The Mugen Fighters Guild

I.K.E.M.E.N. Central => IKEMEN Releases => Topic started by: 2Dee4ever on September 09, 2014, 06:08:18 am

Title: Capcom X Snk
Post by: 2Dee4ever on September 09, 2014, 06:08:18 am
Once things blow over again, I'll cover everything that has been covered in the past, whats changed since then, etc. Once I get a big enough audience I will make a cover story, all rant videos included.

I'll continue to add to this over time. Following the 4 man squad scheme. Once I make the spotlight videos for each character I'll update this accordingly. I'll have to finalize some teams as well for now its interchangeable. Anywhere besides my channel you see my content or anything related, i.e releases etc aren't authorized by me & are only hosted by me unless otherwise noted. I know this all seems like a lot right, bullshit, though I've actually been actively doing it so, yeah.

Art of Fighting Team
Ryo
Robert
Spoiler, click to toggle visibilty
Yuri
Spoiler, click to toggle visibilty
Takuma
Spoiler, click to toggle visibilty

Fatal Fury Team
Terry
Spoiler, click to toggle visibilty
Andy
Spoiler, click to toggle visibilty
Joe
Spoiler, click to toggle visibilty
Mai
Spoiler, click to toggle visibilty

Kim Team
Kim
Spoiler, click to toggle visibilty
Jhun
Maylee
Chang

Agent Team
Seth
Vanessa
Spoiler, click to toggle visibilty
Ramon
Blue Mary

Ikari Team
Ralf
Clark
Whip
Spoiler, click to toggle visibilty
Leona
Spoiler, click to toggle visibilty

Garou Team
Rock
Spoiler, click to toggle visibilty
Hotaru
Spoiler, click to toggle visibilty
Jae
Spoiler, click to toggle visibilty
Hwan
Spoiler, click to toggle visibilty

Yagami Team
Iori Yagami
Spoiler, click to toggle visibilty
Mature
Spoiler, click to toggle visibilty
Vice
Spoiler, click to toggle visibilty
Adel

Mr.Big Team
Mr.Big
Eiji
Lee
Spoiler, click to toggle visibilty
Todoh

South Town Team
Geese Howard
Spoiler, click to toggle visibilty
Billy Kane
Raiden
Hwa Jai

Rugal Team
Rugal
Spoiler, click to toggle visibilty

Four Heavenly Kings
Goenitz
Yashiro
Shermie
Spoiler, click to toggle visibilty
Chris
Spoiler, click to toggle visibilty

Air Force/Interpool
Charlie
Spoiler, click to toggle visibilty
Guile
Spoiler, click to toggle visibilty
Chun-Li
Spoiler, click to toggle visibilty
Cammy
Spoiler, click to toggle visibilty

Final Fight
Cody
Spoiler, click to toggle visibilty
Guy
Spoiler, click to toggle visibilty
Haggar
Maki
Spoiler, click to toggle visibilty

Capcom Team
Captain Commando
Spoiler, click to toggle visibilty
Strider Hiryu
Hayato Kanzaki
Spoiler, click to toggle visibilty
Jin Saotome
Spoiler, click to toggle visibilty

Shadaloo
M.Bison
Spoiler, click to toggle visibilty
Sagat
Spoiler, click to toggle visibilty
Vega
Balrog
Spoiler, click to toggle visibilty

Samsho Team#1
Haohmaru
Nakoruru
Spoiler, click to toggle visibilty
Galford
Charlotte

Samsho Team#2
Yoshitora
Spoiler, click to toggle visibilty

Samsho Team#3
Genjuro
Asura
Shiki
Spoiler, click to toggle visibilty

Edit Team#1
Gai Tendo
Spoiler, click to toggle visibilty
Silber
Hayate
Shishioh

Edit Team#2
Marco Rossi
Kisarah
Hanzo
Spoiler, click to toggle visibilty
Fuuma

Last Blade Team #1
Kaede
Spoiler, click to toggle visibilty
Moriya
Spoiler, click to toggle visibilty
Yuki
Spoiler, click to toggle visibilty
Hibiki
Spoiler, click to toggle visibilty

Rage of the Dragons
Jimmy
Spoiler, click to toggle visibilty
Billy
Pepe
Pupa

Third Strike Team #1
Alex
Spoiler, click to toggle visibilty
Dudley

Third Strike Team #2
Yun
Spoiler, click to toggle visibilty
Yang
Spoiler, click to toggle visibilty
Makoto
Spoiler, click to toggle visibilty
Ibuki

Other(similar to Orochi some characters share the same sff)
Mr.Karate
Spoiler, click to toggle visibilty
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Niitris on September 09, 2014, 06:15:44 am
Don't know what to make of it at first read but it doesn't sound like a bad idea.

btw I'd totally lose; not that I'm some hotshot creator or anything but I'm horrible at fighting games.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Saikoro on September 09, 2014, 06:22:52 am
I'd love to give it a shot at one point. This would be a lot of fun.

btw I'd totally lose; not that I'm some hotshot creator or anything but I'm horrible at fighting games.

I don't think I'd do terribly, but I wouldn't come out on top ether. Come to think of it, we could make our own type of saltybet thing going too with YouTube, channel and all.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 06:25:46 am
I'd love to give it a shot at one point. This would be a lot of fun.

btw I'd totally lose; not that I'm some hotshot creator or anything but I'm horrible at fighting games.

I don't think I'd do terribly, but I wouldn't come out on top ether. Come to think of it, we could make our own type of saltybet thing going too with YouTube, channel and all.

Yes!!! Exactly lol. It's just for the hell of it anyway just for fun. We can try to abide to everyone's cpu to reduce lag and what not. 
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: President Devon on September 09, 2014, 06:27:11 am
I'm only good with one character, but I'd love to play.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 07:51:58 am
Alright I'm setting one up now. I think anyone who wants to be a part of this should just download tunngle or whatever vpn of your choice. Anyone who has a build they'd like to upload and share is also welcome to. Just no cheapness haha
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 09, 2014, 07:55:54 am
 Im down! Just gonna learn the quick fundimentals and I'll contact you. You better have a good recording Program...  XD
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 08:35:45 am
For sure! Everyone coming together I'm sure we can find out all there is too this program. I know there are a lot of users who'd like to use this, but shy away from it since its a bit complicated at first. Hopefully we can all contribute and help each other out though.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 09, 2014, 09:04:43 am
Im good. Having probs with the tunngle adapter. It gives me 4 connection options of my choice. and when I select one, I get a error. I don't understanding it..
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 09:41:32 am
Im good. Having probs with the tunngle adapter. It gives me 4 connection options of my choice. and when I select one, I get a error. I don't understanding it..

Reinstall? Usually works
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Zero800 on September 09, 2014, 06:00:06 pm
//Joysticks in config.szz (Ikemen)

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 09, 2014, 06:01:59 pm
Im in!    Just need your virtual ip...

//Joysticks in config.szz (Ikemen)

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

How do I set that up with my controller? Do I really need joy2key and or xpadder?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 07:27:04 pm
//Joysticks in config.szz (Ikemen)

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

Nice!
Im in! my ip 7.91.110.145    just need your virtual ip...

//Joysticks in config.szz (Ikemen)

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

How do I set that up with my controller? Do I really need joy2key and or xpadder?


You just copy this in the config
go to ssz folder edit config copy under the keys in part
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Saikoro on September 09, 2014, 07:29:43 pm
I like where you guys are going with this. And the idea is awesome. I'm hoping that more members catch wind of what you guys are doing so this little idea can grow into something bigger.

Videos would be a good way to go. I look forward to the results!!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 07:34:08 pm
Im in! my ip 7.91.110.145    just need your virtual ip...

//Joysticks in config.szz (Ikemen)

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

How do I set that up with my controller? Do I really need joy2key and or xpadder?


I'm on right now if you want to try it. Gamepad is a go. I just need to use the dpad and not the analog lol
I like where you guys are going with this. And the idea is awesome. I'm hoping that more members catch wind of what you guys are doing so this little idea can grow into something bigger.

Videos would be a good way to go. I look forward to the results!!

You are going to get in on this also haha
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 09, 2014, 07:41:39 pm
Now I cant move on the main screen/main menu. Copy your szz config and post it here unless your using another program for your controller and what ikemen did you dl? Ryons version or defualt?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 07:42:44 pm
//Joysticks in config.szz (Ikemen)

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

Nice!
Im in! my ip 7.91.110.145    just need your virtual ip...

//Joysticks in config.szz (Ikemen)

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 1, 7, 3, 0, 5, //a, b, c, x, y, z,
9); //start

How do I set that up with my controller? Do I really need joy2key and or xpadder?


You just copy this in the config
go to ssz folder edit config copy under the keys in part

Now I cant move on the main screen/main menu.

It's set to analog meaning you can only use the controller and my "IP" is in the first post
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Saikoro on September 09, 2014, 07:44:49 pm
Sounds like an idea. I'll see what I can do :sugoi:
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Slayer. on September 09, 2014, 08:18:04 pm
Interesting!
Ok, I'm kind of rusty... but looks like fun.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 08:28:58 pm
Controls for gamepad user

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
0, 1, 4, 2, 3, 5, //a, b, c, x, y, z,
7); //start

//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
0, 1, 4, 2, 3, 5, //a, b, c, x, y, z,
7); //start


If you use dpad like me just change it to 0, -7, -8, -5, -6 at the top
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 09, 2014, 09:01:01 pm
On right now if anyone wants to try it out. Look at first post for all info
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Niitris on September 09, 2014, 09:05:11 pm
I wouldn't feel comfortable about anyone putting their IP address out there (I sure wouldn't). Yours personally, I suppose that up to you.

Must wait until tomorrow because work (yay).
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: President Devon on September 10, 2014, 01:04:02 am
If anyone would like a game just add me on skype. Alternatively we can use steam, both are in my sidebar thing.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 01:07:12 am
I'm using an extender anywho with an alternate set up so I'm good lol
Though I doubt anything would happen. Everything is set up so we just need players

I'll get on later if anyone is down to try it out. Then we can see about expanding rosters etc.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Spectra on September 10, 2014, 01:47:39 am
I could probably play some games, I think I got everything set up correctly.

Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 02:52:50 am
I'm setting up everything as we speak. I am one of those people that have no pro skills but I will try. I just want to have some fun.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 03:28:44 am
Alright anyone want to try? I just made it back.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 03:32:10 am
Still setting things up, you'll know when I'm ready.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 10, 2014, 03:44:15 am
Who ever wants to play, Im ready....
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 03:46:42 am
Oh crud....ready?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: H Mr. Ton! on September 10, 2014, 03:59:22 am
Oh this is so long overdue.  Joy!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 04:01:03 am
We are playing as we speak!! ANyone Is free to join the lobby!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 04:07:23 am
I can see deangelojohn2020 but I still have x's on everyone.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 04:20:34 am
Is my connection showing up on your end?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 04:25:14 am
Try hosting now
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 04:36:14 am
I'm hosting now.

Edit- Yeah I think my connection is not good enough.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 04:46:26 am
Hmmm.. I'm telling you it isn't that lol
Did you restart your router or cpu? You wouldn't have been able to get that far if your connection wasn't good. It could be a firewall blocking it
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 04:48:29 am
You know what? I think my firewall is blocking it.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 05:22:00 am
Some matches I recorded
Rei = Akuma Toxic = Athena


Rei = Ken Toxic = Ryu
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Niitris on September 10, 2014, 05:28:50 am
Back and trying this now.

So apparently you get a virtual ip, heh.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 05:39:29 am
Yuppp. You are welcome to join us. I am just going through the trail and error with the stages right now. They are still playing, but I'll be updating the pack in a bit
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 06:02:36 am
After a bit of rage, (and not really looking at my firewalls....) i'm in!

Edit-Guys once you get used to the lag, the fights are really awesome. I even had a match where there was little lag.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 08:14:31 am
New Update added characters see first post
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: A$AP Buckus on September 10, 2014, 08:46:45 am
I think removing music will help with lag. Not recording would also, but that defeats the purpose of sharing videos lol. Nice matches
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 09:06:40 am
Get in on this!!!! It's really the stages. I just added some low res stages and it runs nearly 100% all the time. Really depends on your connection speed. We have about 7 people playing. Trying to make this a thing anyone is welcome to join in!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 10, 2014, 09:19:10 am
Yeah guys it's really fun too.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Boryema on September 10, 2014, 02:27:23 pm
bro this is frick'n awesome!!!
I wanna try this!!
and then maybe in the future try with edited characters
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: oglocdx10 on September 10, 2014, 05:57:39 pm
Guys, Last night's matches in IKEMEN was alot of fun. Thanks for the awesome matches. Can't wait to play again tonight if we do.

Edited cause it was pointed out to me that the other thing i typed could be taken out of context
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 09:04:17 pm
Yesterday was indeed a success! Read first post if you'd like to try it. All instructions are there, easy setup all the work is done for you. You only need to download and install/register to tunngle(best experience imo).
bro this is frick'n awesome!!!
I wanna try this!!
and then maybe in the future try with edited characters

It is definitely a possibility. We were talking about making different types just no drastic mixing. Each individually has its own style so a separate mvc series only type of deal. Pots/cvs is just so convenient and easier to balance. Anyone is welcome to make their own pack and just distribute it as well. Hope to make some more videos today as well
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 10, 2014, 09:28:03 pm
Yesterday was indeed a success! Read first post if you'd like to try it. All instructions are there, easy setup all the work is done for you. You only need to download and install/register to tunngle(best experience imo).
bro this is frick'n awesome!!!
I wanna try this!!
and then maybe in the future try with edited characters

It is definitely a possibility. We were talking about making different types just no drastic mixing. Each individually has its own style so a separate mvc series only type of deal. Pots/cvs is just so convenient and easier to balance. Anyone is welcome to make their own pack and just distribute it as well. Hope to make some more videos today as well

Oh, you will buddy.. you will...
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 10, 2014, 09:39:32 pm
LOL gg's all around.. Hopefully you guys download the update. I updated again this morning. Added more stages and cvs characters to see how they worked on ikemen.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Handmaiden of the Seascape on September 11, 2014, 12:23:44 am
I'd join, however, I'm more of the idea of you challenging yourself with different mechanics. MUGEN/IKEMEN allow this, so, I'm of the opinion I shouldn't be stuck to one specific style.

Only reason I'd join is for Karin, though. Then again Tunngle hates wireless. :/

Spoiler, click to toggle visibilty
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Алексей on September 11, 2014, 02:53:54 am
Guys, Last night's matches in IKEMEN was alot of fun. Thanks for the awesome matches. Can't wait to play again tonight if we do.

Edited cause it was pointed out to me that the other thing i typed could be taken out of context
Lol, sorry man, I had to. It was too funny to pass up. :P
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 11, 2014, 03:10:01 am
I'd join, however, I'm more of the idea of you challenging yourself with different mechanics. MUGEN/IKEMEN allow this, so, I'm of the opinion I shouldn't be stuck to one specific style.

Only reason I'd join is for Karin, though. Then again Tunngle hates wireless. :/

Spoiler, click to toggle visibilty

I'm on wireless mind you. Also I feel it, but this is like a kick starter basically to get a feel for ikemen. We are all still kind of learning about it. I feel as though this is a good opportunity. imo Mugen never before has been this fun. The whole challenge yourself deal. Create a pack we can download and share it with us? I'm just trying to be slightly competitive with it lol thats why I don't mix series types. If you have the time any of you just "try" it out. Can't hurt.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: -Whiplash- on September 11, 2014, 03:16:01 am
I'm interested, though I suck at fighting games in general but especially the slower ones.

Also, you didn't post a roster for who's in this? I'm downloading now so it won't take much longer but it would be nice to know in advance.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 11, 2014, 03:19:41 am
Yeah I know honestly was lazy about it lol
I added "almost" all pots/cvs characters pretty much anyone from capcom vs snk series or that style. Just kinda been testing compatibility. Some characters lose their ability to run which is pretty minor, but a few like cvshayato for example does not work at all. I'm just down for the trail and error. You suck? Right everyone has been saying that and I've played most of them... Lies LOL
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 11, 2014, 03:34:58 am
Yeah I know honestly was lazy about it lol
I added "almost" all pots/cvs characters pretty much anyone from capcom vs snk series or that style. Just kinda been testing compatibility. Some characters lose their ability to run which is pretty minor, but I few like cvshayato for example does not. I'm just down for the trail and error. You suck? Right everyone has been saying that and I've played most of them... Lies LOL

Lies indeed. Who would say that your terrible? They just need to watch the vids..
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: -Whiplash- on September 11, 2014, 03:41:04 am
ugh.....

I can't figure out how to change these controls to how I want them. can someone explain this?

or just do it for me.

I want them to be Up, down left right arrow keys for controls

a = HK
s = MK
d = LK
c = LP
x = MP
z = HP
Enter = Start/taunt.

Help would be appreciated.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 11, 2014, 03:46:37 am
ugh.....

I can't figure out how to change these controls to how I want them. can someone explain this?

or just do it for me.

I want them to be Up, down left right arrow keys for controls

a = HK
s = MK
d = LK
c = LP
x = MP
z = HP
Enter = Start/taunt.

Help would be appreciated.
This is what you should see..

//Player 1
in.new[0].set( 
0, -3, -4, -1, -2, //joypad, up, down, left, right,
0, 1, 4, 2, 3, 5, //a, b, c, x, y, z,
7); //start

Change that to this

0, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

Then just adjust the keys to how you want them

Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: R565 on September 11, 2014, 04:27:37 am
Ok I might have SOME skill....I just have rust on me....lol
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: oglocdx10 on September 11, 2014, 04:34:02 am
Guys, Last night's matches in IKEMEN was alot of fun. Thanks for the awesome matches. Can't wait to play again tonight if we do.

Edited cause it was pointed out to me that the other thing i typed could be taken out of context
Lol, sorry man, I had to. It was too funny to pass up. :P

Lol it is fine. At least i was the QOTD XD.

So guys are we playing tonight? If so i will be on in 30 minutes. I will download the update while i finish what i have to do.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: ELECTR0 on September 11, 2014, 04:50:22 am
Anyone recorded and uploaded some matches yet? I would like to see a couple of battles.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 11, 2014, 04:53:39 am
Anyone recorded and uploaded some matches yet? I would like to see a couple of battles.

All over the first post lol
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: ELECTR0 on September 11, 2014, 05:04:56 am
Nice, you must have posted them since the last time i glanced at it.  :happy:
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 11, 2014, 05:09:38 am
already joined Tunngle, downlading the Ikemen now... , cant find the config.lua file...
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 11, 2014, 05:44:32 am
Alright I'm about to jump on. (that's what she said) What seems to br your issue? Config in the ssz folder
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 11, 2014, 09:02:14 am
Ok so this thing its pretty cool! I had a few matches with ShinRei, really great new experience with mugen, had a few lags but no big deal, very interesting overall looking forward to challenge other users aswell  ;)
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 11, 2014, 08:21:55 pm
Hopefully tonight we can get some games in everyone. New users as well. Went from 3-12 in two days lets keep it growing!! Motivate me to work harder lol
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 11, 2014, 08:40:36 pm
Ill definatelly be on tonight! Changed my nickname so that you guys can recognize me better
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: DJ_HANNIBALROYCE on September 11, 2014, 08:42:48 pm
ill be on tonite!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 12, 2014, 02:30:13 am
Uploading new revision today with the bug fixes and roster update!! Be sure to download it!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 12, 2014, 06:32:46 am
Alright The update is up! Check first post!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 12, 2014, 09:21:46 am
Online at it again
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Slayer. on September 12, 2014, 04:13:39 pm
Ok, I don't know nothing about IKEMEN so far. Judging by the videos, you guys are using the 1.1 version of MUGEN?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 13, 2014, 12:40:45 am
Ikemen has a lot of what mugen lacks. It may be equailiant to 1.1 it has a lot of the same features. You should just try it for yourself?


First Post updated!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 13, 2014, 02:11:08 am
Turns mode is now working again

Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Slayer. on September 13, 2014, 04:01:42 am
Ikemen has a lot of what mugen lacks. It may be equailiant to 1.1 it has a lot of the same features. You should just try it for yourself?
No, I don't. I'm asking because my pc doesn't run 1.1. But, I'll try. Who knows...
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: ELECTR0 on September 13, 2014, 04:31:41 am
I think Ikemen has a different graphics renderer than 1.1 so it's worth a shot Dan. Me and Toxic are on tunggle now so you can come test it with one of us. Just make sure you patch the download before joining the game.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 13, 2014, 04:46:02 am
Who wants to get some games in today!! I'm online

I challenge the entire mugen guild... lol
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Slayer. on September 13, 2014, 06:21:03 am
Yeah! It works.  :)
Now, let me download the patch and config the controls, although it's around 1:30 a.m. over here and I'm sleepy. At least, I'll let the things ready to go for the next time.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Slayer. on September 13, 2014, 06:42:01 am
Well, I'll need practice a little and maybe configure the controls for keyboard. And of course, read the tutorial to see how connect.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: varo_hades on September 13, 2014, 07:07:52 am
I admit that in the beginning this topic, I didn't care but when I see that is mugen battles online I change my mind, is very interesting because sometimes is bored only play with cpu and is exciting play with people all around to the world. Maybe my question is if I put chars and stages in the game, of course I see that the opponent can use for the fight my chars and stages but not exist hazard to the people steal my chars and stages? because I like put few of my personal chars and stages.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 13, 2014, 07:17:46 am
Well, I'll need practice a little and maybe configure the controls for keyboard. And of course, read the tutorial to see how connect.

Yeah for sure. Everything you need is in the first post

I admit that in the beginning this topic, I didn't care but when I see that is mugen battles online I change my mind, is very interesting because sometimes is bored only play with cpu and is exciting play with people all around to the world. Maybe my question is if I put chars and stages in the game, of course I see that the opponent can use for the fight my chars and stages but not exist hazard to the people steal my chars and stages? because I like put few of my personal chars and stages.

Hmmm that really depends.. Everyone has to have the exact duplicate build. You can't have a character only you can use. If you mean use characters you don't want to "officially" release that would be possible is I could mole box it. New characters could be an incentive for people to download and play online with the community. Trust me though you'll have 1000% more fun playing with human players. "If" you enjoy a challenge, or even just to get better at fighting games. IKEMEN Brings new meaning to mugen. Try it out
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: varo_hades on September 13, 2014, 07:39:14 am
Well, I'll need practice a little and maybe configure the controls for keyboard. And of course, read the tutorial to see how connect.

Yeah for sure. Everything you need is in the first post

I admit that in the beginning this topic, I didn't care but when I see that is mugen battles online I change my mind, is very interesting because sometimes is bored only play with cpu and is exciting play with people all around to the world. Maybe my question is if I put chars and stages in the game, of course I see that the opponent can use for the fight my chars and stages but not exist hazard to the people steal my chars and stages? because I like put few of my personal chars and stages.

Hmmm that really depends.. Everyone has to have the exact duplicate build. You can't have a character only you can use. If you mean use characters you don't want to "officially" release that would be possible is I could mole box it. New characters could be an incentive for people to download and play online with the community. Trust me though you'll have 1000% more fun playing with human players. "If" you enjoy a challenge, or even just to get better at fighting games. IKEMEN Brings new meaning to mugen. Try it out

Thanks for the answer, I see maybe try first with global stuff and later with my own stuff.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: ELECTR0 on September 13, 2014, 10:58:19 am
This what I got so far Rei. There is some color loss, but I mostly just sacrificed the white in the smoke so I could keep the yellow, red and orange high on the flames. If you wanta keep it, then i'll need to hide where it gets cut off at the bottom. Maybe I could just keep running the smoke at the bottom and see if I can make it look continuous, but I dunno.

Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 13, 2014, 12:08:09 pm
This what I got so far Rei. There is some color loss, but I mostly just sacrificed the white in the smoke so I could keep the yellow, red and orange high on the flames. If you wanta keep it, then i'll need to hide where it gets cut off at the bottom. Maybe I could just keep running the smoke at the bottom and see if I can make it look continuous, but I dunno.

[youtube]http://youtu.be/hYjTTCqcsbI[/youtube]

OMG I love you! That is tight! haha
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 13, 2014, 08:09:55 pm
l'll be on if anyones down! Just gotta dl the update!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 13, 2014, 08:29:32 pm
Hey Shin were you aware of the glitch Cody has where he disapears in the sky? This happened while i was fighting against Toxic, i dont know what he exactly performed but it happened twice, forcing us to restart both matches, happened a day before the update so not sure if that was fixed, oh and thanks for fixing hayato!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: QuickFist on September 13, 2014, 10:29:14 pm
You know what? I'm gonna try this.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 13, 2014, 11:15:48 pm
You know what? I'm gonna try this.

See you there.. You gonna love it Q.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 13, 2014, 11:25:56 pm
You know what? I'm gonna try this.
you should totaly try it! And... maybe we can see if you really live up to your nickname!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 13, 2014, 11:37:44 pm
 
l'll be on if anyones down! Just gotta dl the update!
Where you been???
Hey Shin were you aware of the glitch Cody has where he disapears in the sky? This happened while i was fighting against Toxic, i dont know what he exactly performed but it happened twice, forcing us to restart both matches, happened a day before the update so not sure if that was fixed, oh and thanks for fixing hayato!

Try to find out what triggers it. I remember him telling me something like that. I'll also look into it.
You know what? I'm gonna try this.

You should for one. It may inspire you to get back into mugen. 2.. I want to fight you... lol
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Umezono on September 13, 2014, 11:38:30 pm
if i get a chance, ill pick this up and try playing some of you guys
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 13, 2014, 11:55:39 pm
if i get a chance, ill pick this up and try playing some of you guys

I specifically want to play you.. I love some new blood haha. Everyone so far is pretty damn good I might add. So if anyone wants a competitive challenge you should def try it.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 14, 2014, 12:25:12 am

Try to find out what triggers it. I remember him telling me something like that. I'll also look into it.
Its Lost Avenger version right? ok once he mentioned that the chars he hosted on that website were outdated and that the ones that are updated are on his fullgame, the thing is that if you extract those chars from the game to your MUGEN it looks pretty messy, with tons of clones and missing hit sparks, I do have those recent updated versions but don't know how to adapt them to a regular MUGEN at all, do you know how?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 14, 2014, 12:30:12 am

Try to find out what triggers it. I remember him telling me something like that. I'll also look into it.
Its Lost Avenger version right? ok once he mentioned that the chars he hosted on that website were outdated and that the ones that are updated are on his fullgame, the thing is that if you extract those chars from the game to your MUGEN it looks pretty messy, with tons of clones and missing hit sparks, I do have those recent updated versions but don't know how to adapt them to a regular MUGEN at all, do you know how?

It's not necessarily about the character being broken. You have to work around somethings when using ikemen. Some states don't work 100%. So there has to be a workaround, but like I said I'll look into it.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 14, 2014, 12:40:58 am
Aight man no problem, just thought that could be a bug he may had fixed on that update, but like you said it could also be an Ikemen issue
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Spectra on September 14, 2014, 01:18:13 am
Quote
Try to find out what triggers it. I remember him telling me something like that. I'll also look into it.

I'm pretty sure Cody doing an alpha counter is what caused it.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 14, 2014, 02:21:48 am
if i get a chance, ill pick this up and try playing some of you guys

I def wanna piece of you..
 Ill be on there..
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Flowrellik on September 14, 2014, 02:33:13 am
hey shin umm problem.
everytime I fight someone in ikemen online, the game somehow just up and fucks me over by erroring and sending me back to the main menu.
I have the latest version of ikemen WITH patch.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 14, 2014, 03:18:34 am
Just PM me bugs. I will eventually get around to it sorry dudes. I'm trying to make some progress on making my characters.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: SuliOfTheNerdVaid Suli on September 14, 2014, 03:25:50 am
I might give this a whirl :P
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 15, 2014, 07:36:04 am
If anybody wants to dance? Ill be in the lobby. but not 4 long...
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: DJ_HANNIBALROYCE on September 15, 2014, 10:10:34 pm
downloading as we speak....anyone wanna fight today? i wanna definitely fight Watson, toonair and my bro Electr0
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Umezono on September 15, 2014, 10:41:36 pm
needs to be reupped, some music in it got caught by mf's copyright detection
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 15, 2014, 11:23:33 pm
I'll be i
needs to be reupped, some music in it got caught by mf's copyright detection

I'll be in the lobby if anyones down?  Awaiting challenges...
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Umezono on September 15, 2014, 11:27:47 pm
i cant play cause i cant download it lol.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 16, 2014, 02:47:51 am
i cant play cause i cant download it lol.

How can't you? I can download it fine. Everything is rarred and named differently so there shouldn't be any copyright???
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 16, 2014, 03:37:34 am
Let's play tonight? Hoping to get some new challengers today!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: DJ_HANNIBALROYCE on September 16, 2014, 03:57:28 am
im down...bout to log in
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: WatsonGrim69 on September 17, 2014, 11:28:05 pm
Tunngle maybe under maintanance, but the matches are still going!  I'll be on if anybodys down! Calling out the following users: Lord Kain, Toonar12x, QuickFist & Shinrei!!!!!!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: DJ_HANNIBALROYCE on September 17, 2014, 11:30:14 pm
i saw the Kain matches...he's beast!
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 17, 2014, 11:32:01 pm
Anyone who plays me today... Just know I'm going to get a tad serious...

Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Boryema on September 18, 2014, 05:55:51 am
i wonder, is it possible to add characters to this or are all these characters already set and unchangable??
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 18, 2014, 06:41:18 am
i wonder, is it possible to add characters to this or are all these characters already set and unchangable??


1. You can make your own with whatever style you choose. 2. Ask me what you had in mind and I can consider it. From all the videos you can see we only play with pots/cvs-esc styled characters. So no marvel launchers/superjumping mixing. The purpose of this particular pack is for competition and balance. While mugen can never truly be balanced, I try my best to edit and make everyone viable. It's a process though.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Boryema on September 18, 2014, 06:54:23 am
i wonder, is it possible to add characters to this or are all these characters already set and unchangable??


1. You can make your own with whatever style you choose. 2. Ask me what you had in mind and I can consider it. From all the videos you can see we only play with pots/cvs-esc styled characters. So no marvel launchers/superjumping mixing. The purpose of this particular pack is for competition and balance. While mugen can never truly be balanced, I try my best to edit and make everyone viable. It's a process though.

what if I take an SvK style character and just take out the marvel launchers/superjumping and leave the pots/infinite style combo capabilities?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 18, 2014, 08:19:36 am
i wonder, is it possible to add characters to this or are all these characters already set and unchangable??


1. You can make your own with whatever style you choose. 2. Ask me what you had in mind and I can consider it. From all the videos you can see we only play with pots/cvs-esc styled characters. So no marvel launchers/superjumping mixing. The purpose of this particular pack is for competition and balance. While mugen can never truly be balanced, I try my best to edit and make everyone viable. It's a process though.

what if I take an SvK style character and just take out the marvel launchers/superjumping and leave the pots/infinite style combo capabilities?

You mean like the infinite ryu and jazz with all the mvc style supers right? What did you have in mind? If you can edit them than yeah, but you have to remove the auto combo chaining and the air blocking since I remove those. The only reason I haven't made one in that svk style is because there aren't enough of them. I know the characters that ryu is tight, but some of the others are lacking if you get what I mean missing moves etc. I'd rather just make a new one altogether since eventually I hope to tweak all the characters I have in now as well as converting them all over time in pots style.   
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Bastard Mami on September 18, 2014, 05:26:08 pm
sorry fi this has alrady been asked, have kofs tyle characters been considered ?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Umezono on September 18, 2014, 06:34:50 pm
someones working on it

so i downloaded this, gonna get started on setting up tunngle. lookin to get some practice in, anyone up to walking me through connecting and playing me

edit: tunngle site seems to be down
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Lord Kain on September 18, 2014, 07:32:35 pm
tunngle site seems to be down
I got kicked out a few times yeserday, wonder if that was also the reason, it also said it was under maintenance....
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Umezono on September 18, 2014, 07:38:36 pm
well cant play online till thats fixed up, though i have used evolve in the past and its okay if you guys use that as an alternative.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 18, 2014, 09:51:59 pm
The maintenance doesn't have anything to do with the vpn its the website and forum. We still were playing games yesterday 100% fine. As for the kof. Someone upload or link me to the best conversions and I will do the rest.
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: Umezono on September 18, 2014, 10:14:32 pm
anyone want to pass me a mirror for tunngle?
Title: Re: Mugen Fighters Guild Vs Mode!! (Ikemen)
Post by: 2Dee4ever on September 18, 2014, 10:17:30 pm
Yeah some of us are online now so I can walk you through it if you'd like. Just let me know what problems you are experiencing.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Umezono on September 19, 2014, 01:34:08 am
wow, this tunngle program is making me mad as shit. the installer crashes everytime regardless of whether i check for updates or not. cant even troubleshoot cause the forums are down and the program isnt even in english.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 19, 2014, 08:51:49 pm
Just tried Ikemen.

