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[BETA v0.2.7 & v0.2.7.1] (Released) (Read 65000 times)

Started by Chatman, April 07, 2017, 12:49:41 am
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[BETA v0.2.7 & v0.2.7.1] (Released)
#1  April 07, 2017, 12:49:41 am
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MK vs. SF - Fight for the Universe
[BETA V0.2.7]

Hello everyone! I know it has been quite a while, but I have something to share with you. After quite a wait (I apologize) The latest release is here, with a few more additions than were planned as a thank you for all those who have been patient and supportive as we worked.

Info:
This version only has arcade at the moment, more on that later.

Content and Updates:
-Mugen 1.1 engine base-
-Dynamic Stage Zoom-
-MAX Combo Limit (Basic Moves)-
-Wall Bounce System on certain hard hitting moves-

MAX Combo Limit:
Depending on a character's current level, there will be a maximum number of normal standing/crouching each player can use in a combo. (aerial, special and super moves are excluded from this limit) The more power you have, the higher your combo potential.

Updates:
-Screenpack is now HD-
-Added new HD Lifebars and fonts-
-Added 4 new stages-
-Added 2 new characters-
-Too many frame data changes to characters to properly outline here-

[SCREENSHOTS]


[GAME CONTENT]

Roster

Mortal Kombat:
-Chameleon-
-Kung Lao-
-Reptile-
-Scorpion-

Street Fighter:
-Chun-Li-
-Ryu-
-Sagat (Sprites by myself)-
-Shin LVL2 Akuma-

STAGES:
-Training Stage-
-The Street-
-The Riverside-
-The Dark Temple-
-M2 Surviving-
-The Subway-
-The Dark Subway-
-Seido-

[What's Missing?]
-Stage Interactivity-
-Ikemen Compatibility/Online Play-
-Story Mode-

Now, for those of you who have followed this project since the beginning, the absence of these features may be concerning. We assure you, they have not been forgotten, and will not be left behind. We just wanted to make sure that all of these features were working as perfectly and as polished as possible, and at this moment did not feel like they were quite to the standard we can bring you now. For this reason they were left out of this release, but will return in subsequent releases. We apologize, but felt you had waited long enough and wanted to go ahead and get this latest version out as soon as possible.

v0.2.7:
Download

v0.2.7.1:
Download

Pass: firelord

Enjoy! Any and all feedback is welcome. In particular I'll be looking out for any bug fixes and balance suggestions. And once more, thank you.

Oh, I'll also be uploading a movelist very soon to this thread, so keep an eye out! EDIT: Movelist in the spoiler below:
Spoiler: Movelist (click to see content)
Last Edit: November 20, 2017, 03:53:50 am by firelord
Re: [Beta v0.27] (Released)
#2  April 07, 2017, 01:17:34 am
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Nice. Sagat's sprites are looking mighty fine.



Some random stuff I found while playing Arcade Mode:



This one happened after I won a match against Chun-Li.

And these two:





These two happened after pressing left and right multiple times before the announcer says FIGHT!, for some reason it stayed like this. Granted, it didn't happen all the time, and I only found this with Shin Akum LVL.2 so I'm not even sure if this is in other characters, but I think you should look into it.

I like how you guys captured the old MK feel with the combos and stuff, twas really fun playing as Sagat and Shin Akuma LVL.2. :yes:
Re: [Beta v0.27] (Released)
#3  April 07, 2017, 01:26:23 am
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Nice. Sagat's sprites are looking mighty fine.
Thank you! I'd still like to see Chamat's set finished personally though.

Some random stuff I found while playing Arcade Mode:
This one happened after I won a match against Chun-Li.
Okay, that one is a fairly easy fix. I'll get it now since it's game breaking.

These two happened after pressing left and right multiple times before the announcer says FIGHT!, for some reason it stayed like this. Granted, it didn't happen all the time, and I only found this with Shin Akum LVL.2 so I'm not even sure if this is in other characters, but I think you should look into it.
Okay, that one is a bit new to me. Is there a certain mode this is occurring in?

I like how you guys captured the old MK feel with the combos and stuff, twas really fun playing as Sagat and Shin Akuma LVL.2. :yes:
Glad to hear it!
Re: [BETA v0.2.7] (Released)
#4  April 07, 2017, 01:28:10 am
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  • Sacred Fire!
    • nass.yh95@gmail.com
Okay, that one is a bit new to me. Is there a certain mode this is occurring in?

