
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on April 30, 2013, 09:12:38 am
koldskool?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 30, 2013, 07:25:27 pm
Nah. Im not sure if this is a secret project or not so I'll hold off. His should be pretty accurate though. No offense to Kold
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 04, 2013, 02:10:27 am
Ive made some system adjustments for damages. Mainly ex moves. The average damage reduction was 14, but here are the changes I can remember:
Ryu
-EX Shoryuken's damage was reduced by 42. Stun and chip were adjusted as well
-EX Tatsumaki's damage was reduced by 35. It can still juggle in corners.

Jill
-EX Kintetsu and EX grenade launcher damages were reduced by around 14.
-EX cerberus damage was reduced by 14.
-EX crow damage was reduced by 21
-Overall stun damage on her helpers were increased dramatically. Some were really low and Im not sure why. Probably a typo. She stuns enemies much easier

C.Commando
-Ex Captain Upper damaged was reduced by 14

Kyosuke
-EX Shadow Cut kick's damage was reduced by 14. Its chip damage was increased.
-Some stun values were increased

Chun-Li
-EX Tenshoukyaku and EX Heel drop damaged was reduced by 14
-EX Legs damage was reduced by 28

Cody
-EX Criminal Upper, EX Ruffian MK, and EX Bad stone damage reduced by 14
-EX Knife throw damage reduced by 14. Stun damage increased.

Ingrid
-EX Sun shot's damage was reduced by 21
-EX Sun Rise's damage was reduced by 14. Chip damage was fixed.

S.Akuma
-EX Shoryuken damage was readjusted. Damage was reduced by 42
-EX Hadouken damage reduced by 14
-EX Shakunetsu damage reduced by 21
-EX Tatsu damage was reduced by 35

Sakura, Guile, Karin, and Guy
-No changes with this patch

That's all for now. Fixed a mess up on Ingrid's ex sun shot. Added S.Akuma changes
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 28, 2013, 12:26:07 am
Cody has new dash sprites. I'll add them once my netbook stops being dumb. I made some more progress on Guy(adding his 2nd super and an air throw I'll be changing). Ive changed my slash sparks to something closer to Phantom's Nakoruru set. I tweaked Morrigan a little(removing her df+hp. Adjusting damage distribution for her ex soul fists. Etc). I cant do a whole lot with my netbook's fan being broken. Im hoping to get a fan base soon

     Posted: June 21, 2013, 09:47:09 pm
Thanks to Koopakoot doing some aligning as well as a spriter that wishes to remain unknown(thanks again), Cody has a dash now. The dash made him quite a bit better imo. Just need to update him now and give him an AI that doesnt suck
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 01, 2013, 01:34:04 pm
Im considering adding my SFX vels to CFJ2. Anyone against this?
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on August 02, 2013, 12:03:35 am
Not really.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 02, 2013, 02:36:07 am
I prefer the SFX system overall. I considered dash cancels, but dropped them(SFX side). Im retired atm though
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on August 02, 2013, 02:40:29 am
I prefer the SFX system overall.
Maybe try reworking CFJ2 into SFX, then?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 02, 2013, 08:45:46 am
SFxCapcom? Jk
Title: Re: Capcom Fighting Jam 2
Post by: ~Hale "R@CE" Caesar~ on August 16, 2013, 03:28:11 am
I really like what you have done so far.... I hope that this doesn't mean your gonna stop for good.

Title: Re: Capcom Fighting Jam 2
Post by: Retro Respecter on August 16, 2013, 06:23:33 am
Basara Kun is also working on a Bishamon right now. I think he has the sff and air finished.

Here is an image of the color separation
(http://www.justnopoint.com/mugen/rips/darkstalkers/Bishamon/template2.png)
If you still can't see it
sword, legs, hair, highlights in armor, eyes, teeth, and several other parts

This could benefit those who want to make Oboro Bishamon.
Title: Re: Capcom Fighting Jam 2
Post by: Nuttydk on August 28, 2013, 12:58:52 am
How about Donovan ? I like what your doing with this game I had an idea for doing this project years ago I think you should keep it true to cj by having a certain amount if characters in this series section they came frum like 6 street fighter 2 characters 6 street fighter 4 characters 6 rival school characters ect... So far so good tho
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 28, 2013, 01:07:28 pm
The only SF4 character being considered is C.Viper. Id like to include the others, but dont have sprites(except that I hate Seth and Rufus). The game has enough SF characters as is. Ive been playing around with armor ideas and tag stuff for if I come back btw.
Title: Re: Capcom Fighting Jam 2
Post by: Nuttydk on August 29, 2013, 12:02:32 am
Or how bout a certain number of sf , final fight , dark stalkers , mega man, rival schools this game has the potential to b great
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 29, 2013, 11:26:59 am
The cap is whatever I feel like for the non SF side. Usually there is a limited number of sprites to use. For RS, I only have like... 3 mostly complete/complete characters and I havent even really played RS lol
Title: Re: Capcom Fighting Jam 2
Post by: Nuttydk on August 29, 2013, 08:56:51 pm
Wow you missed out on one of capcoms best fighters from the 90's they have some really good characters fervicante made hinata and the girl with the violin you could just edit them to your style that's 3 rival schools character right there
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 04, 2013, 07:25:42 pm
Anyway, Im back to part time coding for now. Its been a while so I'll start slow. I redid Guy's air throw, adjusted the downward range on his j.hp and j.lk, and adjusted some other stuff I forgot. Im not sure if I can SF4 his air grab or not. Im not sure how it would look with just one sprite flipping. Sorry.

     Posted: September 14, 2013, 03:11:42 am
Im getting a replacement for my netbook finally. My old one is falling apart

     Posted: October 02, 2013, 05:55:56 pm
Sorry for being away. work has been crazy and I switched to a new phone
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on October 05, 2013, 05:36:07 pm
I'm considering polling X vs CFJ2
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on October 05, 2013, 09:04:54 pm
I'm fine with either. I say poll it and see what happens.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on October 20, 2013, 06:05:03 pm
So I'm seriously considering taunt bonuses. It would pretty much work like this:
-taunt 1 is a standard start button. It gives a character specific bonus
-taunt 2 is performed with qcf+start and provides its own bonus. I could also make the taunts just be one button and be random

An example?
Ryu: taunt 1 nets a bonus to stun damage for a single combo.
taunt 2 increases hadouken damage and reduces charge time for Denjin hadouken or turns shinkuu hadouken into metsu. The stronger bonuses would be capped out to once per round.

