The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => Street Fighter Duo => Topic started by: A$AP Buckus on December 05, 2013, 10:26:45 pm

Title: General Progress Thread
Post by: A$AP Buckus on December 05, 2013, 10:26:45 pm
Playing a lot of TvC and UMVC3 lately, I thought to myself: why isn't there a game like this with just Street Fighter characters? This thought and my boredom with mugen manifested into this project. Inspired by CvtW and Capcom Universe(games made by one person), I'm sure I can do this project. Already have most everything planned as far a core mechanics. Here's what I have so far:

- For Mugen 1.1. Chars using SFF2 and other 1.0 and above features. Will be playable through Mugen 1.0 as well.
- Tag system(customized from Unosho's system for my game - all credits to Unoshe)
- Vs style influencd gameplay(launchers, chain combos, DHC, Team Aerial Rave, Advancing Guard)
- Old school FX will be used Hi-res/filtered FX will be used
- 7 button gameplay(3 punches, 3 kicks and assist)



Here's a preview video:


Just to answer some immediate question:

- ONLY STREET FIGHTER CHARS(ever been a selectable char in a SF game) WILL BE IN THIS GAME. If your question is about any marvel/snk/anything not street fighter char being in the game, the answer is NOPE!!! The ONLY exemption I may consider would be Haggar/Maki from Final Fight.....maybe......
- NOT EVERY STREET FIGHTER CHAR WILL BE IN THIS GAME. I'll reveal some of the roster later.
Spoiler, click to toggle visibilty

Name has been decided: Street Fighter Duo

And here are some screens:

Spoiler, click to toggle visibilty

The video is played at Fast 1 and 150% Life, which will most likely be the default(or recommended) settings. Feel free to leave feedback/opinions/suggestions and thanks in advance.

Planned Public Beta Roster:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Dhalsim

Street Fighter Alpha
- Rose
- Charlie

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Cody
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Niitris on December 05, 2013, 10:38:51 pm
They kinda tried it with SFA1, but I think people didn't like the chain combo concept, so they went back to the more "traditional" formula in SFA2. They have 2 successful fighting formulas, it'd be better to use it for 2 different IPs.

I have a suggestion... It's up to you of course, but the life seems rather high. Initial hits usually take more damage and then scaling takes place. Anyway, I'd love to see a "Street Fighter only" MvC, so good luck.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: GTOAkira on December 05, 2013, 10:43:45 pm
pretty cool now no one cant tell you that their is to much street fighter character on the roster
hope haggar is in
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: XANDERAC on December 05, 2013, 10:51:59 pm
Not that I'm complaining but I believe that you're using my palettes there for Alex and Ryu which is cool, that aside this looks really interesting, and I wish you the best of luck with the project.

As far as names, Street Fighter : Free 4 All/Rivals/Fight Festival/Confrontation
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Infinite Daze on December 05, 2013, 10:57:49 pm
This looks really Cool/Fun, I just don't like - Old school FX...
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: SOLIDUS SNAKE on December 05, 2013, 11:03:14 pm
Second that on the fx but, this is your cup of tea. I also, gave my 2 cents on your utube example video. Good luck man.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: The Sudden Rarity on December 06, 2013, 06:03:25 am
How about Street Fighter X Street Fighter Alpha or possibly SFvsSFA or simply Street Fighter X Alpha or SFXA or SFvsA since it seems you're using Alpha characters in the mix.  You including most of the shotoclones?  If so, who?

Anyway, I'll keep my eye on this, seems interesting and the idea of old school special effects makes me happy.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on December 06, 2013, 06:33:35 am
This looks so good! I'd kinda like Hi-res FX too, but that's your choice and I respect it, the mechanics look mind-blowing, best of luck with this dude, I'll be looking forward to more progress!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Ryƫku Tsukuyomi on December 06, 2013, 07:39:58 am
Holy shit I'm so hyped for this game right now.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Lost_Avenger on December 06, 2013, 08:32:39 am
Looks fun. What about the guys that were originally from FF, but became SFs later? And what about other FFers.

You aren't keeping the mugen sparks, right?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 06, 2013, 09:35:01 am
Thanks everyone. About the FX, I chose old school because it's universal with all chars. If I could get someone to Hi-res the one needed, I'm all for changing it.

I have a suggestion... It's up to you of course, but the life seems rather high. Initial hits usually take more damage and then scaling takes place.

Looking back at this, you have a point. Changing life back to 100 as combos get scaled a lot as combos go on. Guess I'm just use to playing mvc2 with the lowest handicap setting.

Not that I'm complaining but I believe that you're using my palettes there for Alex and Ryu which is cool, that aside this looks really interesting, and I wish you the best of luck with the project.

Thanks. That's ironic as I was gonna ask you to help with palettes  :anxious:. I like the unique-ness of your pals and give the characters a unified style.

Looks fun. What about the guys that were originally from FF, but became SFs later? And what about other FFers.

You aren't keeping the mugen sparks, right?

Yeah Final Fight characters are good, especially if they were in a Street Fighter game(guess that includes Poison now). The only others I'd consider would be Haggar and Maki though.

EDIT: Maki "technically" has been a char in a Street Fighter game......guess that makes her a SF char? IDK.......if they've ever been a selectable char in a SF game, they have a chance to get in.

Not at all. I plan on finishing at least 6 characters before getting into the screenpack/stages etc.

More to come.

P.S. I haven't abandoned my old WIPs. Just taking a hiatus from them to do something new for a change. They're still being updated, so don't worry.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on December 06, 2013, 01:08:38 pm
Even I'm not a fan of MvC series...that looks f**king awesome!!

Feel free to use Viper(when finished) and Rose.

Just personal opinion but...it would have been better if you have kept this under SF standars OR adding something like an -ISM system.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Ulisan on December 06, 2013, 01:33:06 pm
 DUDE!!

 So stylish and dinamic, nice project!!!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Infinite Daze on December 06, 2013, 01:51:06 pm
Thanks everyone. About the FX, I chose old school because it's universal with all chars. If I could get someone to Hi-res the one needed, I'm all for changing it.
I'm in, I could apply them to the character palettes as well if you like.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FirePony on December 06, 2013, 01:52:38 pm
Thanks everyone. About the FX, I chose old school because it's universal with all chars. If I could get someone to Hi-res the one needed, I'm all for changing it.
I'm in, I could apply them to the character palettes as well if you like.

So those chars will end in my roster. :) Good luck men!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: XANDERAC on December 06, 2013, 04:40:34 pm
Count me in, I don't really make palettes anymore because I haven't played mugen in a few months, but I'd be glad to help you out :)
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: NoZ on December 06, 2013, 05:11:54 pm
Awesome,a name suggestion Street Fighter Universe
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Ness on December 06, 2013, 05:12:46 pm
SF Melee Allstars would be cool ...

This is going to be sick, will keep an eye on this thread!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: squallsoft on December 06, 2013, 05:31:32 pm
Awesome concept!

Name suggestion: Street Fighter Legends
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: S. Jetstream on December 06, 2013, 09:26:30 pm
Maybe...Street Fighter Omega ;D
Spoiler, click to toggle visibilty
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 06, 2013, 09:49:07 pm
- Street Fighter World
- Street Fighters
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Erroratu on December 06, 2013, 11:11:37 pm
Ryu's Bizarre Adventure
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FirePony on December 06, 2013, 11:28:47 pm
Street Fighter: Neostrike
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: WizzyWhipitWonderful on December 06, 2013, 11:31:26 pm
I'd like to be apart of this project, if you need music that is....
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: ExShadow on December 06, 2013, 11:40:18 pm
Street Fighter Vs Edition
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FirePony on December 06, 2013, 11:41:26 pm
Street fighter: The Burning Cock Edition.Neomax.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Memo on December 06, 2013, 11:50:08 pm
Street fighters brawl
Street fighter battle colliseum
Street fighter megamix
Street fighter battle world
Street fighter destiny
Street fighter remix
Street fighter super battle
Super street fighters
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on December 06, 2013, 11:55:53 pm
World Warriors Turbo.

That's it!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Macaulyn97 on December 07, 2013, 12:28:53 am
I vote for Street Fighter All-Stars.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Amidweiz on December 07, 2013, 01:02:25 am
Street Fighter: Oh my god how many damn games can Capcom milk out of this series
or
Street Fighter: The game: The movie: The television series: The Mathematical equation: The radio show: The existence: The thing: The parallel dimension: The X Variable: The  :dealwithit:: The  :iceburn:: The  :bison:: The  :_blank:
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Berry on December 07, 2013, 01:21:28 am
Fighting Street 2
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Lost_Avenger on December 07, 2013, 05:49:08 am
Infinit Fighting: a buckus in the streets!

Street Fighter versus edition
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Kirishima on December 07, 2013, 05:54:21 am
SF

Just those two letters.  Or "Code SF".
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Berry on December 07, 2013, 06:51:58 am
Fighting Street 2: Electric Boogaloo.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Koldskool on December 07, 2013, 07:15:05 am
Street Fighter Omega
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 07, 2013, 07:18:53 am
Street Fighter ZZ
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Flowrellik on December 07, 2013, 07:29:42 am
OMEGA Street Fighter EX+ TURBO+ SHADOWLOO EDITION
Idk It felt right saying it.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 07, 2013, 07:33:00 am
 :stare:

Spoiler, click to toggle visibilty



But seriously though, I think Street Fighter Zero Zero sounds cool.


How about Street Fighter ZZ VS?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Flowrellik on December 07, 2013, 07:39:22 am
no offense but Street fighter ZZ Reminds me of ZZ Gundam being in the street fighter universe and XD on the rest.
Now for a more serious name
Street Fighter: World Warrior 2014
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Markpachi on December 07, 2013, 07:42:42 am
no offense but Street fighter ZZ Reminds me of ZZ Gundam being in the street fighter universe and XD on the rest.
B-but that's the point! It's a reference to ZZ Gundam because that timeline was so awesome, but so short.







Okay, how about Street Fighter 00 VS?
Spoiler, click to toggle visibilty
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Aldo on December 07, 2013, 07:50:57 am
Street Fighter: Revolution
Street Fighter: Eternal Challenge
Street Fighter: Not so boring edition.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Sinnesloschen on December 07, 2013, 07:52:07 am
Street Fighter: Fighting in the Streets of Fighting
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 07, 2013, 08:29:11 am
Lol. I called it Street Fighter Whatever when I first started. Strangely, its kinda catchy.

I was thinking of adding a Baroque tech to the game. Thoughts?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Aldo on December 07, 2013, 08:36:24 am
Baroque tech??
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Flowrellik on December 07, 2013, 08:38:20 am
Okay, how about Street Fighter 00 VS?
WHO THE HELL GAVE GOUKI TRANS-AM D: (Id say Bison but he got his ass whooped by Gouki so yeah)
also whats Baroque tech?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 07, 2013, 08:50:18 am
Baroque from TvC. (sacrifice red heath to cancel current anim to standing position.) Like X-Factor but without the stat boosts.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: HUNGRY WOLF on December 07, 2013, 08:59:34 am
Street Fighter Rebirth
because my current Wip SP is called Rebirth :P
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: davismaximus on December 07, 2013, 11:29:12 pm
Looks great so far.  Hopefully Haggar will make it in, it's a damn shame Capcom never put him in any of the Street Fighter games.

As for the name, I'd say keep with the Greek theme like the aforementioned Omega.  Others could be:

That way the corresponding symbol could be incorporated into the screenpack and/or life bars.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 13, 2013, 08:44:19 am
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/assistselecttemplate_zpsae8a55ad.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/assistselecttemplate_zpsae8a55ad.png.html)

Template Vs/Assist select screen(still missing the big "VS" in the middle). Nothing on this screen is final, but already coded(I do like the ready font though). This way, I can just swap and re-position the final graphics. I'll make a video to show how it looks with the transitions and stuff. How does it look?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: TheSnackist on December 13, 2013, 04:13:14 pm
Would have to see it in action but looks a tad bit hard to read which assist you're selecting.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Snakebyte on December 13, 2013, 04:32:17 pm
The assist font looks really pixellated, and the 'Ready!!!' font could use a border, maybe?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: ShinZankuro on December 14, 2013, 04:27:21 am
For the name I suggest this:

Street Fighter: W[Double] Fire.


I will make an LOGO of this LOL

     Posted: December 14, 2013, 04:42:30 am
(https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/1512324_551251128303096_1578123763_n.jpg)

Not so good, but i tried XD

And yes, i like to make logotypes XD
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 14, 2013, 06:15:31 pm
That looks interesting. I like the W concept, but not too sure about fire.

The select screen is full of placeholders. The final font/graphics won't look like this. Just giving a feel of how everything will be placed on the screen. I'm gonna request a full game board so I can discuss things more in detail.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Uno on December 16, 2013, 04:50:44 am
Quote
- Tag system(customized from Unosho's system for my game - all credits to Unosho)


it's UnoShe dude..  ;) thank you

     Posted: December 16, 2013, 05:07:38 am
..how about NEO Street Fighter? :)
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 16, 2013, 05:55:21 am
My bad lol. Corrected in the first post. Neo Street Fighter is pretty good.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Segatron on December 16, 2013, 11:19:36 am
Street Fighter Z or Ultimate Street Fighter
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Uno on December 17, 2013, 12:46:41 am
Street Fighter Z or Ultimate Street Fighter

..or maybe Neo Ultimate Street Fighter! Lol


Ultimate Street Fighter 2d :D
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 18, 2013, 07:53:21 pm
Are there rips of the hit sparks from Kakuge Yaro? I could use them to make some good sparks.



Thinking of Saturday Night Slammaster/Muscle Bomber, I'm leaning towards the name Street Fighter Duo (subtilted World Warrior All Stars). Any updates on the game would get the usual Super, Turbo, Ultra, Hyper etc extension to it.

Some misc stuff:

- Chars will have 3 different assists to select from
- Power is set to 3000. Was gonna do 5000, but 3000 is enough
- All chars will have a Lvl 3 Super
- Right now, all chars have a juggle limit(set specifically for the char, not using mugen's default juggling) for combos. When the limit is reached, attacks will not hit until opponent is reset(supers are an exception, but most still add juggle points.) I was thinking of combining this with hitstun deterioration, or is it not needed with the juggle limit? Or instead of hitstun deterioration, use hitvel deterioration kinda like Injustice does with it's launchers. Or all three? IDK.
- I'm done with Ryu. Chun-Li is only missing a Lvl3(not decided on which one to give her). Alex's has his specials done, but not decided on which assists I should give him. I was thinking Slash Elbow, Air Knee Smash and Air Stampede. Although His HeadButt could be useful as an assist......
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on December 18, 2013, 07:59:54 pm
I say Slash Chop is a must for Alex's assits, knee smash and Flash Elbow for the other two, that way you have a ground attack, anti-air and Flash Elbow when P2 is at certain distance
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on December 19, 2013, 08:18:01 am
I wasn't sure if Flash Chop would do well as an assist. Rethinking it, it's a perfect tool. Has lots of stun time and also stops projectiles, so that's a plus. I did want Air Stampede cause it could work as a otg/overhead assist.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on December 19, 2013, 03:52:34 pm
Well, if you give Air Stampede OTG values, it's perfect
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: DW on December 19, 2013, 04:02:24 pm
Will you give Chun-Li her 7 Point Star Kick/whatever it's called? The air super kick she had in MvC and TvC. I believe it was her Lv3 in TvC. Please give her that super. It's her most awesome super imo.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 02, 2014, 11:01:45 am
Haven't posted much, but I've been working on this a lot in the last week or so. Been brainstorming ideas for an original Lvl 3 for Alex. Here's one I came up with called Ultra Muscle Bomb (homage to Ortega from Slammasters/Muscle Bomber series). It's missing a few edits at the end to make it smoother, but the point gets across in the gif:

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/ExampleLvl3-Alex_zps286ce530.gif) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/ExampleLvl3-Alex_zps286ce530.gif.html)

I made another moves called Tornado Brainbuster. It's identical to Ultra Muscle Bomb, but it ends with a sky high spinning head drop.

