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Sodom Street Fighter/Final Fight (Pots Gameplay) Update 28/11/14 (Read 6130 times)

Started by varo_hades, November 09, 2014, 04:21:07 am
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Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#21  November 11, 2014, 08:21:22 pm
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I see you gave me credit for some coding used in this. Awesome dude and thanks.

I had no idea you were going to make 3 modes of him. I guess now I have to make up newer things with mine. But don't be surprised if I put my "Slash' super in the Sodom I did too.

Other than that, Yeah man good job dude. Looks like most things were pointed out. Thanks for the color separation too. I might use it for a future update.
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#22  November 11, 2014, 08:32:45 pm
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Thanks! awesome release good job
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#23  November 11, 2014, 09:07:56 pm
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・A few feedback
Butsumetsu Buster can't catch crouching enemy.
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#24  November 12, 2014, 12:49:33 am
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I like your Sodom,  I see a couple attacks in there that are custom
but everything fits well with the char.  Youve gotten better at this
since you released Birdie.
Thanks Memo, and yeah I included new supers combos that doesn't exist in the original Sodom because he only has 2 super combos... (Capcom  :wall:). Particularly is my boss favorite of Final Fight and I really like the samurais and well the rest is history.

A few more things.
-Sodom has a special intro with Guy (perhaps a secret character in the works?) and when using the Street Fighter one, you can see he slashes with swords.
-Would you mind doing the same thing you did for the supers with the normals/specials. Those seem a bit powerful as well.
-It would be nice to super cancel from Lvl. 1's to Lvl. 2's. I think the only ones I can really see are Meido no Miyage to Meido no Miyage, and Meido no Miyage to Slasher Attack.
-Would it be okay to post some palettes somewhere?

I feel like a bother by asking all these requests, really, but everything else is great.

-Yeah I would remake Guy (I like Pots version but need a new one with the new hisparks and more super combos, because is my favorite character of final fight, etc). With 3 modes like Sodom, but in a future when atleast release Rose and Blanka.
-Ok no problem, is in the files Normal-LessDamage.st and Special-LessDamage.st
-Now added.
-Yeah palettes always are welcome :)

and don't worry man for feedback/requests :)

I see you gave me credit for some coding used in this. Awesome dude and thanks.

I had no idea you were going to make 3 modes of him. I guess now I have to make up newer things with mine. But don't be surprised if I put my "Slash' super in the Sodom I did too.

Other than that, Yeah man good job dude. Looks like most things were pointed out. Thanks for the color separation too. I might use it for a future update.
You're welcome, and thanks Hale "R@CE" Caesar, actually I would add more sprites on Sodom but in a future because I need to edit some sprites and that takes me time, if exist any change with the sprites I will tell you :)

Thanks! awesome release good job

Thanks man :)

・A few feedback
Butsumetsu Buster can't catch crouching enemy.
I tried a lot of times with a lot of characters and he always catch crouching enemies, probably is the other char or is very small.

Sodom is updated check the first post :)
My projects mugen:
Street fighter 2
Spoiler, click to toggle visibilty
Final fight
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Last Edit: November 12, 2014, 12:52:41 am by varo_hades
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#25  November 12, 2014, 04:35:03 am
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Have you considered using Audacity to edit the volume of the voices? I used it to bump up the volume alittle on Cammy's SFIV voice files when configuring them to a character.
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#26  November 12, 2014, 10:37:25 am
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For a little more damage reduction on the normals, specials and supers, how about I get you those palettes? :)


Custom Orange


Custom Red/Green


Custom Pink


Meta Knight


Bishamon


Shy Guy


The Shredder
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#27  November 12, 2014, 09:32:58 pm
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Nice! You released him! Time 2 have fun. Thnx 4 the share!
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#28  November 12, 2014, 09:58:43 pm
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Thanks for the update!  :thumbsup:

Some feedback...

 - running step sounds does not fit the animation
 - maybe you should consider adding negative edge to all commands
 - would love to see a palette selector
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#29  November 13, 2014, 03:40:50 am
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Have you considered using Audacity to edit the volume of the voices? I used it to bump up the volume alittle on Cammy's SFIV voice files when configuring them to a character.
No I never came to my mind, use audacity to edit the volume of the voices, only I used for record my songs, excellent idea now I can update all my chars :)

For a little more damage reduction on the normals, specials and supers, how about I get you those palettes? :)
Spoiler, click to toggle visibilty
Thanks for the palettes man :)

Nice! You released him! Time 2 have fun. Thnx 4 the share!

Enjoy it man :)

Thanks for the update!  :thumbsup:

Some feedback...

 - running step sounds does not fit the animation
 - maybe you should consider adding negative edge to all commands
 - would love to see a palette selector

-Ok I will fix it.
-???
-Well technically Pots chars hasn't palette selector and personally I don't like the palette selector, but I will consider.
And you're welcome man :)

Soon the next update on Sodom and my other chars :D


My projects mugen:
Street fighter 2
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Final fight
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Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#30  November 13, 2014, 08:21:05 am
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Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 11/11/14
#31  November 13, 2014, 08:46:37 am
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・A few feedback
Butsumetsu Buster can't catch crouching enemy.
I fixed the bug, sorry to say that I said before, I was confused with other special move xD

Thanks for the update!  :thumbsup:

Some feedback...