Two issues so far:
- Ikemen doesn't seem to register B,F, commads (as in Sonic Boom, etc.)
- Custom States in chars that are beyond statedef 9999 (like statedef 100099) are not registered
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 19, 2014, 08:58:25 pm
The first one isn't true it does. In ikemen you have to completely do the full motions for moves. I've used charlie many times before with no errors.
The 2nd is already known about, but isn't serious enough to cause any real problems, a minor issue that can be worked around.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 19, 2014, 09:09:25 pm
- You're right. I just tried Charlie in Ikemen.
- Does Ikemen run on it's own system? I tried to put in my Guile and use the commands (simplified commands i.e. B,F,x or ~B,F,x) and nothing registered.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 19, 2014, 09:32:32 pm
Ikemen has what I like to call perfect command. The controls are tight you have to do the motion in the allotted time exactly on point in my experience. I don't see why not? It should work, but just know that you can't play online even if you change something minor like that.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Umezono on September 19, 2014, 10:57:05 pm
still canyt get the registration to work sadly.

if anyone is up to play me on evolve, pm me, cause i have given up on tunngle haha
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 20, 2014, 01:47:46 am
Yo Ume.
You need an account to login on? Not sure I'm understanding your issue, but PM me and you can use mine.

@Shin
Did you see the issue at all?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 20, 2014, 04:55:27 am
Tunngle is just easier and more people are on it, but I' sure its the same concept you just need your virtual ip. I haven't had any problems with it.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Umezono on September 20, 2014, 06:39:43 pm
Yo Ume.
You need an account to login on? Not sure I'm understanding your issue, but PM me and you can use mine.

@Shin
Did you see the issue at all?
alright, thats nice of you man, ill pm you.

Tunngle is just easier and more people are on it, but I' sure its the same concept you just need your virtual ip. I haven't had any problems with it.
Tunngle is really unstable and hard to use, in fact most of its error messages are in another language. ON top of that registration was impossible at the time I was using it, first because the site was down for maintenance, and then because the website host is fucking terrible and sent out timeout errors everytime you tried to register.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 20, 2014, 07:13:49 pm
I dont know about you but so far no one seems to have any problems registering to tunngle at all (its not terrible) like shin said its pretty easy and simple and I say the same thing, i also never got other language errors cause you choose your language when you install it so everything it in enlglish for me, it took me less thank 10 mins to resgister and ikemen was running just fine after that, about the maintenance problem seems to be gone, ive played againt others just fine yesterday, i dont know man... check your machine something must be blocking ... it
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 20, 2014, 09:01:39 pm
@Shin:
Could you replicate the bug?
I made a new build for her btw

@ Shin 2
Big problem
He picked Gen, but on my screen he showed up as E.Honda. We verified this when I asked him to spam taunt and LP on his side and on my end E.Honda did everything he was doing. Was very weird.
And Fei-Long's Rekka's are entirely too unsafe. Please fix because he's seriously ineffective compared to most of the cast.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 20, 2014, 09:07:07 pm
Did you download the patch? It happened to me before but after the patch it was fine
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 20, 2014, 09:14:13 pm
Tunngle is the least complicated thing I've ever used. That mirror I gave you was probably in another language, but you should have had an option to choose. All you have to do is register then verify email boom done. Pie. This issues you guys are pointing out I've never had any problems, but just let me know what else you need.

By the way... I have a big update I'm uploading. I fixed a few bugs switched out some characters and added to the roster substantially. Fixed some naughty characters.. If you have any specific bugs too report pm me don't post it here. Been messing around with damages, also increased the speed a tad bit. Whoever is down to play today make sure you get the update. I have to upload the whole thing because I've changed too many things to do it separately patch-wise. This is the final beta. From here on I will just upload the files individually and not the base game.   
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 20, 2014, 09:15:56 pm
@Shin:
Could you replicate the bug?
I made a new build for her btw

@ Shin 2
Big problem
He picked Gen, but on my screen he showed up as E.Honda. We verified this when I asked him to spam taunt and LP on his side and on my end E.Honda did everything he was doing. Was very weird.
And Fei-Long's Rekka's are entirely too unsafe. Please fix because he's seriously ineffective compared to most of the cast.

That has never happened anything of the sort?? Fei-Long's Rekka.. You see a tip from a sf4 player you only use the first one.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 21, 2014, 12:30:32 am
Did you download the patch? It happened to me before but after the patch it was fine
Yep. I had the patch installed. As did Toxic.

That has never happened anything of the sort?? Fei-Long's Rekka.. You see a tip from a sf4 player you only use the first one.
It was completely weird. Ask Tox. It definitely happened to us.
And yea, even on first Rekka I feel uncomfortable.
Either way, did you allow for simple B,F, commands?

Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Umezono on September 21, 2014, 01:57:26 am
whats the channel yall usually use?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 21, 2014, 02:18:27 am
"Game Emulator" on that search bar
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 21, 2014, 02:20:50 am
Guys I'm uploading to dropbox right now.

whats the channel yall usually use?
Channel? Are you still using tunngle? If so.. In the "Game Emulator" Lobby. I'll be on once I finish uploading so hopefully I can get you situated
Did you download the patch? It happened to me before but after the patch it was fine
Yep. I had the patch installed. As did Toxic.

That has never happened anything of the sort?? Fei-Long's Rekka.. You see a tip from a sf4 player you only use the first one.
It was completely weird. Ask Tox. It definitely happened to us.
And yea, even on first Rekka I feel uncomfortable.
Either way, did you allow for simple B,F, commands?



That's how his Rekka works though its not safe anymore like it used to be.. Light version and depending on your distance you can make it safe. There is no air blocking so I think everyone's game is even better imo. Fei-Long is a beast. I haven't changed any commands my apologies I don't feel the need to. Back forward charge that difficult? lol
I can say that doing Balrog(Claw) motions will be a tad difficult those diagonal ones. I haven't been playing so hopefully I'll catch some of those problems you guys are having.

 
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Umezono on September 21, 2014, 02:23:25 am
alright yeah sounds good. ill be on.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 21, 2014, 02:41:21 am
Update Video
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: WatsonGrim69 on September 21, 2014, 03:09:43 am
Aiight.. Added chars and new select. Alot more visible. Good shit.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 21, 2014, 03:16:26 am
Aiight.. Added chars and new select. Alot more visible. Good shit.

I changed more than that... lol
Guess you'll see... I raised the health a tiny bit. I'm starting to do damage scaling on my own. I'll add it where necessary.. I just wanted to get a solid build. So now I can continue working on characters.. Will more than likely be releasing my characters through this.. We'll see.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 21, 2014, 03:32:11 am
That's how his Rekka works though its not safe anymore like it used to be.. Light version and depending on your distance you can make it safe. There is no air blocking so I think everyone's game is even better imo. Fei-Long is a beast. I haven't changed any commands my apologies I don't feel the need to. Back forward charge that difficult? lol
I can say that doing Balrog(Claw) motions will be a tad difficult those diagonal ones. I haven't been playing so hopefully I'll catch some of those problems you guys are having.
Yes, I know its how Rekka works. I'm just saying he's at quite a disadvantage compared to the other chars. But its your game, my friend.
And no, the commands in the game work beautifully. I'm not talking about the charge. I'm literally talking about commands like the following:
Code:
[Command]
name = "ddff_a"
command = ~B, F, a,
time = 18


[Command]
name = "ddff_a"
command = B, F, a,
time = 18
Again, it's your game and if you don't wish for those type of commands to work, I understand.



alright yeah sounds good. ill be on.
Will you be using the account info I sent? If you are, I'm not sure if this can work while having us both online, but we'll try :P
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 21, 2014, 04:03:06 am
That's how his Rekka works though its not safe anymore like it used to be.. Light version and depending on your distance you can make it safe. There is no air blocking so I think everyone's game is even better imo. Fei-Long is a beast. I haven't changed any commands my apologies I don't feel the need to. Back forward charge that difficult? lol
I can say that doing Balrog(Claw) motions will be a tad difficult those diagonal ones. I haven't been playing so hopefully I'll catch some of those problems you guys are having.
Yes, I know its how Rekka works. I'm just saying he's at quite a disadvantage compared to the other chars. But its your game, my friend.
And no, the commands in the game work beautifully. I'm not talking about the charge. I'm literally talking about commands like the following:
Code:
[Command]
name = "ddff_a"
command = ~B, F, a,
time = 18


[Command]
name = "ddff_a"
command = B, F, a,
time = 18
Again, it's your game and if you don't wish for those type of commands to work, I understand.



alright yeah sounds good. ill be on.
Will you be using the account info I sent? If you are, I'm not sure if this can work while having us both online, but we'll try :P

It's just not that serious those commands I don't even use it's not so much as what I like it's everyone having to change it to replicate it.






First posted updated with link. Will start uploading folder next.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 21, 2014, 05:52:08 am
No prob Shin. I understand
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 21, 2014, 07:13:42 pm
Alright. Love the new build.

Weird bug. Only with King.
- If you hold "Jump Forward"/"Up+FWD" and keep holding it, King will jump over p2, will jump backward for 2 more jumps, then all of a sudden will start jump FWD toward p2 again.
- If you need a video I will make one for you. I suggest you try it.



Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 21, 2014, 07:36:07 pm
Does this new update includes everything? Or do i have to add a patch to it too?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 21, 2014, 07:46:18 pm
Does this new update includes everything? Or do i have to add a patch to it too?
A Patch is included in the CvSOnline Rar File.


Weird bug. Only with King.
- If you hold "Jump Forward"/"Up+FWD" and keep holding it, King will jump over p2, will jump backward for 2 more jumps, then all of a sudden will start jump FWD toward p2 again.
- If you need a video I will make one for you. I suggest you try it.
Another Issue with King:
When 2/3 of the screen away and beyond, the 2nd projectile of the hard Double Strike does not hit at all; not even when p2 is Idle
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 21, 2014, 09:01:03 pm
Sorry for Double Posting. I figured it out.


Ikemen does allow for a B,F, command, and is Mugen. I initially thought it might have its own stock program.
The only issue with Ikemen is that a "B,F,a" command must be exactly that. If it's "B,F,a," with even a comma at the end Ikemen won't recognize it.


Feedback:
Blanka needs to be balanced badly! He's majorly nerfed.

It takes "9" of Ryu's Hadoukens to Kill Blanka.
It takes 20 of Ryu's Hadoukens to Kill Ryu
It takes 19 of Ryu's Haoukens to Kill Cammy
etc.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Umezono on September 21, 2014, 10:09:25 pm
im online if anyone wants to attempt the new build with me
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 21, 2014, 11:20:34 pm
Everything thing you need is in the new one. Ignore that patch I forgot to delete it. Trust me all of gal characters need to be adjusted lol I got them to work at least. Remember there is no damage scale thats why I increased the health combos do crazy damage. I'll start adjusting damages when I have time. I'm going to have a dropbox folder eventually so it'll be easier to manage. So just wait for that. I'm not focusing too much on editing certain characters because like I said I will be making everyone the same style eventually and or changing them out for newer versions.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 21, 2014, 11:42:12 pm
Re-uploading to mediafire.. I've reached my 20gb download limit lol
I created a folder though where I will put patches. On the first post as well.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 22, 2014, 01:04:21 am
When you download from Dropbox:

Error (509)
This account's public links are generating too much traffic and have been temporarily disabled!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 22, 2014, 05:43:14 am
ok so umm... the DL links are not working for me....
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 22, 2014, 08:23:08 am
I re uploaded to mediafire  chack first post
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 22, 2014, 08:27:02 am
there are two files, which one is the right one? do i have to DL both?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 22, 2014, 08:40:04 am
I did it in two parts so it can be download easier. I left my computer on all day I saw your messages on tunngle just now.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 22, 2014, 08:53:18 am
I re uploaded to mediafire  chack first post

@Shinrei
- You named the files CapcomVsSnk(Online).rar.001 and CapcomVsSnk(Online).rar.002 which are subsequently unrecognizable upon download.
- Once you rename them so that "RAR", the file type, is at the end, you can only download part 001. You may have linked the files so part 002 is not capable of being extracted. It is unrecognizable so the Extract broken files loopholes won't work
- You may need to upload part 002 again, but this time as a completely separate file.
- Upon the next upload, do not link the files
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 22, 2014, 09:01:11 am
I purposely did that... Use hjsplit or any other program to combine them. On first post...
Even if you don't use hjsplit just renaming it (erasing the "001") and putting it in the same folder it'll work..
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 22, 2014, 09:05:53 am
so... we have to download another program to combine this???.... hmmm why???  :S
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 22, 2014, 09:09:21 am
"Read"? lol just rename the extension. I just explained it.. Hjsplit reduces the size so I can upload it faster
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 22, 2014, 09:15:31 am
I have three different uploads.. One singlelink from dropbox, one single link for mediafire. The two parts link is for peeps with slower connections(Someone requested it). I don't see what the big deal is when all you have to do is change the extension and or merge them. All links will be on first post
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 22, 2014, 09:26:06 am
It took me a while to figure out.

Although I'm not 100% sure, especially because you're saying to change the extension, I THINK:
- Download the CapcomVsSnk(Online).rar.001 and CapcomVsSnk(Online).rar.002 from Mediafire
- Download and extract hjsplit
- Use hjsplit's "Join" feature to locate CapcomVsSnk(Online).rar.001
- It will create a new RAR file....................................... (It automatically recognizes the .002 extension, I think?)
- Extract the new CvS(Online).rar file
- Play Ikemen



I think this is it. I'm in.

And thanks Shin.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 22, 2014, 09:35:24 am
Sorry for double posting.

@Shin
There is a Patch file in the folder. I wanted to make sure that wasn't a mistake before I applied it this time.

Edit:
Okay. Looks like this was a mistake again.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Bastard Mami on September 22, 2014, 06:07:05 pm
there's no need to dl hjsplit either, if your windows has command line just to:

copy/b file1.001 +file2.002 file3.rar
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 22, 2014, 06:20:53 pm
I don't see what the big deal is when all you have to do is change the extension and or merge them.
People already have to download tunngle to play this, nobody wants to download another program for it again...
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Bastard Mami on September 22, 2014, 06:26:39 pm
you don't need to.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 22, 2014, 06:54:26 pm
@ [MFG]maximilianjenus
Have you tried Ikemen and its online play yet?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 22, 2014, 07:33:20 pm
I feel like this could all be avoided with a little reading.. I uploaded the normal single link so there you go.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Bastard Mami on September 22, 2014, 07:41:11 pm
@ [MFG]maximilianjenus
Have you tried Ikemen and its online play yet?
not yet, I have been awfully busy.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 25, 2014, 11:58:20 am
I request that someone make a combo video.. Any or all characters up to you. 
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Lord Kain on September 26, 2014, 12:17:23 am
Im online if anyone is up for a match, been a bit busy lately that's why I haven't been able to log in much, peace out!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: KensouSye on September 26, 2014, 06:49:39 am
I'm just waiting to kick Shin's and Watson's hind parts now that I know what I'm doing.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: WatsonGrim69 on September 27, 2014, 04:19:15 pm
I'm just waiting to kick Shin's and Watson's hind parts now that I know what I'm doing.

Your formidable as you are cocky...

@Lord Kain    We got a playlist to finish bro. And if all goes well, I got a Mugen proposition for you.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: WatsonGrim69 on September 28, 2014, 12:57:08 am
Ill be on if anyones down... Holla at me...
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 28, 2014, 01:17:29 am
Have you guys been playing the update? I haven't been on work/school etc.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: WatsonGrim69 on September 30, 2014, 07:18:57 am
I'll be on.. Awaiting challengers... Make sure ya'll DL the update in the first post if you haven't..
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: extravagant on March 13, 2015, 07:15:26 am
Is anybody playing this online? Any good players wanna play sometime? I wanna see how this goes!!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: extravagant on March 13, 2015, 07:27:38 am
i just downloaded this. was anybody having trouble playing this this with controls? I tried to run the game but I couldnt do jack shit. how do you change the controls?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Neo_Fire_Sonic on March 30, 2015, 06:02:30 pm
i just downloaded this. was anybody having trouble playing this this with controls? I tried to run the game but I couldnt do jack shit. how do you change the controls?

go into the ssz folder and the file named "config.ssz" will allow you to change your controls.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on May 26, 2015, 01:16:52 pm
Oh my goodness it's been a darn while.. *Trying to motivate myself to "mugen"* perhaps this will help me stay consistent lol. Updated first post with new link! I want to try to start playing again! Let me know if you guys are down. *Some of tatsu's stages don't work properly with "zoom" which is enabled by default. You can disable zoom by editing the main.lua in the script folder. Change, true = false.  I simply don't choose them in-game; hopefully I'll find a fix for it later on. P.S. Stay on topic please P.M for any bugs, fixes, suggestions, and personal.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Flowrellik on May 27, 2015, 06:10:09 pm
Im just happy you're still around bud. Keep up the good work ^^
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 05, 2015, 04:30:09 am
Alright you guys! Anyone whom is willing to help! No obligations! 

1 . Here is the link to the ikemen with add004 installed. See if you can help me with the issue in the video (Basically the alignment) https://www.mediafire.com/?c5cfhq570wrx4om
2. I need sprites for the player icons(The two lil blue dudes or dudettes)
3. Need a background for the select screen (Any ideas are welcome, completely open)
4. "Optional" a custom animated character select cursor

Link to configuration topic
Spoiler, click to toggle visibilty

Not sure if you guys are aware, but I've basically been away at editing all characters in the roster to have the same features. Updating them with dodge, roll, power charge, ex moves, etc. Also been looking into super armor & priority. Any of those four things would greatly assist me and speed up this process. (You can find tutorials for most of said things in the first post, or simply just pm me)
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 11, 2015, 09:45:52 pm
Alright I uploaded what I have so far. Check the first post! Let me know if anyone is down to play I will be online today. All of my edits are included in this. I'll update them as I go, eventually converting all to the same style.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on June 13, 2015, 08:07:15 pm
Are you updating because I don't see the link.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 13, 2015, 10:59:42 pm
Yeah my bad. I'm currently implementing Electro's stage interactions.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 14, 2015, 09:03:46 pm
Updated!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 27, 2015, 09:48:59 pm
Updated! Something that is specifically new with this build.... No more are characters plagued with not being able to run. Everyone can now run! With the exception of those that do not have the animation. I know the tutorial is based around tunngle, but hamachi and evolve both work as well. So if anyone would like to test those out with me we can.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 29, 2015, 12:41:00 am
updated final for the time being. Includes my edited Vanessa.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Looney Tooney on June 29, 2015, 12:42:14 am
how do i get to you guys now?
do i still use tunngle or whatever?
you guys still use tunngle right?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: EveryonesKouhai on June 29, 2015, 05:35:42 am
i need a very detailed explanation on using a keyboard because i have no idea what I'm doing
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: ELECTR0 on June 29, 2015, 05:55:39 am
Good games Toonar12X. I'll record us playing tomorrow night.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 29, 2015, 06:21:38 am
I heard you can use evolve as well though I have no experience with it.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: lui on June 29, 2015, 07:02:35 am
okay, i have no idea how to configure my keyboard config, idk what file to edit in notepad, any help?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 29, 2015, 07:21:56 am
okay, i have no idea how to configure my keyboard config, idk what file to edit in notepad, any help?

in.new[0].set(
  -1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: lui on June 29, 2015, 07:30:32 am
what file do i edit in notepad?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 29, 2015, 07:38:04 am
in ssz  the conffig. make sure to edit player 3 as well they should be the same so you can control your partner in tag.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: lui on June 29, 2015, 08:48:43 am
ah okay, thanks!

also quick question: do you plan on converting more CvTW characters to Six-Button style like you did with Haggar?
Mainly Mr.X, Megaman, Jin Saotome, Arthur and Strider? Bc what you did with Haggar is AWESOME! The first 3 guys already have Ex-Attacks so thats taken care of, Megaman might be a little complex to do if you were to attempt it do to his moveset lol
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 29, 2015, 10:50:36 pm
ah okay, thanks!

also quick question: do you plan on converting more CvTW characters to Six-Button style like you did with Haggar?
Mainly Mr.X, Megaman, Jin Saotome, Arthur and Strider? Bc what you did with Haggar is AWESOME! The first 3 guys already have Ex-Attacks so thats taken care of, Megaman might be a little complex to do if you were to attempt it do to his moveset lol

He was a very lazy job. I did that before I really knew what I was doing ha. I did do megaman already, but I lost interest in him since I can't put him in the game. He is too spam-esc. I won't get your hopes up, but most characters that have a specific stage I plan to do at some point.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: ELECTR0 on June 29, 2015, 11:34:01 pm
what file do i edit in notepad?

File path is Ikemen/ssz/config.ssz
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 30, 2015, 12:22:59 am
Downloading Evolve right now. Hoping to potentially play with someone later today to see if its more suitable than tunngle, with the recent ads and what not.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 30, 2015, 01:04:37 am
I updated the first post with the information for the controls let me know through pm if you are experiencing any issues.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Looney Tooney on June 30, 2015, 01:08:45 am
where can i meet you?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on June 30, 2015, 01:44:10 am
Well I'm not home at the moment I will be later tonight. I want to try out evolve "https://www.evolvehq.com/client"
I've been hearing that it's easier to set up. I most likely will be streaming as well so I'll post when I am online. Get some practice in lol
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Flowrellik on June 30, 2015, 01:48:23 am
Dude! Evolve is an awesome choice next to hamachi! minimal-no ads at ALL for starters, easy party making rooms which you can SAVE and go back to, built in messenger, browser, etc! its freaking sweet!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: ELECTR0 on June 30, 2015, 05:56:21 am
Well I'm not home at the moment I will be later tonight. I want to try out evolve "https://www.evolvehq.com/client"
I've been hearing that it's easier to set up. I most likely will be streaming as well so I'll post when I am online. Get some practice in lol

Installed Evolve. Send friend request to THE-BEY0NDER with a zero instead of an O.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 02, 2015, 05:11:29 am
Evolve = "xxShinReixx " about to stream in a few minutes.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: xHMx_EaZy on July 02, 2015, 01:06:10 pm
i wanna play/participate in this if yall still playing this....just need a link or did i miss it
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: PBRTODD101 on July 04, 2015, 05:52:13 am
I',m sorry if this has been asked before but where do you obtain those KoF styled portraits from? More specifically, those for the Capcom characters.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 04, 2015, 07:43:53 pm
Links not there = update in progress am i right. And one question. Will you add any of the following to the roster in the future?
Goentinz
Cyber woo
Mickey Rodgers
Gai Tendo
Megaman
Bass
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 06, 2015, 01:22:00 am
i wanna play/participate in this if yall still playing this....just need a link or did i miss it

Maintenance

I',m sorry if this has been asked before but where do you obtain those KoF styled portraits from? More specifically, those for the Capcom characters.


The ports were made by Tatsu. Someone hosted them somewhere on this board can't recall the post at the moment.
Also some from here http://mugenguild.com/forum/topics/relliks-add004-portraits-166899.0.html

Links not there = update in progress am i right. And one question. Will you add any of the following to the roster in the future?
Goentinz
Cyber woo
Mickey Rodgers
Gai Tendo
Megaman
Bass


I already have 3 of those. The rest, no.


If anyone is open to helping me test before hand so I don't have to keep updating pm me.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 06, 2015, 01:48:49 am
Just letting you know mate that Draculler has those tosix edits.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Flowrellik on July 06, 2015, 01:53:01 am
well now this is interesting..
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 06, 2015, 02:32:40 am
Just letting you know mate that Draculler has those tosix edits.

I realize that, but it's more of a preference thing. I look at things like sprites and play-style. I really dislike heavy projectile reliant characters, but I've made an exception for one of those guys.. Look at the first post there is the game channel link. I've been away at adding more characters. I'll tell you though. I've been waiting on dampir to upload the cvs gai sff once I get it consider it done.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 06, 2015, 02:51:55 am
Try here. http://justnopoint.com/mugen/rips/dampir/ (http://justnopoint.com/mugen/rips/dampir/)
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 06, 2015, 03:00:19 am
Try here. http://justnopoint.com/mugen/rips/dampir/ (http://justnopoint.com/mugen/rips/dampir/)

Those are just the sprites
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 06, 2015, 03:24:00 am
Well soultaker of mugen archive might have uploaded here. http://BLACKLISTED WEBSITE.com/forums/downloads.php?do=file&id=2920 (http://BLACKLISTED WEBSITE.com/forums/downloads.php?do=file&id=2920)
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 10, 2015, 01:52:36 am
PM me if you'd be able to help me test out the newest version. It's moleboxed now btw so I'll save you a download if you just plan to take the characters out.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 12, 2015, 04:16:32 pm
I would like to take the characters out.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 13, 2015, 05:03:14 am
I would like to take the characters out.

Pretty sure you did not read that correctly. Apologies if I was not clear enough.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 13, 2015, 01:34:15 pm
That's okay. Make sure there's an option to disable pre battle conversations.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 13, 2015, 10:43:56 pm
That's okay. Make sure there's an option to disable pre battle conversations.

Yes master.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 17, 2015, 02:58:47 am
Just joined evolve under beta158. Sent you the request.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 17, 2015, 05:45:06 am
I've created a group on Evolve. Updated first post with information on setting up online. All you have to do is create a user account and add me. Also I've created a group labeled "Capcom Vs. Snk". I'd like to make it clear that I've only been using/testing with ikemen so any problems you come across using characters in anything other than it...
Spoiler, click to toggle visibilty

I'd just like to say..
Spoiler, click to toggle visibilty
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Flowrellik on July 17, 2015, 06:57:58 am
You sir have a passionate heart of gold in making this. You have my respects man!
Btw, If you get the chance, give the new add004 a tryout. Tatsu made a new code system and released two characters with it, the code is mostly hitspark related + some sort of effect with projectiles to make them appear more KOFXIIIish. Also he did 2 new stages.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 17, 2015, 07:03:24 am
You sir have a passionate heart of gold in making this. You have my respects man!
Btw, If you get the chance, give the new add004 a tryout. Tatsu made a new code system and released two characters with it, the code is mostly hitspark related + some sort of effect with projectiles to make them appear more KOFXIIIish. Also he did 2 new stages.


He did two new stages? Or do you mean the updated hawk & bay? If so I already added them ha
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: lui on July 17, 2015, 07:53:23 am
i have a lilith with cvs sprites that's a spriteswap of rajaa's lilith if you want to edit it. i think you can put it to good use.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 17, 2015, 08:01:06 am
i have a lilith with cvs sprites that's a spriteswap of rajaa's lilith if you want to edit it. i think you can put it to good use.

No thanks. Sounds like a request.. Though I won't completely denie any.. For everyone pm'ing requesting characters etc. If you can beat me with said character(within certain requirements) I'll convert them for you entirely. So yeah guild mates those are my conditions.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: lui on July 17, 2015, 08:02:50 am
i have a lilith with cvs sprites that's a spriteswap of rajaa's lilith if you want to edit it. i think you can put it to good use.

No thanks. Sounds like a request.. Though I won't completely denie any.. For everyone pm'ing requesting characters etc. If you can beat me with said character(within certain requirements) I'll convert them for you entirely. So yeah guild mates those are my conditions.

yknow, thats actually a pretty fair and good way to do requests.
and lol those were never my intentions for it to be a request so im sorry if it sounded like it. also, sorry for the delay on those yun sounds, ive been out all day, ill go get started on them now. 98 sounds doesnt seem like too much.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 17, 2015, 07:16:19 pm
i have a lilith with cvs sprites that's a spriteswap of rajaa's lilith if you want to edit it. i think you can put it to good use.

No thanks. Sounds like a request.. Though I won't completely denie any.. For everyone pm'ing requesting characters etc. If you can beat me with said character(within certain requirements) I'll convert them for you entirely. So yeah guild mates those are my conditions.

yknow, thats actually a pretty fair and good way to do requests.
and lol those were never my intentions for it to be a request so im sorry if it sounded like it. also, sorry for the delay on those yun sounds, ive been out all day, ill go get started on them now. 98 sounds doesnt seem like too much.

Yes it is indeed & not many will be capable of this feat lol jk,, but um yes sounds good! I plan to finally pick up where I started with him. Been working on Genin-Jin so I needed those sounds.


Added Update to first post! The patches section is where I'll you know.. Release patches. haha So always be sure to check there I'll randomly be fixing things.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 18, 2015, 03:13:01 am
We are playing online right now if anyone wants to join.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 20, 2015, 10:57:30 pm
Saw progress of Jotuaro and I thought to myself who's next. DIO?!?!?!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 21, 2015, 12:07:58 am
Saw progress of Jotuaro and I thought to myself who's next. DIO?!?!?!
Nope. Well they are at the same point progress wise, but I'm not really up to the challenge at the moment.


To anyone whom has..
P.S If you've downloaded this to only take the characters do not distribute them until I release them myself. Least you can do.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 21, 2015, 04:32:41 am
Fine with me sir.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 24, 2015, 12:38:20 am
Where's the download link?

I forgot I did that when I was editing the page it's there. If you just want the edits I released them in a separate thread already.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 28, 2015, 02:14:27 am
So Shin any news on the next update.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 29, 2015, 10:59:23 pm
So Shin any news on the next update.

There is none.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 29, 2015, 11:52:25 pm
Then how come there's progress and my god ZERO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on July 30, 2015, 01:35:42 am
Then how come there's progress and my god ZERO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I won't be posting here much anymore. Contact me on evolve. I created a group which is where I now post all updates etc.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Beta158 on July 30, 2015, 02:27:25 am
Fine with me. I sent the join request. My username is beta158.
Edit: Alright. Loved the previews and everything so I'll check it out now.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: R565 on July 31, 2015, 05:21:42 pm
I'm coming back Shin, hopefully things get better this time.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 02, 2015, 12:00:14 am
I'm coming back Shin, hopefully things get better this time.

Well Evolve has been grand & we've been able to have some pretty decent matches. I feel like obviously with any game, region & location has a huge impact on lag etc. So you'll of course have better experiences with those whom live closer. I'm also learning more about ikemen itself as days go by. Things are more uniform now and much more accessible. Once I convert all the characters I'd like that's when the fun will truly begin & I can start fleshing them out completely.

P.S I've updated the group profile etc.

P.P.S.
Spoiler, click to toggle visibilty
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: armyman12345 on August 02, 2015, 06:21:03 pm
Hey, when I try to start IKEMEN up, it gives me an error. It is most likely related to my controls, after I changed them the error came up.

Code:

const int HelperMax = 56;
const int PlayerProjectileMax = 50;
const int ExplodMax = 256;
const int AfterImageMax = 8;

const float Attack_LifeToPowerMul = 0.7;
const float GetHit_LifeToPowerMul = 0.6;

const int Width = 640;
const int Height = 480;

const float Super_TargetDefenceMul = 1.5;

const int GameSpeed = 65;//frames/second

const float LifebarFontScale = 0.5;


const ^/char system = "script/main.lua";

lib sdl = <alpha/sdlplugin.ssz>;
type k_t = |sdl.SDLKey;
/%&Keys in;
//Player 1
in.new[0].set(
0, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
(int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
(int)k_t::RETURN);

//Player 2
in.new[1].set(
1, (int)k_t::p, (int)k_t::;, (int)k_t::l, (int)k_t::',
(int)k_t::4, (int)k_t::5, (int)k_t::6, (int)k_t::7, (int)k_t::8, (int)k_t::9,
(int)k_t::[);

//Player 3
in.new[2].set(
0, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
(int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
(int)k_t::RETURN);

//Player 4
in.new[3].set(
1, (int)k_t::P, (int)k_t::;, (int)k_t::L, (int)k_t::',
(int)k_t::4, (int)k_t::5, (int)k_t::6, (int)k_t::7, (int)k_t::8, (int)k_t::9,
(int)k_t::[);


const bool SaveMemory = true;


const bool IgnoreMostErrors = true;
const bool OpenGL = false;




public &Keys
{
  public int jn = -2, u, d, l, r, a, b, c, x, y, z, s;
  public void set(
    int jn, int u, int d, int l, int r,
    int a, int b, int c, int x, int y, int z, int s)
  {
    `jn = jn;
    `u = u;
    `d = d;
    `l = l;
    `r = r;
    `a = a;
    `b = b;
    `c = c;
    `x = x;
    `y = y;
    `z = z;
    `s = s;
  }
}



The error has Japanese letters in it and says something about line 33. If someone could help I'd be grateful.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: TheFclass97 on August 02, 2015, 06:30:52 pm
Hey, when I try to start IKEMEN up, it gives me an error. It is most likely related to my controls, after I changed them the error came up.

