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News (Read 75476 times)

Started by BC, March 13, 2010, 09:31:06 pm
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News
#1  March 13, 2010, 09:31:06 pm
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This topic is for posting news regarding the street fighter alpha 4 progress.

First piece of information:

I'm going to start creating the basic movement, stand crouch and air basics for a few characters from this point onwards while working on Rose, that way it will get things moving more swiftly.
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Re: News
#2  March 30, 2010, 11:31:48 pm
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Not sure wether to keep the new super sparks (see rose thread) I'm starting to think they are a bit "too much"
Plus they will increase .sff file size too much being bigger than 640 480  each colour with lots of frames (about 60 each).

It's not super important right now though..

I would make something custom from CVS2 but everyone does that.
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Re: News
#3  March 30, 2010, 11:43:09 pm
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If you put them in the fightfx they won't take that much space. And that's really what you should do with all hitsparks and such in a fullgame.
My shitty mugen stuff:
Re: News
#4  March 30, 2010, 11:45:00 pm
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I was thinkin the same thing I just didnt know how to word it
i cant count the reasons i should stay

one by one they all just fade away...


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BC

Re: News/Project talk
#5  April 06, 2010, 03:21:55 am
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I have no idea why I never thought of that  :shame:  too used to individual creations is my excuse..

I've finished Zangiefs specials gonna tidy him up abit, make sure all his animations are in, adding a few more win poses. I Hope to record a video of Zangief soon, Gonna sort out some screenpack stuff first with Grayfox. Once a video of Zangief is up I'll probably move onto Ken's specials, Then Karin's finally..

Also been thinking about a new type of special for Zangief, details on that soon.
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Re: News
#6  June 11, 2010, 09:37:31 pm
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Just got Rose's Custom Rage anim from sky79.
Solblaze is almost done with Zangiefs Rage anim not long left.

once those are coded I'll be making a vid (*cough* get Ryon to).

Kens Rage is to be coded next, which needs nothing custom just improvisation.


Lifebars might need re-doing, they're already scaled to a number they shouldn't really be and they're still too big to fit a timer anywhere so Hi-Tehk is gonna sort all that out.

Gonna update Ryu eventually... his shoryukens need more downward pull on the gravity as it's too slow right now, and ken's totally own them.

Decided to keep zangiefs "siberian earth shaker" just gonna tweak a bit of stuff on it...

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BC

Re: News
#7  July 18, 2010, 12:20:03 am
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Here's what's going down in the future:

I shall be releasing my first beta with 10 playable characters (excluding hidden)
I shall be releasing a second beta with more
I shall be releasing a third beta with even more
Then a 4th Final build with a full roster + Hidden + Guest characters ;) (40+ chars)
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Re: News
#8  July 30, 2010, 05:39:40 pm
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excellent, thanks for the news update

BC

Re: News
#9  August 04, 2010, 02:48:19 am
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Been working on designing an official site for the project it's taken me a while still in progress:

Images will be clickable to show character profiles and movelists.



There's also detail information on the gameplay/fighting system.

oh and just for fun I made an intro XD  (currently links back to my forum)

http://www.mugenevolution.co.uk/sfa4/raaage.html  <<< I'm a flash noob though.
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Re: News
#10  August 07, 2010, 06:10:25 pm
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OK some of you may or may not like this idea but I'd like to give the player the choice between 2 RAGE ultras (Like SSF4) at the start of the match.

What do you guys think ?
(yes I realise it's kinda turning into sfa4/sf4 but I wont go too far)
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Re: News
#11  August 07, 2010, 06:12:14 pm
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Dude that makes it more SF3 actually lol.
But yeah I like the idea. Just make sure you keep a significant difference in supers.
Eg. Zangief's ultra 1 is a throw and his ultra 2 is a barrage of punches and kicks.

Also nice website.
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly

BC

Re: News
#12  August 19, 2010, 05:43:09 pm
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Just a little bit of news to share with you. Every stage in the game when created will now have an extention (super jump) only reason for this being to add more "drama/look" to some Rage's.

