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[BETA v0.2] (Released) (Read 18695 times)

Started by [ƒıЯ£-ŁØřĐ], March 07, 2014, 09:11:06 am
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[BETA v0.2] (Released)
#1  March 07, 2014, 09:11:06 am
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MK vs. SF - Fight for the Universe
[BETA V0.2]

Info:

This version includes three game modes: Arcade and the new Story and Online Mode.


The Arcade Mode is used to play against friends, practice (movelist included by pressing the start button) and configure the game (here is where you'll want to configure your binds and such for story mode as well).

Story mode features the MK vs. SF story with cut scenes, which is in demo stages (and don't freak out, this will not bring forth awkward parenthood angles).

Online Mode is featured as well, using IKEMEN, and is a work in progress. It might present a few bugs here and there, but it's nothing gamebreaking and it's still very well worth the fun.


Content and Updates:

General:

-Movelist-
-Story Mode-
-Online Mode (IKEMEN)-
-MAX Combo Limit (Basic Moves)

MAX Combo Limit:

Depending on a character's current level, there will be a maximum combo counter on the bottom part of the screen for each player. This number indicates the number of standing/crouching basic hits you can perform in a single combo (aerial, special and super moves are not included). The more power you gain, the longer are your combo strings.


Updates:
-Updated Lifebar-
-Fixed some issues with the Interactive Stage-
-Added a better AI-
-Added Movelist-
-Fixed and balanced damage-
-Added 4 New Characters-
-Added 2 New Stages-
-Added Wall Bounce-

[GAME CONTENT]

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

Street Fighter:

-Shin LVL2 Akuma-
-Ryu-
-Sagat- (Chatman Sprites)

STAGES:
-The Street-
-The Riverside-
-The Dark Temple (Interactive Stage)-

Screenshots:









IKEMEN Online Mode:

For those who are unaware, here's how you setup an online match:

-Make sure your router's gateway is open if you're creating the game.

-If you're creating the game, simply select "Connect" and hit OK without typing in an IP adress. Remember the Port number you're using

-If you're joining, select "Connect", type in the IP adress and use the port the host is using.

IKEMEN Bind Setup:

-The binds are located in the SSZ folder. Open it and edit config.ssz with notepad. Find a piece of text that looks like this:

 
Spoiler, click to toggle visibilty

Simply edit every character you see after "(int)k_t::". The directions are self-explanatory, and the rest of the binds go in the following order: a, b, c, x, y, z, start.


Download
PASS: erifdrol

Please we need feedbacks.[/center]
MK vs. SF - Fight for the Universe
Last Edit: March 07, 2014, 09:14:08 am by [ƒıЯ£-ŁØřĐ]
Re: [BETA v0.2] (Released)
#2  March 07, 2014, 07:28:44 pm
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AMAZINGGGG!!!!!!!!!! THANKS FIRE
Re: [BETA v0.2] (Released)
#3  March 08, 2014, 09:00:29 am
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Hey all,

I'm a newbie to MUGEN. Happy to test this release out. So far just four characters right?

Can anyone tell me how to reconfigure the special inputs? This is more for my own knowledge than specific to MK vs SF. Like which file can I change to remap say Ryu's Hadouken (HCF+P) to just HP.
Re: [BETA v0.2] (Released)
#4  March 13, 2014, 07:06:32 pm
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Exellent work Guys!
The only thing that had Ryu movement → + medium punch some bugs.
And so the game is just super and I put rate this game 10/10!
Re: [BETA v0.2] (Released)
#5  April 04, 2014, 03:52:53 am
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so far im really enjoying this. i found that the this most definately lives up to the flash movie mk vs sf. i usually host my games on tuungle but i could try other alternatives if there are good ones to host online mugen ( dont remember the name for this type of mugen)
Re: [BETA v0.2] (Released)
#6  April 09, 2014, 03:57:57 am
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Will try to report bugs, and keep editing this post as I go on testing. I'm trying to get debug to show but no luck. Glad to see this project is still in progress :3!

