YesNoOk
avatar

Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!) (Read 64740 times)

Started by Sean Altly, October 21, 2012, 09:47:14 am
Share this topic:
Re: Capcom vs. The World Beta
#161  October 30, 2012, 12:24:33 am
  • ******
Another super for Sub could be a grab, like, it starts with him putting both hands in front and freezing whatever is there. Then doing something, either a reference to a Fatality or to the X-Ray moves. that freeze should work against Mr. X. I'm saying this considering that the only really efficient move sub seems to have is the grab special. He'd have a long range freeze, a middle range projectile wave, and a short range grab. Well, I dunno if that wouldn't make him too powerful against anyone else.
And in general, shouldn't Mr. X's super armor not protect him against supers ? Or only on the second hit (one less), and freeze super works instantly.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Capcom vs. The World Beta
#162  October 30, 2012, 12:29:06 am
  • ******
  • does this look like the face of mercy?
alternatively something like cell had in hyper dimension, subzero buffs himself with iceall over his body, dashes a couple of times forward ( hitting whenever he moves his arms ) and then punches the ground , breaking apart all his armor and tripping whoever is around him.
Re: Capcom vs. The World Beta
#163  October 30, 2012, 12:36:17 am
  • avatar
  • ***
    • Mexico
I actually don't have a hard time against Snake since his aerial defense is not as good as the other characters. I mean sure, he was the grenade but I usually hit him before he can toss it. Surprisingly enough, Haggar seems to handle him pretty well once he gets in on him with the aerial pipe. And Jin can be punished easily although some of his attacks seem to be safe on block. And any character with a command grab and a good game up close (Haggar, Blaze, Rorschach) can take care of Mr. X pretty easily.

BTW, do you plan on editing any of the AIs further? I know the AI has been talked about plenty of times but some characters really seem to spam the same moves over and over again. This is the reason Supes is really easy to beat (Drill Uppercut= Easy Punish).
Re: Capcom vs. The World Beta
#164  October 30, 2012, 12:39:25 am
  • ******
alternatively something like cell had in hyper dimension, subzero buffs himself with iceall over his body, dashes a couple of times forward ( hitting whenever he moves his arms ) and then punches the ground , breaking apart all his armor and tripping whoever is around him.
That sounds fun. Although it would still need to overcome Mr. X's super armor, since if Mr. X can still bust through that like he does all other slow-but-strong physical assaults, it won't help much.
If it's a physical attack, it has to be a fast rush or it's useless against super armor, but Sub already has a fast rush as his Lv3, so I'd think the grab is the way to go ; but the action after that can be what you say. Or maybe the first punch is a grab and he just continues punching if he misses, and it differs a little if the initial grab is successful.
... Or maybe the super you describe gives Sub a super armor on his own to rival Mr. X's, it would pass since Mr. X doesn't have any particular attack that would go through it.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Last Edit: October 30, 2012, 12:43:07 am by DKDC
Re: Capcom vs. The World Beta
#165  October 30, 2012, 12:47:21 am
  • ******
  • does this look like the face of mercy?
I like the last option, anything you throw at sub while Iced would just give him no damage as it was reflected by his temporary super armor.
Re: Capcom vs. The World Beta
#166  October 30, 2012, 12:58:04 am
  • ******
  • :^
    • USA
    • sites.google.com/site/zetryou/
alternatively something like cell had in hyper dimension, subzero buffs himself with iceall over his body, dashes a couple of times forward ( hitting whenever he moves his arms ) and then punches the ground , breaking apart all his armor and tripping whoever is around him.
Yeah I kind of had that in mind as well
Re: Capcom vs. The World Beta
#167  October 30, 2012, 01:03:20 am
  • *****
  • Get off my lawn - and on to the dance floor
    • USA
    • www.mugenguild.com/seanaltly
I don't really want to mess with Super Armor stuff more than I have to, since it's been a huge headache. I was thinking about doing something with Cold Shoulder, that would be similar to that idea though.

