The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Cobra Caddie on December 11, 2018, 09:19:24 pm

Title: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on December 11, 2018, 09:19:24 pm
(http://caddie.smeenet.org/mightytitle.png)
SF2Nes/SSF2Nes
Spoiler, click to toggle visibilty

Download for current released version:
SSF2Nes 1.0.3 (http://caddie.smeenet.org/ssf2nes1.0.3.zip) This is the last release from the team that was working on it in the past and doesn't have any updates I've made to the game.

Current developers
I'm the only person working on the game at the moment. That could change but I have a development plan regardless of if this ends up being a team effort or a solo project. There is no involvement in any form from the co-creator of this project.

Why?
Spoiler, click to toggle visibilty

Goals:
Spoiler, click to toggle visibilty

Character development plan:
Spoiler, click to toggle visibilty

Name change?
Since resuming development I've considered a name change for the game for several reasons. Currently the name that I'm liking the most is Mighty Street Fighter, a play on the NES game Mighty Final Fight. SF2Nes has always has SNES music and particle effects for special moves, as well as breaking palette limitations in several ways. It's never really been truly NES so I figure that name would be more true to what it is.

"Full" Roster:
Spoiler, click to toggle visibilty

CHANGELOG (http://caddie.smeenet.org/changelog.txt) (this will be updated as I continue development)

Random screenshots:
Spoiler, click to toggle visibilty

Think that's it. I'm gonna try and finish this all the way to the end, but if I end up flaking out on it I'll at least let yall know this time. I've had a lot of fun doing Bison's new spriteset and working on Mike so far.

Speaking of Mike I'm gonna make a follow up post showcasing him. His programming is mostly complete outside of some touch ups but I'll be more specific in that post. If you have any questions or comments about the game you can post here or through PM.

Thank you all. :)
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on December 11, 2018, 09:23:08 pm
One quick double post I wanna keep separate from the opening one, I've been considering changing the particle effects in game to pixel art. Here's an example I whipped up.

Current:
(http://caddie.smeenet.org/mugen035.png)

With pixel art:
(http://caddie.smeenet.org/mugen036.png)

Any thoughts/opinions? It'd be a lot of work and the particle effects actually look pretty good in motion, so I'm 50/50 on it myself.


Title: Re: SF2NES (new name?): In development again
Post by: GDPenguin on December 11, 2018, 10:18:01 pm
Interesting. ;)
Title: Re: SF2NES (new name?): In development again
Post by: SkySplitters on December 11, 2018, 10:38:34 pm
Sounds interesting! Keep up.
Title: Re: SF2NES (new name?): In development again
Post by: BrawlTheMan on December 11, 2018, 11:43:12 pm
You should port this to Ikemen. I wouldn't mind playing it with some friends online.

Btw, I remember some characters from this game had moves they didn't have in their source games, like I think Blanka had some kind of autocombo super. Are you gonna keep them in?
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on December 12, 2018, 01:29:18 am
Yes! That's one thing I've always really loved about this project is the creativity that came from it, most of the original moves that were put into the game really fit the characters. The only way I'd really remove something is if I find a better idea and have to take something away to add it.
Title: Re: SF2NES (new name?): In development again
Post by: R565 on December 12, 2018, 04:07:05 am
I kinda consider this the Ultra update to SSF2Nes, either way i'm liking the work you have done so far to this.
Title: Re: SF2NES (new name?): In development again
Post by: Retro Respecter on December 12, 2018, 04:17:08 am
If you're think of a name, I'd say "Go for Mighty Street Fighter". It's silly and complements the Nintendo style of Street Fighter that you're using.
Title: Re: SF2NES (new name?): In development again
Post by: Umezono on December 12, 2018, 05:57:38 am
You should port this to Ikemen. I wouldn't mind playing it with some friends online.

Btw, I remember some characters from this game had moves they didn't have in their source games, like I think Blanka had some kind of autocombo super. Are you gonna keep them in?

Parsec is a good option for playing this online if this isn't ported over.
Title: Re: SF2NES (new name?): In development again
Post by: 9mb on December 12, 2018, 01:07:09 pm
cool!...1.03 no  Cammy,T Hawk,Dee Jay,Mike?
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on December 12, 2018, 01:35:39 pm
Currect, the released version has none of those characters. My development plan for those characters will probably be something along the lines of

Mike
Mystery 1
Mystery 2
Eagle
Dee Jay
Cammy
T Hawk
Mystery 3

I might move Mystery 2 down cause his sprites take a bit more editing than any of the others. Also I'll probably do either public or private beta testing for each of them so I can get some feedback, I might even just have the character downloads without the updated fullgame just to get that feedback but I don't know how that'll work out. We'll see.

Also it's really cool seeing people interested in doing online matches through the game, I hadn't thought about that but it'd be nice since this is a fullgame and all. Awesome :)
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on December 20, 2018, 11:32:45 am
Progress update on Mike: I'm almost done with the "edit" sprites(sprites edited from Balrog). When they're done all that's left is the custom sprites from SFV. After edit sprites are done I'll make a progress video with the placeholder sprites so I can show off his gameplay. I'm still on track to have that video ready by the end of the month, and Mike should be done by the end of January. I can probably do some testing if people wanna beta test him.  :)

My perfectionism has gotten to me twice so far and I've updated Mike's whole spriteset for minor details twice; to give him dark lines for his belt buckle and to change the shading on his hand tape. Minor things but it makes a difference, to see what I mean:

(http://caddie.smeenet.org/mikeminorchanges.gif)

I'm slightly worried things like that will extend the project longer than it should but anyone who remembers me will remember I don't "settle". :P

Since I don't have a gameplay video yet, I'll post a couple of goodies instead. I based his palettes on Mike's SFV outfit, and also gave him a Cody and Balrog palette to bring it to the 12 total. Also I've always loved making palettes!

(http://caddie.smeenet.org/mikeallpal.gif)

Also heres some Mike vs Balrog clips just to show off a few things. Mike's intro is based on his SF1 intro, and I gave him a bouncier stance than Balrog to reflect Mike's movement in SF1.

(http://caddie.smeenet.org/mikevbalrogintro.gif)
(http://caddie.smeenet.org/mikevsbalrog.gif)

I wish I could show more now since the programming has been completely done for a while and he has most of his sprites but I still wanna hold off for there to be no more Balrog sprites to edit. I'll try and get it done as soon as possible.

Oh and as you can see from the animations I updated Mike's stage. I'm considering updating it further. The theme I'm using right now for that stage/for Mike is Mickey Rogers theme from AOF2(mostly cause Mike's SF1 theme is 10 seconds long and terrible).

I'd love to know what any of yall think!

Title: Re: SF2NES (new name?): In development again
Post by: Renegade 128k on December 20, 2018, 01:53:16 pm
Looks awesome so far.   :bravo:
Title: Re: SF2NES (new name?): In development again
Post by: Fauxcry on December 21, 2018, 04:12:27 am
New name Idea sure "Pocket Alpha Max"
Title: Re: SF2NES (new name?): In development again
Post by: Retro Respecter on December 21, 2018, 06:32:14 am
Keep Mike's theme.
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on December 21, 2018, 09:45:49 am
Keep Mike's theme.
No way, it's literally a 15 second long loop that goes BWOOOOOOOOOOOOW with what sounds like a genesis sound chip over and over again. Tell you what though, only cause you asked I'll put it in as an alternate that anyone can change for themselves. :)
Title: Re: SF2NES (new name?): In development again
Post by: GalFord on December 21, 2018, 01:12:41 pm
I've loved every iteration of the game and was sad to hear when the last version was the "last". Really liking the look of Mike and the update so far.

Mighty Street Fighter sounds good too!
Title: Re: SF2NES (new name?): In development again
Post by: Umezono on December 21, 2018, 05:56:25 pm
Man I went back and listened to Mike's theme and you're right, its pretty terrible. The arranged version sounds kinda good tho.
Title: Re: SF2NES (new name?): In development again
Post by: Graphicus on December 21, 2018, 08:32:39 pm
I'm late, but what the heck:
Title: Re: SF2NES (new name?): In development again
Post by: GTOAkira on December 25, 2018, 06:59:22 am
Since Mike is base on Balrog in SFV are you going to give him his command grab he has in vtrigger2?
Also for his theme I guess the NYC theme from SFV could fit

Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on December 25, 2018, 08:44:23 am
I've loved every iteration of the game and was sad to hear when the last version was the "last". Really liking the look of Mike and the update so far.

Mighty Street Fighter sounds good too!

Thank you so much, I'm happy to hear this! Thank you for the feedback too.

  • Yes on pixel art FX. The other ones always clashed a bit too much for me.
  • Another vote for Mighty Street Fighter 2

I'm love to hear people giving feedback on the name and the pixel fx, I think I'm gonna go with that name. I also think I'll do a test version of Ryu and see what it'll take to do all the fxs like that and make a decision from there.

Since Mike is base on Balrog in SFV are you going to give him his command grab he has in vtrigger2?
Also for his theme I guess the NYC theme from SFV could fit
[youtube]https://www.youtube.com/watch?v=tnFBDNp9ars&feature=youtu.be&list=PLolwMXdgjcQH9W0nBHeyGgef8L7W9fbfH[/youtube]

Yes, he actually already has it! There's a catch though, I put it in as a super. His supers are:

Level 1
-B3(v-trigger command grab). You can combo into this like you can in SFV and how like most command supers can be combo'd into in SF2Nes
-Charging buffalo. You can cancel with KKB during any time to extend the combo or fake out with overhead or throw)
-Bursting buffalo. Knocks into the air, you can cancel on the second hit to juggle more or in a very tight window you can follow up with charging buffalo

Level 3
-Gigaton Blow. This version is unlike SF2Nes Balrog's gigaton blow, it comes out faster but is unsafe on block. It can be combo'd into too. Does less damage than Rog's.

I'll come up with some new names for the moves to make him different than Rog in that regards, I just used the old names for convenience sake. Btw I only have to sprite his smash special moves and then he'll be ready for video. Still have to do the SFV exclusive moves but those will be in the video with their placeholder sprites.