Also even though new rages are being shown, please be aware they may change nearer the time if I and the team aren't happy with them or get a better idea.

currently converting Guy to A-ism and 1.0 once that's done it's Adon, then I'll work on someone else.

Ryu is now fully converted to A-ism and 1.0 just finishing up his new AI.
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Re: News
#13  August 19, 2010, 07:25:45 pm
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Just a little bit of news to share with you. Every stage in the game when created will now have an extention (super jump) only reason for this being to add more "drama/look" to some Rage's.

I knew you'd come around. Did you happen to try Guy's RAGE Ultra on the SFA3 Jailbreak Edit I sent you, bro? This is a superb idea even if the chars don't happen to Super Jump....I mean, look at SF3 for instance. SuperJump compat stages, yet no Super Jump ability chars.

Great news.
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BC

Re: News
#14  August 19, 2010, 07:47:40 pm
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Yeah it gives me more freedom when creating those Rage moves. I've seen a few videos on youtube and got some inspiration that's why I decided to make that announcement.

And I haven't yet :P but I shall  ;)


Now to bug good old Ryon.
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BC

Re: News
#15  September 16, 2010, 07:37:02 pm
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Man after a few years of using FFC and defending it I fucking hate it now..... it's messed up akuma's sff file like really fucked it over, randomly rearranged everything and also removed completely some 5000's......

Luckily I have a back up but yeah ARRRRGH.

Oh video soon  ;D
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BC

Re: News
#16  September 22, 2010, 05:57:36 pm
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I need some ideas for how the RAGE activation FX should look. Currently it's too generic looking compared to their super activation sparks and I'd like to change it.

any suggestions ?


or maybe someone could help making a better animation for RAGE letters (something from PI or something I dunno)
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BC

Re: News
#17  October 25, 2010, 11:48:06 pm
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Found a new toy, cps2 hitbox script. Now I can add accurate clsns from sfa3 which is cool.

The bad thing about this is now I have a HUGE amount of work added to the HUGE amount of work I already have.
However this wont delay the beta release as it'd be in beta stages so you wont all have to wait till every characters clsns are accurate before you get to play.

The other huge amount of work is, Ryon recently jazzed up sfa3 low res sparks added glow and other tweaks to make them look hi-res, so that means now I have to remove everyones helper spark coding and edit every hitdef for every character. Also I'm doing something that I've kinda left too late which is removing all character fx and sounds and adding them to the screenpack which means I have to again edit explod, helper anims, playsnds for every character lol so I have alot of work.

But yeah here's a shot of working on the clsns for Ryu. They are accurate just the sfa3 shot the characters are scaled differently. I made sure I looked at where the characters pixels are and where the hitboxes start and finish. Ignore the green hitboxes that's physical push. Oh and both p2 ryu's are in different frames that's why one of them is slightly above the head clsn.


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Last Edit: October 25, 2010, 11:53:53 pm by BC
Re: News
#18  October 26, 2010, 12:13:37 am
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Accurate hitboxes are cool. :)
I think what some people do for hitboxes is rip the sprites twice, once with the CLSN on, and one with the CLSNs off. Then, they draw hitboxes in Fighter Factory on the sprites ripped with CLSNs, and apply them to the ones without CLSNs.

Well, I guess redoing the SFF will be a long task, but having the hitsparks in a single file will finally allow you to not do this for every char (and decrease the size of the game by 10MB per char), but people will not be happy not having them in your standalone releases. :P

Good luck. :)
Re: News
#19  October 26, 2010, 08:08:00 pm
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I think the most things needing change in Alpha 3 are
- Effects (like CvS2s are awesome, and some of MUGEN "Shin Gouki"s Shun Goku Satsu finishes with screen shaking+earthquake sound)
- Ryu... (I hate alpha MvC ryu srry he just looks like a kid

... why the hell am I trying to feedback about alpha... I massively hate alpha :S
Re: News
#20  October 26, 2010, 08:09:18 pm
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He looks like a kid because he's younger than in SF2. 