On a side note, I'm not liking the angle of view for the characters. If they jump, they are literally pixels away from being off the screen. Also, the MK characters have little differentiation in their normals, and I can understand why. It's just that, in this game that I seen SF characters air normals have the same amount of hit stun in their other normals, it makes me believe what's the purpose of using the Jumping Strong (Medium Punch) for some MK characters if it's the same as Jumping Fierce (Heavy Punch) when it has nearly identical frames, but more damage? Also, keep in mind, hitbox data from the looks of it hasn't changed either. But since this is early WIP, I can understand this issue, just hope it gets fixed in some point.

I think the proximity hitbox (if possible to adjust) on projectiles need to be adjusted too. Players can go in block animations (and make the opponent take advantage of movement) at far ranges from some projectiles, and it could hurt them in the long run.

Music needs to loop properly btw, if you need help in me making .ADX format, I don't mind.

~Sagat~
(Tested against SL2 Akuma)

PLAYSTYLE

Hmm... well, the game is designed for crazyness, and it is given to Sagat properly. Sagat can actually be dangerous in nearly all ranges for good reasons. The only area I would probably say he lacks in is control in the air, he feels more like a grounded type, and even the issue of air mobility shouldn't affect him much.

He recovers fast in zoning with Tiger Shots, and essentially he can throw a Low Tiger Shot into a High Tiger Shot trap pattern (he cannot, however, do High Tiger Shot into Low Tiger Shot). For example, he can zone well against SL2 Akuma in fireball war, since Sagat's ground fireball game dominates SL2 Akuma's ground fireball game. SL2 Akuma may retaliate with air control to adapt with Sagat's playstyle, potentially stuffing/trading with his own air fireballs.

Mid-range, he has decent pokes, notoriously St.Short (which could lean to insane pressure, probably needs adjustment), Low Fierce (hitstun needs fixing, but you can chain it if close enough into St.Roundhouse), and St.Forward along with St.Roundhouse. Essentially, St.Roundhouse and St.Forward can be used as Anti-Air, but you can air block in this game. You can also cancel the anti-airs into Tiger Shots if you want to apply pressure on their landing. Tiger Uppercut avoids the air blocking properties and is a guaranteed answer for opponents who love to block while jumping unless the opponent parries in the air, uses an air super or special that's invincible, or stuff it. Now, even though Tiger Uppercut trades, it's likely you can win the favor of trades by following up the trade with a super (Tiger Cannon or Tiger Genocide) if close enough.

Up close is rather interesting, and took a very interesting approach that perhaps fit his style in MK VS SF. It will be explained in a few lines below though. When up close, Cr.Short atm is very fast, and is a decent starting normal. If you hit-confirmed it and want to chain it, the chain setup is as followed:

Cr.Short -> Cr.Strong -> Cr.Jab -> Cr.Fierce -> St.Roundhouse -> St.Fierce.

You could potentially do this string twice by walking up slightly after this chain, since you are at an advantage. As for what to do after the chain combo, you could do a Toward/Away+Throw (knockdown setup if close enough), Roundhouse (Hard Kick) Tiger Shot (knockdown setup if not close for throw), or Super of your choice (damage).

Now... here is the interesting thing, regardless of the fact that the block animation in this game apparently covers cross-ups and fake cross-ups. Sagat, can essentially set up a vortex. The use of this vortex is very valuable in getting a lot of mileage with Sagat. Remember those knockdown setups I mentioned from throw or Tiger Shot in the line above? Well, you can set up a meaty Low Tiger Shot (and possibly High Tiger Shot afterwards for more pressure) and setup a decent high-low mix-up along with a possible wake-up vortex in which you have to guess which way to block on wake-up (as long as the opponent wakes up at the time the Sagat player is able to react with).

BUGS

• After applying any Standing or Crouching Light attack, or a St.Strong (Standing Medium Punch)/Close St.Fierce (Close Standing Heavy Punch) against any opponent, Sagat is able to perform an unescapable throw setup (the opponent is in block stun).