The preview video will also not have his new voices yet, nor will it have effects I plan to draw on his fists. Like little wind/spiral effects for his punches.

Update:
I only have 4 more sprites to edit, and their top halves are done before I can get a preview out. Should be out in the next two days.
Title: SF2NES Mike preview video
Post by: Cobra Caddie on January 07, 2019, 07:02:00 am


Video looks a little crusty but I'm working with new programs, bare with me. :P

Here he is. Like I mentioned before he has "placeholder" sprites for a lot of his moves. Please keep that in mind when watching this. There were two things I forgot to show off in this video; his overhead and his target combo. So here:

(http://caddie.smeenet.org/mikeoverhead.gif)

His overhead can't be combo'd into, but it can be combo'd out of. As shown.

Some things I didn't show in the video that he has is:
- c.MK stomp
- s.MP anti-air
- TAP(turn around punch), which is gonna be like SFV Season 2 Balrog
- EX Smash has armor
- Both of his punching supers can be cancelled out of at certain points

Any questions lemme know.
Title: Re: SF2NES (new name?): In development again
Post by: GTOAkira on January 07, 2019, 07:08:24 am
Season 2 Tap lmao cant wait to use it
Everything is looking really good so far hope you give him rog second win pose from SFV where he looks down at the opponent
Title: Re: SF2NES (new name?): In development again
Post by: O Ilusionista on January 07, 2019, 01:40:46 pm
I'm late, but what the heck:
  • Yes on pixel art FX. The other ones always clashed a bit too much for me.
  • Another vote for Mighty Street Fighter 2

I can't agree more. I always liked this game, but I was never fan of the transparent FX - they clash a lot with the graphics.
This is a mistake I made in the past in one of my own games and now I hate it with passion, lol.

Still in this subject, if you are going to change the transparent effects, change the afterimage to be solid too. So it would fit more with the graphic style.

I loved the Might Street Fighter name. Pretty cool.

That is very nice to have both Mike and Balrog. I just have a feedback with to share - you could make the artist's right arm of Balrog to bounce too, because right now only the other arm bounce, take a look
(http://caddie.smeenet.org/mikevsbalrog.gif)


Keep the good work.
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on January 07, 2019, 06:15:20 pm
Excellent feedback! Solid aftereffects would look really cool with this game and I never would have thought to change it, thank you. :)

With that Balrog animation, I think originally he only had 2 frames and the third was an edit, which is why it probably doesn't move more. So it definitely could be touched up, thanks for pointing that out. I might revisit more character animations as the game gets to the "tune up" phase after the new content is developed.

Any more feedback like this is very appreciated and will go towards making the finished product better.

Edit: GUYS! I just had a really cool idea for how I could make team modes work in the game. PLEASE don't let me forget about this, it involves plains and axises. I really think I'll be able to get it to work. :) And as far as I'm aware you'll never have seen it in a Mugen game before.

Update: Alright here's my idea. This is a fake screenshot but it'll show what I'm thinking.

(http://caddie.smeenet.org/mugen040.jpg)

I got this idea for a new kind of team mode earlier today. Instead of fighting on the same plane, players 3 and 4 would fight lower down on the screen. Then when P1 and P2 or P3 and P4 win their part of the fight, they'll wait around for the other group to finish. If their partner loses, they'll jump to the other plane to try and win the round. I could also have it so that the partner jumps in immediately after defeating their opponent, but I like the idea of them waiting until their partner loses.

Sound nice?
Title: Re: SF2NES (new name?): In development again
Post by: GDPenguin on January 15, 2019, 06:58:04 am
Right now it sounds a bit odd, it might work though.
How about playing around with the tag system and make the characters shift targets when you press tag?
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on January 15, 2019, 05:23:02 pm
Maybe. Or I could do something like Kizuna Encounters tag system. What I'm looking for is keeping the fights 1 v 1 somehow, but allowing the 4 player combat. The only thing I don't want to do is a marvel system where the other characters aren't on screen most of the time.

I've messed around with it a bit and it would be really hard to make it so that characters are actually on different planes and can't hurt eachother. Hard, but possible. But I'm thinking a tag system would work better for what I want anyway. 2v2 in Mugen has always been kinda weird cause you have no control over what your partner does, but if I could make tag work that'd be acceptable for me.
Title: Re: SF2NES (new name?): In development again
Post by: GDPenguin on January 16, 2019, 04:48:55 pm

I've messed around with it a bit and it would be really hard to make it so that characters are actually on different planes and can't hurt eachother. Hard, but possible. But I'm thinking a tag system would work better for what I want anyway. 2v2 in Mugen has always been kinda weird cause you have no control over what your partner does, but if I could make tag work that'd be acceptable for me.

That's exactly what I was thinking.
Title: Re: SF2NES (new name?): In development again
Post by: Pacsonic on January 25, 2019, 01:09:16 am
Here are some suggestions:
1. Have some actual 8-bit music.
    You can find some from bootleg street fighter games on nes on youtube or 8 bit remixes. (The characters and stages are mostly from actual street fighter nes bootlegs for
    those who think that they're not nes.)
2. Add Sakura. You can use some Neo Geo Pocket Color sprites. I found a Neo Geo Pocket Color Sakura character on Mugen Archive.
Title: Re: SF2NES (new name?): In development again
Post by: ELECTR0 on January 25, 2019, 01:27:35 am
I like the idea of them waiting around for the partner to die. It would look better if they had waiting sprites & it would cut down on confusion of who is in the battle. For example having them sit down & occasionally clapping or moving their head left to right as their partner moves back & forth between the axis.
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on January 25, 2019, 01:45:30 am
I like the idea of them waiting around for the partner to die. It would look better if they had waiting sprites & it would cut down on confusion of who is in the battle. For example having them sit down & occasionally clapping or moving their head left to right as their partner moves back & forth between the axis.
I was thinking the same thing, maybe something like the older Kofs. Just gotta decide if they can tag in and out. Should't be too hard to do a couple of waiting around sprites.

Here are some suggestions:
1. Have some actual 8-bit music.
    You can find some from bootleg street fighter games on nes on youtube or 8 bit remixes. (The characters and stages are mostly from actual street fighter nes bootlegs for
    those who think that they're not nes.)
2. Add Sakura. You can use some Neo Geo Pocket Color sprites. I found a Neo Geo Pocket Color Sakura character on Mugen Archive.
One thing I'd like to try and avoid is taking music from other sources other than the games they come from. Every bit of music and sound that I put into the game I personally ripped and edited(though not every song in the game is from me). If we do go for 8-bit music, I'll have to find some way to do it myself or get help from an outside source. Maybe converting the original SFC files into an NES sound font somehow I dunno.

Game is long way from finish so we'll see, thank you for the suggestion! The more I know what people want and are looking for in the release, the more it'll steer me in those directions. I will take peoples suggestions to heart, and I want to do "patches" if need be to help balance the game or fix bugs.

As for the roster, I already decided on who is in and how I'm going to do the sprites. Sakura didn't make the cut even though I'm a fan of hers, but I think in general people will like who I put in. Next character should get a reveal right when I'm finished with Mike. I did notice that the game is kind of a sausage fest; of all the new characters in the upcoming release only two are female, making 3 total for the whole cast. I think if the game continues development after this year I'll have to do something to fix that.
Title: Re: SF2NES (new name?): In development again
Post by: Pacsonic on January 27, 2019, 03:48:10 am
You can get this free program called GXSCC. No install needed.
http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GsorigE.htm
Drag your midi file into the program and it will produce 8 bit music. You can then turn it into a wav file which you can convert to mp3.
https://online-audio-converter.com/
This website is good for that.
Last, try to stop improving the stage graphics and keep it in the original form like the first release. If you keep improving the graphics, then it won't look like NES.
Anyway, great game.
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on January 27, 2019, 05:29:04 am
Thank you for those links!

As for the stages, if it makes you feel better I use real NES colors when I change them around. :P I also try to stick to color limitations with the new elements(not total color count but count per element). There's no way though that I'd go back though, the original rips of the stages were so bland and didn't make the best use of the colors. I also put a lot of work into them.

SF2:

(http://caddie.smeenet.org/kenstagesf2.png)

Nes Bootleg:

(http://caddie.smeenet.org/kenoriginalstage.gif)

Mighty Street Fighter(SF2Nes)

(http://caddie.smeenet.org/mugen043.png)

With the new one being fully animated. Yeah it's not totally NES anymore but it's not too off. Might be where the new Mighty title comes into play!
Title: Re: SF2NES (new name?): In development again
Post by: ELECTR0 on January 27, 2019, 05:38:32 am
I personally like the new color scheme and animations. Seems to make the stages come to life.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on January 31, 2019, 01:22:29 am
Name change is official, I whipped up a quick logo that I might stick with for it. It's on the first page!

Work on Mike is coming along, I expect to be finished with him by the end of February just cause I have a lot of custom sprites to make for him. For the next couple of characters I'm working on, they won't have many custom sprites. Instead they will be mostly edits of existing sprites to resize, recolor, and touch them up to fit in the game.

As for the NES style music suggestion, I went ahead and tried it and the results are mixed IMO. Not a whole lot of people know this but when I first was working on the game, I ripped spc files from the snes games myself and edited midi, adx, and mp3 files from them. Midis were made cause at the time, mugen's sound didn't allow mp3s to work on all systems including one of the co-creators of SF2Nes! So I made midis for all the music and with that, I can make NES versions of the songs from them. Here's a sample of what one of the themes would sound like, this is the best result of all the different instruments I tried:

http://caddie.smeenet.org/sf2balrog.mp3 (http://caddie.smeenet.org/sf2balrog.mp3)

What I might try to do is see if I can add a front end to the game and have an option to switch the music through that. If not I could manually have the uploads be separated by what your music preferences are.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on January 31, 2019, 04:00:23 am
Perfect. Are you getting a hang of the software I provided you as you used it with the sample provided? Keep up the good work.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on January 31, 2019, 04:04:08 am
Yeah it's really easy to use, thank you.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on February 08, 2019, 04:01:23 am
Speaking of characters, when did you create Cammy, T Hawk, and Dee Jay and where did those sprites come from. I know the others are from bootleg NES games and some being edits of Ryu.
B.T.W. I can't wait till this game gets released.
Also, Andres Borghi's The Black Heart (Hope I got his name right) haves a launcher that lets you change the language as well as there being a code to play as the final boss. I don't know how he did that but you could do that for the music.
Edit: I'm also curious who voiced Sheng Long.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 08, 2019, 05:49:20 am
Those character sprites aren't done, but I did some concepts that were very easy to make that are edits from the GBA games. They'll be a lot easier than Mike's sprites cause his require way more heavy edits. That's how I made Fei Long sprites too, they're SFA3 GBA sprites edited. Cammy's though is from SSF2TR cause I like that outfit better than her Alpha sprites.

