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SquidlyPoli1

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Messages by SquidlyPoli1

    

Gaming's Fest of the Best - A "celebration of gaming history" as a 2D fighter

 April 19, 2024, 09:02:31 pm View in topic context

I have been working on stuff over the past three years or so despite the fact that the only thing I've actually made public has been a JUS Terry Bogard nobody really cares about which I assume is due to the fact that it's JUS and isnt particularly flashy despite that being a hallmark of the style. I've had this weird want to make a full game instead of just making characters as I go along, but never really thought of a decent idea for it until now. First it was a primarily Sega-based fighter or really a "good" Sega vs Capcom but then I realized that really ambitious prerendered ikemen thing Madxruler was doing beat me to the punch. Then it was a Nintendo vs Capcom revival with whatever sprites I could find since I had a hand in the overambitious original one but then I realized a lot of the characters I wanted to make didnt have sprites I actually wanted to use so I kinda just gave up on mugen/ikemen stuff and just went along with my college work (mainly C++) with the occasional Lawl moveset writeup.

Then I had an idea. Since I am kinda absorbed in the Smash community and they do value the idea of a "celebration of gaming history", why don't I make a mugen fighter with that premise? It wouldn't be in the same way that Smash does it but it would still have a lot of rich characters. I'm already super familiar with the way mugen works and it would be a unique idea compared to what everyone else is doing, so I personally feel like it'd have a lot of merit. I just need to figure out where exactly I want to go with it, but I do have some ideas.
Spoiler: Gameplay stuff (click to see content)
Spoiler: Characters (click to see content)

What exactly would you want to see out of a game like this? I'm open to suggestions, primarily because I want to hear what others would think of the idea rather than just myself.
    

Re: Tekken 8

 March 31, 2024, 06:35:53 am View in topic context
 Posted by SquidlyPoli1  in Tekken 8  (Started by videoman September 14, 2022, 12:28:30 am
 Board: Fighting Games

It probably just boils down to "they wanted to make the popular character do something cool". Eddy was never really a character who was super powerful or crazy in the eyes of most people, so for his inclusion in this game which ramps up on the crazy powers and visuals they decided to do something that'd make him unique. As I said before it doesn't seem like it's super relevant to his gameplan, outside of the rage art he only does one other thing with the wind powers and a lot of the tekken talk seemed to focus more on his actual physical attacks and throws than anything related to it.

My problems are really more the fact that there just aren't enough new faces imho. Even with the radical redesigning of the older characters and tekken as a game relying so hard on 30+ year old legacy skill, it just weirds me out that theres been only 3 over the year and four months before it came out. Youd think that with games like SF6 and strive leaning harder into it there'd be a bit more but I guess not. Maybe it wasn't a priority, idk.
    

Re: Tekken 8

 March 30, 2024, 11:15:26 pm View in topic context
 Posted by SquidlyPoli1  in Tekken 8  (Started by videoman September 14, 2022, 12:28:30 am
 Board: Fighting Games

I actually saw the tekken talk live and it wasnt until about an hour in when they started talking about eddy. I dont really think the weird sand legion is actually going to play a huge part in his gameplay but it does make for a cool rage art and I am kinda intrigued by the bow instrument things he and they were using. I went to bed around 2 AM and I dont think they revealed anything after that but I didnt check namcos youtube later that morning and wound up not posting it here.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 March 23, 2024, 10:05:19 pm View in topic context
 Posted by SquidlyPoli1  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

I feel like going with the more kof-ey style would work for it for the reasons you provided, cfas was originally cvs3 and a lot of the people championing it back when it was still being developed and loketested were snk devs. Going with the same marvel vs capcom style as other games would require you to look into how to make it unique from capcom universe, the OTHER capcom vs capcom in the style of marvel vs capcom game, and i feel like trying to one-up it would just be too much effort with quite a bit of overlap which i still care about even though some people say it is just best to do whatever you want without worrying about it.

4. Embrace the grit and go in a direction more akin to Mortal Kombat. It’s pretty rare to see Capcom characters, especially non-SF ones, in a more MK-ish style.

Don't do this. Just dont. I genuinely dont think this is a good idea.
    

Re: Fatal Fury: City of the Wolves

 March 22, 2024, 06:21:00 am View in topic context
 Posted by SquidlyPoli1  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

No at all, it is respectable. But in my case, I love the style, especially since Fatal Fury was always focused on american style since their beginnings, making the game with a comic/pop art style is something awesome and gives its own identity, something like Samurai Shodown did before with the ukyo-e style. In the end, all 3D models should be the same, but it's the style you gave them what makes them different. Maybe we can get something like that with a possible Art of Fighting game with japanese ink style a la SFIV...