   Answer: Prevent throw hitbox from colluding with block stun animations.

• St.Short from Sagat is WAY too good as far as hit stun goes. You can apply insane amount of block pressure and lead a St.Short loop, it's pretty bizarre.

   Info: I believe start-up of St.Short is 9 frames. On block it's +26 (and yes, this is A LOT as far as frame advantage goes), on hit it's +18.

   Answer: Reduce St.Short hitstun by a decent margin. At most, make it around +2 on block (considering his normals are being slow, otherwise, make it 0 if his normals get faster with the oddly exceptional Low Short, which I'll explain later) and on hit +6.

   Suggestion: St.Short having 9 frames of start-up is slow. 5 or 6 frames sound more reasonable. If you do make it start-up faster along with Cr.Jab and other normals, change the +2 block and +6 hit respectively to +0 block and +4 hit.

• Cr.Fierce (CVS2 ^_^ oh... Low Heavy Punch) has very very *VERY* little hitstun. It has odd properties most likely due to the chaning system from the looks of it. (Btw, I love the idea you did in this version of Sagat where you can Cr.Fierce chain into special moves, that's awesome imo).

   Answer: Give it more hitstun, at least enough where you can properly combo it into any Tiger Shot from a decent distance.

• Cr.Short is pretty darn fast, and surprising, faster than Cr.Jab??

   Info: 5 frame start-up, that sounds like something his Cr.Jab should have swapped with at least. For reference, his Cr.Jab atm has a 9 frame start-up.

   Answer: Make it a 4~6 frame start-up, and instead make Cr.Jab faster with a 3~5 frame start-up.

• Sagat's Tiger Knee input only works as followed: 6236+Kick (numpad notation).

   Answer: Unless this is intentional, than it should be either the current 623+Kick (I prefer this), or old school TK 2369+Kick.

~Chameleon~

BUGS

• Chameleon can perform an infinite using Jab (Light Punch) Teleport Punch (Air) consistently.

   Answer: Well, the hitstun on it on both block and hit is ridiculous, especially on block. It is +20 (yes, very positive :O!!!) on block for an instant cross-up attack. Generally, they shouldn't be safe, especially for something at this speed. Definitely should be punishable on block imo. I believe Strong (Medium Punch) Teleport Punch doesn't do it very well compared to the Jab one, but it's still + on block, and the opponent displays a
"getting hit" animation when blocking on the Strong version.

   Video Demonstration using Scorpion (same concept): https://www.youtube.com/watch?v=6FFVF0N_AFA

~Scorpion~

BUGS

• Scorpion can perform an infinite using Jab (Light Punch) Teleport Punch (Air) consistently.

   Answer: (Check Chameleon section, same issue.)

~Shin Level II Akuma~

NOTES

• Misogi (QCF->QCB+Kick) is missing in the move list.

Chain strings

5-hit limit (meterless)

Anywhere

Low Short -> Low Forward -> St.Forward -> St.Strong -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Close

Low Short -> Low Forward -> St.Strong -> St.Fierce -> St.Roundhouse -> QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong -> St.Fierce -> St.Strong xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Far

Low Short -> Low Forward -> St.Strong -> St.Jab (Must be Far St.Jab animation) ... Cr.Roundhouse

7-hit limit (meterless)

Nearly Close

Low Short -> Low Forward -> St.Forward -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong-> St.Fierce -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

9-hit limit (meterless)

Nearly Close

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Jab (Must be Far St.Jab animation) ... Cr.Roundhouse

11-hit limit (meterless)

Nearly Close

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Fierce -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Fierce -> St.Jab -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
Mortal Kombat, is not about death, but cheating in mame. Need Mame cheats? Go Here.

