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CVSA demo tutorial / New Challenger! (Read 7646 times)

Started by Memo, July 20, 2014, 02:51:51 am
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CVSA demo tutorial / New Challenger!
#1  July 20, 2014, 02:51:51 am
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CAPCOM VS SNK ALPHA BY MEMO               JULY/2014
Just a little compilation of P.o.t.S style chars im
making as pratice for my planned CAPCOM VS game.
AND QUICK LITTLE TUTORIAL INCLUDED.

Its a long read but it explains alot about this game,
please read it all!

All the VS screen and round transition graphics
were stolen from CVSW.  Sounds too!
Super move effect stolen from VYNS chars.
Super KO BG stolen from KojiroBADNESS.
Lifebars came from Lost Avengers CFJ project.
Screen pack is by Jmorphman.
Everything else you should already know.

The FX, sprites and sounds are not final, i
will eventually get everything changed im
using what i got now just for the purpose of
coding out these special states.  It would be
great if any of you screenpack/lifebar creators
could help with the look of the screenpack
and the VS/round transition screens.

======================================
DOWNLOAD LINK
http://www.mediafire.com/download/t61yvclcdzcy6st/CvS_ALPHA.7z
======================================
GAME PLAY FEATURES

1. EVADE/ROLL OUT
2. ZERO COUNTER/LIFE ADD
3. SAFE FALL/FALL RECOVER
4. CHAIN COMBOS
5. ALPHA CANCELS
6. SUPER ALPHA CANCELS
7. SCORE SYSTEM BY RAJAA
8. CUSTOM VS SCREEN/ROUND TRANSITION
   CURRENTLY 99.9% UNSKIPPABLE!
9. CUSTOM INTRO/WIN POSE STATE
10. ALTERNATE FINAL ROUND SONG
11. COMBOS CAN BE TURNED ON OR OFF
    THE CONFIG IS IN STATEDEF 5900
    IN THE COMMON1.CNS.
    TURNED ON BY DEFAULT.
12. NO AIR GUARD


=======================================


Evade/Roll Out is a mechanic i created by combining
both evade and roll.  You can roll out of an evade
before the animation is over. Its usefull to get your
self out of corners or to roll up on your enemy
with an attack.

Zero Counter/Life Add is pretty much a P.o.t.S style
zero counter only this time theres 1 version of it
regardless if you push punch or kick, and it adds back
a little bit of health too.  I figured if your useing
up 1 power stock with an atttack that does little damage
you might as well get a little reward too.

Safe Fall/Fall Recover is straight out of P.o.t.S style
chars no changes made.

Chain Combos,  I wanted a combo system similar to the one
in Street Fighter Alpha: Warriors Dreams but it didnt work
to well so i created one based a little bit on Ken's basic
combos in Warriors Dreams.  Standing Low Attacks chain into
either Medium or Hard, Medium does not chain into Hard.
Crounching Attacks go Low-Medium-Hard. Standing Low can chain
into Crouching Low.  Only crouching low PUNCH/KICK can chain
into a standing low PUNCH/KICK.  Morrigan has her own basic
combo system i didnt touch what DivineWolf did.
Almost forgot,  no Air COMBOS...

Alpha Cancels, chain any basic attack into a special attack.

Super Alpha Cancels, chain your basic or special attacks
into a super move.

Score System By RAJAA, i put in a scoring system Rajaa created
and hosted in the code archive.  with a couple of adjustments i
set it up to keep your score in between rounds all the way to the
end so you can have a final score.  1 problem with it tho...
i dont know how to set it up to read projectile hits, soon...

Custom VS/Intro/Round Transition/Win Pose State, I created a
custom Vs State thats about 99.9% unskippable, theres control
for 1 tick in the very beginning so if your button mashing like a
hoe your gonna skip it and have to wait about 500 ticks before
the round starts in a standing state without control so your warned.
the intro is unskippable and theres character specific intros,
the win pose is unskippable and the round transition screen has the
same problem as the vs screen..dont button mash fool....

ALT Final Round Song, if you reach round 3 the song changes to a
different one i put in the common.snd file.

No Air Guard, theres no air guarding in this game BUT i didnt
manage to prevent the chars from going into a air guard animation,
i dont know whats up with that, i tride removing the air guard
states from the common1.cns and the chars still go into a air guard.
I'll figure it out soon.

The chars included so far..

Ken by P.o.t.S and Jmorphman

Mai by Divine Wolf, DownGraded edited by me

Joe by Jmorphman

Terry by ME!!

Sagat by Divine Wolf, AI edited by me

Skullomania by SeanAltly and Divine Wolf, AI edited by me
I also created a extra intro animation with some
sprites i found of Skullo transforming from regular
clothes into Skullomania.  I forgot who made them or i
would of credited.

