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Street Fighter - General Brainstorming topic - (Read 18062 times)

Started by FeLo_Llop, March 19, 2014, 12:13:32 am
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Re: Street Fighter
#141  March 30, 2014, 11:42:42 am
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Spoiler: To C.A.N (click to see content)

I wanted to be part of this project/idea engineering because I want to learn more about coding and about teamwork.

You know you'll get quoted and mocked for this if the project ever happens to end up dead.
:)
I know. Thanks.

Anyway, Just No Point explained what I meant, basically.

Last Edit: March 30, 2014, 12:06:00 pm by Alex Sinigaglia
Re: Street Fighter
#142  March 30, 2014, 11:47:24 am
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I don't think there will be a huge issue overwriting/merging coding. I'm trying to think of a good way to make it easier for anyone to update the code. Like the cns could be hosted on google drive or maybe I could create a wiki to prevent vandalism. For the most part the idea is to openly post most of the code in the forums. This will make it easier to check for consistency and be added into the project. Or it's added in the project 1st then posted to the forum. Depending on who's contributing at the time. Only certain people should be assigned the task of updating the code on the fly without submitting it 1st.

Most of these tasks will be decided by us as a group. Most users know their strengths and weaknesses in certain fields.

I'm also leaning a bit more toward simply using CVS Ryu just because so much stuff has already been made for him. There are numerous resources available and since he'll be the 1st character we start with it'd be best to be able to add new animations right away instead of wait to add new stuff after the other Ryu is converted.
Re: Street Fighter
#143  March 30, 2014, 03:29:56 pm
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It's better to use CvS Ryu, Armentis's is something between SF3 and CvS and there are some sprites that don't animate well.

When I'm saying "it's something between SF3 and CvS" I don't mean the shading clashes (because he reduced the colour count), but the details are done differently. We could keep something from that sheet though (the intros for instance).

Re: Street Fighter
#144  March 30, 2014, 06:33:42 pm
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I do agree, stuff from Armentis's sheet can be used (as bases to be resprited into proper CvS Ryu) but we really should stick with CvS Ryu for sprites.
Re: Street Fighter
#145  March 30, 2014, 07:02:38 pm
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Re-looking at his sprite sheets, it would be best to use the officials cause they have a lot of work that still needs to be done (sagat's shading isn't finished on a lot of sprites). Only one that's passable at the current state is feilong, but he's a lil too small in this case. I think feilong(and guy for that matter) should get a different x scale than the normal .833333 that the cps2 chars get.

This project can work if there is a main team heading everything. What I mean is - the community can still contribute anything they can, but it has to pass through the core to be implemented.

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Re: Street Fighter
#146  March 31, 2014, 03:27:03 am
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I am not taking sides on this but I am not sure any of these Sagat would be a great fit.

I will say there is a simple aspect ratio equation that could be calculated based on the existing sprites to get correct scale for the sprites. Im not sure why his size would be so dramatically different in the shown examples.
Re: Street Fighter
#147  March 31, 2014, 11:03:15 pm
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FeLo_Llop said:
Blocking: This is SF3’s saga mark. It’s a defensive method which aside protecting you, gives us the opportunity of attacking the rival before he/she recovers, to move first.
I am a little confused by the original posters (FeLo_Llop) terminology in some cases. The use of the term 'blocking' seems to be descibing perhaps, parrying? But then FeLo uses the term 'parrying' in later posts alongside blocking.

FeLo_Llop said:
Also, I think that putting for example BLOCK for Ryu and Parry(whatever) for Ken, and etc, could make some quite differences between similar characters. Ryu is more (canon wise) focused, strategic fighter than Ken, who's more dinamic...
Then continues on a later page to describe blocking as if it is some kind of special feature. Ryu has block while Ken can parry? So does that mean Ken can't block?!  :dizzy2:  . I must be missing something really obvious here, because no one else has mentioned it. Could someone please clarify, cheers :)

Also, there is a fair amount of talk concerning something called Super Recovery. Do you mean that when you activate this, you actually hit your opponent? In other words, you get a guaranteed punish?
Last Edit: March 31, 2014, 11:14:53 pm by FrozenDelight
Re: Street Fighter
#148  April 01, 2014, 12:08:56 am
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Blocking and parrying are the same thing, but it's said blocking in the Jap version while it's said parrying in the US and European version.

Hey, what about the SFF? Are we going to use SFFv2 or v1?

