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Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 February 04, 2024, 01:18:20 am View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Shit, my reading comprehenshion's real bad this week. Huge apologies on that front. Should have realized we were on the same page the whole time. Yeah, that does sound pretty good.

And yeah, an alpha counter might be the best way to go about it. Just call it Dramatic Counter instead and we're good lol.

While I'm talking about gameplay stuff, here's some more specific thoughts I've been having.
- If possible, I'd like to give characters certain traits that they had in more recent games. Ryu having his Denjin Renki, for instance, or Charlie having stuff from Street Fighter V. Come to think of it, his Critical Art from that game would make a good Dramatic Finish, wouldn't it?
- Did the original CFAS have EX moves? I can't seem to find anything that says it did. I would include them if it did, but if not then I guess that's another way we're updating the game for modern standards :P
- Giving thought to leveraging Ikemen's features, I would definitely want Avel and Akuma to be unlockable characters. Depending on how well the player does in the Arcade mode, they could also have the chance to face Shin Akuma or Death, my hypothetical final boss (essentially Avel but pissed off and on steroids).
- Here's a weird thought when it comes to roster. The original game had this darker, grittier tone, right? What if, instead of a traditional Mega Man character, we had Maverick Hunter X from that cancelled FPS Mega Man game? It wouldn't be that outlandish, in my opinion - that game was also going for a darker tone, so it would make sense to put them together in some way. Would need a lot of extensive spriting, though.
- Thinking about it, I might not go for air combos after all. I've playing the Rumble Fish recently, and it's given me confidence that you can make an interesting combo system without resorting to air combos like every MvC game and their dog. Obviously, I'd want to set in particular rules - only one pop-up/launcher, ground bounce and wall bounce per combo. But I think it can be done.
- Thinking I might use English voices for this one. Characters who didn't have English voice actors up until now (Batsu, Demitri (depending on if I don't swap him for Morrigan), all the four Code Holder OCs) will need new voice actors, obviously.
- That subtitle sucks. Might change it to either "Rise of the Code Holders" to be more clear about whom the protags of the game are, or "Countdown to Chaos" to tie in to the whole "stop the bomb" plot.

Still working on a template, btw. Keep eyes peeled.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 February 02, 2024, 02:03:35 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Yeah, it really does look like I'm not listening to what anyone's saying, huh? Sorry about that.

I don't think the air combos were an entirely weird idea since some other unorthodox capcom fighters had them (primarily rival schools) but I thought of them less like seanaltly air combos that are kinda just combo filler and more like a guilty gear dust move where you just pop the opponent up really high and start mashing buttons. I guess if you wanted to do some kind of weird "air combo" thing but didn't want to make the game super air-based there is the last impact from rage of the dragons which is... kinda like it but not really? It's more like a deadly rave type of thing where you have to input a sequence of buttons. Daniel's azufight plus characters have them. I don't know how useful it actually is in rotd itself.

Honestly, I think the Rival Schools comparison is on point. Again, the main complaint I've heard about the original CFAS is that it didn't feel like a Capcom game - it played like weird, janky KoF or Tekken. I understand that it was developed by ex-SNK staff and they were going for something weird and different, but they went so weird and different it was a turn-off, and it's kind of amazing they didn't look at a similar game like Rival Schools, who's basic combo system was also unorthodox but still had that Capcom flavour to it.

I've seen Last Impact in RoTD also, and tbh I really dunno what purpose it serves. If it was something like a counter-attack, it would make sense, but it doesn't seem like what I'd wanna go for. I think I might try not going without air combos at first, and if people demand it I'll try and do it Rival Schools style. That seems most fitting.

Instant kills I did ramble a bit on, mainly the cinematic type of thing I did mention, but I would rather just have it be a proper finishing move instead of something you can just tease on the fly and sacrifice a full meter for whenever. I also feel like having it only be on match point rather than round 1 or whatever because it would feel like a more proper end to the match rather than a super abrupt fakeout, idk.

