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Capcom Fighting Jam 2 (Read 165054 times)

Started by Lost_Avenger, February 28, 2012, 04:37:54 pm
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Poll

Pick a couple darkstalkers characters?

Lilith
16 (13%)
Bulleta(B.B.Hood)
11 (8.9%)
Bishamon
30 (24.4%)
(Lei-Lei)Hsien-ko
14 (11.4%)
Zabel
10 (8.1%)
Gallon(Talbain)
33 (26.8%)
none of the above
9 (7.3%)

Total Members Voted: 67

Voting closed: April 28, 2013, 09:56:45 pm

Re: Capcom Fighting Evolution/Jam 2
#41  March 04, 2012, 06:18:58 am
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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.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Evolution/Jam 2
#42  March 04, 2012, 01:24:10 pm
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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!
Re: Capcom Fighting Evolution/Jam 2
#43  March 04, 2012, 11:18:26 pm
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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).

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Evolution/Jam 2
#44  March 04, 2012, 11:47:43 pm
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Mid Bosses:
SF2 - Sagat
SF3 - Q
SSF4 - Oni
DS - Jedah

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

just an idea...
Re: Capcom Fighting Evolution/Jam 2
#45  March 05, 2012, 12:13:50 am
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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)

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Evolution/Jam 2
#46  March 06, 2012, 08:44:57 am
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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).

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: March 06, 2012, 12:57:17 pm by Lost_Avenger
Re: Capcom Fighting Evolution/Jam 2
#47  March 08, 2012, 06:40:17 am
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I upped the sprite packs for ya though.
Re: Capcom Fighting Evolution/Jam 2
#48  March 08, 2012, 07:26:28 am
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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.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#49  March 10, 2012, 09:26:16 pm
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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

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#50  March 10, 2012, 09:33:25 pm
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Remove Morrigan, add Lilith or Demitri or any other DS character.

Just a suggestion.
Re: Capcom Fighting Jam 2
#51  March 10, 2012, 10:58:18 pm
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Yes, PLEASE. I've fucking had enough of Morrigan, so has everyone else.

MDD

Re: Capcom Fighting Jam 2
#52  March 10, 2012, 11:01:05 pm
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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.
Re: Capcom Fighting Jam 2
#53  March 10, 2012, 11:16:18 pm
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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?

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: March 11, 2012, 05:14:37 pm by Lost_Avenger
Re: Capcom Fighting Jam 2
#54  March 12, 2012, 07:37:42 pm
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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)

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: March 15, 2012, 06:27:08 am by Lost_Avenger
Re: Capcom Fighting Jam 2
#55  March 15, 2012, 03:20:18 pm
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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.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#56  March 17, 2012, 07:59:42 pm
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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

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!

MDD

Re: Capcom Fighting Jam 2
#57  March 17, 2012, 09:09:56 pm
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Yeah, this should probably be in projects.

Also, use Umihei's SFF if Q wins. Obviously I voted for him. :P
Re: Capcom Fighting Jam 2
#58  March 18, 2012, 03:02:34 am
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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.
Re: Capcom Fighting Jam 2
#59  March 18, 2012, 03:38:39 am
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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.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#60  March 24, 2012, 06:30:51 pm
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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.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!