The demo will consist of about 12 chars. I'd like to have it 2 chars from each Street Fighter series. So far this is how I divided it:

Street Fighter 1
- Ryu
- Undecided(leaning towards Adon)

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Undecided(leaning towards Karin)

Street Fighter 3
- Alex
- Undecided(leaning towards Q)

Street Fighter 4
- C. Viper(sprites almost finished by Felo)
- Undecided. May give this slot to another series as no available sprites. Seth maybe?

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Undecided(leaning towards Cody or Poison)

Will you give Chun-Li her 7 Point Star Kick/whatever it's called? The air super kick she had in MvC and TvC. I believe it was her Lv3 in TvC. Please give her that super. It's her most awesome super imo.

The Seizure Kick? I forgot about that one. May do a poll to help decide.

What artwork could I use that'd be universal? Or at least similar? More to come.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 02, 2014, 11:13:39 am
Awesome list for the demo, Buckus!! And that idea for Alex is fantastic!!

Also, I finished Rose with cvs look, and CSed making possible the sfz(sleeveless) and sf4 versions(top-sleeves).

Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: GTOAkira on January 02, 2014, 05:00:52 pm
nice also maybe for sf1 you could put sagat and maybe rolento for FF
good luck and i hope you are still considering haggar
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: XANDERAC on January 02, 2014, 05:09:46 pm
For the other spot in the SF4 spot, if you were trying to find someone I think your only choices probably would be Seth or Gouken
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: WizzyWhipitWonderful on January 02, 2014, 05:25:06 pm
Gouken would be a nice choice
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: ShinZankuro on January 02, 2014, 05:32:49 pm
Gouken would be a nice choice


+2
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 02, 2014, 06:11:09 pm
I avoided Gouken cause I only wanted one shoto char in the demo. Rethinking it, Gouken could be an exception cause he's quite different.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: NDSilva on January 02, 2014, 06:37:05 pm
The demo will consist of about 12 chars. I'd like to have it 2 chars from each Street Fighter series. So far this is how I divided it:

Street Fighter 1
- Ryu
- Undecided(leaning towards Adon)

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Undecided(leaning towards Karin)

Street Fighter 3
- Alex
- Undecided(leaning towards Q)

Street Fighter 4
- C. Viper(sprites almost finished by Felo)
- Undecided. May give this slot to another series as no available sprites. Seth maybe?

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Undecided(leaning towards Cody or Poison)

Don't forget the EX series!
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 02, 2014, 06:45:07 pm
EX series isn't apart of the main Street Fighter storyline, so EX chars won't be in until the original full games is done and I do an expansion.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Dr. Bob, Beautician on January 02, 2014, 06:58:19 pm
Man, this is going to be great. Name suggestion. Street Fighter: Savage Streets.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: XANDERAC on January 02, 2014, 07:40:28 pm
Another plus if you do Gouken, I already did his palettes, I could do more, but I did make his SF4 set and a few custom ones when Infinite released his version. Does Seth have a full set of sprites or is he still missing a few?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 02, 2014, 09:28:01 pm
I think he has all the sprites needed to make the char. I have to go back and check.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 02, 2014, 11:11:08 pm
Another plus if you do Gouken, I already did his palettes, I could do more, but I did make his SF4 set and a few custom ones when Infinite released his version. Does Seth have a full set of sprites or is he still missing a few?

Chuchoryu(or Human? don't know 100% sure!) dd an awesome job with Seth. The "problem" is those sprites are done in a SF3 style, so maybe "downgrading" the colour count could do the cut(???).
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: GTOAkira on January 03, 2014, 04:49:11 am
also what type of stages are you going to use hi-res or cps2?
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: XANDERAC on January 03, 2014, 05:34:24 am
@Felo

I thought they were the same sprite set, and maybe some just had a few animations that others didn't, I know Mr. Karate also did an edit of Chucho's but I believe his didn't use any newer sprites.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 03, 2014, 10:11:48 am
@Felo

I thought they were the same sprite set, and maybe some just had a few animations that others didn't, I know Mr. Karate also did an edit of Chucho's but I believe his didn't use any newer sprites.

I don't really know. Maybe Chucho added those, but I'm not sure. I'll check it later :)
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: FeLo_Llop on January 06, 2014, 10:49:53 pm
In terms of sprites, Human's and Mr. Karate is more complete :).
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: TrinitroRoy on January 07, 2014, 09:43:26 am
Human's and Mr.Karate's Seth is also alrady CvS-styled, if I remember correctly, while chuchoryu's Seth is SF3-styled.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 07, 2014, 08:52:30 pm
also what type of stages are you going to use hi-res or cps2?

Haven't gotten that far ahead yet. Gonna finish the first few chars to get the system down packed. After that, I'll start discussion on stages, screenpack, lifebars etc. I still have to decide on the name, but I'm thinking it's between Street Fighter All Stars and Street Fighter Duo.

As far as Street Fighter 4 chars, I may go with Gouken. I did start Abel (look at my sig), but that won't be done for a while. Plus the shading's all wrong as I was just messing around, and there's lil to no clean up. That was just a test at speed spriting as I got a tablet for the holidays.

For Alex's assist, I choose to stay with Slash Elbow(Expansion), Air Knee Smash(Anti-Air) and Air Stampede(OTG/Overhead). How does this sound?

I made new hitsparks and will post ics a lil later.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: QuickFist on January 07, 2014, 09:02:48 pm
yeah those sound good for Alex's assist
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: XANDERAC on January 08, 2014, 12:01:35 am
Why not...Street Fighter Duo Stars? When you need the palettes let me know, I don't know which .sff you're using or if you're adding a bunch of colour separation but if you give send me templates I can get started on them whenever I have time.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: Memo on January 08, 2014, 12:30:14 am
Yo ASAP what kind of tablet you got? Also what software you useing for spriting?  I got one too and am interested in making some sprites myself.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 08, 2014, 10:38:10 am
I have a Bamboo Splash tablet. It's not the most expensive/advanced tablet in the world, but it gets the job done. Plus, it was a gift  :). I'm using Photoshop CS2 to draw in.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: A$AP Buckus on January 09, 2014, 10:09:28 pm
Here's some progress I made with the VS/select assist screen.

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen001_zpse502ed37.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen001_zpse502ed37.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen002_zpsbfb574a5.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen002_zpsbfb574a5.png.html)

***Notes***
- Nothing is finalized.
- The red borders are gonna be trimmed and changed into something different. I ripped it from Super Turbo as it was a good size for the portraits to be displayed.
- Blue select bar will be replaced with side pointer
- Font for assist names will be simplified. Kinda hard to read as is.
- Portraits are not final. I'm still looking for a consistent style, but that's gonna be tough for some chars.
- VS sign missing. Don't know which one to use/if I should make one.

Hopefully I can make a video showcasing how it looks in game with transitions and all. Any suggestions please feel free to post them and thanks in advance.
Title: Re: Street Fighter Vs series influenced (No name yet)
Post by: NGeo on January 10, 2014, 12:16:32 am
nice project you have here , i just dropped by to ask if you want some mvc1 hitsparks , im currently ripping them all from winkawaks.
Title: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 10, 2014, 10:32:16 pm
I have hitsparks already, but I'd love to have the rips when you finish them. Could use something from them.

I've decided on the official name for the project: Street Fighter Duo I like this name the best. I haven't decided on a subtitle yet, but it'll be one of the following:

- World Warriors All Stars
- World Warriors Tag Tournament

If anyone would like to try and make a logo, that'll be greatly appreciated as I suck when it comes to stuff like that. I had the idea of having a logo with subtitle underneath and a back symbol like these:

Spoiler, click to toggle visibilty

For the back logo, if possible, I'd like to use the MFG oval one(without the text of course). It looks cool and represents mugen to me at least. I can't find the logo without the font though. I'm all for original ones as well.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 18, 2014, 09:14:18 am
Here's a preview of the hitsparks. I edited them from X-Men COTA and are not finalized yet:

Spoiler: Normal Spark (click to see content)

Spoiler: Special Spark (click to see content)

Spoiler: Super Spark (click to see content)

The front and back streaks have different anims that trigger randomly. It looks nice in game.

When you need the palettes let me know, I don't know which .sff you're using or if you're adding a bunch of colour separation but if you give send me templates I can get started on them whenever I have time.

I'll do that soon, thanks a lot.

I know Infinite said he'd Hi-Res/Filter the FX, but I'm gonna post them in the thread so anyone can take a crack at it, starting with Ryu.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: HadeS on January 18, 2014, 01:36:41 pm
I see you're using the small portait I did for Alex, freaking awesome! :llama:

BTW, nice sparks, they look really nice, the front and back streaks are a really good idea indeed :)
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: Infinite Daze on January 18, 2014, 04:46:25 pm
Hey Buckus, those hitsparks look really Cool, are they in the system fightfx or in each character sff?
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 18, 2014, 06:27:43 pm
Char sff. Thanks everyone.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: GTOAkira on January 18, 2014, 06:33:46 pm
looks pretty good so far nice job buckus
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: TempestSageJDJ on January 18, 2014, 10:28:30 pm
So Buckus, are you gonna convert the some of the sprites to CvS or leave them the same? Because if you want, I can help with some of the CPS2 sprites. I'm not that good that good at conversions, but helping out with something like this can help out a bit.

The sparks also look good.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: Memo on January 18, 2014, 10:42:45 pm
Just saw the vid, dayum! 88 hit combo! 
I wanted to ask also, what kind of tag system
Are you using?  Do you need to press the
Control key before the fight?
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 18, 2014, 11:16:54 pm
So Buckus, are you gonna convert the some of the sprites to CvS or leave them the same? Because if you want, I can help with some of the CPS2 sprites. I'm not that good that good at conversions, but helping out with something like this can help out a bit.

I plan on using the sprites as is. If you'd like make conversions, please feel free to do so.

Just saw the vid, dayum! 88 hit combo! 
I wanted to ask also, what kind of tag system
Are you using?  Do you need to press the
Control key before the fight?

I'm using a heavily edited version of Unoshe's tag system for my game. It won't need the debug keys.

Spoiler: here's a guide by rednavi explaining how it's done (click to see content)
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: Memo on January 18, 2014, 11:45:29 pm
So Buckus, are you gonna convert the some of the sprites to CvS or leave them the same? Because if you want, I can help with some of the CPS2 sprites. I'm not that good that good at conversions, but helping out with something like this can help out a bit.

I plan on using the sprites as is. If you'd like make conversions, please feel free to do so.

Just saw the vid, dayum! 88 hit combo! 
I wanted to ask also, what kind of tag system
Are you using?  Do you need to press the
Control key before the fight?

I'm using a heavily edited version of Unoshe's tag system for my game. It won't need the debug keys.

Spoiler: here's a guide by rednavi explaining how it's done (click to see content)

I hope you dont molebox the game so I can see how the tag system is set up,  ive read
That document a dozen times but I cant get my head around it yet.
A lot of people say its time consuming,   needing to code all the special states that mugen
Does on its own, and adding triggers to all the commands and such.
Since your doing it may I ask how hard is it doing this?  How long do you take with a char
To implement this system?  Im curious because I want to learn how to do it too.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 19, 2014, 01:27:10 am
It is time consuming with all the trial and error, but it's not hard.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 22, 2014, 09:28:42 am
I just dodged a bullet today. My mugen laptop's hard drive had a virus that was screwing everything up, but I managed to back up all of my mugen(and other important things) data off before it was messed with. I'll be out of commission with mugen for about a lil while until I format the entire drive and reinstall windows. I'm not sure if mugen is compatible with mac, as that's where it's stored for now. Just informing everyone that the project and my other WIPs are still going on.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: TheSnackist on January 22, 2014, 01:54:20 pm
You can run both MUGEN and FF on Mac using Wineskin. That's how I do it.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: Memo on January 24, 2014, 06:19:37 am
Damn ASAP I feel your pain, the pc I was using for mugen crashed.  I havent had a chance to
Recover anything yet..im heated like a motha focka right now.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on January 26, 2014, 06:06:12 pm
Yeah it sucks. I was able to save everything though, so no progress lost. Good thing I keep spare HDDs around. Only important programs I lost were photoshop and paint shop pro. Won't be able to do edits until I get those again. Here's what I'm working on now:

- Tech Throw (finished)
- Aerial Counter
- Refining juggle system

Here's some explanation of the juggle system(of course not using mugen's default system):

- All attacks take away juggle points as followed
  -Light Normal Attacks = 1
  -Medium Normal Attacks = 2
  -Hard Normal Attacks = 3
  -Special Attacks = 4
  -Super Attacks = 5

- Chars has individually set juggle points. Weaker/more combo oriented chars usually will have more juggle points
  Current juggle points
    Ryu = 30
    Chun-Li = 40
    Alex = 30

- After all juggle points are used, attacks won't hit until opponent recovers. Then juggle points reset.
  Exempt from this rule are Super Attacks. Super Attacks will hit even after juggle points are used up

- On top of the juggle system, I thinking of adding hitstun deterioration. This way, it'll be more challenging to do longer combos.

- There are limits on moves that cause Wall Bounce/Ground Bounce. They can only be used once in a combo per char. OTG moves can be used as long as there's enough juggle points(takes away according to attack properties in above list).

- Launchers don't use juggle points, but are limited to 3 in a combo(thinking of changing this though)

This is the current build as of now. Opinions and suggestions are always welcome.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on February 24, 2014, 10:28:30 pm
With the help of Nestor, MGMURROW, and this full game tutorial by rednavi (http://mugenguild.com/forum/topics/fullgame-coding-guide-undocumented-and-noncommonly-known-problems-102062.0.html), I've managed to create my tag system without the need for debug keys. Had a lot of trial and error, but it works the way it should. Also did adjusting to the launchers/hitdefs. Completed the select assist/intro coding. I'll make a video of it soon so it can be seen in action. I'd only need to change the graphics when I get to finalizing everything.

Only one problem I have to figure out with the tag system:

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen002_zps3d83f7f3.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen002_zps3d83f7f3.png.html)
(ignore Chun-Li facing the wrong opponent. I haven't fixed that yet but am going to)

In the image, it shows P3 calling an assist from P1. Only problem is, in this scenario, if P1 crosses the opponent, P3's controls get reversed since P3 is getting all of it's commands from P1. Of course it doesn't have an affect on gameplay if P1 called P3 assist. A solution I think would work would be instead of the player itself coming out for the assist, I'd send a helper out to do the action. Problem with this would be dealing with custom states. Even though for the most part, assist chars aren't affected by custom states in the Vs style games, I'd still like to find a workaround for this. If any of the coding geniuses have any input/insight, please enlighten me.

