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A new fullgame in the works - Street Fighter Ultimate! (Read 2485 times)

Started by GeorgeMP, March 19, 2019, 06:33:37 pm
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A new fullgame in the works - Street Fighter Ultimate!
#1  March 19, 2019, 06:33:37 pm
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To start off, here's the story of how this came to be. I was watching the Super Smash Bros Ultimate trailers, and eventually I thought: Hey, what if Street Fighter got the same treatment? And that, my friends, is what Street Fighter Ultimate aims to do. Street Fighter Ultimate is exactly what it sounds like, a Street Fighter game where everyone is here! And I mean EVERYONE. Even the Street Fighter EX trilogy cast. Also, everyone has been tweaked in some form, for example, Ken's Shinryuken now more closely resembles the Street Fighter 4 version of the move:

And Charlie/Nash now has a third special move, the Sonic Kick:

And Sakura's Shunpukyaku no longer has the last kick when she reaches the ground, making her more combo-friendly:

More info should be released at a steady rate.
Re: A new fullgame in the works - Street Fighter Ultimate!
#2  March 19, 2019, 09:14:47 pm
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Oof... those physics in the Charlie vid look weird. The kick causes no pushback but then a soft knockdown on Guile? I can't tell, at one point he looks like hes teleporting. Is it your recording quality? Also, why are the stances looped so quickly?
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Re: A new fullgame in the works - Street Fighter Ultimate!
#3  March 19, 2019, 09:50:13 pm
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The first kick having no knockback is completely intended. I will try to fix the second one later. And as for the quick stance loops, I just felt like it.
Re: A new fullgame in the works - Street Fighter Ultimate!
#4  March 20, 2019, 07:11:37 pm
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More previews, finally!
Some new stuff that I added:
If you use Ryu's Shin Shoryuken when you are far from your opponent, Ryu performs a Pocket Fighter-styled Shin Shoryuken. But if you use it when you are close to your opponent, it becomes a normal Shin Shoryuken:

Sean now has the volleyball spike on his medium Dragon Smash again:

And Guile now has quick commands that he can use to activate his special moves at a standstill:

This game is also made for competitive play.
Re: A new fullgame in the works - Street Fighter Ultimate!
#5  March 20, 2019, 07:53:36 pm
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It's strange when Sean is SF3-sprited but not Ryu and Ken.
Is it sprite limitations or what not?
Re: A new fullgame in the works - Street Fighter Ultimate!
#6  March 20, 2019, 08:53:10 pm
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It's because so many other characters in my game use SFA-styled sprites, and I didn't feel like redrawing Sean and the other SF3 characters' sprites to fit that style.
Re: A new fullgame in the works - Street Fighter Ultimate!
#7  March 21, 2019, 01:03:55 am
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Why don't you make SFZ styled paletes for the characters from SF3? This way you don't need to re-sprite everything.
Re: A new fullgame in the works - Street Fighter Ultimate!
#8  March 21, 2019, 01:30:04 am
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Also, I wanted to keep the palettes intact.
Re: A new fullgame in the works - Street Fighter Ultimate!
#9  March 21, 2019, 01:56:57 am
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There's always the Special Ops SFZ sprited Sean

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
- Donations is welcome
Re: A new fullgame in the works - Street Fighter Ultimate!
#10  March 21, 2019, 04:41:42 pm
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New stuffz:
Sakura now has a new super move, Sakura Tango:

This next one isn't a new feature, but a combo demonstration:

I hope you all like it!
Re: A new fullgame in the works - Street Fighter Ultimate!
#11  March 30, 2019, 11:10:09 pm
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bump
Re: A new fullgame in the works - Street Fighter Ultimate!
#12  March 30, 2019, 11:14:30 pm
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Elaborate on what you were going for with “Sakura Tango”. The move itself pushes them too far away to get all the hits in. I assume you like the way it looks, so no comment on that. If you need new moves, try looking at her omega mode.
Re: A new fullgame in the works - Street Fighter Ultimate!
#13  March 30, 2019, 11:16:50 pm
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You can't just 'bump' like that.
About the Sakura Tango, 2Dee makes my same points, but I guess it's ok for a Level 3 Haru Ichiban.
Re: A new fullgame in the works - Street Fighter Ultimate!
#14  April 18, 2019, 07:51:45 pm
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Big updates! Big new stuffz! I love it!
First off, some new announcer voices made with SAM:

Ryu has 2 new moves, those being the Joudan Sokutogeri:

And the Solar Plexus Strike:

He also has a special win quote if he wins a fight against Ken:

And to top it off, Ken has a new Tatsumaki Senpukyaku based on Marvel vs Capcom 2:

Any feedback I can get is much appreciated.
Last Edit: April 19, 2019, 06:12:36 pm by GeorgeMP
Re: A new fullgame in the works - Street Fighter Ultimate!
#15  April 18, 2019, 08:07:25 pm
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Are EX Moves in your plans?
I feel like the MVC2 Tatsumaki would fit that category more, if it's seperate from the normal Tatsumaki.
Re: A new fullgame in the works - Street Fighter Ultimate!
#16  April 23, 2019, 10:10:34 pm
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Public beta testing now available on Parsec!
(link removed due to technical difficulties)
Last Edit: April 23, 2019, 11:42:27 pm by GeorgeMP
Re: A new fullgame in the works - Street Fighter Ultimate!
#17  April 26, 2019, 06:52:37 pm
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UPDATE:
Allen Snider has a new super move, the Triple Dragon:

Also, sorry for removing the Parsec link on the last post.
Again, any feedback I can get is much appreciated.
Re: A new fullgame in the works - Street Fighter Ultimate!
#18  April 27, 2019, 02:50:26 am
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Anyone?
Re: A new fullgame in the works - Street Fighter Ultimate!
#19  April 27, 2019, 12:33:21 pm
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Do not bump your own topic with needless double posting
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Put this on the profile of people who are known/wanted terrorists
that were involved in the September 11th attacks in 2001
●▬▬▬▬▬▬▬▬▬▬▬▬▬♥๑۩۩๑♥▬▬▬▬▬▬▬▬▬▬▬▬▬●
- courtesy of Iced
Re: A new fullgame in the works - Street Fighter Ultimate!
#20  April 27, 2019, 04:10:47 pm
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Do not bump your own topic with needless double posting
OK, I'll keep that in mind.

(But seriously, why doesn't anything I make ever get the attention it deserves?)

Re: A new fullgame in the works - Street Fighter Ultimate!
#21  April 27, 2019, 05:22:18 pm
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Well, will you consider changing the FX for each char?
You may need to change the ports for the EX/Akira chars aswell.
Re: A new fullgame in the works - Street Fighter Ultimate!
#22  April 27, 2019, 05:22:45 pm
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Re: A new fullgame in the works - Street Fighter Ultimate!
#23  April 27, 2019, 06:00:04 pm
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Seriously, my work deserves better! That's why I appreciate every little bit of feedback I can get from you guys!
Re: A new fullgame in the works - Street Fighter Ultimate!
#24  April 27, 2019, 07:46:52 pm
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You are still learning, it shows. Focus on one character for now, to use as a base for the rest of your stuff. You haven’t really done anything yet, from what I can see. You don’t seem to be answering the questions you are being asked. Everyone’s work deserves more attention, just keep at it.
Re: A new fullgame in the works - Street Fighter Ultimate!
#25  April 27, 2019, 07:49:02 pm
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Seriously, my work deserves better! That's why I appreciate every little bit of feedback I can get from you guys!

So here's the thing.... at this point in time this looks less like a full game project, and more like another street fighter compilation.

You still have a lot of work ahead of you if you intend on making this a convincing full game.

There are a few things you have yet to do that are almost mandatory to categorize something as a full game instead of a compilation, such as using the same hit sparks and effects for the entire roster. Changing out all the character portraits to a similar art style and framing. Unifying the scale and palettes of the character sprites. And the most important and time consuming one, editing all the characters to make them feel like they all came from the same game.

