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massive SF2 project (Read 15542 times)

Started by gdk1981, October 09, 2021, 07:39:36 pm
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massive SF2 project
#1  October 09, 2021, 07:39:36 pm
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For the past 5 years, I've poured a ton of money and time into a rather large SF2 project. Essentially, I have always wanted to take the original SF2 arcade games, add components of subsequent game mechanics to a SF2-style engine, tweak the original roster movesets a bit, and--most importantly--add characters from the rest of the series to the roster. This last part has involved scouring existing artwork (doing much of it from scratch myself) and to render charas from SF1-5, Alpha, and vs. series in the SF2 arcade sprite style. Here's a pic of everything I've done currently minus a few that are in progress, and each of these has 70+ animations.   



Just reaching out to see what else is out there in terms of interest and collaboration. I have worked with a few other artists on this massive project but would love to work with some like-minded MUGEN/SF2 fans who could help to bring this project to completion. So, existing character art, SF-styled portraits, coders familiar with the various SF game mechanics would be welcome. 

Feel free to PM me for any questions.

Last Edit: October 13, 2021, 02:56:43 am by gdk1981
Re: massive SF2 project
#2  October 11, 2021, 04:11:49 pm
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It would be nice to see a video of this.
Re: massive SF2 project
#3  October 11, 2021, 04:17:20 pm
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I also would like to see a video of this.
Re: massive SF2 project
#4  October 11, 2021, 10:44:16 pm
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For the past 5 years, I've poured a ton of money and time into a rather large SF2 project. Essentially, I have always wanted to take the original SF2 arcade games, add components of subsequent game mechanics to a SF2-style engine, tweak the original roster movesets a bit, and--most importantly--add characters from the rest of the series to the roster. This last part has involved scouring existing artwork (doing much of it from scratch myself) and to render charas from SF1-5, Alpha, and vs. series in the SF2 arcade sprite style. Here's a pic of everything I've done currently minus a few that are in progress, and each of these has 70+ animations.   https://imgur.com/wCPYQss

Just reaching out to see what else is out there in terms of interest and collaboration. I have worked with a few other artists on this massive project but would love to work with some like-minded MUGEN/SF2 fans who could help to bring this project to completion. So, existing character art, SF-styled portraits, coders familiar with the various SF game mechanics would be welcome. 

Feel free to PM me for any questions.



Count me in as wanting a video of the game.

Is your goal with the engine and overall CPS1 or CPS2? If the former, I feel like CPS1-ifying the 5 CPS2 characters would be good. Will the extant characters get new moves, too? ELECTR0's (open source) "Ultimate" Ryu, Ken, Zangief, M. Bison, and Blanka have some new moves in them you could use.
By "vs series", how extensive are you willing to go for that? I know you have SNK characters, and Tekken is probably included to, but does this include Morrigan and Felicia? Captain Commando? (both CC and DS have some minor ties to SF in lore) Mega Man and Roll? Marvel characters? Yatterman?
Also, are the movie games, EX, and Mouse Generation included? Ingrid from CFJ?

A few mechanics you shouldn't forget include negative edge and buffering, which were as far back as The World Warrior, and can be done easily using this:

https://mugenguild.com/forum/topics/fix-all-your-command-issues-explodsive-buffering-system-180772.msg2491660.html;topicseen#msg2491660

SF2 also has a damage randomization system.
Re: massive SF2 project
#5  October 12, 2021, 04:17:45 am
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I will absolutely post videos once I can get some help with implementing mt sprites into suitable existing MUGEN characters, and that is what I am seeking some collaboration with. As far as vision, I would really like to stick to the SF2 World Warrior/Champion Edition sprite style and would be open to incorporating moves from the subsequent games. But, I would really like to avoid the battles becoming ultra spamfests, so a slightly enhanced SF2 gameplay experience would be the general goal. To each their own, of course.