Re: Street Fighter
#149  April 01, 2014, 12:47:49 am
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SFF V2

The Super Recovery you're reading about is a new form of aggressive get up attack. And attack that in some way heads toward the opponent and attacks on get up.

I have to work tomorrow so I won't be super active here tomorrow either.
Re: Street Fighter
#150  April 01, 2014, 10:15:32 am
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Block & Parry are different stuff in SF3. Look here:
http://zweifuss.ca/ryu/ryu.htm

Well, said that Ryu can block while Ken could Parry because that could turn them into more different characters than they are. Ryu is, storywise, more technical, while Ken is more dynamic, fluid, etc.

Also, I separated all the hairs for Armentis' Ryu. Also found Balthazar's awesome stuff that Ryu can use and making a list of things to do. Next step are the head band and gloves. Then, the CS. Got something in mind and Ryu can suffer variations. Who's gonna code him? I need to tell my ideas...in private :P!

--------------------------------------------------

Now...what if we do a list of stuff we can do?

- Sprites:
- FeLo_ Llop: Sheets of Rose and Viper. Sheets completations for some characters too(custom states as electro-shock, etc).

- Code:

- Stages:
- FeLo_Llop(I think I can revamp some...then someone could code them :P)

Re: Street Fighter
#151  April 01, 2014, 11:07:57 am
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Block & Parry are different stuff in SF3. Look here:
http://zweifuss.ca/ryu/ryu.htm
Hum, those three different block animations are just the regular "hold back" guard, it's just that SF3 has a different animation depending on where the attack comes from.
Maybe you're thinking of the Just Defense system from Garou 4 Mark of the Wolves and the corresponding Groove in CvS2, it was called Blocking in Japan. never mind, just checked, Frozen is right, Blocking is the Japanese term for Parry and not for Just Defense (which is simply Just Defense in Japanese too)
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Last Edit: April 01, 2014, 02:33:10 pm by DKDC
Re: Street Fighter
#152  April 01, 2014, 01:55:34 pm
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Blocking and parrying are the same thing, but it's said blocking in the Jap version while it's said parrying in the US and European version.
Oh right, that may explain some of the confusion. Though it is then probably best not to use the terms 'blocking' and 'parrying' for the same thing, in the same bodies of text. I've never seen anyone refer to parrying as blocking. If in Japan blocking means parrying, then what do they call blocking?  :shocked2:

The Super Recovery you're reading about is a new form of aggressive get up attack. And attack that in some way heads toward the opponent and attacks on get up.
Ah yes thanks. But what I'm asking is - Is it a guaranteed punish? In other words, can the opponent block it?

Block & Parry are different stuff in SF3. Look here:
http://zweifuss.ca/ryu/ryu.htm

Well, said that Ryu can block while Ken could Parry because that could turn them into more different characters than they are. Ryu is, storywise, more technical, while Ken is more dynamic, fluid, etc.
Yes, I am aware that blocking and parrying are different things*. Most fighting games have blocking though, your wording concerning Ryu and Ken says that Ryu can block and Ken can parry, suggesting that Ken can't block. I'm just pointing this out so that there is no confusion between the contributors of this project. So that the mechanics are clear.

*Well, in this case they are. According to Alex Sinigaglia in an earlier post, they're the same thing, but he was refering to Japanese terminology. Let's keep everything within Western terminology so as to not create confusion. [This is a footnote, check star]

Block & Parry are different stuff in SF3. Look here:
http://zweifuss.ca/ryu/ryu.htm
Hum, those three different block animations are just the regular "hold back" guard, it's just that SF3 has a different animation depending on where the attack comes from.
Yes, this is what I was thinking too.
Last Edit: April 01, 2014, 01:59:25 pm by FrozenDelight
Re: Street Fighter
#153  April 01, 2014, 02:06:03 pm
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Refer to hold-back guard as simply guarding, it will make things easier.

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Re: Street Fighter
#154  April 01, 2014, 02:29:13 pm
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So to be clear there will be a dodge, guard and parry?

That sounds awesome. Im excited to see this bread of defensive playing.
Re: Street Fighter
#155  April 01, 2014, 02:43:22 pm
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But what I'm asking is - Is it a guaranteed punish? In other words, can the opponent block it?
Here's my guess :
normally, when someone hits you with a super or a special, unless they have awesome recovery time, the animation usually counts on the target to be bouncing down, so the attacker is in their own recovery animation.
If you slash the gethit recovery and immediately do another attack, there's a fat chance that the attacker is still recovering himself. Only exceptions are attacks that send you flying to the other half of the screen (which would make characters with those kinds of moves OP, while characters having a super recovery with shit range would be harder to use), or moves that have instant recovery immediately after hitting (generally not happening).
So it looks like it's going to be a guaranteed super, but at a higher power cost than normal, I assume.
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Re: Street Fighter
#156  April 01, 2014, 05:17:17 pm
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Most fighting games have blocking though, your wording concerning Ryu and Ken says that Ryu can block and Ken can parry, suggesting that Ken can't block. I'm just pointing this out so that there is no confusion between the contributors of this project. So that the mechanics are clear.