BC

Re: News
#21  October 27, 2010, 12:07:52 am
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Ok I've made a decision, because all day I've been stressing how much work I have to do.
So... I'm going to revert Ryu's hitboxes back to the way I made them originally(backup file) and save his new .air file and save it for later, I will release the game when finished (beta 1) with inacurate boxes then I can update later on with patches.

Ryu having accurate hitboxes and the other characters not is bad because his basics pretty much beat all the other characters basics due to how they are set up priority wise. But yeah I'm reverting back and I'll do that later on, it's too much work at the moment.

Right now I'm working on Ryu and the custom combo system.
I've removed the timer guage and now the powerbar depletes instead. There's no constant forward velocity anymore only when you attack it adds some vel to stay closer.
I'm trying to make the combo system smoother during that mode making sure things look tidy and you can also activate it in the air now.
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Last Edit: October 27, 2010, 12:12:34 am by BC
Re: News
#22  October 27, 2010, 03:24:53 am
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He looks like a kid because he's younger than in SF2.

I couldnt express it my bad
There is nothing wrong about a character being young
its not the age, he looks n00b, unexperinced
I dont like his hair and his bandana being white (Detail)
anyway this is just my thought of Ryus I adore CvS2 Ryu and love many aspects of SFIII3 ryu

Detail: doesnt make sense either.. according to the Street Fighter II Animated movie Ryu didn't have a bandage until he got his head bleeding by falling on a stone on training and Ken wrapped Ryu's head with his own bandana. and ofc we dont know if thats too or not either
Re: News
#23  October 27, 2010, 04:06:51 am
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I couldnt express it my bad
There is nothing wrong about a character being young
its not the age, he looks n00b, unexperinced
I dont like his hair and his bandana being white (Detail)
anyway this is just my thought of Ryus I adore CvS2 Ryu and love many aspects of SFIII3 ryu

Detail: doesnt make sense either.. according to the Street Fighter II Animated movie Ryu didn't have a bandage until he got his head bleeding by falling on a stone on training and Ken wrapped Ryu's head with his own bandana. and ofc we dont know if thats too or not either

Shoulda read the title, this is Street Fighter Alpha, not CvS2 or Third Strike.

Also, the Animated movie.. was probably not canon. [size=1pt]Cept for that Chun Li shower scene :D[/size]

uguu

MDD

Re: News
#24  October 27, 2010, 04:14:46 am
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It wasn't canon.

Who's the next character you'll be working on after Sagat? Also, I remember reading that you'll put Gouken/Sheng Long and Goutetsu in the game. Am I right?
Re: News
#25  October 27, 2010, 04:29:53 am
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I was gonna say "ok but can't we do something about that silly hair pleeaase" which reminded me of cartman saying "can we still give Kyle AIDS ?"

MDD

Re: News
#26  October 27, 2010, 04:34:14 am
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Ryu's hair has always been like that and still is. What possibly could you want to do to it?
Re: News
#27  October 27, 2010, 06:10:32 am
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Change it back to Street Fighter 1 era color. Red Ryu with slippers!  >:(

But I didnt know that Gouken was gonna be in this game, if Maladingdong is correct.

uguu

BC

Re: News
#28  October 28, 2010, 04:26:32 pm
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It wasn't canon.

Who's the next character you'll be working on after Sagat? Also, I remember reading that you'll put Gouken/Sheng Long and Goutetsu in the game. Am I right?

Chun Li and Bison (Bison's basics already done) are left after Sagat. Well I've always wanted to make Gouken, as for Goutetsu and Sheng Long I'm not sure maybe not, either way it wouldn't be till the later beta (Final Build).
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Re: News
#29  October 29, 2010, 02:54:39 am
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You could always edit the sprites from the SFA Gouken that already exists so they don't look as crappy and then code from there.