Thank you for letting me know about the launcher, gives me hope about including something like that for MSF! Love to hear you're interested in the game coming out too, hopefully I can get it done sometime this year lol

I didn't make Sheng Long's voice but I believe it is Ken's voice pitched down.
Title: Re: SF2NES (new name?): In development again
Post by: The Shakunetsu on February 08, 2019, 10:20:55 am

(http://caddie.smeenet.org/mugen040.jpg)

I got this idea for a new kind of team mode earlier today. Instead of fighting on the same plane, players 3 and 4 would fight lower down on the screen. Then when P1 and P2 or P3 and P4 win their part of the fight, they'll wait around for the other group to finish. If their partner loses, they'll jump to the other plane to try and win the round. I could also have it so that the partner jumps in immediately after defeating their opponent, but I like the idea of them waiting until their partner loses.

Sound nice?

Looking nice and great, You can take some inspiration also with the likes of Groove and Fight...

And I hope you would look into Guardian Heroes which is kinda interesting for a shifting plane mechanic.

if you desire having them fight each other in the simultaneously.
 
I hope you would try 8bit nes styled gauges and fonts.

Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: HHHanzo on February 09, 2019, 06:28:46 am
I was playing this since 11 years ago, I hope to see the final version with the rest of the New Challengers Cast at least, And also I can suggest you some ideas like:
-A SF2NES Collection with a SF2CENes ,SSF2XNes and also the Mighty SF
It can be like this
SF2CENES:
-SF2 CE Roster with hidden Character Haggar only
-Only one supermove per character (use the original super combos of ST)
-2 power bars

SSF2XNES:
-SSF2X Roster with hidden Haggar, Akuma and Shen Long
-2 super moves per character
-3 pówer bars

Mighty SF:
The final revision

About the music an 8 bit version for each theme is fine
Title: Re: SF2NES (new name?): In development again
Post by: Cobra Caddie on February 09, 2019, 07:52:55 am
I hope you would try 8bit nes styled gauges and fonts.

I don't know why I haven't done that yet, thank you for giving me the suggestion.

SF2NES Collection

I might be able to do something like that, I have several old versions of the game. At one point I had every build but I don't know where the "old" folder went.

Edit: Just took a quick look and look what I found:

(http://caddie.smeenet.org/mugen26.png)

This is one of the earliest versions out there, though there is an "old characters" folder in it. I didn't even have the flags programmed on the select screen yet.

Here are some more versions of the game I got:
Spoiler, click to toggle visibilty
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on February 20, 2019, 09:53:43 pm
Looking at the character files of the latest release, I found an unused character named Jessica who only had a standing sprite and all the other sprites are non existent. Who could she be and why she wasn't finished?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 20, 2019, 11:32:00 pm
She was a character started during the time I wasn't working on the game. I'll say a few things about her..

She's an existing character in the Street fighter universe, though a bit redesigned. She only got a couple of sprites before work on her was halted. Her design is important to how she was planned to play. And one last thing, her future is TBD  :) stay tuned!

Since I'm already here might as well mention Mike is still coming along though I did take a bit of a break. I want him to be complete when I show my next progress video. I really wanna make a version of him that y'all will be able to download and put in the existing release of the game so he can be tested a bit. And then I think after that for testing I'll have a full new version of the game engine with all the updates included for character testing.

One last thing, the finished Mike trailer will have a preview of who the next character is in it. I don't wanna release anything until that is ready!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on February 21, 2019, 06:35:52 pm
She was a character started during the time I wasn't working on the game. I'll say a few things about her..

She's an existing character in the Street fighter universe, though a bit redesigned. She only got a couple of sprites before work on her was halted. Her design is important to how she was planned to play. And one last thing, her future is TBD  :) stay tuned!

Since I'm already here might as well mention Mike is still coming along though I did take a bit of a break. I want him to be complete when I show my next progress video. I really wanna make a version of him that y'all will be able to download and put in the existing release of the game so he can be tested a bit. And then I think after that for testing I'll have a full new version of the game engine with all the updates included for character testing.

One last thing, the finished Mike trailer will have a preview of who the next character is in it. I don't wanna release anything until that is ready!

I don't know how to upload images but I'll do the best to describe. until I find out how to upload images.
The sprite found looked like a female wrestler.
The Jessica I found in Street Fighter is the mayor Mike Haggar's Daughter.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Umezono on February 21, 2019, 06:41:53 pm
Jessica is the damsel in distress of Final Fight
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: HHHanzo on February 22, 2019, 11:55:52 pm
I recommend to see my SF2 Sprite Rip thread for you man,  if you need more references for New Challengers sprites to convert in 8 bits
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: O Ilusionista on February 25, 2019, 02:28:37 pm
I am glad to help

(http://caddie.smeenet.org/mugen040.jpg)

I really liked this idea a lot! I never understood why Elecbyte had removed the Z plane. This would make your life way easier.

Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 28, 2019, 04:59:15 am
Update: I fell a bit behind on Mike's sprites. I find myself stopping and starting sprites from scratch over and over cause they end up looking off. Progress has been made but I really don't know when it'll be finished. Thankfully, he's one of only two characters that need a lot of completely new handdrawn sprites instead of just editing. Seeing how tough this one has been, I might need to get help for that last character. We'll see. I'll keep things updated here.

Pacsonic and Umezono: You're on the right track, btw that character is the other handdrawn character I just mentioned. Regardless of what happens she's gonna be the final character for this update.

HHHanzo: Thank you for the offer! I'll let you know if I end up taking it.

O Ilusionista: I agree. In fact I was looking to see if I could tap into the z-axis somehow but didn't find any luck. Probably gonna go with a tag system, don't know when that'll be implemented though.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on March 13, 2019, 11:30:19 pm
Does anyone know where Terry's sprites are from?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 13, 2019, 11:39:07 pm
I made them from Fatal Fury Special arcade sprites. They're incomplete and the wrong size(slightly too small).

Since you mentioned them, I think I can say this now. Terry's sprites were for a follow up project to SF2Nes that never got off the ground. After we finished SF2Nes we originally wanted to do a Street Fighter vs Fatal Fury crossover game. I did Terry's sprites to see how practical and how time consuming it'd be. It really wasn't that hard. I can share some concept sprites here:

(http://caddie.smeenet.org/fatalfuryall2.gif)
(http://caddie.smeenet.org/terryall.gif)
(http://caddie.smeenet.org/krauserconcept.gif)
(http://caddie.smeenet.org/ryonew01.gif)
(http://caddie.smeenet.org/mrkaratenew03.gif)
(http://caddie.smeenet.org/cody.gif)(http://caddie.smeenet.org/concept2.gif)(http://caddie.smeenet.org/concept4.gif)
(http://caddie.smeenet.org/guyconcept2.gif)
(http://caddie.smeenet.org/ducknes2.gif)(http://caddie.smeenet.org/ducknes3.gif)(http://caddie.smeenet.org/ducknes4.gif)(http://caddie.smeenet.org/ducknes5.gif)
(http://caddie.smeenet.org/gillnes2.gif)
(http://caddie.smeenet.org/shishioh.gif)
(http://caddie.smeenet.org/takralf2.gif)

I realize not all of these were great, but it was just early stage concepts so who knows what they could have ended up as. :P
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: 9mb on March 14, 2019, 04:46:01 am
Can char avatars be optimized? :)
(https://imgsa.baidu.com/forum/w%3D580/sign=cfcedf63576034a829e2b889fb1249d9/e0b3632762d0f703c764c3be03fa513d2797c51a.jpg)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 14, 2019, 05:47:12 am
"该图片仅限百度用户
内部交流使用"

Can't see what you're trying to show me :(
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Joey S. on March 14, 2019, 11:21:54 am
"该图片仅限百度用户
内部交流使用"

(Google Translate intensifies)

That basically states that the image he sent is only allowed to be seen by users of a chinese(?) network, Baidu, because of "Internal Communication".


Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: 9mb on March 14, 2019, 03:48:03 pm
"该图片仅限百度用户
内部交流使用"

Can't see what you're trying to show me :(
......It's the image of Char's head that I processed. Unfortunately, I didn't find an external network album. :pleased:
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: 9mb on March 14, 2019, 03:55:29 pm
...(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/42ae01f9-a609-4a88-93e5-8bca819b7140/dd237ii-db0a0871-7db1-4535-995e-b8d64ffd4073.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzQyYWUwMWY5LWE2MDktNGE4OC05M2U1LThiY2E4MTliNzE0MFwvZGQyMzdpaS1kYjBhMDg3MS03ZGIxLTQ1MzUtOTk1ZS1iOGQ2NGZmZDQwNzMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.BQTcU14m8vWPt78Ehm5XFRUQ4hXpmlZthzsfBCUsaDA)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 15, 2019, 09:09:38 am
Those look pretty legit, good job. :) I did notice you did the small portraits as well, those look way better than the ones I did for SF2Nes
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: ELECTR0 on March 18, 2019, 05:03:00 am
I really enjoyed looking at the concept sprites. Thanks for sharing those.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on March 19, 2019, 01:45:48 am
I made them from Fatal Fury Special arcade sprites. They're incomplete and the wrong size(slightly too small).