After I fix this, I'm gonna work on DHC. C&C are welcome.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: ShinZankuro on February 24, 2014, 10:37:22 pm
Beximus make a code of DHC, you can see a example in his Youtube channel.

If this help you, you can talk with him, i think he will help you.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: SOLIDUS SNAKE on February 24, 2014, 10:45:26 pm
I will jump on aboard if only you would knock out those per-beta characters of your.lol I could cook up something only if you agree to my master terms. On a serious note, I like this project. I will defiantly be watching this one for sure. Keep it rocking man.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: A$AP Buckus on February 27, 2014, 09:20:50 am
I actually managed to fix the problem I had in the last post (inverted partner controls when on different sides). When calling a assist, a helper is sent instead of the player. With some clever changestates usage and a universal fvar for damage in custom hitstates, everything is functioning the way it should. Redownloading Bandicam as I type so I can make a new progress video soon.

Updates for this project will be in the Street Fighter Duo full game subforum.

Mods, can this thread be moved there? This will be my general progress thread.

I will jump on aboard if only you would knock out those per-beta characters of your.lol I could cook up something only if you agree to my master terms. On a serious note, I like this project. I will defiantly be watching this one for sure. Keep it rocking man.

........I may have to take you up on that offer. You do great work.
Title: Re: Street Fighter Duo (Vs series influenced full game)
Post by: davismaximus on March 01, 2014, 02:04:49 am
I hate to be that guy but...any chance of seeing individual character releases?  I completely understand is the answer is no, but these guys would take over my current SF section in a heartbeat.

Also, if you decide on what you're doing for stages and would like some help, give a shout out.
Title: General Progress Thread
Post by: A$AP Buckus on March 04, 2014, 06:57:23 pm
It'd be unlikely, as they only work in the full game. If I can find an easy work around for it, then of course.

As for stages, I can definitely use a hand. When I get to those, I'll let you know and thanks.
Title: Re: General Progress Thread
Post by: [Judas] on March 05, 2014, 02:45:43 pm
Any thought given to a boss character? SFEX-ish Final Bison (with elements of his MvC moveset) would probably be the safest route, but I can't help but wonder how Gill would fare with an MvC-ish makeover to his movelist and some ridiculous sparks/effects. Shin Akuma/Oni/whatever-version-of-Akuma would probably suffice for a boss character, but I'm personally tired of seeing it. Seth could work, but finding resources that aren't the mostly awesome (if incomplete) Urien edits by.... I forget who.

Of course, now I'm imagining a Final Bison with doll assists and liking it more than I should. Hyper flashy Seraphic Wing ending an air combo still sounds better, though.

In any event, this thing is sounding and looking like a great project. I wish you luck.
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 05, 2014, 09:27:31 pm
Haven't thought about a boss (or story) at all. The Bison idea sounds cool though. Most likely, Bison and Gill will be in the game at some point.

Maybe I'll make Suave Dude the organizer of the Duo tournament and KFM can guest star
Title: Re: General Progress Thread
Post by: O Ilusionista on March 06, 2014, 04:43:52 pm
Hey Buckus,
I see you are using SFIII sprites with a alpha style palette. If you need, you can the sprites from Alex, Hugo and Necro from our Spec Ops project, since Ethan already made it.
Alex and Hugo are at my site http://www.brazilmugenteam.com . For Necro sprites, PM me.
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 07, 2014, 03:55:44 pm
Done. I appreciate it.
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 09, 2014, 10:08:03 am
Small progress/combo demo including Alex.

Title: Re: General Progress Thread
Post by: WizzyWhipitWonderful on March 09, 2014, 03:57:32 pm
It looks great, Buckus!

Very smooth, might I add.
Title: Re: General Progress Thread
Post by: GTOAkira on March 09, 2014, 04:34:47 pm
awesome nice job so far buckus
Title: Re: General Progress Thread
Post by: QuickFist on March 17, 2014, 07:23:38 pm
That looks amazing! Great job man!
Title: Re: General Progress Thread
Post by: [Judas] on March 17, 2014, 10:18:54 pm
I'm highly interested in seeing this project come to fruition. When the time comes for any kind of logo/screenpack/bars and such, don't hesitate to let me know. Might even give some portraits a shot, but we'll save that for later.

I know you already said you haven't given much thought to a plot, but what about preset teams? Are there going to be duos that should, for some story reason or another, be paired up, possibly with specific intros/taunts/whatever? SFxT did it to try to tie together its incredibly thin plot, questionable choices aside (Rolento and Ibuki wtf).

Actually, hey. There's another boss idea to consider: Since Ingrid was technically in a Street Fighter game (and is the source of Pandora according to the SFxT intro comic), a Pandora-powered version of her might do the trick. It might also be offputting for a SF-centric game to not have one of its past bosses fill the role for which he was was designed.

/babble
Title: Re: General Progress Thread
Post by: A$AP Buckus on March 19, 2014, 08:41:58 pm
I'll definitely make sure to hit you up when the time comes for logo/screenpack/bars ideas. Thanks a lot Judas. If you had anything in mind yourself, please feel free to show it  :innocent:

About the story/final boss, I haven't given much thought to it because....you know.....Street Fighter. Preset teams is something I was thinking about, as Muscle Bomber Duo had them, and that's where I stole got the name from.

I'm finishing up the helper-assist system(explained more in one of the earlier pages). Everything's working the way it should and I'm very pleased about it. Almost finished with the DHC system. Once that's done, I'm gonna send and alpha out with the 3 chars done already for additional testing. Expect a video soon to showcase the helper-assist system.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 09, 2014, 10:41:01 pm
Progress Video # 2



(from the video description)

Progress showing off the DHC system, and the Assist Helper system. The offscreen partner actually sends in a helper instead of coming in themselves. This way, it's less buggy on the controls when playing, as everything is controlled by the team lead. The helper can be put into custom states, and when the player loses all health, the helper dies with them. It took a while to get it working, but the result was well worth it.
Title: Re: General Progress Thread
Post by: AlexSin on April 09, 2014, 11:02:42 pm
Cool!
Title: Re: General Progress Thread
Post by: XANDERAC on April 09, 2014, 11:03:17 pm
That looks wonderful
Title: Re: General Progress Thread
Post by: Ness on April 09, 2014, 11:12:57 pm
This is just plain sick (great/amazing/wonderful/camebuckets) ... love how well this progression is coming along man!
Title: Re: General Progress Thread
Post by: QuickFist on April 09, 2014, 11:54:00 pm
Superb, what an amazing job dude, keep it up!
Title: Re: General Progress Thread
Post by: Thagr8test on April 10, 2014, 01:58:14 am
man those demo vids are amazing!!! My two cents about the boss Idea is maybe a duo of Bison/Seth or Gill/Urien but definitely waiting to see this get released good luck with the project bro
Title: Re: General Progress Thread
Post by: Omega on April 10, 2014, 10:23:37 pm
This is one of the few tag team systems to consider as the best. So smooth and great man. I like what you did with sprites, colors, effects and the coding in general. You can maybe make a MVC Abyss style boss wich transforms since you have the tag team system now. Also, if there is something you need like music, remixes and more, let me know for sure.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 11, 2014, 05:43:40 pm
Thanks everyone. Here's what the demo roster's looking like:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Undecided(Charlie/Karin)

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper(sprites almost finished by Felo)
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Undecided(Cody/Poison)
Title: Re: General Progress Thread
Post by: [Judas] on April 21, 2014, 03:50:10 pm
Is Slam Masters/Muscle Bomber being considered for inclusion due to its long-distance-cousin status? Touching up/redoing sprites for Scorp/Astro would be a fun eventual project. Plus, he'd be a fun counter to what I imagine is the inevitable inclusion of Haggar, most likely using Sean's CvtW Haggar sprites. I would think Haggar would be a definite, at least. Then I would also have an excuse to do a catch-all CWA arena stage for the likes of Zangief, R. Mika, Haggar, Scorp, Hugo, and whoever else fits.

Future thinking, of course. Various other projects come first for me, the most urgent of which you're already well aware of.
Title: Re: General Progress Thread
Post by: Ness on April 21, 2014, 04:03:53 pm
Thanks everyone. Here's what the demo roster's looking like:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Undecided(Charlie/Karin)

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper(sprites almost finished by Felo)
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Undecided(Cody/Poison)

I would go with Karin, considering she probably has the least amount of guest appearence in various crossovers and doesn't get too much attention ... (I know this isn't a -VS- series either, I'm just stating for the fact that Karin needs love ^_^)

And with the Final Fight, I like Cody much more than Poison, not sure if you'd end up using the jailbird sprites or the edited white t-shirt and jeans outfit, but either or ... it would be cool to see Cody as the rival or team-mate for Guy.
Title: Re: General Progress Thread
Post by: XANDERAC on April 21, 2014, 04:07:08 pm
As progress is made, later on you could even consider a Rival Schools team since they have a crossover with the SF universe, plus you have Hinata/Batsu/Kyosuke to use. As far as the other Alpha rep I think either would be pretty cool to see in this style.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 22, 2014, 09:53:43 pm
I meant to change out Poison for Rolento for the beta. I'll make polls for the undecided chars. Reps from other series are possible if tied with Street Fighter, but only after the original game is done. I do really like the Scorp/Astro idea though as I always thought he'd be a good char for SF and needs to be in more games.

Updated Beta Roster:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Undecided(Charlie/Karin)

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper(sprites almost finished by Felo)
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Undecided(Cody/Rolento)

EDIT: SFA rep poll added
Title: Re: General Progress Thread
Post by: FeLo_Llop on April 22, 2014, 10:31:00 pm
Voted for Charlie :).

Also, as C-G-U said, have u considered guests from Rival Schools? Batsu, Hinata and Kyosuke has their sprites finished AND as far as I know, Li_Kun is about to finish Tiffany. I know there aren't guests from RS in SF, but Sakura appears there, so they may be part of the same universe(something I'm not really sure about, tho).
Title: Re: General Progress Thread
Post by: TempestSageJDJ on April 23, 2014, 02:25:44 pm
Voted Charlie.
Title: Re: General Progress Thread
Post by: Ness on April 23, 2014, 07:01:08 pm
Karin all day;  and between Rolento & Cody I can't decide ...
Title: Re: General Progress Thread
Post by: JustNoPoint on April 23, 2014, 08:12:48 pm
I voted Charlie but hope that Karin gets to come along at a later date!
Title: Re: General Progress Thread
Post by: QuickFist on April 24, 2014, 03:29:43 am
Charlie of course
Title: Re: General Progress Thread
Post by: ă€ïŒ­ïŒŠïŒ§ă€‘gui0007 on April 25, 2014, 02:51:29 am
SONIC BOOM!!

I voted Charlie. But i really want Karin in a future update/release. ^^
Title: Re: General Progress Thread
Post by: Lost_Avenger on April 25, 2014, 12:36:10 pm
It should be obvious who I voted for... Charlie
Title: Re: General Progress Thread
Post by: [Judas] on April 25, 2014, 04:23:57 pm
Charlie for now, Karin after. That is the obvious choice. Especially with Guile not being in the demo roster. Plus, Charlie already has a versus styled moveset to use as basis. Win/win.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 28, 2014, 11:04:47 pm
Went ahead and removed the poll since Charlie was winning and made the most sense. Still putting together the alpha for testers, but once that's finished I'll start on Charlie.

Just implemented angled hitsparks. Whichever direction the attacks go in, a var is used to rotate it to that angle. Examples:

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen006_zps9a1a5967.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen006_zps9a1a5967.png.html)
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen005_zps3e1ab313.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen005_zps3e1ab313.png.html)
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen007_zps2c8cb32b.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen007_zps2c8cb32b.png.html)
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen008_zpse499b8a9.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen008_zpse499b8a9.png.html)
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen009_zps5d0f1378.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen009_zps5d0f1378.png.html)

I'll add the poll for Cody/Rolento soon.
Title: Re: General Progress Thread
Post by: Ness on April 29, 2014, 04:47:09 am
Looks plain sick man, those sparks are wonderful!
Title: Re: General Progress Thread
Post by: Lost_Avenger on April 29, 2014, 08:39:19 am
That's pretty cool actually. Nice work.
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 29, 2014, 08:20:44 pm
Thanks guys. I'm thinking of giving every char an air throw. Can't remember, but I think in umvc3, everyone had one.

New poll added for Final Fight rep for beta.
Title: Re: General Progress Thread
Post by: Lost_Avenger on April 29, 2014, 09:38:55 pm
Rolento
Title: Re: General Progress Thread
Post by: TempestSageJDJ on April 29, 2014, 11:30:47 pm
Voted Cody
Title: Re: General Progress Thread
Post by: WizzyWhipitWonderful on April 30, 2014, 12:31:11 am
Cody's got my vote.
Title: Re: General Progress Thread
Post by: Dragon of Courage on April 30, 2014, 04:24:29 pm
Voted for Cody, because he's freaking awesome!
Title: Re: General Progress Thread
Post by: A$AP Buckus on April 30, 2014, 06:34:58 pm
People really like Cody huh? If anyone has ideas for how Cody or Rolento's move set should adapt to this gameplay, please share them on the movelist brainstorming thread. I have ideas for Rolento, but kind of unsure for Cody.
Title: Re: General Progress Thread
Post by: QuickFist on April 30, 2014, 10:04:31 pm
Rolento
Title: Re: General Progress Thread
Post by: JustNoPoint on April 30, 2014, 10:30:53 pm
For Cody I would make his Hurricane Upper larger and leave the opponent in a juggle state.

His sliding kicks could do similar
LK knocks down and could set up for OTG moves
MK knocks them into the back wall
SK knocks them into the air and could be canceled into his super jump for air combo

You might also give him his auto dodge mechanic from SFA3 v-ism, either by default or by a command that gives it to him for a limited time.
Title: Re: General Progress Thread
Post by: Yagoshi300 on May 01, 2014, 02:03:08 pm
Cody has My Vote
Title: Re: General Progress Thread
Post by: ă€ïŒ­ïŒŠïŒ§ă€‘gui0007 on May 01, 2014, 05:08:48 pm
Cody of course!
Title: Re: General Progress Thread
Post by: Lost_Avenger on May 04, 2014, 10:21:26 am
Just use SFxTekken for examples. If you can sprite hammerwhatever(forgot the name. Its tje over head) could be an otg. HK ruffian could juggle easier. Zonk could wall bounce if charged long enough. Etc
Title: Re: General Progress Thread
Post by: A$AP Buckus on May 04, 2014, 08:01:35 pm
I may be able to sprite/frank up a zonk, but the overhead will need a sprite commission. Zonk and wall bounce are perfect together. Cody won, so the Beta roster is complete:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Charlie

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Cody

If somebody would help me out and compile Rose's sff for me(sprites by Felo, Cs'ed by Drex I believe), I'd greatly appreciate it. I was gonna start her after the first 3, but I really don't wanna make the sff.
Title: Re: General Progress Thread
Post by: Lost_Avenger on May 05, 2014, 04:04:24 am
Fido made an sff for her old set so someone could align the newer set off of it. I don't have the Drex set iirc.