BC

Re: News
#30  November 01, 2010, 04:25:29 pm
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@ MalaDingDong

We will see.


Discussion:

After playing around with Ryu for a couple of hours I had an idea. I noticed how CC stands out alot less than supers and is less likely to be used over supers, well I dunno that's just me you might have your own preference of play.

I've been adding some little minor detail to his CC like adding some ending fx when the move times out which looks nice and sounds nice. My idea is to have this mode stand out more like V-ism did in sfa3 where you had the option to totally be V-ism and not use any supers. The damage you can deal with certain combo's is pretty darn nice I've sped up animations too so it's fast and you can get something decent in before the time runs out.

So getting to the point I'd like to give the option of having A-ism or "CC-ism?" selectable before the fight starts.

Here are the details of the gameplay styles:

A-ism: all supers, no CC, Rage

CC-ism: CC, no supers, Rage



So what do you guys think?
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Re: News
#31  November 01, 2010, 06:58:23 pm
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Well, it just sounds like you are leaning towards SFA3 gameplay, whereas in SFA2 you had both Supers and CCs at your disposal from the moment you started to fight.

IMHO, SFA3 ISM styles were implemented for the sole purpose of balancing the game, so if you want to have more balance I say carry on with it.
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Re: News
#32  November 01, 2010, 10:22:30 pm
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But then, people will always use A-ism over CC-ism, so the problem doesn't change. ;P
As long as CC is interesting enough for people to use it in certain conditions instead of a super, then I don't think separating into modes is necessary. Just my opinion.

BC

Re: News
#33  November 03, 2010, 02:59:08 am
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Thanks for your opinions guys.
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BC

Re: News
#34  December 12, 2010, 05:32:56 am
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Got an announcement for you guys..

Due to the large workload to be done before beta 1 is even released I've decided to do something for people patiently waiting for the game.

Soon I will be releasing an "updatable demo" of SFA4 that will start off with 2 playable characters and update every now and again with extra characters. The final demo will have about 5 or 6 characters before beta 1 of the game is released (which contains 10 playable characters).

Any bosses/sub bosses/secret characters will NOT be in the demo versions.

The first 2 characters will be Ryu and Guy.

The demo date is tba.
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Re: News
#35  December 12, 2010, 11:57:40 am
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:sugoi:
Re: News
#36  December 12, 2010, 11:48:47 pm
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Great man!  ;D
Re: News
#37  December 14, 2010, 02:23:44 am
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W00t !  :yippi:

BC

Re: News
#38  January 04, 2011, 10:38:47 pm
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Changing the startup for Guy's Rage 2, it was a palm blast > dizzy startup now it's going to be something slightly different, don't worry the dashing attacks will still be in, but I'm improving them and making things overall look better and tidy.

Video should be coming soon guys.
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BC

Re: News
#39  January 13, 2011, 04:25:03 pm
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Hey everyone,

Mugen Evolution is down at the moment and will likely be for a few days. Maybe untill next week, not sure. Having a little financial difficulty right now. Sorry for the inconvenience.
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Re: News
#40  January 13, 2011, 06:30:32 pm
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sorry to hear that. hopeully you'll find the solution soon

Re: News
#41  January 13, 2011, 07:58:20 pm
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OMG!

BC, why didn´t you told that...
Re: News
#42  January 13, 2011, 07:59:21 pm
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I had the same problem with my website. (which, as you now, is also hosted on justhost)

Simply send them a polite email and you should have it back up in 2 days latest.
Probably some kind of php error in the new forum software you downloaded.

BC

Re: News
#43  January 16, 2011, 12:52:52 am
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Mugen Evolution Forum is back on again. No need for replies :)
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Re: News
#44  January 16, 2011, 10:04:28 pm
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I dont know if you decided on the ism possibility, but why not make 3 if you do?