I understand what you're saying here, but I think I have to disagree. I don't think I'm particularly fond of finishing moves being done MK-style, where it's literally just the thing you do after you've already won. I think it's more interesting to have finishing moves be something you work for as part of gameplay, because it feels more like a reward for playing well. MK's fatalities, gore content aside, feel more like an obligation than anything else. The original CFAS did it that way, too, and I think I was always planning to change that.

You're definitely correct about them being a thing you should only do on the Match Point, though. That's a given - I wouldn't want people pulling them off with ease every match. I also agree, with hindsight, that spending an entire bar to use them would be super-detrimental. I'll think about it more when I actually start making my first character for this, but it's definitely an interesting dicussion.

Also, I am 100% not going to do those insane commands from the original game. Those things are the devil's work.

IKEMEN, or at least IKEMEN GO, should be easy to transition to since it does rely a lot on legacy mugen content. You can still code characters and stages with mugen's programming language, though I think cosmetics and some mechanical stuff use a different language called ZSS which is kinda like mugen's own but much more geared toward people familiar with more contemporary languages like C and python. Theres also a few game modes handled by lua like the kumite and boss rush modes but I have no idea how much of that would actually matter in the long run since we arent recreating everything about the original game in 2D.

Thanks a bunch for this. I'm primarily looking into IKEMEN for online play - I definitely would want to have people play this online. Not sure about things like tag or Boss Rush - in my head, there'd only be like one or two boss characters overall, so it'd hardly be worth utilizing, and tag mode wouldn't probably work with the systems I'm musing over.

Gonna start working on a base, I think, and then get a character on the boil for beta testing. It's probably the only way to test some of these features out. Also, I might post some mockups for logos/screenpack stuff in future as well. Watch this space.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 February 01, 2024, 04:18:06 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Okay, I'm back. Sorry to keep you all hanging.

I wanna leave the roster alone for a minute, because that discussion's not really going anywhere for me. I wanna talk about some gameplay things I mentioned earlier, because I'd like to hear more input from y'all on them. I'll try and keep this truncated as much as I can since I know I tend to ramble a lot.
  • How do we feel about potentially having air combos? The original game didn't have them, and I'm leaning towards 'no', myself, but I'm kind of worried that the game will be a little boring if it doesn't have something. If I did, they'd probably be closer to something like Capcom vs The World or SHADES of Manhattan - not as over-the-top, very low-key and mostly combo filler.
  • I said right up top that we could use a CvS-style dodge or a V-Shift styled mechanic to approximate the Dramatic Counter. The truth is, though, I'm kind of stumped as to how to balance such a thing. Should we be spending meter to actually perform the counter hit? And what if not every character on our roster has animations for a dodge? Would it be better to just go for a Zero Counter-style thing instead?
  • Been pondering on the Dramatic Finish moves and how to balance them. My current idea is that you'd need three full bars of Super Gauge to perform them, the opponent has to be on low life and you'd need to perform a "break" move of some sort to get them to activate. Potentially we'd need to "prep" them the same way you prep Instant Kills in Guilty Gear, or maybe you can only activate them in the middle of a combo, like Killer Instinct's ultras.

Lemme know what y'all think. Also, which engine would y'all think was best to make this in? I'm still a little curious about IKEMEN, but I'd need to know how hard it would be to transition from developing in MUGEN to this. Would I need to learn any new coding things before going in? Will Fighter Factory still work for me? Or will I have to get some other development tools to do it?
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 31, 2024, 03:50:30 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Sorry to reply so late. Been dealing with some shitty IRL news, so I didn't have the chance to reply until now. I wanna give a bit of a blanket statement here, since I've had time to think about it over last night and this morning. I dunno if I'll address everything that's been said in here, but I hope it covers enough.

I think SquidlyPoli1's actually right when they talk about reinterpreting characters for the setting. I said that at the beginning to try and reconcile, it my own head, how characters like Strider and Demitri were on the roster, and how the hell we could justify getting weirder roster picks in that would actually make the title Capcom Fighting All-Stars mean something. And honestly, this is something I've been thinking of walking back on.