Code:
//Player 1
in.new[0].set(
0, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
(int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
(int)k_t::RETURN);

//Player 2
in.new[1].set(
1, (int)k_t::p, (int)k_t::;, (int)k_t::l, (int)k_t::',
(int)k_t::4, (int)k_t::5, (int)k_t::6, (int)k_t::7, (int)k_t::8, (int)k_t::9,
(int)k_t::[);

//Player 3
in.new[2].set(
0, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
(int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
(int)k_t::RETURN);

//Player 4
in.new[3].set(
1, (int)k_t::P, (int)k_t::;, (int)k_t::L, (int)k_t::',
(int)k_t::4, (int)k_t::5, (int)k_t::6, (int)k_t::7, (int)k_t::8, (int)k_t::9,
(int)k_t::[);


The error has Japanese letters in it and says something about line 33. If someone could help I'd be grateful.

Line 33 means the number line of code where an error can take place. Also, did you put the numbers in for player 2 and 4? Otherwise, that would cause an error due to ikemen not reading numbers like that.... if that's not the issue, than look for line 33 in the file...
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: armyman12345 on August 02, 2015, 06:36:26 pm
What numbers? Sorry if I'm bothering you, I'm new to IKEMEN. Also, I edited my original post. you can see line 33.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: TheFclass97 on August 02, 2015, 07:09:10 pm
What numbers? Sorry if I'm bothering you, I'm new to IKEMEN. Also, I edited my original post. you can see line 33.

it's fine, lol. The numbers I was trying to say were the ones like (int)k_t::4, Ikemen doesn't recognize numbers like that for controls unless you force some of the keypads letters to do so (which I don't recommend and sometimes don't really work properly). You have to keep in mind that some keys won't really work right due to how you put them in (example: the numbers or any of the keys like ";"). Just try to use the normal letters on your keyboard or use the joystick buttons if you have a controller/arcade stick.

Btw, the area's that have a zero and one (0, and the 1,) you would have to make them all -1 instead... If you want, i can send you a default config file to help you out or something...
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: armyman12345 on August 02, 2015, 08:06:35 pm
Thank you very much. On a semi related note, is the update on page 1 the latest?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 02, 2015, 08:57:30 pm
Thank you very much. On a semi related note, is the update on page 1 the latest?

Yes it is.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: armyman12345 on August 02, 2015, 09:03:16 pm
Again, sorry if I'm posting too much, but how do I play online with someone and what are the controls for tag team mode?
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 02, 2015, 09:07:56 pm
Again, sorry if I'm posting too much, but how do I play online with someone and what are the controls for tag team mode?

If you want to play tag you have to make player 1 & 3 controls identical & same with player 2 & 4. In this recent build you can not play tag online, but since then I have fixed this issue. Online simply add me on evolve, join the group, and I'll send you an invite to join the party. Once in you simply host, or enter your opponent's IP which will be displayed on the sidebar. Very easy setup.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Loud Howard on August 04, 2015, 05:03:30 am
shin. the only reason of why i am not downloading this one to force you to update The 1st version of zero sennin's leona, is because the 3.7gb size, and because i am going to lose anyway
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 04, 2015, 05:12:09 am
shin. the only reason of why i am not downloading this one to force you to update The 1st version of zero sennin's leona, is because the 3.7gb size, and because i am going to lose anyway

I've already done her ages ago. There is no need.
The big file size is from all the soundtracks. If 3+gb is a lot than you wouldn't/shouldn't be trying to even play online I feel like.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: R565 on August 04, 2015, 05:18:43 am
Yeah dude, Shin has been working hard to make this fun for all of us. The only real reason the file is so big is because its been chocked full of characters and stages. Also by the way, I suck at fighting games but I don't complain...I just say GG and truck on. But right now the thing holding me back is my connection, Evolve works wonders and linking up with others is simple. If this keeps up, i'll become a regular in this ikemen...
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Flowrellik on August 04, 2015, 05:27:29 am
its pretty worth it to play a good round of ikemen here and there. I fought toxic and well... lag city all to hell and back but it was still good to play.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: R565 on August 04, 2015, 05:29:52 am
Or as I would call it, LAG CITY!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 04, 2015, 06:03:25 am
Unfortunately that is the one thing I am unable to fix. The only fix for that is get better internet which is a lame rebuttal. You guys kinda make me feel responsible lol. You can also play locally/offline so you are still getting a badass game essentially. You don't "have" to play online, but that's the prime rib here. If I can get an arcade mode in here... Damn this will be off the chain. Only "important" thing "imo" that ikemen lacks over mugen. Most fun I've had with anything "mugen" related in ages. Have you guys seen what ikemen has done to the stages? Automatic zoom is amazeballs lol. Those who haven't played.. I know you guys have seen my videos, or check this page from time to time. It took me forever to get all the stages and highest quality version of all the bgms in there. I definitely went the extra milex3.

Not "every" single game is lag free, but there is barely any for me. I'd definitely recommend speed-tests as you should know your own setup.  Most importantly, using evolve you can even see your ping to your opponent which can basically eliminate you from playing someone whom lives too far or connection isn't as strong. I'll definitely be trying to continuously improve things though. One step at a time.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: R565 on August 04, 2015, 06:13:20 am
You're right Shin, the connection is on the person and sometimes we just can't do anything about it. But you have been working your butt off to make this fun. But it also shows how far we are from each other. I really need to show Swagga Kings this Ikemen and get more people to play this sort of thing.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Loud Howard on August 04, 2015, 02:41:28 pm
shin. the only reason of why i am not downloading this one to force you to update The 1st version of zero sennin's leona, is because the 3.7gb size, and because i am going to lose anyway

I've already done her ages ago. There is no need.
The big file size is from all the soundtracks. If 3+gb is a lot than you wouldn't/shouldn't be trying to even play online I feel like.

mine is the pet project that i did some time ago using the old 1.1/1.3, i polished her sprite a bit to look more like cvs, Mainly her face

here if you want to try her a bit and compare

<A>https://www.sendspace.com/file/uqud50
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: yaret on August 04, 2015, 08:19:42 pm
I want to enjoy this group Shinrt could divide the full game between 3, I can´t download 3gb with my internet connection right now.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: HUNGRY WOLF on August 04, 2015, 09:37:00 pm
@YARET: I'll split you the file and send you a link once I'm off work.

Yeah shinrei fix the lag issues man it's all your fault!!!!
Lol jk man,  you have definitely been busting your ass on this setup I'm enjoying the shit out of it I had some good fights with Toxic on Sunday night a bit of a lag but most of it was smooth it froze on us once but nothing like exiting and getting back in and fight some more. I was supposed to have played against Toxic last night too but I was way too busy.  If your reading this Toxic I'll be hitting you up today.

My only nit pick about Ikeman is the SP but I will put some effort into giving it some Style.  It would be cool if Ikeman had story/arcade mode like Mugen or the rest of it's features like survival mode/victory screen.

Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 04, 2015, 10:36:54 pm
@YARET: I'll split you the file and send you a link once I'm off work.

Yeah shinrei fix the lag issues man it's all your fault!!!!
Lol jk man,  you have definitely been busting your ass on this setup I'm enjoying the shit out of it I had some good fights with Toxic on Sunday night a bit of a lag but most of it was smooth it froze on us once but nothing like exiting and getting back in and fight some more. I was supposed to have played against Toxic last night too but I was way too busy.  If your reading this Toxic I'll be hitting you up today.

My only nit pick about Ikeman is the SP but I will put some effort into giving it some Style.  It would be cool if Ikeman had story/arcade mode like Mugen or the rest of it's features like survival mode/victory screen.



Yeah the screenpack would be legit. I had always planned to after I finished more of the cast. I had a few others contact me with concept ideas & what not, but that fell through. Kinda just been doing everything myself so I'll get there when I can. Yeah I've contacted the developer haven't heard back yet, but that would indeed be super legit. As for the win screen I already had started something similar idk if you've seen this, but just an early video of what I had in mind. 
Spoiler, click to toggle visibilty
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: yaret on August 05, 2015, 01:24:04 am
@YARET: I'll split you the file and send you a link once I'm off work.

Really thanks I'll be waiting those files.xD
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: R565 on August 06, 2015, 05:10:16 pm
That intro and victory screen looks awesome for concept.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 06, 2015, 10:44:38 pm
That intro and victory screen looks awesome for concept.

Yes I know! It would be sooooooo tight if everyone had dialogue together like Kof 13. Makes it feel so much more full game-esc. It's on my to-do list. I've gathered most of the characters dialogue from respective games I just need to edit the text etc. Also had started gathering victory themes for all the characters.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Toxic Masculinity on August 15, 2015, 03:06:31 am
Diggin everything you've done with this so far man, honestly. It's amazing what you've created and it's tons of fun to play. I'm going through right now and testing characters out and getting a feel for all their gameplays. So far the only bug I've ran into, is with Bluestreak. When you do his double dashes, the commands are reversed and prevent you from being able to run at all. Just a small thing, but I use the dashes profusely so it's kind of important. Also, I may just suck, but is there anyway to turn the ailevel down or choose like regular mugen when playing a 1p vs Com game? Or is there any hidden training area for testing characters within the game itself? It's just hard to practice or test when the opponent won't let up for even a second. I could go train with Bluestreak on regular mugen, but he plays differently in this, so it wouldn't be quite the same thing. These aren't huge concerns or anything, but definitely things that would improve the overall product as far as full game features go. Thanks a million times over for this though, it's amazing. Also, great selection of characters. I'm really glad you added Cloud, Squall, Subzero, and Scorpion. I will be online soon after some more testing if anyone wants a piece.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 15, 2015, 03:10:21 am
Diggin everything you've done with this so far man, honestly. It's amazing what you've created and it's tons of fun to play. I'm going through right now and testing characters out and getting a feel for all their gameplays. So far the only bug I've ran into, is with Bluestreak. When you do his double dashes, the commands are reversed and prevent you from being able to run at all. Just a small thing, but I use the dashes profusely so it's kind of important. Also, I may just suck, but is there anyway to turn the ailevel down or choose like regular mugen when playing a 1p vs Com game? Or is there any hidden training area for testing characters within the game itself? It's just hard to practice or test when the opponent won't let up for even a second. I could go train with Bluestreak on regular mugen, but he plays differently in this, so it wouldn't be quite the same thing. These aren't huge concerns or anything, but definitely things that would improve the overall product as far as full game features go. Thanks a million times over for this though, it's amazing. Also, great selection of characters. I'm really glad you added Cloud, Squall, Subzero, and Scorpion. I will be online soon after some more testing if anyone wants a piece.

There is a training bag included just add it in the select. You can also "ctrl 2" to turn off the ai.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Toxic Masculinity on August 15, 2015, 03:23:44 am
Okay, thanks man, I'll give it a shot. That would work just as good as training mode too, so much appreciated. I looked through all the files last night, and it was definitely different than what I'm used to seeing, but I should be able to figure out how to add the Punching Bag into the mix. Also, I apologize for my ignorance, but exactly do you mean when you say "ctrl 2"? I've been a hardcore Winmugen guy for a while now, so things like that are new to me. I think you are the one that has finally brought me to the state of converting to the next level though. This is just too damn cool not too. I know the purpose of this release is for playing mugen with others online while having a full gameness to it as well, so a training mode and ai adjustment don't seem relevant, but they do serve a purpose none the less. Thanks for the response too by the way, that was fast.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 15, 2015, 03:40:03 am
I understand the ai thing, but its pretty mixed. I  honesty prefer the challenge as the ai is very predictable once your fg roots kick in, though there are characters whom are more aggressive than others. I suggest playing against those with lesser aggro until you catch up to speed. Honestly if you play them enough you'll learn how to handle them, or even learn a thing or two. Sets an incentive of beating that character & you'll be tons better after achieving this feat. The training dummy for example "bonus" is the perfect balance of an average ai.

As for your other question..
Spoiler, click to toggle visibilty
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Toxic Masculinity on August 15, 2015, 04:16:58 am
I completely agree with everything you just said. Believe me, I love all my gaming to be challenging and competitive all the time. That's why I'm so excited about your/this release. I just wanted a way to turn it down or off just for the sake of testing the characters out before actually fighting, but since you explained how to disable it temporarily, that's perfect for me. I might just suck too though, cause I was actually trying to fight back some of the time and not test moves, and was getting annihilated regardless. I've just been randomly testing characters and I didn't notice the training dummy character that you mentioned, so I'll check that out also on top of adding in the punching bag. Thanks for answering my questions too. I almost feel stupid for asking them though seeing how easy the processes are, but am still glad I asked cause now I know.

Edit:
Alright, last question for now. Is it possible to switch which buttons you push for tags/assists? It's just tough to push a+y during a combo on a game controller which is what I use.

Edit2:
Figured it out, but after trying different button combinations, they all work wonky except for what they are already set to. I'm assuming that anything else I set it to is conflicting with other commands already being set to whatever I choose like a+b, y+b, or c+z, and even y+z or c. I guess I'll just have to get accustomed to it the way it is. I'm just happy the tagging works at all, I've been wanting to try that for a long time now.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on August 18, 2015, 09:13:47 am
I just want to take some time to thank all of you that have supported me. I literally went from 5 to 80 subscribers in less than a month or so, which to me is a lot considering the content is mugen. I started off really doing this for myself, but as time went on I see that there are still others who love 2d fighters as much as I do. If you haven't noticed I am a fighting game fanatic lol. More & more users are joining the online group which really motivates me to work hard on this shit. Everything in these videos you will without a doubt be able to get your hands on. I'm still in the learning process, but everyday I work on something I am learning a little more, that being the case I usually get stuck on one particular character until I am happy with it. What's crazy is that I actually enjoy this. I feel accomplished overcoming small obstacles.  I have fun playing mugen! Who would have thought huh? I strongly encourage you if you already haven't to take a look at my channel & follow my progress. More importantly try the game! Even if you aren't the "best" its still fun to play. I'm just trying to get as many people involved as possible for the best experience for all of us. Once again, Thank you.

Jmorphman, Infinite, Race.. I know you guys may not be as motivated these days, but I need you guys back in my life!!!! LOL
(P.S *cough* okay Froz.. I see you... I hope to see more from you as well. haha)

As well as anyone I haven't mentioned whom characters I play & you know who you are, I appreciate all of you!
If your character quality isn't any indication of your fighting game prowess, or love for the characters I don't know what is. Hope to see you all comeback someday.
Oh & Mr.Whip. I totally used one of your songs. Hope we can get a cv3 mix at some point.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: lui on August 18, 2015, 03:32:55 pm
you deserve it bud! you know how hard it is to edit an ENTIRE ROSTER thats patched with tag-team and edit them for IKEMEN? its hard as fuck. you keep working hard bud!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: R565 on August 18, 2015, 05:47:34 pm
You outdo yourself more and more every time I see the progress of this IKEMEN game. You really do deserve the praise. I had even began to learn how to use my favorite characters again, but everyone in the roster feels good to use.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: extravagant on August 22, 2015, 06:07:50 am
is this the match making thread? I wanna play some of you guys sometime!!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: kaczor787 on August 22, 2015, 06:39:19 pm
the character that i waiting is nightmare geese by R@ce Akira.
this is the only character that i want the most...
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 05, 2015, 03:17:45 am
I come back & I have another dozen users joining... Aww snaps haha. Alright so it's kinda inevitable, but you'll have to download the whole thing once again because I've made tooooo many changes. From then on I'll do it the patch way(I always say this) The size is going to be bigger since I've added soo my osts. I wanna say after I finish the screenpack & finish Gallon I'll update you guys. Most likely I'm going to try to finish as many characters as I can within that time at least giving them the core system. "Complete tweaks" will be down the line okay.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: Suprizle on September 05, 2015, 03:25:50 am
I still haven't got around to getting online yet, but I have your copy of Ikemen. Shinrei. Well your old copy anyway (I'll download it again). Once I'm done finishing my other Mugen priorities. I definitely wanna play soon. Hopefully it's updated with my characters now haha!
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 05, 2015, 03:30:33 am
I still haven't got around to getting online yet, but I have your copy of Ikemen. Shinrei. Well your old copy anyway (I'll download it again). Once I'm done finishing my other Mugen priorities. I definitely wanna play soon. Hopefully it's updated with my characters now haha!

Aww yeee! That's what I like to hear! Of course I've been having the ninja's from the be-gin. The four of them combined are great additions! Also, interested to see what you got haha
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: R565 on September 05, 2015, 03:41:20 am
Yeah buddy, once I get things together, i'll start recording some fights.
Title: Re: Mugen Fighters Guild Vs Mode (POTS/CVS)!! (Ikemen)
Post by: 2Dee4ever on September 06, 2015, 05:57:21 am
Alright port makers. This is the list of characters missing add004 ports, or just need a revamp that matches their apperance.
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: SlenderMan on September 06, 2015, 08:01:27 am
sorry I'm not downloading that Megasync crap so if you have a mirror that'd be cool
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 06, 2015, 09:01:29 am
sorry I'm not downloading that Megasync crap so if you have a mirror that'd be cool

That has to be something new they added, but you don't have to use it. It's optional it says. You should still be able to download it like normal.
Title: Re: Capcom Vs. Snk Universe!
Post by: lui on September 06, 2015, 09:06:44 am
I already made Deadpool, see my port thread, ill get you covered with Zero, Volnutt and Spidey
Title: Re: Capcom Vs. Snk Universe!
Post by: Ky_Kiske on September 06, 2015, 03:50:24 pm
searching for internet:

(http://i.imgur.com/9xE4kJ9.png) (Ash)
(http://i.imgur.com/wcg6yG8.png) (Duolon)
(http://i.imgur.com/OBi6WZ5.png) (Elizabeth)
(http://i.imgur.com/ldv4aeB.gif) (Heavy-D)
(http://i.imgur.com/TE7AukT.gif) (Shion)
(http://i.imgur.com/BmWQfC5.png) (Gato)
(http://i.imgur.com/zTniwbx.gif) (Maki)
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 06, 2015, 03:53:49 pm
searching for internet:

(http://i.imgur.com/9xE4kJ9.png) (Ash)
(http://i.imgur.com/wcg6yG8.png) (Duolon)
(http://i.imgur.com/OBi6WZ5.png) (Elizabeth)
(http://i.imgur.com/ldv4aeB.gif) (Heavy-D)
(http://i.imgur.com/TE7AukT.gif) (Shion)

Aye sexy! I love them!
Title: Re: Capcom Vs. Snk Universe!
Post by: Ky_Kiske on September 06, 2015, 04:19:52 pm
(http://i.imgur.com/ZZI5PRV.gif) (Duck King)
(http://i.imgur.com/2WuERHy.png) (Tung)
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 06, 2015, 04:34:16 pm
(http://i.imgur.com/ZZI5PRV.gif) (Duck King)
(http://i.imgur.com/2WuERHy.png) (Tung)
Someone is on a roll! That's what's up. You've already done about 25%+ of the roster yourself. Thanks I really do appreciate it. One less thing to worry about.
& Tung looking like Lao G hahaha Great as always!
Title: Re: Capcom Vs. Snk Universe!
Post by: Ky_Kiske on September 07, 2015, 09:20:44 pm
(http://i.imgur.com/vPpo1Ap.png) Ryunmei (The Fighter)
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on September 07, 2015, 11:23:28 pm
It warms my heart when someone uses her actual name. That port looks awesome!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 12, 2015, 02:05:09 am
Going to compile a build this weekend. I'll send you a direct link if you are in the group.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on September 12, 2015, 02:16:24 am
OH BOY!
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on September 12, 2015, 02:18:39 am
I better be there by then to see this. I gotta work saturday for a 9 hour shift ;x
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 12, 2015, 05:57:10 am
I am going over the base build & fixing characters one by one. If there is anything specific about a character you'd like to change or be fixed this is the time to do it. Pm me any & all bugs even if I may already know of them. Here are some core changes for everyone(With the exception of the few whom I have yet to finish aka most of the cvs cast)

Spoiler, click to toggle visibilty

Fonts & Level 3's Needed
Spoiler, click to toggle visibilty

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 13, 2015, 04:23:17 am
Nothing too fancy & I'm lazy... I'll make a short video for every character from A-Z(excluding those I have not edited). I've created a playlist for this so be sure to check it out if you need a refresher on a fighter.

Starting in Alphabetical order.. First up is..

Also in need of a name for the last move. Then that move will need fonts.
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on September 13, 2015, 05:02:03 am
Atomic Shotgun Bomb,  Nuclear Shotgun, Guns of Glory,  Weapon Closet, Doomsday, Apocalypse, Nightmare Bomb, that's all I got...
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on September 13, 2015, 05:20:32 am
God Crusher sounds unique imo. Plus it looks like its made to beat the CRAP out of Gill soooo XD
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 13, 2015, 05:39:08 am
LOL interesting names. I honestly have no preference. Whomever makes the fonts it's on them to decide from those or any other suggestions. I'll be uploading later tonight, then tomorrow if you are online I'll post the link in the party, or directly to you individually.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 17, 2015, 08:59:29 pm
If you want in on the alpha. I am online now. You'll need some time to download it so better to start early.
Title: Re: Capcom Vs. Snk Universe!
Post by: ShinZankuro on September 17, 2015, 09:02:37 pm
"Gigantic W"

A reference of "W Impact" nick on the Dreamcast version of SF3 collection
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 17, 2015, 09:23:24 pm
"Gigantic W"

A reference of "W Impact" nick on the Dreamcast version of SF3 collection

? Talking about the Alex Super?
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on September 17, 2015, 09:29:19 pm
I think so.
Title: Re: Capcom Vs. Snk Universe!
Post by: ShinZankuro on September 17, 2015, 09:32:36 pm
Yeah, a suggestion for the unnamed super ^^'
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 17, 2015, 09:43:07 pm
LOL okay. Well I already told the person making the fonts to choose whatever theywanted. If you make the fonts. I'll add them.


Game News
I'm almost finished adding the interactive code to the entire roster. Some characters will be buggy on interactive stages until you apply this patch.  The Alpha is essentially the base game & from now on I'll be doing patches. Huge update indeed, but I am lowkey tired of fixing shit & I want to play some competitive bouts tonight! ha 
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on September 18, 2015, 05:48:10 am
will there be a copy of said code without the interactive code?
Title: Re: Capcom Vs. Snk Universe!
Post by: BurningSoul on September 18, 2015, 01:13:59 pm
the original link is dead Rei? Is it made for update purposes or ink is really dead?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 18, 2015, 04:31:36 pm
Try again. The link is the "latest".
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 18, 2015, 05:40:24 pm
Alright some things to note are.. Some of my unfinished characters are in here(more so than others)
-Chen-Mao(Not entirely 6 buttons didn't want to reuse the same animations too much)
-Genjuro(Bug with "power charge" haven't fully removed the max mode)
-Kaede(Uh just forgot about him honestly lol)
These three are still very playable & I honestly just added them for you to try. This entire cast is still being updated. I'm going in alphabetical order. Next patch will expand upon my SF4 priority plan. I'l try to make it a small one.
Title: Re: Capcom Vs. Snk Universe!
Post by: GT Wonder on September 19, 2015, 09:10:27 pm
Can you make a sort of pre-set config.ssz file with keyboard controls already set? I followed the instructions yet nothing works everytime I get to the game menu. I do have preferances for what keys I use in Mugen though.
Title: Re: Capcom Vs. Snk Universe!
Post by: Spectra on September 19, 2015, 09:32:14 pm
Here are my controls for a keyboard. Just replace whats in the original config with this and change the controls to whatever you like. I didn't set it for p2 and p4 though.

Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: GT Wonder on September 19, 2015, 09:35:53 pm
I tend to have the punches with ASD and the kicks to QWE for player one but i'll try that out.

Player 2 is similar to yours but its Delete, End and Page Down for punches and Insert, Home, Page Up for kicks
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 19, 2015, 09:40:23 pm
I tend to have the punches with ASD and the kicks to QWE for player one but i'll try that out.

Player 2 is similar to yours but its Delete, End and Page Down for punches and Insert, Home, Page Up for kicks

I thought you said.. "not interested in online"? Taking the characters out should be very easy no?
Title: Re: Capcom Vs. Snk Universe!
Post by: GT Wonder on September 19, 2015, 09:44:11 pm
I tend to have the punches with ASD and the kicks to QWE for player one but i'll try that out.

Player 2 is similar to yours but its Delete, End and Page Down for punches and Insert, Home, Page Up for kicks

I thought you said.. "not interested in online"? Taking the characters out should be very easy no?

I can still play offline in this can't I?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 19, 2015, 09:48:36 pm
I tend to have the punches with ASD and the kicks to QWE for player one but i'll try that out.

Player 2 is similar to yours but its Delete, End and Page Down for punches and Insert, Home, Page Up for kicks

I thought you said.. "not interested in online"? Taking the characters out should be very easy no?

I can still play offline in this can't I?

You "can" of course. Just know that the a.i is of the highest caliber. Once I get patches for all of them.
Hopefully everything works out for you & if you change your mind there is an ID board.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on September 19, 2015, 11:43:18 pm
I tend to have the punches with ASD and the kicks to QWE for player one but i'll try that out.

Player 2 is similar to yours but its Delete, End and Page Down for punches and Insert, Home, Page Up for kicks

I thought you said.. "not interested in online"? Taking the characters out should be very easy no?

I can still play offline in this can't I?

Just know that the a.i is of the highest caliber.

Surely.... Unless we're talking about Kong's characters /kappa
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 19, 2015, 11:57:26 pm
I tend to have the punches with ASD and the kicks to QWE for player one but i'll try that out.

Player 2 is similar to yours but its Delete, End and Page Down for punches and Insert, Home, Page Up for kicks

I thought you said.. "not interested in online"? Taking the characters out should be very easy no?

I can still play offline in this can't I?

Just know that the a.i is of the highest caliber.

Surely.... Unless we're talking about Kong's characters /kappa

I'm just saying some complain about the a.i being difficult, but there isn't anyone that is unbeatable.
You play fighters a lot right? Try fighting the Rugal & Bison Tag team.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on September 20, 2015, 12:24:18 am
oooooh thats when you KNOW you are doing a boss battle, and I did Shin Gouki AND Serious Mr.Karate :D
Title: Re: Capcom Vs. Snk Universe!
Post by: FatalX on September 20, 2015, 12:45:19 am
Downloading right now, looks like tons of fun but... will there be some chars like Jotaro, Vergil, Goku Z2... etc ? I mean the title "capcom vs snk" does seem to exclude everything not from those franchises... looks like a shame really to exclude epic characters. So what about this ?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 20, 2015, 12:57:11 am
oooooh thats when you KNOW you are doing a boss battle, and I did Shin Gouki AND Serious Mr.Karate :D

Their a.i is cake though. Play against Bison & Rugal together & you'll quickly see the synergy. They work extremely well together. Interested to see if anyone can accomplish this feat.

Downloading right now, looks like tons of fun but... will there be some chars like Jotaro, Vergil, Goku Z2... etc ? I mean the title "capcom vs snk" does seem to exclude everything not from those franchises... looks like a shame really to exclude epic characters. So what about this ?

You are new correct? Firstly, welcome. Secondly Capcom Vs. Snk *Universe* that basically means Capcom & Snk vs er thang. Third there is a DLC list in the resource thread. I suggest looking at this before suggesting anything. Despite what anyone would like to believe it took me a shit load of time to even get this far. Appreciate what we already have for now & the rest will come later. I'm the only one working on this & I can only do so much at a time so for that I apologize, but I have a life as well.

Also these videos here show many of the characters I've been planning to add to this. 
https://www.youtube.com/channel/UCV_LJXcc0h5aos0ipHdJL3g/videos
Like this for example.
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on September 20, 2015, 02:21:33 am
I tend to have the punches with ASD and the kicks to QWE for player one but i'll try that out.

Player 2 is similar to yours but its Delete, End and Page Down for punches and Insert, Home, Page Up for kicks

I thought you said.. "not interested in online"? Taking the characters out should be very easy no?

I can still play offline in this can't I?

Just know that the a.i is of the highest caliber.

Surely.... Unless we're talking about Kong's characters /kappa

I'm just saying some complain about the a.i being difficult, but there isn't anyone that is unbeatable.
You play fighters a lot right? Try fighting the Rugal & Bison Tag team.

I do play plenty of fighters (now-a-days), but the AI can always be exploited...
Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on September 20, 2015, 05:01:37 am
Theres a password?
Title: Re: Capcom Vs. Snk Universe!
Post by: FatalX on September 20, 2015, 10:34:13 am
I have a question : Is it possible to change game difficulty and speed ?
EDIT : MORE IMPORTANT question I downloaded evolve, how do I join the group "Capcom Vs. Snk Universe" ??? I only have the option to create my own party it seems
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on September 20, 2015, 02:53:27 pm
I have a question : Is it possible to change game difficulty and speed ?
EDIT : MORE IMPORTANT question I downloaded evolve, how do I join the group "Capcom Vs. Snk Universe" ??? I only have the option to create my own party it seems

Difficulty can be changed somewhere in the main.lua, but you would have to be careful not to screw up something vital for online play. As far as speed though, you CAN change it but don't expect to play online with it, as it will most likely desync.

For the groip, somone that has to friend you that already is in the group, and they need to invite you to it first (I believe). Hope it helps...
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 20, 2015, 04:41:59 pm
LOL I feel like I had said that for some reason... I apologize.. I love super difficult a.i. In any game I play I always set it to the hardest. Even then the a.i is equivalent to a mega-man boss *wink* ha. Post your ID on the page & I'll add you to the group. The speed is set at 65 aka fast 1. You can change it, but that person would have to change it as well.
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on September 20, 2015, 04:52:34 pm
LOL I feel like I had said that for some reason... I apologize.. I love super difficult a.i. In any game I play I always set it to the hardest. Even then the a.i is equivalent to a mega-man boss *wink* ha. Post your ID on the page & I'll add you to the group. The speed is set at 65 aka fast 1. You can change it, but that person would have to change it as well.

That hard AI is some good practice though, specially if you plan on playing online. Your going to need the practice (to fight me)  :steal:
Title: Re: Capcom Vs. Snk Universe!
Post by: FirePony on September 20, 2015, 05:00:12 pm
ah ah wait guys, When I'll have satisfied my portrait obsession, I'll train in Mugen again. You should train yourselves already, you'll need it! :D
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 20, 2015, 05:10:56 pm
LOL I feel like I had said that for some reason... I apologize.. I love super difficult a.i. In any game I play I always set it to the hardest. Even then the a.i is equivalent to a mega-man boss *wink* ha. Post your ID on the page & I'll add you to the group. The speed is set at 65 aka fast 1. You can change it, but that person would have to change it as well.

That hard AI is some good practice though, specially if you plan on playing online. Your going to need the practice (to fight me)  :steal:

ah ah wait guys, When I'll have satisfied my portrait obsession, I'll train in Mugen again. You should train yourselves already, you'll need it! :D

That is what I like to hear! lol Hopefully thy confidence bear fruit. The thought of someone pressing me in a fighting game excites me. Eh', I have a Goku complex when it comes to fighters ha. Which brings it back to the main point of all this.. "Online". To play against other people. It's a completely different experience. Think of this as an add-on. When someone does make a "mugen" full-game *hint *hint. They could if they wanted to add this onto it. Was never my goal to out-code anyone.. I feel like some of you guys just need to play again & remember the reason why you got interested in the first place.  If you love 2d fighters that is!!!!!!!! Because I be feeling like the only one. I still love it doe. ha


Also dudes Evolve is getting an update soon, so everything will be even better.
Title: Re: Capcom Vs. Snk Universe!
Post by: FirePony on September 20, 2015, 05:15:16 pm
Yeah fighting game are awesome. :)
this is just that for me it's not the good moment, but I know it'll come. xD
Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on September 20, 2015, 05:30:09 pm
So there isnt a password
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 20, 2015, 05:44:27 pm
So there isnt a password

SMH...
Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on September 20, 2015, 06:21:18 pm
What? Forreal it says theres a archived file and i need a pass did u give it out somewhere else or what
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 20, 2015, 06:24:18 pm
What? Forreal it says theres a archived file and i need a pass did u give it out somewhere else or what
I answered your question already when you asked it the second time. There isn't a password.
Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on September 20, 2015, 06:40:41 pm
Wtf
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on September 20, 2015, 06:44:10 pm
Yeah fighting game are awesome. :)
this is just that for me it's not the good moment, but I know it'll come. xD

LOL I feel like I had said that for some reason... I apologize.. I love super difficult a.i. In any game I play I always set it to the hardest. Even then the a.i is equivalent to a mega-man boss *wink* ha. Post your ID on the page & I'll add you to the group. The speed is set at 65 aka fast 1. You can change it, but that person would have to change it as well.

That hard AI is some good practice though, specially if you plan on playing online. Your going to need the practice (to fight me)  :steal:

ah ah wait guys, When I'll have satisfied my portrait obsession, I'll train in Mugen again. You should train yourselves already, you'll need it! :D

That is what I like to hear! lol Hopefully thy confidence bear fruit. The thought of someone pressing me in a fighting game excites me. Eh', I have a Goku complex when it comes to fighters ha. Which brings it back to the main point of all this.. "Online". To play against other people. It's a completely different experience. Think of this as an add-on. When someone does make a "mugen" full-game *hint *hint. They could if they wanted to add this onto it. Was never my goal to out-code anyone.. I feel like some of you guys just need to play again & remember the reason why you got interested in the first place.  If you love 2d fighters that is!!!!!!!! Because I be feeling like the only one. I still love it doe. ha


Also dudes Evolve is getting an update soon, so everything will be even better.