There is no limit to the characters--my basic rule is that they have to have been included in some SF game minus the Marvel games (was never a fan of superhumans competing evenly with the SF roster) or characters like Megaman.  . I've already got all SF1 - SF4 characters. Haven't done all the SF5 ones but they are in process. Love the Fatal Fury cast and am going to include some of the Tekken games.  I am doing Sawada from the movie game as well as Gunloc.  The EX series is shaky since it's not even owned by Capcom. Obviously, fully animating each character is a lot of time and money between myself and other artists, but I've been pretty consistent with it! 
Re: massive SF2 project
#6  October 12, 2021, 04:28:39 am
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You're building up that you've put a lot of time and money into this... do you have any screenshots you can show? Anything more? Cause while I want to commend you for the work you're putting in, I also wanna know how much of this work we can actually see lol

Rather than just having it be a big idea that has not happened.
Re: massive SF2 project
#7  October 12, 2021, 05:21:44 am
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Re: massive SF2 project
#8  October 12, 2021, 05:29:35 am
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Re: massive SF2 project
#9  October 12, 2021, 08:02:08 am
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As far as vision, I would really like to stick to the SF2 World Warrior/Champion Edition sprite style and would be open to incorporating moves from the subsequent games. But, I would really like to avoid the battles becoming ultra spamfests, so a slightly enhanced SF2 gameplay experience would be the general goal. To each their own, of course.

I guess it would be somewhat similar to that SFII Mix hack that was done a year ago with it being CE but with extra features. A layout of what extra mechanics you're gonna have for this since you are going for more CPS1 SFII rather than CPS2 SFII, then one could make a base template for the characters in the game. Another thing of note would be developing this for Ikemen GO with it's plethora of extra features over straight mugen 1.1.

There is no limit to the characters--my basic rule is that they have to have been included in some SF game minus the Marvel games (was never a fan of superhumans competing evenly with the SF roster) or characters like Megaman.  . I've already got all SF1 - SF4 characters. Haven't done all the SF5 ones but they are in process. Love the Fatal Fury cast and am going to include some of the Tekken games.  I am doing Sawada from the movie game as well as Gunloc.  The EX series is shaky since it's not even owned by Capcom. Obviously, fully animating each character is a lot of time and money between myself and other artists, but I've been pretty consistent with it! 

So I guess characters like Ingrid or other Capcom characters are out of the question for the most part. Considering the current addition of the FF characters as well as Tekken characters in the future. Would there be other guest characters from other games beyond those two, since it would be pretty interesting to see newer characters portrayed in a older system. Not that there currently isn't already.

...I guess if you ever wanted guile to be cursed have more moves as a suggestion, you could always put down sonic dash or Anti Air Sonic Boom on his movelist to whom you get to work on this for you.
Last Edit: October 12, 2021, 08:09:05 am by Amidweiz
Re: massive SF2 project
#10  October 12, 2021, 09:17:47 am
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Hello, good to hear some classic SF2 stuff is in the works. I highly recommend following the gold standard of felineki's SF2 Akuma. Or at least, close to, as best as you can, to something like that.
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Re: massive SF2 project
#11  October 13, 2021, 02:53:13 am
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Thanks to all for the kind words and ideas.  I shared a few stills from the characters whose sprite sets I was able to swap in.  I am open to working with MUGEN or any engine, really--I just want to be able to see it all come to fruition, and I've certainly plunked down enough money at this point to keep it all going.  If I can get a few decent coders, we can put a video together. 







Re: massive SF2 project
#12  October 14, 2021, 03:11:50 am
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Interesting thoughts and ideas. Impressive Sprite Art.

You can grab also effects and sprite basis from Cyberbots, Slammasters, Cadillac's&Dinsaur and Punisher

Because they are also the closes style to SF2 art style if you need more references.

You may also want to look at an old SF2 Korean Hack. SF2IBM and SF2LIU



It got weird moves(I can't remember which version) and some version has Terry and Andy in it.

Weird Moves like Ken having jin rai, Guile has a sonic dash and bison using his capeintro to teleport



The guy that is hacking SF2 and on SF2mix has also posted here you might be interested also to look in his project

https://mugenguild.com/forum/profile/zero800-82713

https://mugenguild.com/forum/topics/street-fighter-2-mix-cps1-romhack-191607.msg2494052.html

Hello,

I created the post just to share and gather suggestions.
Understand that a romhack is not Mugen so I have a huge limitation in doing anything and I have almost no space in rom to make new designs.