Let's be real with ourselves. It'd be far too much of a stretch to take somebody like, say, Mega Man and try to recontextualize them in the SF/FF/RS shared world. How would we justify him being a robot, or having the powers he has? I was initially turning over some weird ideas in my head based on the old Street Fighter X Tekken artwork, but on reflection it's probably not worth the effort if the end result is something like Bad Box Art Mega Man, who was so removed from the character it might as well have been somebody else. And while I did say earlier that it might be interesting to tie Strider Hiryu back to Zeku in SFV, again, there's always the risk that the end result might not be the character people know and love.

Granted, this is a fangame and we can do what we like, but I think even the most liberal-minded person would find it hard to accept how far back we'd bend to make it work.  We can't really fundamentally change who these characters are just to serve the setting, or we might as well just make an original game at this point.

I honestly think the best way to do it is the way something like Capcom vs SNK or KOF treats the characters outside of the main game setting. Think about Morrigan or Haohmaru being in CvS despite the game being mostly a Street Fighter/KoF-focused game, or the entirety of Team Another World in KoF XIV.  They're either fun bonus characters with no real story behind them, or they just happened to pop in from another world somehow and that's as much of an explanation as we get. Darkstalkers characters are easier to make work with the latter explanation, but we'd probably need to take the former explanation for something like Edward Falcon or (excuse me while I go to fantasy land for a minute) Pulsion from Tech Romancer.

Miru962, I appreciate these ideas, but I think I'm gonna have to push back on a lot of them for the above reasons I just stated. I also do dig the sprite edits you've done, but if we go the route that I think we should go, then it'd be better to just use the sprites that beximus used for Capcom Universe. Because at this point, between these two factors, why would we even call the game Capcom Fighting All-Stars? I still want the game to resemble what the original game concept was in some way, and I think me straying from that too far would actually be a worse move.

That said, I think there is still merit to updating the gameplay, story and presentation in some way. From what footage I've seen of the original arcade location tests, that game did not look fun at all and I don't blame audiences for turning on it :P. And I think there's better ways to have a more serious and grounded story for this without resorting to Shadow the Hedgehog-level 2000's edge, like nuclear fucking bombs. I know Basara-kun was looking for this to be a straight remake of the original, but there is some stuff we can update, surely?

Sit tight, y'all. When I next post here, it'll be an even longer and more rambling spiel about gameplay concerns, and possibly what engine I'd want to develop this in.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 30, 2024, 06:20:34 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Basara-Kun: Thanks very much for commenting! Like I said before, there's a lot about the original game that I think needs updating for modern sensibilities, especially in terms of gameplay, and I'm not a huge fan of the early 2000's 'edgy' vibe to the story and presentation. But If I do ever find the time and energy to carry this out, I do want to bring over as much of the original intent of that concept as I can so that people understand where it came from and what it might be like to actually have had such a thing.

Also, don't worry - I'm fully aware of those other games/compilations using that name. I might change the title of this effort to be somewhat different. Maybe something like Capcom Fighting Chaos, or Capcom Fighting Saga...? I'll workshop it.

SquidlyPoli1 and Miru962, I'll respond to you both in a moment. Today's been kind of hectic and I haven't had much time to look on here and reply to people.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 29, 2024, 11:13:44 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Sure, go ahead. I'm interested to see what you come up with  :)
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 29, 2024, 11:21:01 am View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Gonna be blunt and say I didn't know anything about Strider's lore until you said it just now :P. In that case, I feel the only way to square that off would be to say that the Strider organization started by Zeku isn't the same one from the main Strider games. It's just that world's version of Strider, not the Strider, if you catch my drift. Same as what I was talking about with Edward Falcon earlier - it's not the Edward Falcon, but it is a version of Edward Falcon.

...did they ever explain how Fou Lu ended up in the Street Fighter world, by the way? I always assume it's portals until told otherwise.