As I mentioned before, I was playing on Arcade Mode. Unless by mode you mean difficulty, I was on Medium3 (because I suck at games, LOL).
Re: [BETA v0.2.7] (Released)
#5  April 07, 2017, 01:36:32 am
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Re: [BETA v0.2.7] (Released)
#6  April 07, 2017, 01:54:00 am
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Just downloaded this as it got me a bit intrigued. It's gonna take me a while to get used to the A.I. All I'll say now is that the way this project is going with the great animations and gameplay, its great. Edit the main menu a bit, and it might become biblical.
Re: [BETA v0.2.7] (Released)
#7  April 07, 2017, 12:10:02 pm
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Wow! I thought I will never get it. I thought waiting will be as long, as HL 3.
It doesn't matter what there is only arcade. I'm very glad that I waited.
Thank you SOOOOOO MUCH!
Re: [BETA v0.2.7] (Released)
#8  April 07, 2017, 03:11:39 pm
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    • evilryu101@yandex.ru
Is this version gonna have some patches that will add movelist, story mode, etc.? Or we have to wait for 0.3?
Last Edit: April 07, 2017, 04:48:57 pm by SvSam357
Re: [BETA v0.2.7] (Released)
#9  April 07, 2017, 03:56:30 pm
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How is it that, despite being a member of the development team (well, I wrote a whole bunch of story, at least), I completely forgot how the gameplay of this thing works? :P

Anyways, pretty awesome work so far? Could do with a movelist, because there's a few commands that I forgot about until I downloaded an older version of the character. And the stage zoom caused a bug with one of Chameleon's supers, where the ice froze the enemy but the super didn't activate - you may look into how the stage zoom affects things. And also there was that game-breaking bug with Kung Lao someone else mentioned. But other than that, can't wait for the next upate! :)
Re: [BETA v0.2.7] (Released)
#10  April 07, 2017, 05:04:40 pm
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Just downloaded this as it got me a bit intrigued. It's gonna take me a while to get used to the A.I. All I'll say now is that the way this project is going with the great animations and gameplay, its great. Edit the main menu a bit, and it might become biblical.
Yeah, the AI is something I'm still working on. It does scale though, it's just set to level 8 by default. Gotta munch those quarters. As for the main menu, I believe Firelord is still looking to add more to it as time goes on.

Wow! I thought I will never get it. I thought waiting will be as long, as HL 3.
It doesn't matter what there is only arcade. I'm very glad that I waited.
Thank you SOOOOOO MUCH!
:mcry: Sorry again! Thank you though!

Is this version gonna have some patches that will add movelist, story mode, etc.? Or we have to wait for 0.3?
For this version there will only be bug fixes in any patches that come, but I guarantee that 0.3 will be coming much faster with many of those features returning.

How is it that, despite being a member of the development team (well, I wrote a whole bunch of story, at least), I completely forgot how the gameplay of this thing works? :P

Anyways, pretty awesome work so far? Could do with a movelist, because there's a few commands that I forgot about until I downloaded an older version of the character. And the stage zoom caused a bug with one of Chameleon's supers, where the ice froze the enemy but the super didn't activate - you may look into how the stage zoom affects things. And also there was that game-breaking bug with Kung Lao someone else mentioned. But other than that, can't wait for the next upate! :)
Oh hey there guy! Been a while. And to your credit, a few gameplay things are a tiny bit different.  :mtongue:

As for the rest, I'll be spoilering a movelist into the first post and adding it into the game folder in just a moment. I would've done it earlier had my internet not dropped out last night. (Thanks Comcast.) Also, were there any other circumstances you can recall from when the bug occurred?

Thanks again, I'll be looking to upload any fixes I've managed soon!




Re: [BETA v0.2.7] (Released)
#11  April 07, 2017, 06:36:16 pm
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Oh hey there guy! Been a while. And to your credit, a few gameplay things are a tiny bit different.  :mtongue:

As for the rest, I'll be spoilering a movelist into the first post and adding it into the game folder in just a moment. I would've done it earlier had my internet not dropped out last night. (Thanks Comcast.) Also, were there any other circumstances you can recall from when the bug occurred?

Thanks again, I'll be looking to upload any fixes I've managed soon!

Well, I merely booted up Kung Lao in training mode, and immediately got the error message and MUGEN would close. I'm pretty sure you guys need to double-check that code at some point, because I'm pretty sure a character isn't meant to do that :P

As for the Chameleon thing, it happens when Chameleon is as far away from the enemy as possible - at least, as far back as the stage zoom will allow. You might need to check the behaviour of that and related Supers in the future, because the stage zoom would definitely screw that over.
Re: [BETA v0.2.7] (Released)
#12  April 07, 2017, 06:39:34 pm
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Hey! Why Scorpion can jump infinitely? And I noticed that timer in 0.2.7 works.
Last Edit: April 07, 2017, 06:46:24 pm by †RAIden†
Re: [BETA v0.2.7] (Released)
#13  April 07, 2017, 07:22:08 pm
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Well, I merely booted up Kung Lao in training mode, and immediately got the error message and MUGEN would close. I'm pretty sure you guys need to double-check that code at some point, because I'm pretty sure a character isn't meant to do that :P
Yeah I already caught that one, I just misnumbered a CMD trigger. I haven't reuploaded just yet.