On a different note, I also wanted to let you guys know I'm aware of the AI issues and will try to do something about it, especially on Jin Saotome and Charlie. I got bored the other day and wanted to make a "tier list," for fun. I looked up how they usually get made and thought "Hey, all my characters have AI, so this should work." I set matches to 10 rounds and started with Ryu. I had him go 10 rounds at 8 difficulty with everyone in the game. Some of the matches were pretty even, he went 6-4 with Ken, 5-5 with Blaze, 4-6 with Sub Zero, etc. However, he got absolutely obliterated by Charlie and Jin Saotome, going 0-10, and from my observations, it was mostly from not having to charge moves. I put Charlie against Jin to see how that would go, Charlie beat him 8-2, so right now, Charlie at 8 difficulty is an absolute monster. I've talked to Kamekaze about how to get the AI to mimic charging moves, it sounds complicated to me (I'm an AI newb) but I will try my best to implement it to try to fix this issue, then I will apply it to all other charge characters. Also, Squall, Snake, and Rorschach went 9-1 against Ryu, leading me to believe that's because of Snake's previously mentioned issues along with Kame's way smarter AI. Although, Laurel's AI was programmed by Kame, but it went 3-7 against Ryu. So, I'm aware there's definite balance issues here (although they are much worse when in the hands of the AI).
Son, the last thing you'll realize you need is what you've already got.
Last Edit: October 30, 2012, 01:33:34 am by Sean Altly
Re: Capcom vs. The World Beta
#168  October 30, 2012, 01:32:09 am
  • ****
  • For me, it was Tuesday...
    • Canada
    • chaoticdarkness.deviantart.com/
Spoiler, click to toggle visibilty


Also, on a note that interests me at least, with Superman, I know you didn't do the sprites, but would you ever fix the palette for him? There are certain animations which don't share the same colours as most of his animations, and parts of his belt/logo change to the default palette if it isn't fixed, it's a minor issue only some sprites have, and can be fixed as long as you find the frames with the problem.




I made these for him so far, but I just need to fix the frames that still have the default palette base before I release them.


Last Edit: October 30, 2012, 05:55:57 am by C-G-U
Re: Capcom vs. The World Beta
#169  October 30, 2012, 02:22:15 pm
  • ****
  • Master of Shoot'em Ups
    • Brazil
    • magmadragoonmk2.webs.com
Say, why does Lynn doesn't have a proper voice?
Pusha 2 said:
They could make a fighting game where the roster was nothing but beavers made out of cotton candy and I'd play if the gameplay was good because that's really all I give a shit about.
Villains Wiki
Re: Capcom vs. The World Beta
#170  October 30, 2012, 02:29:14 pm
  • **
  • POOF! A toaster!
Okay, played it and discovered some problems with Garret's UT and some of his supers:

His UT sometimes doesn't activate when pressed, and Magnum sometimes won't work, even if the button is held for 3 seconds.

Now, this may be a one-time glitch, but I believe "Enforcer" is what makes his sprites flip, making the super ineffective.
Re: Capcom vs. The World Beta
#171  October 30, 2012, 03:06:58 pm
  • ******
    • USA
Dat Black Superman and Red Son palette,  beautiful.  <3
Re: Capcom vs. The World Beta
#172  October 30, 2012, 07:48:11 pm
  • *****
  • Get off my lawn - and on to the dance floor
    • USA
    • www.mugenguild.com/seanaltly
Say, why does Lynn doesn't have a proper voice?

From the very first post, in the list of "Known Issues":

Quote
-Superman, Blaze, and Lynn have incomplete voices

Okay, played it and discovered some problems with Garret's UT and some of his supers:

His UT sometimes doesn't activate when pressed, and Magnum sometimes won't work, even if the button is held for 3 seconds.

Now, this may be a one-time glitch, but I believe "Enforcer" is what makes his sprites flip, making the super ineffective.

The Reload UT won't work if his gun is full already. It's to prevent wasting UT bar when the gun doesn't need bullets. For the magnum, I just loaded it up and tried it, when I press down the UT button, I counted "one-one-thousand, etc." up to three and released, and it worked every time. Not sure what to say there. I'll look into the Enforcer thing. Was he getting jumped over or ran past at some point? I've never had this happen unless someone was jumping over me or teleporting past me or something of that nature.
Son, the last thing you'll realize you need is what you've already got.
Re: Capcom vs. The World Beta
#173  October 31, 2012, 03:21:50 am
  • ****
  • For me, it was Tuesday...
    • Canada
    • chaoticdarkness.deviantart.com/
Hey Sean, I wanted to ask would you add maybe some transparency to the superman effect used in the image below.

Mostly because it sticks out, so it seems strange, but it's only a minor thing.

