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General Progress Thread (Read 20712 times)

Started by A$AP Buckus, December 05, 2013, 10:26:45 pm
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Re: General Progress Thread
#161  June 12, 2014, 09:05:29 am
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You mean Hh's sff lol. Boxer has only had chains in XTekken right?

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Re: General Progress Thread
#162  June 12, 2014, 10:07:12 am
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Yep.
Re: General Progress Thread
#163  June 18, 2014, 05:20:20 pm
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Thanks everyone. Here's what the demo roster's looking like:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Undecided(Charlie/Karin)

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper(sprites almost finished by Felo)
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Undecided(Cody/Poison)

oh hell ya!

When everything seems to be going against you, remember that the airplane takes off against the wind, not with it. - Henry Ford
Re: General Progress Thread
#164  June 18, 2014, 10:45:35 pm
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The beta roster has changed a lil since then.

Planned Public Beta Roster:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Dhalsim

Street Fighter Alpha
- Rose
- Charlie

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Cody

Also, the game will be 1.0 compatible. Started on Cody, his basics are finished.
Re: General Progress Thread
#165  June 19, 2014, 03:50:38 am
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Hold back for Dhalsim's non stretch or hold fwd for the stretch?

I assumed the 1.0 thing anyway

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thanks again Vans/Jesuszilla!
Re: General Progress Thread
#166  June 19, 2014, 10:07:22 am
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Hold back for non stretch. And yeah, 1.0 is the better choice at this point.
Re: General Progress Thread
#167  July 10, 2014, 07:11:35 pm
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I almost lost everything yesterday. My new laptop's power jack needs to be replaced cause it's not charging the battery(battery and ac cord are ok). I took the harddrive out to transfer the files to my old laptop, and it somehow deleted my partitions. I was able to recover everything and fix the partitions, but that just reminded me I need to back up my data more often. Time to start using that dropbox account.

Still working on system stuff and Cody. He's up to most specials being done(have to finish zonk knuckle and ruffian kicks).
Re: General Progress Thread
#168  August 02, 2014, 09:14:04 pm
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Ton of stuff done. I'll list what I can remember off top:

- Bunch of tweaking on common states and files.
- -2 and -3 states are shared in the common1.cns. All changeable vars are controlled by a player helper.
- created a custom trip state, so it works better with the combo system. Most of the hit states are custom at this point.
- tweaked a lot of values (damage,velsets, etc) in chars so everything plays more smooth.
- Super Jumping(and jumping in general) tweaked.
- Removed envshake on attacks besides moves that need it(shin shoryuken, power/hyper bomb, etc.)
- Added Snapback. Considering adding an aerial version. Beximus had it in Capcom Universe, but removed it. I liked that feature, as it added more ways to use it.
- Bunch of other stuff I can't remember

Now I'm working on Cody(specials finished, working on knife attacks and supers) and the THC system. Once these things are done and Charlie is started, I'm gonna send the next alpha out to the testers for feedback. C&C are welcome.

EDIT: Here's the template for the finished chars. I don't know how to tag users, but can someone summon CGU?

Spoiler: Ryu (click to see content)

Spoiler: Chun-Li (click to see content)

Spoiler: Alex (click to see content)

With Alex, I went the Spec Ops team way and reduced the colors. I'm gonna clean up loose pixels/fill in pixels when needed. It fits in with the rest IMO.
Last Edit: August 02, 2014, 09:22:36 pm by A$AP Buckus
Re: General Progress Thread
#169  August 02, 2014, 11:57:38 pm
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@C-G-U:  You're summoned!
Damn, it doesn't work.
Thanks Watta for the sig and avi.
Last Edit: August 03, 2014, 12:01:48 am by QuickFist
Re: General Progress Thread
#170  August 04, 2014, 08:50:46 pm
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I figured it out. CGU if you're still willing, I need your help!!! Don't have to worry about FX for now, they have their own pal map, but haven't even been finished yet for the most part.
Re: General Progress Thread
#171  August 05, 2014, 01:26:43 am
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I'd be happy to, I've sorta semi-retired myself from playing mugen or making palettes, but I picked it up again...and your progress on all this has me really interested, I'll get on them this week.
Re: General Progress Thread
#172  August 07, 2014, 02:37:51 am
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Default Remakes;
SF1, SF Alpha, Evil Ryu, SF2, SF4, SF3