 

I love making ports and messing with photoshop and re-vamping my SP to look even better! But the reason why I got into Mugen was for the love & obsession with fighting games, specially to play against ppl, my cousins and friends would come over and we would have a tournament and kick each others asses and drink beers & bbq but everybody's busy, that and their waiting on me to have my SP all loaded with characters/stages/art lol

A few weeks ago I went with my girlfriend to her sisters house and her nephew was playing Marvel VS Capcom and I was like give me a controller I'll play with you, then his dad and his brother were like I'll woop your ass lol It was hilarious the ass beating I gave them, I'm like 10 years older than them, I was like shit I grew up on fighting games come get your asses kicked. Playing against ppl is what fighting games are all about with me and a good story line from characters I'm a sucker for intros/ending.  This all might be totally off topic lol
Title: Re: Capcom Vs. Snk Universe!
Post by: FatalX on September 20, 2015, 07:34:45 pm
All right champs I'm in the evolve group right now but it shows me "Offline" and everyone "pending invite" and I cannot talk nor send invits to anyone I just have "view profile" option when I right click people. What do I do here
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on September 21, 2015, 02:45:47 am
I'm downloading the new build as we speak. As of now it's at 30%.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 22, 2015, 12:21:47 am
I've updated the first post with some frequently asked questions as well as updated the controls for keyboard users. Don't be afraid to use our discussion board if you have any questions, or concerns. http://mugenguild.com/forum/topics/ikemen-disscussion-thread-167617.0.html
Title: Re: Capcom Vs. Snk Universe!
Post by: emcevo on September 23, 2015, 10:17:02 am
Kazuya error upon loading..
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 23, 2015, 10:27:06 am
Why didn't you just stay on the same topic??? Don't switch between them.
Title: Re: Capcom Vs. Snk Universe!
Post by: 4d4rkbl4de on September 23, 2015, 03:25:06 pm
Edited since i solved the problem.

If you have an arcade stick try to use this configuration:

in.new[0].set(
0, -3, -4, -1, -2, //joypad, up, down, left, right,
1, 2, 7, 0, 3, 5, //a, b, c, x, y, z,
10); //start;

hope it works for you guys too cheers :D
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 23, 2015, 07:54:38 pm
Edited since i solved the problem.

If you have an arcade stick try to use this configuration:

in.new[0].set(
0, -3, -4, -1, -2, //joypad, up, down, left, right,
1, 2, 7, 0, 3, 5, //a, b, c, x, y, z,
10); //start;

hope it works for you guys too cheers :D

Bringing out the arcade stick huh? Watch out. Hope everything else has been working for you.
I'll add this to the first post.
Title: Re: Capcom Vs. Snk Universe!
Post by: 4d4rkbl4de on September 24, 2015, 03:43:21 pm
yeah haha i'm too used to it :D
anyway this is great the AI is really challenging, good work keep it up man :D
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on October 03, 2015, 05:57:37 pm
Hey man, just downloaded your game and i'm loving so far! i've checked out your youtube channel and i've seen that older builds had some characters that isn't present in the current build, there's some particular reason for that? keep it up with your good work!

EDIT: Can you post a quick guide showing how to use tag system properly? i'm having some struggles with it.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 03, 2015, 09:28:14 pm
Hey man, just downloaded your game and i'm loving so far! i've checked out your youtube channel and i've seen that older builds had some characters that isn't present in the current build, there's some particular reason for that? keep it up with your good work!

EDIT: Can you post a quick guide showing how to use tag system properly? i'm having some struggles with it.

How far back did you go? ha What characters are you referring to?
Tag system is as follows..
Tag = hold direction(bckorfwd) light kick + medium punch
Assist = light kick + medium punch
Next time I update this expect some changes to the tag system.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on October 04, 2015, 05:03:06 am
Hey man, just downloaded your game and i'm loving so far! i've checked out your youtube channel and i've seen that older builds had some characters that isn't present in the current build, there's some particular reason for that? keep it up with your good work!

EDIT: Can you post a quick guide showing how to use tag system properly? i'm having some struggles with it.

How far back did you go? ha What characters are you referring to?
Tag system is as follows..
Tag = hold direction(bckorfwd) light kick + medium punch
Assist = light kick + medium punch
Next time I update this expect some changes to the tag system.

Whip, May Lee, Gai, Angel, Foxy, Tung Fu Rue, Adel, Vergil, Lynn, Asura, Yuki, Leo, Tessa, Haggar, Dante, Nameless, Charlote. Those Characters are missing in the current build, but i can see them ir the older ones.

I'm excited to see the future updates. :D
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 04, 2015, 05:08:11 am
Hey man, just downloaded your game and i'm loving so far! i've checked out your youtube channel and i've seen that older builds had some characters that isn't present in the current build, there's some particular reason for that? keep it up with your good work!

EDIT: Can you post a quick guide showing how to use tag system properly? i'm having some struggles with it.

How far back did you go? ha What characters are you referring to?
Tag system is as follows..
Tag = hold direction(bckorfwd) light kick + medium punch
Assist = light kick + medium punch
Next time I update this expect some changes to the tag system.

Whip, May Lee, Gai, Angel, Foxy, Tung Fu Rue, Adel, Vergil, Lynn, Asura, Yuki, Leo, Tessa, Haggar, Dante, Nameless, Charlote. Those Characters are missing in the current build, but i can see them ir the older ones.

I'm excited to see the future updates. :D

Oh That's what you meant. That was just showing the "complete" roster. I won't be adding anymore until I pan out the current cast.
Haggar is in there though. You should start making videos of your matches. I want to see you guys play. There is a video thread on the board, use it ;)
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 10, 2015, 04:00:58 am
Get this link while you can. Will be gone in a few days. As well as the other boards I've posted on. I'm sure someone has these backed up by now.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on October 10, 2015, 04:35:42 am
Are you updating this?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 10, 2015, 05:12:09 am
Are you updating this?

No
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on October 10, 2015, 05:16:29 am
Wow
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 10, 2015, 05:45:12 am
Wow
Did I ruin the surprise?!?! Yeah so basically Race & I are combining our efforts to bring you some great cvs goodness for the true cvs fans out there. We have divided the
"ENTIRE"cast of SF & KOF amongst one another & had somewhat of a draft choosing who we wanted. Just waiting on him to get back into it. So be sure to spam contact him for any news.

Spoiler, click to toggle visibilty

P.S
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on October 10, 2015, 05:53:49 am
If you guys believe him, then your in for a world of hurt lol

Anyway, I said wow because you were going so hard then you just announced your not updating anymore. Cant say I blame you though.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 10, 2015, 06:11:03 am
What! So you are just going to back out on me like that!?! Bogus.
Well to elaborate, I was asked if I was removing the links because of an update. In my post it also says. "Nothing new to update" That should clear things up. Nahhhhhh. I am the last survivor of the forgotten cvs kingdom. I have a duty to uphold. Sitting at the top of Grandmaster can be a bit dull.. SFV is so far awayyyyyyyyyy. My friends and I have drained cvs2 of all it's nutrients. Every now & then I'll play it on the hardest difficulty, but it is a breeze :/. This is what I have left lol. Man you guys are always messaging me on Youtube & stuff why don't you post here! I'm open to ideas.
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on October 10, 2015, 06:18:25 am
What! So you are just going to back out on me like that!?! Bogus.
Well to elaborate, I was asked if I was removing the links because of an update. In my post it also says. "Nothing new to update" That should clear things up. Nahhhhhh. I am the last survivor of the forgotten cvs kingdom. I have a duty to uphold. Sitting at the top of Grandmaster can be a bit dull.. SFV is so far awayyyyyyyyyy. My friends and I have drained cvs2 of all it's nutrients. Every now & then I'll play it on the hardest difficulty, but it is a breeze :/. This is what I have left lol. Man you guys are always messaging me on Youtube & stuff why don't you post here! I'm open to ideas.

LOL I never said I was joining you, I just mentioned that I would start back working on things because the work you and others have been doing gave some motivation to get back to work. I haven't posted what I've been doing but things are good behind the scenes. My bad for the misinterpretation though of what you meant about update. And by all means keep doing what you do man. "Grandmaster" is a big title to have, you should feel proud, not bored. Maybe you should go for a name change again lol
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 10, 2015, 06:30:15 am
Grandmaster as in SFIV, also lowkey... If you didn't realize I was trolling you.
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on October 10, 2015, 06:33:04 am
Grandmaster as in SFIV, also lowkey... If you didn't realize I was trolling you.
Spoiler, click to toggle visibilty

Its obviously....I decided to play along tho...besides notice the "Grandmaster' comment. Cheers!
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on October 10, 2015, 06:37:18 am
well, I just saw your "Update vid" on what you have planned for CVSO.....I freaking love it bud :D.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 10, 2015, 06:53:39 am
Grandmaster as in SFIV, also lowkey... If you didn't realize I was trolling you.
Spoiler, click to toggle visibilty

Its obviously....I decided to play along tho...besides notice the "Grandmaster' comment. Cheers!
Stop trying to one up me god dammit!!! haha
Aye so how is that Geese coming along? I have a guy that literally asks "me" on all of my videos for something "you" are doing come on now son. Get it togetherrr. You have people waiting on you as well. I'm lonely.. I have no friends on the forum lol. Aye also, I want to fix Batsu up, or will you?
Spoiler, click to toggle visibilty

well, I just saw your "Update vid" on what you have planned for CVSO.....I freaking love it bud :D.
Oh that, well it's just a w.i.p. I'm not a screenpack maker so it was a bit difficult also using ikemen. Fclass made the title screen & I put to select visual together. I wanted it to be like in a window. Then have the borders etc etc to make it look legit. When completed it'd probably look so tight!
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on October 10, 2015, 08:23:18 am
Stop trying to one up me god dammit!!! haha
Aye so how is that Geese coming along? I have a guy that literally asks "me" on all of my videos for something "you" are doing come on now son. Get it togetherrr. You have people waiting on you as well. I'm lonely.. I have no friends on the forum lol. Aye also, I want to fix Batsu up, or will you?

Well "Grandmaster" Rei, there are things in this world that are different for each individual and its called Life

School, Girlfriend, Work, Friends, Parties, Other Hobbies, Netflix....ehhhh you get the point. Anyway, as for my chars I have fixes on my end already but with him there are still some other things I am doing. Patience is the key tho oh great "Grandmaster" lol

You should tell your friend that good things will come to those who wait. Sorry your lonely tho, I can't do anything about that lol but I'm sure you can cook some more chars up so you wont be for long lol
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on October 10, 2015, 08:53:08 am
Stop trying to one up me god dammit!!! haha
Aye so how is that Geese coming along? I have a guy that literally asks "me" on all of my videos for something "you" are doing come on now son. Get it togetherrr. You have people waiting on you as well. I'm lonely.. I have no friends on the forum lol. Aye also, I want to fix Batsu up, or will you?

Well "Grandmaster" Rei, there are things in this world that are different for each individual and its called Life

School, Girlfriend, Work, Friends, Parties, Other Hobbies, Netflix....ehhhh you get the point. Anyway, as for my chars I have fixes on my end already but with him there are still some other things I am doing. Patience is the key tho oh great "Grandmaster" lol

You should tell your friend that good things will come to those who wait. Sorry your lonely tho, I can't do anything about that lol but I'm sure you can cook some more chars up so you wont be for long lol

Ah not the time speech. Life essentials are obvious, that boring answer.  We make time for what we want to make time for. There is no interest in mugen so why would you make it a priority? idk why you guys don't just say that. I'm working two jobs, in the military, boo-thang etc. My girl actually hates me doing anything related to me being on the cpu haha.  I personally don't care about anyone making anything anymore no offence, its not my friends its the people on here that want you back. I only have a few months left though & then I am done. Which is why I've been at it. 
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on October 10, 2015, 09:08:35 am
Ah not the time speech. Life essentials are obvious, that boring answer.  We make time for what we want to make time for. There is no interest in mugen so why would you make it a priority? idk why you guys don't just say that. I'm working two jobs, in the military, boo-thang etc. My girl actually hates me doing anything related to me being on the cpu haha.  I personally don't care about anyone making anything anymore no offence, its not my friends its the people on here that want you back. I only have a few months left though & then I am done. Which is why I've been at it.

I don't know about these "other guys" you speak of but the reason I didn't say that was because I meant exactly what I said. Now to elaborate, I only spoke of those things to explain why I haven't been as productive as I usually am. How much time we choose to spend on certain things is different depending on the person, and like others, I have my own select time. I make time for it, just not as much as you or anyone else does.
Title: Re: Capcom Vs. Snk Universe!
Post by: YugaCurry on October 10, 2015, 11:34:00 am
@~Hale "R@CE" Caesar~: I can't speak for others but I consider myself one of the "other guys". When you were making characters earlier, you were on a roll and made some really fun stuff. I, for one, miss your and infinite's creations. Quickfist and Chazz succumbed to similar pressures and have stopped creating. Jmorph is around but I'm not sure if he's working on anything.

So when Shinrei took the initiative it was very gratifying and I use and enjoy almost every single character he has released. I've rambled along this far to say that a lot of users here have appreciated what you create and will continue to do so. Time is a factor that affects creators, no doubt but interest is the biggest factor. One will always make time to pursue something that interests him/ her and time will always be made for it. So I do agree with Shinrei's when he says that a loss of interest is what deters creators from creating and not a lack of time per say.
Title: Re: Capcom Vs. Snk Universe!
Post by: Looney Tooney on October 17, 2015, 04:13:57 pm
i second that notion.
Title: Re: Capcom Vs. Snk Universe!
Post by: djbludgb on October 22, 2015, 02:38:13 am
Man, love the game... was wondering if you could add an official Goku?
Title: Re: Capcom Vs. Snk Universe!
Post by: YugaCurry on October 22, 2015, 04:00:45 pm
I doubt the dude is gonna respond here anymore and what's an "official Goku"?
Title: Re: Capcom Vs. Snk Universe!
Post by: djbludgb on October 22, 2015, 09:33:44 pm
m sorry lol, I meant like an official one for this game... maybe snk style?... I've been practicing for my first battle with this game... honestly the possibilities of online mugen intrigues me.... I wish there was a lobby  or something though.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on November 18, 2015, 11:34:42 pm
Because no ever reads anything ever.. The link is & has always been for a while now.. "In the description of the video in the first page". READ! READ! READ!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 07, 2015, 06:37:49 am
Only 3000/5000 more special intros to go.. Lmfao

Of course this is nothing to some people, but the day 1 guys & those still working with me, Thank you.
(Just to keep you updated if you dont follow on youtube, or salty)
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on December 07, 2015, 07:06:20 am
So how'd you get Beni?
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 07, 2015, 07:35:37 am
Only 3000/5000 more special intros to go.. Lmfao
[Youtube]https://youtu.be/rEDlOH01Cyo[/youtube]
Of course this is nothing to some people, but the day 1 guys & those still working with me, Thank you.
(Just to keep you updated if you dont follow on youtube, or salty)

Holy shit, are you going to do 3000 especial intros? That's a lot of work, good luck on that man.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 07, 2015, 07:40:53 am
amen.
btw,are u getting my messages on youtube rei?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 07, 2015, 07:49:19 pm
I recently just hit the 2000 mark after forever. Yes, yes very long process as this includes the pre-fight dialogue & canon/custom rivalries intros. Those of you that sent me dialogue, I'll be posting your videos soon.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 08, 2015, 06:36:58 am
I recently just hit the 2000 mark after forever. Yes, yes very long process as this includes the pre-fight dialogue & canon/custom rivalries intros. Those of you that sent me dialogue, I'll be posting your videos soon.

So... you already finished the roster?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 15, 2015, 04:31:51 am
Yeah. I just have to go over & clean.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 15, 2015, 06:06:02 am
Yeah. I just have to go over & clean.
[youtube]https://www.youtube.com/watch?v=lQAgs0U935Y[/youtube]

Holy Shit!!

This is so nostalgic and awesome, that Terry tho!
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on December 15, 2015, 03:34:25 pm
Good job dude, looks awesome, also ikemen looks awesome is it active in development ?
I hope you release the update, I cant wait to grab this. That CRT filter though :P Its sad we have to use sweetFX for stuff like that I hope ikemen adds filters.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 15, 2015, 06:29:49 pm
Good job dude, looks awesome, also ikemen looks awesome is it active in development ?
I hope you release the update, I cant wait to grab this. That CRT filter though :P Its sad we have to use sweetFX for stuff like that I hope ikemen adds filters.
It is still being worked on, they just haven't released it to the public. They post updates everyday actually. As for the sweetFX, I prefer it this way since it's toggle-able & it's pre-loaded anyway not like you have to configure anything, works online as well. It's only cosmetics, but for any of you that actually play on bigger displays I suggest using it. It does give it the real game/arcade feel not to mention it looks beautiful 1080p with zoom. I remember we used to always rattle over the pixel issue, but this is a smart fix without having to go through all the trouble of editing each sprite individually. Did I mention it looks sexy?
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on December 15, 2015, 09:50:55 pm
I am using it on my main mugen build aswell, even on 1280x1024 looks awesome and the performance loss is almost 0 for me and my pc is meh.
Keep up the good work, the game looks awesome.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 17, 2015, 12:47:22 am
gotta say you and your team are doing MAJOR wonders with each update. feel free to use my stage for your project bud.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 21, 2015, 09:49:25 am
Couldn't very well let that special intro go to waste seeing as you went the extra mile to add it.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 21, 2015, 11:46:58 am
Looking awesome Rei.

But now i got curious, are doing this by yourself? or do you have people helping you? i'm asking this because i think you are doing pretty fast progress in your project, keep it up man!
Title: Re: Capcom Vs. Snk Universe!
Post by: Momotaro on December 21, 2015, 12:35:03 pm
Impressive!
I have to say your work is awesome!
I still prefer when graphics matches (but you're making great job)

Keep it up!
This is a promising project!
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on December 21, 2015, 02:54:30 pm
Looking awesome Rei.

But now i got curious, are doing this by yourself? or do you have people helping you? i'm asking this because i think you are doing pretty fast progress in your project, keep it up man!

So far, all I see in ikemen projects (including my own), are done solo. So it's safe to assume he's also solo (with some minor help nere and there).
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 21, 2015, 03:57:55 pm
Looking awesome Rei.

But now i got curious, are doing this by yourself? or do you have people helping you? i'm asking this because i think you are doing pretty fast progress in your project, keep it up man!

So far, all I see in ikemen projects (including my own), are done solo. So it's safe to assume he's also solo (with some minor help nere and there).

Its good to see how dedicated you guys are to keep ikemen alive.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on December 21, 2015, 05:05:15 pm

Its good to see how dedicated you guys are to keep ikemen alive.

Ikemen is an amazing engine. Just gotta get more people into it, and more people figuring out than just the two (maybe 3 or more idk) of us...

Also Rei, good stuff (but I'm still shaky on these zooms... but that's just my opinion...).
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 21, 2015, 11:58:26 pm
I'm actually always asked about various things so I'll just explain in parts.

1.
Spoiler, click to toggle visibilty

2.
Spoiler, click to toggle visibilty

3.
Spoiler, click to toggle visibilty

4.
Spoiler, click to toggle visibilty

5.
Spoiler, click to toggle visibilty


The end result is be able to play competitively with my friends so I go by that metric system alone. All in all.. This has evolved so much so than when I first started. I learn more everyday & it improves everyday. I'm so pumped to play it myself lol.

Bold because I lost my glasses & I'm blind lol

P.S Zoom.. You kno you can edit projectiles right? Or adjust bounds?
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on December 22, 2015, 01:52:57 am

Also, last time I checked I've only seen "screen packs" or "ideas" for something like this. It has yet to be done to my knowledge. I have a different vision.. One that I want to see happen in my lifetime.. [/b][/i][/spoiler]

P.S Zoom.. You kno you can edit projectiles right? Or adjust bounds?

1) What is that suppose to mean? I'm curious...

2) I know, it's just still a pain sometimes, lol...

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 22, 2015, 05:59:31 am
I was referring to the "CVS" aesthetic *supposedly overused theme insert sarcastic hand gesture. The only full-game esc thing I remember was CVS-W, which is another thing that inspired me. Have seen a lot of projects come & go, many of which that collapse internally. Because one person does all the work, or etc. I don't really care about that aspect because I have fun doing it. If anyone actually "seriously" wanted to become a part of this they could, but you can't really expect to be a "tester". Don't need those & if you'd like to know what I do need just ask. The few of us aren't claiming to be pioneers in the slightest; I for one have my own motivation that is solidified in stone. Even on active I still find time to mess with this. There are many with similar goals, should we ever decide to fully collaborate to make something great remains to be unseen. Not to sound like a douche, but I could care less about discussing our personal lives, nor care about any other outside drama, as I just want to consistently make progress. All these IKEMEN projects; we have more than laid the ground work. I personally am discovering more each day. That custom state issue is almost no more, everything else has long since been solved.

ALSO
I've seen this asked countless times so I'll say this once again.
P.S. A lot of people don't realize..
1. IKEMEN actually doesn't need any third party apps to play online. You can direct connect.
2. 4player support with 4 different inputs works. Which means 2 humans Vs. 2 humans (Have done so offline remains to be tested online)
3. You don't have to build your full game around the engine itself, use it as an extension as they did with the MKVSSF
4. The engine is still in development & the team is still active. That 3v3 tag is still being worked on, as is the helper limitation.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 22, 2015, 07:02:34 am
I was referring to the "CVS" aesthetic *supposedly overused theme insert sarcastic hand gesture. The only full-game esc thing I remember was CVS-W, which is another thing that inspired me. Have seen a lot of projects come & go, many of which that collapse internally. Because one person does all the work, or etc. I don't really care about that aspect because I have fun doing it. If anyone actually "seriously" wanted to become a part of this they could, but you can't really expect to be a "tester". Don't need those & if you'd like to know what I do need just ask. The few of us aren't claiming to be pioneers in the slightest; I for one have my own motivation that is solidified in stone. Even on active I still find time to mess with this. There are many with similar goals, should we ever decide to fully collaborate to make something great remains to be unseen. Not to sound like a douche, but I could care less about discussing our personal lives, nor care about any other outside drama, as I just want to consistently make progress. All these IKEMEN projects; we have more than laid the ground work. I personally am discovering more each day. That custom state issue is almost no more, everything else has long since been solved.

ALSO
I've seen this asked countless times so I'll say this once again.
P.S. A lot of people don't realize..
1. IKEMEN actually doesn't need any third party apps to play online. You can direct connect.
2. 4player support with 4 different inputs works. Which means 2 humans Vs. 2 humans (Have done so offline remains to be tested online)
3. You don't have to build your full game around the engine itself, use it as an extension as they did with the MKVSSF
4. The engine is still in development & the team is still active. That 3v3 tag is still being worked on, as is the helper limitation.


CVS-W was the game that got me fascinated for mugen, before that i kinda had a bad image of mugen(broken anime characters didn't helped tho).
I'm trying to get my friends back into fighting games (ikemen specifically), but it looks like they only play hyped games these days.

"That 3v3 tag is still being worked on"

Wait, wait, wait...  is this even a possibility? oh boy i can't lie, that got me hyped

Also, where can i follow ikemen development?
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on December 24, 2015, 12:43:51 am
The thing stopping me from going IKEMEN all the way  is compatibility with  the mugen chars I use.
If I hear that IKEMEN, is 100% ready to support mugen chars with no bugs i'm jumping straight away.
Other than that, I cant wait for a release so we can play some online matches, I am shit though.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 28, 2015, 04:06:04 am
Ahem! Watch in full quality please! 1080p60fps

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 28, 2015, 06:48:19 pm
I just want to post this here.... HOLY HELL! Look at how far I've come! LOL
Damn it's been a long long road. I need this back in my life! I'm making it happen.. The thrill man I tell ya.. Online sets soon!!!!

P.S.. Mugen sure is unbalanced.. For those that don't know how to play fighters... Huehuehue


The best Dan player on this forum lol


One of my favs


(OLD)Online fights
https://www.youtube.com/playlist?list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on December 28, 2015, 07:01:27 pm
Ahem! Watch in full quality please! 1080p60fps
[youtube]https://www.youtube.com/watch?v=QA4XKNaLToM[/youtube]


Daamnn, awesome job.  ;_;
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 28, 2015, 07:04:29 pm
I just want to post this here.... HOLY HELL! Look at how far I've come! LOL
Damn it's been a long long road. I need this back in my life! I'm making it happen.. The thrill man I tell ya.. Online sets soon!!!!

P.S.. Mugen sure is unbalanced.. For those that don't know how to play fighters... Huehuehue
[youtube]https://www.youtube.com/watch?v=cNrQ0T_F9T0&list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_&index=10[/youtube]

The best Dan player on this forum lol
[youtube]https://www.youtube.com/watch?v=G4p9XCojew0&index=3&list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_[/youtube]

One of my favs
[youtube]https://www.youtube.com/watch?v=B9GwMn47os0&index=26&list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_[/youtube]

(OLD)Online fights
https://www.youtube.com/playlist?list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_

i can imagine how gratifying is look back and see how much have you improved, i'm trying to get my old friends back to fighting games, but it looks like they only play hyped games these days, can't wait to see your sets man.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 28, 2015, 07:17:00 pm
Ahem! Watch in full quality please! 1080p60fps
[youtube]https://www.youtube.com/watch?v=QA4XKNaLToM[/youtube]


Daamnn, awesome job.  ;_;
That literally took me forever for such a simple video LOL Thank you!
The rest of you lurkers don't be shy now :)

I just want to post this here.... HOLY HELL! Look at how far I've come! LOL
Damn it's been a long long road. I need this back in my life! I'm making it happen.. The thrill man I tell ya.. Online sets soon!!!!

P.S.. Mugen sure is unbalanced.. For those that don't know how to play fighters... Huehuehue
[youtube]https://www.youtube.com/watch?v=cNrQ0T_F9T0&list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_&index=10[/youtube]

The best Dan player on this forum lol
[youtube]https://www.youtube.com/watch?v=G4p9XCojew0&index=3&list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_[/youtube]

One of my favs
[youtube]https://www.youtube.com/watch?v=B9GwMn47os0&index=26&list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_[/youtube]

(OLD)Online fights
https://www.youtube.com/playlist?list=PL81uY-VXNd9AbdmrU7felh7CMMGZqZYM_

i can imagine how gratifying is look back and see how much have you improved, i'm trying to get my old friends back to fighting games, but it looks like they only play hyped games these days, can't wait to see your sets man.
It is.. The only thing that has been on my mind.. I'll be able to play against really good players.. That is my motivation. lol simple guy right? Hopefully I can help. I've gotten many, many people into it from this alone.
I wish we could play man :/. I know you are good. You have yet to truly see me go hard lol. I kinda have to let up on the a.i at times to make for an interesting video.

OAN
I've been thinking about starting small & releasing in bits via update. That way you guys don't have to wait so long. The dialogue & victory quotes are kinda what's holding me up -_-. I literally was racking my brain to come up with the dialogue for the latest video lmao. I don't want to do a lazy job so eventually I want them all to be of great quality so I guess we shall see.. Still holds if anyone wants to write pre-fight & victory quotes for anyone. It doesn't matter which character & if unsure of what characters are in? Almost everyone!!! LOL
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on December 28, 2015, 07:28:13 pm
Yeah, i was always kinda obsessed with fighting games, started playing Fatal Fury Special and SSF 2 on my SNES when i was a little kid, then i've discovered the arcades, oh man... so many good memories, i have made so many good friends there(some enemies too tho, lol), played mostly KoF my entire life and after i've discovered CvS in my play PS1(played the shit out of it), CvS2 made fall in love with this system, and here we are...

PS: Please, don't play with me, i want this soooo bad.
Title: Re: Capcom Vs. Snk Universe!
Post by: RETARDEDGAMER on December 29, 2015, 02:47:25 am
Hey.I keep on clicking on the download link, but it won't download. Or everytime i click it, it say "
the file you are trying to download is no longer available." Can someone re-uploadthe link? Thank you very much.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 29, 2015, 02:52:31 am
i must say this is looking very impressive. any dl links for this new update anytime soon?
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on December 29, 2015, 07:20:53 am
Im not a fan of this update thing, why not finish it first(take as much time as you need do not listen to anybody)
And then release only bug fixes if needed.On the other hand though we can spot bugs now and try to help in someway.
I dunno, its your call. If you need any photoshop or sound help feel free to PM me, I'll do the best that I can.
I am looking more foreword to this then SFV lol
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on December 29, 2015, 07:28:11 am
Hey.I keep on clicking on the download link, but it won't download. Or everytime i click it, it say "
the file you are trying to download is no longer available." Can someone re-uploadthe link? Thank you very much
There is a link on his Youtube channel.


I agree with the update method, actually. This is a very ambitious, large potentially ongoing project that seems like it would be subject to multiple updates as time progresses. Plus, treating it as an ongoing thing as opposed to something that needs to get "finished" opens it up more for others to contribute and assist in its growth. Ultimately it's up to the creator, but I like the idea of periodic updates. It's much more efficient and accessible imo.
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on December 29, 2015, 07:58:48 am
Hey yo Rei send me some char names and I'll help you come up with quotes and dialogue.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on December 29, 2015, 08:05:44 am
Hey.I keep on clicking on the download link, but it won't download. Or everytime i click it, it say "
the file you are trying to download is no longer available." Can someone re-uploadthe link? Thank you very much
There is a link on his Youtube channel.


I agree with the update method, actually. This is a very ambitious, large potentially ongoing project that seems like it would be subject to multiple updates as time progresses. Plus, treating it as an ongoing thing as opposed to something that needs to get "finished" opens it up more for others to contribute and assist in its growth. Ultimately it's up to the creator, but I like the idea of periodic updates. It's much more efficient and accessible imo.


That is also a very legit point.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 29, 2015, 01:22:37 pm
Well.. I suggested the update method because I really want to take my time, but still give you something to have in the mean time. I dislike the feeling of time constraints, or being rushed. The con to that is, I always end up going back & changing/fixing things so that'd mean updating too often. Not to mention I spend a considerable amount of time of each character individually. The characters may seem inconsistent now only because before hand I basically released my unfinished stuff(most of the edits you have now). I'll see if I can put together a demo of sorts & then basically add characters in as I complete them in sets.

As for the dialogue(includes victory quotes).. I have a topic here for custom intros. You are welcome to post your ideas there or send it to me directly. I'd like some for everyone, or rather whatever help I can get I'd accept & basically fuse our ideas together if necessary to create some sensible character interaction(Like you could see those characters saying that to one another), even those I may have done could use some reworking. My roster is steady growing LOL, but you can just look at my videos & see who is in. I'll give you the official list though. I'll post then in the other thread as well.

Main Roster so far.. (Some I didn't list because on the fence about their inclusion such as Zankuro, Goah, and other niche SNK characters.)
Spoiler, click to toggle visibilty

 
Title: Re: Capcom Vs. Snk Universe!
Post by: RETARDEDGAMER on December 29, 2015, 03:27:31 pm
Hey.I keep on clicking on the download link, but it won't download. Or everytime i click it, it say "
the file you are trying to download is no longer available." Can someone re-uploadthe link? Thank you very much
There is a link on his Youtube channel.



Thanks. I found it. Is there an evolve group or hamachi group I can join


Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on December 29, 2015, 04:45:23 pm
Great roster. Adding Breakers and Persona characters is huge. Can't wait for the final product.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 30, 2015, 05:50:29 am
Hey.I keep on clicking on the download link, but it won't download. Or everytime i click it, it say "
the file you are trying to download is no longer available." Can someone re-uploadthe link? Thank you very much
There is a link on his Youtube channel.



Thanks. I found it. Is there an evolve group or hamachi group I can join



I'm assuming you must be one of my YouTube guys? Or not. Anywho. If you want in, direct message me. This will be on an exclusive scale for the time being. I'll ready something soon for those interested & have been a part of this. I won't mole box this demo, but I'll only include about 24 characters. I honestly don't want to use this forum as a base of operations, but for now just bare with it until I find a new site. I may just create a web page of my own which is likely.


Typing on phone so within the quote box whatever.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 30, 2015, 06:00:46 am
whoa whoa, I read that this is to be moleboxed. Is this really true?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 30, 2015, 06:20:06 am
Yes, you read right. I'm doing this with a sense of purpose. As in this is why you should play this. I don't care about sharing the characters/edits, but the extra stuff like dialogue & other extensive changes is "exclusive" as well as certain characters like Shoma, Roberto, Jago etc. The victory quotes for example, you don't have that issue with regular mugen so it would make no difference anyway. Focusing on the full-game aspects before anything else. So yes if you had planned to simply reap the rewards you shall be disappointed. This is what is unique to this game & is the selling point.
Title: Re: Capcom Vs. Snk Universe!
Post by: rhiggatwat on December 30, 2015, 06:55:56 am
Does that mean you won't be releasing any of your edits?