#Put_kokonoe_in_usfiv #Kappa
Last Edit: April 09, 2014, 01:16:48 pm by AceKombat
Re: [BETA v0.2] (Released)
#7  April 09, 2014, 06:05:09 am
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Well I'll be... look who's back from the dead! :)

Thanks for the feedback buddy, we'll look into it.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [BETA v0.2] (Released)
#8  April 09, 2014, 06:38:08 am
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ESFAndy it has been a while my Kappa <3! Good to see some progress from the game, thanks to you Firelord and others involved!
Mortal Kombat, is not about death, but cheating in mame. Need Mame cheats? Go Here.

#Put_kokonoe_in_usfiv #Kappa
Re: [BETA v0.2] (Released)
#9  April 09, 2014, 08:42:05 am
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Man AceKombat...this is why I love you. That feedback is invaluable and in-depth. Thank you!
Re: [BETA v0.2] (Released)
#10  April 09, 2014, 11:49:45 am
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  • Hello ^_^... I visit MUGEN sometimes :P
Man AceKombat...this is why I love you. That feedback is invaluable and in-depth. Thank you!

Thanks, nice touches on the Sagat sprites btw, it looks pretty solid.

I would like to get online session going, but I'm worried for Scorpion/Chameleon instant air tiger knee Teleport loops, and Sagat's St.Short loop/unescapable throw setup.
Mortal Kombat, is not about death, but cheating in mame. Need Mame cheats? Go Here.

#Put_kokonoe_in_usfiv #Kappa
Re: [BETA v0.2] (Released)
#11  April 25, 2014, 02:48:31 pm
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This game is just...... PERFECT!!! It's like the from the movie! But I have a problem. (Please fix it):

I want the buttons to be like this:
Up: W
Down: S
Left: A
Right: D
Light punch: U
Medium punch: J
High punch: L
Light kick: I
Medium kick: K
High kick: O

PS: Please don't write bad comments to me/this letter, I'm still a newbie of M.U.G.E.N.
PPS: Can you tell me how to make my Profile pic. to a real pic.? (not an avatar) and also my signature. :)
Last Edit: April 25, 2014, 03:54:42 pm by DoomAlpha
Re: [BETA v0.2] (Released)
#12  April 25, 2014, 03:04:44 pm
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This game is super awesome! It's like the from the movie! But I have a problem. (Please fix it):

I want the buttons to be like this:
Up: W
Down: S
Left: A
Right: D
Light punch: U
Medium punch: J
High punch: L
Light kick: I
Medium kick: K
High kick: O

PS: Please don't write bad comments to me/this letter, I'm still a newbie of M.U.G.E.N.

Ya, I have the same problem, can you guys tell US what to do please? (on mugen.cfg please)
Re: [BETA v0.2] (Released)
#13  April 25, 2014, 05:40:14 pm
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This game is super awesome! It's like the from the movie! But I have a problem. (Please fix it):

I want the buttons to be like this:
Up: W
Down: S
Left: A
Right: D
Light punch: U
Medium punch: J
High punch: L
Light kick: I
Medium kick: K
High kick: O

PS: Please don't write bad comments to me/this letter, I'm still a newbie of M.U.G.E.N.

Ya, I have the same problem, can you guys tell US what to do please? (on mugen.cfg please)

If you're playing Arcade or Story, the options are set in Arcade for both. A, B and C are kicks light through heavy, and X, Y and Z are punches from light to heavy.

If you're playing online mode through IKEMEN, this is how you set the commands up:


IKEMEN Bind Setup:

-The binds are located in the SSZ folder. Open it and edit config.ssz with notepad. Find a piece of text that looks like this:

  (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::q, (int)k_t::w, (int)k_t::e, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

Simply edit every character you see after "(int)k_t::". The directions are self-explanatory, and the rest of the binds go in the following order: a, b, c, x, y, z, start.


Have fun!
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [BETA v0.2] (Released)
#14  April 26, 2014, 11:14:33 am
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THANKS MAN! All I did was to unable my antivirus because my antivirus thinks that the ".exe" files are a threat, so I change the movements on the Arcade.exe.

~ MK vs SF: FFU FOREVER!!!