Spoiler, click to toggle visibilty

I dont really know if you understood where I was getting at, it wasnt really so much the actual art style of the game as much as it was just how everything moves. I personally feel it's very inconsistent. You have the super cut-ins and intro animations which are kinda bluffy and some gameplay motions like the running animations that look decent, but then you have a large chunk of stuff that either looks like an AI taking something at 15 or lower fps and trying to make it 60 or the plants vs zombies stuff I compared it to in the original post and it feels kinda... offputting? Part of it could be due to the motion blur but I dont know exactly how to describe it. Hotaru's idle animation and Rock's shinkuu nage (dont know the exact videos they appear in) are probably the worst examples of the stuff im talking about and I really do want something more readable when the final game comes out.

As for the pop art/comic style, i actually had no problem with them going in this direction. Fatal Fury is a surprisingly american series as far as japanese game's go. South town is a very messed up and crime-ridden eagleland town. Of course theyd want to emulate some aspects of american art while still keeping it anime-ish. It's just how they made it look in gameplay that really irks me. A lot of people have compared it to Marvel 3 because of said pop art/comic style, but I personally felt marvel 3 looked a lot better because I felt the in-game animations felt more natural and smooth. Its not a bad idea but it could be done a lot better. I just dont know why people find it hard to see where i'm coming from with this and I wish i did.
    

Re: Fatal Fury: City of the Wolves

 March 21, 2024, 01:48:41 am View in topic context
 Posted by SquidlyPoli1  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Is it a bad thing if I don't particularly like the visuals? The pop art/comic style is alright but I just dont really like the way it looks in motion and I've had a hard time explaining why. There's a lot of motion blur, and even though theyre using 3D models for the game the animations keep going from actually fluid 3D animation (like kof 15s) to weirder, choppier ones that look more like plants vs zombies animations than anything else youd see in the genre. I don't know how else to explain it and everyone else seems to be fine with how it looks, but im the outlier and trying to get people to see where im coming from is hard.
    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!)

 March 11, 2024, 11:32:10 pm View in topic context
 Posted by SquidlyPoli1  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games


Akuma teaser from the recent capcom highlights stream. I got a notice that the topic hadnt been posted in for about a month when posting this. I dont know why discussion has been so sparse
    

Re: Capcom Cup X

 February 26, 2024, 07:06:04 am View in topic context
 Posted by SquidlyPoli1  in Capcom Cup X (Started by GTOAkira February 17, 2024, 08:31:48 pm
 Board: Fighting Games

That juri just won a million dollars in the incineroar pajamas costume i love life
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 February 04, 2024, 12:29:49 am View in topic context
 Posted by SquidlyPoli1  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

When I said I wanted it to be a proper finishing move I didnt mean it in the way MK has it where its just extra flair after knocking your opponent out, I meant it more as in it becomes accessible when your opponents life is at a certain point (a quarter or fifth of full health) and you have a full meter to spare. That was really it, I thought there wouldve been more context clues given my other posts about it but I guess not.

The only thing I didnt really ramble on was the dramatic counter which I assume could just be replaced with a typical alpha counter/guard cancel blowback type of counterattack. I dont see the point of making it a v-shift type thing because v-shifts in particular make the character retreat and that may not be the greatest thing for when youre cornered and need a burst option.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 February 01, 2024, 04:43:41 pm View in topic context
 Posted by SquidlyPoli1  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

I don't think the air combos were an entirely weird idea since some other unorthodox capcom fighters had them (primarily rival schools) but I thought of them less like seanaltly air combos that are kinda just combo filler and more like a guilty gear dust move where you just pop the opponent up really high and start mashing buttons. I guess if you wanted to do some kind of weird "air combo" thing but didn't want to make the game super air-based there is the last impact from rage of the dragons which is... kinda like it but not really? It's more like a deadly rave type of thing where you have to input a sequence of buttons. Daniel's azufight plus characters have them. I don't know how useful it actually is in rotd itself.

Instant kills I did ramble a bit on, mainly the cinematic type of thing I did mention, but I would rather just have it be a proper finishing move instead of something you can just tease on the fly and sacrifice a full meter for whenever. I also feel like having it only be on match point rather than round 1 or whatever because it would feel like a more proper end to the match rather than a super abrupt fakeout, idk.