Also, is there any character you would recommend using as a basic template for new characters in this style? There isn't any decent template out there, is there?
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on December 30, 2015, 07:14:47 am
Yes, you read right. I'm doing this with a sense of purpose. As in this is why you should play this. I don't care about sharing the characters/edits, but the extra stuff like dialogue & other extensive changes is "exclusive" as well as certain characters like Shoma, Roberto, Jago etc. The victory quotes for example, you don't have that issue with regular mugen so it would make no difference anyway. Focusing on the full-game aspects before anything else. So yes if you had planned to simply reap the rewards you shall be disappointed. This is what is unique to this game & is the selling point.

That seems a little bit...redundant. It isn't necessarily very hard to unpack a moleboxed game. It seems like that would be extra effort that is far better spent completing a quality game, as such is your goal. Not to mention even if it was hard to access the individual components, that would just make it harder to find bugs and help detect/fix any issues with characters or the game in general.

I can confidently say that most people in this thread are interested in the effort you've put into the game as a whole, I don't think anyone plans to "reap the benefits" (whatever that means) of an already well-made, quality game. There wouldn't really be any point, and if someone wants to, that doesn't change the pull to the game at all. Especially if the characters are edited to include custom intros, that would make them not fit into a regular MUGEN SP anyway (unless you were planning on releasing v-quoteless versions of your edits later. In which case..alrighty. Disregard all the above). If you were actually selling it I could see the appeal, but it's just wasted effort really.


It's just my two cents really. In my experience here, you'll save a big headache by focusing on the product as opposed to protection/stealing/ripping etc. No need to treat the consumer like a thief lol, everyone who's here is here because they dig your work!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 30, 2015, 07:46:10 am
You had it right the second time. I wasn't referring to characters unless specified. I literally meant all the intros & extra cosmetics. Also selling point did not literally mean selling. It's really not as difficult as you would think. It's the same thing Beximus does & I actually learned from him. Just made some valid points. It's kinda like why would anyone need to play this when they could simply remove it & insert into say a cvs3 screenpack? Then at the same time you are right because I'm like? I don't even give a fuh. More so than keeping anything sacred it just looks more uniform & arranged. All full games I've seen have used this method. I like how it looks. Also to note, I have two separate folders, before & after for things I do specifically for IKEMEN so yeah it'd basically be exactly the same with the exclusion of the text & intros etc.
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on December 30, 2015, 08:00:31 am
Feelin' it, right on man
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 30, 2015, 08:32:08 pm
Alright so.. Community.. Put your pride aside for a second.. I need the opinion of some other fighting fanatics. Alright so basically.. I have this list. This list contains bosses from various franchises.. I ask that you organize them from Strongest to weakest.(In your opinion & why) The why because I'm collecting data which I'll use to write the script. At least a tiny description so I can pull some personality from this(Even like "they beat Terry so blah blah). So here goes..

(No particular order & I'm kinda assuming that you'd only post here if you've played all these games and/or know your stuff.) P.S ignore spelling errors lol

These three I feel are absolute tier(as in they up there lol)

Asura,God Rugal, Shin Akuma
Bison, Geese, Serious Mr.Karate
Krauser, Mr.Big, Orochi
Neo-Dio, Mukai, Shion
Magaki, Nameless, Goenitz
Ignitz, Pyron, Ingrid
Krizalid, Mr.X, Gouken
Saisyu, Chizuru, Mukai
Amakusa, Zero, Blade
Zankuro, Kain, Grant
Shinnosuke Kagami, DIO, Justice
White, King Leo, Johann
Jedah, Vergil, Sigma(OAN Are there any good sprites??)
Gill, Seth, Bai-Hu
Shang tsung, Fulgore, Magneto
Dr.Doom, Setsuna, Dizzy
& just for fun "ORO"

I may have missed some? Let me know if I did? Not sure, but I'm going off of what sprites I know I have access to.
Some of these like "DIO" for example I know I know, but lets try to make it work somehow.

It doesn't have to be all super perfect/accurate just interested in other opinions & yes I know the list is a doozy
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 31, 2015, 02:13:42 am
well, I find it sad considering you're moleboxing the game (which in turn despite trying to make it unique is kinda overdoing it), but so far so good.
I wish your team luck regardless.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on December 31, 2015, 03:30:39 am
I think the problem is Sigma, and Shang Tsung. Shang Tsung I know by chance you can check the Mugen multiverse downloads section and check it out as for sigma why cant you make your'e own version of him with x1 through x3 sprites. If not possible I don't what else to tell you. Oh can I add a little suggestion to the final roster? Ragna the Bloodedge from Blazblue. Could go perfect against Sol.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 31, 2015, 04:56:38 am
New let's play series on my channel thought I'd start with this seeing as it's the reason I am doing this.
Now you can see for yourself..


The comments above me 1. you didn't read what I said 2. Gotcha
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 31, 2015, 05:05:58 am
O_o so wait.
at release, there's gonna be two different versions, one moleboxed for fullgame, and one thats not for anything (possibly Mugen)? Sorry if I didn't read up I was replying via phone.
also very nice game of choice for a gaming vid. to me CVS2 was an endless classic, and I have it for the gamecube. Was rather difficult at times to pull off some moves but I managed and learned, even got plenty of hours on it + gave every character a special SNKish start color.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 31, 2015, 08:46:48 am
Yes correct. This game is what inspires me to do everything that I do. It goes beyond mugen, or "pots" style. Truly just love this game. I have it on ps2,DC,& cube. DC version is the best though. Also.. You get the chance to see me back up what I say & see it's not simply arrogance. Ay this game on hardest though.. Right there under third strike I tell ya. Kamakaze probably knows.. haha

Want me to let you guys in on a crazy secret? Megaman actually made me better at fighting games LOL
reading patterns & what not. I would let's play my X collection, but I recently beat X-X3 and I never want to play them again.. haha
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 31, 2015, 09:52:12 am
holy hell you too? Before I went fighting games I played Megaman alot when I was a little kid. I even still have a few games for GBA and NES!
Maybe the whole Jump and shoot tactic was how I got introduced to street fighter heh.
Btw, have you ever beated the whole survival mode where you fight EVERYONE on hardest? I can't remember what that unlocks but I managed to beat it using Ken XD
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on December 31, 2015, 11:22:13 am
holy hell you too? Before I went fighting games I played Megaman alot when I was a little kid. I even still have a few games for GBA and NES!
Maybe the whole Jump and shoot tactic was how I got introduced to street fighter heh.
Btw, have you ever beated the whole survival mode where you fight EVERYONE on hardest? I can't remember what that unlocks but I managed to beat it using Ken XD
After playing SFIV a lot the a.i in cvs2 is no longer a challenge honestly. The survival mode is easier than arcade.
Probably the most challenging way to play is using K-Groove. EX-Groove is just overkill for the cpu.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on December 31, 2015, 07:19:57 pm
heh The "samurai spirits" Groove. I always liked that groove tbh, esp. when you are able to turn the tides with some rage and a super art to the face!
I was more variable with my grooves, but in terms of actual combat strategy, I would stick to something long lines of A groove for Custom combos or even S Groove.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on January 01, 2016, 08:27:09 am

I've been watching this vid for the past 3 days this is so awesome. I cant wait man,I can't f-in wait ;_;
Also happy new year guys.
Title: Re: Capcom Vs. Snk Universe!
Post by: teddylam on January 01, 2016, 03:14:06 pm
Rei, I just downloaded your game, do you know how to configure a X-Box 360 gamepad on Ikemen ? I tried to do it, but it's hard and I can't make it to work properly   :wall:
And I can't play with a keyboard.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 01, 2016, 07:34:01 pm
[youtube]https://www.youtube.com/watch?v=QA4XKNaLToM[/youtube]
I've been watching this vid for the past 3 days this is so awesome. I cant wait man,I can't f-in wait ;_;
Also happy new year guys.
LOL that really cool to hear that. You as well!

Rei, I just downloaded your game, do you know how to configure a X-Box 360 gamepad on Ikemen ? I tried to do it, but it's hard and I can't make it to work properly   :wall:
And I can't play with a keyboard.
Wait, wait, wait. It's set to gamepad by default. Is your controller set up to work with your other games etc? Is it set to the main controller in control panel? It should work right away without having to change anything.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 01, 2016, 09:39:31 pm
Progress

Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on January 01, 2016, 09:43:47 pm
...Now I see why theres 2.
This is by far the best looking retro-loving True to classic revamped SP I've ever seen! You two so conglomerate SPs more often!!
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on January 01, 2016, 09:47:13 pm
*_______*

Good job you two, this is becoming one of the most epic projects that i ever saw.

Also, happy new year guys, hope this is the year of ikemen. >.<
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 01, 2016, 09:52:30 pm
...Now I see why theres 2.
This is by far the best looking retro-loving True to classic revamped SP I've ever seen! You two so conglomerate SPs more often!!
I'll stick to characters & edits thank you very much ha. I'm not good with cosmetics.

*_______*

Good job you two, this is becoming one of the most epic projects that i ever saw.

Also, happy new year guys, hope this is the year of ikemen. >.<

Funny that you say that... The creator just updated the engine yesterday so I'm super hype!
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on January 01, 2016, 10:02:57 pm
..This is the best luck Ive had all my life really. I guess it IS the Year of the Fire Monkey!! ALL HAIL THE FIRE MONKEY!
HAIL IT XD!!
But seriously, you have alot of creativity on this one bud. I'm happy to say I'm proud of what you made so far!
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on January 01, 2016, 11:02:31 pm
You guys are just insanely skilled. This is just awesome.
Very well done to both of you.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 02, 2016, 12:17:12 am
Good stuff but... Why don't you move the cursors in the character select?
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 02, 2016, 12:43:55 am
Good stuff but... Why don't you move the cursors in the character select?
that good question FClass how do I move it lol I spend all last nite trying to figure that out. can you please tell me where that located ?

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 12:54:01 am
Good stuff but... Why don't you move the cursors in the character select?
Because remember last time you set it up. You have it set to where the cursor can only follow player 1 which jumbles everything up. I haven't touched it since, been too busy with characters & etc.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 02, 2016, 03:45:44 am
Good stuff but... Why don't you move the cursors in the character select?
Because remember last time you set it up. You have it set to where the cursor can only follow player 1 which jumbles everything up. I haven't touched it since, been too busy with characters & etc.


Well that's lazy... ^_~

Good stuff but... Why don't you move the cursors in the character select?
that good question FClass how do I move it lol I spend all last nite trying to figure that out. can you please tell me where that located ?



the way I made it work, was having both p1 and p2 share a same table (just like a lot of other mugens/games do). I didn't like the whole "mirror" effect was going on with...
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 02, 2016, 04:37:00 am
Good stuff but... Why don't you move the cursors in the character select?
Because remember last time you set it up. You have it set to where the cursor can only follow player 1 which jumbles everything up. I haven't touched it since, been too busy with characters & etc.


Well that's lazy... ^_~

Good stuff but... Why don't you move the cursors in the character select?
that good question FClass how do I move it lol I spend all last nite trying to figure that out. can you please tell me where that located ?



the way I made it work, was having both p1 and p2 share a same table (just like a lot of other mugens/games do). I didn't like the whole "mirror" effect was going on with...
lol okay that fine but how do you move the cursor for 1p and 2p for the roster. Can you please tell me and please give the answer so I can fix it :) becuase I dont know what that located on main.lua

Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 02, 2016, 05:13:59 am
the way I made it work, was having both p1 and p2 share a same table (just like a lot of other mugens/games do). I didn't like the whole "mirror" effect was going on with...
lol okay that fine but how do you move the cursor for 1p and 2p for the roster. Can you please tell me and please give the answer so I can fix it :) becuase I dont know what that located on main.lua
[/quote]

Look for the p1Cursor and p2Cursor section.
Title: Re: Capcom Vs. Snk Universe!
Post by: Shadic12 on January 02, 2016, 05:56:57 am
How do you convert Mugen [P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 17
B      = 15
C      = 16
X      = 19
Y      = 18
Z      = 9
Start  = 22
to Ikemen controls? I am using motionjoy xbox 360 emulator on ps3 controller.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 02, 2016, 05:58:59 am
How do you convert Mugen [P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 17
B      = 15
C      = 16
X      = 19
Y      = 18
Z      = 9
Start  = 22
to Ikemen controls? I am using motionjoy xbox 360 emulator on ps3 controller.

it's recommended to try using JoyToKey to try to convert your buttons to keys. CvSU Does have auto-detect with controllers though (since IKEMEN does support raw controllers, but i never use it and I don't care about).
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 06:40:35 am
How do you convert Mugen [P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 17
B      = 15
C      = 16
X      = 19
Y      = 18
Z      = 9
Start  = 22
to Ikemen controls? I am using motionjoy xbox 360 emulator on ps3 controller.
Hold the phone right there.. For anyone using a ps3 controller. Uninstall motionjoy & download SCP Server it'll make your life 1000 times easier.
You set it up once & it'll automatically detect your gamepads from then on. I use a ps3 controller myself, the keys are the standard SF input. If you want anything else then you have to play with it. (Doesn't detect L2/R2 unless you do extra)
http://emulation-general.wikia.com/wiki/SCP_Driver_Package
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 10:43:18 am
I've decided... I want Pandora and so... We have this. Just messing around with it, but this is yet another new mechanic that has been implemented. Because I use a higher life value I'll have to increase the rate at which it decreases because as he has it now its pretty op. This is just a test though so ignore the other errors you see haha. More to come. Dual hyper & cross arts soon. Also the combo canceling? Of course!
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on January 02, 2016, 11:05:09 am
I think Uno pandora is kinda broken to be honest, way to cheap for the annoyance who cames after, but the ideia of mixing unotag features in add004 sounds really awesome

Also, do you have the patch notes of the new version of ikemen?
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 02, 2016, 03:36:53 pm
I think Uno pandora is kinda broken to be honest, way to cheap for the annoyance who cames after, but the ideia of mixing unotag features in add004 sounds really awesome

Also, do you have the patch notes of the new version of ikemen?

In revival (my ikemen project) no-one uses pandora mode (probably cause the bad taste of sfxtk, lol). But rei has a point, increasing the amount of life it takes away alone will somewhat balance it (since you essentially get full meter all the time).
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on January 02, 2016, 03:56:05 pm
Yeah, I really hated a lot of aspects of Pandora, but with what Rei is doing, I might like it.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on January 02, 2016, 04:28:26 pm
Why is the download not working.
Title: Re: Capcom Vs. Snk Universe!
Post by: Ryu From Streets™ on January 02, 2016, 06:31:48 pm
That display button is in the new patch of ADD004?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 07:16:00 pm
Well I'm going for SFXT. So you'll die in like 10secs. You see how slow the life decreases & I wasn't refilling the power bar that's how fast it fills by default. I'm going to tweak it to make it viable & useful. You never needed to use it in sfxt, but if you knew how it could change the tide. The main thing that made it flop in sfxt was that cinematics wouldn't pause the timer. As you can see it also has Max mode properties ie everything is cancel-able.  Also the diaplay buttons has been there since the begin. The download link is in the description of the video.
Title: Re: Capcom Vs. Snk Universe!
Post by: Ryu From Streets™ on January 02, 2016, 07:17:42 pm
Well I'm going for SFXT. So you'll die in like 10secs. You see how slow the life decreases & I wasn't refilling the power bar that's how fast it fills by default. I'm going to tweak it to make it viable & useful. You never needed to use it in sfxt, but if you knew how it could change the tide. The main thing that made it flop in sfxt was that cinematics wouldn't pause the timer. As you can see it also has Max mode properties ie everything is cancel-able.  Also the diaplay buttons has been there since the begin. The download link is in the description of the video.

Uuuh? Can't see it?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 07:27:56 pm
I was responding to all the comments at once. Check your common.cns you are able to config things there.
Title: Re: Capcom Vs. Snk Universe!
Post by: Shadic12 on January 02, 2016, 07:34:48 pm
How do you convert Mugen [P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 17
B      = 15
C      = 16
X      = 19
Y      = 18
Z      = 9
Start  = 22
to Ikemen controls? I am using motionjoy xbox 360 emulator on ps3 controller.
Hold the phone right there.. For anyone using a ps3 controller. Uninstall motionjoy & download SCP Server it'll make your life 1000 times easier.
You set it up once & it'll automatically detect your gamepads from then on. I use a ps3 controller myself, the keys are the standard SF input. If you want anything else then you have to play with it. (Doesn't detect L2/R2 unless you do extra)
http://emulation-general.wikia.com/wiki/SCP_Driver_Package
Does this also applies to third party controllers such as, afterglow because I can't stand the original ps3 design. I use the analog to play any fighting games since supers are easy to pull off with the analog then the pad.
Title: Re: Capcom Vs. Snk Universe!
Post by: Ryu From Streets™ on January 02, 2016, 07:42:02 pm
I was responding to all the comments at once. Check your common.cns you are able to config things there.

At the display input part, right? Whoops, looked at it and I'm already lost--
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 07:48:11 pm
You don't need drivers for after glow controllers as they read as xinput by default, correct me if I'm wrong. SCP server does the same thing as motionjoy just better & at a one time installation. The common.cns that comes with whatever bar you are using. Just open it up fn+f or cntrl+f to open search then just put "config" go down the list you can change everything that is listed. I'm using one made specifically for ikemen, but it should be the same.

Also as for patch notes. It's the same deal as Tatsu, unless you ask them directly you'll never know lol
Title: Re: Capcom Vs. Snk Universe!
Post by: Ryu From Streets™ on January 02, 2016, 07:58:58 pm
Yup, we totally can config Input Display, but damn there's so many things---
Still don't understand but m'okay! It's not a big deal. Thanks!
Title: Re: Capcom Vs. Snk Universe!
Post by: Shadic12 on January 02, 2016, 08:14:58 pm
This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 08:21:18 pm
This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.
Title: Re: Capcom Vs. Snk Universe!
Post by: Shadic12 on January 02, 2016, 08:42:52 pm
This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.


I did all of that before and it still not working for me here is what I did in the config setup:

//Player 1
in.new[0].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 2
in.new[1].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

//Player 3
in.new[2].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 4
in.new[3].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 02, 2016, 08:46:00 pm
This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.


I did all of that before and it still not working for me here is what I did in the config setup:

//Player 1
in.new[0].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 2
in.new[1].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

//Player 3
in.new[2].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 4
in.new[3].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

Change -1 to 0
Title: Re: Capcom Vs. Snk Universe!
Post by: Shadic12 on January 02, 2016, 08:54:29 pm
This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.


I did all of that before and it still not working for me here is what I did in the config setup:

//Player 1
in.new[0].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 2
in.new[1].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

//Player 3
in.new[2].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 4
in.new[3].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

Change -1 to 0


Just for P1 or do I have to do it on all the players.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on January 02, 2016, 09:48:46 pm
Why is the download still not working.
Title: Re: Capcom Vs. Snk Universe!
Post by: Shadic12 on January 02, 2016, 10:22:23 pm
I got it to work the only problem I am having right now is mapping my controls correctly. I wish there was an in game option where you can see what buttons you can map the controls like it is in MUGEN since it would be alot easier to do.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 03, 2016, 09:52:20 am
Demo release imminent.. 52 characters.. 26 capcom, 26 snk. Choose wisely. Hopefully we can come to a general consensus
This well be the new default build with the newest screenpack & updated characters. From then on I'll add this to my Onedrive & simply add characters in. Some will be optional dlc(stages & sound will be there for future updates). So essentially reducing the roster size & building unto it later for fan service purposes that you may use at your discretion.

This includes dialogue & victory quotes Vs. each of them individually. You can help me write or I will try my best at the fastest rate possible.  If you do help write, you only have to type it up & I will code it in myself as well as make adjustments where necessary.

Depending on how many people help(if, they do not mandatory) we can easily divide characters up.
So that one character Vs. The other 51. I'll also be doing the special intros for anything canon or stuff like Geese Vs Bison, Terry Vs. Krauser, or what I did with Hinako Vs. Honda etc(Movie stuff, fan service whatever) (You know, characters that should acknowledge one another)

Couple rules for picks
We had like a 12 hr stream pretty much in total today so you should have seen what characters are in, or if you've seen my videos.
- Characters that weren't released by their original creator(ie Zero) NO!
- If you choose a completely new character realize the time it will take me to finish it & halt this release.

P.S I also really need help with both the add004 ports & The pre-fight/Victory ports. So if you do ports(once we get this roster down) & want to help please do.


I ask that you post in this topic as everything else is explained there. http://mugenguild.com/forum/topics/capcom-vs-snk-universe-custom-intros-169301.0.html
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on January 03, 2016, 11:30:09 am
I think this is a good start for a roster.

Capcom Side                                                                    SNK Side
Ryu                                                                                          Kyo 
Ken                                                                                          Iori
Chun-Li                                                                                    Mai
Guile (or Nash)                                                                        Terry                             
Blanka                                                                                    Joe
Cammy                                                                                   Leona
Sakura                                                                                   Yuri
Cody                                                                                      Rock
Rose                                                                                      Hibiki
Sagat                                                                                    Yamazaki
R. Mika                                                                                  Blue Mary
Fei-Long                                                                                Andy
Alex (or Zangief)                                                                   Tizoc
Yun                                                                                       Dong Hwan
Yang                                                                                     Jae Hoon
Morrigan                                                                               Nakoruru 
Dudley                                                                                  Vanessa                                                             
Balrog (Boxer)                                                                      Rick (or Heavy D)
Ibuki (or Skullomania)                                                           Eiji
Batsu                                                                                   Earthquake
Tiffany (Thot)                                                                       Hotaru (or Kasumi)
Gouken                                                                                Krauser
Vega (Claw)                                                                         Jhun Hoon
Kairi                                                                                    Oni
M.Bison (Dictator)                                                               Geese (or Mr. Karate)                                                     
Akuma/Shin Akuma                                                             Rugal/God Rugal

And of course Asura for a boss. If I were marketing this game for a real public release this would be about how I would do it. Your typical standard characters from multiple franchises to incorporate most playing styles (Shoto, Charge, Rushdown, Zone, etc.) adding new characters to attract new players, while not giving up all your hot goodies (Silber, Hinako, Ruby Heart, Shoma, and so on) to give incentive to stick around throughout the development and updates of the game as it progresses.

I would put Dhalsim as a match for Duo Lon, but I don't know how far along you are with him. Also maybe Dan and Robert somewhere in there. Eager to see what everyone thinks.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 03, 2016, 02:40:28 pm

Couple rules for picks

Is this necessary?

Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on January 03, 2016, 02:44:22 pm
Alright here we go.
Capcom:
Ryu
Ken
Chun-li
Nash
Cammy (your choice of Doll or Delta Red)
Sakura
Guy
Cody
Rolento
Rose
Sagat
Zangief
R.mika
Alex
Yun
Yang
Dudley
Ibuki
Morrigan
Batsu
Gouken
Balrog (Boxer)
Vega (Claw)
Dan
M.Bison (Dictator)
Akuma

SNK:
Kyo
Iori
Terry
Mai
Ryo
Rock
Andy
Benimaru
Leona
Joe
Dong Hwan
Jae Hoon
Tizoc
Yuri
Eiji
Kasumi
Blue Mary
Yamakazi
Kruaser
Heavy D!
Vanessa
Rick
Kim
Jhun Hoon
Gesse
Rugal

I would leave Asura until the Second demo just to save a little hassle for you before the demo release. Otherwise that's it.
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on January 03, 2016, 02:59:09 pm
Rei, I would agree with Grits there. Even though there are plenty of people in the roster, you want to have it tasty enough for people wanting more and waiting for their favorites to be included. Not to mention the current roster Grits put up sounds about right.

Fclass, I can also see where you're getting at too. But at the same time this can also help Rei to get time on people he wants to fine tune and things like that. I also see your roster and it has a lot of characters that people normally would use and DLC by people's choice. (Your roster kinda reminds me of SFV's roster but that's just me.)
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 03, 2016, 03:01:54 pm
Rei, I would agree with Grits there. Even though there are plenty of people in the roster, you want to have it tasty enough for people wanting more and waiting for their favorites to be included. Not to mention the current roster Grits put up sounds about right.

Fclass, I can also see where you're getting at too. But at the same time this can also help Rei to get time on people he wants to fine tune and things like that. I also see your roster and it has a lot of characters that people normally would use and DLC by people's choice. (Your roster kinda reminds me of SFV's roster but that's just me.)

I was referring to the language he was using, and not the idea itself.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 03, 2016, 08:45:36 pm
Rei, I would agree with Grits there. Even though there are plenty of people in the roster, you want to have it tasty enough for people wanting more and waiting for their favorites to be included. Not to mention the current roster Grits put up sounds about right.
Yeah I'm aware we talked about a lot of this yesterday. Basically brainstorming now to put it into fruition. I had planned to use this method for a while now. That was really neat how that was organized by the way guys. It looks somewhat close to what I would have done myself. I'm basically giving you guys the option to choose characters you want to play as. So can we get a few more?
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on January 03, 2016, 10:19:45 pm
I would say Megaman but, something tells me there's no one on the SNK side that would be a good rival with him. I would also say screw it and add Honda and Hinako.

Edit: I can only think of a few and it could be anyone that has a robotic origin.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 04, 2016, 01:40:34 am
I think this is a good start for a roster.

Capcom Side                                                                    SNK Side
Ryu                                                                                          Kyo 
Ken                                                                                          Iori
Chun-Li                                                                                    Mai
Guile (or Nash)                                                                        Terry                             
Blanka                                                                                    Joe
Cammy                                                                                   Leona
Sakura                                                                                   Yuri
Cody                                                                                      Rock
Rose                                                                                      Hibiki
Sagat                                                                                    Yamazaki
R. Mika                                                                                  Blue Mary
Fei-Long                                                                                Andy
Alex (or Zangief)                                                                   Tizoc
Yun                                                                                       Dong Hwan
Yang                                                                                     Jae Hoon
Morrigan                                                                               Nakoruru 
Dudley                                                                                  Vanessa                                                             
Balrog (Boxer)                                                                      Rick (or Heavy D)
Ibuki (or Skullomania)                                                           Eiji
Batsu                                                                                   Earthquake
Tiffany (Thot)                                                                       Hotaru (or Kasumi)
Gouken                                                                                Krauser
Vega (Claw)                                                                         Jhun Hoon
Kairi                                                                                    Oni
M.Bison (Dictator)                                                               Geese (or Mr. Karate)                                                     
Akuma/Shin Akuma                                                             Rugal/God Rugal

And of course Asura for a boss. If I were marketing this game for a real public release this would be about how I would do it. Your typical standard characters from multiple franchises to incorporate most playing styles (Shoto, Charge, Rushdown, Zone, etc.) adding new characters to attract new players, while not giving up all your hot goodies (Silber, Hinako, Ruby Heart, Shoma, and so on) to give incentive to stick around throughout the development and updates of the game as it progresses.

I would put Dhalsim as a match for Duo Lon, but I don't know how far along you are with him. Also maybe Dan and Robert somewhere in there. Eager to see what everyone thinks.

I'm very much in favor of Gritsmaster's list, with the exception of Skullomania and Shingo replacing Tiffany and Hotaru. All of these characters are going to have intros and sillier characters have much more flavor to write with.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on January 04, 2016, 08:48:21 am
Skullomania is a must to be honest, he has all of his stuff, he will just need dialogue.
I am talking about DivineSkullo.
Also Ryu,Ken, Gouken, Akuma ? to many similar chars, I would remove Gouken for Skullo.
Title: Re: Capcom Vs. Snk Universe!
Post by: RyyAlley on January 04, 2016, 12:54:50 pm
I agree with the Grits list as well, and Skullo/Shingo fits better (but slide Hotaru somewhere, hands down favorite Garou character. Maybe she can replace Earthquake?)
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 04, 2016, 01:36:43 pm
Ikemen  IS just like mugen because there should be no limit how many characters can be added. Im not expert on the subject but In my opinion the more characters the better.
Title: Re: Capcom Vs. Snk Universe!
Post by: RyyAlley on January 04, 2016, 02:07:00 pm
Fairly certain this a fullgame/compilation project comprised mostly of edits by Shinrei with original dialogue and custom intros for each character if I'm not mistaken. Correct me if I'm wrong but it's a work in progress, overloading it with characters wouldn't be wise. Lol
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 04, 2016, 02:45:00 pm
This is the ultimate fan service game, but I've already said that I'll be doing it in parts because making all these characters takes time & I'll get them all to be of the same caliber at some point. I understand competitive play, which is why I said you may add characters at your discretion. I have two different "select". One with the demo cast & the other everything I've made in entirety. The ultimate crossover of fighting game fan service. I have a good understanding of how fighting games work so I'm not worried about too big of a roster size. I can make it work with sheer effort alone if I put the time in. This recent post was just about a demo I planned to make while I continue to work on things behind the scenes. SPEAKING of working behind the scenes.. "We" have an update video. Just so you can see what I have in mind. This isn't final or anything, but the character select will be something like that. At the end of the video you can see the latest update to the SP as well as the "Network Mode" addition made by His truly OldGamer.

As you can see my port skills are severely lacking so if we could get a guy for that, that'd be legit.

This is still superrrrrrr early. Not even alpha ha. A w.i.p indeed. I have much more planned. Expect to see more changes & additions down the road. Far behind that of a compilation now. It's much more than just special intros & what not. So many new elements, not to mention all the interactivity etc. I can already imagine someone saying "well all he did was...." (Let's just say.. you'll be going down a long ass list) Not to mention getting all this shit to work with ikemen itself, but that is another story all together.

Title: Re: Capcom Vs. Snk Universe!
Post by: BurningSoul on January 04, 2016, 03:44:00 pm
Link in first post is dead.Can we have a updated link?
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 04, 2016, 04:33:40 pm
This is the ultimate fan service game, but I've already said that I'll be doing it in parts because making all these characters takes time & I'll get them all to be of the same caliber at some point. I understand competitive play, which is why I said you may add characters at your discretion. I have two different "select". One with the demo cast & the other everything I've made in entirety. The ultimate crossover of fighting game fan service. I have a good understanding of how fighting games work so I'm not worried about too big of a roster size. I can make it work with sheer effort alone if I put the time in. This recent post was just about a demo I planned to make while I continue to work on things behind the scenes. SPEAKING of working behind the scenes.. "We" have an update video. Just so you can see what I have in mind. This isn't final or anything, but the character select will be something like that. At the end of the video you can see the latest update to the SP as well as the "Network Mode" addition made by His truly OldGamer.

As you can see my port skills are severely lacking so if we could get a guy for that, that'd be legit.

This is still superrrrrrr early. Not even alpha ha. A w.i.p indeed. I have much more planned. Expect to see more changes & additions down the road. Far behind that of a compilation now. It's much more than just special intros & what not. So many new elements, not to mention all the interactivity etc. I can already imagine someone saying "well all he did was...." (Let's just say.. you'll be going down a long ass list) Not to mention getting all this shit to work with ikemen itself, but that is another story all together.

[youtube]https://www.youtube.com/watch?v=Pv8CpnCTZrA&feature=youtu.be[/youtube]
Yes we sure need to figure how to fix roster control for P2 I did notices that player 2 can't scroll down and your right Rie this project is far from being finish we got a lots of fixing and figuring the program out  :sugoi:

Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on January 04, 2016, 10:07:29 pm
Link in first post is dead.Can we have a updated link?

He released what he did a while ago. What he is doing now is leagues ahead now. Be patience and wait for him to release the new one. 
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 04, 2016, 10:14:05 pm
Link in first post is dead.Can we have a updated link?

He released what he did a while ago. What he is doing now is leagues ahead now. Be patience and wait for him to release the new one. 

A link is still working check his video on the first page for phase 1. There is a link in the description of the video. & like R565 said be patient for an update. he's doing most of the work on his own.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 04, 2016, 11:16:47 pm
Yes! The curse of the cursor. We'll have to figure something out.
& Yes be patient. I know it may look as if things are in order, but it's a very very very long process. I was up all night after I got home making that video. Have to look at each part individually. There is a ton of behind the scenes tinkering to get everything in working order.

Link in first post is dead.Can we have a updated link?
Why don't you stay a while eh? I wanted to ask you while you were here. You know that Kikosho you did? Can you send it to me in individual sprites? lol
Also I updated the first post with the newest video & link for the older build.
Title: Re: Capcom Vs. Snk Universe!
Post by: CoopNPB on January 04, 2016, 11:24:16 pm
I'm too hype for this now! I'm going to check out the demo later
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 12:07:03 am
Anyone have any concept ideas for a victory screen? What I'm using now is really just a place holder. From the video you can see I've started to gather victory themes as well. I was going to give each character their own unique one, but that might take a min to gather.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 05, 2016, 12:32:23 am
Anyone have any concept ideas for a victory screen? What I'm using now is really just a place holder. From the video you can see I've started to gather victory themes as well. I was going to give each character their own unique one, but that might take a min to gather.