PS: I can't continue on using Akuma on story mode. When I killed Scorpion, there's a screen that says "This will continue". Then when I press one of the attack keys, it redirects me to the title screen. (So, for me. There's no Akuma story in this version yet?)
Last Edit: April 26, 2014, 11:56:47 am by DoomAlpha
Re: [BETA v0.2] (Released)
#15  April 26, 2014, 09:21:34 pm
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THANKS MAN! All I did was to unable my antivirus because my antivirus thinks that the ".exe" files are a threat, so I change the movements on the Arcade.exe.

~ MK vs SF: FFU FOREVER!!!

PS: I can't continue on using Akuma on story mode. When I killed Scorpion, there's a screen that says "This will continue". Then when I press one of the attack keys, it redirects me to the title screen. (So, for me. There's no Akuma story in this version yet?)

Everyone's going to be playable in story at some point, if that's what you mean. Creating the characters and stages are just a higher priority for us at the moment.
No, I don't want a signature under all of my posts.
Re: [BETA v0.2] (Released)
#16  April 27, 2014, 03:16:13 pm
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Everyone's going to be playable in story at some point, if that's what you mean. Creating the characters and stages are just a higher priority for us at the moment.

Oh... Thanks. And BTW

To: The creators of MK vs SF: FFU:
Can you tell me the songs used on the MK vs SF 3? =) (eg. battle scene, intro, etc.) Thanks
Re: [BETA v0.2] (Released)
#17  April 27, 2014, 05:20:10 pm
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Oh... Thanks. And BTW

To: The creators of MK vs SF: FFU:
Can you tell me the songs used on the MK vs SF 3? =) (eg. battle scene, intro, etc.) Thanks

All right, sure. The Street stage is Pompeii - E.S. Posthemus. The Dark Temple is Hall of Fate, from the Tekken 5: DR OST. Unfortunately, I don't know the menu or select screen music. I'll have to get back to you on that, since only Fire Lord would know.

     Posted: April 27, 2014, 11:25:38 pm
Also, I'm smart, and just realized you're talking about the Flash animation. I know the fight is Hall of Fate from Tekken 5: DR. Not sure on the others.
No, I don't want a signature under all of my posts.
Re: [BETA v0.2] (Released)
#18  April 28, 2014, 12:35:30 pm
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  • The makers of MK vs SF: FFU are awesome!
    • Philippines
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All right, sure. The Street stage is Pompeii - E.S. Posthumus. The Dark Temple is Hall of Fate, from the Tekken 5: DR OST. Unfortunately, I don't know the menu or select screen music. I'll have to get back to you on that, since only Fire Lord would know.

      Posted: April 27, 2014, 11:25:38 pm
Also, I'm smart, and just realized you're talking about the Flash animation. I know the fight is Hall of Fate from Tekken 5: DR. Not sure on the others.

Thanks Sandman, but what I was trying to say is that what are the songs used on MK vs SF (except for the mk vs sf 1-3 battle scene songs 'cuz I already know it.)
=)
PS: Sorry to keep on asking questions... =)

PPS: I'd like to suggest something. The sound of Ryu's straight forward kick should be "shin". The sound of Ryu's Air Hadouken should also be "shin" and the texture of it should be the texture of "Shin Hadouken" (D,B,D,B+Punch). And the sound of Ryu's Flying kick should also be "shin".
Please add this on your next update so that it will be like the flash video =)
Thanks! =)
Last Edit: April 28, 2014, 12:59:00 pm by DoomAlpha
Re: [BETA v0.2] (Released)
#19  April 28, 2014, 01:20:56 pm
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Thanks Sandman, but what I was trying to say is that what are the songs used on MK vs SF (except for the mk vs sf 1-3 battle scene songs 'cuz I already know it.)
=)
PS: Sorry to keep on asking questions... =)

PPS: I'd like to suggest something. The sound of Ryu's straight forward kick should be "shin". The sound of Ryu's Air Hadouken should also be "shin" and the texture of it should be the texture of "Shin Hadouken" (D,B,D,B+Punch). And the sound of Ryu's Flying kick should also be "shin".
Please add this on your next update so that it will be like the flash video =)
Thanks! =)

No, please, don't apologize. I don't mind at all. :)
And on the note of the kicks and such, Chatman would be the one to talk to, since he's doing the character edits at the moment.
No, I don't want a signature under all of my posts.
Re: [BETA v0.2] (Released)
#20  April 28, 2014, 02:27:00 pm
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No, please, don't apologize. I don't mind at all. :)
And on the note of the kicks and such, Chatman would be the one to talk to, since he's doing the character edits at the moment.