Also, I have to respectfully disagree on the subject of "fatalities". As I already stated in the first post, one of the things I don't like about the original concept is the weird, dark grungy tone that's reflected in the story and visuals. I'd like to try and move away from that as much as possible, and giving Capcom villains violent fatalities would be the opposite of that effort, in my opinion.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 January 28, 2024, 09:38:58 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

I feel like the declaration of victory thing could be done if it were the other way around, the user surrendering to their opponent and getting a full meter for the next round (like a samsho suicide). I don't feel like instakills are as interesting as making a taunt stop the flow of a match, although maybe that's just me getting tired of arcsys conversions and some astral heats trying way too hard to be flashy.
The roster is probably the part I'm most willing to talk about but I didn't see the entire roster of the original CFAS so I don't really know how well things were represented. I like the idea of playing with the "Street Fighter extended universe" idea but I feel like a Capcom crossover fighter would have to represent much more than that.

I just mean in terms of wherever Declaration of Victory could even be done in MUGEN on a technical level. I'm kind of leery about putting it in at all anyway, since it sounds like one of those mechanics that was geared towards the arcade audience and would frustrate players on home consoles/PCs or whatever.

The roster for the original CFAS was oddly conservative. It was only 16 characters, inclding the four original characters and the guest character, and it consisted of:
  • Ryu (Street Fighter)
  • Chun-Li (Street Fighter II)
  • Alex (Street Fighter III)
  • Charlie (Street Fighter Alpha)
  • Mike Haggar (Final Fight)
  • Poison (Final Fight)
  • Batsu (Rival Schools)
  • Akira (Rival Schools)
  • Strider Hiryu (Strider)
  • Demitri (Darkstalkers)
  • Akuma (Street Fighter II)
  • D.D. (Capcom Fighting All-Stars)
  • Rook (Capcom Fighting All-Stars)
  • Ingrid (Capcom Fighting All-Stars)
  • Avel/Death (Capcom Fighting All-Stars)
  • Kyo Kusanagi (King of Fighters guest character)

So... yeah. Very focused on the "shared universe" of Street Fighter, Final Fight and Rival Schools, very little representation from other franchises. That's not to say a more "grounded" crossover couldn't work - Street Fighter V literally confirmed Strider to be part of the larger SF universe, so Strider being here is kind of hilarious in hindsight. But still, even I think there's wiggle room to get some more weird characters in there.

Say, for example, Edward Falcon from Power Stone is in. We can easily say he's from England, since the original world of Power Stone is literally just a fantastical version of Earth. It wouldn't be much of a stretch to just retailor his story and plonk him into this shared universe we're cooking up. And since Darkstalkers characters keep creeping in, who's to say that Makai doesn't exist in the world of Street Fighter? It's no crazier than literal oni or robots walking around. And if we have robots like Seth, then what's stopping us from saying a version of Tron Bonne or Mega Man exists here? That last one's a bit of a stretch, but you get what I mean, right?

Also, I would have just not bothered with the original characters myself. One or two, maybe - one for the final boss. But they were generally lame overall, and I wouldn't have given three whole slots over to them.
    

Recreating Capcom Fighting All-Stars - An Idea Thread

 January 28, 2024, 05:34:18 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Been a long time since I was active on here. And starting since last year, I've been getting the itch to go into MUGEN stuff again. Recently, I was looking at Capcom Fighting All-Stars - take a shot for every time somebody brings that up :P - and I was thinking to myself "could we adapt this to a 2D game at all"? There's obviously a lot of flaws in the concept, but I think there could be something fun if we sat down and gave some thought to the mechanics and how they'd work. So I sat down and began thinking in terms of what I'd want to keep, change and remove.