Jill:
-zombies can hold p2 longer and does extra damage
-super damage is increased by 20%
Title: Re: Capcom Fighting Jam 2
Post by: QuickFist on October 20, 2013, 06:09:21 pm
That sounds interesting
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on October 20, 2013, 07:15:03 pm
Go for it. I like taunts with buffs.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on October 21, 2013, 08:40:39 am
Chun-Li:
Stun damage for the next hit increases from 11% to 33%
Defense increases by 20% for 15 seconds

Alex:
Throw damage increases by 11% for each rotation(3 max)
Moves that change when the enemy is in the flipped around get hit have a 35% damage bonus for 20 seconds

Kyosuke:
Chip damage increases from 11% to 44% for 20 seconds
Super damage is increased for 20 seconds. Air normals have increased damage

Cody:
Defense increases by 15% for 25 seconds
Knife based attacks have increased damage, chip, and stun damage

etc. Ill have to sit down and make an actual list
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on October 25, 2013, 06:15:22 am
I think Ill finish the beta then update it later after testing. since the beta is close to ready
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on October 25, 2013, 06:52:31 am
Nice bro
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on October 25, 2013, 11:09:28 am
I pretty much have Alex, Zangief, Morrigan, Sagat, and Hiryu. 3 of those 5 are close to done and the other two have normals done.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on October 31, 2013, 01:18:11 am
Stuff:
Sakura:
-Cl.mp goes from a +4 to a +6. Its inward range was reduced and its red clsn was extended downwards a bit
-s.mps downwards range was extended
-c.mk can now be special cancelled. AI was adjusted for this
-Air and cmd file sizes reduced

Karin :
-C.mk can now be special cancelled.  AI was adjusted
-S.mk can only be special cancelled before she extends her leg and can be super cancelled until idle
-air file and cmd file sizes reduced
Title: Re: Capcom Fighting Jam 2
Post by: Retro Respecter on October 31, 2013, 01:50:26 am
Does these changes involve the new system?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on October 31, 2013, 02:56:24 am
Nah, just stuff I kept forgetting to do. I left Sakura's c.mk cvs2 style for a while
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 02, 2013, 10:17:07 am
I can't seem to make AI that doesn't suck. Guy's is esp bad. I can't quite get the feel I'm looking for. I'm not sure how to pressure with his run
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 07, 2013, 05:45:05 pm
Im looking for some glass breaking fx ala SF4s armor breaking fx. I could have sworn cvs2 had them too. Does anyone know of any such sprites? Preferably aligned?
Title: Re: Capcom Fighting Jam 2
Post by: Koop on November 07, 2013, 05:48:35 pm
The guard crush fx from cvs 2 would be a nice alternative. Not sure if anyone has rips online, but they should be in Gal and Rei's characters.
Title: Re: Capcom Fighting Jam 2
Post by: FeLo_Llop on November 07, 2013, 08:05:14 pm
Im looking for some glass breaking fx ala SF4s armor breaking fx. I could have sworn cvs2 had them too. Does anyone know of any such sprites? Preferably aligned?

I don't remember where I saw them, MAYBE in that X-Men 2nd Coming. But I'm not 100% sure :/.
Title: Re: Capcom Fighting Jam 2
Post by: Nestor on November 07, 2013, 08:18:32 pm
I don't remember where I saw them, MAYBE in that X-Men 2nd Coming. But I'm not 100% sure :/.

The MvC/CFAS project ;)

Don't know if that's the one you're looking for LA; the original topic is here: http://mugenguild.com/forum/topics/tvsc-glass-shatter-effect-sprites-and-sound-97907.0.html but looks like the download is down. I may have the zip on my files, I'll check once I get home and let you know; also, if you want, you can instead take the sprites and sound directly from Chris or any other char. All the credit goes to rkmugen, he did a really nice work with this effect :).
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 08, 2013, 04:00:53 am
Ill check that later. thanks
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 10, 2013, 07:10:41 pm
I have the next two days off so Im hoping to get a guard crush system started. Im too tired to think out possible bugs, but Im pretty sure the code in my head should at least work inside CFJ2. I can always add an enemy check variable to disable it against non CFJ2 characters.

Im tired of working on Guy's AI so he is stuck with what he's got for now. Id like to finish Morrigan next and then move on to Sagat. The character I work on is kind of random though.

Once Ken's new sprites get color separated, Ken(X) is getting a final update(barring bugs) that will have a Violent and an Evil mode(I was only considering a few EX characters so this wont apply to the Ken dlc). After Ken, I was going to code the X exclusives(makes it more tempting to port them). These were Maki, Rose, Fei-Long, Yun, and Elena. Those are my plans. Does anyone feel like helping?

I need someone who can do color separation(it doesnt have to be crazy). And I need someone who can make hi res fx. Im willing to code a character or two(my style, Pots style, cvs2, etc is preferred) in exchange. Thanks either way
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 12, 2013, 01:21:46 pm
I had to scrap my guard crush concept, but at least there is a guard crush system in the game now. It needs polishing, but it works.

With the addition of guard crushing, Ive added:
-air guarding is gone
-Each character only has one Alpha counter and its damage isnt universal
-removed some useless code

Sakura's alpha counter has 2 hits now. Ryu's is his ex tatsu. So far I have only updated those 2. Ill try to get the others done sometime this week. I should probably just do the full system switch now, but Im lazy
Title: Re: Capcom Fighting Jam 2
Post by: jt on November 12, 2013, 01:27:12 pm



I need someone who can do color separation(it doesnt have to be crazy).
Okay what char?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 12, 2013, 03:08:16 pm
Jill comes to mind because of her palette limitations. But anyone that doesnt have separated sprites would be awesome. Hiryu, Ryu(sort of), Ken, Sagat, and others are already separated iirc
Title: Re: Capcom Fighting Jam 2
Post by: QuickFist on November 12, 2013, 03:35:21 pm
Jill has CS, Divine's Jill
Title: Re: Capcom Fighting Jam 2
Post by: Niitris on November 12, 2013, 03:41:19 pm
I did recall Jill having a CS...

I can do basic separations (that's what I'm doing now); I can get a good number of sprites done pretty quick (around 60-80 a day depending if I have work/school).
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 12, 2013, 05:52:02 pm
I totally forgot he made a Jill! I guess that kind of takes care of my main ones(since Hiryu is fixed). I need to learn how to separate eventually. Ill need the skills for Yun(I made one ages ago and his eyes/teeth were shared with his shirt iirc)
Title: Re: Capcom Fighting Jam 2
Post by: Jiggeh on November 21, 2013, 01:06:35 am
I might possibly be able to help out. I have things of my own to work on but sometimes a menial task like colour separation is just what you need when you want to shut your brain off for a while. Besides, I would like to see more updated and useful sprites available for as many characters as possible. I'll look around and see if anyone you're working on is tickling my fancy and if I decide to work on it I'll let you know.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 23, 2013, 02:55:12 pm
Thanks guys. Sorry for forgetting to respond.