Since you mentioned them, I think I can say this now. Terry's sprites were for a follow up project to SF2Nes that never got off the ground. After we finished SF2Nes we originally wanted to do a Street Fighter vs Fatal Fury crossover game. I did Terry's sprites to see how practical and how time consuming it'd be. It really wasn't that hard. I can share some concept sprites here:

(http://caddie.smeenet.org/fatalfuryall2.gif)
(http://caddie.smeenet.org/terryall.gif)
(http://caddie.smeenet.org/krauserconcept.gif)
(http://caddie.smeenet.org/ryonew01.gif)
(http://caddie.smeenet.org/mrkaratenew03.gif)
(http://caddie.smeenet.org/cody.gif)(http://caddie.smeenet.org/concept2.gif)(http://caddie.smeenet.org/concept4.gif)
(http://caddie.smeenet.org/guyconcept2.gif)
(http://caddie.smeenet.org/ducknes2.gif)(http://caddie.smeenet.org/ducknes3.gif)(http://caddie.smeenet.org/ducknes4.gif)(http://caddie.smeenet.org/ducknes5.gif)
(http://caddie.smeenet.org/gillnes2.gif)
(http://caddie.smeenet.org/shishioh.gif)
(http://caddie.smeenet.org/takralf2.gif)

I realize not all of these were great, but it was just early stage concepts so who knows what they could have ended up as. :P

You should of used the Neo Geo Pocket color sprites or sprites from actual NES bootlegs like you did for the street fighter but edit them due to most of the NES bootleg ones being 1 color and Ryo could of been sprite edits of Ryu''s Sprites. It would of make them a whole lot easier.

About the Street Fighter VS Fatal Fury, someone did an edit of this game and made it King of Fighters VS Street Fighter NES. All he did was get normal King of Fighters characters except Terry, change their color pallet, and shrink them. I'm working on an edit of that game that replaces those with NES bootlegs and Neo Geo Pocket Color versons of those characters.
Video here:

Same Guy did a Street Fighter VS Mortal Kombat NES and shrunk cartoon style Mortal Kombat characters and I'm doing the same thing. I actually found 5 bootleg MK characters but no GB, GBC, Neo Geo Pocket Color style, nor 8 bit. I would edit some MK characters that have no fatalities but I don't have the time for that nor to start from scratch.
Video here:
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: lui on March 19, 2019, 01:58:04 am
that..really does not look good. at all

resizing the sprites can only do so much. you need to redraw the sprites entirely for them to fit in
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 19, 2019, 04:20:11 am
I think it's crazy that people made edits of SF2Nes, I really had no idea about this. Pretty flattering. Not really a fan of how they did the sprites though.

I like how I did my concept sprites for the Fatal Fury characters, though they're incomplete. There was more than just resizing, I edited every single one of those sprites to try and fit the style of SF2Nes. What I'd do differently now would be to complete their recoloring, and I'd probably make their heads bigger. To compare, here is how a "finished" version of Terry ended up compared to the low contrast concept.

Concept vs finsihed:
(http://caddie.smeenet.org/terryall.gif) -> (http://caddie.smeenet.org/terrynewest2.gif)

Good luck with your edit!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Umezono on March 19, 2019, 06:34:49 am
yeah, if anything theyre a part of your development history now. since i do archival of fighting games, im gonna track down and save the edits.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on March 22, 2019, 09:23:27 pm
Those character sprites aren't done, but I did some concepts that were very easy to make that are edits from the GBA games. They'll be a lot easier than Mike's sprites cause his require way more heavy edits. That's how I made Fei Long sprites too, they're SFA3 GBA sprites edited. Cammy's though is from SSF2TR cause I like that outfit better than her Alpha sprites.
Honestly, I perfer Cammy's SFA3 outfit.

I edited a stage from World Heroes 2 chun li. I don't have a picture of it yet since I don't know how to put pictures on here. I edited the colors like how you did for the stages. Would you be interested in it?

Edit: I also made an edit which added characters from the bootleg NES game Kart Fighter and I have plans to do one with Tekken.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 22, 2019, 11:21:01 pm
Would you be interested in it?
No thank you, I appreciate you for offering though. You should use it for the projects you're working on! :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on April 23, 2019, 09:53:38 pm
I know that Ryu, Ken, Chun li, Dhalsim, Blanka, Sagat,  Vega, and M. Bison and their stages came from Street Fighter 3 NES and E Honda comes from street blaster and Mike Haggar comes from World Heroes 2. Where does Zangief, his stage, Balrog, his stage, E Honda stage, Mike Haggar stage, and the people in the background come from?
Also, How's Mike going?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on April 24, 2019, 04:44:42 am
Balrog's stage, Haggar's stage, and Honda's stage were made by me(I really wanna remake Rog's so I think I will). The Andore's were edits of Andore sprites from SFA2. I forget where Rog and Gief are from, they were ripped and edited by other people.

Mike's progress has stalled because of burn out and the amount of effort it takes for me to draw the sprites. Don't really wanna give a new time estimate because I'm afraid I'll delay it. Thankfully though when I get over that hill the other characters will only be edited sprites.

Thank you for asking!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: 9mb on April 24, 2019, 05:59:29 am
 :) Recently Samurai Shodown is very popular. Are you interested in making an 8-bit version?

http://spritedatabase.net/game/2443
(http://spritedatabase.net/files/nes/2443/Sprite/Portraits.png)
(http://spritedatabase.net/files/nes/2443/Sprite/Haohmaru.png)
(http://spritedatabase.net/files/nes/2443/Background/Backgrounds.png)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on April 24, 2019, 08:29:00 am
That's really cool, but honestly I was never very into SamSho. Besides I'd wanna finish a big project before starting something new instead of having like 20 different WIPs like I used to. :P
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: 9mb on April 24, 2019, 02:37:14 pm
That's really cool, but honestly I was never very into SamSho. Besides I'd wanna finish a big project before starting something new instead of having like 20 different WIPs like I used to. :P
yes,Maybe it's better to concentrate on doing one thing.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: EgyLynx on April 24, 2019, 05:23:55 pm
Samurai Shodown mugen edition 2018 ... but seems at like mugen´s 8 bit...?
and there also dos mugen of it.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on April 25, 2019, 04:00:34 am
Balrog's stage, Haggar's stage, and Honda's stage were made by me(I really wanna remake Rog's so I think I will). The Andore's were edits of Andore sprites from SFA2.

I also want to know where the people in the background of Balrog, Ken, M. Bison, Vega, Guile, and Blanka's stage came from?

Also, I perfer Dhalsim's old stage since lt looked nicer than the new one.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on April 25, 2019, 04:33:03 am
I put those in. Most of them were edits from various ports of Street Fighter 2.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 20, 2019, 10:32:38 pm
How's the game going? Any updated roster?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 22, 2019, 04:25:47 am
Haven't worked on it for a bit. I'll post an update when I'm back into the project again. I have some vacation time next week so I'll try and work on it then.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on July 31, 2019, 06:43:35 pm
Just noticed, how did you get some of the midis to sound close to the SNES sound tracks?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on August 01, 2019, 03:14:31 am
It was a lot of work. I like using as much of my own rips and programming as possible so I ripped the spc sound files from the SNES games. Then I used a tool called SPC2Midi to convert them to midi. The hard part is that program doesn't automatically use the correct instruments, so I had to select from a huge list of instruments until I found ones that were close to the SNES ones. Then I had to loop the midi as best as I possibly code.

The mp3s and adx files for the game were done similarly using the spc files, the big different being not having to select the instruments to convert them. Also, I manually looped the adx files using their time codes and a program that let me exactly line up the soundwaves from one point of the song to another. Every adx I made for my mugen stages had perfect loops.

Btw the only reason I did any of that is because the original version of the game was in winmugen and the co-creator's computer couldn't play mp3s/adx files in winmugen for some reason.  So I made midis :P

Edit: Thought I'd throw this in here cause of the new roster leak for SFV:

Spoiler: spoilers for SFV and Mighty Street Fighter (click to see content)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: RoXRo DIVEKICK on August 02, 2019, 06:20:05 pm
I'm not sure if this is already in the game but you should make 8-bit hit sounds similar to Famicom Fighters
I think it would sound amazing!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Ravenheart on November 20, 2019, 05:55:13 pm
News for this game?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on November 22, 2019, 04:26:28 am
Thank you for showing interest, I haven't worked on it much. I think about working on it way more often than I do so I'm gonna try to get on a schedule and stick to it. I'll let yall know when there's enough for an update and I'll probably put up a download that has all the new shit I have done.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Ravenheart on November 24, 2019, 03:21:22 pm
It would be nice to have the endings at the end
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on November 26, 2019, 03:30:21 am
I agree ;) I'd love to put in endings and cutscenes.

We'll see.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: EgyLynx on November 26, 2019, 07:33:49 pm
What are  yours steps so far?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on November 26, 2019, 11:20:03 pm
So for Mike I still have to Sprite a couple of more of his moves to finish him up and that's it for him. Besides him I've been planning out the last characters with their movesets and doing test sprites for them. Last thing I want is to be deep into their spriting and finding out they are too big or small cause that's what happened with Terry. I've updated a couple of global game mechanics and have added some intros taunts and win poses to characters who needed them. Outside of that I have a lot of neat things planned including stuff for tag mode and arcade.