Things I'd keep
  • Four-button gameplay. Capcom games have done that before to some success, so I don't see why it can't work.
  • Finishing moves. That's not a thing Capcom's done, and it'd definitely be a unique selling point of nothing else. We'd obviously need them to be cool and flashy and not out of character for the Capcom cast.
  • Level 1, Level 2 and Level 3 Supers. I point at Street Fighter 6 and say no more.
  • The Sidestep button. That could easily be reworked into a Dodge button, which I will go into in more detail.
  • The game is obviously trying to create a consistent "Capcom Universe" featuring characters from all their franchises but grounded in the existing Street Fighter/Rival Schools/Final Fight world. I think that's interesting, so we can expand on that as we consider the roster.

Things I'd change
  • The roster is my first concern. Only 16 characters overall and not that much female and/or villainous representation. Also,  for a game called Capcom Fighting All-Stars, there's hardly any all-stars in it at all.  Let's bump that up to a nice, round 20 so we can get more fan-favourites in.
  • On top of that, some characters could be potentially swapped out for more interesting ones. Not a huge fan of Alex, so Ibuki, Makoto, Dudley or Urien could replace him. Also, Akira could be swapped with Tiffany, depending on preference.
  • Now, onto mechanics. I don't know what the combo system in the original game was like, but I would personally prefer something close to Rival Schools. Maaaaaybe put in air combos?
  • The sidestep button being a dodge button is a given. Dramatic Counter could be closer to V-Shift, IMO - spend a bar of meter to counterattack if a dodge is successful.
  • The way rounds work in the game isn't really possible in MUGEN, so that'll obviously be different.
  • Since Declaration of Victory is obviously something we can't do in MUGEN, I'd want Finishing Moves to be closer to something like Guilty Gear's Instant Kills, with extra caveats to make them not too easy to pull off.

Things I'd remove
  • I really don't care for the tone of the original game. The story's melodramatic, edgy and cringeworthy in that unique early 2000's way and the visuals are not what I associate with Capcom. I'd want to go for something lighter in tone and more colourful than that.
  • Most of the original characters are lame as shit. Maybe you could salvage Ingrid, but Rook and D.D. can go. Avel/Death kind of needs to be there as a final boss, but I don't care much for him either, so if there was any excuse to take him out, I would.

MUGEN or IKEMEN?
Here's the thing. I'd like to do this in Ikemen, because of the extra features it has, and I would love for people to be able to play this game online. But I don't know shit about how to program for it and I kind of don't trust myself to with how long I've been away from doing anything related to MUGEN. My best bet, honestly, would be to do everything in MUGEN to start, and then maybe later port it to IKEMEN, or have some other brave soul do it for me.



So here we are. I don't know how any of this would work in execution, honestly. Maybe the problem with Fighting All-Stars was just that it was never any fun to play to begin with, so trying to salvage anything from it would be like trying to polish a turd. I'd love to see something like this come about, but maybe the effort trying to recreate and upgrade a decades-old cancelled game would be better spent in actually coming up with interesting new mechanics and gameplay instead. I do have a backup plan on similar lines to that, but I want to know what people think of this idea first before I go into detail on that.

Let me know what you all think about this. I'll go away and ponder this some more, and then when I come back I'll share my other idea on the system and see how people think compared to this one.
    

Re: Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022)

 March 22, 2022, 12:37:44 am View in topic context
 Posted by Steel Komodo  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

Damn it, I was too late to bring up another issue I found. One of Zico’s supers in the movelist has the same error as Sasuke’s - the command is listed as a kick when I believe it’s a punch.

Oh, well. I’ll download this update when I can and get back to enjoying the game. Looking forward to the DLC, but take your time on it! :)
    

Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)

 March 19, 2022, 01:08:16 am View in topic context
 Posted by Steel Komodo  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

So after mucking around in this game a bit more, I have some thoughts. Make of them what you will.