You could probably use existing sprites for Zonk. Fido had one in his iirc.
Title: Re: General Progress Thread
Post by: XANDERAC on May 05, 2014, 04:20:20 am
http://mugenfreeforall.com/index.php?/topic/358-street-fighter-mx-39-char-collection/ it appears to be here and the link seems to work fine.
Title: Re: General Progress Thread
Post by: A$AP Buckus on May 05, 2014, 07:10:43 am
Thanks a lot. Forgot about fido's Rose and didn't even know he made Cody. Instead of Charlie, I'll get started on Rose and Cody. Here's a quick mock up for Zonk Knuckle without any edits using fido's sff:
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/testgif_zps45ded502.gif) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/testgif_zps45ded502.gif.html)

In SF4 he ducks instead of spinning before the punch, but the spin looks good as well. I'll make edits with both to see how it works out.
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 08, 2014, 11:06:18 pm
Haven't posted updates, but a lot of work has been done in the last few weeks. Here's a BETA concept for the lifebar.

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen010_zpsdf6850c3.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen010_zpsdf6850c3.png.html)
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen011_zps36175450.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen011_zps36175450.png.html)

Of course it's not final, just in the ball park of what I envisioned.

Also, I made an early version of Cody's zonk knuckle. Not finished, but good enough to share and hopefully get help with. 2 versions.

Spin version:
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/zonkbeta_zps81255f3a.gif) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/zonkbeta_zps81255f3a.gif.html)

Ducking version:
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/zonkbeta1_zpsd97932e8.gif) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/zonkbeta1_zpsd97932e8.gif.html)

I'll be working on him and Charlie next.
Title: Re: General Progress Thread
Post by: Lost_Avenger on June 09, 2014, 11:05:57 am
I prefer the ducking one. When you finish it, Imma steal it :p!
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 11, 2014, 09:29:13 pm
That's fair, cause I'm using your Cody's SFF and AIR  ;D
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 11, 2014, 10:28:17 pm
I'm gonna switch out Balrog for Dhalsim for the beta. I wanted Balrog so I could test a char with charge/hold and release commands, but I have Charlie and Cody to cover that now. Plus, I have references for him from past VS games, and I need to separate those extra sprites I had commissioned for him.

So updated beta roster is:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Dhalsim

Street Fighter Alpha
- Rose
- Charlie

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Cody
Title: Re: General Progress Thread
Post by: Lost_Avenger on June 12, 2014, 09:05:29 am
You mean Hh's sff lol. Boxer has only had chains in XTekken right?
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 12, 2014, 10:07:12 am
Yep.
Title: Re: General Progress Thread
Post by: squallsoft on June 18, 2014, 05:20:20 pm
Thanks everyone. Here's what the demo roster's looking like:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Balrog/Boxer

Street Fighter Alpha
- Rose
- Undecided(Charlie/Karin)

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper(sprites almost finished by Felo)
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Undecided(Cody/Poison)

oh hell ya!
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 18, 2014, 10:45:35 pm
The beta roster has changed a lil since then.

Planned Public Beta Roster:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Dhalsim

Street Fighter Alpha
- Rose
- Charlie

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Guy
- Cody

Also, the game will be 1.0 compatible. Started on Cody, his basics are finished.
Title: Re: General Progress Thread
Post by: Lost_Avenger on June 19, 2014, 03:50:38 am
Hold back for Dhalsim's non stretch or hold fwd for the stretch?

I assumed the 1.0 thing anyway
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 19, 2014, 10:07:22 am
Hold back for non stretch. And yeah, 1.0 is the better choice at this point.
Title: Re: General Progress Thread
Post by: A$AP Buckus on July 10, 2014, 07:11:35 pm
I almost lost everything yesterday. My new laptop's power jack needs to be replaced cause it's not charging the battery(battery and ac cord are ok). I took the harddrive out to transfer the files to my old laptop, and it somehow deleted my partitions. I was able to recover everything and fix the partitions, but that just reminded me I need to back up my data more often. Time to start using that dropbox account.

Still working on system stuff and Cody. He's up to most specials being done(have to finish zonk knuckle and ruffian kicks).
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 02, 2014, 09:14:04 pm
Ton of stuff done. I'll list what I can remember off top:

- Bunch of tweaking on common states and files.
- -2 and -3 states are shared in the common1.cns. All changeable vars are controlled by a player helper.
- created a custom trip state, so it works better with the combo system. Most of the hit states are custom at this point.
- tweaked a lot of values (damage,velsets, etc) in chars so everything plays more smooth.
- Super Jumping(and jumping in general) tweaked.
- Removed envshake on attacks besides moves that need it(shin shoryuken, power/hyper bomb, etc.)
- Added Snapback. Considering adding an aerial version. Beximus had it in Capcom Universe, but removed it. I liked that feature, as it added more ways to use it.
- Bunch of other stuff I can't remember

Now I'm working on Cody(specials finished, working on knife attacks and supers) and the THC system. Once these things are done and Charlie is started, I'm gonna send the next alpha out to the testers for feedback. C&C are welcome.

EDIT: Here's the template for the finished chars. I don't know how to tag users, but can someone summon CGU?

Spoiler: Ryu (click to see content)

Spoiler: Chun-Li (click to see content)

Spoiler: Alex (click to see content)

With Alex, I went the Spec Ops team way and reduced the colors. I'm gonna clean up loose pixels/fill in pixels when needed. It fits in with the rest IMO.
Title: Re: General Progress Thread
Post by: QuickFist on August 02, 2014, 11:57:38 pm
@C-G-U:  You're summoned!
Damn, it doesn't work.
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 04, 2014, 08:50:46 pm
I figured it out. CGU if you're still willing, I need your help!!! Don't have to worry about FX for now, they have their own pal map, but haven't even been finished yet for the most part.
Title: Re: General Progress Thread
Post by: XANDERAC on August 05, 2014, 01:26:43 am
I'd be happy to, I've sorta semi-retired myself from playing mugen or making palettes, but I picked it up again...and your progress on all this has me really interested, I'll get on them this week.
Title: Re: General Progress Thread
Post by: XANDERAC on August 07, 2014, 02:37:51 am
Default Remakes;
SF1, SF Alpha, Evil Ryu, SF2, SF4, SF3
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4C_zps84a10cdc.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4A_zps524314ca.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4E_zpsffcd2bf3.png)
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4II_zps1e34e43b.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF41_zpsecdf9a11.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4III_zps68489075.png)

Custom Set
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom1_zpsf42d109a.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom2_zpsa7df9d9d.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom3_zpsc223de21.png)
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom4_zpsf6014e1d.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom5_zpsb78b707b.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Ryu%20Palettes/SF4Custom6_zpse8a207ee.png)
Title: Re: General Progress Thread
Post by: XANDERAC on August 08, 2014, 06:42:25 pm
New Default
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/SF4_zpsda471d25.png)

6 Custom
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/Custom1_zps26c2a1dc.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/Custom2_zps72dd11c0.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/Custom3_zps39449d67.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/Custom4_zpse180dfc7.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/Custom5_zps724f6f35.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Alex/Custom6_zps45158b39.png)
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 08, 2014, 06:55:21 pm
They look great thanks a lot. I'm gonna make a progress video soon.
Title: Re: General Progress Thread
Post by: XANDERAC on August 12, 2014, 06:57:02 am
Finished her initial set, like Alex, I'll most likely do more soon, but I just wanted to get the first few batches done asap.
(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF41_zps74c41b56.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF42_zpsc80b7a37.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF43_zpseed6c74a.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF44_zps520fd58b.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF45_zps27a51811.png)(http://i1224.photobucket.com/albums/ee372/Alex_Angulo/Buckus%20Chun%20Li/SF46_zps9e04239a.png)
Title: Re: General Progress Thread
Post by: A$AP Buckus on September 02, 2014, 06:50:56 pm
So update........I've finalized the mechanics of the combo system. I changed the Juggle system to the Combo Bar System. Here's brief detail on what was changed/how it works:

Combo Bar:

- Chars has individually set Combo Bar points. Weaker/more combo oriented chars usually will have more points
  Current Combo Bar points
    Ryu = 40
    Chun-Li = 50
    Alex = 40
    Cody = 40

- All attacks take away Combo Bar points as followed
  -Light Normal Attacks = 1
  -Medium Normal Attacks = 2
  -Hard Normal Attacks = 3
  -Special Attacks = 4
  -Super Attacks = 5

- There are limits on moves that cause Wall Bounce/Ground Bounce. They can only be used once in a combo per char.

- Launchers don't use juggle points, but are limited to 3 in a combo(thinking of changing this though)
   Ex: A combo with 2 re-launches is used. Using an air combo ender (usually HP/HK) after the 2nd re-launch, the opponent is sent to a recovery roll state when hitting the ground.

- The Combo Bar has 5 levels. Each level has a different affect on hitstun. Bar fills up and changes color based on points used and level.

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar1_zps305883a6.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar1_zps305883a6.png.html)
Level 1 [0-24 percent of Combo Bar points used]
-Attacks will do full hitstun

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar2_zps7576f084.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar2_zps7576f084.png.html)
Level 2 [25-49 percent of Combo Bar points used]
- Attacks will do 75 percent hitstun

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar3_zps20624ec1.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar3_zps20624ec1.png.html)
Level 3 [50-74 percent of Combo Bar points used]
- Attacks will do 62.5 percent hitstun

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar4_zps46b35bcc.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar4_zps46b35bcc.png.html)
Level 4 [75-99 percent of Combo Bar points used]
- Attacks will do 50 percent of hitstun

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/combobar5_zpsf8a3b4d7.gif) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/combobar5_zpsf8a3b4d7.gif.html)
Level 5 [100+ percent of Combo Bar points used]
- Attacks will do 50 percent of hitstun. Percentage will constantly decrease as opp is still in a hit state until minimum hitstun for an attack is reached.
- Minimum hitstun is attack-dependent, but most attacks hitstun won't go below 20 percent.

  Ex: Am attack with hittime = 15 will be affected like this
      Level 1: hittime = 15
      Level 2: hittime = 11
      Level 3: hittime = 9
      Level 4: hittime = 8
      Level 5: hittime = 8 decreasing no lower than 3

- Percentages subject to change.
- Hitstun is not affected on Super moves.

This is the current build as of now. Opinions and suggestions are always welcome.
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 20, 2014, 09:01:35 am
Letting you guys know this project is still being worked on, heavily at that. I've done a ton of stuff, just haven't been posting much of it. Just got my newer laptop fixed, so I can record some videos. Cody and C. Viper are about 90% finished. Both just need their Level 3 coded.

I've come to my senses and realized, this game has too many damn buttons!!! No Street Fighter/Vs series game has ever had 7 buttons, so I'm going to shorten it to 6. It'll be somewhat of a mix between MVC2 and MVC3. New layout will be:

-4 regular attack buttons (light and hard punches and kicks. Some chars can access mediums by pressing light attacks in a combo, like MVC2.)
-Special button. (launcher, air combo ender.)
-Assist button

I've only done 5 chars, so this won't take long to implement at all. Let me know what you think about the changes/have any suggestions.

Title: Re: General Progress Thread
Post by: Lost_Avenger on October 20, 2014, 11:19:28 am
Why drop mediums?
Title: Re: General Progress Thread
Post by: WizzyWhipitWonderful on October 20, 2014, 01:14:55 pm
I love the light medium fierce setup; it's cool.
Title: Re: General Progress Thread
Post by: AlexSin on October 20, 2014, 01:27:36 pm
In my opinion it's better than the other layout.
Title: Re: General Progress Thread
Post by: Lost_Avenger on October 20, 2014, 02:56:45 pm
Why not just use start for assist and keep mediums? I hated mvc2's set up(But liked 3 for some reason). I know this isn't meant to feel like a traditional Sf game, but still.

Btw, is Viper's sff done? Im still low on time, but I can try to squeeze in some testing time now that my tower is ready. Half of my mugen files were trapped on an hd I couldn't access
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 20, 2014, 05:01:44 pm
The main reason for switching is that too many buttons are used for this type of fighting game. While I did like it at first, I realized it can be confusing at times. I believe this is why capcom switched it in mvc2. Also, giving launcher it's own button opens up the combo system a lil, as hard attacks are usually used for launchers. I thought about the mvc3 setup, but I think for chars like Balrog/boxer, it's better to have separate punches and kicks(could make it work with button hold/no button hold, though). And I actually like mvc2 setup  :)

Viper's sff is done except fx. I have them, just haven't put most of them in yet. I'm gonna finish Cody and Viper, then send out the next alpha to the testers. The one you guys have is extremely outdated. I can send you the sff if you'd like.
Title: Re: General Progress Thread
Post by: SOLIDUS SNAKE on October 20, 2014, 10:26:54 pm
Is there something I can help out with?
Title: Re: General Progress Thread
Post by: hatter on October 21, 2014, 05:08:06 am
@A$AP Buckus: WOW. 7 buttons is ALOT. Even for a Capcom VS. game. Yeah, going for the MvC2 layout is better IMO. And damn, 5 characters finished, with 2 at 90%. This is definitely getting more and more interesting. Good luck Buckus! :D
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 21, 2014, 05:56:19 pm
Thanks.

Is there something I can help out with?

What a coincidence. I was looking for someone to help out with screenpack and portrait stuff.
Title: Re: General Progress Thread
Post by: SOLIDUS SNAKE on October 21, 2014, 10:24:13 pm
Tell me what ports you need and how you would like them. Also, whats your feel on the sp build.
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 22, 2014, 10:21:02 am
I'll send you a pm sometime tomorrow.

Doing brainstorming, I'm thinking of going to the 4 attack layout of mvc3(Light,Med,Hard,Special). This was my original plan for changing the controls, but I came into problem when thinking of chars like Dee Jay and Blanka, who have charge moves with the same motions between punch and kick. I think I can overcome these by giving them the Balrog/Boxer treatment on some moves. For example:

Dee Jay's Air Slasher(fireball) and Rolling Sobat are charge back- fwd moves, with one being punch and the other kick. If I did the mvc3 setup, there's no punch/kick. To compensate, I'd make Air Slasher charge back-fwd+attack, and make Rolling Sobat charge back-downfwd+attack like balrog/boxer's dashing moves. For his charge down-up moves, I'd make Jackknife Maximum(Up kicks) charge down-up+attack, and make Machine Gun Upper charge down-up+2 attacks. In this game, no supers attacks charge motions, so that works for that move, but it maybe limited to only 1 version. Or attack+special.

Spoiler: Big Spoiler Alert!!! (click to see content)

How does this sound? I think it can work. It gives everyone mediums again and options for 3 versions of specials. Only difficulty would be coming up with which light-med-hard attack a char should use, but not a big issue.
Title: Re: General Progress Thread
Post by: FeLo_Llop on October 22, 2014, 02:31:18 pm
I was looking for someone to help out with screenpack and portrait stuff.
You're free to use those I'm working, even they're also going to be used in Guild's SF.
http://felollop.deviantart.com/

Have a nice day!

EDIT: I'm planning in fixing Alex, and also started doing the sketch for the guy you know. Also, Ryu's at 60% more or less.
Title: Re: General Progress Thread
Post by: DW on October 22, 2014, 07:05:33 pm
The MvC3 layout sounds the most befitting imo, so I agree with that decision. With the concepts of assists and all that stuff, the button layout had to be condensed to allow such things. Though with MvC3, I think they were also trying to make it casual gamer friendly. It worked for the most part. As an added bonus, it'll also help with the amount of atks needed for each char. I do have to say though, that if you're using DeeJay's Alpha sprites, he's gonna stand out like a sore thumb. Though it's cool, maybe you can get a fresh spriteset for him down the road.
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 23, 2014, 08:10:24 pm
Then it's settled. I'm switching to the 5 button scheme. (Light-Med-Heavy-Special-Partner). The more I hear it, the more it makes sense. Already converted Ryu, and it works well. The others should be converted by the weekend.

