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Steel Komodo

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Re: Capcom vs The World '20 Update by SeanAltly

 September 29, 2020, 12:14:53 am View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

I don’t want to presume anything, but I think Sean has his own vision for this update. Mostly just to avoid swamping himself with too much work. And also the one creating this update has their own vision which doesn’t quite match what already exists. It’s Sean’s call, of course, but I’d rather not see this update turn into a bloated mess that takes forever to come out, instead of a smaller and more manageable thing as it is now.

Also, if I must be honest, I wasn’t fond of what I saw in that video. I appreciated the visual updates on some characters, and Jedah looked pretty cool, but others didn't seem to fit the CvtW style very much and looked more fighting for a more traditional VS-style game. And that Mewtwo super was way too long. I’m also fairly certain that was my Mario in there, which immediately made me smell ‘compilation’, which isn’t a very good sign.
    

Re: Capcom vs The World '20 Update by SeanAltly

 September 29, 2020, 12:02:11 am View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

Sean’s not asking if he should work with them, he’s asking if he should tell the guy working on this version of the game about the update he’s doing.

Personally, I think you should let the guy know you’re working on your own update. I would also advise against letting him offer to ‘help’ with your version - he's clearly doing something different with this version and it’d be better for you to stick to your own vision here. Unless, of course, there’s anything you explicitly want to adapt from his version. That’s up to you, of course.
    

Re: Capcom vs The World '20 Update by SeanAltly

 July 27, 2020, 12:34:03 am View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

Like I said. I'm not an experienced coder. I've wondered why it does that but it doesn't interfere with gameplay so I left it. I can see if I can figure it out though.

My best guess is that this is due to the UT Bars being coded into the characters themselves. You’d have to try and find a way to make them vanish during certain states, like toggling a variable of some kind.

While I’m talking, I’ve got some questions for Sean.

1) I don’t know how quick or easy this would be for you to implement, but is it possible at this stage to change the way basic combos chains work? Having played this game a fair amount, I’ve found that the > or > chains are rather restrictive, and don’t really suit a VS-Style game, as toned down as it is. I’ve been wondering if a more open system akin to MVCI or Darkstalkers, say > > > , would be more suitable. It would open up the combo system a bit, allowing for more creativity and making the game feel a bit more like a VS game in that regard.

I understand that this would also require major rebalancing of characters to pull off, including damage dampeners, health and damage values, etc. So I know this thought is pretty much just me pissing in the wind. However, I thought I’d at least throw it out there for consideration, in case the idea appealed to you in any way.

2) Any thoughts about updating the screenpack/UI? Or, considering that this is just completing the roster and not making any major balance changes to existing characters, is that not worth it? Because the title of “Super Capcom vs. The World” sounds pretty dope to my tired brain right now :P
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 June 13, 2020, 05:13:32 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

Mostly copy-pasted from the WIP topic.

Apologies for the silence, but unfortunately I had one of my 'lost all my mojo' moments. I haven't been working on Sakura for a long time, and to be honest I think I'm doing the thing were I've become disillusioned with this project. I'm not doing anything new or exciting with it aside from the whole "Hearts" thing, and even though I said I wanted to learn to do new things in MUGEN, I'm terrified at the prospect of coding something like that. And furthermore, it's not doing anything radical that all these other MUGEN projects out there aren't doing. I'm just taking the gameplay of an old character I did and throwing on some bullshit.

I'm going to be stepping away from this and re-thinking what I want to do in MUGEN. I have some ideas, but nothing concrete. I'll probably post something in here soon-ish, but until I really want to commit to doing something, I'm not going to touch Fighter Factory or MUGEN in general.

I've also closed the main WIP topic. Sakura's not going to be worked on as of right now. Don't ask me if she's coming out in any form at all, because she won't be. At least, not until I make my mind up on what I'm doing.

For anyone who's still interested, those life bars up there are open-source. Feel free to do whatever you want with them.
    

Re: Capcom Heroines - Sakura (Alpha)

 June 13, 2020, 05:10:56 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects

Apologies for the silence, but unfortunately I had one of my 'lost all my mojo' moments. I haven't been working on Sakura for a long time, and to be honest I think I'm doing the thing were I've become disillusioned with this project. I'm not doing anything new or exciting with it aside from the whole "Hearts" thing, and even though I said I wanted to learn to do new things in MUGEN, I'm terrified at the prospect of coding something like that. And furthermore, it's not doing anything radical that all these other MUGEN projects out there aren't doing. I'm just taking the gameplay of an old character I did and throwing on some bullshit.

I'm going to be stepping away from this and re-thinking what I want to do in MUGEN. I have some ideas, but nothing concrete. I'll probably post something in Idea Engineering soon-ish, but until I really want to commit to doing something, I'm not going to touch Fighter Factory or MUGEN in general.

I'm also going to close this topic. Sakura's not going to be worked on anymore. Don't ask me if she's coming out in any form at all, because she won't be.
    