I was always a fan of the Alpha 3 victory screen. But I dunno how that would fit in with the whole screnpack.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 01:01:57 am
I mean as in making a custom one.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 05, 2016, 01:04:36 am
I mean as in making a custom one.

Yeah totally, I was talking like incorporating the style or look of sfa3 victory screen into the custom screen that's going to be built.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 01:16:48 am
I mean as in making a custom one.

Yeah totally, I was talking like incorporating the style or look of sfa3 victory screen into the custom screen that's going to be built.

I'm sure it's possible, well I know it is lol someone just has to rip it.
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 05, 2016, 01:50:38 am
Anyone have any concept ideas for a victory screen? What I'm using now is really just a place holder. From the video you can see I've started to gather victory themes as well. I was going to give each character their own unique one, but that might take a min to gather.

I originaly had this in mind for a victory screen for my project but Mugen and its limitations didn't allow me to make the text appear at an angle, according to the docs the next version will have that feature (but when??) the only other method would be coding it internally via chatracter coding but people be lazy, so I scrapped the idea and decided to use it as a Continue screen.

I scrapped the quote due to issues when playing in team/simul mode.
(http://i.imgur.com/KfOI3sK.png)

current
(http://i.imgur.com/MV6FBEu.png)

Fell free to use it, or take some elements I can send you the PSD if you like via PM. If you need fancy fonts let me know I can make you some I made the above.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 01:54:51 am
I don't mind coding it in, but man I am terrible at making ports LOL.
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 05, 2016, 02:15:19 am
I don't mind coding it in, but man I am terrible at making ports LOL.

I know you don't mind cuz your doing it already lol , As you know I'm good at ports haha.. Once you have a secure concept, I'm down to do the ports for you I have a shit ton of renders and some good art for just about everybody, what I don't have, I myself was planning to commission some ppl over at deviant art for my own project, art like for Kain (MOTW) because God he needs some new art bad! My only grip is that your project is pcx based right? I fucking hate colorloss and the amount of work it takes to clean.. (like I don't spend an hour or two on a render to clean them up already)

Example I'm remastering SSFII Turbo Revival:

Spoiler, click to toggle visibilty

I wish you where using png's but whatever.. I'm down to help out. plus I plan on stealing all your characters for my project so its the lest I can do lol
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 02:25:00 am
I wish you where using png's but whatever.. I'm down to help out. plus I plan on stealing all your characters for my project so its the lest I can do lol
They are in PNG. It's like not I take any special time to make these ports. I just randomly google an image/index resize no effort whatsoever LOL
I was always planning to worry about it later. All I do is steal edit characters so I feel you haha.
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 05, 2016, 02:36:06 am
I wish you where using png's but whatever.. I'm down to help out. plus I plan on stealing all your characters for my project so its the lest I can do lol
They are in PNG. It's like not I take any special time to make these ports. I just randomly google an image/index resize no effort whatsoever LOL
I was always planning to worry about it later. All I do is steal edit characters so I feel you haha.

lol
Sorry I meant the indexing part, once you index a port like the one I posted above it turns into pure crap (in my eyes) lol. Some manual touch ups
and since you are using Sweet FX scanlines some of the colorloss might not be as noticeable, regardless I got you back in that department bro. 
What is the resolution you are running the game at 640x480 right, so I can try and make a concept of the winner screen in a similar style of what I showed you but changing some elements to suit your project.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 02:40:34 am
I wish you where using png's but whatever.. I'm down to help out. plus I plan on stealing all your characters for my project so its the lest I can do lol
They are in PNG. It's like not I take any special time to make these ports. I just randomly google an image/index resize no effort whatsoever LOL
I was always planning to worry about it later. All I do is steal edit characters so I feel you haha.

lol
Sorry I meant the indexing part, once you index a port like the one I posted above it turns into pure crap (in my eyes) lol. Some manual touch ups
and since you are using Sweet FX scanlines some of the colorloss might not be as noticeable, regardless I got you back in that department bro. 
What is the resolution you are running the game at 640x480 right, so I can try and make a concept of the winner screen in a similar style of what I showed you but changing some elements to suit your project.

Yes it is 640x480
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on January 05, 2016, 03:28:43 am
A question I have is how balanced are you planning on having the final product? Are you going to edit already-made characters to balance the rest of the cast, or is it not that important?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 03:35:37 am
A question I have is how balanced are you planning on having the final product? Are you going to edit already-made characters to balance the rest of the cast, or is it not that important?
Of course. When & where necessary. I use the other completed characters as a template. I'll have the normals & everything functioning properly as well as retaining unique character archetypes/traits.
The main main main thing that default mugen lacks is priority. For example I've been tweaking it to be more like other fighters. Invulnerable start-up on supers etc. Also increasing recovery on a lot of those that so desperately needed it.
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 05, 2016, 07:50:25 am
Going to make some more changes, I'm looking to change the steal bg on the corners to something else or if you like it and want to keep it? if you have some ideas let me know specially on the over all color scheme.

Sample of what I'm putting together for starters, I'm not to fond of the W in the winner font may look for another font....
(http://i.imgur.com/NHXhzny.png)

That's it for today, I'll brain storm at work and see what I can do tomorrow?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 08:21:13 am
Going to make some more changes, I'm looking to change the steal bg on the corners to something else or if you like it and want to keep it? if you have some ideas let me know specially on the over all color scheme.

Sample of what I'm putting together for starters, I'm not to fond of the W in the winner font may look for another font....
(http://i.imgur.com/NHXhzny.png)

That's it for today, I'll brain storm at work and see what I can do tomorrow?
Yeah sounds good let's do that. I like that.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 09:57:36 am
Ryu                              Kyo
Ken                              Terry
Chun-Li                         Mai
Fei-Long                        Kim
Nash                            Clark
Sakura                          Yuri
Karin                          Athena
Alex                              Tizoc
Yun                              Rock
Dudley                         Vanessa
Morrigan                      Iori
Skullomania                 Nakoruru
M.Bison(Dictator)          Geese

So because I am having technical difficulties with an Ikemen issue(ie scroll lock) this is what I've decided to go with for round one(26). Once we figure it out then I'll proceed adding more characters via one drive. If you'd like to switch any of these please speak up. Ryu/Ken we can only have one it's up to you guys. I felt as though there will be enough variety & characters some may have to adapt to. I want you guys to have at least someone you can main right away(ie comfortable with). Let's discuss.
(Also I will not do away with Sakura lol)

P.S Pal makers I have a kinda big request.. Not mandatory of course, but pals work wonders I tell ya. Game looks 3xx better if they blend better. I especially like how you guys have been making the skin look so vibrant.
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 05, 2016, 12:42:36 pm
Drat no Yamazaki. I would've thought he'd be a great rival to skullomania considering he's a criminal and Skullo's a SUPAH-HEROO! and that'd be cool. Ah well, it'll just be a matter of time anyways. If there's a choice between Ryu and Ken, I say Ken all the way. If this is legit close to finals for the Demo then I'm getting straight to work on dialouge for at least Skullo and Dudley v everybody else.
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on January 05, 2016, 01:04:40 pm
Naah, Sagat v Yamazaki everyday.

Shame about the roster problems, but if you ever have a choice between shotos, you have to have a Ryu. A Street Fighter cast without the main character would be a little nuts lol. If that's the final demo roster, I can help on Bison and Chun dialogue, as well as some pals for the chars that need it whenever you post the CS template!
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 05, 2016, 01:24:52 pm
Well the Ryu thing is true but Ken is totally cooler. Besides Ryu might be the staple character but Guile is true main character ;P
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 05, 2016, 03:08:50 pm
Scroll locking is an issue that happens due to a number of situations:

- IKEMEN having more chars in the select than shown on screen
- Cursor reading a specific amount
- Placement on the roster
- Etc.

This is very simple to fix.. All you got to do is set the roster size to the exact amount of chars (counting empty slots and/or randomselect) from your select. Both rows and column wise, even it out with your IKEMEN. I can't tell you the specific areas cause I'm on my tablet right now, but they are located in the main.lua. Somewhere in the beginning, you can see the row and column section. Find them and give the exact number. Then do the similar thing for p1cursor and p2cursor, and this way, all your chars will be shown on one screen, no lock, and have player 1 and 2 sharing the roster table, rather than the standard split table you see in vanilla IKEMEN's...
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 05, 2016, 03:10:27 pm
Going to make some more changes, I'm looking to change the steal bg on the corners to something else or if you like it and want to keep it? if you have some ideas let me know specially on the over all color scheme.

Sample of what I'm putting together for starters, I'm not to fond of the W in the winner font may look for another font....
(http://i.imgur.com/NHXhzny.png)

That's it for today, I'll brain storm at work and see what I can do tomorrow?
if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 05, 2016, 03:18:29 pm
if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

I agree... it could clash with the look of the game already (unless you can make the victory screen match the tone of the screenpck)... As for sprites, you could go big and try using bigger images than 640 by 480, but you would have to make your IKEMEN window bigger (not sure if it would help making it more hi-res). As for any changes for the future screenpack, the logo of the game and use of mvc3 wallpaper for the *ahem* ... "network mode" would be a decent start.

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 03:35:43 pm
That's what I was thinking. You have to have Ryu, but with no Ken? & then Terry? It's just off. I'm not really about to omit Sakura either haha. I also wanted to add Felicia. Man it was a difficult challenge. I could add Yamazkai & remove Clark. Sagat is lowkey another Shoto.(I know not literally) I wasn't going for a rivalry theme more like a popularity one eh well game play aesthetic. There are various reasons I choose this particular cast. Some are which you guys individually wanted & others are just stable. Also, At the moment I can do more with them move-set wise. Not to mention that adding all the stuff in, balancing the characters, fixing up ports, coding it, etc will take me a min if you really think about it. Each of those individual texts have to be indexed, not to mention the ports, coding the character, yada yada. I'm giving you the opportunity to switch it up though. It's like not I'm not going to add more later. Who do you want to play as right away basically.

Also about that victory theme. It was just a proof of concept not the final thing, but yes everything thing is still in the works. Wouldn't say anything is permanent yet. Give me a sec & I'll post the pal templates here. There never was one for Fei-Long though :/

Title: Re: Capcom Vs. Snk Universe!
Post by: BurningSoul on January 05, 2016, 05:39:27 pm
Yes! The curse of the cursor. We'll have to figure something out.
& Yes be patient. I know it may look as if things are in order, but it's a very very very long process. I was up all night after I got home making that video. Have to look at each part individually. There is a ton of behind the scenes tinkering to get everything in working order.

Link in first post is dead.Can we have a updated link?
Why don't you stay a while eh? I wanted to ask you while you were here. You know that Kikosho you did? Can you send it to me in individual sprites? lol
Also I updated the first post with the newest video & link for the older build.


I can send a better one.Here http://expirebox.com/download/6b44bf398410b79b9781367e8117c44e.html
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on January 05, 2016, 06:59:29 pm
Just watched your last video on youtube....OMG dude! I love what you're doing man!
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on January 05, 2016, 07:05:42 pm
Just an ideal....since when fighting simul on ikemen shows both char ports in an epic side by side how about using spirtes instead of regular ports? I always liked using sprites since it was always hard to find ports that matched.....imma upload a video to show you what i mean
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on January 05, 2016, 07:18:52 pm


what you think?

Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on January 05, 2016, 07:24:23 pm
[youtube]https://youtu.be/w282sFYiizk[/youtube]

what you think?



Looks cool

One question to Rei, is this Demo coming with unotag features or it was just an experiment?
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 05, 2016, 07:31:33 pm
if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

I agree... it could clash with the look of the game already (unless you can make the victory screen match the tone of the screenpck)... As for sprites, you could go big and try using bigger images than 640 by 480, but you would have to make your IKEMEN window bigger (not sure if it would help making it more hi-res). As for any changes for the future screenpack, the logo of the game and use of mvc3 wallpaper for the *ahem* ... "network mode" would be a decent start.


most the character from there were made into CVS style that reason why I add that in there also network part its had the snk character few capcom character and when you try to connect I added the vortex look with capcom characters in and bit of  marvel. but don't forget that Rei told me him self that he wanted to have the ikemen to be a all variety of fighting games so not just capcom but other games included . so when I look at his roster I did notice he added marvel vs capcom video on the roster as well. then I saw that other mugen character that were from marvel that had CVS pots style as well and including spiderman :) that real reason why I added that to the network :) so really its does connect if you really think about it whem come to pots style and CVS in general :)

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 07:35:11 pm
[youtube]https://youtu.be/w282sFYiizk[/youtube]

what you think?


Had you not seen this? The stream showed a lot of unfinished stuff.


if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

I agree... it could clash with the look of the game already (unless you can make the victory screen match the tone of the screenpck)... As for sprites, you could go big and try using bigger images than 640 by 480, but you would have to make your IKEMEN window bigger (not sure if it would help making it more hi-res). As for any changes for the future screenpack, the logo of the game and use of mvc3 wallpaper for the *ahem* ... "network mode" would be a decent start.


most the character from there were made into CVS style that reason why I add that in there also network part its had the snk character few capcom character and when you try to connect I added the vortex look with capcom characters in and bit of  marvel. but don't forget that Rei told me him self that he wanted to have the ikemen to be a all variety of fighting games so not just capcom but other games included . so when I look at his roster I did notice he added marvel vs capcom video on the roster as well. then I saw that other mugen character that were from marvel that had CVS pots style as well and including spiderman :) that real reason why I added that to the network :) so really its does connect if you really think about it whem come to pots style and CVS in general :)

You don't have to explain you did it exactly right.
As for the Uno. Nope. I still have to work out some kinks as well as updating add004.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 05, 2016, 07:41:03 pm
I know WHY he added the mvc3 wallpaper, it's just weird since you know... CvS...I do like the vortex layer though. But how about the logo?

[youtube]https://youtu.be/w282sFYiizk[/youtube]

what you think?



Reminds me of X Universe... I like it...
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 05, 2016, 07:45:37 pm
I know WHY he added the mvc3 wallpaper, it's just weird since you know... CvS...I do like the vortex layer though. But how about the logo?
he not  the one that added.  what ever changes he have in mind I will do my up most to follow his own imagination.



No worries, lol.
Edit: why was the post removed?
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on January 05, 2016, 07:49:21 pm
oh shit my bad....lol......I scanned through it my phone was acting retarded....seems like we have a lot of the same ideal Rei.....one 1 of us maybe a clone.....or an alternate version of the other.....
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 05, 2016, 07:50:48 pm
oh shit my bad....lol......I scanned through it my phone was acting retarded....seems like we have a lot of the same ideal Rei.....one 1 of us maybe a clone.....or an alternate version of the other.....

Lolwut?
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on January 05, 2016, 07:54:52 pm
Secret Government experiment type stuff.......happens all the time....
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 05, 2016, 08:02:25 pm
Secret Government experiment type stuff.......happens all the time....

I done believe in secrets...
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on January 05, 2016, 08:08:17 pm
When ever the 3v3 tag system is completed its gonna be awesome....
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 08:18:12 pm
^
This is what the discussion board is for..

Ash I saw you asked a question, but deleted it. I'll answer that now.
Spoiler, click to toggle visibilty


Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on January 05, 2016, 08:28:14 pm
My bad yo......is it cool to make a thread? I guess i'll post about an ikemen project i'm currently working on, what we talked bout in the inbox.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 08:45:44 pm
My bad yo......is it cool to make a thread? I guess i'll post about an ikemen project i'm currently working on, what we talked bout in the inbox.
Of course! You don't have to ask me.
Besides I am not the moderator of this board haha
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 05, 2016, 08:59:16 pm
^
This is what the discussion board is for..

Ash I saw you asked a question, but deleted it. I'll answer that now.
Spoiler, click to toggle visibilty




All good... Just hoping you're working on the demo first before anything else (to me, that should be your main priority). Working on a mega project solo on multiple things and not really showing anything finished can be a problem to both the creator and the viewer/player. Trust me... As a guy who started with a simple beta/demo myself, it's good since it leads into a more fresh start and can set your priorities straight (not to mention having better help to fix things oike bugs, glitches, broken tech., etc.)

As for the logo, you know I was referring to the game logo (Capcom vs SNK Universe), right? And I don't have an issue with the whole "not 100% cvs theme" whatever thing... I guess it's too late to say "don't get too ahead of yourself and go crazy." Lol, jk... But yeah... Looking forward to it I suppose.
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 05, 2016, 10:55:26 pm
if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

I agree... it could clash with the look of the game already (unless you can make the victory screen match the tone of the screenpck)... As for sprites, you could go big and try using bigger images than 640 by 480, but you would have to make your IKEMEN window bigger (not sure if it would help making it more hi-res). As for any changes for the future screenpack, the logo of the game and use of mvc3 wallpaper for the *ahem* ... "network mode" would be a decent start.

if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

I agree... it could clash with the look of the game already (unless you can make the victory screen match the tone of the screenpck)... As for sprites, you could go big and try using bigger images than 640 by 480, but you would have to make your IKEMEN window bigger (not sure if it would help making it more hi-res). As for any changes for the future screenpack, the logo of the game and use of mvc3 wallpaper for the *ahem* ... "network mode" would be a decent start.



Wow there fellas.. I didn't sign up for a full SP. Lol
 Nah real talk though that screens was just a base concept of something I did before but I scrapped and I changed some stuff to show Rei How It would look. I agree a game must match not repeated but it must have a feel to it that blends together.  If you guys really want me to break apart CVSU SP and create a new menu, select, and a versus screen for it we can do that. I'll do all the sprite work if some one wants to code since I'm not to familiar with Ikemen but I can photoshop for days lol.  I have a bunch of concepts that I scrapped for my Rebirth project. I can change some stuff up and end up creating something good to make this feel more legit. Also what FClass said about a higher resolution. If that's what you guys want it's a easy. All my PSDs are already in 720P resolution.. and you get more room to work with. But I really don't mind 480P.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 11:03:39 pm
Yes, You & OldGamer UNITE!!!!! LOL That way I can focus on characters & everything else XD
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 05, 2016, 11:39:05 pm
Here is an example of what I described earlier. One of her best tools
Chun-Li
https://vid.me/DpPr
Also hoping we can improve on the stage interaction. I've been looking into myself & it could may be a neat idea to add new elements to stages(destructibles)
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 06, 2016, 12:28:07 am
if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

I agree... it could clash with the look of the game already (unless you can make the victory screen match the tone of the screenpck)... As for sprites, you could go big and try using bigger images than 640 by 480, but you would have to make your IKEMEN window bigger (not sure if it would help making it more hi-res). As for any changes for the future screenpack, the logo of the game and use of mvc3 wallpaper for the *ahem* ... "network mode" would be a decent start.

if you and rei going by this I think you should change the look for the menu and for the ikemen screen pack. because if you guys going by that. All mean we need to re change the look as well for the Ikemen screen pack to go with those Victory Portraits theme. Because Adding those with the Ikemen screen pack feel off set and off balance base off the New updated Ikemen screen pack that Rie ask to make. If you have the time and make the sprite for us that be awesome.this way the screen pack can have a 640x480 look. And yes the screen only work for 320x240 and 640x480 resolution sprite images. Ikemen cant do like mugen when come to HD / But we can make close to 640 x 480 Hires look. I also like to point out that the theme I made for Rie was only base on his creation and Imagination. So I only coded and added what he ask me to put in it :D and give me some the ideas when we were bring storming for a better look for the Ikemen screen pack   

I agree... it could clash with the look of the game already (unless you can make the victory screen match the tone of the screenpck)... As for sprites, you could go big and try using bigger images than 640 by 480, but you would have to make your IKEMEN window bigger (not sure if it would help making it more hi-res). As for any changes for the future screenpack, the logo of the game and use of mvc3 wallpaper for the *ahem* ... "network mode" would be a decent start.



Wow there fellas.. I didn't sign up for a full SP. Lol
 Nah real talk though that screens was just a base concept of something I did before but I scrapped and I changed some stuff to show Rei How It would look. I agree a game must match not repeated but it must have a feel to it that blends together.  If you guys really want me to break apart CVSU SP and create a new menu, select, and a versus screen for it we can do that. I'll do all the sprite work if some one wants to code since I'm not to familiar with Ikemen but I can photoshop for days lol.  I have a bunch of concepts that I scrapped for my Rebirth project. I can change some stuff up and end up creating something good to make this feel more legit. Also what FClass said about a higher resolution. If that's what you guys want it's a easy. All my PSDs are already in 720P resolution.. and you get more room to work with. But I really don't mind 480P.
well I did not mean to force it on you and Im truly I am sorry but I cant do what ur able to do with the images you created , Im just a stage coder and Screen pack maker base on Old school and low spec sprite from variety of emulators. when I saw what your able to do I saw that I was like wow you have great talent. when come to pure hires and HD imaging. My experiences on images are from clean pixel in low stander point of few, this why I was able to make the screen pack for Rei because I was able to do with hand made sprite work with Logo and few images I used to go with his idea. but with my coding skill and with your awesome skill on images we can make this work for Rei Project. But no one here will force you to do anything that you don't want too and I was only suggested that if Rei does gonna use your victory screen for the characters. I figure that you can also change the theme I made for him by using your awesome skills and so far Rei is very happy with the new change atm for the menu,roster , online, network and everything I did for him and once again I'm sorry for the misunderstanding :hyo:

Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 06, 2016, 07:29:52 am
well I did not mean to force it on you and Im truly I am sorry but I cant do what ur able to do with the images you created , Im just a stage coder and Screen pack maker base on Old school and low spec sprite from variety of emulators. when I saw what your able to do I saw that I was like wow you have great talent. when come to pure hires and HD imaging. My experiences on images are from clean pixel in low stander point of few, this why I was able to make the screen pack for Rei because I was able to do with hand made sprite work with Logo and few images I used to go with his idea. but with my coding skill and with your awesome skill on images we can make this work for Rei Project. But no one here will force you to do anything that you don't want too and I was only suggested that if Rei does gonna use your victory screen for the characters. I figure that you can also change the theme I made for him by using your awesome skills and so far Rei is very happy with the new change atm for the menu,roster , online, network and everything I did for him and once again I'm sorry for the misunderstanding :hyo:

Lol no worries bro. No misunderstanding at all.
I know I'm not being forced into anything. I've mentioned it to rei before about his screenpack for his project.
I've just been too busy with my own project I still am lol but I was mostly busy with RL. Things are getting back to normal again and I have more free time so I can get back into the creation process.  I think we can make a good team. I would help you code but that way it can give me some free time also to work in my own project.

First order of business, what color scheme would you guys like to see in the SP. That way I can start brain storming. A yellow like CVS 2 or a blue like the screen shot I posted.
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on January 06, 2016, 10:45:03 am
well I did not mean to force it on you and Im truly I am sorry but I cant do what ur able to do with the images you created , Im just a stage coder and Screen pack maker base on Old school and low spec sprite from variety of emulators. when I saw what your able to do I saw that I was like wow you have great talent. when come to pure hires and HD imaging. My experiences on images are from clean pixel in low stander point of few, this why I was able to make the screen pack for Rei because I was able to do with hand made sprite work with Logo and few images I used to go with his idea. but with my coding skill and with your awesome skill on images we can make this work for Rei Project. But no one here will force you to do anything that you don't want too and I was only suggested that if Rei does gonna use your victory screen for the characters. I figure that you can also change the theme I made for him by using your awesome skills and so far Rei is very happy with the new change atm for the menu,roster , online, network and everything I did for him and once again I'm sorry for the misunderstanding :hyo:

Lol no worries bro. No misunderstanding at all.
I know I'm not being forced into anything. I've mentioned it to rei before about his screenpack for his project.
I've just been too busy with my own project I still am lol but I was mostly busy with RL. Things are getting back to normal again and I have more free time so I can get back into the creation process.  I think we can make a good team. I would help you code but that way it can give me some free time also to work in my own project.

First order of business, what color scheme would you guys like to see in the SP. That way I can start brain storming. A yellow like CVS 2 or a blue like the screen shot I posted.
the blue style look for sure and what you did with the victory screen :D because I think that make it look more like the universal that Rei had in mind. I think that the yellow theme always been used before from many screen pack in past. BUT when I coded the screen pack for Rei. He was aiming more to the first capcom CVS but also bring the colors base for the dream cast blue style and also he wanted to look different to have  multiple chooses from different fighting games :) base on his imagination ^^. I did my very best to make it as good as possible for him. One thing for sure I was very happy that he loved what he saw at this time. so what I did was.. I made the menu screen to look more like a CVS / KOF style and the menu and roster to go hand to hand . Everything you see on the menu and roster been hand drawn by me and I had to use the normal ms paint  because I'm not very good at drawing on Gimp and I'm not very good using the tools from the program.  I had to do a lot of minor changes for the menu. Also I had to rip some images from you tube to make the background animation from the first game of capcom vs snk. if you look very close you can see the main menu is from  the real tunnel roster from the first  CVS game made by capcom and tell you the truth I never done it before by ripping something from youtube to get the roster screen and hand drawn each frame for the sprite to go with the menu :hyo: and also I did hand drawn the logo for his CVS Universe logo.

here take a look the picture of the both side by side from ikemen and roster from the dream cast :)
click the spoiler to see the images :)
Spoiler, click to toggle visibilty



Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 07, 2016, 07:56:32 am
the blue style look for sure and what you did with the victory screen :D because I think that make it look more like the universal that Rei had in mind. I think that the yellow theme always been used before from many screen pack in past. BUT when I coded the screen pack for Rei. He was aiming more to the first capcom CVS but also bring the colors base for the dream cast blue style and also he wanted to look different to have  multiple chooses from different fighting games :) base on his imagination ^^. I did my very best to make it as good as possible for him. One thing for sure I was very happy that he loved what he saw at this time. so what I did was.. I made the menu screen to look more like a CVS / KOF style and the menu and roster to go hand to hand . Everything you see on the menu and roster been hand drawn by me and I had to use the normal ms paint  because I'm not very good at drawing on Gimp and I'm not very good using the tools from the program.  I had to do a lot of minor changes for the menu. Also I had to rip some images from you tube to make the background animation from the first game of capcom vs snk. if you look very close you can see the main menu is from  the real tunnel roster from the first  CVS game made by capcom and tell you the truth I never done it before by ripping something from youtube to get the roster screen and hand drawn each frame for the sprite to go with the menu :hyo: and also I did hand drawn the logo for his CVS Universe logo.

here take a look the picture of the both side by side from ikemen and roster from the dream cast :)
click the spoiler to see the images :)
Spoiler, click to toggle visibilty

For you minimal knowledge with drawing you did great man. Specially since you used MS paint! I use Photoshop and Adobe after effects.
The Vortex is a great idea.. can you send me the vortex sprites (the original that you ripped not the indexed sprites) I see some color loss, maybe I can clean them up so they can look even better ;D.

I made some menu concepts just some ideas I thought about today at work,

 (http://i.imgur.com/TbqsRFE.png)
the Big portrait style reminded me of this poster for CVS pro (see spoiler), but with my own twist.
The small ports I made some custom ones and since Ikemen can scroll I made two sets one for player 1 and the other for player 2. I added some static tv effects behind the Big portraits (animated of course). Corner pieces with fighting games fading in and out or changing from one game to another (street fighter, fades away the  kof appears or fatal fury the darkstalkers appears maybe each corner can do multiple different franchises coding wise should not be hard at all. Tv screen with the animated intro mix that Rei has, I can resize the sprites in a matter of minutes with AE so thats a piece of cake, and the coding rei already has. the tv screen can also be used as a stage select screen like Rebirth  :batman:
The fonts are not final just place holders to try some stuff out
Spoiler, click to toggle visibilty

with out the corner pieces and another bg
(http://i.imgur.com/P2kEyJO.png)

Shit I'm just putting some ideas on paper (digital that is) For those that know how I work I tend to create something then trash it and then make something better my SP says it all lol. Man working in 480P is a bitch I barely have enough room to make stuff lol I'm so use to 720P.
That's all for tonight. I'll put some more work into this tomorrow.

EDIT -

If you guys have ideas on how this SP should look or how you want it to look, let me know! Feedback is very much welcome..
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 07, 2016, 05:47:48 pm
Solid...
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 08, 2016, 04:06:04 am
I don't have any specific requests, nor ideas at the moment.
Just give me "Capcom" Vs. "SNK" "Universe" The embodiment of those three words.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 15, 2016, 01:48:02 pm
@Rei I sent a few Intros your way through your YouTube page the other day (Apparently I can't send personal messages on mugenguild but that's whatever). Use em if you like em or just let me know if you don't and I'll spice them up. Still working on quite a few more and I'll be sending those your way as well.
Title: Re: Capcom Vs. Snk Universe!
Post by: IIIRodolfoIII on January 18, 2016, 03:08:18 pm
Hi guys I am new in mugen world and congratx by this amazing game cvs universe !
I have two questions how can I put this game in widescreen like this video.

https://youtu.be/Pv8CpnCTZrA

And how can I edit the commands in key board, cause I can find mugen.cfg on data folder.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 18, 2016, 03:35:04 pm
Hi guys I am new in mugen world and congratx by this amazing game cvs universe !
I have two questions how can I put this game in widescreen like this video.

https://youtu.be/Pv8CpnCTZrA

And how can I edit the commands in key board, cause I can find mugen.cfg on data folder.
Welcome & thank you.
1.Graphics card+force full screen(Nvidia control panel) That's what I use/have, don't know about anything else.
2.Controls as well as most other things are explained on the front page.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on January 18, 2016, 04:08:15 pm
Some things i want to ask you Rei:

1. Is there a way to patch the chars with the new add004 update? i got error when restoring the chars
2. How do i fix T.Hawk? he is leaving clones everywhere
3. Is there a way to stretch ikemen? when i put in widescreen resolutions i get blackbars.
4. can you send me your SweetFX settings file? :P
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 18, 2016, 08:17:20 pm
1.Yes, but you'll have to do the extra work
2.Control+D
3.I just answered this
4.It's the exact same one that has been posted over & over.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on January 18, 2016, 08:40:12 pm
2.Control+D

Nice advice...

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 18, 2016, 09:00:25 pm
2.Control+D

Nice advice...


Nice input
Knowing cntrl+d shows the error, but okay
You shouldn't even post here anymore to be honest. I'd prefer it that way.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on January 19, 2016, 01:41:39 am
Knowing you guys teaming up with the screenpack and judging by Rei's recent vids  I am on the...
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 19, 2016, 09:12:35 pm
CVS-U & IKEMEN Evolve yet again.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on January 19, 2016, 11:09:14 pm
Yeah baby. Oh by the way can I make a suggestion for the next demo once the first one is released?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 19, 2016, 11:46:48 pm
The sleepover (4v4)

Not to sound rude, but people only suggest extra work for me to do, if you don't plan to contribute then no.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on January 19, 2016, 11:58:51 pm
Sorry. Can I use your edits for a compilation instead? Anyway the 4 vs 4 looks great.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 20, 2016, 03:27:27 am
^
Yeah for sure, you wouldn't be the first I don't care about stuff like that & I am doing the same thing pretty much.

Serious question.. does anyone know their armor points by heart? If you are confident enough I won't be having to go play the games? I could look it up, but I want feedback from players. I'll be starting with Zangief(&mecha). The plan is SF4 esc armor for general & of course kinda unmovable for mech. Ie his running grab, but it can be broken by supers & the like. I actually don't know much about it & have only used it once, but I want to start using it on EX moves as well.

OAN
Spoiler, click to toggle visibilty

Anywho..
Anyone with the expertise on armor simlar to what was described?
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 30, 2016, 04:18:16 am
I've been working a select scrren concept this whole week,

It started like this:
Spoiler, click to toggle visibilty

Now looks like this:
(http://i.imgur.com/qr4JPxE.png)
So I went with the whole dimond shaped big ports to give it that CVS2 feel the center piece one with the animated TV static I thought maybe the Game's logo would fit nicely there if there is one? use can even use it as a stage select screen. The top two diamonds I have yet to decide what to add there or keep them blank, might change the yellow color to another unless you guys like how it looks. I just made it simple with the small ports since Ikeman can scroll downward with its ports I though it would look cleaner if we kept it 4 in player 1 side and 4 in player 2 side kinda like teams of 4 ( know what I mean) I added a timer to the top don't know if that is necessary?
The background I thought it would look cool if it transitioned from one color to another..Examples:
Spoiler, click to toggle visibilty
A transition code will make the colors fade into each other fluid and they will look smooth, I've done it to my Sp so I've seen how it looks.
The light/orbs effects on the bottom I though we could have them fade in and out with ASD coding and have it dim out the BG and give it a nice feel. If reference is needed I can provide codes.
Give me some input if you guys like it or trash it and start over? Because If you guys digg it I can start indexing (pain in the ass) what I have and send it over to Old Gamer. 
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 30, 2016, 11:33:42 pm
Yeah this is cool, but the time is takes to make all those ports? You sure you up for it? Then again, I suppose you'll be using a lot of the same characters. I don't have a 100% concrete logo. I'm open to ideas. The timer isn't really necessary. Right now I'm trying to come up with a life-bar concept to fit all this.