About Dee Jay's sprites, I'm gonna use them as is for know. A conversion will happen down the line.
Title: Re: General Progress Thread
Post by: hatter on October 24, 2014, 01:07:02 am
@A$AP Buckus: about deejay's sprites, do you think you can wait until I've finished my xi kyo? Im planning on doing a cvs deejay (only if Felo isn't gonna do one)? No commissions or anything, I'll do'em for free.
Title: Re: General Progress Thread
Post by: Lost_Avenger on October 24, 2014, 05:20:55 am
The set isnt that bad iirc? At least its not Elena's (her get hits are ugly, her ankle breaks a lot, she loses detaila, etc).

I didn't really use chargers in Mvc3, so I cant help there. They did change some inputs to accommodate characters with a lot of specials(C.Viper comes to mind?).
Title: Re: General Progress Thread
Post by: varo_hades on October 24, 2014, 07:18:41 am
Then it's settled. I'm switching to the 5 button scheme. (Light-Med-Heavy-Special-Partner). The more I hear it, the more it makes sense. Already converted Ryu, and it works well. The others should be converted by the weekend.

About Dee Jay's sprites, I'm gonna use them as is for know. A conversion will happen down the line.

I made the color separation of Dee Jay, if you are interested, also practically I will make the rest of color separation of SF2 cast.
And I will like suggest one button for super combos I think that this would be useful for finish with a combo or something like that.

@A$AP Buckus: about deejay's sprites, do you think you can wait until I've finished my xi kyo? Im planning on doing a cvs deejay (only if Felo isn't gonna do one)? No commissions or anything, I'll do'em for free.

If you are planing make the conversion of Dee Jay to cvs, probably will be useful my color separation of him, and I would like make in Pots style in a future when the sprites are in cvs style :D

Title: Re: General Progress Thread
Post by: A$AP Buckus on October 24, 2014, 09:10:54 am
@A$AP Buckus: about deejay's sprites, do you think you can wait until I've finished my xi kyo? Im planning on doing a cvs deejay (only if Felo isn't gonna do one)? No commissions or anything, I'll do'em for free.

Of course I'll use them. Dee Jay won't be released with the beta, or anytime soon, so I'll be waiting. Even if he did get finished, I can just replace the sprites since the coding will be done.

They did change some inputs to accommodate characters with a lot of specials(C.Viper comes to mind?).

Yep. I'm doing the same thing with her. The coding is all done, just need to change the commands.


I made the color separation of Dee Jay, if you are interested, also practically I will make the rest of color separation of SF2 cast.


Excellent. I'd appreciate it if you'd send them to me. Thanks in advance.



Title: Re: General Progress Thread
Post by: DW on October 24, 2014, 09:06:46 pm
The set isnt that bad iirc? At least its not Elena's (her get hits are ugly, her ankle breaks a lot, she loses detaila, etc).

It's not that his sprites are bad, it's just with the majority of the roster being CvS, not even a x scaling will make DeeJay blend with that sprite style. It's not a big deal and I'm certainly not suggesting he hold off on DeeJay or anything. I'm just saying, you'll see how he sticks out when you see him with the rest of the cast.
Title: Re: General Progress Thread
Post by: varo_hades on October 24, 2014, 10:31:35 pm
Here you go, my friend:
http://www.4shared.com/rar/ibptt8d4ce/Dee_Jay_color_separation.html
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 29, 2014, 09:34:21 pm
All chars have been updated to the new control system and it works out great. Had to change Cody's Ruffian kicks to half circle instead of quarter circle.
Title: Re: General Progress Thread
Post by: Lost_Avenger on October 31, 2014, 06:14:16 pm
I would have turned Criminal upper into a dp and ruffian into a qcb to avoid the half circle motion. For whatever reason, random changes to half circles feels weird. Esp Chun-Li in X Tekken even though her inputs change like every game that she's in
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 31, 2014, 08:42:00 pm
That does make more sense. I'll change it. And yeah, Chun-Li's had everything except 360s.
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 07, 2015, 09:54:53 pm
It's been a LONG time since I've posted anything, but there's been a ton of stuff done. So for those wondering, here's some info and screens:

-New Control Layout
     -Light
     -Medium
     -Hard
     -Special(Launcher, Air Combo Ender, etc. Think MvC3 Special button)
     -Assist
-Red Health system added
-Snapbacks added
-Hitstun Deterioration system added
-Crossover Counter added
-Team Aerial Counter added
-a bunch of stuff I may have forgotten about

and some screens

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen006_zpsknllmie1.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen006_zpsknllmie1.png.html)
(portraits by Jiggeh. Viper's portrait is placeholder.)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen002_zps3no3f6du.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen002_zps3no3f6du.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen004_zpsutwk8kmk.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen004_zpsutwk8kmk.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen005_zpslwbwtnrq.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen005_zpslwbwtnrq.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen003_zpsgq4bgvdt.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen003_zpsgq4bgvdt.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen001_zpsxsvmvsoc.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen001_zpsxsvmvsoc.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen000_zpsr9n8eekc.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen000_zpsr9n8eekc.png.html)

powerbar design by City_Hunter. Lifebar and powerbars are placeholders.

I'll be sending out a build to my testers in a week or 2.
Title: Re: General Progress Thread
Post by: AlexSin on June 07, 2015, 09:57:53 pm
Great!
Jiggeh's artwork is phenomenal! I'm hyped! :D
Title: Re: General Progress Thread
Post by: hatter on June 07, 2015, 10:12:47 pm
Woah, if that's how Jiggeh's artwork looks like for Ryu, Chun-Li, and Alex, I can't wait to see how it'll look like on Ken, Charlie, DeeJay, and Abel!! o_O o_O
Title: Re: General Progress Thread
Post by: davismaximus on June 07, 2015, 10:16:57 pm
Beyond hyped for this.

-New Control Layout
What's changed if you don't mind me asking?
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 07, 2015, 10:27:33 pm
I totally forgot to put that lol. Pretty much like MvC3 with only one assist button. Updated last post.

And yes, Jiggeh is awesome.
Title: Re: General Progress Thread
Post by: GTOAkira on June 07, 2015, 10:30:01 pm
Looking great
maybe I could try something for the lifebars anything you would like in particular?
Definitly waiting for a demo
also are you going to use Nash cs?
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 08, 2015, 03:52:28 am
Wow!! That'd be great actually. I modeled the place holders after mvc1 kinda(small portrait showing for active char, inactive char lifebar gets smaller). I'm open to new ideas, so if you have anything else, I'd be glad to consider it. And yeas, I'll be using the CS for Charlie.

I was just about to make a topic asking for help with stages/fonts/lifebars and misc stuff like that.
Title: Re: General Progress Thread
Post by: hatter on June 08, 2015, 03:56:37 am
Wow!! That'd be great actually. I modeled the place holders after mvc1 kinda(small portrait showing for active char, inactive char lifebar gets smaller). I'm open to new ideas, so if you have anything else, I'd be glad to consider it. And yeas, I'll be using the CS for Charlie.

I was just about to make a topic asking for help with stages/fonts/lifebars and misc stuff like that.

I whole-heartedly recommend City_Hunter for the life bars and font stuff. He's the fucking best for it. :D :D
Are you going for  original stage concepts, or just remixes of old SF stages?

Good luck, and keep us posted whenever you can, would love to beta-test. ;D
Title: Re: General Progress Thread
Post by: GTOAkira on June 08, 2015, 04:12:56 am
Alright il try to wip something tomorrow
Do you want something similar to the vs series or more Street Fighter inspired?
Title: Re: General Progress Thread
Post by: jweezy34 on June 08, 2015, 06:29:44 am
It's been a LONG time since I've posted anything, but there's been a ton of stuff done. So for those wondering, here's some info and screens:

-New Control Layout
     -Light
     -Medium
     -Hard
     -Special(Launcher, Air Combo Ender, etc. Think MvC3 Special button)
     -Assist
-Red Health system added
-Snapbacks added
-Hitstun Deterioration system added
-Crossover Counter added
-Team Aerial Counter added
-a bunch of stuff I may have forgotten about

and some screens

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen006_zpsknllmie1.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen006_zpsknllmie1.png.html)
(portraits by Jiggeh. Viper's portrait is placeholder.)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen002_zps3no3f6du.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen002_zps3no3f6du.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen004_zpsutwk8kmk.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen004_zpsutwk8kmk.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen005_zpslwbwtnrq.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen005_zpslwbwtnrq.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen003_zpsgq4bgvdt.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen003_zpsgq4bgvdt.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen001_zpsxsvmvsoc.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen001_zpsxsvmvsoc.png.html)

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen000_zpsr9n8eekc.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen000_zpsr9n8eekc.png.html)

powerbar design by City_Hunter. Lifebar and powerbars are placeholders.

I'll be sending out a build to my testers in a week or 2.
Those Hitsparks <3
This is looking really damn good and authentic dude looking forward to this :D
Title: Re: General Progress Thread
Post by: GTOAkira on June 09, 2015, 01:38:46 am
Dunno if this is to your liking but i maded this a while back
(http://i.imgur.com/QMUkZxE.png)
it is base on Tatsunoko vs Capcom
it would use custom portrait it would fit pretty well with the powerbar you are using
It was actually ment to be use for a fullgame
Title: Re: General Progress Thread
Post by: Slayer. on June 09, 2015, 04:50:37 am
Hey, Buckus, I have a question, what's the plot of the game?
Cutscenes and/or storyboards are planned?


Dunno if this is to your liking but i maded this a while back
(http://i.imgur.com/QMUkZxE.png)
it is base on Tatsunoko vs Capcom
it would use custom portrait it would fit pretty well with the powerbar you are using
It was actually ment to be use for a fullgame

Yeah Man, this lifebar is great! ::)
Spoiler, click to toggle visibilty
Title: Re: General Progress Thread
Post by: GTOAkira on June 09, 2015, 04:56:33 am
Dont worry about that if Buckus decide to use them you can still keep your version
If it is a problem I can try to do something else for Buckus full game
Title: Re: General Progress Thread
Post by: AlexSin on June 10, 2015, 02:05:15 pm
The screenshots don't cut it for me anymore, I need videos! :yes: ;D
Title: Re: General Progress Thread
Post by: AuMiO VXC on June 10, 2015, 02:27:10 pm
any plan for bosses?
Title: Re: General Progress Thread
Post by: Lost_Avenger on June 12, 2015, 05:29:25 pm
Good to see this is still being worked on.
Title: Re: General Progress Thread
Post by: A$AP Buckus on June 15, 2015, 05:29:55 am
Do you want something similar to the vs series or more Street Fighter inspired?

Street Fighter inspired if anything. I'm actually growing on the placeholder, so I guess that's a good template. Anything you come up with I'll consider. I like the TvC bars, but not so much for this game. Thanks a lot. If something I like comes up, I'll send you a beta ;)

The screenshots don't cut it for me anymore, I need videos! :yes: ;D

Videos coming soon. Although Smash Bros may halt them a lil longer because.........well, you know......

Hey, Buckus, I have a question, what's the plot of the game?
Cutscenes and/or storyboards are planned?

Not really. It's Street Fighter. People all over the world come together to beat the hell out of each other for various reasons = Plot lol

I may put more thought into this when closer to completion.

any plan for bosses?

Some plans, but nothing concrete or something I'd announce so soon.

Stay tuned for updates!!!
Title: Re: General Progress Thread
Post by: GTOAkira on June 15, 2015, 06:07:40 am
Alright how about this one
(http://i.imgur.com/FEQR50i.png)
an edit of the one you are currently using made some minor change here and there
still not final but I guess you get the idea
Tought?
Title: Re: General Progress Thread
Post by: A$AP Buckus on July 08, 2015, 09:04:03 am
Got caught up in Smash Wii U, Splatoon, and Trine 2, so sorry for the lack of updates. I promise videos are coming soon. Was gonna do one big video explaining everything, but short vids will work better. Guy has been replaced with Maki for the public beta. Here's the new list:

Planned Public Beta Roster:

Street Fighter 1
- Ryu
- Adon

Street Fighter 2
- Chun-Li
- Dhalsim

Street Fighter Alpha
- Rose
- Charlie

Street Fighter 3
- Alex
- Q

Street Fighter 4
- C. Viper
- Gouken

Final Fight (Enough chars have crossed over to SF, so IMO it gets a category)
- Cody
- Maki

And here's the latest lifebar look

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen000_zpsmo2wi8j8.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen000_zpsmo2wi8j8.png.html)

Stay tuned!!!
Title: Re: General Progress Thread
Post by: Memo on July 08, 2015, 07:38:29 pm
Looking dope, im hyped for this.  Really like them lifebars.
Title: Re: General Progress Thread
Post by: XANDERAC on July 09, 2015, 08:23:22 am
I missed the last few updates, glad to hear this is still going strong ;) I'll be happy to update the palettes for the characters before you release the beta for sure.
Title: Re: General Progress Thread
Post by: Lost_Avenger on July 09, 2015, 04:17:36 pm
You are ok with me stealing sffs in the future, right? I know you are going for 4 button, but Im curious if the full sprite set will be there in case people want the resource?
Title: Re: General Progress Thread
Post by: GTOAkira on August 05, 2015, 03:30:31 am
Sorry if im late but here my latest try
(http://i.imgur.com/qLVZB1N.png)
made some small edit here and there I also wanted to have the lifebars green like in sfv but I wasent to sure about it
I also did not know how to place the portrait boxe
other than that this is pretty much the final product
Tought?
Title: Re: General Progress Thread
Post by: hatter on August 05, 2015, 03:44:40 am
Sorry if im late but here my latest try
(http://i.imgur.com/qLVZB1N.png)
made some small edit here and there I also wanted to have the lifebars green like in sfv but I wasent to sure about it
I also did not know how to place the portrait boxe
other than that this is pretty much the final product
Tought?

The bars are impeccable. Perfect. But the font could use some work, I feel that its too bland. Maybe for this project, you can make them look like the SFV font, perhaps?
Title: Re: General Progress Thread
Post by: GTOAkira on August 05, 2015, 03:46:41 am
yeah those arent final I was never good with font
Thx for the compliment
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 05, 2015, 06:51:41 am
Those look great! I'm gonna try them now.
Title: Re: General Progress Thread
Post by: GTOAkira on August 05, 2015, 11:14:08 pm
awesome cant wait to see them
also glad to contribute to this great project
Title: Re: General Progress Thread
Post by: GTOAkira on August 17, 2015, 01:38:43 am
sorry for the double post but i maded some small fix to the lifebars
(http://i.imgur.com/klIRs9Z.png)
I think they are pretty much final
tought?
Title: Re: General Progress Thread
Post by: hatter on August 17, 2015, 01:40:27 am
Perfect. ^_^
Title: Re: General Progress Thread
Post by: GTOAkira on August 17, 2015, 03:39:42 am
Thx I still feel like something is missing
Title: Re: General Progress Thread
Post by: hatter on August 17, 2015, 03:57:43 am
Thx I still feel like something is missing

I think the font still needs to be reworked. Do you mind if I try something concerning the fonts?
Title: Re: General Progress Thread
Post by: GTOAkira on August 17, 2015, 04:01:05 am
those arent final but sure
Title: Re: General Progress Thread
Post by: GTOAkira on August 18, 2015, 12:49:09 am
Double post again ;D
maded some little more edit
(http://i.imgur.com/uvvOis5.png)
also changed the yellow to green inspired by SFV
Tought?
Title: Re: General Progress Thread
Post by: hatter on August 18, 2015, 01:07:05 am
Looks good. I'll post my take on the fonts tomorrow. ^_^ ^_^
Title: Re: General Progress Thread
Post by: hatter on August 18, 2015, 01:49:41 am
DOUBLE POST BECAUSE IT'S RELEVANT:

I changed my mind on doing the fonts tomorrow, and decided to do them now.

