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Messages by BC

    

SFA4 Guy Revamp

 October 31, 2014, 03:03:43 am View in topic context
avatar  Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 am
 Board: Projects

Hey guys,

After a long absence, me and Mugen have found each other once again. So I'm back working on SFA4 again by popular demand and currently being commissioned to finish it by SolbadguyZ who has also been helping iron out everyone's game play and providing fresh ideas.

Anyway regarding SFA4 I'm starting coding from scratch and I've started with Guy for the first character, I copy pasted his Rage's which helped with progression I'd say he's 98% complete right now. I've also updated his LVL 3 super Bushin Muso Renge which is custom made.

Here is a quick presentation video of his updated features/gameplay (Currently the dampening isn't enough right now as you can see by the combo)

https://www.youtube.com/watch?v=5P5wyWTRtw4&feature=youtu.be

    

Re: KFM Update - Rage Video!!!

 August 06, 2013, 10:26:39 am View in topic context
avatar  Posted by BC  in KFM Update - Rage Video!!! (Started by BC April 24, 2013, 04:03:59 pm
 Board: Projects

Yeah the dizzy is definitely in. After this he just needs ai then he's ready for release.
    

Re: KFM Update - Rage Video!!!

 August 05, 2013, 09:41:04 pm View in topic context
avatar  Posted by BC  in KFM Update - Rage Video!!! (Started by BC April 24, 2013, 04:03:59 pm
 Board: Projects

I'm not really digging the green Matrix text here. It's not "generic" enough and sort of makes KFM look like he was straight out of Matrix.


That was the idea. It's just a bit of fun nothing serious, I actually like how it's come out :) if I WAS to change it I'd add the borders mentioned with some old school film grain. The delayed afterimages are intended I haven't got around to adding them yet.

I will take that idea though DivineWolf about the dizzy state, didn't even cross my mind at the time.

Unfortunately the pillar was the only thing I could find suitable, I did want a huge wooden karate training dummy that was animated to break but I couldn't find anything suitable, I don't think it looks too bad, the idea was to have a pillar of some sort if I couldn't find a dummy.

About the arm, I don't really see much of a problem with it, it's more of a picky thing, reviewing the frames of the animation if you compare the punching arm to the standing animations arm there isn't much difference atall; I like how the animation looks.

Thanks for the feedback guys.
    

KFM Update - Rage Video!!!

 August 05, 2013, 02:11:04 am View in topic context
avatar  Posted by BC  in KFM Update - Rage Video!!! (Started by BC April 24, 2013, 04:03:59 pm
 Board: Projects

Finally got around to finishing it, thanks to Sky79 and Solblaze for the artwork which was cool of them. Can I just say it looks better when you see it in mugen than on youtube, infact youtube killed the screenshake for most parts of the move, and also the portrait is supposed to have screenshake applied, without it (seeing as it's not animated) it looks bland, but when you try it for yourself it will look much better.

http://www.youtube.com/watch?v=7Jx1iBF39hg&feature=youtu.be
    

Re: Patchouli WIP (Beta testers needed)

 July 09, 2013, 08:14:22 pm View in topic context
avatar  Posted by BC  in [WIP] Diary - Feb 6 (Started by Ricepigeon January 30, 2011, 09:14:19 pm
 Board: Projects

"Royal Flare" looks awesome.
    

Re: Capcom X Marvel [PROGRESS VIDEO]

 July 05, 2013, 10:36:46 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

There will be custom characters, but by that I mean "new" characters that have been drawn. Regarding add-ons once the game is complete, sure why not :)
    

Re: Capcom X Marvel [PROGRESS VIDEO]

 July 04, 2013, 08:24:01 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

(Once again I'll be releasing him publicly once he's ready, so I gotta add some stuff to his sound file because It's all currently in the screenpack.)

@BC, now what sp might that be hmmm?