Re: Capcom vs The World '20 Update by SeanAltly

 June 10, 2020, 07:10:09 pm View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

For Kamen Rider 1, there is a version with decent looking sprites by BlackCat



The problem there is that those sprites are very specifically SNK styled. You'd need to do some major edits to make them fit in with the CvS/CPS2 style this game's got going on.

Joseph Joestar:
The hero from JoJo part 2.
Damn, I forgot about that one. That'd be cool to see. Put all of his Stand stuff from Heritage For the Future on the UT and you'd have it right there.
    

Re: Capcom vs The World '20 Update by SeanAltly

 June 10, 2020, 12:25:08 pm View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

I don’t have that many suggestions for characters, but here they are anyway:

CAPCOM
  • Rainbow Mika: Mostly for female representation. You could do the same thing for her sprites that you did with Charlie and touch them up to make them match. Also, if there’s any sprites for Nadeshiko, you could use her assist as the UT, or Mika’s mic bit from SFV
  • Captain Commando: Mostly just for the variety and to avoid a glut of SF characters.
THE WORLD
  • Kamen Rider #1: I don’t know how familiar you are with Kamen Rider overall, but I’ve wanted to see a decent Rider character in MUGEN for a while. You could save a bit of time and make him an edit of Skullomania’s sprites, as Skullo himself was based on Kamen Rider.

...and that’s all I got. Sorry :P
    

Re: Capcom vs The World '20 Update by SeanAltly

 June 09, 2020, 12:19:22 pm View in topic context
 Posted by Steel Komodo  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 am
 Board: Projects

- There was a regular Mario in CvTW style made by Steel Komodo. Maybe still worth including?!

-Ah yes, I remember this, I'll check it out, but if I remember the sprites still just didn't quite fit.

If you’re going to use my Mario, I’d recommend that he gets a lot of updates to make him fit into the game better. I don’t think he’s very balanced, damage-wise, his move set is all over the place and also his UT and LVL 3 kind of suck. I’d go and fix him up myself, if you were interested.

Then again, that Bob Hoskins Mario looks a damn sight more creative than mine anyway. So if you decide not to use him, I won’t be too surprised :P
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 May 25, 2020, 10:49:47 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

Apologies for lack of updates. Been working on other, non-MUGEN things.

Have a WIP lifebar seperation thing to tide you other. I've also got a select screen concept in the works, so keep an eye out for that in the future.



UPDATE: Select Screen concept for y'all.



I know the diagonal select screen thing isn't really possible, but I like the look of this regardless.
    

Human's KOP Shading Tutorial?

 May 25, 2020, 09:48:49 pm View in topic context
 Posted by Steel Komodo  in Human's KOP Shading Tutorial? (Started by Steel Komodo May 25, 2020, 09:48:49 pm
 Board: Development Resources

So back in the misty days of your that was 2012, @Human/Kreuzer was doing the King of Pocket full game. At the time, they were using NGPC sprites re-shaded in a particular style, and they had a tutorial up on their (now dead) website to illustrate how this re-shading was done.

Does anyone have a copy of that tutorial? I'm thinking of using a similar style for a future project, only with the website defunct I can't seem to get hold of it anywhere.
    

Re: Capcom Heroines - Sakura (Alpha)

 May 17, 2020, 05:32:39 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects



Permit me to explain what's happening here.
  • I had to change the timing on the Flower Kick to get it to combo from stuff. If people think that's a bad call, I can change it.
  • The reason for the red flash on the EX Moves is because those are tied to that specific Heart. The same will apply to stuff such as Combo Breakers and Rage Mode. Other Hearts will get different colours.
  • Combo Breakers are currently very beta at the moment. I'm thinking of changing the animation, or maye just making it a straight-up Zero Counter instead. But that depends on if people would prefer that the Combo Breaker be able to reset the opponent for pressure or not.

Feedback is welcomed despite how early in development this is. And sorry to leave you all hanging - I got into a major creative burnout for a few days and didn't feel like doing anything. I'm feeling better now, but please don't expect development on this to be rapid.
    

Re: Capcom Heroines - Sakura (Alpha)

 May 16, 2020, 03:46:59 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects

UPDATE: Sakura's single command normal is in. I also tweaked her block pushback values on her basics - some attacks were pushing a foe too far back, some were pushing a foe too far.

I'm currently working in implementing the Combo Breaker system, followed by her specials and EX Specials. Once I get at least the Hadoukens in, I'll have a video to demonstrate those. Also once again, apologies for slow progress - I've been in a funk all week, and had no motivation to work on this. I'll try to set some time aside tomorrow to get as much of this done as I can.
    

Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

 May 09, 2020, 07:15:44 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines: Clash of Hearts - Brainstorming Thread (Started by Steel Komodo April 17, 2020, 02:58:46 pm
 Board: Idea Engineering

Apologies for the triple-post, but I've made my mind up. I'm sticking with the "MvC-Lite" gameplay.