Admittedly I have not worked on the game as much as I'd like to so I'm trying to figure out a set schedule around my work to keep in the groove of things instead of just thinking about working on the game everyday like I do and never getting around to it. Having a finalized version of the game is the biggest thing I wanna have done for Mugen both as a tribute to everyone who worked on the game in the past and as a gift to everyone who has given me support and kind words throughout the years here :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on December 08, 2019, 10:37:09 pm
Small update cause I promised I would when I could. Expect progress updates starting in January. Sorry for the delay, thank you for still showing interest in this silly little game  :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: OldGamer on December 12, 2019, 12:04:35 am
Im a huge fan of 8bit nes style. but  the lifebars you had used or choosen on your video, its really dont look good as a 8bit element, I would like to give a suggestion base off my 15 years of gaming experiences and you should use the Gameboy version of the KOF game lifebar style but with a bit of sprite drawing a tiny bit make it look more like a nes street fighter elements
(https://i.imgur.com/CzXd5Es.png)

you can check my screen pack on how I made my version of an NES lifebars as an example :)
Spoiler, click to toggle visibilty
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on December 12, 2019, 06:26:53 am
I completely agree. The lifebars, fonts, and other screenpacks graphics need an overhaul. Should be easy enough but I need to remember how to make fonts and find the work files on 1 of my like 5 4tb harddrives lol

Before the full game gets a release that'll all be fixed. I'll probably edit what I already have though, reduce colors and if I go further I'll reshape the bars to be complete rectangles instead of rounded just to make them more NESie.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: OldGamer on December 12, 2019, 06:26:16 pm
I completely agree. The lifebars, fonts, and other screenpacks graphics need an overhaul. Should be easy enough but I need to remember how to make fonts and find the work files on 1 of my like 5 4tb harddrives lol

Before the full game gets a release that'll all be fixed. I'll probably edit what I already have though, reduce colors and if I go further I'll reshape the bars to be complete rectangles instead of rounded just to make them more NESie.
caddie because of you I learn a lot from your mugen stages when I first started mugen. so let me help you in return.
to save time.

here a text guide on how to make font for the mugen 1.0 and 1.1 I made for you and everyone :)
Spoiler, click to toggle visibilty

also here another older video from youtube on how to make fonts version 1 with font factory
just make sure to set the colors at 256 for the font to show on mugen 1.1 and mugen 1.0
just in case here the font factory. dont worry its work on windows 8.1 and window 10
https://drive.google.com/file/d/1uaxIPGeWgg0I5HHCpodO-H7z9ayMWopa/view?usp=sharing

Spoiler, click to toggle visibilty

if you need help on learning  how to make lifebars you can go here
http://mugenguild.com/forum/topics/how-make-basic-mugen-lifebars-video-guide-186305.0.html

and here video guide I made for everyone how to make and add fonts for the lifebars
Spoiler, click to toggle visibilty

if you have any other question please let me know. Caddie and I will assist you any way I can.
your truly OldGamer :)

Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on January 08, 2020, 04:10:58 am
Some quick news about Mike. I'm making some changes to him based on Balrog's SFV Championship upgrade.
- Mike will no longer be getting season 2 TAP, instead his tap will probably end up more like how Balrog's TAP is currently in SFV. In return, I might give MSF's Balrog season 2 TAP which will be a buff over what he has now.
- Instead, Mike will not need the pressure season 2 TAP would have given him because I'm giving him Balrog's V-skill 2, FFB. FFB lets you perform a command that enhances his dash push, allowing for pressure and juggles.
I look forward to showing him off, should be sometime by the end of the month.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on January 31, 2020, 10:38:13 am
Progress report! I implemented the new global stuff for every character so they match the updates I gave to Mike. I'm considering adjusting the shadow to fit every character in a custom way, which would be a bit time consuming but shouldn't be too bad. Right now people have two shadow types, normal shadow and big shadow based on the size of the character. Bison almost got a 3rd size because of his wide stance but I decided against it.

(http://caddie.smeenet.org/msfpreview01.png)

(http://caddie.smeenet.org/msfpreview03.png)

Something weird I noticed when doing the shadows was that Honda is sunked into the ground for some reason lol. You can see it in this screenshot if you look close.

(http://caddie.smeenet.org/sunkhonda.png)

I haven't asked her but I think the original programmer might have made the character, looked at Honda's awkward high leg and had to move the whole character down to save time. IDK I just thought it was funny, I might manually fix this if it ends up causing any bugs.

Mike's custom sprites are coming along but I have a couple of more to do now cause of the weave he does when he does the FFB dash punch power up. I'm going to start programming that tomorrow and I hope to make a video when it's done. There will be a few steps to it that'll make it take a lil time:
- It powers up his regular dash punches, his ex dash, and the super that is based off of Balrog's v-trigger 1, and I want to program all of those in.
- It allows for more juggles and I want them all to work proper.
- I wanna adjust it to fit in with the game a bit more than just porting it over from SFV. I'll try and be aware of MSF's movement options for characters when determining how long to have him be vulnerable when doing the charge up. Right now it'll be 50 frames like in SFV but we'll see how it ends up.

Also, I'm not sure if the UI will be updated to be more NES like for the "Mike release" version of the game or if I'll try and get the release out faster. I think most people here are more willing to be patient about it and just let the game come when it comes, and I thank you for that and not being mean about me slipping and delaying progress for so long. I was really having fun with the stuff I was doing for a good couple of months there and like I've said I think about this silly game every day.

Anyway, one last thing is I'm considering taking out the universal roll/invincible dash that everyone got from one of the last updates to SF2Nes. I think it might be too good but also I understand that some people might like having that in. So another option I've considered is having an options launcher separate from the game's exe that'll let you turn on/off options like rolling. We'll see though.

Here's something I've been messing around with to leave yall with, I've been trying to tweak some NES style soundtracks from the game. In the end if I do end up doing this I might just go to a pro for help with it or commission someone or whatever, but here's what I was able to do. I made them really simplistic on purpose cause it sounded the most authentic to me like this, rather then just converting the midis I already had directly with 8 channels and all.

Balrog
http://caddie.smeenet.org/sf2balrog.mp3 (http://caddie.smeenet.org/sf2balrog.mp3)

Vega
http://caddie.smeenet.org/sf2vega.mp3 (http://caddie.smeenet.org/sf2vega.mp3)

They both have different instruments to show different options of where I could go with it.

Edit: Another option would be to use the Gameboy or GBA songs, which would also work IMO. I'll mess around and see what sounds best in game.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 05, 2020, 12:01:20 pm
I'm testing something out for Mike and I'd like some opinions if anyone wants to give me any. When he's charged his dash punch with FFB, I added a flash to indicate that he's powered up. However, I don't wanna give people seizures so I'm a little worried about how this looks.

(http://caddie.smeenet.org/mikeflash.gif)

Some options I have:
- Slowing down the time of the flash
- Making it flash less often
- Trying something else

Also it's a little hard to notice, but I didn't use palfx for this. I gave him actual NES colors and through SFF2 remapping he's switching between 3 palettes(normal, light blue, dark blue). I changed this with his ex-moves too so now he's flashing solid NES palette colors instead of using palfx. Here's a slowmo of that:

(http://caddie.smeenet.org/mikeslow.gif)

I plan to add this to all characters but it'll take a bit because I have to make custom palettes for everyone, and convert their sff files. Also, a bit of a rant:

Spoiler: RANT ABOUT HOW MUCH OF A PAIN IT WAS TO MAKE AN SFF2 SPRITE FILE: (click to see content)

Edit: I came up with something for Mike. I knew I said I wasn't going to give him season 2 TAP since he has the powered up dash punches now, but I had an idea of a way to implement it and have it make sense. Normally, he'll have weaker taps like Balrog current has in SFV. But if you use the FFB power up move, he'll have season 2 TAP. It'll be used the same way the enhanced dash punches work. One thing I'll do though to prevent you from just holding TAP, then powering up and using the TAP is I'll have the TAP timer reset when you use FFB. Should keep it fair.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GTOAkira on February 07, 2020, 08:02:07 am
For his dash punch you could try something similar to the vskill in CE. Having a small boxing gloves near the power bars that would flash when he's charged dash punch. I think it would look alright right on top of the power bars.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 07, 2020, 09:16:37 am
I could try something like that and see how it looks. In the meantime, I've done one small thing thats made it look a bit better. The small portrait doesn't flash anymore. I added a duplicate palette to the sff file, assigned it to the small portrait, and have separate state controllers for it so that it still reflects the palette you use, but doesn't change when Mikes palette changes.

(http://caddie.smeenet.org/mikeflashnew.png)

Btw do you have a screenshot or video of Balrog in SFV Championship with the gloves? I haven't seen that yet. The whole reason I wanted to add an indicator is because sometimes it's frustrating to know whether I have v-skill 2 active or not in SFV.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GTOAkira on February 11, 2020, 06:32:59 am
I think in CE when your vskill is on the vskill logo starts flashing. Thats what I meant but replace the vskill logo with a boxing gloves.
Something like that but not that rought looking and maybe not that big
(https://i.imgur.com/EVy9wHw.png)
I remember people gave that idea back during season 2 when rog tap was a big issue
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 12, 2020, 05:27:40 am
Got ya, thanks for the suggestion. I'll work with that, maybe I can do something like that with every character to give them a move buff but gonna try to not get too far ahead of myself.

In the meantime, here's a quick mockup of an adjusted screenpack for the game. Ignore things messed up resizing please it's just an example lol

(http://caddie.smeenet.org/redesignui2.png)

Not too sure on the colors but I think it'd look somethin like that

Edit: Also along these lines, got some good news. I found all the font work files! Means editing some of this stuff and putting them back together will be easy cause I have the original image and text files for them :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 22, 2020, 04:04:42 am
Working on something cute for the title screen. Also I've started changing the music from SNES to Gameboy/GBA(it'll be a mix since they're pretty similar).

(http://caddie.smeenet.org/mightwalk.gif)

The full idea will be to have the blue close and open, switching between the entire cast. So here's a little update on my plans for the game:

Mike release:
New character Mike
1st round of screenpack changes
Already made character changes
Music changes

2nd character release:
New character
2nd round of screenpack changes
Intro change
Projectile changes

3rd character release
New character
Cutscenes/endings
Full game features
Finishing up intros, taunts, winposes

From there on there will be little adjustments but hopefully most of the base game will be done. And then I'll just work on characters until its done.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on February 22, 2020, 06:17:47 am
Can't edit my posts now because of 'database error' so I'll add this here and clean it up when this gets fixed.

I decided to make them walk across the screen. I also added in a white fade in from Ryu's Hadoken intro and made the blue bar wipe in from the middle. Here's a video with the new music too!

Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GTOAkira on February 23, 2020, 08:55:59 am
I love it! Remind me a lot of the artwork Kiki did for Capcom Cup
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 06, 2020, 08:23:15 am

I've ALWAYS wanted to change the Ryu opening intro and took a couple of days to do it. I used this art by "CallMeMrA" as the starting point, and animated it and drew new pieces too it. Plus I drew the other frames using the old intro as a base. I'm not 100% happy with the last frame, so I might redraw or edit it more. Also I might realign the effects or change them too. But I'm leaving it be for now.

Link to original art used for this:
https://www.deviantart.com/callmemra/art/8-bit-Ryu-269723032 (https://www.deviantart.com/callmemra/art/8-bit-Ryu-269723032)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 18, 2020, 12:52:12 am
Don't know how many people are following the project but given how I've been in the past with hiatuses and stuff I just wanted to show some stuff I've been working on for the game. I did a lot of screenpack stuff and it's currently at a point where its complete now for the release. I can show some of it off so I will.

(http://caddie.smeenet.org/mugen075.png)
(http://caddie.smeenet.org/mugen076.png)
(http://caddie.smeenet.org/mugen077.png)

I added a training stage, which is based on the CvS2 training stage and is partially drawn, partially edited. Something else I'm adding which will be a prototype(only Ryu will have it in the first release) is a custom continue screen that is both animated and has music that doesn't loop after you make your selection. It's not fully programmed at the moment so I'll show off just the animated screen for now.

(http://caddie.smeenet.org/continueanimated.gif)

In the center will be the characters beat up portrait(which I'll be redrawing since the current beat up portraits are based on older version of the regular portraits). And underneath is the continue option. While this all might not seem like that big of a deal, people who've worked on screenpacks might understand why its all a pain to include this stuff.

One last thing that won't be in yet but I plan to do is custom victory screens. I plan to add in that, cutscenes, and some really cool custom stuff in future releases, but that's one thing about the screenpack that isn't done yet.

Also I've been working on Mike, got a few more animations done. Probably shouldn't have added so many custom animations lol

Something I've been throwing around too is having different versions of each stage that are simple palette swaps. I could even program it into the characters if I can find a way to align everything properly(given Mugen having such a big problem with the games resolutions). We'll see. Here's a few examples:

(http://caddie.smeenet.org/ryu1.png)
(http://caddie.smeenet.org/blanka01.png)
(http://caddie.smeenet.org/dhalsim.png)
(http://caddie.smeenet.org/dhalsim02.png)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GTOAkira on March 18, 2020, 01:04:04 am
Everything is looking really good so far!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 18, 2020, 01:27:41 am
Thank you very much :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: ELECTR0 on March 18, 2020, 07:51:54 pm
It all looks good. I especially like the select screen arrangement & colors.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: SkySplitters on March 18, 2020, 07:55:22 pm
Awesome work Caddie.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Ravenheart on March 22, 2020, 09:54:07 pm
We await the release  :gouki:
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on March 23, 2020, 07:53:38 am
Thank you for the kind words everyone!

ELECTR0: Thanks! I couldn't decide what to do til I came up with that and that lead me to changing the whole game into a blue vs red motif. Check out the background in the small portraits in game for a small detail.  :megusta:

As for release, I don't think I'm going to do anything but finish up Mike before the first release. Which means the music will be a lil mismatched between Gameboy and SNES but that'll be fixed by the release after that.

For Mike, my daily goal is one animation per day until he's done. He's got like 10-15 more animations but some of them are either the same as eachother, or I can use them to complete other ones. Shouldn't take too much longer.

Something small, I redid his small portrait again. Think I finally got his mouth and eyes right.

(http://caddie.smeenet.org/mikepor5.gif)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on April 17, 2020, 07:08:12 am
Mike/release update time! All of the placeholder sprites I made for him are done! But there's a tiny catch. I still have some more sprites to make for him now. I decided I wanted to give him different air normals, but most of that will just be frankenspriting so I can prolly get that done in a day.

Also, I want to add effects to his punches. This will be a little challenging because of the way I'll be doing it, he'll basically have a helper that'll be there to add wind/steam effects to some of his punches. Doing it this way because I think removeexplod is antiquated? IDK I'll figure it out, I usually do lol. But yeah I haven't drawn any of this stuff yet either and I gotta see if I can work with a style that'll fit it. Here's a quick example of why it's important for me to be doing this:

(http://caddie.smeenet.org/mikeoverheadnew.gif)
(http://caddie.smeenet.org/overhead.png)

The hit is based more on the wind so it'd be really awkward as is.

Finally, I have to sprite his FFB and program all that junk, shouldn't be too hard. After all that, I have to add voices(I THINK I'm gonna go with Balrog's Street Fighter X Tekken voices, maybe even pitching them a lil), and I wanna make a lil trailer for him and then I'll release the game in its current form. :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: The Shakunetsu on April 18, 2020, 12:21:47 am
wow great reinvention of the intro and select screen to full 8bit.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on April 24, 2020, 06:46:41 am
Thank you very much :)

Quick update, all the air moves are done. Also I did some testing to see what I could do to get good looking effects for his punches without it taking forever and I found something that works so that shouldn't take too long. Not everything that has wind animations from SFV will have it with Mike, should be about 7 or 8 animations. I'm not going to do ground effects(his legs making wind effects) or his arms smoking or anything fancy like that.

His FFB is done, looks great imo. A quick reminder if people don't know what FFB is, it's Balrog's v-skill 2 from SFV. You do a command and it enhances a few of his moves. I might tone down the flashing effect I made(and in the final game that might be removed) but so far I'm liking it, you'll see what i mean soon enough. :) Almost all the programming for it is done too. The hits don't work like they're supposed to yet but the game recognizes and changes the moves I want the FFB to effect when you have it active.

Also I spent a day working on the turn punch and adjusting it to fit for MSF while still trying to make it more like SFV. So it has some buffs and nerfs from the port over.

Because you have less buttons overall, and you're giving up the same amount of buttons to charge the turn punch, I've significantly cut down on the amount of time it takes to charge each version of the TAP in order to make the move more useful. However, I've also reduced the amount of damage it does to fit more with MSF.

The rest of it works the same, there's projectile invincibility in the start up, and upperbody invincibility and knockdown at level 4 and higher. Also, if you use FFB before using TAP, he'll have throw invincibility too at lower levels and full invincibility level 4 and higher. Plus FFB enhanced TAP will do more damage. FINAL TAP will wall bounce but that isn't programmed yet.

I have a week off from work coming up, hopefully I'll have the release fully ready by then. We'll see though lol
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on May 04, 2020, 06:37:18 am
Final Mike update before release!

Completely reprogrammed his TAP, it works exactly how I said in previous post, FFB enhancements and all. Also I changed the buttons so that you can use any two button combination, the move happens when it detects two buttons being released. I had to use some tricks in order to give it a bit of input buffer on the button releases so it's not strict, it's really cool. Also the wall bounce is programmed!

Also, the effects are completely done! I didn't know how I wanted to do the fake transparency effect cause I had two options; alternating transparent pixels and having the effects flash on and off. I ended up adding both, however I'm willing to take feedback on this. Here's a video of all the effects in action:



https://streamable.com/k97xqk (https://streamable.com/k97xqk) (Higher quality non-youtube link)

So all I have to do is finish up all the FFB nonsense, and change his voice, and he's done! Each of those should take a day of work and I have 4 days off of work next week. :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GTOAkira on May 04, 2020, 06:43:05 am
Crazy how you manage to nail down every single move from SFV!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on May 04, 2020, 11:33:56 am
Yes, the moves are really well done!
Really promising!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on May 13, 2020, 04:34:29 am
Thank you both, hearing that makes me feel happy about all the work I put into it.  :)

Mike's programming is done, release will be soon! Just gotta add all the voices and make the trailer and the game will be out. Here's something quick I made and added today for funsies:



I was inspired by the little punching opening sequence from SF2:WW.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on May 13, 2020, 10:11:07 am
Yes, perfect intro for Mike!
He takes his revenge ^^
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 04, 2020, 07:15:51 pm
It's been a while since I checked in and I like how things are going. Keep up the good work.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 05, 2020, 04:23:54 am
Thank you! Trailer is about half way done, I'm editing it now. First time doing something like this, I taught myself how to use the advanced parts of the video editor I'm using like over one night lol. It's going to be 5 minutes long, it's pretty crazy.

Should be either tomorrow or Saturday for the game release in it's current form. :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: LuizFilipeRN on June 05, 2020, 05:11:49 am
i've heard about sf2nes back in 2015 nice to see that the project is still active on a different name.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 05, 2020, 06:54:18 am
Here's something I've been messing around with to leave yall with, I've been trying to tweak some NES style soundtracks from the game. In the end if I do end up doing this I might just go to a pro for help with it or commission someone or whatever, but here's what I was able to do. I made them really simplistic on purpose cause it sounded the most authentic to me like this, rather then just converting the midis I already had directly with 8 channels and all.

Balrog
http://caddie.smeenet.org/sf2balrog.mp3 (http://caddie.smeenet.org/sf2balrog.mp3)

Vega
http://caddie.smeenet.org/sf2vega.mp3 (http://caddie.smeenet.org/sf2vega.mp3)

They both have different instruments to show different options of where I could go with it.

Edit: Another option would be to use the Gameboy or GBA songs, which would also work IMO. I'll mess around and see what sounds best in game.

I think you should mix with the best. I like the balrog and vega. It would be nice to be a mix of music from NES Bootlegs, Game Boy, Game Boy Color, Game Boy Advance, and GXSCC. That would be nice.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GTOAkira on June 05, 2020, 07:09:00 am
Looking at mike new intro and I was wondering if something similar to Lucia intro in SFV would be possible?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 05, 2020, 09:38:51 pm
Since you're finishing up this release, will you have time to add animation on Zangief's stage or will that be in the next release?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 05, 2020, 11:25:46 pm
Since you're finishing up this release, will you have time to add animation on Zangief's stage or will that be in the next release?