Morrigan by li kun and Divine Wolf, AI edited by me
and added Parasite Roll Attack

Chun-Li by Jmorphman

Kyo by Jmorphman

Cammy by Jmorphman

Geese by P.o.t.S

Yuri by QuickFist

Eagle by CrazyKoopa, AI edited by me

Theres a couple bugs with the chars, its not perfect yet!
Help me find bugs..





OK now i will explain how i did the custom screens...

Damn where to begin..
Ok first thing is to open your lifebars def file and set the
start.waittime to 0 and the ctrl.time to 520.
also i altered the animations for the rounds since i have my
own in the fightFX file.
over.wintime and over.time is set to 450. slow.time is set to 60.

Now lets go to the statedef 5900 section in the common1.cns.
I got this trigger in there

[State 5900, Intro]
type = changestate
trigger1 = roundno = 1
value = 190
ctrl = 0

It goes into state 190 on round 1, its a state that last 0 ticks,
it has these assert special triggers in there so the transition
into the vs screen Statedef 191 is clean.

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 190
flag = nobardisplay

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 190
flag = nomusic

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 190
flag = timerfreeze

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 190
flag = nobg

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 190
flag = nofg

Now we are in the VS state, Statedef 191. 191 has the same assert
special triggers as 190 and it includes the explode effects and
all that fancy stuff for the vs screen background and char animations.
At the end of 191 explodes and snd are made for the begining of round 1.
After 400 ticks it goes into the character intro states, each
char only has 2 basic intros and about 1-3 char specific intros
that are activated out of the basic intros if the conditions are met.
Trigger for my intros in 191.

[State 180, intro]
type = ChangeState
trigger1 = animTime = 400
value = 9889 + (random%2)
ctrl = 0

My intro states are 9889 and 9890,  they also have the same assert
special triggers as the previous states. I also removed the intro
assert special trigger from the intro states. after the intros are over
we go into state 192, this is a state that puts the chars into a
standing animation and has the same assert special triggers as the
others.  After 180 ticks the fight starts!  Once you or the enemy
are in statedef 5150 the lay dead state we go into state 180 the
win state decider. I put this trigger in statedef 0, the standing
state for this to work. Trigger2 is so if you get a cheap KO it
does not bug out and no win pose happens.

[State 0, WinState]
type = ChangeState
trigger1=(enemy, stateno=5150&&time=70)
trigger2=(enemy, prevstateno=5950||stateno=5150&&time=90)
value=180
ctrl=0

Win states are 181 and 182, also with the the same assert special
triggers besides the nomusic. I had to loop the final frame of
the chars win pose with a time of 1 for this to work properly.
After 450 ticks we go into state 194 with this trigger in my
win pose states. Also remove the roundnotover assert special from
your win states!

[State 0, ChangeState]
type = ChangeState
trigger1 = time=450;!animtime
value =194
ctrl = 1

State 194 has these triggers includin one that tells mugen the round
is over in 1 tick when we get there.

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = time < 1
flag = roundnotover

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 194
flag = nofg

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 194
flag = nobg

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 194
flag = nobardisplay

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 194
flag = timerfreeze

Ok now back to statedef 5900, this trigger takes us into a round
transition state(statedef 9111) so we dont look at the chars
for 500 ticks before the round starts. also has those fancy
assert special triggers i use for the other states. It
releases the explodes and sound for round 2 in the end. 

[State 5900, Round 2]
type = ChangeState
trigger1 = Roundno = 2
value = 9111
ctrl = 0

after 400 ticks we go into state 193 its like 192 just a state that
puts us in the standing animation before the round starts. Trigger
that gets us there from state 9111

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 400
value = 193
ctrl = 0

If you go into a 3rd round we go into another round transition.
we go back into State 5900, this trigger activates the transition
into round 3 its just like the round 2 transition with different
round animation and sound.

[State 5900, Round 3]
type = ChangeState
trigger1 = Roundno = 3
value = 9112
ctrl = 0

Final Round Song, this trigger activates statedef 9113, it changes
the song for round 3,  I put this trigger in the -2 statedef section.

[State -2,FINALROUND]
type = Helper
trigger1 = NumHelper(9113)=0
trigger1 = roundno = 3
trigger1 = teammode = single || teammode = simul
trigger1 = enemy,teammode = single || enemy,teammode = simul
id = 9113
name = "FINAL-ROUND"
pos = -8000,-8000
postype = P1
stateno = 9113
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 999999
pausemovetime = 999999

I also put this in the -2 statedef section to make sure the bars are
not visable during a win pose.