So without further ado:

(https://41.media.tumblr.com/8ecc1d835b8e4a58b6303d7aa30a4177/tumblr_nt93l80aG61ut4tduo1_75sq.png)

and

(https://33.media.tumblr.com/24af96ad77773cdd5fdea5d77ac9e0ca/tumblr_nt93l80aG61ut4tduo2_75sq.gif)

Tagging City_Hunter to ask are these good or do they need more tweaking?

Also, tagging A$AP Buckus to tell you that if you need any help graphics wise (though nothing very time consuming), feel free to contact me, I've been watching the progress on this, and would love to help out a little here and there. ^_^
Title: Re: General Progress Thread
Post by: GTOAkira on August 18, 2015, 01:51:15 am
thats great alot better than what I add
also your tagging did not work
here the final version I fixed the size since they where way to big
(http://i.imgur.com/yHQOXOa.png)
Title: Re: General Progress Thread
Post by: GTOAkira on August 18, 2015, 10:30:17 pm
double post again ;D
Fake shot
(http://i.imgur.com/NrHSVbw.png)
Tought?
Black Hatter do you think you could try something for the time font?
Title: Re: General Progress Thread
Post by: hatter on August 18, 2015, 10:31:50 pm
Love it. Glad my numbers were of use. ^_^
Title: Re: General Progress Thread
Post by: ShinZankuro on August 18, 2015, 10:34:05 pm
double post again ;D
Fake shot
(http://i.imgur.com/NrHSVbw.png)
Tought?
Black Hatter do you think you could try something for the time font?

Wow, I liked that concept!

The powerbars design reminds me of the Street Fighter III: Second Impact, and I like it XD

Just for curiosity... Two powerbars? This means you will have each powerbar for each char? [Example, You reached LVL3 for Ryu, but tagging with Alex, your bar will changes to the Alex bar, who have 1 level, it's it?]
Title: Re: General Progress Thread
Post by: -Whiplash- on August 18, 2015, 11:07:13 pm
It's the combo bar he's mentioned before. (http://mugenguild.com/forum/msg.2016184)
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 18, 2015, 11:15:40 pm
The bars and font look super nice! I wasn't so sure about the green bars at first, but seeing them in the fake shot, they look cool. Whenever you upload a new change, could you keep the parts separated? I ask this because everything is a separate explod that changes throughout battle. For example:

(http://i628.photobucket.com/albums/uu7/mrbuckus/mugen001_zpshho4vp0g.png) (http://s628.photobucket.com/user/mrbuckus/media/mugen001_zpshho4vp0g.png.html)

In this shot, Player 1 has the first teammate tagged in, so the second teammate's bar is displayed underneath at the bottom. Player 2 has the second teammate tagged in, so the first teammate's bar is displayed underneath at the top. The tagged in teammate's bar is always in the middle. Hope that makes sense. Look forward to anything else you guys come up with.


Just for curiosity... Two powerbars? This means you will have each powerbar for each char? [Example, You reached LVL3 for Ryu, but tagging with Alex, your bar will changes to the Alex bar, who have 1 level, it's it?]

Yep, it's the Combo bar, which has become the Hitstun Meter. Basically, the more moves you connect in a combo, the bar fills up and hitstun from  your attacks becomes less. I explained it on one of the previous pages.

EDIT: It's explained in the link Whiplash posted. Except launcher do affect the meter now, and I may have changed some of the numbers a bit since then. Concept is still the same.
Title: Re: General Progress Thread
Post by: ShinZankuro on August 18, 2015, 11:19:53 pm
Yep, it's the Combo bar, which has become the Hitstun Meter. Basically, the more moves you connect in a combo, the bar fills up and hitstun from  your attacks becomes less. I explained it on one of the previous pages.

Thanks for the answer Buckus and Whiplash :D

And my bad, I didn't readed the old posts D:

This looks very promising, and I liked that idea of combo meter, this will makes the gameplay even more balanced :D

Please keep it up man, I'm looking forward to see more of this and the roster :)
Title: Re: General Progress Thread
Post by: GTOAkira on August 18, 2015, 11:32:37 pm
Alright here everything separated
(http://i.imgur.com/48SHE6U.png)
I maded some small edit to the max font and I also changed the powerbars font color depending on the level
0 = Turquoise
1 = Blue
2 = Green
3/MAX = Red

It be cool if someone could help me with the missing stuff
-Hits fonts
-Timer fonts
-Ready,Fight,Win,Lose logo
Title: Re: General Progress Thread
Post by: ShinZankuro on August 18, 2015, 11:42:49 pm
Alright here everything separated
(http://i.imgur.com/48SHE6U.png)
I maded some small edit to the max font and I also changed the powerbars font color depending on the level
0 = Turquoise
1 = Blue
2 = Green
3/MAX = Red

It be cool if someone could help me with the missing stuff
-Hits fonts
-Timer fonts
-Ready,Fight,Win,Lose logo

I can try to help with Ready/Fight  Win/Lose logo.
Title: Re: General Progress Thread
Post by: hatter on August 19, 2015, 12:04:34 am
@City_Hunter: If you can explain what "Hit fonts" is supposed to mean, I can help you with that.

But for starters, I'm going to assume it's the parts where when you make a combo, something like "Awesome" or "Cool" appears?
Title: Re: General Progress Thread
Post by: -Whiplash- on August 19, 2015, 12:07:36 am
@City_Hunter: If you can explain what "Hit fonts" is supposed to mean, I can help you with that.

the font that says 27 hits!, etc..

But for starters, I'm going to assume it's the parts where when you make a combo, something like "Awesome" or "Cool" appears?

Those actually aren't in MUGEN and need to be added separately into the common file as effects, but presumably (not sure if buckus wants them or not) they would need to be done too.
Title: Re: General Progress Thread
Post by: hatter on August 19, 2015, 12:13:06 am
@City_Hunter: If you can explain what "Hit fonts" is supposed to mean, I can help you with that.

the font that says 27 hits!, etc..

So he meant like this:

(https://upload.wikimedia.org/wikipedia/en/6/6c/Street_Fighter_Alpha_3_-_Gameplay.png)

No biggie, I'm more than capable of doing them. ^_^

But for starters, I'm going to assume it's the parts where when you make a combo, something like "Awesome" or "Cool" appears?

Those actually aren't in MUGEN and need to be added separately into the common file as effects, but presumably (not sure if buckus wants them or not) they would need to be done too.


I don't do MUGEN coding, so IDK. But thanks for telling me that.
Title: Re: General Progress Thread
Post by: ShinZankuro on August 19, 2015, 12:23:39 am
For the combo message spawn, I think he only needs the "text" sprited. The codingwise he will do :P
Title: Re: General Progress Thread
Post by: hatter on August 19, 2015, 12:27:14 am
For the combo message spawn, I think he only needs the "text" sprited. The codingwise he will do :P

Yeah, I know that. I'll get to work on them later.

Spoiler: not necessarily related but (click to see content)
Title: Re: General Progress Thread
Post by: ShinZankuro on August 19, 2015, 12:31:52 am
Spoiler: not necessarily related but (click to see content)

LOL :P
Title: Re: General Progress Thread
Post by: GTOAkira on August 19, 2015, 01:11:38 am
yup what I was talking about is the Hits logo and the number
also buckus what announcer are you going to use?
Spoiler, click to toggle visibilty
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 19, 2015, 06:08:45 am
You guys are a god send. Honestly, this was one of the things holding me back from releasing builds to my team. I'm gonna start a contribution thread. Especially need ideas for the screenpack.

also buckus what announcer are you going to use?

Haven't gotten that far yet, but may do custom. I'm gonna need custom voices for a few characters as well, but will cross that bridge when it comes.

Title: Re: General Progress Thread
Post by: GTOAkira on August 19, 2015, 06:11:31 am
Cool and glad to help
Title: Re: General Progress Thread
Post by: ShinZankuro on August 19, 2015, 06:13:56 am
I've made some voices for "Ready" and etcetera things for my lifebar, but I didn't liked the result for my wip, but can help ya if you want.
Title: Re: General Progress Thread
Post by: GTOAkira on August 29, 2015, 11:33:53 pm
after looking at it again I wasent to happy with it so I decided to make some change on it
(http://i.imgur.com/UDrm67K.png)
dunno if you prefer it this ways but you can use any of them
Title: Re: General Progress Thread
Post by: GTOAkira on September 04, 2015, 09:28:53 pm
Double post because update
here the final look
(http://i.imgur.com/BA4zZxy.png)
(http://i.imgur.com/ddk2Z7n.png)
you are still free to use the older one but I feel this one is better
missing some good name and timer font
Title: Re: General Progress Thread
Post by: JustNoPoint on September 04, 2015, 09:46:10 pm
Showing it in game like that really made it pop!
Title: Re: General Progress Thread
Post by: GTOAkira on September 10, 2015, 07:02:27 pm
what is better Red or Blue?
(http://i.imgur.com/n1nG0kM.png)
Title: Re: General Progress Thread
Post by: Karasai on September 10, 2015, 07:11:35 pm
The blue is too faded out, im gonna go with the red
Title: Re: General Progress Thread
Post by: hatter on September 10, 2015, 07:20:03 pm
Red because I can actually see it better than blue.

I'll get to work on the Hit fonts today, hopefully I'll have a few things to show (namely the numbers 0,1,2,3 and "Hits").
Title: Re: General Progress Thread
Post by: ShinZankuro on September 10, 2015, 07:25:05 pm
Red. Fit more.
Title: Re: General Progress Thread
Post by: GTOAkira on September 10, 2015, 07:29:36 pm
than red it is here are the color number
1 = blue
2 = turquoise
3/MAX = red
and the updated sheet
(http://i.imgur.com/g6IEQBm.png)
Title: Re: General Progress Thread
Post by: A$AP Buckus on September 10, 2015, 08:02:20 pm
Yeah the red is better. I'm gonna update later and take some screens.
Title: Re: General Progress Thread
Post by: GTOAkira on September 16, 2015, 07:15:23 pm
(http://i.imgur.com/ULjG77N.png)
Dunno if you need them, they where made for my mvc lifebars but I feel they fit better with this game
Credit to ShinZankuro for making them
Tought?
Title: Re: General Progress Thread
Post by: A$AP Buckus on September 20, 2015, 12:07:42 am
I like it. Here's a small combo vid with Viper and Chun-Li cause I was bored.



The Ready & Fight text don't show as they should cause the video isn't 60fps, and the sound somehow got screwy.
Title: Re: General Progress Thread
Post by: GTOAkira on September 20, 2015, 12:19:51 am
damn looking nice also I remember seeing a cvs umvc3 stance for akuma maybe you could use it
glad to have helped
Title: Re: General Progress Thread
Post by: AlexSin on September 20, 2015, 01:47:43 pm
Ask Balthazar, he made one for NoZ (I think?).

At last, a video!
I'm here with some feedback :square:
- I think you should move the p1 displaynames more on the right so they don't stay on top of the portraits);

- Ken stays still when he finishes his intro; while I understand what you wanted to do (with the round starting he starts moving, like in SvC), I think it's a bit weird and I put this in my feedback. But feel free to disregard it.

- When Chun Li finishes her Super Art (0:21 of the footage) the bg effect doesn't have a transition, it suddenly disappears. I don't mean you ought to use the glass shattering effect, but you could make the effect fade out in transparency.
Like you did for the other Super Arts.

-0:36 of the footage: there's only one small portrait;
 0:37 of the footage: there are two small portraits (one of them being just the place where Ken's should be)
could this be more immediate (like for the tag switching between C.Viper and Chun Li)?

I await more showcasing.
Title: Re: General Progress Thread
Post by: A$AP Buckus on September 20, 2015, 04:24:29 pm
Thanks guys.

At last, a video!
I'm here with some feedback :square:
- I think you should move the p1 displaynames more on the right so they don't stay on top of the portraits);

- Ken stays still when he finishes his intro; while I understand what you wanted to do (with the round starting he starts moving, like in SvC), I think it's a bit weird and I put this in my feedback. But feel free to disregard it.

- When Chun Li finishes her Super Art (0:21 of the footage) the bg effect doesn't have a transition, it suddenly disappears. I don't mean you ought to use the glass shattering effect, but you could make the effect fade out in transparency.
Like you did for the other Super Arts.

-0:36 of the footage: there's only one small portrait;
 0:37 of the footage: there are two small portraits (one of them being just the place where Ken's should be)
could this be more immediate (like for the tag switching between C.Viper and Chun Li)?

I await more showcasing.

- Display names will definitely be moved. I haven't moved them because that's still a temporary font. A big part of the hold up on the beta is I have no idea how I want things to look, including fonts, select screen, logo, stages, etc.
- Yeah, the intro does look weird with the pause. This was the best work around with the way the intros are coded. I'll dig into it though and see if there's a solution.
- That's youtube's fault lol(and mine for recording a low budget video). It has the fading transition. Same thing happened with the Ready-Fight explods because they aren't that static and shake over the screen.
- I'm working on the portrait transitions for switching after dying. I'll have a red X over the dead partner's portrait so it's not blank as it is here. And make it faster.

I'll record more stuff soon. As always C&C are welcomed. Thanks.
Title: Re: General Progress Thread
Post by: Demitri on September 20, 2015, 04:37:17 pm
@30secs in, chun-li's super (wow how could i forget the name) the fx are behind her? seems kinda odd. I'll assume it's a visibility thing, so maybe add a simple explod to simulate a glow from the effect (i know she has a glow overher in the shape of herself, but i mean something in the shape of the orb).

Because i'm a lazy fuck who is not gonna read 11+ pages, will any of these get ported for normal mugen once the game is done? I'd love to use your viper and chun-li (well frankly the whole cast but those in particular).
Title: Re: General Progress Thread
Post by: ROS on September 20, 2015, 08:46:10 pm
Just a suggestion: Maybe delay the amount of time the opponent has before their next character jumps in, so you can set up some sort of incoming mixup.
Title: Re: General Progress Thread
Post by: A$AP Buckus on September 20, 2015, 11:44:12 pm
I'll do that. Ryu did come out kinda fast and could've punished Viper now you mention it. Other updates:

- I've decided to pack the game into an EXE. It reduces the file size, and I want to be the only one updating the game. I know molebox can be unpacked, and if someone decides to do that, they earned it.

- I will still release all resources for the project, though. I'll also release a Kung Fu Man only build, so if anyone wants to make a game off of the Duo system they can.

- Taking pages from recent fighting games(KI, SFV), I've decided to release the game in builds/seasons instead of a super huge roster all at once. Starting small and adding on helps out tremendously with the workload, and gets the game into everyone's hands faster. It also helps out Jiggeh's workload.
Title: Re: General Progress Thread
Post by: GTOAkira on September 20, 2015, 11:45:47 pm
thats cool
will try something for the font but I may need Hatter help on this
who will be in the first build?
Title: Re: General Progress Thread
Post by: Lost_Avenger on September 21, 2015, 12:01:18 am
Kikosho is an otg? Or did I miss something?