Alright. Thanks  :sweatdrop:
Re: [BETA v0.2] (Released)
#21  April 28, 2014, 06:26:41 pm
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    • Peru
Ryu already has an air Shin Hadouken, just jump up and do QCB+2P
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [BETA v0.2] (Released)
#22  April 29, 2014, 10:23:45 am
  • avatar
  • The makers of MK vs SF: FFU are awesome!
    • Philippines
    • darkstar_ae@yahoo.com
Ryu already has an air Shin Hadouken, just jump up and do QCB+2P

No, I meant the "Air Hadouken" not the "Air Shin Hadouken" ^_^

Please read comment #19 to see my request on your next update. =)

Thanks!
Re: [BETA v0.2] (Released)
#23  April 29, 2014, 05:47:54 pm
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On the note of which sound goes to which move, Proxicide may have been using the Shin voice clip in so many places to optimize and keep his file size low, and there are a number of somewhat more fitting sound files, so that probably wont be so.

Sometimes it doesn't hurt to deviate from the source material slightly, especially if it makes things a bit better, yaknow? :)
Re: [BETA v0.2] (Released)
#24  April 29, 2014, 09:37:59 pm
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Sometimes it doesn't hurt to deviate from the source material slightly, especially if it makes things a bit better, yaknow? :)
Yeah, in fact, we're trying to keep it kind of original, so it's not like we're tearing the characters straight out of their games. XD
Of course, Ryu is still Ryu and such, but we still like to add our own touch to it.
No, I don't want a signature under all of my posts.
Re: [BETA v0.2] (Released)
#25  April 30, 2014, 11:48:39 am
  • avatar
  • The makers of MK vs SF: FFU are awesome!
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On the note of which soun goes to which move, Proxicide may have been using the Shin voice clip in so many places to optimize and keep his file size low, and there are a number of somewhat more fitting sound files, so probably wont be so.

Sometimes it doesn't hurt to deviate from the source material slightly, especially if it makes things a bit better, yaknow? :)
Yeah, in fact, we're trying to keep it kind of original, so it's not like we're tearing the characters straight out of their games. XD
Of course, Ryu is still Ryu and such, but we still like to add our own touch to it.

Alright. Sorry
Re: [BETA v0.2] (Released)
#26  May 03, 2014, 04:00:39 am
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Nah, you're fine. :P
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Re: [BETA v0.2] (Released)
#27  June 14, 2014, 06:33:11 pm
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so where exactly do i go to change the key config for the ikemen part? cause i dont see a config.ssz anywhere
Re: [BETA v0.2] (Released)
#28  June 14, 2014, 11:20:55 pm
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Are you sure? It should be in the SSZ folder in your game directory.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [BETA v0.2] (Released)
#29  June 18, 2014, 03:47:11 pm
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Great work fire lord.
This is my first post here , i followed your work for a long time and still waiting for the full release. ;)
But are we as users able to add characters to your game and how because i can't see (Chars) folder and (system) file?
BTW i would love to see Quan Chi in this game!
Keep up the superb work!
Last Edit: June 18, 2014, 03:54:38 pm by TimeToDie
Re: [BETA v0.2] (Released)
#30  June 22, 2014, 08:34:32 pm
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Send the news more often!

We like to keep a lot of things as a surprise so it's a bit more exciting when it comes out! We try to throw out small updates once in a while, but we're all pretty busy.
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Re: [BETA v0.2] (Released)
#31  June 23, 2014, 06:08:28 pm
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Great work fire lord.
This is my first post here , i followed your work for a long time and still waiting for the full release. ;)
But are we as users able to add characters to your game and how because i can't see (Chars) folder and (system) file?
BTW i would love to see Quan Chi in this game!
Keep up the superb work!