  • Comboing feels really weird to me. I confess that I’m biased and prefer a “magic series” type of game or KoF-style combos, so this probably won’t mean anything coming from me. But outside of the usual LP/LK mashing, I gravitate to Bryce and Atleif because they have the closest to a “magic series” I can reliably use through their target combos. I understand the motivation behind limiting combos like this, but I keep resorting to a character’s target combos to start a combo. Is that intentionally part of the design, or am I just playing it wrong?
  • Speaking of combo starters, jump-ins and cross-ups don’t seem to really be a thing. Characters jump so high that it’s tough to time a jump-in correctly and I struggle to start a combo that way. Maybe a KoF-esque short hop would help in that regard?
  • I feel like it’s way too easy to turtle in the game. You have the guard breaker move on Z, sure, but that costs meter, and if you don’t have any then the AI can guard all it wants. I guess the fact that meter builds quickly negates this issue (and also you can just get free meter through Bryce’s Ego Drive), but it can get really frustrating sometimes.
  • On the subject of Bryce, I vaguely remember a preview where he had a high fireball as well as a low one. What happened to that one? I also remember you were trying to code in a “custom combo” Level 3 for him - I guess that got scrapped because it was too powerful or tricky to code?
  • I really wanna play Siege but I dunno what I’m doing, help D:

If any of what I just said is off-base, I apologise - it’s midnight for me and brain no workey. Kinda wish I’d partook in the beta testing beforehand now, but oh well :P
    

Re: Last Bout: Styles Will Clash (Updated w/MAJOR patch 3/15/2022)

 March 16, 2022, 10:38:41 pm View in topic context
 Posted by Steel Komodo  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

I think there's a movelist inconsistency with Saito. One of his moves is listed as QCB2xK when it's actually QCB2xP. I tried getting it out with K multiple times before I found out it was actually P. Either the command needs changing to match the movelist or the other way around, but that really threw me.

Other than that, really enjoying the update! Did an arcade run with Bryce some time ago, and I think he, Atleif and Quavon are becoming my favourites so far.
    

Re: Next Two Character Possibilities

 March 04, 2022, 11:25:02 pm View in topic context
 Posted by Steel Komodo  in Next Two Character Possibilities (Started by Sean Altly March 03, 2022, 10:08:26 pm
 Board: Last Bout: Styles Will Clash

Honestly torn between Moritz, Camila and Boyo. They're all really cool concepts and I'd love to see any one of them fleshed out more.

Also, I kinda had to stifle a laugh at El Demonico. I dig the idea of making the "Akuma" of the game a grappler instead of a shoto. Dunno how on the money I am with this interpretation, but I get the idea is that his big, scary personality is all bluff and he's really a big goofball under the mask. Can't wait to see him in action and wherever I was right or not :P
    

Re: Last Bout: Styles Will Clash

 February 25, 2022, 08:04:07 pm View in topic context
 Posted by Steel Komodo  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 am
 Board: Your Releases, 1.0+

Downloading now. Honestly, this has been the only fighting game-related thing I've been looking forward to, so I'm eager to try it out! :D

UPDATE: Honestly having a blast with every character, but Bryce I just clicked with immediately. Love how he has the closest things to a "magic series" chain in the cast - makes him easy to pick up for someone like me who prefers those.

One question - I thought Elle was British? At least I remember her being referred to as such in SHADEs 3. So how come she's under the French flag here? Or have I remembered wrong all this time?
    

Re: Capcom Fighting Heroes - Brainstorming Thread

 April 26, 2021, 09:09:55 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Just some small updates so people know I'm not dead.
  • I'm currently dealing with a bunch of other creative/personal commitments at the moment, as well as dealing with being back in the office. So I've had to basically put CFH on hold until they get done, or until at least I've cut down the pile to be more managable. That said, it's given me time to consider the mechanics/roster a bit more.
  • The roster, aside from about one or two gaps, is pretty much decided upon now. I'm not gonna reveal anything until later, when I can get back onto this topic. Suffice to say, it's not the most creative roster in the world, but I'll deal with complaints and make changes when I reveal it for real.
  • Hero Powers have been changed up significantly. They now work like the Magic system from Them's Fightin' Herds, with each character having unique abilities and ways to use the Hero Meter. This will be elaborated on when I return and make more headway.