Default Mugen 1.0, the sounds are in the common.snd file. The game doesn't have a screenpack yet remember :)
    

Re: Capcom X Marvel [PROGRESS VIDEO]

 July 04, 2013, 06:39:09 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

FINALLY!

Colossus now has all his throws and the "Body Lift" system is complete. Visually it looks cool I'm glad it's over with! Juggling long shifts at work and finding the free time has been a challenge. All that's left is some additional game system stuff then his Super Armour and his RAAAAGE.

Once again I'll be releasing him publicly once he's ready, so I gotta add some stuff to his sound file because It's all currently in the screenpack.

Enjoy!

http://www.youtube.com/watch?v=tLaAQvOKqDk&feature=youtu.be

    

Re: Capcom X Marvel

 June 30, 2013, 10:43:05 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

omg these targetbinds are taking forever! lol, I'm adding his grabbing system from X-men COTA which consists of the following:

-pick up p2 off the floor above head (which has 23 frames)
-p2 recovers if you don't react for around 145 ticks (not accurate, if it is then I'm good at guessing)
-walk forwards or backwards with p2 above head (both have 11 frames each and he bobs when walking so that requires positioning of p2 again.)


^ I've got that far what's left is:

-running forward with p2 (can't run back)
-jumping with p2
-4 throws while p2 is above head (standing/running)
-1 jumping throw.
    

Re: Capcom X Marvel

 June 29, 2013, 06:42:50 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

so what about resizing using localcoord or Xscale and giving them an alpha palette? or changing up the marvel sides palette?

I do prefer the look of CVS Ryu to Alpha Ryu.
    

Re: Capcom X Marvel

 June 29, 2013, 05:59:12 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

I'm not an expert with sprites or palettes so this question may seem a little stupid,  but could her palette not be changed to look somewhat alpha? or is that out of the question.
    

Re: Capcom X Marvel

 June 29, 2013, 05:47:07 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

Lovin' this!! :D!!

But...it sounds more like a Marvel vs Street Fighter to me :P!!

Anyway, if you want to use Rose, feel free. She is colour separated and all.



I'm missing around...40 sprites of Viper to finish her D:!!

How's it going Felo ;)

It is at the moment because I need to update the roster lol and thanks I might take you up on that offer :)
    

Re: Capcom X Marvel

 June 29, 2013, 05:38:26 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

MuddyBeaver!

Love those ^ lol, I don't have a template like most people are commonly making on here but I've sent you his .sff and .act files if that helps.

    

Re: Capcom X Marvel

 June 29, 2013, 04:32:41 pm View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

It seems you focused too much on the X-Men like most people do broaden your horizon on characters maybe even read some comics online......... (Basically this a semi rant good luck on the project though)

I intend to do just that actually, and thank you. Like stated though the roster may change at any time, I do plan to have new characters.

What happened to Street fighter Alpha 4?

I was wondering when someone would mention that in an unrelated topic, anyway SFA4 is discontinued I could give you a wall of reasons why but let's just leave it at that, I'm hoping this project will distract people who are disappointed.

Thanks for the support guys, appreciated, Ill do my best to deliver. Also I'm open to gameplay suggestions, characters ect.

This is what I think the system should maybe include BC :
- Now because its Capcom X Marvel, more than likely the system should be based off a capcom like game, but for the marvel input I would include the chain combos for marvel side to it and also a normal lv3 hyper and let the "Rage" be like the DM/ULTRA
- I would make it so that you can do the "Rage" move if your life is low and you have a full lvl3 power bar to make it more like a DM attack
- I would include a wall bounce off of at least 1 move to allow for more combo abilities.
- I think you should include Ex moves and 1 or more of them could have wall bounce.
- Since its Capcom X Marvel you won't need to have running animation only dash. This will help you out with alot of characters cus most don't have the sprites (Not all just most)
-Configuration on the supermoves should be more like how they are in Street Fighter for example ( x2 D,DF,F, x or y or z)
-Alpha counters maybe?
- You could add in somethin like parry if you don't want to just add in the regular like parrying system


I hope you put in CHAIN COMBOS DUDE! But like how darkstalkers does it! See what I mean?....