I started a Pots style Yun. When I finish him, I might patch him into CFJ2
Title: Re: Capcom Fighting Jam 2
Post by: QuickFist on November 23, 2013, 03:19:27 pm
Thanks guys. Sorry for forgetting to respond.

I started a Pots style Yun. When I finish him, I might patch him into CFJ2

Niiiceee!!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on December 03, 2013, 06:00:06 pm
I'm almost done with his specials. I'm going to give him 2 level 3s so I will need to come up with another lv 1/2 super. I've got an idea or two though
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 11, 2014, 06:07:50 pm
Update:
Ryu:
-Lp shoryuken launches a bit higher. You can catch an enemy in the air with it and land both hits of ex hadouken afterwards now. You could only land one before iirc
-AI tweaks
-I forgot the rest

System:
-Guard crush was added
-air guarding was removed
-some stun values were adjusted

Sakura
-Lp shoryuken launches higher and can be followed with ex shoryuken(more hits now)

Commando:
-AI tweaked
-damage on Captain fire reduced
-AI uses Captain Upper more now
-LP Captain upper can be followed up with ex Captain Burst
-Some small clsn tweaks. I think the biggest one was his Captain Strike hitbox being shrunk to cover less of his legs. I think it was ex only. Its an anti Sagat thing.

Im up to specials on Zangief, Supers on Sagat, and I plan on rebuilding Hiryu. Morrigan is close to finished too iirc. Im off for a few days so I plan to make some progress
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 16, 2014, 06:49:40 pm
Once I finish Sagat, I'm going to readjust some specials of other characters. some clsn are going to be a problem. Characters like Cammy have a lot of normals that duck low enough to go under a lot of his moves. Examples of anti-Sagat tweaks are moves that get to pass over low tiger shot. like C.Commando's ex qcf+k.

I'm considering giving Jill shock and nitrogen rounds. You ready your grenade launcher, then the input to fire determines the round. nitrogen rounds temporarily freeze the enemy in place(I'm iffy on allowing this in the air). Shock... maybe a temporary lowering of the enemy's defense?

Cody's ex ruffian kick upper(hk) is going to get a damage nerf. His 2qcf+p super is probably getting a custom state for an air hit that will allow the full super. I think its fair

That's it for now
Title: Re: Capcom Fighting Jam 2
Post by: QuickFist on February 18, 2014, 04:25:47 am
I like that idea for Jill's grenade launcher
Title: Re: Capcom Fighting Jam 2
Post by: Snakebyte on February 18, 2014, 04:50:21 am
Shock could very briefly disable specials and/or supers.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 18, 2014, 04:38:45 pm
Higher stun/chip is an option too. disabling specials seems odd and a little op. I don't think I've seen it in a fighting game. I need to play with her AI a bit. With air guarding gone, her crows become a very difficult to avoid anti air.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 24, 2014, 09:06:39 pm
Some stuff:
Jill:
-added a cl.hp that is a +4 oh hit
-added a command version that is a slower start up with priority. Its a knockdown too
-added a hop kick type command normal. Its an overhead that is linkable on counterhit
-dropped her slide Alpha counter and upped the damage on her push counter
-j.lk can cross up now. More easily anyway
-Minor AI update

Ill do more later after some sleep
Title: Re: Capcom Fighting Jam 2
Post by: ~Hale "R@CE" Caesar~ on February 25, 2014, 10:03:01 am
I'm so glad your continuing this! I really liked the betas you put out so far.

I think this is how the original Capcom Fighting Jam should have played like.

Please keep going with this project.... I'll be back in from time to time to check up on more updates... thanks for keeping us in the loop dude!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on February 25, 2014, 10:41:47 am
Np. I'm rebuilding Jill. I love DW's Jill and really want some of it. I'm keeping the zombies though. Ill have to be careful about over saturation of her moveset.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on March 23, 2014, 10:08:51 am
Due to lack of interest/feedback, this project has been restarted. It is going in a new direction: Super Capcom vs SNK 2.

-It will have a Capcom and an snk groove that can be customized with a common config file.
-It will haave an expanded roster from cvs2 with everyone returning as well as:
-Hiryu, Ruby, Megaman, Hayato, Jill, Sonson, Karin, Alex, Guy, Demitri, Felicia, Tessa, Cody, and Haggar
--SNK gains K', Leona, Kula, Kasumi, Kusanagi, Oswald, and some characters that will need to be voted on

-Capcom groove features:
Parry
safe fall
rolls
alpha counter
special/super cancels
multi level supers
dash
cc
focus attack/fadc

SNK features
Roll
Max mode
guard canceling
safe fall
dodge
cds/air cds
run
etc
power charge
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 01, 2014, 08:19:57 am
Didn't mean to merge
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on April 01, 2014, 08:21:59 am
Maan i was liking that project
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 02, 2014, 01:41:54 pm
So much for that joke. I should have made screenshots.

Stuff:
-Ryu's joudan can hit more crouching enemies now(low moves like Chun-Li's c.mp can still duck under). His AI also uses it more
-Ryu's AI no longer tries to throw enemies in a hitstate. AI was improved in general
-Angle of shoryuken adjusted slightly. Ex doesn't travel as far
-Sakura can now catch enemies with her ex dp+k more often. Its still a situational juggle
-Sakura's vel on her second ex shououken was changed. She lands faster now

I'm planning to get as much coding as possible in today. Ill try to finish a couple characters that are close(Morrigan, Gief, Sagat, Haggar?). I hope to have a beta release out by Late April/Early May. I need an sp, stages, etc.