I know that this is going to upset some people since I said that I was going to do something different with this. But as much as I keep saying that this is a learning experience for me, there's a lot I don't know and not a lot I'm confident about when it comes to these kinds of things. I look at how others have implemented juggle systems in their characters and I actually get scared. I don't understand what I'm seeing, and I don't know how to omplement anything like this myself without either hideously breaking the character or breaking something else. It's far too intimidating for me, honestly.

I'd love for somebody to explain it to me in a manner I can understand and give me examples so that I could implement it myself. But I'm very aware that's not going to happen anytime soon. So I'll keep what I have now, and until I get a better grip on development or a helping hand, I won't immediately change it.

    

Re: Capcom Heroines - Sakura (Alpha)

 May 09, 2020, 07:00:26 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects

UPDATE: Some small tweaks have been done to Sakura.
  • Her damage values have been nerfed consirerably. She was originally taking off half a lifebar with a simple chain combo to air combo and that wasn't kosher.
  • All custom hitsparks have been correctly aligned.
  • I've decided to keep the "MvC-Lite" gameplay that was started by my Ryu template. Basically, I don't feel confident that I can implement a juggle system that isn't broken as all fuck. I've tried looking at the custom juggle systems others have implemented and they terrify me. So unless someone can explain them to me in a way that makes sense and that I'm confident I can implement it properly, I'll keep hold of what I have now.

The next update will bring her single command normal, a special move and possibly the Heart-specific EX move as well.
    

Re: Hitspark Problems

 May 09, 2020, 02:03:43 pm View in topic context
 Posted by Steel Komodo  in Hitspark Problems (Started by Steel Komodo May 08, 2020, 05:07:12 pm
 Board: M.U.G.E.N Development Help

Not tried touching that, I’ve been a little nervous to do it since I don’t know what that does. I’ll report later with results.

UPDATE: It works! Thanks! I'll just have to remember to change that particular number now, instead of the one that I think is the actual X axis :P
    

Re: Hitspark Problems

 May 08, 2020, 05:37:06 pm View in topic context
 Posted by Steel Komodo  in Hitspark Problems (Started by Steel Komodo May 08, 2020, 05:07:12 pm
 Board: M.U.G.E.N Development Help

See, when I try that, that doesn't fix the problem. The hitspark doesn't appear where I want it to. In this case, it's for the Hard Kick - I want it to appear at the end of the foot when it hits, and I don't understand why that doesn't happen. It was my impression that you needed to edit the X and Y co-ords to make it work, but the Y co-ordinates work while the X doesn't.

I legitimately don't understand what is wrong here. I'm really pulling my hair out on this one and just considering using the default sparks, because I'm starting to not want to deal with the hassle.
    

Hitspark Problems

 May 08, 2020, 05:07:12 pm View in topic context
 Posted by Steel Komodo  in Hitspark Problems (Started by Steel Komodo May 08, 2020, 05:07:12 pm
 Board: M.U.G.E.N Development Help

So I'm trying to use @Memo's custom hitsparks for a character I'm working on. I've used these before and I've had no issues with them before. The problem here is that no matter how much I try to adjust the x axis, it won't move. I'm completely stumped as to how to get this to work, and it's been very annoying for me to put up with.

Here's what I'm working with:

Spoiler: Custom Spark definitions (click to see content)

Spoiler: -2 State (click to see content)

Spoiler: Example Hitdef (click to see content)
    

Re: Capcom Heroines - Sakura (Alpha)

 May 08, 2020, 04:36:00 pm View in topic context
 Posted by Steel Komodo  in Capcom Heroines - Sakura (Alpha) (Started by Steel Komodo May 03, 2020, 07:06:50 pm
 Board: Projects



All of Sakura's basics are done. At the moment, she still has the MvC-lite gameplay her template has. I'm still on the fence if I want to change it or not, but as you can see I've made some poor choices in what attacks to use :P

Please ignore the misaligned hitsparks and Ryu voices. I'm working to change/fix those, although the former is proving a pain in the ass. Also please forgive the bad recording, I'm having to re-learn CamStudio all over again after years of not touching it.
    

Re: Big Bang Beat x Street Fighter

 May 08, 2020, 04:11:33 pm View in topic context
 Posted by Steel Komodo  in Big Bang Beat x Street Fighter (Started by Ryu From Streets™ May 06, 2020, 10:48:15 pm
 Board: Projects

    

Re: Big Bang Beat x Street Fighter

 May 08, 2020, 12:27:49 pm View in topic context
 Posted by Steel Komodo  in Big Bang Beat x Street Fighter (Started by Ryu From Streets™ May 06, 2020, 10:48:15 pm
 Board: Projects

I'm getting a similar error that lexluey's getting. You mentioned something about a patch - where can I download that?