Keep an eye out here, I'll post something when I get back to work on this.
    

Re: what game are you playing right now

 April 09, 2021, 06:09:38 pm View in topic context
 Posted by Steel Komodo  in what game are you playing right now (Started by Shunu December 09, 2009, 09:37:27 pm
 Board: Gaming

Been getting into Spellbreak on XBox. Probably should play it on PC because of mouse controls but honestly I don't know if my laptop could keep up.

It's pretty good. I like how the focus isn't on guns, but on combining the different elements together and the benefits your primary element gives you. Also, the trimmed down equipment system is refreshing when most Battle Royale games swamp you in different hats, shoes, gloves etc. Currently my fave combo is Fire + Wind because flaming tornadoes, occasionally swapping wind for Earth or Poison.

Dunno how long this game's going to last, but I hope it gets some life breathed into it. The devs keep talking about adding extra modes outside of the Battle Royale stuff, so I'm curious to see where that goes.
    

Re: Template?

 April 06, 2021, 05:21:54 pm View in topic context
 Posted by Steel Komodo  in Template? (Started by Steel Komodo April 06, 2021, 04:31:04 pm
 Board: M.U.G.E.N Development Help

So the best thing for me to do, it seems, would be to just develop a character, then strip them down to use as the template for future characters. Makes sense. I'll try that method and, if it works out, I'll stick with it.

Thanks :)
    

Template?

 April 06, 2021, 04:31:04 pm View in topic context
 Posted by Steel Komodo  in Template? (Started by Steel Komodo April 06, 2021, 04:31:04 pm
 Board: M.U.G.E.N Development Help

This might sound like a stupid question, but when people talk about making a "template" for their full games, how do they go about it? I'm trying to construct one myself, but I have a bunch of unique animations for effects in there that aren't going to carry over when I swap out SFF's and whatnot. The only other option for me is to do it by hand, but even then it would still involve importing all the sprites for the characters that I want to use, doing the alignment and animation by hand, etc. And that's a whole time-consuming process that I know can be avoided, but I don't seem to be able to.

Any advice on this matter would be much appreciated. I know that everyone is going to scream "USE KUNG FU MAN" at me, but that still doesn't solve my main problem, so anything that isn't "USE KUNG FU MAN" would be a lot more helpful in that regard.
    

Re: Capcom Fighting Heroes - Brainstorming Thread

 April 05, 2021, 03:34:28 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Okay, so... huge apologies for the lack of progress to report. The fact is, I'm still feeling indecisive about some of the major mechanics for this game, as well as the roster. This isn't something I can put into a poll, so I'm just going to make an open call for advice on this one.

Also putting things in spoilers because otherwise this post is going to be huge.

Spoiler: Problem #1: Mechanics (click to see content)

Spoiler: Problem #2: Roster (click to see content)

Any amount of feedback/suggestions would be of big help to me right now. I feel like I'm so close to getting this perfect, but there's always that insidious second thought that makes me second-guess myself, and it's really starting to frustrate me.
    

Re: Capcom Fighting Heroes - Brainstorming Thread

 April 03, 2021, 12:08:50 am View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Got some announcements to make in here:

1. I'm probably going to be ditching the concept of Rage Ultras. As much as I've wanted to include a mechanic like this. I don't really know if such a thing would fit a Capcom-stye game, especially with the other changes I'm considering making, and I don't know if I'll be able to conceptualize Rage Ultras for every character in the roster. Discuss.

2. I've decided that the fifth button will work akin to the V-Skills and V-Reversals of Street Fighter V. I'm also adding a new offensive ability to the button - a forward dash that works akin to Roman Cancels, resetting the juggle counter for the cost of one bar.

3. Got one more lifebar concept for you all.



Taking a break over Easter to try and figure out the roster and mechanics a bit more. Then, since I have the week off, I'm going to try and focus on getting the character template properly done so I can work on a character for real.