Something I did want to point out however (and I don't know if someone already mentioned it) is that Jin Saotome can't be hit by Superman's Heat Vision special, and he's about the same size as Lynn so I was wondering if that was intentionally left that way.



I wasn't aware, but you may want to mention in the command menu for him that with speeding bullet the altitude you go in is adjustable, I kept assuming Jin S. was too short, since I assumed it was just like a standard psycho crusher, until I realized you can move him up and down as he propels forward.
Last Edit: October 31, 2012, 03:53:19 am by C-G-U
Re: Capcom vs. The World Beta
#174  October 31, 2012, 12:54:29 pm
  • avatar
  • ***
  • The Yatagarasu will be coming in any moment.
Yep C-G-U! Same here for me with Superman on Jin! Right on point! :D
Titiln said:
focus more and stop thinking about things like the internet or titties

Quote
Whatever happened to sex, drugs, and Rock. Nowadays, it's whores, AIDS, and Hip-Hop.
Re: Capcom vs. The World Beta
#175  October 31, 2012, 08:41:12 pm
  • *****
  • Get off my lawn - and on to the dance floor
    • USA
    • www.mugenguild.com/seanaltly
@ CGU

That move will be gone soon anyway (his c. HK). The effects are part of the sprite itself, which is why it has no transparency applied to it, and also why I can't extend the reach of it. I'll be changing the move to something with more range soon. For Jin, I just left it that way because sometimes people are just too short to be hit by certain moves. it's like this in a lot of crossover games, it's just an added element to their particular match-up. I'll add the up/down thing to his command/readme before the next update.
Son, the last thing you'll realize you need is what you've already got.
Re: Capcom vs. The World Beta
#176  October 31, 2012, 09:01:19 pm
  • ****
  • For me, it was Tuesday...
    • Canada
    • chaoticdarkness.deviantart.com/
I just found it strange, mostly because he seems to be about the same height as Lynn, and because of his standing animation because when he's at his highest point in the stance he can't be hit by it and since it seems to connect with everyone else (only person I assume it won't connect with at all is Arthur later on)
Re: Capcom vs. The World Beta
#177  October 31, 2012, 09:03:52 pm
  • *****
  • Get off my lawn - and on to the dance floor
    • USA
    • www.mugenguild.com/seanaltly
Sonic and Koopa Troopa probably will be too short to be hit by it as well. Also, the collisions don't change during his stance because I'm told that's a no-no, so they stay the same as in the first frame. Lynn is also standing up more-or-less straight during her entire stance.
Son, the last thing you'll realize you need is what you've already got.
Re: Capcom vs. The World Beta
#178  October 31, 2012, 09:04:41 pm
  • ***
  • The BadPixelMan
    • USA
Yeah I noticed a lot of height issues with most of the projectiles in the game. I forgot who it was but Snake's standing SOCOM missed somebody when the top of the person's head was almost exactly at the same height as the shot. What Ev, that's what the crouching shot is for. Superman does have the aerial Heat Vision too, but...what about kneeling heat vision? Nah, you got the ground punch.

Now speaking of Snake, something just hit me while I was out smoking a cigarette. . . .Why the hell doesn't he have a smoking animation?
Re: Capcom vs. The World Beta
#179  November 02, 2012, 12:49:50 am
  • avatar
  • *****
Crap, crap, crap. Okay for real this time I'll do as promised give me some time
Re: Capcom vs. The World Beta
#180  November 02, 2012, 01:35:17 am
  • ***
  • "I am all that is touched by none."
    • USA
Alright, my unnecessary input time. :P

1st, i would like to say i haven't had much problem with Snake's AI. Its all about picking opportunities, like you have to do with Mr.X. Maybe if youre trying to suit a wider audience edit him and Jin's AI, but i honestly think they're okay.

And if not I can actually help with AI. Because i can code AI now, lol.

As for the vs. Mr. X matchup with Subby, its still very do able. Only took me three tries. If you are to change things though, as suggested by others, id say either make Subby's freeze actually freeze randomly, maybe 1/3 of the time, or have it freeze consistently and just code Mr.X's AI to anticipate it and crush the shit out of him with the leaping fist at random. Because then he's close, and you have to play to get a set-up, but its still fair.

Also, for those who would like Mr.X strategies from a fairly decent player:
Spoiler, click to toggle visibilty