S: Standard. All three supers, no CC. Normal damage. Rage
F: Full power. Level 3 supers only. No CC. Damage increased for the supers(Xism before but with more options). Rage maybe usable a tad bit sooner?
A: assault? er... Level 1 supers and CC. rage maybe?

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Re: News
#45  January 16, 2011, 10:15:10 pm
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I dont know if you decided on the ism possibility, but why not make 3 if you do?

S: Standard. All three supers, no CC. Normal damage. Rage
F: Full power. Level 3 supers only. No CC. Damage increased for the supers(Xism before but with more options). Rage maybe usable a tad bit sooner?
A: assault? er... Level 1 supers and CC. rage maybe?

No.
thats the answer i told him.

BC

Re: News
#46  January 16, 2011, 10:18:25 pm
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lol Ryon.

Yeah there's not going to be multiple play styles at this time. Maybe in the future but not now.
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Re: News
#47  February 01, 2011, 02:25:34 am
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I planned to release a demo once done with 2 characters and update with DLC.

Now I'm changing that to a demo starting with 4 characters which consists of : Rolento,Guy,Ryu,Rose.(still with DLC)

progress of that is:

Ryu 100%
Guy 100%
Rolento 40%  (lol wild guess)
Rose 85%

so not too long of a wait.
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Re: News
#48  February 21, 2011, 11:46:58 am
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oh thats great to hear i cant wait to ty out your demo
Re: News
#49  February 21, 2011, 12:19:23 pm
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That will be better indeed. Smaller beta's are better since you can focus more on gameplay and it also means lesser bugs. The more Characters you add, the lesser bugs you have.
Re: News
#50  April 15, 2011, 01:39:40 pm
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I didn't know where to ask this, here goes.
Do you plan on DLC stages/characters after the full game is finished?




... are you STILL reading this?

BC

Re: News
#51  April 17, 2011, 10:33:48 pm
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Haven't thought that far ahead yet but sounds like a good idea. As mentioned DLC will be available with the demo so you always get updated.
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Re: News
#52  April 18, 2011, 06:35:31 pm
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Haven't thought that far ahead yet but sounds like a good idea. As mentioned DLC will be available with the demo so you always get updated.
Yeah. And it's very straightforward to people not familiar with the MUGEN stuff.




... are you STILL reading this?
Re: News
#53  April 18, 2011, 09:02:58 pm
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Re: News
#54  May 01, 2011, 09:33:24 am
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keep up the good work  :sugoi:

BC

Re: News
#55  June 20, 2011, 03:27:53 pm
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Ok guys I'm back working on sfa4 again after a break. I'm going to continue working on the demo as planned. I've actually been working on Ryu even though he was done before the break but the more I started to create other stuff the more I learned different methods and wanted to alter things slightly for the better (didn't change a whole lot).

Now I have a question for people interested in my work...

Should I keep the hitsparks as they are or use the new flashy ones?

advantages of using flashy ones = less space + eye candy.
disadvantages = not very alpha style.


Also I've changed Ryu's RAGE, well not so much changed it... more simplified it and shortened it. Vid soon...
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BC

Re: News
#56  June 20, 2011, 05:46:19 pm
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Well I'm not happy with it but here:

www.mugenevolution.co.uk/ryurage.wmv

2 finishes.

if people think it's terrible I'll scrap it...
someone I know said to me
"if it ain't broke don't fix it", if only he'd told me that before I started :P
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Re: News
#57  June 20, 2011, 05:49:30 pm
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I liked the second one.....it made me go OOOOHHHH S@#%^!!!!
I'm trying. . .

BC

Re: News
#58  June 20, 2011, 05:52:53 pm
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It's the same move just I finished on the elbow. That's not what I need the opinion on, it's wether the move as a whole is better than his old rage.
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Re: News
#59  June 20, 2011, 05:57:45 pm
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I like how it ended with the Metsu Hadoken, but what if it ended with the Joudan-Geki (i think that's right) instead?