CPU is much more fun than the original.



https://sf2mix.github.io/
Last Edit: October 14, 2021, 03:51:33 am by The Shakunetsu
Re: massive SF2 project
#13  October 14, 2021, 04:46:40 am
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Count me in to help you with all breakable objects and full stage interactivity (people cheering when rounds are won, etc.) - but you'd have to make the project in IKEMEN

...

(which is a good idea, anyways)
Re: massive SF2 project
#14  October 14, 2021, 05:02:24 am
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What resolution do you plan to use? 4:3 like the original? Or adapt the game for a widescreen resolution, like 16:9?


If it's the latter, do you rather crop part of the screen vertically, similar to what Capcom did in Ultra SF2/HD Remix?

(example)



...Or instead, increase the sides of the stages, potentially giving more space to walk on-screen?





This looks very interesting.

Hopefully you'll find more people interested in the coding parts of it. If you want some character references, the best I can think of are definitely Felineki's Akuma, and the World Warrior Pack by N64Mario.

Re: massive SF2 project
#15  October 14, 2021, 08:25:59 pm
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Thanks for the ideas.  I did reach out to the N64Mario fellow a while back but he didn't seem interested. I have worked with the same 2-3 artists over past year to make all of the animations happen pretty quickly (that includes hundreds and hundreds), and we can usually turn a character around fully in 1 month. Currently, we are working on Rolento. 

I am probably going to stick with the traditional SF2 arcade resolution just to retain the feel of the original. Again, the idea is to feel like you're playing SF2 but with (in a sense) access to every character from the series in one game and with some updated mechanics. I'm definitely open to using something other than MUGEN as well, though I would just need to find someone willing to invest in a project like this.
Re: massive SF2 project
#16  October 14, 2021, 08:31:17 pm
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Very impressive all, not just the sprites, but the screenshots and plans you have. I take off my hat to you :hyo: and I wish the best for your project, I hope you can finish this with your team and this fullgame can be released so everyone can play it

Also, I hope in a future those sprites can be accesed so anyone also can make their own SF2 versions as your team does now. Loved the sprites, all of them, especially the SF1 conversions :2thumbsup:

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Re: massive SF2 project
#17  October 14, 2021, 11:05:45 pm
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I like the idea as well!
I saw some kind of similar projects in the past since the beginning of Mugen.
This one looks interesting too.

My only wish is the project to actually exist and not stay like a fantasy game forever.

Good luck to you and your team.
I know "classic" spriting is not the easiest one... ^^;

EDIT : BTW I always had this fantasy to upgrade Super Street Fighter II X with new characters from SF universe.
Initially, my pick was Birdie (SFA1 version) when I noticed his sprite style in this particular game is very similar to The last sprited moves in SSF2X...

For your project, the size of still make me hesitating about the possibility to complete it in "one person's life"
Sure the team will be helpful.
But why not making a first build of the game with most SF2/SSF2 characters + 6/8 more characters?
THen go ahead with the future builds...

If you ever use 16:9 display, please don't make the characters looking too small on screen. or too giant.
Last Edit: October 14, 2021, 11:19:13 pm by Nedflandeurse
Re: massive SF2 project
#18  October 15, 2021, 12:29:20 am
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Nedflandeurse:

I have always had same thoughts about other projects that would seem like great ideas but lacked the resources to complete.  In this case though, the bulk of work (creating original sprites and animating them all) has already been completed, and I at this point average 2 completed characters per month.  I had one fellow who was able to code two characters in 3 days pretty well and he sort of disappeared. So, with the right people, this is all very easily a playable reality. If I can find good coders, they've got the art to mow through many of my characters quickly, at which point I can start releasing things and just adding/tweaking as we go.

Also, for what it's worth, I have completed fully playable mods for other games (most notably, Double Dragon) that took years. And, with as much time and cash that has gone into this, I'm definitely not letting it sit = ).
Re: massive SF2 project
#19  October 15, 2021, 07:58:59 am
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If you have template of the code structure you want, the coding can be done very fast.
Actually SF2 type characters can be completed in a bunch of days/weeks if the ressources are already ready.

I think, I can help complete some of them. Even if I'm not really a coder/programmer.