Also if you should ever have the time, group pm us, or skype so we can discuss this more thoroughly as I would also like to hear everyone's input as well.
I'm going to upload everything to my onedrive so we can work more efficiently & hell maybe even get some games in. So if you want in on this be sure to let me know.



Oh yeah! I forgot to say. I've been thinking of doing a "mugen" version as well. I don't know if you guys read what I had said in the discussion board.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 31, 2016, 05:06:53 am
Yeah this is cool, but the time is takes to make all those ports? You sure you up for it? Then again, I suppose you'll be using a lot of the same characters. I don't have a 100% concrete logo. I'm open to ideas. The timer isn't really necessary. Right now I'm trying to come up with a life-bar concept to fit all this.

Also if you should ever have the time, group pm us, or skype so we can discuss this more thoroughly as I would also like to hear everyone's input as well.
I'm going to upload everything to my onedrive so we can work more efficiently & hell maybe even get some games in. So if you want in on this be sure to let me know.



Oh yeah! I forgot to say. I've been thinking of doing a "mugen" version as well. I don't know if you guys read what I had said in the discussion board.

About the "mugen" version? We talking 1.1 because the zoom feature is one of the things I find amazing in Ikemen. I'd hate to lose that in 1.0
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on January 31, 2016, 05:38:04 am
By the way, I wanted to send you some intro dialogue and make some palettes. Did you ever post the final roster or any of the CS templates for the characters you wanted?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 31, 2016, 05:49:20 am
Well. 1.1 is likely. I'm just going to port the characters over. As you know Ikemen has (auto) zoom, it's built from within whereas with mugen you have to manually add it. This way though we'll be able to have less limitations and keep all of our modes + online

Go ahead & send me whatever you have & I'll start adding them. I've already finished Yun, just been revising etc. Starting on Ken next.
Characters that I've gotten script for include..
Ryu(W.I.P)
Dudley(Finished)
Skullomania(Finished)
Strider Hiryu

I think those two were finished, but correct me if I'm wrong?

I did post them, but I could not find Hibiki's template
Spoiler, click to toggle visibilty

I did post the demo roster! I forgot where though lol let me look
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 31, 2016, 05:56:21 am
Alright Final Input!

*Ryu                              *Kyo
*Ken                              *Terry
*Chun-Li                         *Mai
Fei-Long                          Kim
*Nash                            Clark
*Sakura                          *Yuri
*Karin                          *Athena
*Alex                              Tizoc
*Yun                              *Rock
*Dudley                         *Vanessa
*Morrigan                      Iori
*Skullomania                 Nakoruru
*M.Bison(Dictator)          *Geese

* Are confirmed
Everything else is free for you decide, but make it quick so I can start on anyone new if i have to.
Fei-Long is open because he sprites aren't finished. Iori is open because I'm working on a dual mode version as Rugal
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on January 31, 2016, 05:57:55 am
Alright I'll send you some intros, also I had some pals for Terry as well but if you have a CS template for him I would rather use it to that so there are no conversion issues.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 31, 2016, 06:04:56 am
You're gonna get flooded in like 2-3 hours so prepare your inbox.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 31, 2016, 06:10:12 am
Alright I have to find it. Let me check.
Also don't forget about the mirror match, I feel as though its easy to over look.
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on January 31, 2016, 06:19:31 am
You're gonna get flooded in like 2-3 hours so prepare your inbox.
If you did Bison or Sakura, I'm (b)eating your ass. >:(
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 31, 2016, 07:50:30 am
Yeah this is cool, but the time is takes to make all those ports? You sure you up for it? Then again, I suppose you'll be using a lot of the same characters. I don't have a 100% concrete logo. I'm open to ideas. The timer isn't really necessary. Right now I'm trying to come up with a life-bar concept to fit all this.

Also if you should ever have the time, group pm us, or skype so we can discuss this more thoroughly as I would also like to hear everyone's input as well.
I'm going to upload everything to my onedrive so we can work more efficiently & hell maybe even get some games in. So if you want in on this be sure to let me know.



Oh yeah! I forgot to say. I've been thinking of doing a "mugen" version as well. I don't know if you guys read what I had said in the discussion board.

Cool I'll continue. Nah the ports won't be an issue, I have renders for days! Imma shot this idea, have you thought of doing the screepack using 32bit pngs like mugen 1.1 does. The visuals in the SP will look fan fucken tastic and no indexing. What I posted it will look like that since indexing will down grade some of the quality. I've hered Ikeman has the ability to use 32bit pngs, I'll test it out and see if it really works. Just wanted to throw it out there.

Forsure I want in on this. I'll set up a Skype account and hit you up.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 31, 2016, 08:05:34 am
You're gonna get flooded in like 2-3 hours so prepare your inbox.
If you did Bison or Sakura, I'm (b)eating your ass. >:(

Only Bison v. Dudley and Skullo. Don't (b)eat my ass over that, please!
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 31, 2016, 08:15:04 am
Anybody have any ideas for mirror match intros?
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on January 31, 2016, 08:25:50 am
Anybody have any ideas for mirror match intros?

Check out SVC they have some good mirror Match dialog, it might inspire you bro.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 31, 2016, 10:34:28 am
For sure let me know when you create that Skype, the rest of you as well. The upload should be finished by tomorrow, I'll share it with each of you so that we may edit from within. I'm not really the screen-pack guy haha. I'd rather we, combined our cvs knowledge together to truly bring things to fruition.  By the way... If anyone has any ideas for an actual logo let me know. As well as some art for the fb page etc.

As far as the mirror match, that's probably the easiest for me haha. How would they react if they met themselves, you literally have to gauge their personality for this. Don't fret though we can always revise later. That was holding me up as well because I couldn't think of anything, then I made that Yun video & things just sparked after that.

I already posted this, but this is what I was mainly doing today. Getting this in order for IKEMEN. It isn't 100% perfect, but it works & is super fun to play with. Hopefully I can get more people interested in it so we can have more interactive stages or at leas destructibles. You know that one MK stage where you can knock them up to the next level!?! Huehuehuehueee... Also! I got my slow-mo cam back!


This really got me into wanting some custom stages. Hopefully I can get a stage creator on board because we need them. Also!!! I'll have all characters working accordingly with the Dizzy system, & Ranking soon so that's good news.
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 31, 2016, 11:02:00 am
Sorry sorry, I took a nap...but I did upload new quotes for Dudley and I updated Skullos so at least you can solidy say two characters are completely done (barring revisions) I left out mirror matchups and am making a seperate file for any and all mirror matches I do because I'm really trying to put some extra thought into those. (Don't ask why)
Title: Re: Capcom Vs. Snk Universe!
Post by: Momotaro on January 31, 2016, 12:42:28 pm
Impressive!
These BG destroy finish make the game even better!
Title: Re: Capcom Vs. Snk Universe!
Post by: cheers05 on January 31, 2016, 08:58:36 pm
Looking good.

I just downloaded your latest one and not sure where to put bugs.

1. T Hawk clones.  Notice this first in tag mode but also saw it on 1 v 1.  When fighting him, a bunch of clones come out. 
2. Hugo stays in permanent dizziness.  This happened when Rikuo blew the poison on him.

Gonna play some more and try and find more bugs.  Great job!
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 31, 2016, 09:06:03 pm
You got a download? I only got a"sorry this link is messed up" page
Title: Re: Capcom Vs. Snk Universe!
Post by: cheers05 on January 31, 2016, 09:07:55 pm
You got a download? I only got a"sorry this link is messed up" page

You need to log into Onedrive.  I also had that same problem until I realized that was the solution.  I think he should put that somewhere on the first page so that people know.


Furthermore, how far off is the version that you have on download page to the one that you are working on now Rei?
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on January 31, 2016, 09:57:58 pm
I'm always logged into onedrive. It's just that page pops up.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 31, 2016, 10:35:57 pm
I just sent out the link to you all. The closest up to date version. Check your inbox
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on January 31, 2016, 10:53:36 pm
Looking good.

I just downloaded your latest one and not sure where to put bugs.

1. T Hawk clones.  Notice this first in tag mode but also saw it on 1 v 1.  When fighting him, a bunch of clones come out. 
2. Hugo stays in permanent dizziness.  This happened when Rikuo blew the poison on him.

Gonna play some more and try and find more bugs.  Great job!
Yeah yeah I've heard of these before thanks. I'm working on new versions for most of them so it'll be fixed in time. Once I finish the script for the remaining characters we shall share a demo.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 01, 2016, 12:32:46 am
Sorry guys! I made some last minute changes! Changing Fei-Long for Guy & Tizoc for Vice. I'm still missing sprites. I'm trying to have the demo ready before Feb.16. So that's the window. I'm going to go ham & try to get it all done. 
Title: Re: Capcom Vs. Snk Universe!
Post by: Ysaquerai on February 01, 2016, 12:57:49 am
sir Rei is the lastest version for the CVS-U in the first page? or do you have an updated one, would like to try the game and find some bugs, many thanks :) and i must say impressive work on your project
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 01, 2016, 01:07:34 am
We are preparing the demo. At some point between now & Feb.15 I hope to finish & get it out. I'll be going back to my station Feb.16 so I'm trying to get stuff done while I have the most free time.

P.S you straight said Sir Rei lol made me chuckle.
Title: Re: Capcom Vs. Snk Universe!
Post by: Ysaquerai on February 01, 2016, 01:23:10 am
haha, nice will wait then, will play with the old version atm ;)
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on February 01, 2016, 01:27:39 am
Well at least we will have a ninja in the first demo.
Title: Re: Capcom Vs. Snk Universe!
Post by: CoopNPB on February 01, 2016, 01:53:30 am
The Crying Man hopes you keep up the good work my man. Been watching a lot of your videos and again I'm too hype for this! CvS the way it's suppose to be done! Somebody finally gets it!
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on February 01, 2016, 02:14:44 am
Yeah I wish it's was actually like this in the actual games.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 01, 2016, 08:55:37 am
Okay so if you didn't already know.
-6 buttons
-Parry
-Custom Combo
-Max Mode (Trying to see how I could combined the two CC+Max)
-Alpha/Zero Counter
-Just Defense(MAYBE) because I am going to increase chip
-Dodge & Roll
-Power Charge
-Dizzy state
-Guard Breaks
-"No" air blocking

There is a guard gauge. You cannot block infinitely. You can also be stunned if you take enough damage. "EVERYONE"" can be dizzied now, as I had to manually config them all. I'm currently adjusting each attack according as each one will have a certain amount of points. Then there is the score/grade system which is really just for fun. I literally have register every attack one by one which is what you see in the second part. This all is still a w.i.p. I couldn't honestly say everything is perfect.. Yet..

I really want to add one last mechanic, something that could be used to cancel combos. I may just be using KOFXIII style max mode.

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 02, 2016, 11:51:32 pm
60fps these are so much more entertaining.
Title: Re: Capcom Vs. Snk Universe!
Post by: cheers05 on February 03, 2016, 12:02:18 am
Wow looks great!  Cant wait!

Will you be releasing a template for your characters? I am thinking of converting all of the ones on my Mugen to yours.  It encapsulates everything id want in a character.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 03, 2016, 12:23:59 am
Just a modified version of Jmorphman's Ryo. You could easily just use his.
I updated my system! It feels so legit now lol. At this rate the only thing that will hold me up is the dialogue. Still need it for the following..
Spoiler, click to toggle visibilty

Finished or soon to be.
Yun
Dudley
Skullomaina
M.Bison
Sakura

As you can see it'll be a long while. Don't really want to be doing this every single day so maybe I won't finish before mid feb after all, but I'll try. Before anyone says it.. I won't compromise nor rush..

In the mean timeeeeee. I'm going to continue updating the characters. I've been going over that coding blah & making things more proficient.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on February 03, 2016, 12:30:22 am
Go ahead take your'e time.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 04, 2016, 04:43:45 am
Splash is the only thing I'm missing right? Correct me if I'm wrong.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on February 04, 2016, 04:56:28 am
... is that CVS Shen?!! Holy shit man you're on a roll with POTS Style o_o
as far as dialogue is concerned, have you tried having some from SVC Chaos? or do you want original?
I got one in mind for Terry vs Geese
Spoiler, click to toggle visibilty
and one for Mai vs Vice
Spoiler, click to toggle visibilty

(yeah I thought of Vice as cheeky sado like Juri Han so I went for that one. Seemed fitting.)
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 04, 2016, 05:21:45 am
Well I use official text as a place holder. SVC is hit & miss, some of it is just straight corny. Original is preferred. Also don't post it here, how is anyone else to be surprised upon reading it? I love Vice btw! I actually just started playing her before I made that video lol. Besides Neo Maxes I suppose I should have showed off more tweaks. She can high jump cancel now.. Huge buff & Her Neo Max just sent her up some tiers haha

BTW How does it look? I obviously had to improvise on them both.
I wish I had this its just so much more epic (http://i.imgur.com/a4XzrHy.gif) 
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on February 04, 2016, 06:54:19 am
Gotta love her and Mature, both equally sadistic. Don't they still haunt Iori's dreams at night? I'm pretty sure they are now his concubines right about now XD
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 04, 2016, 07:05:17 am
Snk characters man.. They get no love. They are so cool. I've never actually played Mature, but I was thinking about her for sure. I already have her Neo Max stuff & everything. There is no demand for any snk characters LOL.

I mean if you guys like this stuff, or don't chime in. I know some of you know certain characters better than others. Input from actual players helps.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on February 04, 2016, 07:15:42 am
well, To be fair, I love where the game is heading at and More SNK love is very well approved of in my book, considering there's a lot of love for the capcom side. I mean think about it, I can see a combat style of unbelievable proportions here! Hauzer vs Cyber Woo, Gouki vs Mr.Karate, Capt.Commando vs Shishioh, Hell I can see Mega man or zero vs ROCKY, Maxima's partner (Even though retconned in KOF Series I can STILL See this as a possibility for the game). In all rights Neogeo and SNK in general has been a masterpiece gaming experience to me. Hell I had a Neo Geo but was sold to a yard sale. Wished I never done that...
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 04, 2016, 08:16:18 am
I already have my Red Earth Reps though. Kenji, Tessa, Leo, and Mai-Ling. Is Rocky really that interesting though? Does anyone like him? Like over the initial cast would you still play him? lol. I'd much rather do Syo. Anyone even play King of monsters? From NGBC, the only character I was looking at was Marco, because well who hasn't played metal slug? If I could do effects man He'd be so legit with all his weapons & what not. I also pay attention to sprite style. Originally I wanted to use some older characters, but even with filters it just doesn't cut it. Now specifically I'm drawing from KOF, LB, & SS for snk reps. I also have two characters from Ninja Masters. The problem will these older characters is and has always been effects. I'm literally saying if I could get some help in that department you'll see more of them.

In the realm of Capcom & Snk, now I'm asking for legit suggestions whom could fit within the confined system of CVS? I feel as though I pretty have done all the main series. This isn't for anytime soon though. Like in the future because I've already omitted quite a few characters & will keep my guests limited. (IE. I'm still trying to figure out how to have Jotaro fit without taking away or giving him too much.)
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on February 04, 2016, 08:36:31 am
omitted...that means you probably deleted said chars right?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 04, 2016, 08:43:32 am
Exclude. I've stopped doing new characters for the time. I'm now completely focusing on revamping all my older stuff & the demo roster.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 04, 2016, 01:48:49 pm
I bring news of system changes. You could say that none are necessary, but I really want to up the ante & bring more to the table. I'd like some input if possible. Heavily inspired by XCB's Blair so I'm just going to post this here.. We have some of these already, but I'd like to further improve them as so their use is not undermined. If any of you has ever seen my videos you can see how important something like "Dodge/roll" is, yet some people use these characters & would never think to use it. Parries on SF3 lvl etc. Seeing as I am not using grooves I want to implement this into a single system. Think KOF with it's counter/armor etc modes. So no one character will be limited in using one or the other. If you have actually ever played Fighting Layer, it too had many mechanics & we all know of the EX-Groove. This will most, most likely come much later because alone I won't be able to accomplish as much as I would like. Brain Storm here

Possible New features.
+Defensive shift
+Break counter
+Just Defend
+Rage(In addition to this, was thinking something like, SF4, or even SFA4. LVL3's become Ultras)
+Updated Custom Combo(Excel)
+Max boost + KOXIII style max mode = even more combo options

(http://i.imgur.com/uyKzpSQ.jpg)

(http://i.imgur.com/DQQccqD.jpg)

(http://i.imgur.com/ynTJsJ1.jpg)


As for Excel
Alright so this may look familiar.. I've decided I'm going to bring this back. For 2 reasons.
1. Obviously you can see how much time you have left & won't have to guess.
2. I want to make CC more viable as in you'll have more reason to use it.
3. Currently thinking of ways to buff this, but it may just be fine as is & it won't be Genei Jin status. Does anyone have any suggestions on improving it?
(http://i.imgur.com/Yb2w0op.jpg)

Not to say that I had planned to blindly add these,but adjust them accordingly to fit the style of play.

The last thing is a bit of a request.. Can someone help me make a sprite timer for Yun's Genei Jin? Something similar to what the excel looks like.
Title: Re: Capcom Vs. Snk Universe!
Post by: olivertate on February 08, 2016, 05:30:42 pm
awesome project, but i've been having some troubles in gameplay, theres so much lag during the match, how can i fix that? my specs are i3-3110m/4GB RAM/Intel HD 4000
and why theres no arcade mode? sorry for the questions but i don't play mugen since the DOS version so i'm kind noob nowadays
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 08, 2016, 08:54:29 pm
The only known reason for lag is a weak gpu. I apologize that I can't be of more assistance.
Title: Re: Capcom Vs. Snk Universe!
Post by: IIIRodolfoIII on February 10, 2016, 08:06:47 pm
awesome project, but i've been having some troubles in gameplay, theres so much lag during the match, how can i fix that? my specs are i3-3110m/4GB RAM/Intel HD 4000
and why theres no arcade mode? sorry for the questions but i don't play mugen since the DOS version so i'm kind noob nowadays

Go to Capcom Vs. Snk Universe\SweetFX open SweetFX_settings.txt
And change to 0 were was 1 ex: (#define USE_SMAA            0)
#define USE_SMAA            0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA             0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
Title: Re: Capcom Vs. Snk Universe!
Post by: RodKnee on February 11, 2016, 04:33:42 am
Hey Rei is the demo for anyone or just for some people  I'm kinda hyped to play.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 15, 2016, 01:36:56 am
I'm proud to say that I have reached my goal of 10% with this project(Yup I widened the scale). A lot, lot, lot, lot, lot of time has gone into this, edit or not..  Hours upon hrs of trail & error & sleepless nights. All for something that is nothing more than a hobby. Dealing with IKEMEN. Getting all this to function properly. People will undoubtedly find something to dislike, or complain about, continue to not be satisfied etc etc.  It's not without it's cons. It's more so for fans of the 2D genre to enjoy & bask in nostalgia. FOR FUN! It is not even what I'd consider an alpha. Longgggg way to go. But some of you have actually been waiting for this huh? I've updated the first page & main link. I will be taking a long ass break. A lot of stuff is still unfinished, I'm aware. I won't be updating this for a whileeee so if you happen to find some game breaking thing within the time I post this , I just may,but after today this is all you got. Hopefully someone else will answer questions in my stead, though most of which should be on that front page.
Title: Re: Capcom Vs. Snk Universe!
Post by: CoopNPB on February 15, 2016, 01:55:02 am
Congrats on your progress my man. I see more Pros in this than cons for real man
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on February 15, 2016, 01:58:07 am
Glad to hear your positivity mate.Will test tomorrow.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on February 15, 2016, 11:10:50 am
(http://i.imgur.com/KrB4XoS.png)

Got this on the demo  :???:
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 15, 2016, 12:44:46 pm
The Final Stream! Had to make it a good one. The second half are the online matches. Thanks for the support those that joined us, had a lot of fun. Hopefully you guys continue to enjoy this.


Also that error is because you may not have opengl available. Check frequently asked questions, the answer amongst others is there.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on February 15, 2016, 01:09:09 pm
Deactivate OpenGL solved the problem, demo looking really good, good job Rei.
Title: Re: Capcom Vs. Snk Universe!
Post by: CoopNPB on February 15, 2016, 01:18:45 pm
Deactivate OpenGL solved the problem, demo looking really good, good job Rei.

I was getting the same problem. How do you Deactivate OpenGL?

Anyone?
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on February 15, 2016, 01:42:26 pm
ssz>config.ssz>scroll down and change OpenGL = True to False.
Title: Re: Capcom Vs. Snk Universe!
Post by: CoopNPB on February 15, 2016, 01:59:58 pm
ssz>config.ssz>scroll down and change OpenGL = True to False.

Thanks man!
Title: Re: Capcom Vs. Snk Universe!
Post by: I-monk036 on February 15, 2016, 06:48:30 pm
Looking good.

I just downloaded your latest one and not sure where to put bugs.

1. T Hawk clones.  Notice this first in tag mode but also saw it on 1 v 1.  When fighting him, a bunch of clones come out. 
2. Hugo stays in permanent dizziness.  This happened when Rikuo blew the poison on him.

Gonna play some more and try and find more bugs.  Great job!
Yeah yeah I've heard of these before thanks. I'm working on new versions for most of them so it'll be fixed in time. Once I finish the script for the remaining characters we shall share a demo.


Cool. Where's the link for the demo? Been on all 30 pages of this post. Can't find it!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 15, 2016, 07:20:21 pm
It's always been on the first page.
I've added the final link, with the patch from last night. Not enough time to make an individual one.
In the next few months this is set to see a major overhaul. Until then, enjoy.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on February 15, 2016, 07:43:40 pm
Just a question, will you work on your side-projects or will you just take a long break from mugen itself?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on February 15, 2016, 08:15:49 pm
Not doing anything mugen related. So anyone feel free to finish any of those w.i.p hidden in there idc. This has single handily eaten up so much of my time. Though I wasn't able to do everything I had wanted to within my deadline, I'm satisfied with what was accomplished. Ikemen & I have a love hate relationship. No surprise there are some still asking for more, but it will come surely someday. Ikemen upgrades, core system upgrades, tag system & coding re-haul etc etc blah blah!

FIGHT FOR THE FUTURE!!!!

Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on February 15, 2016, 09:22:16 pm
Yep, good job so far, you deserve a good rest.
Title: Re: Capcom Vs. Snk Universe!
Post by: Ryu From Streets™ on February 15, 2016, 09:41:48 pm
My comp can't even handle the game, even without Reshade, kinda slow-ish.
Still enjoyed it.
I wonder how that damn zoom works, though.
It goes sooo fucking far--
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on February 15, 2016, 09:46:21 pm
My comp can't even handle the game, even without Reshade, kinda slow-ish.
Still enjoyed it.
I wonder how that damn zoom works, though.
It goes sooo fucking far--

For lag, go to the ssz folder and go to the file "config.ssz" and open it with notepad. Go to the section where it says "OpenGL", and just put "false" where it says true and save. That should help...

Also, for the zoom, you can check out this section ( http://mugenguild.com/forum/topics/how-to-ikemen-series-171303.0.html ) in the  second video talks about it...
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on February 16, 2016, 03:44:16 pm
Hiya Everyone! I had a request from a couple people inclusing Rei to make a topic on where CVS-U online matches are happening. Let me be the one to give you all the link to this thread here: http://mugenguild.com/forum/topics/how-do-you-even-evolve-capcom-vs-snk-universe-172263.0.html (http://mugenguild.com/forum/topics/how-do-you-even-evolve-capcom-vs-snk-universe-172263.0.html)  It's a little tutorial for those who don't know their way through the Evolve Client. All questions you guys and gals may have will be answered there for those who are interested!

Spread the word. I'll be checking that thread very frequently so there should be no worries about joining too late!
Title: Re: Capcom Vs. Snk Universe!
Post by: Momotaro on February 18, 2016, 09:49:34 pm
Sorry total Ikemen noob.
I just tried to launch the last beta by clicking ikemen.exe.
I have this message, I did something wrong?

(http://i.imgur.com/qmBZs1U.png)
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on February 18, 2016, 10:15:53 pm
Oh I had that too. It has something to do with OpenGL. Just open up the config and go down to where it says const bool OpenGL and change it to false.
Title: Re: Capcom Vs. Snk Universe!
Post by: ash_crimson007 on February 23, 2016, 03:40:03 am
Rei, thank you for all your time and effort. I've  been trying to change the button layout for my fightpad with no luck. The pad works fine, the only thing I need to change is the buttons' sequence. Can you guide me on doing this?
Title: Re: Capcom Vs. Snk Universe!
Post by: sdot5583 on February 24, 2016, 04:54:42 pm
This is the best pound for pound Mugen full game I've seen thus far Rei once again you're a genius when it comes to this Mugen sh**! the only issue I'm having with this game is the button confi I saw on the feed about a year ago you posted the joystick confi as well as the pad confi but when trying to use a the joystick confi it wouldn't work is there anything you can do to help with this sir? once again thank you for all the hard work you put into this game I love this mugen I have no complains perfect MUGEN in my eyes! peace kid 
Title: Re: Capcom Vs. Snk Universe!
Post by: Scrub Chronicles on February 29, 2016, 07:23:00 pm
Hey guys, Rei's on hiatus for a while but I know quite a few dudes are having problems with configuring their joysticks. changing around buttons to work for your pad and stick are a little screwey. Obviously you need to go into config.ssz to start. It's already set up to work with joypads and sticks out of the box, the only issue is each joypad doesn't have the same layout so a button for my controller (a PS3 controller that I run through BetterDS3) would be different to someone else's (Say an arcade stick or a PS4 controller.) What you need to be aware of is that each number is mapped to a specific button on your controller. the first 4 will almost always be mapped to the directional buttons. and the last 6 are your punches and kicks. Now what order they're in, I can't really say, it's all about changing the numbers around until you get the button you want connected to the number you want, It really is all trial and error. I hope I helped out at least one person with this.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on February 29, 2016, 07:49:47 pm
Hey guys, Rei's on hiatus for a while but I know quite a few dudes are having problems with configuring their joysticks. changing around buttons to work for your pad and stick are a little screwey. Obviously you need to go into config.ssz to start. It's already set up to work with joypads and sticks out of the box, the only issue is each joypad doesn't have the same layout so a button for my controller (a PS3 controller that I run through BetterDS3) would be different to someone else's (Say an arcade stick or a PS4 controller.) What you need to be aware of is that each number is mapped to a specific button on your controller. the first 4 will almost always be mapped to the directional buttons. and the last 6 are your punches and kicks. Now what order they're in, I can't really say, it's all about changing the numbers around until you get the button you want connected to the number you want, It really is all trial and error. I hope I helped out at least one person with this.

The first 4 are directionals, the first 3 after that are kicks, and the last 3 are punches. And the last button is start.

I honestly prefer using something Like Xpadder or JoyToKey and map the keys to the controller, but there is a way to find your specific buttons on the joystick using Devices and printers.
Title: Re: Capcom Vs. Snk Universe!
Post by: sdot5583 on March 07, 2016, 09:29:54 pm
Thank for the update I'm trying to work with the number combo's now it's taking some time to figure out the right confi but I'm heading in the right direction I'm grateful for the useful info kid!  :nuttrox:
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on March 09, 2016, 02:25:27 am
Somebody else having problems with onedrive? my download is extremely slow, something like 200K.
Title: Re: Capcom Vs. Snk Universe!
Post by: Shin0xy on March 14, 2016, 10:21:56 pm
Hello! First of all, I'm new to this community. Never been into MUGEN's until your amazing Capcom vs SNK 3 MUGEN Build capted my eyes! Amazing, I installed it. I mapped my dpad and all by reading the forum, but I have one issue and it's the screen. I cannot really explain how it looks but I captured pictures via Gyazo! I will appreciate any help!

Cammy vs Yuri : https://gyazo.com/7f51b98e94d727e6dc4360c0d9fae6b0

Cammy vs Kim ( ? ) : https://gyazo.com/c804bd84b86b604d94c25f2bb3c9dfea

The Ikeman is run as Administrator, even without it's the same thing! This is the " Test " option, the bottom one. I ain't playing because I am not able to without the colours. :(

Thank you in advance!

EDIT : I don't find any solution for that, but how do I change the screen's resolution?
Title: Re: Capcom Vs. Snk Universe!
Post by: sdot5583 on March 21, 2016, 03:10:31 pm
Rei thanks again for the amazing work kid damn good job on this MUGEN!!!
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on April 16, 2016, 05:24:38 pm
Hey guys, I just want to say thanks!

Amazing work Rei, thanks for this beautiful piece of art!!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on April 23, 2016, 04:01:39 am
Ayeeee thank you as well as all the original authors... Expansion at some point...
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on April 23, 2016, 04:06:16 am
LOOK WHO CAME BACK!!
Welcome back Shinrei!! You missed out on ALOT Of great things bud. Freett Closed down so a majority of the links were updated to BLACKLISTED WEBSITE, Me getting a brand new PC, ADD004 UPDATED with new effects and a palette based groove system for single fighters(each groove is unique) + two new stage variants, and alot of cool new stuff around here : )
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on April 23, 2016, 06:31:05 am
LOOK WHO CAME BACK!!
Welcome back Shinrei!! You missed out on ALOT Of great things bud. Freett Closed down so a majority of the links were updated to BLACKLISTED WEBSITE, Me getting a brand new PC, ADD004 UPDATED with new effects and a palette based groove system for single fighters(each groove is unique) + two new stage variants, and alot of cool new stuff around here : )

Is that right? I'll have to check it out at some point. I have a lot of ideas I myself want to try out once I get back. We shall see.. Huehuehue

Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on April 23, 2016, 06:48:21 am
well, I do wanna try and see about making a char or two in tatsu's style, maybe with a twist, but I'm not sure how to make it in such a way where if you press a certain palette the character can be different, if you know what I mean?
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on April 23, 2016, 02:50:33 pm
Did you work on Zero while you were gone?
Title: Re: Capcom Vs. Snk Universe!
Post by: cheers05 on April 25, 2016, 08:10:05 pm
Glad to see you back Rei.

Is there anything that we can help you accomplish that is time consuming but could easily expedite with the help of extra hands?  I really want to see this game completed as it is one of the only ones of its caliber out there. 
Title: Re: Capcom Vs. Snk Universe!
Post by: morbidjoe on April 25, 2016, 08:18:23 pm
wb rei
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on April 28, 2016, 03:39:01 am
I have not touched my laptop since Feb. so nah nothing mugen related, hell I haven't even had a chance to play sfv yet and just barely started using my phone again. Aye btw. I just peeped some videos today you guys have made over the course of time, those help more than anything really. Awe man I hope you guys have been practicing LOL! I haven't played in a few months, but I'm always raring to to go. Pretty sure Ikemen has a newer build by now etc. You are free to do whatever you want. Things like palettes and dialogues help as well.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on April 28, 2016, 05:48:29 am
Wait... so you've just quitted internet for 2 months straight?! please, teach me.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on April 28, 2016, 06:20:56 am
^ Thats easy. Its called vacation or RL LOOL.
Btw, Making a new stage that might have an interest to you. Just need to work out a few animations to edit...mostly separation..
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on April 28, 2016, 12:04:25 pm
Cool cool Also..
High res effects so I can do more characters.
Still waiting on those sf4 palettes especially chunli and if someone could help me with hi res-ing her mvc kikosho hyper that would be legit!!! Then on to Guile. Oh shit! I almost forgot! If someone could Hi-res Ken's MVC shinryuken! Oh and Sol's Dragon install. You know the silhouette with the actual transformation shadow and flames? If you download the psx Sol it's an easy find, hi-res would help me with the transition not to mention how cool it'd be. Weird without it. Damn he needs some pals as well.
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on May 03, 2016, 03:26:36 am
Hey Rei,
Can I report some bugs here or there is a specific thread?

(For now I will write here but if there is a specific thread, I will "move" my post.)