Code to do list:
-life bars, music, and an armor/breaking system into the characters
-more competitive AI in everyone
-adjusted invincibility system(Ryu's shin shoryuken has issues)
-possible system adjustments
-common fx in the common spr file(like fireballs) for possible reflected moves
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 04, 2014, 08:19:19 am
I'm considering scrapping multi level supers for just level 1/3s. Its a lot less code and makes expanding the roster a little easier. Anyone opposed?
Title: Re: Capcom Fighting Jam 2
Post by: QuickFist on April 06, 2014, 07:20:13 pm
Nay.
Go for it
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on April 06, 2014, 08:05:44 pm
Not a bad idea at all
Title: Re: Capcom Fighting Jam 2
Post by: Sinnesloschen on April 06, 2014, 08:18:25 pm
Yeah, do that.
Title: Re: Capcom Fighting Jam 2
Post by: Retro Respecter on April 06, 2014, 11:23:58 pm
You can always do the multi-leveled supers later on if you need to.
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on April 09, 2014, 01:24:26 pm
Whose all gonna be in the beta may i ask?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 09, 2014, 06:24:15 pm
As of right now... Im not 100% sure. So Far:

Ryu(Updated)
Chun-Li
Guile(Updated)
Sagat
Sakura(Updated)
Karin
Morrigan
Guy(Updated)
Cody(Updated)
Jill(is getting redone so she might be left out)
Kyosuke
C.Commando
S.Akuma
Ingrid

Zangief, Alex, and Haggar shouldnt take too long to finish either. Hiryu is being rebuilt as well. That's about half of my starter roster. The loss of multilevel supers makes things a bit easier.
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on April 09, 2014, 07:22:25 pm
Swwweeeet cant wait
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 12, 2014, 11:17:53 am
Kyosuke:
-cl.mk is no longer an overhead. I don't know why it was before
-cl.mp is a +4 now
-stun damages adjusted
-AI tweaked
-supers are hard knockdowns
-you can cancel lightning upper into shadow cut kick now

Guy:
-2qcf+p level 1 is now his old level 2 with adjusted damage

Ryu:
-AI tweaked
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 12, 2014, 11:16:52 am
Kyosuke:
-cl.mk is no longer an overhead. I don't know why it was before
-cl.mp is a +4 now
-stun damages adjusted
-AI tweaked
-supers are hard knockdowns
-you can cancel lightning upper into shadow cut kick now

Guy:
-2qcf+p level 1 is now his old level 2 with adjusted damage

Ryu:
-AI tweaked
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 16, 2014, 10:11:33 am
Karin:
-ex guren chain was extended by 2 hits. I may scrap it though
-Shinpi uses her level 2 animation with reduced damage
-Gains a new LV3 and loses the counter
-Alpha counter is her S.Hp with more range
-Supers are hard knock downs
-no more air guarding
-AI tweaks
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 22, 2014, 01:19:36 pm
Im using Phantom's Flight/dash fx on Morrigan for now. Im too lazy to switch atm. They look better anyway imo. Id use hires for everyone, but I suck at that kind of thing.

Updates:
-Morrigan is down to testing and AI for the most part. I left out finishing shower. She is using the longer Darkness Illusion animation(DI needs a lot of testing. I cant do DI buffering with my ps2 controller and I will probably need help with this part)
-Sagat's Alpha counter is now his hp tiger uppercut
-Sagat's Level 3 is going to be destruction. His hot kick is going to keep the flames on the kick probably. It looks better imo.
-small AI updates
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 27, 2014, 05:16:13 am
I'm considering attempting to do the music per character through code. I assume its possible. P2 would set the music. Id like to do the lifebars in characters too. Is it worth the effort?
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on April 27, 2014, 10:13:37 am
What benefits all to get from doing them this way?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 27, 2014, 11:18:43 am
Non stage music outside of arcade mode. Lifebars for messages/more control.
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on April 27, 2014, 11:32:46 am
The music thing probably wouldn't be worth it unless you had tagging would it? I'm assuming for example Chun Li would have her theme in any stage for versus mode. Is that what you're meaning? For one on one matches I'm not sure that'd fit. See nothing wrong with the lifebar thing though.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 27, 2014, 01:03:20 pm
Its mostly for tag mode. Iirc, they have changing themes in most of the tagging vs games
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on April 28, 2014, 04:54:06 am
Oh okay then yeah. I missed that there would be tag in the game. That's perfect for it!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on April 29, 2014, 08:24:06 am
I'm considering otg moves. They would be rare and most(maybe all?) would require meter. Off the top of my head examples would be Bison's ex head stomp, Alex's ex stomp move(forgot the name), and Haggar's super.
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on April 29, 2014, 09:42:41 am
Yesss
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 02, 2014, 07:58:23 am
Im rebuilding SFx Ken for CFJ2. He won't play like his old self. I'm considering giving him an ex mode too
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 02, 2014, 02:18:22 pm
I can't decide on a moveset. I want to scrap his command kicks. Id prefer more of a SF3 ish Ken. Esp with the sprites I have access to now
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 05, 2014, 09:17:38 pm
I released the pre-Alpha of CFJ2(its using Jz's sp and a stage I didn't make). Depending on how that goes, Ill work on the public one. I have an idea of what I want to do for life bars, but Im not free till tomorrow
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on May 05, 2014, 10:41:45 pm
where can i find the pre alpha
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 05, 2014, 10:56:25 pm
I don't remember you being a tester? Tbh, I don't remember who was testing lol
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on May 07, 2014, 08:48:19 am
Oh sorry lol
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 07, 2014, 10:03:52 am
Its all good. I haven't gotten anything new feedback wise. I plan to reupload it since I left stuff in on accident

     Posted: May 08, 2014, 06:19:12 am
I'm starting to get feedback lol. I reuploaded to remove the extra characters, add the intended Cody(I uploaded the back up), and fix a fireball glitch JNP mentioned. Ill probably post the link in a few days
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on May 12, 2014, 03:26:06 am
Niceee
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 12, 2014, 08:24:45 am
Ill probably do another reupload to readd Chun-Li and fixes. Ill probably make that upload public. It doesn't have an sp(its using Jz's) and it only has one stage(I didn't make it)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 13, 2014, 11:40:34 am
Ill do the reup when I get home.
The Alpha(pre alpha really) roster:
Ryu
Sakura
Guile
Chun-Li
Karin
Morrigan(unfinished)
C.Commando
Cody
Guy
Kyosuke
Jill
Ingrid
S.Akuma

Once I get more feedback/testing, Ill start/finish group 2.
Group 2:
Sagat
Zangief
Alex
Hiryu
Haggar
Felicia
Bison
Ken
E.Ryu
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on May 13, 2014, 06:38:12 pm
Hiryu bison?! Hell yeah! Question can u pleeeaaaaasssseeee release c.commando as a seperate char?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 16, 2014, 12:34:22 pm
Just use waru's. I basically ported most of it and added new stuff. I've been out of data. I haven't had a chance to code either.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 21, 2014, 06:02:39 am
Uploaded the Alpha. The link is in the links topic. I'm pretty sure I forgot winquotes lol.