Well, the reason you can't see the Chars or Data folders is because we compressed it to prevent people from taking the characters, stages, and such. And on the note of Quan Chi, it's not likely. We already have about 40 characters on the roster, and we've already got our hands full with that. :P
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Re: [BETA v0.2] (Released)
#32  July 05, 2014, 03:37:45 am
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One thing I truly hate about this game, is that whenever you die, you go back to the main menu!
Re: [BETA v0.2] (Released)
#33  July 24, 2014, 04:47:37 am
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One thing I truly hate about this game, is that whenever you die, you go back to the main menu!

That would be because the Story Mode is largely incomplete. However, if you're talking about Arcade Mode, we're likely going to add a "Continue" option, like most other fighting games have.
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Last Edit: July 24, 2014, 04:51:16 am by The Sandman
Re: [BETA v0.2] (Released)
#34  July 24, 2014, 05:49:29 am
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In Move List not all Super-Combos.. It must be so? Or will you fix it?
Re: [BETA v0.2] (Released)
#35  July 25, 2014, 01:33:07 am
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Re: [BETA v0.2] (Released)
#36  July 25, 2014, 02:13:58 pm
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Re: [BETA v0.2] (Released)
#37  July 25, 2014, 11:21:21 pm
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Re: [BETA v0.2] (Released)
#38  July 26, 2014, 12:02:33 am
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No, he's talking about super moves that are not listed in the movelists.

We will fix this, of course.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [BETA v0.2] (Released)
#39  July 26, 2014, 04:22:32 am
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Re: [BETA v0.2] (Released)
#40  August 12, 2014, 02:02:51 am
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This resembles proxicdes mk vs sf flash animations far better than mugen. but there's one fatal flaw.

The difficulty
Re: [BETA v0.2] (Released)
#41  August 12, 2014, 07:15:32 pm
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Yes, as mentioned before, Chatman is working on scaling the AI difficulty depending on what you set in the options menu. He has completed this process on most characters so far.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [BETA v0.2] (Released)
#42  August 13, 2014, 08:12:17 pm
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We really need to get that continue screen implemented as well, lol.
Re: [BETA v0.2] (Released)
#43  August 13, 2014, 11:00:06 pm
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Re: [BETA v0.2] (Released)
#44  August 22, 2014, 11:19:50 am
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Add in the Move-List combinations, example: x x y y z, a a b ← + c
Or we should look for?
Last Edit: August 22, 2014, 11:11:47 pm by ryuhoshi101
Re: [BETA v0.2] (Released)
#45  September 01, 2014, 07:58:45 pm
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Add in the Move-List combinations, example: x x y y z, a a b ← + c
Or we should look for?

We haven't really decided on if the combos should be in the movelists or not. I mean, in my opinion, learning to play the character and figuring out their combos is part of the fun. But that's just my opinion.
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Re: [BETA v0.2] (Released)
#46  October 07, 2014, 10:36:48 pm
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Re: [BETA v0.2] (Released)
#47  October 08, 2014, 05:45:40 pm
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Re: [BETA v0.2] (Released)
#48  November 10, 2014, 04:28:40 pm
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Re: [BETA v0.2] (Released)
#49  November 10, 2014, 05:00:11 pm
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News?

A month later.

This isn't really necessary. Please give the author time to update what they have to and simply wait like everyone else is. Pushing people to make updates is frowned upon and really doesn't make you look any good in the process.

Which leads to this...

Stop being a pest. He will tell you when there is progress. Read his last reply to you...

Again, please be patient. Thank you.
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Re: [BETA v0.2] (Released)
#50  November 12, 2014, 05:19:29 pm
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Alright, since I'm not trying to keep anyone watching this project in the dark, i'll give a progress update and tell you all what exactly has been going on. (WALL OF TEXT INCOMING)



For one, we have fixed any bugs that appeared in the .2 release, but it goes further than that. Firelord has added a new stage and I believe may have another he might add in before .25 drops. He's also working the screenpack a bit.

