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Marvel vs Capcom 2 characters project (Ruby Heart v1 released!) (Read 183737 times)

Started by REDHOT, September 08, 2016, 04:02:55 am
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Re: Marvel vs Capcom 2 characters project (IRON MAN RELEASED)
#41  September 25, 2016, 07:04:46 pm
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-Attacking any of Warusaki's cvs characters with Ironman's standing HP leaves a purple fx sprite behind when they bounce against the ground.


That´s because Warusaki´cvs characters has that purrple fx in the anim "8010". My characters have the fall fx in that number too.
For my side it is impossible to prevent that, always will be a character in MUGEN that have some fx in some number that I occuped with my fx.. so if I used an explod with some fx in an custom state (inside of a p2stateno), could happen that.

You have to remove the explod from the custom state and call it in state -2 with a trigger that says the enemy is in that custom state. So yes, you can prevent that.

The code would be something like this (in state -2 of your characters):
Code:
[State -2, effect for custom state #5600]
type = Explod
trigger1 = NumEnemy && Enemy, StateNo = 5600  && !NumExplod(8010)
persistent = 0
ID = 8010
anim = 8010
postype = p2
pos = 0, 0
removetime = -2
sprpriority = 2
ignorehitpause = 1
(some of the numbers I wrote are examples, you know how to code so you can understand what I'm writing)
Re: Marvel vs Capcom 2 characters project (IRON MAN RELEASED)
#42  September 26, 2016, 04:44:28 am
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Spoiler, click to toggle visibilty

Same deal with C.MK.

I´ll check this out, soon and I´ll inform why that happens (and fix it obviusly)

Thanks!


You have to remove the explod from the custom state and call it in state -2 with a trigger that says the enemy is in that custom state. So yes, you can prevent that.

The code would be something like this (in state -2 of your characters):
Code:
[State -2, effect for custom state #5600]
type = Explod
trigger1 = NumEnemy && Enemy, StateNo = 5600  && !NumExplod(8010)
persistent = 0
ID = 8010
anim = 8010
postype = p2
pos = 0, 0
removetime = -2
sprpriority = 2
ignorehitpause = 1
(some of the numbers I wrote are examples, you know how to code so you can understand what I'm writing)

Thanks!, I´ll try this, (Sometimes, I hate custom states heh).

Could see If I can upload Iron Man with this things fixed before that I´ll release the next character.

all this kind of feedbacks are very appreciated!

Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Akuma, Colossus & Guile UPDATED)
#43  September 29, 2016, 12:59:46 am
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Before that I released the next character, I´ll updated those characters that I think is neccesary to fix some things right now...

Akuma updated v2.5
- Air combo velocities fixed (anim time)
- p2stateno Messatsu Gou Hadou fixed (and new effects)
- Launcher fixed
- p1&p2 icon
- Vertical Spinning
- Commands
- Walk velocities, After intro walk velocities
- Recovery fall explode
- Tag system deleted

Colossus updated v1.5
- Bug: All effects dissapear, fixed.
- Recovery fall explode

Guile updated v1.2
- Recovery fall explode

Get them in the web page!:
http://marvelvscapcom2mugen.esy.es/
Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Akuma, Colossus & Guile UPDATED)
#44  September 30, 2016, 06:40:02 pm
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thanks for the updates buddy!
Re: Marvel vs Capcom 2 characters project (All characters UPDATED)
#45  October 02, 2016, 02:31:02 am
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Captain Commando updated v1.5
- Bug: All effects dissapear, fixed.
- Recovery fall explode

Charlie updated v1.2
- p1-p2 icon
- Recovery fall explode
- Vertical Spinning
- Launcher anim

Cyclops updated v2.5
- Bug: All effects dissapear, fixed.
- Recovery fall explode
- Mega optic blast: p2stateno fixed (anim)
- Gene splice: p2stateno fixed (anim)
- Combos
- Anim times

Gambit updated v3.5
- Bug: All effects dissapear, fixed.
- p1-p2 icon
- Recovery fall explode
- Launcher fixed
- Super Jump velset
- Air Combo times
- Vertical Spinning
- Super Jump Turn

IronMan updated v1.5
- Recovery fall explode
- Bug: opponent fall through the floor after you hit him when he´s lying down FIXED
- Dizzy up some fix.