-I've already added chain combos but not marvel style with air combos.
-I'm still thinking about Rage requirements at the moment, I wanted to have it working more like a SF4 Ultra so that it doesn't use any of the characters power bar. That's one thing I didn't like about the original Rage I did for SFA4, although it was a match changing move, if you missed it then it was pretty much match over and you couldn't even use a super as a backup from missing it.
-Regarding wall bounce I think you've been using too many of Mr Infinite's characters :P all seriousness aside wall bounce moves are cool but too many of them can be distasteful. That's not to say no one will have a wall bounce move I just don't want to overload the game with them.
-EX moves are a possibility yes.
-Run or Dash I don't see having both as a problem, if characters don't have a running animation that's fine, they'll have a dash.
-I may have to do that anyway, currently Colossus has a super which is QCF+pp so if I was to add EX moves then that would definitely conflict.
-Even though the games name has changed I don't think the brand specific skills should either.
-I'm not too sure about a parry system right now.

Thanks for your suggestions and I hope this video cures the chain combo demand:

http://www.youtube.com/watch?v=tTTeYFITchI&feature=youtu.be



It seems you focused too much on the X-Men like most people do broaden your horizon on characters maybe even read some comics online......... (Basically this a semi rant good luck on the project though)

Available sprites. Capcom and Marvel focused more on the X-Men in their early crossover fighting games because of the X-Men's popularity. That's what available sprite wise, so naturally there'd be more X-Men in the roster. It's really unfair of one to ask for newly sprited chars. If that were the case, this project would have minimal chance of success.



I glimpsed over this yesterday. It's good to see you changed the title/scale to Capcom x Marvel. I was going to say why just limit it to SF chars? Anyway, it is a very ambitious project. I wish you luck in seeing it through to the end. One more thing... Stage interaction...? Throwing stuff from the BG like Injustice...? Meh... you could do without that. That's a cheap mechanic anyway in Injustice, not one worth taking from that game. That's also gonna be quite a task itself, let alone all the other stuff. Sounds/looks nice on "paper", but you may wanna re-think that mechanic. 

Yeah I'm glad I've switched to Capcom as a whole because there are a few characters I'd like to have in the game. Stage Interaction was just something suggested that might be a cool feature and you don't really see many Mugen Full games with this feature; if any. I do see how it can be a cheap mechanic and sometimes may also break characters gameplay, but nothing on the feature is concrete yet though.
    

Re: Street Fighter X Marvel

 June 28, 2013, 08:20:29 am View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

Thanks for the support guys, appreciated, Ill do my best to deliver. Also I'm open to gameplay suggestions, characters ect.
    

Capcom X Marvel [PROGRESS VIDEO]

 June 28, 2013, 02:00:43 am View in topic context
avatar  Posted by BC  in Capcom X Marvel [PROGRESS VIDEO] (Started by BC June 28, 2013, 02:00:43 am
 Board: Projects

Capcom X Marvel is a full game project for Mugen currently in early stages of development. The game will feature characters from the Street Fighter Alpha series and other capcom fighting games, characters from the Marvel series such as MVC, MVC2, Marvel Super heroes. There will also feature a roster of X-men characters from X-men COTA and the Vs games.

The gameplay promises to be of a unique style and marvel characters will not emulate gameplay from the MVC series. The current roster has yet to be confirmed, but expect around 30 characters from each brand, which is around 60+ characters.

The characters are all programmed from scratch as usual, to speed up the creation process, I'll be using various ready made .SFF files (crediting the authors of course) the first person I'll be crediting is Kong for all the sprite rips contributed to the community, Thanks Kong.