It'll be in a future release, I plan to make every stage have the same standards as the ones I converted. I also plan to revamp some of the existing ones(definitely Chun-Li's for example) and add some neat features :)

Looking at mike new intro and I was wondering if something similar to Lucia intro in SFV would be possible?

I could definitely program something like that but I don't think I will. At least not for Mike, maybe I can do something for somebody in the future ;)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 07, 2020, 04:15:04 am
I just tried out the new release. I like how things are going and the changes you made to it. I'm still excited for the next characters. I also saw how you included credits and Mike is a nice character.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 07, 2020, 04:27:03 am
Thank you, it's great to hear positive things about the release like that :)

It's weird, the credits were in the old version of the game just disabled. I put them back in after editing them slightly.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 07, 2020, 08:21:50 am
Some things I would like to see in a future release is Chun Li's stage being from Street Blaster/World Heroes 2 since it's the closest to the original stage and can use some edts, Zangief's stage having animation as it feels lifeless, partical effects being replaced with pixel effects like you mentioned in the beginning of the post, and I would like more chiptune. I'm also not a fan of the shadows that shrink when you jump. I did like how you gave the andevors in Hagger's stage animation and  wish to see more in the future including Cammy, T Hawk, and Dee Jay. I wish the best of luck and take your time and don't rush.

I also want to point out that Blanka's idle sprites have some with more detail and some without and it looks weird so it would be nice for the extra details to be removed so it looks nicer.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 07, 2020, 08:25:31 am
Here are some suggestions:
1. Have some actual 8-bit music.
    You can find some from bootleg street fighter games on nes on youtube or 8 bit remixes. (The characters and stages are mostly from actual street fighter nes bootlegs for
    those who think that they're not nes.)
2. Add Sakura. You can use some Neo Geo Pocket Color sprites. I found a Neo Geo Pocket Color Sakura character on Mugen Archive.

My comments from back then didn't really age well.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 07, 2020, 09:17:32 am
I agree with all those things, Chun Li's stage and Blankas idle stance have bugged me for a long time in particularly.

The only thing I'm probably gonna keep is the shadows changing sizes. If enough people think it looks bad though I can remove the effect, it's pretty simple.

Next update should have more 8-bit style music.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on June 07, 2020, 06:38:18 pm
I noticed mostly what have already been done.
But if I have something particular to say it's about the use of black color that make some action not visible.

Usually Fighting games try to avoid pure black color (in BG and characters)

I think if you can replace black color in backgronds with some very dark color (not black) it would make thinks more visible.
Exemple Chun-li black hair would be possible to see on such a fixed BG.

I'm glad such a project exists, and continue!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 07, 2020, 09:37:31 pm
That would be an easy fix. I could also work on giving characters palettes that don't go full dark too, but changing the stages would take less than an hour, even including animated elements.

I've taken a small break from the game but should start working on it again tonight or tomorrow and I'll start with some of the suggestions I got here and in the release thread. Thank you all.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 12, 2020, 12:34:52 am
This is what Chun Li's stage could look like:

(https://static.miraheze.org/amazingscratchprojectswiki/2/2e/NewStage.png)

This is what her stage loks like in Street Blaster/World Heroes 2

(https://static.miraheze.org/amazingscratchprojectswiki/6/6a/Stage.png)

I finally found out how to put pictures in forums.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 12, 2020, 04:14:24 am
(http://caddie.smeenet.org/msf/chunstage.gif)

Already working on it  :P
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 12, 2020, 06:06:10 pm
You did a better job than me. How impressive. Is it possible to extend the curtains in Dalsim's stage and I also want to compare the bootleg original, my upgrade, and yours.

Street Blaster/World Heroes 2 Bootleg:
(https://static.miraheze.org/amazingscratchprojectswiki/6/6a/Stage.png)

My Edit:
(https://static.miraheze.org/amazingscratchprojectswiki/2/2e/NewStage.png)

Your Edit:
(http://caddie.smeenet.org/msf/chunstage.gif)

My Edit of Dalsim's Stage:
(https://static.miraheze.org/amazingscratchprojectswiki/6/61/NewDhalsimStage.png)

Feel free to use my Dalsim's stage edit or edit apon it unless you have a better one.

To be fair, I was working off a pre existing stage and Is it possible to have a biker go through every so often like the original game?

Another thing I like about the Street Blaster/World Heroes 2 stage is that you don't need to add background people unless you want the biker.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 12, 2020, 07:29:29 pm
I have a development plan for the game and the next release will have improvements to stages in general.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on June 12, 2020, 08:10:46 pm
(http://caddie.smeenet.org/msf/chunstage.gif)

Already working on it  :P

Nice,
And I noticed the dark black elements are a bit lighter now.
I think it will help visubility.

Both of you did a good job BTW.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 13, 2020, 05:32:11 am
I used your edit for Chun Li's stage and I added in a biker kid that goes by that I made doing the same way you did the background people and this video shows the stage in action:

https://vlare.tv/v/hzv4lvv3

Note that this video is currently unlisted and I currently don't have a YouTube but I hope Vlare is okay for you guys. If you like it, you can use it and the biking animation going bye was pretty time consuming.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on June 13, 2020, 07:01:19 am
[youtube]https://youtu.be/3QKNDW1MnO4[/youtube]
I've ALWAYS wanted to change the Ryu opening intro and took a couple of days to do it. I used this art by "CallMeMrA" as the starting point, and animated it and drew new pieces too it. Plus I drew the other frames using the old intro as a base. I'm not 100% happy with the last frame, so I might redraw or edit it more. Also I might realign the effects or change them too. But I'm leaving it be for now.

Link to original art used for this:
https://www.deviantart.com/callmemra/art/8-bit-Ryu-269723032 (https://www.deviantart.com/callmemra/art/8-bit-Ryu-269723032)

Looking at his stuff, I found some other SF2NES things that were interesting.

Spoiler, click to toggle visibilty
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: theanhvn95 on June 22, 2020, 03:28:23 pm
Can you make Dhalsim qcfx2+k move work in air on the next version instead of he teleported to the air like SvC Chaos?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 23, 2020, 01:40:18 am
Definitely, I want to rework Dhalsim a bit and that seems like a good change. The other person I wanna significantly rework is Sheng Long.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: theanhvn95 on June 23, 2020, 07:10:56 am
I hope his qcf+k of him work like sf5 too.
Title: Mighty Street Fighter: Stage programming overhaul!
Post by: Cobra Caddie on July 05, 2020, 11:27:49 am
I've been completely overhauling how stages work in the game, taking advantage of full games to add in a ton of features.



- Music starts, loops after the intro part is done, switches to "panic" track when health is low, stops when match is over, and restarts from the beginning each round.
  - On a side note, in practice mode the track starts from the loop point instead of the beginning. This is because Mugen's "pause button" messes with the custom music, and I plan to add in a custom pause menu for the main game so you won't have to use the pause button for anything other than training.
- Interact-able stage elements, in this case Ryu's signs breaking
- Round transitions. Not every stage will switch in the way Ryu's stage does, but expect some differences inbetween the rounds
- Random elements. If you look on the right side of the screen, you'll see a bat during dusk and 2 bats at night. They come in at random times, and stay for a random length, and are at random positions

I lost two things while doing this, the "Round _" screen and the flashing power bars. The Round _ will be fixed soon and I'm not sure if I'm keeping the flashing power bars because I kind of like it better without them but we'll see.

IMPORTANT PROGRAMMING STUFF:
One of the things that was holding me up on this is that when you skipped intros, and it did that little transition thing, the music was doubling up. There was a way to fix this, but it restarted the music and it was annoying me. HOWEVER, I discovered a way to prevent intros from being skippable! If you need this in your fullgame you can do the same thing. Open your FIGHT.DEF and change

round.time = __

To a high negative number. I'm using -25 and it works great so far! Like I said the only thing I lost was the display graphic for Round _ and I can add that in through the characters instead.

Sound news
I'm considering 'downgrading' the voice clips by sending them through a filter that will make them more 8-bit. I'll have an example soon and would like to get some opinions if you're willing to give them to me. :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on July 05, 2020, 01:40:35 pm
Yes! very good news!
I like the rendering. Again the use of lighter black in BG makes good results.

About sound in 8-bit style, it's a good idea.
I think the good "amount" of downgrading would be to have 8-bits feeling without losing too much audio "quality".

I don't know how to say it in english but the idea would be to avoid some horrible voice compression the sometimes happened in some games because of memory limitation.

It could make great results because everithing will match the oldschool feeling! :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: O Ilusionista on July 05, 2020, 06:17:31 pm
I really liked it. Since you are considering change the sound effects to match the 8bit style more, have you (probably yes) considered to change the visual effects to match the same style?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on July 06, 2020, 01:08:20 am
I really liked it. Since you are considering change the sound effects to match the 8bit style more, have you (probably yes) considered to change the visual effects to match the same style?
Yes! Hopefully I'll have it ready for the next update, but I have to redraw a TON of effects and reprogram everything around that so it'll take a bit. Either the next update or the update after that will have 8-bit style projectiles. I already redrew and recolored the hitsparks!

Thank you for the feedback! I made a very quick mockup of how the voices could sound. Btw I'm definitely ditching the SSF2 announcer who I never really liked in favor of the SF2 vanilla announcer.



First half is unfiltered, second half is with an 8-bit filter. Can I get some opinions from yall on which work better?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on July 07, 2020, 10:37:26 pm
Are you going to incorporate the biker kid in Chun Li's stage. I made an unlisted video showing what that could look like.



I like the new filter. How did you do that?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on July 07, 2020, 11:11:02 pm
I really liked it. Since you are considering change the sound effects to match the 8bit style more, have you (probably yes) considered to change the visual effects to match the same style?
Yes! Hopefully I'll have it ready for the next update, but I have to redraw a TON of effects and reprogram everything around that so it'll take a bit. Either the next update or the update after that will have 8-bit style projectiles. I already redrew and recolored the hitsparks!

Thank you for the feedback! I made a very quick mockup of how the voices could sound. Btw I'm definitely ditching the SSF2 announcer who I never really liked in favor of the SF2 vanilla announcer.