Jin updated v1.5
- Bug: All effects dissapear, fixed.
- Recovery fall explode
- Bug: Air throw after an air combo. The enemy stays in the air. FIXED

Silver Samurai updated v1.2
- Bug: All effects dissapear, fixed.

Strider Hiryu updated v.2
- Recovery fall explode
- Bug: Air combo
- Super Jump
- Launcher fixed
- Warp (turn)
- Super Jump turn
- Vertical Spinning

Thanos updated v1.5
- Bug: All effects dissapear, fixed.
- Recovery fall explode

Get them in the web page!:
http://marvelvscapcom2mugen.esy.es/
Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED)
#46  October 04, 2016, 03:03:21 am
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Hi!, Dhalsim it´s released RIGHT NOW!, with the Original MvC2 1vs1 gameplay (as faithfull as possible) - 6 button gameplay edition.
MUGEN vertion: 1.0 and 1.1
The original author is Aku ma and this edition is made with a lot of effort to try to improve Dhalsim in MvC2 gameplay, this character was not worsened to offend the great work of the original author.

Download in the project web page!:

http://marvelvscapcom2mugen.esy.es/

What was edited?:
- Hitdef and some codes in all standing, crouching and air punches and kicks (to an original MvC2 gameplay as faithfull as possible)
- Hitdef and some codes in all special moves (to an original MvC2 gameplay as faithfull as possible)
- Hitdef and some codes in all hyper moves (to an original MvC2 gameplay as faithfull as possible).
- Removed all extra special and hypers.
- Wall hit code elaborated by me
- New animations
- New sprites
- Throws codes
- Pallettes (to the original MvC2 game as faithfull as possible)
- New FX (to the original MvC2 game as faithfull as possible).
- New sounds (to the original MvC2 game as faithfull as possible)
- Walk after intro (by mouser edited by me)
- Hyper BG
- Cancel dash with a hit
- Velocities
- Combos
- State hits
- Intro
- Portaits
- Character scale
- Super jump
- Yacells
- Commands
- Dash
- Hyper Portait
- Hyper combo finish
- Advanced guard
- Air combo code
- Combo messages
- P1 and P2 icons
- Common cns
- Recovery roll
- Air Dash
- Taunt
- Vertical Spinning
- Dizzy animation
- MvC2 Air Dizzy
- Cancel win animation if you press Start
- Hit the enemy when he´s lying down
- Recovery in the air

Credits:
- AKu Ma (Original author and various original codes of this character)
- Mouser (Some codes of this character)
- InfinityMugenTeam (Hyper Portait image)
- DarkWolf13, walruslui and ExShadow (Hyper Ports code and Common1 codes)
- FerchoGTX (Some MvC2 FX and sounds)

Hope you enjoy it.
 
Cheers.
Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#47  October 04, 2016, 03:18:01 am
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Testing a bit, but your conversion is very awesome :D

But I noticed something... Did you manage to make the illusion of the hyper bg view, when you jump the top of the hyper bg follows the character position? O_O

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
- Donations is welcome
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#48  October 04, 2016, 04:15:07 am
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Testing a bit, but your conversion is very awesome :D

But I noticed something... Did you manage to make the illusion of the hyper bg view, when you jump the top of the hyper bg follows the character position? O_O
yep! it´s not the EXACT illusion of MvC2 (for obvious reasons, cause all the backgrounds are in 3D) but it´s close.

For that I get this code and I put them in the state of the Hyper BG:

Code:
[State 0, Explod]
type = ModifyExplod
trigger1 = numexplod(8505)
ID = 8505
scale = .5,.5*fvar(1)
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = ifelse(screenpos y-212<0,0,screenpos y-212)

[State 0, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = 1+(fvar(0)/512)

If you want to change a little bit the "ilussion" just change the "y" parameters in the first VarSet

I took for reference of The None´s Thanos, I don´t know if he devised this code.
Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#49  October 04, 2016, 04:25:08 am
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I gotta test that code! Thanks for the discovery, REDHOT! I was wondering myself how will I ever manage to make the MvC2 HYper BG act as close to the source as possible. And this is becoming a smash hit! You're just churning out characters like magic, this'll be the biggest successful project if you manage to get all 56 fighters in.