Be sure to prepare the templates well, and the coders will complete the characters in no time :)


BTW : no Sakura in the roster? She would have been nice in SF2 style, since this is a kind of dream match. ^^
Re: massive SF2 project
#20  October 15, 2021, 01:36:36 pm
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I would welcome any help. Especially from dedicated fans of the series who can consult, edit existing characters, etc.   The roster is always expanding and adding Sakura is easy.  Getting through Rolento now and will likely have 8-10 more characters not shown in my original pic done by end of year.  Finishing Rolento and then going to do FANG, Sawada, Geese Howard, King, and Hworang.

Much easier to reach me via google mail . . . gdk1981.
Re: massive SF2 project
#21  October 15, 2021, 07:55:20 pm
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I am probably going to stick with the traditional SF2 arcade resolution just to retain the feel of the original. Again, the idea is to feel like you're playing SF2 but with (in a sense) access to every character from the series in one game and with some updated mechanics. I'm definitely open to using something other than MUGEN as well, though I would just need to find someone willing to invest in a project like this.

Understood! But one more question,

which aspect ratio to use? The unaltered pixel aspect, based on the internal resolution from the arcades (384x224)? Or a resized one, based on the resolution it was displayed on the 4:3 screens of the time (320x240)?


In either option, I can help adapting pre-existing stages to the resolution choosen for the project. :)



Also, for the most authentic SF2 feel, IKEMEN is the better engine to use. Besides the already mentioned stage interactivity, it also has a built-in score system, stun, and the option to change/reset the bg music mid match;



Re: massive SF2 project
#22  October 15, 2021, 08:29:20 pm
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I suppose the 320 x 240 resolution makes more sense for big TV screens!   Some basic questions about IKEMEN for the purposes of this project . . . does it handle AI well?  While I love multiplayer, I have gotten into playing the entire series against the computer over the years, so gotta have solid AI options.  Also, is IKEMEN able to handle both winning and losing portraits?  I do like the score system and dizzy features you mentioned--those are essential as well to the overall feel of the original.
Last Edit: October 16, 2021, 02:35:57 pm by gdk1981
Re: massive SF2 project
#23  October 16, 2021, 10:04:54 am
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I suppose the 320 x 240 resolution makes more sense for big TV screens!   Some basic questions about IKEMAN for the purposes of this project . . . does it handle AI well?  While I love multiplayer, I have gotten into playing the entire series against the computer over the years, so gotta have stolid AI options.  Also, is IKEMAN able to handle both winning and losing portraits?  I do like the score system and dizzy features you mentioned--those are essential as well to the overall feel of the original.
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Re: massive SF2 project
#24  October 16, 2021, 12:50:27 pm
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I suppose the 320 x 240 resolution makes more sense for big TV screens!   Some basic questions about IKEMAN for the purposes of this project . . . does it handle AI well?  While I love multiplayer, I have gotten into playing the entire series against the computer over the years, so gotta have stolid AI options.  Also, is IKEMAN able to handle both winning and losing portraits?  I do like the score system and dizzy features you mentioned--those are essential as well to the overall feel of the original.
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He just mispelled a single word. Not a BIG problem, kid. Can you help him aside typping this small detail?

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

If the project were in another graphic style(CvS, for example), I'd gladly help, but SF2 is totaly out of my league. I can not get that style well :/ .

Good luck!!
I swear there was something cool here!!
Re: massive SF2 project
#25  October 16, 2021, 02:38:19 pm
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Yes, I am welcoming all expert IKEMEN GO information so we can make a call here with how to move ahead with this project!  Bring it on, bring it on. I'm pretty confident that with video displays, this would be a fairly popular mod.
Re: massive SF2 project
#26  October 16, 2021, 09:22:17 pm
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Seeing SF1 together with Final Fight in CPS1 style sprites feels like a What if it was Capcom that did it's own version of KOF like FG.

Any plans to add Final Fight2 and FinalFight3 characters in SF2 Style?
Re: massive SF2 project
#27  October 16, 2021, 09:31:32 pm
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Sure--I am starting with characters who appeared in at least one SF game, but the FF universe is so inextricably linked to SF that I may as well open the doors.  I am thinking, too, that I may offer (sort of as a deal) to include new requested characters in exchange for help coding them/implementing them.  Just an idea. 