[youtube]https://www.youtube.com/watch?v=H5KGnWCSKQY[/youtube]

First half is unfiltered, second half is with an 8-bit filter. Can I get some opinions from yall on which work better?

The filtred ones are pretty good!
The effect is good I think.

BTW I'm thinking about it, but it's "youg Ryu" voice.
Is there a reason for it ? It's OK, but since the project is mostly based on SF2 games, I would have imagined SF2 or CVS voices.
It's still ok if you keep it like that.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on July 08, 2020, 04:22:56 am
Pac: Chun Li's stage will be fully animated, that's all I'm saying right now.  :) It'll be a lot better than the one currently in game.

Nedflandeurse: Thank you! The co-creator of the project used Alpha voices for all the characters, that's the only reason they have them. I've considered changing them up but I'm not sure what to yet.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: O Ilusionista on July 20, 2020, 04:33:07 pm
Hey Caddie, dunno if you have interest, but there is a Fei long NES styled sprite sheet
(https://www.spriters-resource.com/resources/sheets/91/93931.png)
https://www.spriters-resource.com/fullview/93931/

I saw that you already have Fei long on your game, but maybe there are some missing frame there.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on July 20, 2020, 11:16:42 pm
Thank you that's very interesting. I made the fei long sprites from gba sfa3. I'll take a look at these later and compare them and see if they are compatible thank you!

Since I've been a bit silent, i haven't worked on the game much since I did the interactive stage testing on Ryus stage. I did some testing for more stage interactivity and struggled a bit with the camera but with a lil bit more custom full game coding I think I can pull it off. Some of the things I might do might be firsts for Mugen, or at least rarely done. : )

However, that being said, I think we can call the game being on temp hiatus for now. I'll be back in full swing soon enough though. When I resume, plans are for the next release:
-Scorp
-stage overhaul
-screenpack tweaking and finishing
-music and sound overhaul
-pause menu with movesets and such
-slight control tweaking to incorporate pausing
-updates to all characters to give them the same changes Mike had (palette changing, dynamic shadows)
-palette overhaul on all characters

I also want to add electricity and on fire animations, and start fixing the projectiles to he 8-bit. Not sure if that's next release or the release after that though, we'll see. I've got a lot of work ahead of me lol
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on August 02, 2020, 12:59:13 am
I also want to add electricity and on fire animations, and start fixing the projectiles to he 8-bit. Not sure if that's next release or the release after that though, we'll see. I've got a lot of work ahead of me lol

People have made animation numbers for those. Electricuted is animation number 7696 and burn/on fire is animation 7697.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on August 02, 2020, 04:34:00 am
It's a full game I can use whatever I want lol
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on October 18, 2020, 05:53:21 am
-slight control tweaking to incorporate pausing

There's a Mugen creator called OmegaPsycho who incorporates that in his characters. Mostly his Mortal Kombat Characters where the game pauses and you can see the character's moves. You might want to look into that if you haven't figured out how to pull that off already.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on November 26, 2020, 04:44:39 am
Thank you, I may or may not look into that depending on how things go(see below)...so hiatus is over! I'm working on the project again, with the main focus being 3 big things as far as I can remember:

- New character Scorp
- Stage interactivity
- Screenpack tweeks

I also have a question if anyone has any opinions on this, I'm considering moving the project over to IKEMEN for future releases past the Scorp release. In fact if I did it now I wouldn't have to worry about the pause screen and interactive stages would be a lot easier lol. The only issue I have so far is I tried just doing a copy+paste port and the game freezes like 5 secs into the fight. I think all the custom shit I did to trick Mugen into doing this breaks the game in IKEMEN so it'll take a bit of work to get it working over there. But there would be ton of benefits to doing this! Like netplay, not having to rig a pause screen, not having to program stage interactivity into the characters, and all kinds of customization nonsense that Mugen doesn't support.

Is there any reason I SHOULDN'T convert to IKEMEN?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on November 26, 2020, 10:54:26 am
Thank you, I may or may not look into that depending on how things go(see below)...so hiatus is over! I'm working on the project again, with the main focus being 3 big things as far as I can remember:

- New character Scorp
- Stage interactivity
- Screenpack tweeks

I also have a question if anyone has any opinions on this, I'm considering moving the project over to IKEMEN for future releases past the Scorp release. In fact if I did it now I wouldn't have to worry about the pause screen and interactive stages would be a lot easier lol. The only issue I have so far is I tried just doing a copy+paste port and the game freezes like 5 secs into the fight. I think all the custom shit I did to trick Mugen into doing this breaks the game in IKEMEN so it'll take a bit of work to get it working over there. But there would be ton of benefits to doing this! Like netplay, not having to rig a pause screen, not having to program stage interactivity into the characters, and all kinds of customization nonsense that Mugen doesn't support.

Is there any reason I SHOULDN'T convert to IKEMEN?

Good to know this project will continue!
Good luck! your work is great!
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Retro Respecter on November 26, 2020, 08:32:23 pm
You can do more with it on I.K.E.M.E.N. You've done all you can with M.U.G.E.N.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on December 25, 2020, 07:51:46 am
Quick update, nothing real big. I made what should have been an obvious decision and converted to IKEMEN before the Scorp release. The stage interactivity is what made me do it, because it would have been stupid to program all the stage interactivity in Mugen's workaround and then have to redo all of it with IKEMEN's native version lol. It took a bit to fix things around all the full game exclusive stuff I had programmed into the Mugen version, plus stuff that didn't work in IKEMEN in general and having to be recoded instead(storyboard stuff).

So far I really like the new stuff IKEMEN has to offer and it seems pretty easy to work with and learn, next release should be pretty sweet :) I'll start being less vague soon enough promise
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on January 24, 2021, 10:59:34 pm
Last update for a while and for anyone out there looking forward to more updates soon it's not gonna be good for ya. So it's going to take me a long time to get any new version of the game out and I always felt it was a niche protect anyway so I don't really expect many people to hang around "excited" about the game for months and years.

However the reason it's going to take longer is I'm completely changing the scope of the game. I want it to be way bigger than what it is now that I've moved to ikemen. I'm learning the new custom coding and I plan to add in a ton of crazy junk like unlockable characters and custom arcade paths. I want to revamp sprites and animations. Some characters I want to change up to make them more combo friendly. Just a lot of work ahead.

Sorry for anyone who just wanted me to keep making more characters and that's all. I'll do my best on this project but I understand if people forget about it. Thank you for supporting this silly little game as long as you have.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GTOAkira on January 25, 2021, 01:34:16 am
Always kept an eye on this project. Your plan for it seems amazing and I really cant wait to see the final product.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: GalFord on January 25, 2021, 02:31:05 am
I've been following this project since the start, it's always fun to see how things change and move on. :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: 【MFG】gui0007 on January 25, 2021, 03:43:52 am
Take you time Caddie. ;)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Pacsonic on April 21, 2021, 10:18:02 pm
For some reason the images from your posts has disappeared. Is it a server issue?
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on April 22, 2021, 04:41:38 am
Probably, smeenet goes down occasionally.

Btw small update, currently working on giving everyone intros, taunts, and more winposes. Know that might not seem like an important thing to add for a lot of people but it was always bugging me and making the game feel less like an actual full game then I wanted. I can show off a couple if there's a demand for it but I understand if there's not lol

Also Dan is back in the game now, but I didn't remove Mr. Saikyo. Gotta love Ikemen ;)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 18, 2021, 06:14:35 am


Video of all the new intros, taunts, and win poses put into the game to try and make it feel more complete. :)

Edit: Forgot to add this to the video:
(http://caddie.smeenet.org/msf/feilong2.gif)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on June 18, 2021, 03:44:26 pm
I like what I see in the video!
And Fei Long's too.
It gives a fresh feeling to SF2

Also, what is the "song" used in the video. sounds somewhat familiar...
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on June 19, 2021, 09:37:04 am
Thank you! It's a midi/synth cover of the DJ Khalid song All I Do Is Win. I put it in as a joke because I was showing off win poses and I didn't want to use the real version and get claimed for an unlisted video lol
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on June 19, 2021, 02:11:53 pm
Thank you! It's a midi/synth cover of the DJ Khalid song All I Do Is Win. I put it in as a joke because I was showing off win poses and I didn't want to use the real version and get claimed for an unlisted video lol

Thanks ! :)
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on August 07, 2021, 12:18:38 am
Quick question, I'd like to get a few opinions but it's not a big thing so it's fine if no one has an opinion. I've been programming interactive stages, should I do a couple and get the next release out a bit sooner or go all out and complete my vision for them before the next release?

Also would anyone be too upset if I changed some of the details of the stages from their original counterparts? I want to add cameos and new elements to the classic stages. If worse comes to worse I should be able to put a toggle in the options menu with ikemen. Example: Hakan and other characters hanging out in Hondas background to make it more lively
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Momotaro on August 07, 2021, 12:35:42 am
I feel like I'm the only one to give feedback ^^ But I always liked your work and this project is really fun and refreshing.

Anyway.
-I think you can release a version before to finish ALL stages interaction (unless you think it will be pretty fast to complete them all)

-About background cameos. I have absolutely no problem with this idea. My advice (even if I'm pretty sure it's your goal too)
*Avoid putting to many characters cameo in one stage
*Perhaps avoiding character already playable (or planed to be playable)
*Try to make these cameo not mixing up with the actual action of the fight. (colors, size etc)
*Try to avoid random character in random stage... Hakkan is ok since he's connected to Honda

Voilà. Hope it helps.
Title: Re: Mighty Street Fighter (Formerly SF2Nes)
Post by: Cobra Caddie on August 08, 2021, 12:25:01 am
Thank you as always for the feedback! I think it will take quite a bit of time to implement everything so I'll probably do a few then.  Thanks for the advice on the cameos! The plan is to have them be related to the character or stage they are in. I'm thinking only 1 or 2 max for a stage, and they'll most likely appear based on round or random. I do have one stage idea that would have a playable character in it, but I can put triggers to disable the cameo if someone is playing as them.

Thanks again the the feedback!