Stuff not done:
-win quotes
-Morrigan has pretty much no AI. Her AI glitches up her flight too. Ill fix it later
-Guy's AI sucks
-missing dust here and there.
-etc
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 24, 2014, 06:08:49 pm
I'm probably going to expand the SF roster again. I'm adding Ken(SF1), Cammy(SFA), Elena(SF3), and Akuma(SF2) as a mid boss. I'm considering Boxer as well. Elena might get a separate release for normal mugen as well that might not have the CFJ2 system(Id prefer X, but its probably going to be closer to a Pots style)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 04, 2014, 08:16:03 pm
I'm prepping Kyosuke for a non CFJ2 release. Its mainly to test my config file for Elena on something with mostly done progress. I added a bunch of new features to the config

-running/dash/nothing
-charge
-pots hit sounds
-multi level supers
-small jump
-jd
-dodge, roll
-etc

I don't know who leads the poll tbh. The results of this should make it easier for Elena later
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 09, 2014, 08:23:17 am
C.Commando and Kyosuke won the poll and I already started Kyosuke. I'm not sure what Commando has patch wise yet.

I'm planning on uploading a patch tomorrow. It'll have bug fixes as well as Ken and possibly Cammy
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on June 09, 2014, 08:35:31 am
Captain commandoooo
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 09, 2014, 02:03:12 pm
Ill have to buff Commando's AI. I'm told its really easy to beat. I can probably up his aggressiveness
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on June 09, 2014, 09:04:17 pm
Make him like Cody that motherfucker is no walk in the park
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 11, 2014, 04:00:31 am
Sorry, I ran out of data so I had to upload today.

Stuff:
-Several Alpha counter updates. Guy has only one now. All of them should have the ex flash and stun damage now
-Ken's tatsu clsn were tweaked a bit on the latter hits
-Morrigan's dash was recoded. FX added. AI is a lot more aggressive
-Run type dashes have been buffed to make them as useful as the regular dashes
-Guy's AI was tweaked. He can now juggle off of his Throw ender in the FF chain. AI has scaling now
-Several Alpha counters are now hard knock downs
-Morrigan's vector drains are no longer techable
-Morrigan's ex soul fist now drains a half bar of the enemy's meter instead of healing her
-Darkness Illusion no longer heals Morrigan :p
-Cammy's c.hp is now a +9 instead of a +6. You can now do cl.hp - c.hp - c.hk
-Ken loses his command kicks
-Ken's c.mk is now a +3 on hit. Recovery reduced

Some AIs were tweaked, but I don't remember who. I think I adjusted Ken's shoryuken hitvels to make certain juggles easier. His air tatsu also recovers 3 ticks faster now. Enjoy
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on June 11, 2014, 05:50:55 am
U updated ur fullgame thread?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 12, 2014, 08:40:08 am
I assume its the same link as before. If not, I posted it in the 1.0 release board
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 16, 2014, 03:09:39 pm
Unfortunately, I have to shake up the planned roster. This might be temporary(I really hope it is), but I have to drop Wesker. I knew what I was hoping for moveset wise and balance wise(before he was even sprited lol). So I need to pick someone to fill Wesker's hole.

They have to have existing sprites and an sff(preferably). It can't be SF or DS(they already have bosses). Mr.X is possible(though it would be odd with just Jill). Any ideas?
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on June 16, 2014, 03:15:21 pm
Wasn't there a zero with svc sprites edited to cvs? If so you could use him and change him into Omega.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 16, 2014, 04:11:22 pm
There is a set being made with his mvc3 look. I don't know what All-Stars plans are tbh
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 16, 2014, 05:09:35 pm
How about Ruby?
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on June 16, 2014, 06:07:59 pm
Ruby heart? That's kind of an odd boss choice. Scion from Red Earth?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 16, 2014, 06:21:14 pm
Id like to avoid Warzard if possible. Only Leo, Tessa, or Mai-Ling are possible(though I might end up tired and make Hauzer lol)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 19, 2014, 08:41:09 am
I'm planning to rebuild Jill. I want to add two new specials:
-The slash combo from Sean's Jill. I plan to make it linkable on some strengths. As well as add additional ender options(push and kick?). Command will probably be qcb+p(zombie command changes to k)
-And a special for drawing/firing/canceling her weapons. Hcf+p. Lp for handgun(comes out faster, but does less damage), Mp for shotgun(takes longer to pull out, does more damage esp close), and hp for magnum(high damage and hard knock down. EX is a wall bounce magnum). Cancels won't be as quick as C.Viper
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on June 19, 2014, 01:39:07 pm
Good. I liked Sean's Jill more than the original anyway!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 19, 2014, 04:24:12 pm
Shotgun will have the longest draw time, but the highest max damage. Magnum has mid speed. I might make the clsn on the shotgun spread as it travels, but the damage falls off. I might be able to get the handgun fast enough to combo.

I'm also going to tweak her normals and cancels. Damages too. Her biggest issues are lack of a non super invincible move and hard cc combos(I gave her a command hk for this reason). Her normals are pretty good imo. Ill probably rebalance them as I tweak her. Any feedback?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 27, 2014, 04:04:56 pm
This project is on hold indefinitely. There isnt much interest and In going through a lot right now. I'm in more pain than I'm used to and this is a distraction
Title: Re: Capcom Fighting Jam 2
Post by: ~Hale "R@CE" Caesar~ on June 27, 2014, 04:09:54 pm
This project is on hold indefinitely. There isnt much interest and In going through a lot right now. I'm in more pain than I'm used to and this is a distraction

Sorry to hear that man. I have been there myself. I hope things get better for you, a;though sometimes when you keep yourself busy doing something it helps a person cope with whatever it is because your mind is not totally focused on the issue that is at hand. But whatever you need to do to keep you at ease then do it.

Good luck man
Title: Re: Capcom Fighting Jam 2
Post by: SOLIDUS SNAKE on June 27, 2014, 04:44:23 pm
Sorry to hear that, I hope things get better for you, as well. Take care and peace my man.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 28, 2014, 09:10:45 am
I'm getting my situation fixed. Its not perfect, but it's good enough to still code an hour or two a week for now
Title: Re: Capcom Fighting Jam 2
Post by: SOLIDUS SNAKE on June 28, 2014, 09:30:11 am
Glade to that for you, continue to keep your head up. While going through your adversity.
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on June 29, 2014, 06:38:42 am
That's great to hear! Many people would have missed you!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 29, 2014, 07:49:11 am
Like 6 lol. I'm going to try to get Elena to specials after work, but that's a bit of work. I'm trying to set her up to be easily portable to CFJ 2
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 05, 2014, 10:51:01 am
So question. If I started commission pool for Wesker to get sprited(Sean), would you guys be interested in helping out? I believe Sean said somearound $450. If I cant get him commissioned Ill use Ruby instead
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on July 05, 2014, 11:40:23 am
Do you know exactly how he'll play yet? Random ideas? You may want to make a thread dedicated to discussing how he'll play and be presented. And maybe Sean should put together 1 quick sprite to show off the design. Even with Joe we barely made the commission goal. You should take a look at what was done to promote interest in Joe and see where it could have been improved.