But from FF--I had already planned on including Poison, Damnd, Abigail, Rolento, and Edi.
Re: massive SF2 project
#28  October 16, 2021, 10:30:31 pm
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Sure--I am starting with characters who appeared in at least one SF game, but the FF universe is so inextricably linked to SF that I may as well open the doors.  I am thinking, too, that I may offer (sort of as a deal) to include new requested characters in exchange for help coding them/implementing them.  Just an idea. 

But from FF--I had already planned on including Poison, Damnd, Abigail, Rolento, and Edi.

That would be cool. But perhaps have restrictions on what requested characters can be included; again limit it to the Vs series, EX, and stuff like that, but open it up to Marvel/Tatsunoko superheroes and characters like Megaman, but only if other people help you with those characters. And also, FF had Maki who was in Alpha 3 MAX
Last Edit: October 16, 2021, 10:34:05 pm by Miru962
Re: massive SF2 project
#29  October 16, 2021, 11:49:47 pm
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By any chance, can you post a preview of anything moving??
Video or animated gif?
I would like to see it for few characters.

I truely like the concept of this game, but it's very hard for me to believe such a fantasy game can exist.
I mean, without working like 15-20 years on it. (perhaps I'm just too slow compared to you guys)

I just want to see something you guys sprited, moving... not necessarly with coding and all, but just to see how it actually moves.
Re: massive SF2 project
#30  October 17, 2021, 01:44:29 am
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Sure thing, I will just send a clip of El Fuerte vs. Gouken tomorrow. You'll see that the charas animate just like the SF2 originals! Like I said, this is definitely not a 10-15 year project as I've already completed the bulk of character spriting (by far the most expensive, time-consuming aspect of these projects and why many never get off the ground), and have a pretty good system in place with my team to complete many more in a short period of time. It's totally conceivable that if I can find a few other decent coders who could even just paste my anims on existing charas and mod a bit, the whole thing is playable by spring. That is, with the above characters and likely 8-10 more. 

I do art on the side, and the rest of the animation process just isn't cheap = ).
Re: massive SF2 project
#31  October 17, 2021, 12:26:41 pm
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Damned is great. I was also thinking of Maki, Lucia and Dean.

I'm excited with EL Fuerte and Gouken tommorow
Re: massive SF2 project
#32  October 17, 2021, 06:27:24 pm
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As promised, here's a quick little video of some sloppy fighting between Gouken and El Fuerte, just to show that all of these characters are indeed animated, haha.  Had fellow import my sprites into existing MUGEN characters with a few slight tweaks.  There are a few frame errors (transparent background got messed up), but again, just a little preview.

https://www.youtube.com/watch?v=wSS5qeOzYoY
Re: massive SF2 project
#33  October 17, 2021, 08:01:47 pm
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Oh my, that's awesome!

The only negative point I'd say is about modern sparks and some of them being misplaced. Aside this small detail, everything looks  fine :)
I swear there was something cool here!!
Re: massive SF2 project
#34  October 17, 2021, 08:05:10 pm
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Haha I actually didn't place any of those sparks--they are from the original characters. Those are all going to be replaced (along with Gouken's fireball anims) for the actual game.
Re: massive SF2 project
#35  October 17, 2021, 08:50:52 pm
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Great stuff thanks for sharing your work.

EL Fuerte in CPS1 style in action!
Re: massive SF2 project
#36  October 17, 2021, 08:55:32 pm
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The spriting quality is pretty good and would match SF2 style with no major problem.
But I can definitely see flaws about how characters moves.
It can be fixed. Same for the way El Fuerte hits ground when falling or having only the arm moving when punching (instead of full body)

The amount of work you did for all of that is incredible.

these sprtites definitely deserve to be used in actual SSF2 type characters!
Re: massive SF2 project
#37  October 17, 2021, 09:07:27 pm
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Thanks everyone!  Yeah, I believe a host of small fixes and polishes could easily be handled if I can get a good team together here.  So for everyone reading--am I ultimately limited doing all of this with MUGEN?  The dizzy states, win/loss portraits, and breakable background objects (and perhaps a scoring system) are all pretty integral to the feel of the original, and if only IKEMEN can handle those features, I suppose that's the way to go. 