Wait, nvm....SF3......

I'd say keep the Hadoken! :)
I'm trying. . .

BC

Re: News
#60  June 20, 2011, 07:06:27 pm
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Yeah I'll likely keep the old version just wanna see what other people think.


EDIT:

beam is back lol... hate it when this happens. Also I'm reverting back to 1 rage per character, it gets a little difficult thinking them up.
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Last Edit: June 20, 2011, 07:34:33 pm by BC
Re: News
#61  June 21, 2011, 12:30:17 am
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HIGH-AS-FUCK-RYUUUUUUUKEENN!!!! It doesn't look bad, but at first I was like WHOAH! and then immediately I LMAO'd.

Its great to hear you getting back on this project bro.

I'll get working on some unfinished stuff asap.  8)
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Re: News
#62  June 21, 2011, 03:52:03 pm
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Use the new Rage for Ryu.

BC

Re: News
#63  June 21, 2011, 04:18:37 pm
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Too late I reverted back lol

I want everyone to ignore everything I say from now on because I change my mind like the wind......



Characters WILL have 2 rages and a selection menu.



bye lol
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Re: News
#64  June 21, 2011, 04:58:21 pm
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>:(

THAT'S NOT VERY FUNNY!!!

>:(

BC

Re: News
#65  August 20, 2011, 02:35:58 pm
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Although I've backed things up, my hdd has failed + my lcd screen (inverter board) connector is loose/broken, it's gonna cost money that I don't have right now to fix so until then SFA4 is on hiatus.

Once I get a fix or a new computer which may be some time, I will still get online in the café as much as I can just incase anyone needs to contact me or whatever.

Also when I'm back I'll more likely be focusing on single releases for a while.


Cheers.
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Re: News
#66  August 20, 2011, 04:40:39 pm
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cheers blind sama!

tell me when your back into it buddy. i'll get into it then to.

BC

Re: News
#67  November 25, 2011, 07:37:59 pm
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Hey guys long time no er.... post.

I finally have a new computer now so I'm back pretty much full time. I'll be into discussions regarding this project again soon.
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Re: News
#68  November 25, 2011, 07:48:03 pm
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Welcome back, BC! Long time no post indeed.

GLB

Re: News
#69  November 25, 2011, 10:41:34 pm
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Welcome back, looking forward to the project coming back soon.

BC

Re: News
#70  November 28, 2011, 02:47:15 am
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Last Edit: November 29, 2011, 10:08:57 pm by BC

BC

Re: News
#71  November 29, 2011, 10:16:30 pm
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Re: News
#72  November 30, 2011, 01:52:38 am
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Can't we discuss it on both forums?

BC

Re: News
#73  November 30, 2011, 02:03:51 am
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BC

Re: News
#74  December 20, 2011, 03:27:53 am
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just to let you all know I'm still around, just been working alot due to it being very busy now xmas is coming, I've still been working on guy, I've actually finished his clsns (98% accurate).

there's a couple of things I found that I fixed... just finishing up the last of his AI (supers part) and hopefully he's ready for a release along with updated Ryu.

Then I'm gonna start on a template (I know, I know, I should have already done this) so I can start making characters faster and make my life easier.

Then I'll start on Birdie once the template is done.
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BC

Re: News
#75  December 26, 2011, 08:30:11 pm
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BC

Re: News
#76  January 05, 2012, 12:09:29 am
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Work on Birdie has begun.

(Guest restrictions have now been removed from Mugen Evolution Forum).
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GLB

Re: News
#77  January 05, 2012, 12:21:27 am
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Awesome. Happy to hear about Birdie!

BC

Re: News
#78  January 05, 2012, 03:12:08 pm
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Just found something out I wasn't aware of - you can't air block standing basics in sfa3 but you can specials.

Supers you can't I already know about that.





&gt;_&gt; I'll make sure this is changed in v1.2.
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Last Edit: January 05, 2012, 03:15:57 pm by BC