[State -2, NO BAR DISPLAY DURING WIN POSE]
type = AssertSpecial
trigger1=stateno=[180,182]
flag = nobardisplay


So thats pretty much it! Its recommended for a full game only
so you dont have to edit the shit out of all your chars for it
to work,  the only code inside of the chars are the intro and win
pose states, everything else is in the common1.cns file. The
sounds and animations i use are in the fightFX.sff and snd files.

This method is different from the one RedNavi uses in his
KOF:NEST CONCLUSION game according to
his full game coding guide he wrote a couple years back.

I still didnt find a way to completely remove control so you could
skip the vs and round transition states if your button mashing,
but hopefully i will soon and maybe some of you veterans can help
me out to optimize and improve this method so it could be 100%
unskippable!

Well i hope you guys enjoy this little demo of my compilation/full
game/pratice project whatever and use what you want for your project
if you want, no need to ask me for permision, i like to share stuff
i learn so im happy if you do.

Peace out.


RANDOM PICS


























Last Edit: August 03, 2014, 07:34:59 pm by Memo
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#2  July 20, 2014, 02:57:10 am
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Why not...Thx for sharing my friend...will take it and test it right away.

 :sunny:

Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#3  July 20, 2014, 03:24:47 am
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  • CvS style fan. ~ <3
    • Brazil
Very Interesting project, what do you plan for next? The rooster need more characters, you add 18 chars or you add more?

PS: Sorry for my bad english.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#4  July 20, 2014, 03:41:46 am
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Im planning on adding all of the P.o.t.S style characters.
And optimizine thee custom states ti make them 100%
Unskipable.  Custom loading screen that shows an art
Of p2 like in sfa3,   pause menu and maybe a challenge
Mode system like cvsw.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#5  July 20, 2014, 08:04:24 am
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You might want to wait when Jmorphman is done with his updates (when that will be, who knows) since he is working on CrazyKoopa's Eagle for bug fixes and such. Anyway, this looks promising.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#6  July 20, 2014, 08:10:28 am
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You might want to wait when Jmorphman is done with his updates (when that will be, who knows) since he is working on CrazyKoopa's Eagle for bug fixes and such. Anyway, this looks promising.

Oh wow i didnt know he was updating eagle,  that eagle is awesom too.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#7  July 20, 2014, 08:11:31 am
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Yes, i remember of your project Memo. I take a look on that alpha version. Keep it up! :)
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#8  July 20, 2014, 08:24:22 am
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Yes, i remember of your project Memo. I take a look on that alpha version. Keep it up! :)

The capcom vs game is still coming,  im planning to use the stuff i learn from
This cvsa game in my own.
This one is a learning experience for me at the moment.
Im figuring out how to make stuff work in a closed game
Environment and have the chars share the common1.cns,
Also trying to see how far i can push it.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#9  July 20, 2014, 08:32:08 am
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  • sttarree into the face of death!!
This is perfect
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#10  July 20, 2014, 10:21:06 am
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  • Estoy siempre listo para un desafío.
    • Puerto Rico
    • pv2matos@gmail.com
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#11  July 20, 2014, 01:34:55 pm
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For  now  i've tested the arcade mode,not so hard but challenging, and i can tel you that it's old school, with some nices stages from CvS and some other edits from sensei yoda.

But really it's so good... i like those old school type of games... The characters are playable and very well made and also i've enjoyed myself fighting through arcade mode, keep this project up, take the time you need, it sounds great.  So, going to play with a bit...and why not to convert some chars  HD way...

Thx man

 :thumbsup:


Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#12  July 20, 2014, 02:44:16 pm
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  • Legend now but still learning
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    • http://cvsnb.deviantart.com/
;D keep it up bro!
]
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#13  July 20, 2014, 06:18:58 pm
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Thanks for the comments,  im glad you guys are enjoying
This!  I didnt know how how this was gonna turn out i had
A feeling the response was gonna be negative but its been
Good so far.  I know theres still alot i need to do ive found
Some bugs i over looked,  simple stuff too.

If you guys want a challenge try it on 8,  also i will be
Converting some more chars today.  I need some more
SNK chars in there and im gonna try to put some of
The infinite style chars.  I didnt have any of his chars in
Yet because the way he codes his commands.......
I have to recode them all for it to work properly.



Anybody got ideas for the animations, sprites of
The special states?
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#14  July 20, 2014, 08:19:29 pm
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    • Brazil
Good project bro ^_^

Change this in Streetfighter3fight640.def

[Combo]
team1.pos = 0,200       ;Coords to show
team1.start.x = -1      ;Starting x-coords

team2.pos = 640,200      ;Coords to show
team2.start.x = 639      ;Starting x-coords

Hit Font will appear on the screen correctly...