I can help feature the thread created when you begin discussing and again when you decide it's time to actually start collecting.

You gotta hype this crap up man! I only beat RE2 and that was when it was new!!! Are you basing him more along his MVC3 style but obviously adapting to CVS-ish standards?
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 05, 2014, 01:13:14 pm
As of now, probably a cvs version of his mvc3 movelist.

A lot of his moves would only need to be toned down a bit really. Making certain heavies become ex moves. Dropping damages and vs chaining on normals. The only move that would need major tweaking would be his qcf super. He would also likely lose the battle damage effects for his glasses. Iirc, Sean did an idea sprite for Wesker some time ago.

He'd keep a lot of juggle options and would probably have damage levels between Dhalsim and Guile in terms of cvs2. With the potential juggles, he doesn't need Ryu level damage tbh. I might be stealing Joe later btw. I liked some of the ideas that weren't added.
Title: Re: Capcom Fighting Jam 2
Post by: ~Hale "R@CE" Caesar~ on July 05, 2014, 01:47:16 pm
I'm getting my situation fixed. Its not perfect, but it's good enough to still code an hour or two a week for now

I'm very happy to hear that you will still be with us Lost Avenger. Love your work and this is awesome news to hear!
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on July 05, 2014, 06:31:03 pm
I honestly didn't play mvc3 much so I don't know a lot about him.

What moves from joe did you like that he didn't get? Most of the suggestions made it in.
Title: Re: Capcom Fighting Jam 2
Post by: GTOAkira on July 05, 2014, 08:44:37 pm
A wesker would be pretty awesome and i think sean altly is the perfect spriter for it
hope it work
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 06, 2014, 07:37:01 am
He was one of the best characters in mvc3. Only a few chaRacters were as good imo(Phoenix, Dante, Wolverine, Zero, Dr.Doom, etc). He would still be a beast, but not as overkill. I dont have Skype or Id ask Sean a bit more, but he is going to be busy for a while
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 10, 2014, 10:21:25 pm
So after thinking about it, I want to take this project in a different direction. This time being the last change outside of sp stuff. As some of you know, the actual size of this project has been kept secret due to the potential size of the roster. Ive dropped public hints, but Zi may as well reveal the original plan. The actual size of the roster is 40 characters. The plan was to reveal the other third in a Super Capcom Fighting Jam 2 release. This has been changed.

Im scrapping my current roster for one that closely resembles the Super Roster. Discarding a large chunk of the already completed roster in the process. Here is the new roster:

Ryu
Chun-Li
Alex
Charlie
C.Commando
Morrigan
Felicia
Talbain
Haggar
Guy
Cody
Kyosuke
Batsu*
Jill
Leon*
Hayato
Jin
Ruby
Ingrid
S.Akuma
Megaman
Leo
C.Viper *
Wesker*
Hiryu

*Is either being sprited or might be potentially sprited. I have back ups if need be. This roster is more diverse and feels more like an All-Star game. It slashes the SF side down to a single rep for each game. S.Akuma, Ingrid,  Ruby, and Wesker are the bosses. Ryu might have an ex mode also. Im off to bed for now

Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 11, 2014, 03:55:02 pm
Ill probably leave Karin, Cammy, Sagat, and Guile in a playable state outside of the beta. Theywont see more updates unless major bugs are found.

I also have an idea for lifebars, but Ill need help designing them. Id like to borrow 2nd Impact's bars as a general concept. Possibly using the same dimensions as warzone to save time on portrait making. I want a stun/guard bar as well. Either above the life or beside the portrait. Super bar at the bottom with 3 sections. Max power adds a "max" icon in the bar. If anyone can help, please let me know. Id like to switch soon
Title: Re: Capcom Fighting Jam 2
Post by: DW on July 11, 2014, 05:23:12 pm
Man... Why Ken always gotta be the one on the chopping block...? Ken > Ryu. Anyway, I'd chip in with Wesker's commission. About 10-20 dollars.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 11, 2014, 11:45:36 pm
Ken was never finished lol. He was a last minute addition that still had the better Pots dust.

It may be better to hold off till he's close to done with Joe. I havea wedding and an apartto pay for in the next 3 months now. We had to move it up
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on July 11, 2014, 11:51:04 pm
If any of the motifs being submitted to the MFG SF game are to your liking you can totally use them if you'd like.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on July 29, 2014, 03:56:04 am
Im not 100% sure what to do with Jin. Specials and supers are no problem. Normals on the other hand... Im keeping the concept from Sean's. The hk version will be a leaping overhead drill. It wont combo. I can give him higher damage for more recovery I guess
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 09, 2014, 07:33:15 am
Using Phantom's sff for Ryu was a massive waste of time. Im going back and using mine. He has a lot of missing frames. Ill have to undo everything I did. Ill just use the Ryu sff from the MFG Ryu when they color separate/finish it
Title: Re: Capcom Fighting Jam 2
Post by: Just No Point on August 09, 2014, 11:16:34 am
I warned you :P
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 09, 2014, 07:44:06 pm
I didn't realize it was that bad. I dont know why its considered the best Ryu in mugen cause its not. I really wish he would have brought it up to the standard of his Geese before he retired
Title: Re: Capcom Fighting Jam 2
Post by: A$AP Buckus on August 10, 2014, 08:57:20 pm
Really? That sucks an entire bunch cause my Ryu is finished using this sff. What sprites and how many are missing?

And I'll send you the Cody sff when I'm done with it.
Title: Re: Capcom Fighting Jam 2
Post by: GTOAkira on August 10, 2014, 09:30:14 pm
if I remember someone did an edit of pots ryu maybe it could work for you here the link
http://mugenguild.com/forum/topics/ryu-and-gouki-31713-update-144306.0.html
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 11, 2014, 03:07:44 am
Its mostly recovery frames. His Ryu had shorter animations to compensate, but its mostly the last sprite or two in the animation. Iirc, his overhead(F.mp) is missing a couple wind up sprites, cl.lk is missing 2 frames at the end(this is common throughout). I wanted to just fix the alignment and use it since it had the E.Ryu set as well as the Zero sprites(c.mk) and some edits. I can probably just borrow these.