Andy has been working on...surprises, for .3. Just, trust me, if you love the dark temple stage in it's current state, what he will be providing after this next beta is going to blow your mind. Seriously. He's also sitting at about 70-80% progress on the next two characters after Reptile and Chun.

Sandman as you may know has been collecting a pool of voice actors in order to record custom lines to breathe new life into all the characters, as well add a more professional feel to the story mode as we progress forward. Again, it's very good stuff. He's also been helping quite a bit with sprite edits on the mk characters since I've become a bit lazy in regards to spriting.

And finally, last but probably least, lol, I have been working essentially nonstop to streamline the game and fine tune our systems. The max combo system has been implemented, there is a juggle system present now, a new wall splat mechanic has been added when in the corner (credit to Andy), and I have been editing and balancing every character so their attacks feel more responsive, so the damage feels significant, and so the hitboxes are damn near identical to sf3. Or in the case of the mk cast, resembling sf3 hitboxes.  And I've scaled the AI so that if you want to put yourself through hell on level 8 you can, or you can casually play at level 1.

Basically, every character has been worked so much this may as well be a whole new game. Everything feels great when you put our efforts together. And while I've always been terrible at time estimates, I really feel .25 is on the horizon. Like a couple weeks horizon.

Sagat is finished, Ryu is finished, Akuma just needs a bit of damage tweaking, Chun-Li has her hitboxes and frame data redone and just needs AI and some damage tweaks, Reptile just needs AI, Chameleon and Kung Lao need their frame data and damage looked at but have their AI almost fully done, and Scorpion...well he probably will take the longest. There needs to be a couple sprite edits done because he's getting two new moves to make him more offense oriented, but then it's just frame data and damage tweaking.



So please, just hang in there with us a bit longer, We know it's been a long time, but it's because we've made a lot of sweeping positive changes for the project. I promise the next updates will never take this long. I'll also try and get up a video, or some screenshots, something.

Thanks!
Re: [BETA v0.2] (Released)
#51  November 27, 2014, 03:31:03 am
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I've also been working on some stages, if anyone's interested.

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Re: [BETA v0.2] (Released)
#52  November 27, 2014, 05:16:17 pm
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I really like the first one. The second one, however... not that great.

-The side walls seem monotonous - they need more color variation or some additional shading. Also, I can tell where you pasted the wall pieces (I can see the lines on each side).

-This might just be me, but I don't think the back pillars need to be that crooked. You should straighten those up, I think. Same goes for the front ones.

-Shao Kahn's helmet looks somehow artificially put in there. Its lighting doesn't really fit the rest of the environment.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Last Edit: November 28, 2014, 01:55:52 am by ESFAndy011
Re: [BETA v0.2] (Released)
#53  November 29, 2014, 12:32:34 am
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I'll get working on the lighting and such on that other one. In the meantime, here's one more.
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Re: [BETA v0.2] (Released)
#54  November 29, 2014, 12:40:59 am
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The sun looks like a muzzleflash melting on all sides (should have a more round-ish shape), but the rest looks awesome!
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: [BETA v0.2] (Released)
#55  November 29, 2014, 12:46:41 am
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Re: [BETA v0.2] (Released)
New #56  December 04, 2014, 02:38:17 pm
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Nice to see some more progress on this. I really like this game, I can't wait for the next release.

With the lifebars (mentioning this here because I'm unsure if I'm allowed to bump the lifebar thread), have you considered using bars that more-resemble MK9's lifebars? MK9 used MKvsDC's lifebars with modifications. Maybe something like this could be better suited for the game. I do like the current lifebars used for the game but they don't really fit, IMO.

Would it be alright for someone outside of your team to make a SF/MK char to be included in this game?
Last Edit: December 04, 2014, 02:54:10 pm by Ghost Killer