Look Example: https://www.youtube.com/watch?v=JI8ifhsTy1k

.....

I can do this with any lifebar :)
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#15  July 20, 2014, 09:45:18 pm
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Good project bro ^_^

Change this in Streetfighter3fight640.def

[Combo]
team1.pos = 0,200       ;Coords to show
team1.start.x = -1      ;Starting x-coords

team2.pos = 640,200      ;Coords to show
team2.start.x = 639      ;Starting x-coords

Hit Font will appear on the screen correctly...

Look Example: https://www.youtube.com/watch?v=JI8ifhsTy1k

.....

I can do this with any lifebar :)

Thanks for the tip im gonna try it when i get home
Later.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#16  July 20, 2014, 09:46:52 pm
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  • This big boy spitting out 250 rounds a minute!!!
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You might want to ask him in a PM if its ok to include his characters, or atleast let him know
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#17  July 20, 2014, 09:59:10 pm
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You might want to ask him in a PM if its ok to include his characters, or atleast let him know

To be honest i didnt ask anybody for permission.
I did put a list of what chars are included and who
The creators are. im not taking credit for the creation
Of the chars,  i just edited them to work with my system.

This project is a compilation being put together in a
Full game environment just for the sake of me
Learning how to make a full game.

I could still ask him but do you think he would have a
Problem with it?

Since where on the topic i want to include your batsu too.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#18  July 20, 2014, 10:37:43 pm
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I don't know if he will have a problem with it or not, but it would be good to just ask anyway. Its your choice.

As for me, my chars are only meant for the CVS3 game that is coming up. If you look at my WIP thread I said that almost a year ago.

Enlightened Shadow asked me personally to make chars for his own screenpack that him and Ian and others are working on.

So, I don't think they would like this very much, and also I have my own plans with my own chars.

While I can't make anyone respect that, I ask that you please do.

For real?  Batsu wont be like he is now so it really wont be like
The cvs3 version.  His Ex attacks, Max supers, long n short jump,
Combo system,  super port,  palettes, zero counter, custom combo
 and some other stuff are getting removed.

He wont be anything like you currently have him.


I just dont understand how some people make chars for a specific
Game AND release them to the public.
Thinking sombody is not gonna do something personal with it.

The chars in this compilation dont work outside of it anyway,
If you take them out there useless.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#19  July 20, 2014, 11:00:15 pm
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For real?  Batsu wont be like he is now so it really wont be like
The cvs3 version.  His Ex attacks, Max supers, long n short jump,
Combo system,  super port,  palettes, zero counter, custom combo
 and some other stuff are getting removed.

He wont be anything like you currently have him.

I just dont understand how some people make chars for a specific
Game AND release them to the public.
Thinking sombody is not gonna do something personal with it.

The chars in this compilation dont work outside of it anyway,
If you take them out there useless.

Whoa... lets calm down ok lol

I released them to the public because I wanted to. As the same for everyone else that has.
 
As for the comment about me releasing my stuff to the public, I don't like being a person who won't let people take characters outside of a full game and put them in their own mugen. As I remember what that felt like. So I decided not to do so.

I know people can do something personal with it. But that's personal on your own computer is the way I see it. What your doing is putting them into a screenpack that your making and releasing it as a fullgame. Which is a little different to me

The thing is tho  however, I can't control what other do, but just like the guy who released that Taskmaster asked specifically for people not to try to do anything with him for whatever reason. I am merely asking the same.

Notice I said, asking. Not telling, not demanding. Asking.

But you bring up a good point tho. Maybe I shouldnt release this Mickey or anything else after that until I have a beta with the game and etc... I was trying not to be one of those people who did that kind of thing. But I guess this might be the route that i have to go in....

Just remember im not taking credit for making your batsu.
And this compilation is just for me to learn how to do some
Full game stuff and im releasing it with a tutorial so i can
Share what im learning as well.  Im just trying to make a
Fullgame/class for peeps to learn what im doing as well.

And my rosters short,  plus the only chars that would work
In it are P.o.t.S/infinite style. 

Dont take this to serious,  my real fullgame is gonna have chars
Coded by me unlike this compilation.  Also im pretty sure some
Of the users would like to see your chars in here as well,  you
Know the people who voted for that throphy you have now.
Re: CVSA demo with tutorial/custom vs screen/intro/winpose
#20  July 21, 2014, 12:37:52 am
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    • mugenguild.com/forum/topics/lord-kains-small-portraits-140580.0.html

The chars in this compilation dont work outside of it anyway,
If you take them out there useless.
Still... compilation is a compilation, you gotta ask for permission cause the character usually still has a large percentage of the author's work in there.
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Last Edit: July 21, 2014, 12:44:23 am by Lord Kain