I've been working on this full game for the past few weeks, currently I'm developing the gameplay system and I can list some of the features expected. Please note that the current features may change over the course of time. Inspiration can work for or against you sometimes  ^-^

The screenpack is under development too (including lifebars) so expect to see more on that a little later. Let's crack on here are the games features:

Spoiler, click to toggle visibilty

The Roster is going to be quite big and the game boasts of around 60+ characters! I'll post the basic roster but note that there will be new characters per brand which aren't listed.

Marvel
Spoiler, click to toggle visibilty

Capcom
Spoiler, click to toggle visibilty

Again please note the roster may change at any time**

The first character I've been working on is Colossus from the X-men, I'll be releasing him also as a standalone. I'm using him to develop the gameplay and also I'll be making a template from him so that I can work on multiple characters at the same time, by multiple I mean I'll be working on at least 4 characters at a time to speed up the creation process.

Here is the latest video of Colossus, he is in early beta stage, little details are missing like certain dust FX and stuff but he's playable right now. The first video is the latest video of his progress and the second video is a misc video of comparisons to his X-men COTA super. Currently you'll notice there is no superpause and no super activation sparks this is just due to the game being early on in development.

I'll be happy to take questions/comments regarding the game so please feel free :)

Latest progress video

Street Fighter X Marvel - Colossus Progress


Super comparison Video

Street Fighter X Marvel - Colossus Super Comparison
    

Re: What is the best method for..

 June 27, 2013, 07:19:41 pm View in topic context
avatar  Posted by BC  in What is the best method for.. (Started by BC June 27, 2013, 06:12:08 pm
 Board: M.U.G.E.N Development Help

Thanks for the info, I think it'll have to be custom states.
    

What is the best method for..

 June 27, 2013, 06:12:08 pm View in topic context
avatar  Posted by BC  in What is the best method for.. (Started by BC June 27, 2013, 06:12:08 pm
 Board: M.U.G.E.N Development Help

Increasing a players liedown time once they're hit on the ground. Basically what's happening is when I hit an opponent that's in a liedown state after they get hit and bounce back to the ground they get up instantly, like the time they spent in the air from the ground hit is still calculated from the default 60 ticks. I don't want to increase the players liedown time in general, just after being hit on the ground.

    

Re: Road Runner! UPDATED Version! 5/21/13 *w/ video

 May 23, 2013, 11:31:43 pm View in topic context
avatar  Posted by BC  in ROAD RUNNER UPDATED!!! 02/12/14 (Started by DJ_HANNIBALROYCE May 18, 2013, 05:41:54 am
 Board: Your Releases, 1.0+

you're welcome, but it shouldn't be a trigger2 it should be a trigger1 or triggerall. You can add another trigger1 right underneath the first.

assuming this is the move

[State -1, grenade]
type = ChangeState
value = 447
triggerall = NumHelper(500) =0
triggerall = Command = "grenade" && statetype = S
triggerall = (StateNo != 1103) && (StateNo != 1104)&& (StateNo != 176)
trigger1 = Ctrl


OR

[State -1, grenade]
type = ChangeState
value = 447
triggerall = NumHelper(500) =0
triggerall = Command = "grenade"
triggerall = (StateNo != 1103) && (StateNo != 1104)&& (StateNo != 176)
trigger1 = statetype = S
trigger1 = Ctrl



    

Re: Road Runner! UPDATED Version! 5/21/13 *w/ video

 May 23, 2013, 11:19:52 pm View in topic context
avatar  Posted by BC  in ROAD RUNNER UPDATED!!! 02/12/14 (Started by DJ_HANNIBALROYCE May 18, 2013, 05:41:54 am
 Board: Your Releases, 1.0+

That's because you have to set the conditions (rules) for how the move should be used.


triggerall = statetype!=A    says that the move can be done if you're standing or crouching (crouching would mean down is being pressed). If you want the move to only be done when standing then use triggerall = statetype = S