It still feels odd to me that p2 just kind floats in the same air gethit animation. They don't respond at all to being hit. For short combos it looks fine, but when they just kind of hang there for like 15 seconds it looks odd. Nothing we can really do with animation limits, but just thought I'd mention it.
Title: Re: General Progress Thread
Post by: hatter on September 21, 2015, 12:08:07 am
thats cool
will try something for the font but I may need Hatter help on this
who will be in the first build?

Hey man, I know I'm really late on the bare bones for the hit fonts, so I'll just show you what I've done up till now:

(http://i.imgur.com/lyN5Ijk.png)

Still need to do 6, 7, 8, and 9. Also I'm not sure about the S for HITS, so feel free to change anything and if you want me to touch up anything, I'm your man for it.

Spoiler, click to toggle visibilty
Title: Re: General Progress Thread
Post by: GTOAkira on September 21, 2015, 12:10:20 am
looking good
blue and yellow would work pretty well something similar to mvc1
Title: Re: General Progress Thread
Post by: A$AP Buckus on September 21, 2015, 12:54:46 am
Kikosho is an otg? Or did I miss something?

It still feels odd to me that p2 just kind floats in the same air gethit animation. They don't respond at all to being hit. For short combos it looks fine, but when they just kind of hang there for like 15 seconds it looks odd. Nothing we can really do with animation limits, but just thought I'd mention it.

It is. I may change that, but it feels so right lol. I know what you mean about the air gethit. I can use the Hard low gethit anim and have them transition into the air falling anim maybe? Not sure how it'd look universally.
Title: Re: General Progress Thread
Post by: GTOAkira on September 21, 2015, 01:00:58 am
Ask Balthazar, he made one for NoZ (I think?).
Yup
Spoiler, click to toggle visibilty
pretty sure he would let you use it
Title: Re: General Progress Thread
Post by: -Whiplash- on September 21, 2015, 01:09:24 am
I want that so bad holy crap.
Title: Re: General Progress Thread
Post by: GTOAkira on September 21, 2015, 01:30:49 am
guess it would only need to be separated
Title: Re: General Progress Thread
Post by: AlexSin on September 22, 2015, 02:52:34 pm
I knew he made it, I wasn't sure if it was for NoZ or somebody else. :)
Title: Re: General Progress Thread
Post by: GTOAkira on September 25, 2015, 03:33:19 am
Thanks guys.

At last, a video!
I'm here with some feedback :square:
- I think you should move the p1 displaynames more on the right so they don't stay on top of the portraits);

- Ken stays still when he finishes his intro; while I understand what you wanted to do (with the round starting he starts moving, like in SvC), I think it's a bit weird and I put this in my feedback. But feel free to disregard it.

- When Chun Li finishes her Super Art (0:21 of the footage) the bg effect doesn't have a transition, it suddenly disappears. I don't mean you ought to use the glass shattering effect, but you could make the effect fade out in transparency.
Like you did for the other Super Arts.

-0:36 of the footage: there's only one small portrait;
 0:37 of the footage: there are two small portraits (one of them being just the place where Ken's should be)
could this be more immediate (like for the tag switching between C.Viper and Chun Li)?

I await more showcasing.

- Display names will definitely be moved. I haven't moved them because that's still a temporary font. A big part of the hold up on the beta is I have no idea how I want things to look, including fonts, select screen, logo, stages, etc.
- Yeah, the intro does look weird with the pause. This was the best work around with the way the intros are coded. I'll dig into it though and see if there's a solution.
- That's youtube's fault lol(and mine for recording a low budget video). It has the fading transition. Same thing happened with the Ready-Fight explods because they aren't that static and shake over the screen.
- I'm working on the portrait transitions for switching after dying. I'll have a red X over the dead partner's portrait so it's not blank as it is here. And make it faster.

I'll record more stuff soon. As always C&C are welcomed. Thanks.
Something like that
(http://i.imgur.com/oGO8TJU.png)
Title: Re: General Progress Thread
Post by: lui on September 26, 2015, 08:25:04 pm
- I've decided to pack the game into an EXE. It reduces the file size, and I want to be the only one updating the game. I know molebox can be unpacked, and if someone decides to do that, they earned it.

its a good thing i know how to unmolebox then! >:)
in all seriousness im loving how everything looks. (i wish that everything wasnt in engrish tho but its fine lol)
Title: Re: General Progress Thread
Post by: NoZ on October 17, 2015, 06:21:16 am
If you need the stance,let me know
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 17, 2015, 09:58:27 pm
I can definitely use the stance. If you could send it to me, that'd be great!!!

I'm looking for someone to help with stages. I need stages that are super high (like 750-900 bounghigh). I'd like to edit stages from past games, so if anyone is or may be interested in helping out, let me know.

Also, I'm gonna remove the OTG properties from Chun's Kikosho. Her damage output is too great with it.
Title: Re: General Progress Thread
Post by: ShinZankuro on October 17, 2015, 10:12:07 pm
What type of stages you want?

Original ones like Beximus did on his fullgame?
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 18, 2015, 11:43:14 pm
I'm not opposed to original stages. Any unified style would work honestly.
Title: Re: General Progress Thread
Post by: HadeS on October 18, 2015, 11:48:50 pm
I'm sorry, I don't want to sound rude, Buckus. Have you seen the PM I'd sent you a while ago? :???: Just wondering since you didn't answer me and I want to make sure you got it at least.
Title: Re: General Progress Thread
Post by: A$AP Buckus on October 19, 2015, 12:47:40 am
Sorry I just saw it. I like the current one to the others to be honest. Thanks
Title: Re: General Progress Thread
Post by: HadeS on October 19, 2015, 12:54:07 am
It's ok :) You're welcome.

I'll release it then :)
Title: Re: General Progress Thread
Post by: ExShadow on November 13, 2015, 02:16:01 pm
You all set on stages?
Title: Re: General Progress Thread
Post by: A$AP Buckus on November 14, 2015, 07:14:49 pm
Not at all lol. In fact I don't have any stages made yet. I'm always looking for a helping hand :anxious:
Title: Re: General Progress Thread
Post by: ExShadow on November 16, 2015, 01:55:18 am
I can give a hand, if you run into some problems
Title: Re: General Progress Thread
Post by: Demitri on November 16, 2015, 02:29:35 am
Any particular theme? (Like, more original sort of stages, or remixes of classic series stages? Etc.)
Title: Re: General Progress Thread
Post by: A$AP Buckus on November 25, 2015, 10:56:36 pm
Sorry for late response, but I think remixed stages would be easier since the resources are there. I don't actually have a preference, though.
Title: Re: General Progress Thread
Post by: GTOAkira on January 16, 2016, 11:13:07 pm
Sorry for the bump just wanted to show you the latest version of the lifebars
(http://orig12.deviantart.net/a13d/f/2016/015/f/c/sfduo_by_lordsinistro-d9o3s27.png) (http://i.cubeupload.com/KIfJLs.png)
It is pretty much done only missing the hits font
ShinZankuro is helping me with the You Win font
here the sheet
(http://i.cubeupload.com/q9Dkcc.png)
Hope you like them
Title: Re: General Progress Thread
Post by: hatter on January 18, 2016, 01:01:00 am
So I decided to get off my lazy ass and work on the hit fonts after a much-needed prodding from the main man @City_Hunter:

(http://i.imgur.com/h0NPjjg.png)

This is all very early, so feedback is much needed and highly appreciated from you all.

Just in case it isn't working: http://i.imgur.com/h0NPjjg.png (http://i.imgur.com/h0NPjjg.png)
Title: Re: General Progress Thread
Post by: GTOAkira on January 18, 2016, 01:34:05 am
looking good but I do think the zero is a little bit to big
I also did some edit on the lifebars position and I think I have found the perfect placement
(http://i.cubeupload.com/XdpFlz.png)
Also here the new sheet
(http://i.cubeupload.com/ukizP1.png)
Feedback is always welcome
Title: Re: General Progress Thread
Post by: hatter on January 18, 2016, 01:37:33 am
Alrighty, I'll look into the numbers tomorrow, thanks for the feedback.

Also, life bar placement should be a bit higher. It should be like, 3 ladder steps away from the top edge of the screen, But it looks great. :)
Title: Re: General Progress Thread
Post by: GTOAkira on January 18, 2016, 03:25:31 am
How does it looks now
(http://vgy.me/NhaH86.png)
also are the green font better or should  keep them blue?
Title: Re: General Progress Thread
Post by: hatter on January 18, 2016, 03:29:33 am
Yep, looking better already, just a little bit higher and it should be perfect.

As for the font, I think it's fine the way it is color-wise for the numbers, but maybe the names should blue, IMHO.
Title: Re: General Progress Thread
Post by: GTOAkira on January 18, 2016, 05:31:32 am
Well I guess I will keep it blue then
Title: Re: General Progress Thread
Post by: A$AP Buckus on January 20, 2016, 05:00:44 pm
Everything looks great guys. Sorry I haven't been very active lately. I'm putting together another alpha build as I type. This way testers can help sort out bugs while time passes. The blue font looks really good.
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 01:43:52 am
Thx
my main inspiration was the original Xmen vs Street Fighter
Glad you liked it im actually updating the sprite sheet again il send it to you pretty soon
cant wait to see more progress
Title: Re: General Progress Thread
Post by: hatter on January 21, 2016, 03:19:35 am
Everything looks great guys. Sorry I haven't been very active lately. I'm putting together another alpha build as I type. This way testers can help sort out bugs while time passes. The blue font looks really good.

Don't worry about it, life comes first. I'll be dedicating time to finishing the hit fonts on the weekend, I'll at least have them checked by Hunter (since he's the most knowledgeable concerning life bars, HUDs and such) before I send them off to you.

Would you prefer them sent in a .PSD file or as separate indexed images??
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 03:35:53 am
You can send them to me and il add them to th sprite sheet wich was updated again
(http://i.imgur.com/GPfuB2m.png)
Also a final look at the lifebars
(http://i.imgur.com/D6cNDJN.png)
Title: Re: General Progress Thread
Post by: ShinZankuro on January 21, 2016, 03:43:14 am
I'm finishing the "Win" text :)

Maybe in the next hours I will send to you :D
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 03:44:55 am
nice also dunno if im asking to mcuh but do you think you could also do the KO font?
they are the only thing missing
Title: Re: General Progress Thread
Post by: ShinZankuro on January 21, 2016, 04:05:14 am
No prob! Since it's a animated sequence, will be good to put :)
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 04:07:12 am
Thx alot
Title: Re: General Progress Thread
Post by: hatter on January 21, 2016, 04:19:09 am
You can send them to me and il add them to th sprite sheet wich was updated again

Alrighty then, I'll do just that when I'm done

(http://i.imgur.com/GPfuB2m.png)
Also a final look at the lifebars
(http://i.imgur.com/D6cNDJN.png)

Now that is pure perfection. I love it. :)
Title: Re: General Progress Thread
Post by: ShinZankuro on January 21, 2016, 04:25:19 am
"Win" FX :)

(http://i.imgur.com/qg8W65j.gif)

I think you noticed you will use the loopstart on a certain point.

Download: https://www.dropbox.com/s/o03z04qxhsihv3d/DUO%20WIN.rar?dl=0

I'm doing the KO animation. It's a bit simple, but I hope you like it XD
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 04:28:51 am
nice but I feel it could use some shading like the Ready font you did
Title: Re: General Progress Thread
Post by: O Ilusionista on January 21, 2016, 04:40:29 am
Those lifebars looks sick!
Title: Re: General Progress Thread
Post by: hatter on January 21, 2016, 04:41:58 am
nice but I feel it could use some shading like the Ready font you did

I'll elaborate on that by saying that you [talking to ShinZankuro] should add a gradient similar to the one you did in the Ready font, but with the colors you applied, since the colors you used are great).
Title: Re: General Progress Thread
Post by: ShinZankuro on January 21, 2016, 04:46:07 am
Hmm, now looks better?

(http://i.imgur.com/N1swTqK.gif)

DNWL: https://www.dropbox.com/s/hf6s9ncyhujj8lv/WIN%20DUO.rar?dl=0

The white flashes actually you should make the transparency trick.
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 04:50:42 am
Alot better but I feel like the color dosent fit with the lifebars
dunno what else to say since im not really good with font
Title: Re: General Progress Thread
Post by: ShinZankuro on January 21, 2016, 04:52:02 am
I can try to make these more redd-ish :)
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 04:56:41 am
Yeah I think red would work better
Title: Re: General Progress Thread
Post by: ShinZankuro on January 21, 2016, 04:59:40 am
Well, look

(http://i.imgur.com/o9OeL0j.gif)

DWNL: https://www.dropbox.com/s/g04w7grqxbbmf5i/WIN%20KO%20DUO.rar?dl=0

Red because there's already the Ready and Fight oranged theme.
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 05:02:16 am
nice
Title: Re: General Progress Thread
Post by: O Ilusionista on January 21, 2016, 05:11:39 am
Try red and yellow, I think it will fit more.
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 05:28:19 am
And maybe you could make it less flat like you did for the other one
Title: Re: General Progress Thread
Post by: Lost_Avenger on January 21, 2016, 03:52:43 pm
Add lightning tobthe BG and make the bar loop moving from the bottom to the top(like its shining in the light?) Jk, the bars look nice. Do you have an announcer for the bars yet or are you saving that for later? I've had to watch the demo videos at work with the sound off and that was before you started the new bars so I'm a bit out of the loop.
Title: Re: General Progress Thread
Post by: GTOAkira on January 21, 2016, 07:36:54 pm
No final announcer for the moment
looking at the video it looks like buckus is currently using the one from mvc3
Title: Re: General Progress Thread
Post by: lui on January 21, 2016, 10:22:31 pm
I can try out for the announcer, I have done some stuff like that before, just not publicly lol
Title: Re: General Progress Thread
Post by: GTOAkira on January 23, 2016, 03:58:50 am
The be pretty cool
Also here some new shot of the lifebars
(http://i.imgur.com/Ir6P4Ib.png)
(http://i.imgur.com/lZpToBO.png)
I guess they are pretty much done unless you guys got some suggestion
Title: Re: General Progress Thread
Post by: GTOAkira on January 24, 2016, 03:42:30 am
Sorry for the double post Buckus but I just wanted to know if need anything else?
I also update the sprite sheet again and maded some fix here and there
(http://i.imgur.com/92Nv7QZ.png)
Stuff missing
Hits font : Hatter is currently helping me with those
Win and KO font : ShinZankuro is doing these
Are you still taking suggestion for the stage?
Feedback is always welcome
Title: Re: General Progress Thread
Post by: hatter on January 24, 2016, 03:48:44 am
Looks lovely man, I'll be finalizing them tomorrow, the hit fonts.
Title: Re: General Progress Thread
Post by: GTOAkira on January 27, 2016, 08:34:41 pm
Decided to make some tweak to the lifebars and I would like to have feedback on the powerbars
(http://i.imgur.com/3cSRN5w.png)
I want to know if it looks better with the LEVEL font on the powerbars or is it better to keep it like it was before
(http://i.imgur.com/JOxMNLd.png)
And the latest sheet
Title: Re: General Progress Thread
Post by: A$AP Buckus on January 28, 2016, 03:45:07 pm
I like it better with level not overlapping. Everything looks awesome. Started on a rough draft screenpack for the next alpha. Here's some screens:

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen001_zpsls5yrsi0.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen001_zpsls5yrsi0.png.html)
(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen000_zpsflxk4v7a.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen000_zpsflxk4v7a.png.html)

Gotta say it's been a lot of fun working with other mugen aspects besides characters. More updates coming soon.