As for the Chameleon thing, it happens when Chameleon is as far away from the enemy as possible - at least, as far back as the stage zoom will allow. You might need to check the behaviour of that and related Supers in the future, because the stage zoom would definitely screw that over.
Just fixed this one as well. With 1.1 the stage was expanding to such a length that the projectile was actually hitting after Chameleon had exited the state he needed to be in to continue the rest of the super. I'll definitely be looking for it though.

Hey! Why Scorpion can jump infinitely? And I noticed that timer in 0.2.7 works.
Oops, that was something I did for stage testing purposes and forgot about.  :wall: Will fix. And does it? I don't believe anything was changed in the config. I'll look into it.
Re: [BETA v0.2.7] (Released)
#14  April 07, 2017, 09:19:12 pm
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Chameleon's QCFx2 super is cancellable into normals - I just button mashed while doing this super, and I cancelled it.

     Posted: April 08, 2017, 11:44:04 am
Scorpion
"Flying Somersault Kick: Heavy Kick while running"
Why does the movelist say it when Scorpion doesn't have this move?
Re: [BETA v0.2.7] (Released)
#15  April 08, 2017, 12:49:39 pm
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Oh, it's so cool! Reptile nice character c:
So, when we can see interactive stages? I'm waiting interactive "Street" so much! :з
Re: [BETA v0.2.7] (Released)
#16  April 08, 2017, 02:33:00 pm
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Well. In 0.2.7 we have the following problem, which need to be fixed immediately:
1. Kung Lao doesn't work at all.
2. Scorpion can jump infinitely.
3. The time limit works (In 0.1 and 0.2 it doesn't).
Plus some problems which people wrote about above.
So, how long we need to wait for a patch?
Re: [BETA v0.2.7] (Released)
#17  April 08, 2017, 03:23:33 pm
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Another mistake from the movelist:
Ryu
Tenma Gou Zankuu: HCB+HP+HK (AIR)(Level 2)

Yet gameplay-wise it is Level 3.

Scorpion
Teleport Punch: QCB+P

You forgot to put (AIR OK) - you can do his teleport punch in both, air and ground.

There is also some glitch - when Scorpion uses Hell Fire to absorb projectiles, the one who threw this projectile burns as well (tested against Ryu and Akuma).
Last Edit: April 08, 2017, 03:35:41 pm by SvSam357
Re: [BETA v0.2.7] (Released)
#18  April 08, 2017, 04:30:01 pm
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Last Edit: April 08, 2017, 05:08:15 pm by †RAIden†
Re: [BETA v0.2.7] (Released)
#19  April 08, 2017, 05:24:56 pm
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Chameleon's QCFx2 super is cancellable into normals - I just button mashed while doing this super, and I cancelled it.
I'll get that fixed up.

Scorpion
"Flying Somersault Kick: Heavy Kick while running"
Why does the movelist say it when Scorpion doesn't have this move?
I actually caught that as well and fixed it already. Will come with the patch.

Oh, it's so cool! Reptile nice character c:
So, when we can see interactive stages? I'm waiting interactive "Street" so much! :з
Thank you! And the interactive stages will return in 0.3.

Well. In 0.2.7 we have the following problem, which need to be fixed immediately:
1. Kung Lao doesn't work at all.
2. Scorpion can jump infinitely.
3. The time limit works (In 0.1 and 0.2 it doesn't).
I've fixed all of these and except for the time issue and was waiting for Firelord's help with re-moleboxing everything, but I'll probably just handle it myself.

As for the time, it's still set to infinite in both the screenpack and the mugen.cfg so I'm not certain what the issue is. I'll look at it.

There is also some glitch - when Scorpion uses Hell Fire to absorb projectiles, the one who threw this projectile burns as well (tested against Ryu and Akuma).
I'll get the movelist mistakes fixed. As for the Hell Fire thing, do you mean that it still can hit after destroying a projectile? If so, that's intentional.

I'll get the infinite stage glitches and any I haven't yet corrected and re-upload. Patch should be done and ready to download in about 2 hours max.

Re: [BETA v0.2.7] (Released)
#20  April 08, 2017, 05:35:29 pm
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I mean Scorpion's Hell Fire absorbs the projectile, and the one who threw this projectile burns design-wise (gameplay-wise Hell Fire doesn't harm him). For example - when Scorpion absorbs Ryu's Hadoken, his Hadoken disappears, but Ryu himself burns like he is a projectile himself (but gameplay-wise as I said it doesn't affect him). This is probably because in this engine the projectile is always a part of the character, even though it looks like a projectile.