I would just like to keep pumping out art and have an interested team to put together the characters in MUGEN or IEMEN GO and consult with one another regarding AI, potential additional character features (such as including character moves from subsequent games, which is easy), and overall quality.
Re: massive SF2 project
#38  October 17, 2021, 09:44:41 pm
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Time to reveal something: I've been working with him in some characters already, as I coded Ken and I am finishing Adon.
About the engine, its up to him, but I am coding using Mugen yet. I want to try it for sure, there is a lot of potential.
But I am not familiar with it yet.

Here are some more screenshots:

- The combos aren't 100% SF2, as the characters have magic series


- Special Move finish from MVC


- Hyper Combo Finish from SSF2


Oh my, that's awesome!

The only negative point I'd say is about modern sparks and some of them being misplaced. Aside this small detail, everything looks  fine :)
That wasn't coded by me and I think its just to show the sprites in action :)
Re: massive SF2 project
#39  October 17, 2021, 10:06:07 pm
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This is really extensive! I hope to see more, especially seeing Gouken and El Fuerte in action.
Re: massive SF2 project
#40  October 17, 2021, 11:16:38 pm
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Not sure how I feel about magic series if the rest of the gameplay system aims for accuracy. But this is really exciting.
Re: massive SF2 project
#41  October 17, 2021, 11:54:00 pm
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Time to reveal something: I've been working with him in some characters already, as I coded Ken and I am finishing Adon.
About the engine, its up to him, but I am coding using Mugen yet. I want to try it for sure, there is a lot of potential.
But I am not familiar with it yet.

That looks amazing
Re: massive SF2 project
#42  October 18, 2021, 01:07:41 am
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This project looks epic. Can't wait to see more.
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Re: massive SF2 project
#43  October 18, 2021, 06:07:38 am
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SF2 Adon... what a time to be alive  ;D
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Re: massive SF2 project
#44  October 19, 2021, 05:15:41 am
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I suppose the 320 x 240 resolution makes more sense for big TV screens!   Some basic questions about IKEMEN for the purposes of this project . . . does it handle AI well?  While I love multiplayer, I have gotten into playing the entire series against the computer over the years, so gotta have solid AI options.  Also, is IKEMEN able to handle both winning and losing portraits?  I do like the score system and dizzy features you mentioned--those are essential as well to the overall feel of the original.

From what I understood, Ikemen's AI capabilities are essentially the same as Mugen 1.0/1.1, only difference being that Ikemen can also detect the AI Ramping system as floating numbers. In either case, the best way to have a good AI is actually by coding it in the character itself; which isn't something really difficult to do, once you reach a intermediate level of coding skills.

About Win/Lose portraits, those can be coded in both Mugen and Ikemen without any problem, really. And while Mugen can techically have a dizzy system as well, the same can't be said about the score system - technically, you can have the visual aspects of it during a fight... but you won't be able to save anything once the match is over, since Mugen doesn't have a ranking screen.

So yeah, IKEMEN is a way better option if you want to have all the features from a classic arcade.


And speaking of Ikemen... I did a little work with it, as a test. I grabbed "CfSF's" Classic Ryu, the Japan stage made by Dark Saviour, and ripped some graphics and sounds myself, while adjusting everything to be as close as possible to the arcade proportions, in this SF2-style test build:

https://www.mediafire.com/file/s5ypzo8nasca7l5/Ultimate_Street_Fighter_2.rar/file

The resolution set here is 298x224. This way the game's proportions are the closest to 4:3, while keeping the same height of the original arcade sprites - so the only thing to re-scale via coding is the X scale, to a value like 0.7777...

This is how it looks like in a x3 window:





So, what do you think about this configuration? Does it look good enough with the rescale?

Keep in mind I dind't change anything besides the Select screen; those are the default Ikemen graphics... everything else can be further reworked to be more on-style with SF2, of course.
Re: massive SF2 project
#45  October 19, 2021, 09:12:11 pm
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Thanks so much for this explanation . . . I am totally open to moving ahead with IKEMEN, though the only concern remaining would be the broader familiarity with it across this community. (?)  It would be good to have multiple people working on characters, and if only a small handful anywhere are proficient with IKEMEN, the completion time for a project like this would become complicated.