 - maybe you should consider adding negative edge to all commands

-???

Negative Edge - No Delay Detection

I gotcha now, and sure I will add it :)
My projects mugen:
Street fighter 2
Spoiler, click to toggle visibilty
Final fight
Spoiler, click to toggle visibilty
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#32  November 23, 2014, 12:19:48 am
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Sodom is updated, please check the first post :)
My projects mugen:
Street fighter 2
Spoiler, click to toggle visibilty
Final fight
Spoiler, click to toggle visibilty
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#33  November 23, 2014, 02:05:26 am
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Sweet update Varo! Downloadiiing... :D
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#34  November 23, 2014, 04:29:27 am
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Nice update! :thumbsup:
Thanks for fix!
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#35  November 23, 2014, 06:56:00 pm
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A very good Sodom. I enjoy it a lot!  :thumbsup:

Just a few things I noticed:
- When controlled by the AI, Sodom's Lv 3 supers seem to have been switched around (FF Sodom will always use "Sodom's Revenge" and SFA Sodom will always use "Samurai's Revenge"). It works correctly on player controlled Sodoms, though.
- "Tengu Walking" seems to behave strangely. I can combo into it out of most basic attacks and also out of LP and LK even when they miss. Which is fun, sure, but I wonder whether this was intentional or not.
- Even stranger, AI Sodom doesn't seem to have the same restrictions for "Tengu Walking" as human players and can be frequently seen performing the move out of "Yagura Reverse" which I have never been able to do. Bug or am I doing something wrong?
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#36  November 23, 2014, 09:57:15 pm
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Sweet update Varo! Downloadiiing... :D
Enjoy the update man :)

Nice update! :thumbsup:
Thanks for fix!

You're welcome man :thumbsup:

A very good Sodom. I enjoy it a lot!  :thumbsup:

Just a few things I noticed:
- When controlled by the AI, Sodom's Lv 3 supers seem to have been switched around (FF Sodom will always use "Sodom's Revenge" and SFA Sodom will always use "Samurai's Revenge"). It works correctly on player controlled Sodoms, though.
- "Tengu Walking" seems to behave strangely. I can combo into it out of most basic attacks and also out of LP and LK even when they miss. Which is fun, sure, but I wonder whether this was intentional or not.
- Even stranger, AI Sodom doesn't seem to have the same restrictions for "Tengu Walking" as human players and can be frequently seen performing the move out of "Yagura Reverse" which I have never been able to do. Bug or am I doing something wrong?

-Ohh yeah, I will fix it.
-Is intentional, for makes more combos without necessity of make super combos, I know that original Sodom has little combos and even are hard to execute.
-Well yes, the cpu always has advantage to execute the moves, like example no need to charge moves and the same in this case. About the Yagura Reverse only works like attempt blow.
And thanks :)
My projects mugen:
Street fighter 2
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Final fight
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Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#37  November 24, 2014, 12:20:04 am
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Thank you for the update!

After adding the negative edge system I can easily prform the "normal" level 3 Supers.  :thumbsup:

Small typo in the readme...

Sodom's Revenge super (Master Mode) is listed with "B, DF, F, B, DF, F, k", but should be "B, DF, F, B, DF, F, 2k"
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#38  November 24, 2014, 05:00:42 am
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Thank you for the update!

After adding the negative edge system I can easily prform the "normal" level 3 Supers.  :thumbsup:

Small typo in the readme...

Sodom's Revenge super (Master Mode) is listed with "B, DF, F, B, DF, F, k", but should be "B, DF, F, B, DF, F, 2k"

Ohh yeah I wrote bad again xD, I will fix it.
My projects mugen:
Street fighter 2
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Final fight
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Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#39  November 26, 2014, 05:31:17 pm
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Wow. This looks really good. Keep up the good work.
Also, have you ever thought of extending the length of his katanas? His SFA katanas seem much shorter than those he used in Final Fight.
Lastly, good luck with the other characters. Looking forward to Cody, Gen and Birdie.
Thanks.
Re: Sodom Street Fighter/Final Fight (Pots Gameplay) Update 22/11/14
#40  November 27, 2014, 01:25:19 am
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Wow. This looks really good. Keep up the good work.
Also, have you ever thought of extending the length of his katanas? His SFA katanas seem much shorter than those he used in Final Fight.
Lastly, good luck with the other characters. Looking forward to Cody, Gen and Birdie.
Thanks.
Thanks and well I named Sodom (Street Fighter) and Sodom (Final Fight) for differentiate both Sodoms not means that be a true conversion of Final Fight because need more sprites without Katanas, different stance, etc.
My projects mugen:
Street fighter 2
Spoiler, click to toggle visibilty
Final fight
Spoiler, click to toggle visibilty