This does sound like a cool idea, but you are jumping the gun on looking for feedback when this is still in its alpha stage.

I'm not trying to discourage you thought. It's just that most people arn't going to pay attention until you've got something more substantial to show off.





Re: A new fullgame in the works - Street Fighter Ultimate!
#26  April 27, 2019, 08:19:34 pm
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I think you can do well with it, but as others point out, focus on one character at the time and configure a balance for the style that you want to create. Perfect that template and make it into your own vision, and of course to stand out from the crowd. If you do that, and of course answer others questions, and want to improve and do your best while also having fun, I think a lot more people will come to this topic and check it out.

Never give up on your dreams.
Jupp. That's cool alright.
Re: A new fullgame in the works - Street Fighter Ultimate!
#27  April 27, 2019, 09:16:07 pm
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You are still learning, it shows. Focus on one character for now, to use as a base for the rest of your stuff. You haven’t really done anything yet, from what I can see. You don’t seem to be answering the questions you are being asked. Everyone’s work deserves more attention, just keep at it.
Seriously, my work deserves better! That's why I appreciate every little bit of feedback I can get from you guys!

So here's the thing.... at this point in time this looks less like a full game project, and more like another street fighter compilation.

You still have a lot of work ahead of you if you intend on making this a convincing full game.

There are a few things you have yet to do that are almost mandatory to categorize something as a full game instead of a compilation, such as using the same hit sparks and effects for the entire roster. Changing out all the character portraits to a similar art style and framing. Unifying the scale and palettes of the character sprites. And the most important and time consuming one, editing all the characters to make them feel like they all came from the same game.

This does sound like a cool idea, but you are jumping the gun on looking for feedback when this is still in its alpha stage.

I'm not trying to discourage you thought. It's just that most people arn't going to pay attention until you've got something more substantial to show off.
I think you can do well with it, but as others point out, focus on one character at the time and configure a balance for the style that you want to create. Perfect that template and make it into your own vision, and of course to stand out from the crowd. If you do that, and of course answer others questions, and want to improve and do your best while also having fun, I think a lot more people will come to this topic and check it out.

Never give up on your dreams.
Thanks for the feedback guys! I'm actually already in the process of changing all the portraits. I'm also sprite editing Ryu to give him his red headband. It should be really quick, so expect to see that soon. I'm also considering adding EX specials for every character that doesn't currently have them. But look at this earlier post of mine:
It's because so many other characters in my game use SFA-styled sprites, and I didn't feel like redrawing Sean and the other SF3 characters' sprites to fit that style.
But that's just because I'm a lazy ass. But it's a lot of work having to edit the SFA3 hitsparks into over 70 characters, so expect to wait a good while before seeing that.
And as for The Street Fighter and 2Dee4ever's advice, I'll take that into consideration for the future.
But in the meantime, please be sure to check back here every so often for new updates. Public beta testing for the game will (ACTUALLY) be available on Parsec soon.
Anyways, that's all for this post. (It was already WAY too long anyway.)

Re: A new fullgame in the works - Street Fighter Ultimate!
#28  April 27, 2019, 10:19:16 pm
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Lazy and full game don’t exactly go together. I can tell you from experience, I’m doing the same thing you are doing plus SNK characters. I can give you some pointers. Don’t get too caught up in trying to attract other people right now, the work will speak for itself.

Really research everything you are trying to do, don’t be afraid to ask questions, don’t overwhelm yourself trying to do everything at once.

The headband thing for example, you’ll waste so many years doing things one way when there are more efficient methods of doing things. Color separation, YouTube it. You don’t have to edit 70+ characters, look into how to utilize the common1. I wasted 4 years self teaching myself everything, only later finding documentation.(I’m a hands on

One key thing that always screws people over? Expectations. Rushing to do this and that. Take forever to polish if necessary. It really depends on you and your personal preferences etc as quality can be subjective. I’m always interested to see people actually follow through with their projects. You are going to need god like patience lol.