I can guarantee direction and artwork on my end to see this to the end, but the means just has to be realistic = ).
Re: massive SF2 project
#46  October 20, 2021, 12:51:11 am
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Thanks so much for this explanation . . . I am totally open to moving ahead with IKEMEN, though the only concern remaining would be the broader familiarity with it across this community. (?)  It would be good to have multiple people working on characters, and if only a small handful anywhere are proficient with IKEMEN, the completion time for a project like this would become complicated.

I can guarantee direction and artwork on my end to see this to the end, but the means just has to be realistic = ).
Trust me, IKEMEN is extremely easy to move into. The only challenge might be if some stages don't work, but I don't think that's the case here.

I can help you guys out with it, and the advantages are HUGE.

Online, real stage interaction, and a ton other stuff.
Re: massive SF2 project
#47  October 20, 2021, 03:43:22 am
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The thing here is: if only 1 or 2 can do Ikemen he would depend so much on them not quiting or work on it constantly, while Mugen can get a bigger team to help out.

I think Ikemen would work better, but I dont know anything about it, just a few of his advantages.

About the art, Im curious to see that, anything possible to share to see it?
            Zorf Giudecca
Re: massive SF2 project
#48  October 20, 2021, 03:53:01 am
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NiO ErZeBeth--right on, those are my thoughts exactly. Also, preview art and videos should all be on the first page.
Re: massive SF2 project
#49  October 20, 2021, 11:41:53 am
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That doesn't seem like it would be a problem though, since Mugen creations are compatible with Ikemen Go? i.e. you could have some team members working only in Mugen while still using Ikemen as the engine for the game.  Unless I'm missing something...
Re: massive SF2 project
#50  October 20, 2021, 03:03:23 pm
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That doesn't seem like it would be a problem though, since Mugen creations are compatible with Ikemen Go? i.e. you could have some team members working only in Mugen while still using Ikemen as the engine for the game.  Unless I'm missing something...

basically, this.
AFAIK.
Re: massive SF2 project
#51  October 20, 2021, 05:14:35 pm
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AFAIK. ?pardon?
Hey, can i help, or maybe i need help
Re: massive SF2 project
#52  October 20, 2021, 05:20:43 pm
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As Far As I Know.

(Just to say I'm pretty ok with what Tunglashor says)
Re: massive SF2 project
#53  October 21, 2021, 08:41:56 am
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For the past 5 years, I've poured a ton of money and time into a rather large SF2 project. Essentially, I have always wanted to take the original SF2 arcade games, add components of subsequent game mechanics to a SF2-style engine, tweak the original roster movesets a bit, and--most importantly--add characters from the rest of the series to the roster. This last part has involved scouring existing artwork (doing much of it from scratch myself) and to render charas from SF1-5, Alpha, and vs. series in the SF2 arcade sprite style. Here's a pic of everything I've done currently minus a few that are in progress, and each of these has 70+ animations.   



Just reaching out to see what else is out there in terms of interest and collaboration. I have worked with a few other artists on this massive project but would love to work with some like-minded MUGEN/SF2 fans who could help to bring this project to completion. So, existing character art, SF-styled portraits, coders familiar with the various SF game mechanics would be welcome. 

Feel free to PM me for any questions.



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Re: massive SF2 project
#54  October 21, 2021, 01:01:07 pm
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The thing here is: if only 1 or 2 can do Ikemen he would depend so much on them not quiting or work on it constantly, while Mugen can get a bigger team to help out.

I think Ikemen would work better, but I dont know anything about it, just a few of his advantages.

About the art, Im curious to see that, anything possible to share to see it?
IKEMEN is 99.99% retrocompatible, and we can all use CNS instead of ZSS (heck even I don't know ZSS).

Unless you are going to use some obscure Winmugen bug as a feature, MUGEN creators will do just fine using IKEMEN.
Re: massive SF2 project
#55  October 21, 2021, 01:33:11 pm
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This is all extremely helpful!  So really then, there's no issue having a few people code some characters in MUGEN and then fitting everything into the IKEMEN platform? 
Re: massive SF2 project
#56  October 22, 2021, 04:53:18 pm
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If talking Ikemen Go... which getting it v0.98.0 (maybe this year, but it is said at... )... then yeah...
Hey, can i help, or maybe i need help