If I could color separate,  I would just add the frames. Thanks on the Cody sff. The addition of zonk will help cover a main weakness. Hammerhook helps too
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 27, 2014, 09:32:38 am
Anyone here good at sff alignment? Ill need help when I do Viper.

As of right now, Im off almost a whole week next week. Im going to finish Elena(my laptop FF3 has a broken .air editor) that week and finish up Ryu. If I have time, Ill start Commando. He's gaining additional juggles as well as small damage nerfs. Everyone is getting some form of boost.

Taunt System:
-I might switch the command to x+c to use start for a movelist menu(someone had a template for me if I wanted it and it looked awesome)
-Taunts have bonuses now. Ranging from split second boosts to altered move properties and more

Stun System:
-Id like to allow throws and supers to inflict stun damage like in 3s

Chip damage:
Im considering increasing chip damage from roughly 14% to roughly 25-28%(with some doing more. Like Kyosuke's Break super). If I added a guard crush system, I should probably add a bit more emphasis on block strings and chipping

Meter usage, lv 3 selection, etc:
-EX moves are now super cancelable. Every character has a level 3(some having more than one). I was considering an option to allow you to have an Ultra system. A low health requirement or side meter so that your level 3's can connect off of ex moves. So you can have additional uses for your ex moves.

The ultra thing is mostly an idea at this stage. It may not get added. The rest is more likely. Anyone opposed? Questions? Feedback?

Also, Im going back to my characters having their own sparks and sounds so they can function outside of CFJ2. Im told my versions of certain characters are better than available ones. I still need some small portraits for some of them though
Title: Re: Capcom Fighting Jam 2
Post by: yaret on August 27, 2014, 02:31:39 pm
You can talk to Memo about Viper he's making as well, make sure he will help you. if you don't have her FXs yet, you can type MGMURROW or FeLo_Llop, they have her FXs. I hope I had helped you.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 27, 2014, 03:21:49 pm
I didn't know Memo was making her. Thanks, man
Title: Re: Capcom Fighting Jam 2
Post by: porcaro on August 27, 2014, 04:21:30 pm
Excuse me, Lost Avenger, if I'm a little off-topic, but, you have already finished Elena for CFJ2 or Pots style's one ?
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on August 27, 2014, 09:11:57 pm
It would be cool to have your characters released "stand alone" like you were doing before|
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 28, 2014, 12:14:55 am
They will be stand alone releases in the future. Still with the system coding in place, but it will only activate against my stuff

Elena is only going to be a separate release. She can be ported, but she wont be a priority for CFJ2. Most of her standing normals are done. She has pos changes on almost every frame so it takes longer. Im actually working on her now. I definitely prefer her Ultra self to X Tekken.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on August 28, 2014, 08:30:46 am
Nice to hear that!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 28, 2014, 10:49:40 am
People were requesting them that way. I can always go back and cut file size when its finished. It still needs an sp and stuff anyway. I like some of the ambitious stuff in the MFG full game.

Ill be really busy for a few days leading up to my wedding at least. Ill do as much as I can
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on August 28, 2014, 05:53:41 pm
Take all the time you need, enjoy your wedding and congratulations!
Title: Re: Capcom Fighting Jam 2
Post by: A$AP Buckus on August 28, 2014, 07:33:08 pm
Where(or how) did you want me to send the sff for Cody? It's ready whenever you need it. I'm also working on Viper's sff now( about 65% completed) and can send you that if the others haven't. Or you can send me the sff if you get it first?

Congrats on your wedding.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on August 29, 2014, 12:45:19 am
Thanks, man. Do you have a drop box? Mediafire stopped working for me on my phone. It downloads a few kb and calls it done. Dropbox is the only thing that works properly (except with MFG's project. It makes me download everything individually)

Ill have to check with Jesuszilla about getting the next updates put in my trinity CFJ2 folder
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 01, 2014, 05:38:42 pm
Im considering moving CFJ2 to mugen 1.1. Is there anything I should worry about?

That zoom thing interests me. Zooming in for super start ups or during certain moves sounds useful to me. Is the engine faster? More stable?  About the same?

Im not entirely ruling out Elena in CFJ2 yet. It wouldn't require major tweaks to add her. Just the system stuff, hitvel tweaks, and rebalancing. I may also add kara throws to some characters
Title: Re: Capcom Fighting Jam 2
Post by: yaret on September 12, 2014, 12:28:54 am
Im worry about :S  Im waiting for this in 1.0 version or are you planning to release the chars in 1.0 version?? if you make 1.1 version?

Im waiting for new Cody updated and new Kyosuke updated you're really making a good job with them.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 12, 2014, 05:07:13 am
For now, its 1.0. Im still considering zoomed in supers though
Title: Re: Capcom Fighting Jam 2
Post by: Retro Respecter on September 12, 2014, 07:01:50 am
Do what you think is good for the project, Lost_Avenger.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on September 12, 2014, 07:23:12 am
Its not a major thing. I dont plan on using Phantom's super fx forever. Id like to use the hi res sf3 fx from CFJ with zoom. Or something new altogether. If Phanto sounds were overused,  Id use them too. There is a lot of place holder stuff right now. I could use an fx person.

So uh... something happened and somehow I ended up saving an old Ryu over the update and I don't remember when I even did that. I didn't notice till I saw the small portrait was the old sprite one. I have new color separated sprites thanks to. Varo_hades too
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 02, 2014, 03:47:03 pm
Sorry for the lack of updates. Work has been getting worse lately.

Ive been noticing a really ugly bug on Ryu that causes p2 to temporarily freeze when his shin shoryuken trades. Im tempted to finally say screw it and use a custom state. He shouldn't even be able to trade till after he leaves the ground and the hits from there shouldn't have the elongated pausetimes.

Ive acquired a couple sffs lately that should save some time as well.

Also... I kind of saved over Elena with an old version when I was moving my files to my new tower. I don't know what else was effected, but Im a little pissed that I just clicked yes to all to everything without thinking.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on November 03, 2014, 07:23:13 am
I can understand why you are  pissed... Hope it wasn't a very old version of her!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 04, 2014, 05:04:56 pm
Btw, Im considering using Fido's sparks. Im tired of the phantom sparks and I don't really know what I want for my own(Im not much of an art guy). If you guys have some ideas, Im totally open. I liked the hi res versions of the Alpha sparks used in the SFA4 project as well as the sf3 sparks. Maybe something of a mix?

Im halfway between system updates. Im not sure if I really feel like doing a full overhaul anymore tbh. Its starting to kill my interest in the project
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on November 05, 2014, 08:01:47 am
Go with the SF3 ones, they are cool.