Custom Set


Last Edit: August 07, 2014, 02:53:11 am by C-G-U
Re: General Progress Thread
#173  August 08, 2014, 06:42:25 pm
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New Default


6 Custom
Last Edit: August 08, 2014, 06:50:39 pm by C-G-U
Re: General Progress Thread
#174  August 08, 2014, 06:55:21 pm
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They look great thanks a lot. I'm gonna make a progress video soon.
Re: General Progress Thread
#175  August 12, 2014, 06:57:02 am
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Finished her initial set, like Alex, I'll most likely do more soon, but I just wanted to get the first few batches done asap.
Re: General Progress Thread
#176  September 02, 2014, 06:50:56 pm
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So update........I've finalized the mechanics of the combo system. I changed the Juggle system to the Combo Bar System. Here's brief detail on what was changed/how it works:

Combo Bar:

- Chars has individually set Combo Bar points. Weaker/more combo oriented chars usually will have more points
  Current Combo Bar points
    Ryu = 40
    Chun-Li = 50
    Alex = 40
    Cody = 40

- All attacks take away Combo Bar points as followed
  -Light Normal Attacks = 1
  -Medium Normal Attacks = 2
  -Hard Normal Attacks = 3
  -Special Attacks = 4
  -Super Attacks = 5

- There are limits on moves that cause Wall Bounce/Ground Bounce. They can only be used once in a combo per char.

- Launchers don't use juggle points, but are limited to 3 in a combo(thinking of changing this though)
   Ex: A combo with 2 re-launches is used. Using an air combo ender (usually HP/HK) after the 2nd re-launch, the opponent is sent to a recovery roll state when hitting the ground.

- The Combo Bar has 5 levels. Each level has a different affect on hitstun. Bar fills up and changes color based on points used and level.


Level 1 [0-24 percent of Combo Bar points used]
-Attacks will do full hitstun


Level 2 [25-49 percent of Combo Bar points used]
- Attacks will do 75 percent hitstun


Level 3 [50-74 percent of Combo Bar points used]
- Attacks will do 62.5 percent hitstun


Level 4 [75-99 percent of Combo Bar points used]
- Attacks will do 50 percent of hitstun


Level 5 [100+ percent of Combo Bar points used]
- Attacks will do 50 percent of hitstun. Percentage will constantly decrease as opp is still in a hit state until minimum hitstun for an attack is reached.
- Minimum hitstun is attack-dependent, but most attacks hitstun won't go below 20 percent.

  Ex: Am attack with hittime = 15 will be affected like this
      Level 1: hittime = 15
      Level 2: hittime = 11
      Level 3: hittime = 9
      Level 4: hittime = 8
      Level 5: hittime = 8 decreasing no lower than 3

- Percentages subject to change.
- Hitstun is not affected on Super moves.

This is the current build as of now. Opinions and suggestions are always welcome.
Re: General Progress Thread
#177  October 20, 2014, 09:01:35 am
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Letting you guys know this project is still being worked on, heavily at that. I've done a ton of stuff, just haven't been posting much of it. Just got my newer laptop fixed, so I can record some videos. Cody and C. Viper are about 90% finished. Both just need their Level 3 coded.

I've come to my senses and realized, this game has too many damn buttons!!! No Street Fighter/Vs series game has ever had 7 buttons, so I'm going to shorten it to 6. It'll be somewhat of a mix between MVC2 and MVC3. New layout will be:

-4 regular attack buttons (light and hard punches and kicks. Some chars can access mediums by pressing light attacks in a combo, like MVC2.)
-Special button. (launcher, air combo ender.)
-Assist button

I've only done 5 chars, so this won't take long to implement at all. Let me know what you think about the changes/have any suggestions.

Re: General Progress Thread
#178  October 20, 2014, 11:19:28 am
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Why drop mediums?

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: General Progress Thread
#179  October 20, 2014, 01:14:55 pm
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I love the light medium fierce setup; it's cool.
NO MORE CPS2;

I only use it for project-specific purposes.
Re: General Progress Thread
#180  October 20, 2014, 01:27:36 pm
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In my opinion it's better than the other layout.