If you do, you'll go down in history as the MUGENite who managed to do each and every MvC2 fighter.
Beware the Dark Wolf once more!
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#50  October 04, 2016, 04:33:54 am
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This makes me wonder if Elecbyte could put parallax elements in characters fx, not only on stages. This could help A LOT to approximate the effect :D

Anyway, great work again RedHot :D

EDIT: This also can be apply on the MvC1 hyper BG also! YOU ROCKS MAN!!! :D

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
- Donations is welcome
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#51  October 04, 2016, 04:38:17 am
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dhalsim fire super doesnt work.
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#52  October 04, 2016, 08:23:54 am
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On stages with zoomout, Jin's Blodia Vulcan tends to be cut off. 



Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#53  October 04, 2016, 01:48:20 pm
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dhalsim fire super doesnt work.

????, all the dhalsim´s supers works perfect to me.
Anyway what kind of super? Dhalsim throws fire in all his super :P :P :P

On stages with zoomout, Jin's Blodia Vulcan tends to be cut off. 





Hi!,mm yeah, really I don´t work or check in this kind of stages (personally I don´t like it).
I don´t know if the explodes can resized depending on the zoom.. maybe with a modifyexplod there..
This is an example, this happens in Marvel vs Capcom 2 HD:


The characters are adapted 100% in the MvC2 dimensions (that´s any 2D fighting game dimension).
If that explodes can adapt in zoom stages, I´ll check how it could work in the next vertion...

I gotta test that code! Thanks for the discovery, REDHOT! I was wondering myself how will I ever manage to make the MvC2 HYper BG act as close to the source as possible. And this is becoming a smash hit! You're just churning out characters like magic, this'll be the biggest successful project if you manage to get all 56 fighters in.

If you do, you'll go down in history as the MUGENite who managed to do each and every MvC2 fighter.

thanks! check the Y parameters in the first VarSet, I think that could be a little more perfect.. ( if you do a Super Jump with any of my editions with the HyperBG It is probably deforms more than it should but just a little bit.....yesterday I saw it haha).
I´ll see if with the next character could check that.

This makes me wonder if Elecbyte could put parallax elements in characters fx, not only on stages. This could help A LOT to approximate the effect :D

Anyway, great work again RedHot :D

EDIT: This also can be apply on the MvC1 hyper BG also! YOU ROCKS MAN!!! :D

Yep! that code works in any Hyper BG  :catgoi:

Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#54  October 05, 2016, 01:03:49 am
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What? A Dhalsim based off MvC2?



My only gripe may be pointless, but when you aim the Yoga Inferno, doesn't his mouth match up with the angle of the flame?
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#55  October 05, 2016, 02:09:20 am
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What? A Dhalsim based off MvC2?

[youtube]https://www.youtube.com/watch?v=vjUqUVrXclE[/youtube]

My only gripe may be pointless, but when you aim the Yoga Inferno, doesn't his mouth match up with the angle of the flame?

It sounds weird right? but it´s like that in all the MvC games
Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#56  October 07, 2016, 01:22:08 am
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Cant wait for your shuma gorath, black heart and war machine!! :)
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#57  October 13, 2016, 11:28:53 pm
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i have an idea, for the 56th character you can do Birdy maybe? she IS in MVC2 as sabretooth's assist (the girl with the big gun), you can find her on zvitor's website
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#58  October 13, 2016, 11:39:00 pm
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i have an idea, for the 56th character you can do Birdy maybe? she IS in MVC2 as sabretooth's assist (the girl with the big gun), you can find her on zvitor's website

Sounds way better than for Shadow Lady or Norimaro. I like your idea.
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#59  October 14, 2016, 01:59:07 pm
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i have an idea, for the 56th character you can do Birdy maybe? she IS in MVC2 as sabretooth's assist (the girl with the big gun), you can find her on zvitor's website

I have to say it, I don´t like it very much when they make a mix with existent characters like Jill, Psylocke etc...(to create an original one).
It´s obvious that draw it like CAPCOM did is a PAIN IN THE ASS, and cost a lot of time.
I'm not very acquainted of original charcaters like this.. but I know that Loganir did an excelent job with Thor.
Anyway, I´ll not use Thor too (I prefer to do a Thor with the MvC Sprites)

Marvel vs Capcom 2 mugen project:

www.marvelvscapcom2mugen.esy.es
Re: Marvel vs Capcom 2 characters project (Dhalsim RELEASED & characters UPDATED)
#60  October 14, 2016, 09:22:09 pm
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the only marvel character i know of that does not use frankensprites at all is spider-woman, electro and thor obviously use bases