IKEMEN, or at least IKEMEN GO, should be easy to transition to since it does rely a lot on legacy mugen content. You can still code characters and stages with mugen's programming language, though I think cosmetics and some mechanical stuff use a different language called ZSS which is kinda like mugen's own but much more geared toward people familiar with more contemporary languages like C and python. Theres also a few game modes handled by lua like the kumite and boss rush modes but I have no idea how much of that would actually matter in the long run since we arent recreating everything about the original game in 2D.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 31, 2024, 03:44:40 am View in topic context
 Posted by SquidlyPoli1  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Basara is right in most of the characters from the OG cancelled game existing in some way or another and I did want to bring up how many times the concept of a crazy capcom crossover has been done, but I feel like the draw for this would be different from a typical "capcom crossover mugen" or even other projects that tried to do "marvel vs capcom minus marvel" and would be based around the fact that it'd want to try new things and see how well they work out. I guess miru's ideas kinda tie into "trying new things", but extreme redesigns in a similar vein to KoF or even something like disney mirrorverse feels like a bit too extreme of "trying new things" and I don't really see it panning out as well as it could. I'm still waiting for steelkomodo's response to my earlier comments and maybe he could clarify some of the things that weren't initially understood.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 30, 2024, 03:44:34 am View in topic context
 Posted by SquidlyPoli1  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

"Weird" is subjective and can be as simple as a supporting character from one of those popular series, or as complex as a franchise Capcom have more or less disowned. It's a hard subject, but KOF did refrain from SNK's other golden child IPs like Metal Slug and SamSho outside of special occasions; those two were largely reserved for true mash-up games like NGBC instead. CFAS refraining from RE and Monster Hunter in favor of lower tier IPs, with SF, much like Fatal Fury in SNK's case, being the biggest IP included, makes sense.

And yeah, the whole "it's not THE Edward Falcon" is more or less what SNK does; the "golden child" IPs aside from FF tend to actually be those characters for real however, hence why they seem saved for special occasions and more full crossovers. Capcom kind of has IP tiers going on among its 150~ IP.

Also, due to developments in the SF6 story and the move away from tournaments as a focus in favor of more personal and "street" stories, this opens things up to a new story centered around the World Warrior tournament once again, without taking the limelight away from SF6's plot. Maybe even the final boss would be non-malicious, to fit in with the lighter tone of the game?

I probably was aiming more for the really obscure stuff but side characters from popular franchises (including the SF/FF/RS trifecta) could probably also count. I also feel like I'd want characters to not just represent the series they come from but also specific niches, mainly just so the roster doesnt fall into the pit of safety/shallowness that most capcom crossover rosters are in or the perceived lack of variety that CFJ's roster has issues with. I'd have to figure out how to solve the issues but also figure out what niches I actually want to represent just so we don't wind up reinventing the wheel or going backwards with what representation works and what doesn't.

When I brought up boring astral heats in my initial response I was mainly referring to OHMSBY style characters, but on a second thought I think the mechanic itself wasnt handled too terribly. They're flashy cinematics people like seeing but you have to have a full meter and the opponent has to have a quarter of their life left. Sure you can use them in both rounds and style on people in a really stupid way but I don't have to copy every property they have, just the ones I like the most. GG's instant kills are kinda the same way but they're on a timer and start draining your life after the timer finishes, probably a trade-off as the opponent doesn't have to be at a quarter of their life but probably not the way I'd want to go if the mechanic is meant to be a replacement for the weird declaration of victory mechanic.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 29, 2024, 09:25:02 pm View in topic context
 Posted by SquidlyPoli1  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

I do have to agree about the fatality thing, I just dont think itd work at all and would just be way too out of place. I initially remembered the declaration of victory thing wrong and thought it was an easy "I win the round" taunt that didnt actually have anything to do with the original rounds system. I guess finishing moves in the style of GG instakills would probably work better for that kind of function but at the same time itd be really hard to make them for some characters if they already have a level 3 that is just as flashy to finish with.

I feel like the actual CFAS roster probably had the same problems people had with CFJ, though it was probably more understandable than that since CFAS was made from the ground up and CFJ was an asset dump. It feels like they wanted to represent as many archetypes as they could so not every fan favorite was able to get in, but that could probably be remedied now if we have four more slots to add to the general roster and at least two we could probably replace (assuming we leave out DD and Rook if theyre really that uninteresting). Despite Zeku making the inclusion age funny in hindsight, I guess Strider could set a precedent for some non-FG picks though I feel like I would want at least one weirder pick than the typical Dantes and Megamans that everyone wants to see. It would probably require a bit of digging but I'm sure it could be done.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 28, 2024, 08:45:04 pm View in topic context
 Posted by SquidlyPoli1  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

I feel like the declaration of victory thing could be done if it were the other way around, the user surrendering to their opponent and getting a full meter for the next round (like a samsho suicide). I don't feel like instakills are as interesting as making a taunt stop the flow of a match, although maybe that's just me getting tired of arcsys conversions and some astral heats trying way too hard to be flashy.
The roster is probably the part I'm most willing to talk about but I didn't see the entire roster of the original CFAS so I don't really know how well things were represented. I like the idea of playing with the "Street Fighter extended universe" idea but I feel like a Capcom crossover fighter would have to represent much more than that.
    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!)