I can try out for the announcer, I have done some stuff like that before, just not publicly lol
I'm all for that. Like Hunter said, the mvc3 announcer is just a template.

Title: Re: General Progress Thread
Post by: GTOAkira on January 28, 2016, 03:47:51 pm
Looking good cant wait to try the beta
for the screenpack I guess exshadow could help you mostly with the font
Title: Re: General Progress Thread
Post by: hatter on January 29, 2016, 11:32:31 pm
Gonna go here and say that the hit fonts are still under construction, only 0,1 and HITS have been completed, line art-wise.

The numbers 2 till 9 have been drawn on paper (since IDK how to make them look good when drawn on computer), and I'll be working on them tomorrow. When I finish them, I'll post them here.
Title: Re: General Progress Thread
Post by: GTOAkira on January 29, 2016, 11:35:04 pm
No hurry
and thx again for working on them
Title: Re: General Progress Thread
Post by: hatter on January 31, 2016, 09:11:51 pm
[IMAGE REMOVED]

I suck at this. Give me advice on how not to suck.

The HIT was shaded as a test, went for the Capcom logo colors here. If it's fine with you, I can give the numbers the same treatment.
Title: Re: General Progress Thread
Post by: GTOAkira on February 01, 2016, 03:28:14 am
looking good
Im not to sure but I guess looking at other game might help
Title: Re: General Progress Thread
Post by: hatter on February 01, 2016, 03:37:31 am
I think the whole TVC idea for the numbers should be abandoned altogether. I'll def take a look at another game, but for the HIT shading, what do you think? Yay or nay?
Title: Re: General Progress Thread
Post by: GTOAkira on February 01, 2016, 03:44:56 am
The shading is good I do feel the color dont fit with the rest of the lifebars
Title: Re: General Progress Thread
Post by: hatter on February 01, 2016, 04:32:55 am
The shading is good I do feel the color dont fit with the rest of the lifebars

Alrighty then, what color combo should I use? The one in the READY sign for example?
Title: Re: General Progress Thread
Post by: GTOAkira on February 01, 2016, 04:39:39 am
yeah something like that
Im also not a big fan of the HIT size I think it is a little to big
I have to wait for the final result to see how it look with the lifebars
Title: Re: General Progress Thread
Post by: hatter on February 01, 2016, 04:45:49 am
Dully noted about the colors. As for the size, IDK it looks good from this angle. Let's see how it sums up once its finished and coded.
Title: Re: General Progress Thread
Post by: ExShadow on February 01, 2016, 03:46:21 pm
Looking good cant wait to try the beta
for the screenpack I guess exshadow could help you mostly with the font
You called?  What's the problem?
Title: Re: General Progress Thread
Post by: GTOAkira on February 01, 2016, 07:12:07 pm
not really sure but I guess helping Buckus with the screenpack design would be pretty cool
Title: Re: General Progress Thread
Post by: hatter on February 02, 2016, 01:06:44 am
[IMAGE REMOVED]

How's this? Any better (or better yet, salvageable)?? nvm, back to the drawing board.
Title: Re: General Progress Thread
Post by: GTOAkira on February 02, 2016, 01:34:03 am
Not a big fan I feel they clash with the rest of the lifebars I tried something
(http://i.imgur.com/HFfYuG8.png)
Would be cool if you could do something similar to that but not as simple as I did and may be bigger
Title: Re: General Progress Thread
Post by: hatter on February 02, 2016, 01:36:17 am
Actually, that's much better than what I churned out, lol.

Thanks, this is a great help. I should be able to show something soon after seeing these. :)
Title: Re: General Progress Thread
Post by: GTOAkira on February 02, 2016, 11:02:06 pm
Glad to help
I actually use Tatsunoko vs Capcom as a reference
Title: Re: General Progress Thread
Post by: hatter on February 02, 2016, 11:38:08 pm
Huh, I may have looked at the pic you provided me in your thread wrong. should have double checked.

Either way, thanks for the conseil, I'll get to work on it later this week. At a size like that, it shouldn't be long before I finish them.
Title: Re: General Progress Thread
Post by: biluzin on February 05, 2016, 06:49:52 pm
Nice!!! I want to play this game.
Title: Re: General Progress Thread
Post by: GTOAkira on February 06, 2016, 05:13:54 pm
New update
(http://i.imgur.com/SLhFEeg.png)
(http://i.imgur.com/Ou3sYSf.png)
A small revamp of the name and time font
feedback is welcome
Title: Re: General Progress Thread
Post by: O Ilusionista on February 06, 2016, 05:20:52 pm
I suggest you to use a tad darker outlines on the font, because its hard to read the way it is now.
Title: Re: General Progress Thread
Post by: GTOAkira on February 06, 2016, 05:27:31 pm
How does it look now
(http://i.imgur.com/RHth3My.png)
Title: Re: General Progress Thread
Post by: sluigi123 on February 15, 2016, 03:59:30 pm
How does it look now
(http://i.imgur.com/RHth3My.png)

I think the bottom of the blue fonts needs to be a bit brighter, IMO.
Title: Re: General Progress Thread
Post by: Demitri on February 19, 2016, 06:45:46 pm
@A$AP Buckus:
I'll prob get to messing with stages on my days off.

Any particular number of stages you want, or should the aim just be one per char?

Regarding the logo, if you want I can help make the duo text look more like the Street Fighter text (not so much in the fancy brushstroke look but the styling)
Title: Re: General Progress Thread
Post by: A$AP Buckus on February 21, 2016, 12:33:24 am
new update: I've implemented a training mode that allows you to train with teams. It's only accessible from versus(or watch mode by turning AI off for both characters). By pressing start during the select assist/vs screen, this message will pop up:

(http://i628.photobucket.com/albums/uu7/mrbuckus/Street%20Fighter%20Full%20Game/mugen005_zpsjilaymqw.png) (http://s628.photobucket.com/user/mrbuckus/media/Street%20Fighter%20Full%20Game/mugen005_zpsjilaymqw.png.html)

Players won't die and life will refill during idle. Now I'll start updating the life bars.

@A$AP Buckus:
I'll prob get to messing with stages on my days off.

Any particular number of stages you want, or should the aim just be one per char?

Regarding the logo, if you want I can help make the duo text look more like the Street Fighter text (not so much in the fancy brushstroke look but the styling)

No more than 7-8 stages. For the beta, 2 + training stage would be enough. With the logo, I say go for it. I appreciate any help I can get. Thanks in advance.

Title: Re: General Progress Thread
Post by: GTOAkira on February 21, 2016, 01:05:11 am
Looking good
actually for the stage you could recycle some from the vs serie that fit with SF
Like the iron fist temple or the Dead or alive show from Xmen vs SF
Also I updated (Again) the lifebars here the sheet
(http://i.imgur.com/CyHOyWI.png)
I dont think I will updated it again
Title: Re: General Progress Thread
Post by: hatter on April 06, 2016, 06:48:57 pm
(http://i.imgur.com/9gxmxOj.gif)

Bump. So I decided to get off my lazy ass and do something productive, actually forgot I was supposed to do these. Will let you and Hunter be the final judge of these.

As for SP, any design ideas you have in mind for stuff like the select screen, and the like? I'm going to be working on some SP related designs for some full games in the works (DBZ All Stars, MSH:Reborn) and my own project, so if you want me to do anything for you, you can def hit me up. Just as long as you have clear ideas for what you want to go for (even examples), and I'll be more than happy to assist if you want.
Title: Re: General Progress Thread
Post by: GTOAkira on April 23, 2016, 09:35:54 pm
Perfect
did some update to the bar plus Hatter hit font
(http://i.imgur.com/WTBWemo.png)
Title: Re: General Progress Thread
Post by: hatter on April 23, 2016, 09:40:28 pm
^Superb.

I think at this point, there is nothing else to be done for life bars, unless there is something else left to be done? Possibly the K.O and WIN animations, unless Shin finished those already.
Title: Re: General Progress Thread
Post by: GTOAkira on May 13, 2016, 11:39:01 pm
Did some more editing to make the lifebars better
(http://i.imgur.com/un87vtF.png)
also after looking at the hits font I feel they are to bland
will need something else help would be appreciated
(http://i.imgur.com/mVqIOxE.png)
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 20, 2017, 09:06:52 am
Surprise!!! I'm still active and the game is still being worked on. Here are some updates:

- All characters now share the same sff and cns files. Basically, the game is just 1 big, interchangeable character. I've eliminated the unused frames, animations and sounds. By trimming the unnecessary fat, the sff isn't as big as I thought it would be. I've added 10 characters so far, and have only half the amount of sprites as Doggiedoo's Leo. This actually works out well, as I have full control over the select screen, vs screen, lifebars- pretty much everything. Still working on fully implementing the rest of the lifebars made by City_Hunter.

-How this works with character with scaled sprites: I used the same method as I used with Captain America's shield w/ mirroring anims. The actual character is invisible, and a helper is used to display the scaled sprites. I had to manually resize the clsn boxes. There's a common system helper that stores the scaling values for the specific character

- With that being said, the final roster has been downsized. I can still add up to 60 chars the way the anim grouping and sff is set up, but I dont think that will be happening. I'll only be adding characters that I like and feel are essential to the game.

- The beta roster will consist of 8 characters(pictured below). Pics of the tentative select screen:
(http://i.imgur.com/Kif1Hmn.png) (http://imgur.com/Kif1Hmn)

(http://i.imgur.com/bDOMRCc.png) (http://imgur.com/bDOMRCc)

- Charlie is being updated to include SF5 stuff and separate him from Guile. It'll be a mixture of classic and 5:
    - No more charge commands
    - Moonsault will still be an air move
    - Adding Tragedy Assault and Sonic Scythe(Hard version will be Somersault Shell, as I don't want to see the need to sprite the genocide cutter version. I used sprites from SpecOp's Blaze Agent and frankensprites to create Tragedy Assault, and frankensprited the Light and Med versions of Sonic Scythe. I may commission someone to redo and color separate them in the future. Not cleaned up, but the grunt work is done and the move is coded, so if new anims are made, it'll be a matter of adjustments.

(http://i.imgur.com/7hoSOhn.png) (http://imgur.com/7hoSOhn)

(http://i.imgur.com/T7i7E90.png) (http://imgur.com/T7i7E90)

(http://i.imgur.com/BlqneVY.png) (http://imgur.com/BlqneVY)

More to come soon.
Title: Re: General Progress Thread
Post by: ,mem on August 20, 2017, 09:14:38 am
Good to see you're still around.
I like using your stuff it's pretty fun.
Title: Re: General Progress Thread
Post by: Trololo on August 20, 2017, 11:00:25 am
Wow. Those are really nice sprites for Charlie.
Don't want to be rude, but I want to ask: will they be an open source or you'll keep them for yourself?
Title: Re: General Progress Thread
Post by: A$AP Buckus on August 20, 2017, 01:44:33 pm
Everything I do is open source. I'll add them to the spritesheet expansion thread soon.
Title: Re: General Progress Thread
Post by: GTOAkira on August 20, 2017, 05:34:57 pm
Looking good. Hope Dhalsim and Gief make the cut
Also Haggar
Title: Re: General Progress Thread
Post by: AlexSin on August 20, 2017, 06:05:48 pm
I would like to see a video of the game as it is now. :P
Title: Re: General Progress Thread
Post by: SOLIDUS SNAKE on August 21, 2017, 03:27:21 am
Looking good, happy to see this project is still a go. Forgive for asking but, will you include a guess character. Someone not from the regular cast but, of the same style. Good luck man and keep it rocking.
Title: Re: General Progress Thread
Post by: GTOAkira on January 12, 2018, 05:12:13 am
Not sure if this project is still going on but Im officialy done with the lifebars
(https://i.imgur.com/P18lffc.png)
(https://i.imgur.com/iXMPw2F.png)

Went back and made some small edit to Hatter's hit font and I think it looks pretty good. Not sure what place they would have on the screen but just went with the normal spot.
Beside that everything is pretty much done. Would only need an announcer
Shoutout to Hatter and ShinZankuro for the help
Hope the project is still rollin
Title: Re: General Progress Thread
Post by: GTOAkira on January 13, 2018, 02:22:12 am
Okay scratch the last post this should be the final version. Pretty happy with it now.
(https://i.imgur.com/MrI6Tfq.png)
(https://i.imgur.com/691RZ6V.png)
Took some inspiration from mvc 1 I think it looks even better now
ShinZankuro any chance you could make the You Win, time over and KO font?
Title: Re: General Progress Thread
Post by: hatter on January 13, 2018, 02:48:39 am
Oh wow, I completely forgot about this. Everything is looking pretty neat.

Title: Re: General Progress Thread
Post by: ShinZankuro on January 13, 2018, 02:59:32 am
Yeah, I can make these :D
Title: Re: General Progress Thread
Post by: GTOAkira on January 14, 2018, 02:23:47 am
Updated sheet since the font were hard to see
(https://i.imgur.com/mO3OCvl.png)
Also someting I have been toying with for the screenpack
(https://i.imgur.com/5aUMDBK.png)
Title: Re: General Progress Thread
Post by: A$AP Buckus on January 22, 2018, 01:30:53 am
Wow everything looks great! I just replaced my laptop battery and will be back in business shortly. I'll apply the updated lifebar stuff.
Title: Re: General Progress Thread
Post by: GTOAkira on December 31, 2018, 06:34:10 am
Its my holiday breaks and Ive work out some concept for your project.
New updated screenpack concept taiking inspiration from TVC and MVC3
(https://i.imgur.com/u8C0jD3.png)

Looking back I wasnt to happy with the old lifebars so here 2 new concepts :
(https://i.imgur.com/PXtrkq4.png)
(https://i.imgur.com/SyTMb0U.png)

I have the sheet done for both and I also still have the sheet for the old lifebars I did before. I personally prefer the one with the custom portrait.
Feedback are welcome!
Title: Re: General Progress Thread
Post by: A$AP Buckus on January 10, 2019, 06:41:47 am
Thanks!! The bottom bars would work, as I'd like to keep the lifebars as close to the design in the gif below since it's animated:

(https://i.imgur.com/tMFxA1K.gif)
(not animated at the correct speed, but the point gets across)

I'm open to suggestions for the select screen. Just fixed some issues with the DHC that was holding me back, so expect updates.
Title: Re: General Progress Thread
Post by: Retro Respecter on January 10, 2019, 03:08:11 pm
I have just one suggestion for the select screen: Make interconnecting polygons for the character portraits.
Title: Re: General Progress Thread
Post by: GTOAkira on January 11, 2019, 01:11:09 am
Alright here is the full sheet :
(https://i.imgur.com/ZIFryie.png)
Only missing a You Win font and a Time Over
(https://i.imgur.com/59MsUil.png)
Man looking at the gif Im so glad I fixed the font you could barely see them before
Also made another concept for some reason
(https://i.imgur.com/Oyan2lR.png)