And I think you should leave (for now) the idea of the sistem overhaul... you can always do it at the end, I think it's really "mind consuming".... and also I like it!!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on November 18, 2014, 10:20:45 pm
Due to an increase in demand of my time at work, Ill be taking a break from all things mugen till probably February. I can't take my netbook to work till then with it dropping below freezing fairly regularly. If I get an extra off day, Ill try to get back to mugen, but Im so far behind on everything that its not going to be likely. I cant really afford a place to stay so I need to start doing some serious thinking.

When the project resumes, Im reverting back to game only releases due to time limitations. It'll take too long to recode everyone when only a couple people really want separate releases. The new potential mechanics are also being dropped(Ultras, dash cancels, character specific system features, etc). These were meant to add additional combo options for a meter heavy game, but didn't seem worth a recode.

The roster may be slashed so I can get this thing done. Id like to just include everyone with good sprites, but Im only one guy. There aren't any bars, an sp, etc yet. Its just not reasonable to go big anymore. I wont specify roster changes for now, but it will probably shrink a bit.

That's it for now. Enjoy the various Holidays if I dont come back.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on November 19, 2014, 06:50:44 am
I hope things at work get better, and your choices are totally resonable!

Life first!

I hope to see you here soon!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on December 22, 2014, 01:46:07 pm
Turns out I had been updating my back up files for Ryu on accident. So a lot of stuff was wasted.

Ryu:
-Collarbone breaker is a +3 on hit now. Reduced hitvel
-Cl.mp is also +3 on hit iirc
-Cl.hk is a +3 or 4 and has a reduced hitvel. Esp on first hit
-Solar plexus strike has a reduced hitvel as well
-S.hp is a +4 now iirc
-J.mp had a juggle tweak iirc

I only had an hour of free time so that was all I could remember doing. I think I sped a couple animations up too(cl.hk recovery iirc)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on December 26, 2014, 07:22:10 pm
Chun-Li:
-Cl.mp hitvel was changed
-cl.hp hitvel reduced
-Hk legs hitvel reduced. All forms no longer air guardable(missed one)
-Juggle potential on her air stomp increased slightly

Im probably dropping tenshou and the super version. Also dropping senei for heel drop and its super version. Considering allowing a version of her sf4 b.mk,mk,tenshou tc.

Ill need to consider tweaking some normals to make better anti air options for if she loses tenshou. Nothing incredibly major though. Probably s.lp, s.hp, s.mk, and c.hk getting some reduced hurtboxes.
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on December 26, 2014, 11:16:23 pm
Why dropping tehnshou? Ok for the super, but the special it's much better than the sf4 combo IMO.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on December 28, 2014, 12:39:37 pm
Cause she's not really using her Alpha moveset so it seems out of place to me. Her set is closer to 3, so Id rather go with something less Alpha
Title: Re: Capcom Fighting Jam 2
Post by: Garuda on December 28, 2014, 10:51:31 pm
Ok, sounds resonable.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on December 29, 2014, 04:54:51 pm
She was a tad lacking in anti airs before too. Jz requested senei over heel drop too.
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on May 18, 2015, 08:14:06 pm
I finally got USF4 working on my tower. Elena will be ported to CFJ2 with a config file for the Pots stuff. I coded her lynx tail before I left for Illinois. My netbook is at the house though. Im considering removing Bison's projectiles, but Im iffy on this. Im going to recode Akuma before I release the update.
Title: Re: Capcom Fighting Jam 2
Post by: porcaro on May 18, 2015, 09:03:29 pm
Good news ;). Can't wait for Elena :)
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 01, 2015, 01:42:16 pm
I said fuck it and added Bison's projectiles (Alpha and mvc2 (iirc?)). They are half circle motions, but Im considering qcf+p for the Alpha one instead of hcf.

I finally got Hotaru to beta status so I can focus on the CFJ2 characters again. Ill do Bison and then Im undecided. Im leaning toward Alex or Rose, but Hayato is just a patch job to do. Ive been leaning toward removing Hiryu, but I have another concept build that seems more balanced.
Title: Re: Capcom Fighting Jam 2
Post by: kersinkid on June 03, 2015, 03:16:02 am
Sounds cool. I don't think Bison's projectile will even be a problem if they're half circle motions anyway(player would have to lose charge in order to use them). Sounds like your making good progress.  Good luck to you can't wait to see this project when its done!
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 11, 2015, 07:26:40 pm
I think Im going to leave out Bison's Psycho impact (I think that was the name?) From cvs. I have the sprites,  but I dont see a lot of use for the move. Even if I gave the ex version armor or something,  ex scissor and ex crusher both work better(Both have invincible start ups). His ex psycho field is kind of broken atm so it may need to be nerfed later.
Title: Re: Capcom Fighting Jam 2
Post by: Prime SC on June 12, 2015, 04:53:34 am
Thank god this is still a thing
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 12, 2015, 05:09:44 am
Ive just been busy is all
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 12, 2015, 05:43:43 pm
Small update:
-Most throws can be teched when they hit the ground now. There are some exceptions
-Im experimenting with a few small system tweaks. These tweaks will not be universal. Its sort of like the UT from Sean's cvw, but not really. SF3 would get universal overhead and maybe taunt bonuses as an example. Or the Alpha characters would get Ukemi. Leo getting his guard or the DS guys getting the follow up attacks. Just some examples
-I think I fixed the projectile issues, but I was half asleep and can't remember if I saved
-Akuma's sff has been rebuilt. The old one will not be included.

Ken is close to done since he already used my x system. His level 1s are his kick super, shinryuken, and shoryureppa. Lv 3 is a lv 3 shoryureppa for now. Might combine his shippu into shinryuken ala SF4
Title: Re: Capcom Fighting Jam 2
Post by: Lost_Avenger on June 13, 2015, 05:41:14 pm
Final update for the day:
-System stuff is done on Bison. He is down to supers. Knee Press Nightmare, Mega Psycho Crusher, Ultimate Psycho crusher (lv 3 Alpha super), and a version of nightmare booster (with a throw instead of flying around. I may leave out the stomp). He's better than he was in CFJ now.
Sample combos/trial
-c.mk - c.mk - s.mp xx psycho crusher
-Cl.hp - c.lk xx lk scissors
-Back throw - j.mp, Hell attack - ex psycho crusher
-c.lk, c.lp, c.lp - c.mk xx psycho crusher xx super
-EX psycho vanish - c.mk xx lk scissor xx super

-Ken is done. Im leaving supers as is until a later update. Same thing for Chun-Li and Jill's new planned moves
-Ken can kara throw(limited to just s.mk and s.hk atm. The others would be useless) and use universal overhead.