 January 19, 2024, 03:24:52 am View in topic context
 Posted by SquidlyPoli1  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

He had that move in SF5.

Apparently it was his first V-skill but I don't think I ever saw anyone use it or talk about it and maybe it's my bad that I didn't do enough research. It's a pretty cool move in its own right, wonder if they'll convert it to a regular special like they did with guile's.
    

Re: Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!)

 January 19, 2024, 12:59:09 am View in topic context
 Posted by SquidlyPoli1  in Street Fighter 6 (PS4/PS5/Xbox Series X|S/PC) (Now Released!) (Started by Kirishima February 21, 2022, 06:39:43 am
 Board: Fighting Games

I knew he had psycho power but I didn't really think he was able to make webs using that. He also looks a little... sadder than he did in SF5? Like he's still cocky and confident in doing the same fast boxing things, but his facial expressions don't really convey that as well, and he looks like he doesn't want to do what he's doing. Maybe it'll be an important thing in the world tour stories, maybe it's just the RE engine making things look weird, idk. The way he looks here kinda reminds me of spiderman going emo if anything.

I also never thought of it before but I really appreciate that they told us what characters would be in this season before the game launched. A lot of games don't do that and just allow you to buy the pass before you really know who's going to be in and who isn't, and some people may not want to buy every character if they feel they aren't really worth the investment. In this game's case it also gives something to look forward to as 3/4ths of the pass are characters that have been in past games, so there's a lot of guesses up in the air about if they'll bring anything new to the table compared to their last appearances. I don't know if they'll keep doing it but I personally like it a lot.
    

Re: bot report 2016 - skynet's invasion has begun

 January 05, 2024, 06:58:50 am View in topic context
 Posted by SquidlyPoli1  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

Re: Capcom vs SNK - W2D - W.I.P.

 November 30, 2023, 02:35:44 am View in topic context
 Posted by SquidlyPoli1  in Capcom vs SNK - W2D - W.I.P. (Started by Charles_2011 March 31, 2023, 03:19:49 am
 Board: Projects

I may be wrong on this but that animation may be by Yahyanass/Hatter (he went by a bunch of names and probably doesnt go here any more) and I don't recall him ever posting it anywhere so you may want to ask him about it. I say that because I think the signature is his.
    

Re: A Modern CvS with 3 Grooves

 November 29, 2023, 06:43:36 am View in topic context
 Posted by SquidlyPoli1  in A Modern CvS with 3 Grooves (Started by RagingRowen August 22, 2023, 02:14:02 am
 Board: Idea Engineering

The pitch took me about a day to process and while I do like a lot about it there's still quite a few things I don't understand. I get that you designed the green groove to be a bit more high risk but at the same time I feel like making drive impact cost one stock out of the eight feels like way too low since its an advancing attack with armor that causes either a guard crush or a crumple state depending on the situation and making it so easy to access will make it easier to abuse. The drive parry being one stock is fine since it is just a parry so it probably shouldnt cost too much since it works well for what it is. I havent actually touched SF6 despite wanting to keep up with it more and maybe my design works against what that stands for, idk. Pairing wlan power charges with max mode makes some sense and I have seen you talk about the charging being an oki trick a lot. I personally dont like the idea of having the rage explosion burst in a cvs game, and even though you said combos were long, you didn't really say how long, and since cvs isn't known for particularly long combos like marvel or guilty gear are (not counting dictator painting the fence or sakura shoshosho because thats custom combo which has way more freedom than the usual combo system) it just kinda feels out of place. EX specials would be better if they used the super meter instead of the stock meter, that's just kinda how it's always been and wouldnt work really well with stuff like green groove which doesnt recharge or build up at all or even the aforementioned rage explosion burst in the red groove.

The roster is fine for what is basically a PotS sus asset dump but I can't say it's exactly the best for a new CvS. It's missing a lot of the new faces from over the years, which is weird because there's a groove based on SF6, but isn't exactly the weirdest because making new sprites in the CvS style for that many characters probably costs hundreds if not thousands of dollars. You also included sonic and shadow in a game with a primarily human cast and they stick out like a sore thumb.
    

Re: Capcom vs SNK - W2D - W.I.P.

 November 27, 2023, 10:27:14 pm View in topic context
 Posted by SquidlyPoli1  in Capcom vs SNK - W2D - W.I.P. (Started by Charles_2011 March 31, 2023, 03:19:49 am
 Board: Projects

The stance is a fine idea but something about the face is still really offputting. It looks farther from his body than it actually is and that combined with the smile makes him look really dopey. The animation loop isn't exactly the greatest either but it's probably the best you could've done given it was Chuchoryu who made the original animation in the first place.

it would be amazing if we had final vega with cape and nightmare geese shortless