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Versus 1.1 (Read 96307 times)

Started by LM_MAVERIK, December 07, 2013, 04:05:14 am
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Versus 1.1
#1  December 07, 2013, 04:05:14 am
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For those of you that haven't been following this project on mugen infantry or mugen infinity here is everything.
Updates
ScreenPack


sprites overhaul


animation overhaul


project shifted to mugen 1.1

The Roster
Spoiler, click to toggle visibilty
Gameplay standard
forward dash
back dash
x= left hand
y=right hand
a=left kick
b=right kick
c=alt
z=alt
c+z=powerup

Down Spike
ability to bounce the opponent off the ground for extended combos)
The system uses 500 juggle points and only works once during a juggle.

attack types
High- hits standing and aerial
Mid- hits standing, crouching and aerial
Low-hits standing and crouching not aerial

Just Frame attack
A move that requires strict input to execute. It's similar to an EX attack giving extra benefits as oppose to its standard counterpart. The movetype has extremely fast startup and is always safe on block giving you frame advantage. Cool down of the move is also pretty quick.
Not all just frame attacks are done after charging some characters can do this type of move without powering up

The powerup system updated


The player can powerup/Burning Taunt by holding  c and z.
After this the player will execute a burning taunt and emit aura
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The command for this technique can be buffed during other attacks for example. You can punch with x whilst holding c then all you need to do is press z to initiate the burning taunt. A very effective way of executing it fast.

What it does
After the burning taunt animation is finished an aura will emit from the character for up to 90 ticks. During those 90 ticks the players damage is multiplied by 2.

stun types
nose bleed stun small advantage frame
jelly legs stun - large advantage frame
impact stun- topples opponent.

videos-please note they aren't real time 60fps

Tutorials
wave dash movement tutorial


Flight and Glide tutorial


]Heavenly Garden stage+ animation overhaul[/url]

Stun Types & taking advantage of a stunned opponent


Character specific-

Onna musha sumiko



Shinobi Sumiko DLC early preview
Test battle and final stage reveal- Garden of the fireflies


yoshimitsu



My original design for yoshimitsu for this project


The Kung-fu Man



Gray Fox+ zandatsu system

I have given gray fox a "Zan system" similar to the zandatsu system from mg rising but without the "datsu" since he doesn't take anything. This is however his raw version he also has a counter version which I'll show later.
-----------
gray fox can approach during zan stance but cannot block.
while slashing he can aim horizontally or vertically to crush crouching opponents.


Kunimitsu -bikini commission+Autumn In Red 1.1



Frame Data-
Move property key
N =Normal
S = starter (the beginning of a special move that requires additional input)
L= Launcher
KND = knock down
Nosebleed = stun level 1 (small frame advantage)
JellyLegs = stun level 2 (high frame advantage)
Impact = level 3 knock down stun (punishable)

Characters still have more moves to be added this is just what we have presented so far.





Last Edit: February 20, 2014, 05:12:37 am by LM_FO
Re: Versus 1.1
#2  December 07, 2013, 04:14:22 am
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First of all, welcome back! I have seen all this progress before which is awesome and would like to see King or the Evil Green Ranger in action if that's ok. :)
Re: Versus 1.1
#3  December 07, 2013, 04:16:23 am
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Any signs of a release on the horizon?

Will this content only be released as a full game, or will individual character/stage releases happen eventually?
Re: Versus 1.1
#4  December 07, 2013, 04:22:07 am
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Any signs of a release on the horizon?

Will this content only be released as a full game, or will individual character/stage releases happen eventually?

This is Versus Ultimate. This is the complete version of Versus with all characters and is the main build. This will come when the full roster is completed.


This is Versus Alpha which is going public around christmas. You get 3 characters and a bunch of stages. From there on I will keep updating versus alpha with more content until it becomes the main build.


-no I wont be releasing individually because the characters have far too many unique states and a system that wouldn't work with regular standard casual mugen.

-The stages I can release publically for mugen 1.1
Last Edit: December 24, 2013, 10:33:42 pm by LM_FO
Re: Versus 1.1
#5  December 07, 2013, 04:23:43 am
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And which chars would those be? I hope King's in

Re: Versus 1.1
#6  December 07, 2013, 04:25:02 am
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Gotcha, thanks for the info. I think I read that on IMT and forgot, but oh well, I saved someone else the trouble of asking. :P
Re: Versus 1.1
#7  December 07, 2013, 04:25:29 am
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The first release will come with the following;
-KFM
-Aya hitsumi
-Armor king.
Re: Versus 1.1
#8  December 07, 2013, 04:26:26 am
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Great!
Good luck man, I saw it before and was looking forward to progress

Re: Versus 1.1
#9  December 07, 2013, 04:31:02 am
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so glad to see this back on track wb mav.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Versus 1.1
#10  December 07, 2013, 04:34:49 am
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so you gona turn your 3D stages to 1.1 32bits format?

Re: Versus 1.1
#11  December 07, 2013, 04:39:13 am
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Re: Versus 1.1
#12  December 07, 2013, 06:31:45 am
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I have already converted the majority of them to 1.1 format png files so there isn't colourloss.

Ah sounds good actually your old stages have just that tiny detail of having small colorloss but being very well coded and designed for 3D.

Looking forward for your alpha release.
Re: Versus 1.1
#13  December 07, 2013, 06:49:26 am
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First of all welcome back!
Second From what Ive seen I can tell this full game is going to be amazing!
Best of luck to ya man :D
Re: Versus 1.1
#14  December 07, 2013, 06:53:11 am
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Gotta say that the character models are far FAR better, they look really refined compared to the previous ones and that´s great :) it was obvious this would be for 1.1 since it allows for PNG image usage with little to no colorloss. Your stages always suffered from colorloss in some places so this is beneficial for your project.

Good luck, looking great.
Chilling
Re: Versus 1.1
#15  December 07, 2013, 07:11:53 am
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I would agree. Interesting work here, may or may not check out some time later
Re: Versus 1.1
#16  December 08, 2013, 10:20:45 am
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Oh man, can't wait to get my fix of Ting and Zen.
Sett-Ra
#17  December 08, 2013, 03:24:10 pm
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Re: Versus 1.1
#18  December 08, 2013, 11:35:02 pm
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It's definitely a good thing you switched to 1.1 for your stages.
Characters will stay with PCX sprites though right ? (in order to keep the capacity to have palettes)

For Onna musha sumiko, you took voices from several Samurai Showdown/CVS/DOA/whatever characters, or are my ears just deceiving me ?
The laugh sounded fine for her, but her other attack voices sounded like schoolgirl voices.
So I guess this is just a placeholder ?
Re: Versus 1.1
#19  December 09, 2013, 07:08:55 am
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cybaster

-Yeah the characters are still pcx.

-No sumiko's voice samples are all from the same soul calibur custom female character I just tweaked the pitch a little.

Last Edit: December 25, 2013, 10:49:40 pm by LM_FO
versus update
#20  December 25, 2013, 10:51:12 pm
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versus 1.1 latest stage "By the river"


-no colourloss
- animated river
-animated lady playing shamisen
-moon glare