I was speaking about Ryu having X and Ken Y in this project, so both shotoCLONES could be a bit different. Ryu can keep the block while Ken just the Parry(speaking with SF3 words). A more different exemple, Tekken 3 Jin Kazama: He fights like his father, Kazuya. But he can reverse attacks(Back+Throw), while his father can't. So, a small modification like this is(blocking ONLY for Ryu and Parry ONLY for Ken---just speaking about these two--- can make quite a difference in strategy while playing them).


Re: Street Fighter
#157  April 01, 2014, 05:25:51 pm
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I think people are concerned what NO BASIC GUARDING will do for Ken :P
I mean, won't be you a sitting duck? Parrying is hard...
If anything, it's probably Ryu who COULD do without blocking, having only parrying (since he's more hardcore).
Last Edit: April 01, 2014, 05:29:11 pm by Balthazar
Re: Street Fighter
#158  April 01, 2014, 05:47:52 pm
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Re: Street Fighter
#159  April 01, 2014, 10:24:21 pm
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Refer to hold-back guard as simply guarding, it will make things easier.
I shall try to use 'guard' from now on. Perhaps it's because I'm in Britain, in my experience we say 'block' when refering to fighting games.

So to be clear there will be a dodge, guard and parry? That sounds awesome. Im excited to see this bread of defensive playing.
I really can't tell if this is sarcasm or not, lol.
But what I'm asking is - Is it a guaranteed punish? In other words, can the opponent block it?
Here's my guess :
normally, when someone hits you with a super or a special, unless they have awesome recovery time, the animation usually counts on the target to be bouncing down, so the attacker is in their own recovery animation.
If you slash the gethit recovery and immediately do another attack, there's a fat chance that the attacker is still recovering himself. Only exceptions are attacks that send you flying to the other half of the screen (which would make characters with those kinds of moves OP, while characters having a super recovery with shit range would be harder to use), or moves that have instant recovery immediately after hitting (generally not happening).
So it looks like it's going to be a guaranteed super, but at a higher power cost than normal, I assume.
To be honest I wasn't looking for a "guess" from a Yes No question, was mostly asking the posters who actually listed the Super Recovery mechanic. But please take no offense, it's good to hear these ideas in such detail. Though, I'm a little confused because of the terminology used, I'm more used to fighting game terms outside of Mugen, while you may be using a mixture of both. Not to mention the fact that I seem to have mistaken the situation that this 'Super Recovery' would be used in. I thought it was activated after being thrown, that the use of the word 'super' was because it used meter to recover from throws in a different way. So actually all of this has totally confused me, lol. So this Super Recovery you lot are talking about is actually activated when you're hit by a super, I see!

I think people are concerned what NO BASIC GUARDING will do for Ken :P
I mean, won't be you a sitting duck? Parrying is hard...
If anything, it's probably Ryu who COULD do without blocking, having only parrying (since he's more hardcore).
Finally someone gets what I'm trying to say, hehe. Well, not the opinion part exactly, I will leave my opinions to another time. But simply the underlining of certain mechanics posters have suggested.

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Last Edit: April 01, 2014, 10:30:23 pm by FrozenDelight
Re: Street Fighter
#160  April 01, 2014, 10:50:53 pm
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So actually all of this has totally confused me, lol. So this Super Recovery you lot are talking about is actually activated when you're hit by a super, I see!

Actually not, at least that's not how I envisioned it. For me it was indeed a Super (costs meter) you'd activate after being knocked off your feet (be it through a Super, a Shoryuken or a simple low roundhouse sweep), and would instantly activate a unique counterattack. In Ryu's case, it would be the 'Rolling Tatsumaki  for example, for Claw it could be a special walljump escape-type move, for Zangief a special kind of advance/run into a grab attempt. Here's where we can add some extra uniqueness to each character.

And yeah blocking is the same as guarding (I've seen both terms be used in this forum), whilst the japanese variant of parrying as called 'blocking'. So it's a bit confusing, I'll grand you that.