While playing this weekend I came across two bugs for at least 2 times each in one hour and half of gameplay:

-Mai Shiranui might go out of the screen while performing the Musasabi no Mai (air) and vanish, leaving the opponent alone until the time runs out.
-In big stages, while too far from the opponent, you can throw a projectile and the char will perform the animation but the projectile won't appear. (This happened with Ken and Akuma).
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on May 03, 2016, 03:45:43 am
Cool cool Also..
High res effects so I can do more characters.
Still waiting on those sf4 palettes especially chunli and if someone could help me with hi res-ing her mvc kikosho hyper that would be legit!!! Then on to Guile. Oh shit! I almost forgot! If someone could Hi-res Ken's MVC shinryuken! Oh and Sol's Dragon install. You know the silhouette with the actual transformation shadow and flames? If you download the psx Sol it's an easy find, hi-res would help me with the transition not to mention how cool it'd be. Weird without it. Damn he needs some pals as well.
how about updating Guile with some tactics from SFV? crouch walking and his other attacks would be nice, like his Sonic Blade V-Skill for his EX attack( or have a setup where one projectile can connect with another for more damage), and that MARVELOUS 1-2-3 Sonic Boom barrage V-trigger! Hell I'd liked using Somersault Flash from his SVC Chaos side too XD. Hell, there's alot of cool stuff we can do with from SFV...Though I wonder what happened to that SFV Ken wip..
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 03, 2016, 04:06:16 am
Hey Rei,
Can I report some bugs here or there is a specific thread?

(For now I will write here but if there is a specific thread, I will "move" my post.)

While playing this weekend I came across two bugs for at least 2 times each in one hour and half of gameplay:

-Mai Shiranui might go out of the screen while performing the Musasabi no Mai (air) and vanish, leaving the opponent alone until the time runs out.
-In big stages, while too far from the opponent, you can throw a projectile and the char will perform the animation but the projectile won't appear. (This happened with Ken and Akuma).

Those are the least of your worries... There's plenty more things that is needed to be adjusted in this game... Which reminds me...
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on May 04, 2016, 12:24:29 am
-In big stages, while too far from the opponent, you can throw a projectile and the char will perform the animation but the projectile won't appear. (This happened with Ken and Akuma).

About this specific bug that I said before, maybe the solution lies on this Mr. Ansatsuken's post:

http://mugenguild.com/forum/topics/mugen-1-1-tutorial-beams-and-projectiles-173545.0.html


He even states exactly what happened during my gameplay:
About the projectiles, though, (without this method) they won't even appear if the character isn't close enough.
Like, he'd yell HADOUKEN!!! and nothing would happen at all.
Title: Heh
Post by: Mr. Ansatsuken on May 10, 2016, 08:20:06 am
Cool cool Also..
High res effects so I can do more characters.
Still waiting on those sf4 palettes especially chunli and if someone could help me with hi res-ing her mvc kikosho hyper that would be legit!!! Then on to Guile. Oh shit! I almost forgot! If someone could Hi-res Ken's MVC shinryuken! Oh and Sol's Dragon install. You know the silhouette with the actual transformation shadow and flames? If you download the psx Sol it's an easy find, hi-res would help me with the transition not to mention how cool it'd be. Weird without it. Damn he needs some pals as well.


I could turn all those effects into high-res m8
(Though, I'll have to start studying now, unfortunately...)
(Just PM me the chars who have those sprites and, if I have enough time, I'll make them HD).
(If I get to touch the PC anytime soon, of course...)
Good luck on that I guess :D
Title: Re: Heh
Post by: Flowrellik on May 10, 2016, 08:29:29 am
Cool cool Also..
High res effects so I can do more characters.
Still waiting on those sf4 palettes especially chunli and if someone could help me with hi res-ing her mvc kikosho hyper that would be legit!!! Then on to Guile. Oh shit! I almost forgot! If someone could Hi-res Ken's MVC shinryuken! Oh and Sol's Dragon install. You know the silhouette with the actual transformation shadow and flames? If you download the psx Sol it's an easy find, hi-res would help me with the transition not to mention how cool it'd be. Weird without it. Damn he needs some pals as well.


I could turn all those effects into high-res m8
(Though, I'll have to start studying now, unfortunately...)
(Just PM me the chars who have those sprites and, if I have enough time, I'll make them HD).
(If I get to touch the PC anytime soon, of course...)
Good luck on that I guess :D
perhaps you can teach him how you did that transparent style of what you did for gouki and others (You know that Negative overlay beneath positive) for a more solid approach? atm I tried doing that but I just can't fully grasp it yet...Then again I'm more of a stage and pal guy.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 11, 2016, 01:31:46 am
I originally wanted to make a super, long detailed video about this game, but since I've been super busy (and well, I think the "issues" we had (if you can even call them that) are kinda over with... I hope), so I might as well just put some plain feedback in text. Just to note, it's been forever since I touched this game, but I spent a decent amount of time messing around and I found some... issues...

(Not all, but enough for ya I guess) (Please check the spoiler for feedback... Thank you...)

Spoiler, click to toggle visibilty

Kinda makes me wonder sometimes those times where you would "test" the game and this happens...
Not like Revival is any more balanced, but at least everyone had something crazy to counter each other and has somewhat of a competitive enough scene to keep going (Which reminds me...)
Title: Re: Capcom Vs. Snk Universe!
Post by: Zer0degreez on May 11, 2016, 12:26:15 pm
Hey Shin Rei, I wanted to know how you fixed Batsu and other Infinite characters to not Short jump when I input the dash command?
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 11, 2016, 12:57:47 pm
Hey Shin Rei, I wanted to know how you fixed Batsu and other Infinite characters to not Short jump when I input the dash command?

It's an IKEMEN thing that affects the Statedef 100 on his chars (for some weird reason).. He simply adjusted it and made it the code more universal for run/dashes so they can't short hop. I did the same thing for my project.
Title: Re: Capcom Vs. Snk Universe!
Post by: Zer0degreez on May 11, 2016, 02:28:07 pm
Hey Shin Rei, I wanted to know how you fixed Batsu and other Infinite characters to not Short jump when I input the dash command?

It's an IKEMEN thing that affects the Statedef 100 on his chars (for some weird reason).. He simply adjusted it and made it the code more universal for run/dashes so they can't short hop. I did the same thing for my project.

How would I go about doing that?

Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 12, 2016, 02:01:52 am

How would I go about doing that?


There are a couple of ways, but the easiest imo is to simply swap it with another persons run/dash statedef. I would have to look at the files again (i'm not with my files atm).
Title: Re: Capcom Vs. Snk Universe!
Post by: Zer0degreez on May 12, 2016, 02:09:28 am

How would I go about doing that?


There are a couple of ways, but the easiest imo is to simply swap it with another persons run/dash statedef. I would have to look at the files again (i'm not with my files atm).

I just literally finished doing that lol. Thanks though for the advice though. I wanted to know if anyone wants to play some games? I want to test the online out with other people.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 13, 2016, 03:58:27 am
Geez Lewis.  Hey guy.. When did you become my rival eh? Lol Firstly.. Read the bio for the game page it explains most of this. Then go back and read the respective pages of discussion about things like the main system "when completed" and the rushing and sharing incomplete blah things of that nature. Also the part about credits, not that I give a damn, but you don't see me taking credit for everything do you? )Aka read the description where it says something like all original authors blah blah?) As for the zoom "issue"? It's not one. I haven't had time to go and fix every lil thing as I had intended, mind you "Alpha". The individual character issues are kinda obvious and are more than not likely issues they made pre edit and I hadnt had "time" to fix everything, but before I fix another creators work, I settle my own, which was never said to be "complete". I mean it even says it's incomplete doesn't it? It does say Alpha right? 3V3 was always beta no? I've mentioned it quite a bit in these earlier pages(do better research). The intros as well right? I mentioned were incomplete, it's not an error, nor bug. I'm pretty sure all of these things were addressed to an extent. I'll eventually get things the way I want them. From the said 10% to the next 30% and so forth yada, yada. More importantly than anything... People are having a blast & getting into playing mugen so mission accomplished. Btw the YouTube comments make my day & I'm getting closer and closer to the 1mill. Thanks you all. Hopefully I'll have time to spice things up yet again.

Mr.A I'll get back to you about the effects. That would be super legit.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 14, 2016, 01:18:39 am
Geez Lewis.  Hey guy.. When did you become my rival eh? Lol Firstly.. Read the bio for the game page it explains most of this. Then go back and read the respective pages of discussion about things like the main system "when completed" and the rushing and sharing incomplete blah things of that nature. Also the part about credits, not that I give a damn, but you don't see me taking credit for everything do you? )Aka read the description where it says something like all original authors blah blah?) As for the zoom "issue"? It's not one. I haven't had time to go and fix every lil thing as I had intended, mind you "Alpha". The individual character issues are kinda obvious and are more than not likely issues they made pre edit and I hadnt had "time" to fix everything, but before I fix another creators work, I settle my own, which was never said to be "complete". I mean it even says it's incomplete doesn't it? It does say Alpha right? 3V3 was always beta no? I've mentioned it quite a bit in these earlier pages(do better research). The intros as well right? I mentioned were incomplete, it's not an error, nor bug. I'm pretty sure all of these things were addressed to an extent. I'll eventually get things the way I want them. From the said 10% to the next 30% and so forth yada, yada. More importantly than anything... People are having a blast & getting into playing mugen so mission accomplished. Btw the YouTube comments make my day & I'm getting closer and closer to the 1mill. Thanks you all. Hopefully I'll have time to spice things up yet again.

Mr.A I'll get back to you about the effects. That would be super legit.

I knew you were gonna use those excuses...

Why so fussy? I just sent you honest and above all, decent feedback. Why so overly defensive about it? Now, the whole "rushing" thing is bs. You had no reason to rush, and you mostly took your time on making/editing things that doesn't even get released (nor probably will never BE released, unless proven otherwise). I get that it's alpha, but I'ma be honest; it doesn't feel like one. Alpha's are bare bones, this isn't bare bones.

Some of these issues were even listed before the release (like Alex's Cr.MK, the roster table being broken which I even explained to you how to fix). These could have been easily avoided and fixed before release, but idk what happened there... Seriously, don't try to use of the excuse of "it SAYS incomplete, duh!", cause that shit doesn't fly like that when it comes to  hitdefs like this...

Spoiler, click to toggle visibilty

About the intros, how many videos have i seen of yours which had plenty of intros? or the people helping you out with them? Well, turns out some of those characters aren't even released yet, again, proving my point on you working on things that aren't even close to completion, and getting your priorities all botched. Still though, you shouldn't have intros like this:

Spoiler, click to toggle visibilty

The 3v3 being beta? That doesn't even count as an excuse. You simply didn't make it accessible online. Why? Cause you stole my online tag code without even knowing how to use it. Forget about it being beta, you just don't know how it works. I can prove this, cause your old version used my code which had my "accidental signature" on it. I say accidental, cause i added it to it, thinking it would work making tag work online (my early test code I simply forgot to remove) . It's no longer needed, but it's in your code... Why? You just take stuff without even knowing how it works (like my old. shitty netcode patch from the past, which was also in your older projects btw).

And this then leads me to the credits thing... Don't try to be the good guy and say all credit goes to the original creators bs. You do that now, but I'm pretty sure you were pissy about it in the past. not to mention, when I was on one of your streams, and I was asking about the tag code, not only were you being overly defensive and bitchy, you also banned me from the chat... Why? idk (also, I'm still banned cause idk you hate me or something?).

Making time to fix characters? Then wtf were all those vids and streams of your "wip"? It's not like you were doing EVERYTHING on your own. You obviously had help and people offering assistance to you. Hell, some of the chars you added in were straight slapped on with no regards to how they play (Like: Dudley, Q, Ryu (wait, why couldn't you just use POTS's original Ryu?).

I told you about the zoom and the problems that would occur, and you didn't listen. Now, some of the players that i have played with all do agree on how much the zoom sucks super hard (not the "zoom" effect in general, but your poor use of it). It's fucking game breaking!

I just honestly hope that you do take this feedback and use it if you ever update this game. Otherwise, you're just gonna ignore it and there will be yet another "I told you so" moment...

Also;

Hey guy..

It's Fclass... Not "guy"...


Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 14, 2016, 04:29:42 am
Alright you are obviously still salty as ever. This isn't contributing to anything. It's just going to go back and forth and as much I want to correct you I don't have to explain anything to you. You are so desperate for attention and crave recognition for that simple mugen compilation you threw together. So much time was put into this regardless of any of the shortcuts taken and you know what? Why does my preference of what I choose to do have anything to do with anyone else? I'm free to do whatever I choose I don't abide by anyone's rules. If I choose to do things a certain way or not take feedback it's on me. I just really don't acknowledge you at all, from the beginning. You really only have your opinion to go off which countless times I've told you I don't care about. I'm not interested in anything you say positive or not I prefer you just dislike it from afar. I know full well of everything I've left unfinished, but again why does it concern you? Now, simply stop posting here so I can stop bitching at you for hating on a hobby of mine that no one else's seems to care about except you. As long as people are enjoying this I well continue to improve and try my best to make things the way I want them. I'm going to start deleting all this extra shit really takes away from my original premise.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 14, 2016, 05:04:27 am
Alright you are obviously still salty as ever. This isn't contributing to anything. It's just going to go back and forth and as much I want to correct you I don't have to explain anything to you. You are so desperate for attention and crave recognition for that simple mugen compilation you threw together. So much time was put into this regardless of any of the shortcuts taken and you know what? Why does my preference of what I choose to do have anything to do with anyone else? I'm free to do whatever I choose I don't abide by anyone's rules. If I choose to do things a certain way or not take feedback it's on me. I just really don't acknowledge you at all, from the beginning. You really only have your opinion to go off which countless times I've told you I don't care about. I'm not interested in anything you say positive or not I prefer you just dislike it from afar. I know full well of everything I've left unfinished, but again why does it concern you? Now, simply stop posting here so I can stop bitching at you for hating on a hobby of mine that no one else's seems to care about except you. As long as people are enjoying this I well continue to improve and try my best to make things the way I want them. I'm going to start deleting all this extra shit really takes away from my original premise.

Lol, are you serious?
Title: Re: Capcom Vs. Snk Universe!
Post by: Looney Tooney on May 14, 2016, 05:24:20 am
Now, simply stop posting here so I can stop bitching at you for hating on a hobby of mine that no one else's seems to care about except you.

I can do it too!
Title: Re: Capcom Vs. Snk Universe!
Post by: Mr. Ansatsuken on May 14, 2016, 10:47:48 am
Lol, are you serious?
Yeah he certainly is.
What the actual fuck FClass.
Can you just...
Spoiler, click to toggle visibilty
Why are you so mad?
Like, really. It's not relevant wether you realise it or not, but you do sound like an extremely angry fuccboi.
A really, really angry one (and that's still an understatement).
Like, are you that desperate for atention or something?
You can go to Tumblr or buy some attention pills whenever you want y'know.
I don't have anything against anyone here.
Oh wait, I do somewhat. Against those who're this negative.
Again, it's not relevant wether you realise it or not, or if your intentions aren't really bad.
You're not helping.
It would be nice if you stopped for a momment and asked yourself the reason for your negativity.
Not only you're acting like you paid for this game, which is only Rei (and everyone who's contributed)'s unpaid hard work, but again, you're not helping.

Not trying to be offensive but it is people like you who make others quit (intentional or not).
Go drink some water, calm the fuck down, then come back only if you have anything constructive to say that's worth both typing and reading.
Thanks and have a nice day! ^^
Title: Re: Capcom Vs. Snk Universe!
Post by: Zer0degreez on May 14, 2016, 04:26:53 pm
Does anyone have some groups I can join to get some games in? Been wanting to play for a while.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 14, 2016, 11:13:16 pm
Lol, are you serious?
Yeah he certainly is.
What the actual fuck FClass.
Can you just...
Spoiler, click to toggle visibilty
Why are you so mad?
Like, really. It's not relevant wether you realise it or not, but you do sound like an extremely angry fuccboi.
A really, really angry one (and that's still an understatement).
Like, are you that desperate for atention or something?
You can go to Tumblr or buy some attention pills whenever you want y'know.
I don't have anything against anyone here.
Oh wait, I do somewhat. Against those who're this negative.
Again, it's not relevant wether you realise it or not, or if your intentions aren't really bad.
You're not helping.
It would be nice if you stopped for a momment and asked yourself the reason for your negativity.
Not only you're acting like you paid for this game, which is only Rei (and everyone who's contributed)'s unpaid hard work, but again, you're not helping.

Not trying to be offensive but it is people like you who make others quit (intentional or not).
Go drink some water, calm the fuck down, then come back only if you have anything constructive to say that's worth both typing and reading.
Thanks and have a nice day! ^^

So basically, feedback and justified reasons of said feedback isn't constructive, and is only for attention seeking? Ok.

Spoiler, click to toggle visibilty


Also, for zer0degree:

Does anyone have some groups I can join to get some games in? Been wanting to play for a while.

There is an evolve group for this game, and you can just simply add them  to get invited to it or something.




Title: Re: Capcom Vs. Snk Universe!
Post by: Infinite Daze on May 14, 2016, 11:24:19 pm

Downloads! (Will update regularly adjust damages, bug fix etc) Stay in tune for the latest news!
http://1drv.ms/1TjigjU

Do you a compresses file of the game?

...NVM
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 15, 2016, 12:08:52 am
I'll get around to it for ya. The Facebook page has the latest link. People complained about the big file size? So I gave them access to the folder instead thinking it would make a difference. I'll see how much I can compress it. It's mainly the music, but I'll get around to finishing organization of that as well.
Title: Re: Capcom Vs. Snk Universe!
Post by: lui on May 15, 2016, 12:43:25 am
Go drink some water, calm the fuck down, then come back only if you have anything constructive to say that's worth both typing and reading.

as far as i can see you saying shit like this isn't helping either and only makes yourself look just as bad as those claims you're making about fclass.

 he made good points and did not sound like a "troll" at all. game breaking stuff is game breaking stuff, he has a right to post his stuff about it, it doesn't mean it's gonna be all positive, any feedback is feedback whether you like it or not.

telling him to go fuck off and shut up doesn't contribute at all if you're gonna talk about contributing, stop being over-sensitive about someone else's feedback.

as far as i can see, you're the only one who is "mad".

Quote
Not trying to be offensive but it is people like you who make others quit (intentional or not).
wtf, yes it is offensive to claim that fclass's feedback is soooo terrible that it makes people quit, i've literally never seen a decent creator quit over something as ridiculous as feedback, the only type of creators that quit over some negative feedback are people who can't handle feedback and are oversensitive :/
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 15, 2016, 01:34:06 am
You guys made your point already.. Go somewhere else with it. You can be right or win or whatever helps you sleep at night I'm all about business and this ain't about it so shoo. You can tell when someone is getting personal which is what I was referring to. This is an ongoing thing with this guy, he has been doing this since the beginning and anyone who views my channel knows this. Constantly telling me what I "have" to do or "I don't like it" "that's not what I would do" and or comparisons between our projects. It's irrelevant really and ain't no body got time for dat. Just trying to have fun with friends and share the experience nothing more nothing less.
Title: Re: Capcom Vs. Snk Universe!
Post by: Looney Tooney on May 15, 2016, 01:40:57 am
Low-Tier CvS Universe Confirmed for next release!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 15, 2016, 01:41:57 am
Also I wanna see if you moderators could delete all of the pages pertaining to this game on this forum so it won't show up on google, including this one of course.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 15, 2016, 01:48:11 am
No.
Title: Re: Capcom Vs. Snk Universe!
Post by: lui on May 15, 2016, 02:00:44 am
You guys made your point already.. Go somewhere else with it.

im calling specifically mr.a out for his rageposting against fclass, im not involved with whatver you and fclass have going on with eachother and my post was not directed towards you.
Title: Re: Capcom Vs. Snk Universe!
Post by: DarkWolf13 on May 15, 2016, 02:27:07 am
Just move on. This looks like a fun Ikemen game to try. One day when I get my new laptop, I'll try this out.
Title: Re: Capcom Vs. Snk Universe!
Post by: slayraptor64 on May 15, 2016, 02:40:48 am
so uhh the Karin needs a buff that her raging demon needs more range js
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 15, 2016, 02:45:41 am
so uhh the Karin needs a buff that her raging demon needs more range js
Man I was going to make a page specifically for this type of feedback, but
Lol aye her movelist in that form will def be tweaked. I had planned to give her more original/custom stuff, but never got around to it in time. I'll take note of it for sure though.
Title: Re: Capcom Vs. Snk Universe!
Post by: slayraptor64 on May 15, 2016, 02:52:36 am
so uhh the Karin needs a buff that her raging demon needs more range js
Man I was going to make a page specifically for this type of feedback, but
Lol aye her movelist in that form will def be tweaked. I had planned to give her more original/custom stuff, but never got around to it in time. I'll take note of it for sure though.

I mean it's cool man just atm Karin's raging demon is not good range wise but the damage is fine
Title: Re: Capcom Vs. Snk Universe!
Post by: JustNoPoint on May 15, 2016, 03:09:56 am
@thefclass97: when someone tells you they don't care about your feedback right them off and forget them. Don't keep pressing it. It looks highly aggressive.
Find ppl that reciprocate your feedback. Find me when I release my next char! You can tear into me as hardcore as you like :p

Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on May 15, 2016, 03:15:25 am
@thefclass97: when someone tells you they don't care about your feedback right them off and forget them. Don't keep pressing it. It looks highly aggressive.
Find ppl that reciprocate your feedback. Find me when I release my next char! You can tear into me as hardcore as you like :p



I honestly didn't even mean to be "aggressive" with feedback When I sent it, he acted very defensive, saying how it wasn't affecting him My post after that was justifying why the things were wrong when he stated how it "wasn't" But eh, if he doesn't want to use it, I should stop caring then. I might have misunderstood.

Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: JustNoPoint on May 15, 2016, 03:21:35 am
I guess I consider these informal warnings. I'm not sure what the difference is tbh. My annoyance level with dealing with a user??? Right now it's next to none so you're still good :p
Title: Re: Capcom Vs. Snk Universe!
Post by: Looney Tooney on May 15, 2016, 03:28:50 am
All bullshit aside, keep doing what you're doing ShinRei!
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on May 15, 2016, 07:03:30 am
To that I agree with! I'm still on board in allowing my stages for your project bud. atm I'm chatting with Vegaz about shaping up a certain Wip for a certain son of a Justice loving Taekwondo fighter.
Title: Re: Capcom Vs. Snk Universe!
Post by: Umezono on May 15, 2016, 07:12:33 am
Also I wanna see if you moderators could delete all of the pages pertaining to this game on this forum so it won't show up on google, including this one of course.
We don't do that, sorry.
Title: Re: Capcom Vs. Snk Universe!
Post by: DarkWolf13 on May 15, 2016, 07:26:14 am
To that I agree with! I'm still on board in allowing my stages for your project bud. atm I'm chatting with Vegaz about shaping up a certain Wip for a certain son of a Justice loving Taekwondo fighter.
Who could be the son of Kim?
Title: Re: Capcom Vs. Snk Universe!
Post by: lui on May 15, 2016, 07:27:45 am
To that I agree with! I'm still on board in allowing my stages for your project bud. atm I'm chatting with Vegaz about shaping up a certain Wip for a certain son of a Justice loving Taekwondo fighter.
Who could be the son of Kim?


Kim has 2 sons in Garou: Mark of the Wolves, they're part of the playable cast.
Title: Re: Capcom Vs. Snk Universe!
Post by: DarkWolf13 on May 15, 2016, 07:29:22 am
Kim Dong Huan and Kim Jae Hoon... interesting...
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on May 15, 2016, 07:30:05 am
That's all the hints I'm giving XD
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 15, 2016, 03:05:36 pm
Yeah I have a few things in mind for Dark Karin. I have to do something about that critical art. I'm glad someone is actually playing her, she's a dope character. The whole transformation system itself, I'm thinking of going the v-skill route and fleshing it out, but we shall see.

As for Jae & Hwan hmm...
Now, if only someone could make those two ;) haha
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on May 15, 2016, 11:45:06 pm
I had some palettes and other things for you, not sure if you still want 'em. Also oh boy, the drama llama sure hit this thread hard..
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 16, 2016, 01:45:02 am
Of course I do! I won't be stopping for anybody, it's already set in stone. It's whatever though not going to be distracted by the negative and continue to prosper. I'd just rather gossip about the project itself. I wanted to make a new page that would be more informative and professional for the newer users as the things on the page are often overlooked. More on topic disscussion so others could track things more proficiently you know. Everything you got though I'm still going full swing with this and give it a fresh coat of paint.
Title: Re: Capcom Vs. Snk Universe!
Post by: slayraptor64 on May 16, 2016, 04:36:40 pm
Yeah I have a few things in mind for Dark Karin. I have to do something about that critical art. I'm glad someone is actually playing her, she's a dope character. The whole transformation system itself, I'm thinking of going the v-skill route and fleshing it out, but we shall see.

As for Jae & Hwan hmm...
Now, if only someone could make those two ;) haha

well I'm like the only one who plays her cuz I usually play all evil characters in mugen anyway tbh the v-skill route is a bit much but let's see
Title: Re: Capcom Vs. Snk Universe!
Post by: Kaneco on May 19, 2016, 05:11:09 am
Just passing by to say that I've been to Mugenguild & the Mugen scene as a whole for probably almost a decade...it's been a while!

I'm happy to see that it's going strong, and to say that I'm loving this build as well as many others under Ikemen which is something completely new to me...I always dreamed for some kind of netplay to be implemented in Mugen or a Mugen clone. :D

Keep up the good work & take as long as you want to realize this project to the point you consider it 100%...I know you're doing this, like many others, on your own free time and for the love of Mugen & its endless possibilities.

I also want to suggest, if possible, to set up a Mega account for holding the latest builds of the game...the upload & download rate of that cloud service is pretty unsurpassed by most & I feel OneDrive is rather slow....but it's just a suggestion.

I pretty much came to check things out because I saw someone promote a CVSU youtube video on Twitter...then all the memories I had with Mugen came back to me. :)

Looking forward to more updates from this project and many others. Much love & support! <3
Title: Re: Capcom Vs. Snk Universe!
Post by: SlenderMan on May 20, 2016, 09:19:08 am
holy crap what shit storm did I walk in on? that all aside Rei you still have my assistance on the MK side of things. both you and Odb718 did great 6 button versions of Sub-Zero and Scorpion as well as the continuation on Ermac and Reptile. I have more to do on them and I've been kinda out of it lately but I'll be back to it soon. I've just had a lot on my mind lately. I'm also testing new stuff for Ermac regarding his EX fireball. I was thinking of making it act like his Master of Souls variation where it binds the target for a short time. I can probably just swap out with Sub-Zero's Iceball for that effect and just edit what goes on fx wise. As soon as we finish those two guys Smoke, Noob and Rain will be our objectives. Although I'll need help figuring out how to get the controlling player 2 with the projectile to work. I'm sure the code is complex and it's something I've never done before.

We'll see what goes on with Ermac first.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on May 20, 2016, 10:34:51 pm
Nice to see you back man, keep at it, do not let anyone slow you down.
I've had so much fun with the build you released, its impressive as fuck. I still cant fix my controls though for keyboard but oh well.
Setting up a mega account with the latest updates is an awesome idea,if you want and can why not do it ?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 21, 2016, 02:15:53 am
I was using Mega before. My laptop should be here next week, we shall see what we can get done. I have a lot of ideas! Lol! Damn I'm excited. I hope you guys have been practicing low key. I haven't touched a video game in going on 4 months so I'm raring to go. So those of you that have been contacting me about playing online be ready. Are there really that many errors with the stages & music? I literally spent so much time organizing all that, was alphabetized and everything. Geez and I'm still not finished haha. The zoom will stay as is I just have to fix the projectiles and tweak those individual stages that break. I went through every single stage, one by one to test it over and over and over again can't believe anything is broken, surprised actually. I have a lot of stuff to fix Mann lol just don't expect it to be an overnight job as before. I'll try to balance the edit with my own stuff, but honesty if I can save time I will.

Thanks for the support btw if you are having fun that's all that matters truly, but that's no excuse to half-ass it wholeheartedly. I do plan to learn/improve as I go. Aww man I'm hype for Rain!
Title: Capcom Vs. Snk Universe: Battle of Ultimate Dreams
Post by: R565 on May 21, 2016, 02:26:46 am
My skills....are off a bit but since you're back I guess I could squeeze in some practice.

Edit: Jeez what a mess in this topic. But let's keep that stuff in PM, and get this thing on track. My Violent Ken is rusty and my BB Hood is shoddy.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on May 21, 2016, 02:49:34 am
Awesome news, Its annoying as all hell that most of you guys are from USA, Im from Europe,ping might be a bit too much.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on May 21, 2016, 03:04:07 am
I think you should reduce the number of stages like someone here suggested.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 21, 2016, 03:22:34 am
Yeah if you want to give feedback do so via PM. Aye B.B Hood has been on my mind.. Basically, I understand that having every single stage isn't necessary, but I want it that way for pure nostalgia and I get to hear the bgms most importantly. Not to mention the older stages look amazing with the set up. It's not really taking away from anything, just a preference aka fan service for me lol.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on May 22, 2016, 08:27:36 am
No harm in that bud! I do the same thing too with my mugen, even if its around 300+ stages LOOL.
SPEAKING OF STAGES!
http://mugenguild.com/forum/topics/suzaku2014-aka-edit-dgs-ryu-stage-update-suzaku2014-pack-173960.msg2248620.html;topicseen#msg2248620
http://mugenguild.com/forum/topics/koreamarket2014-yok-chong-market-garou-motw-stage-174192.msg2248621.html;topicseen#msg2248621
Thought you might be interested in case your project needs some additional epicness :) JUST RELEASED TODAY!!!
Title: Re: Capcom Vs. Snk Universe!
Post by: RoK the Reaper on May 22, 2016, 04:29:22 pm
Question.

I disabled OPENGL so I could play the game, however, I am not getting any life bars for my characters.  Can someone help with this?  Or if I have to disable OPENGL to play the game, does that mean no life bars?
Title: Re: Capcom Vs. Snk Universe!
Post by: RoK the Reaper on May 22, 2016, 04:51:21 pm
Also, I have a MADKATZ Tournament Edition Round 2 stick for Xbox 360.  I have no idea how to map the controls correctly.  I can move and stuff, but teh buttons are on the wrong things
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on May 22, 2016, 05:15:46 pm
Rei I edited a couple of tatsu's stages and more for huge zoom effect if you need them hit me up via PM.
Spoiler, click to toggle visibilty
Resizing sprites and and shit was a bitch.
Title: Re: Capcom Vs. Snk Universe!
Post by: Kaneco on May 23, 2016, 05:36:51 am
Question.

I disabled OPENGL so I could play the game, however, I am not getting any life bars for my characters.  Can someone help with this?  Or if I have to disable OPENGL to play the game, does that mean no life bars?

If you had the same problems as me...then just extract this build onto an empty/clean folder. Don't overlap a Mugen build...this Ikemen build already has all that you need. For whatever reason, I was under the impression that you had to overlap a Mugen 1.0 (stable) build for this to even work, but Rei had already bundled all the necessary files for this Mugen Clone build to work.

You don't need anything else but the files in his OneDrive account. I guess what happens is that when you include files that were removed but somehow are still triggered/used by the config files in this Ikemen's build which is at its core Mugen, it tries to run the files that causes issues that otherwise would be essential on a basic Mugen build....otherwise it would just ignore them if they're missing and attempt to run the game.

Hope that helped. :)
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 25, 2016, 01:10:04 am
"If" I have time to pickup my laptop tomorrow I'll tryto answer all questions then. Try to get a lil stream in. If you have stuff for me, send it to me now. Also if you are interested with helping with hi-res effects hit me up.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on May 25, 2016, 06:52:22 am
Welp my end's easy: Find my stages XD
Title: Re: Capcom Vs. Snk Universe!
Post by: SlenderMan on May 25, 2016, 08:32:13 am
doing some work with CvTW Ermac. will patch you soon
Title: Re: Capcom Vs. Snk Universe!
Post by: OmegaZxA on May 29, 2016, 06:30:18 am
is there a quick way to make this work or do I have to add all the assets manually? I'm lost. I have a vanille Mugen 1.1 and the nearly 4GB svcUdemo pack
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on May 29, 2016, 06:40:35 am
All you have to do. "Literally" is run the *Ikemen.exe* I did everything else for you. There is no set-up or long process. Just run and play
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on June 07, 2016, 05:01:05 am
So... You know Ibuki right? Anyone interested in bringing her FX up to speed?
P.S any SFV related items are also welcome. I'll see what I can do.

Bulleta's tears FX could use some spruce.
Trying to get this separation for her started & finish this damn CC.
Also she and Jin.S could use some pals for now, pre cs.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on June 21, 2016, 01:11:06 am
Who knows the snk "Orochi Saga" lore? Trying to come up with something for the Heavenly kings. 
PM if interested, just need some dialogue of them Vs. Iori for now. Any help would be appreciated.
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: RodKnee on June 27, 2016, 06:06:29 pm
Who knows the snk "Orochi Saga" lore? Trying to come up with something for the Heavenly kings. 
PM if interested, just need some dialogue of them Vs. Iori for now. Any help would be appreciated.
Spoiler, click to toggle visibilty


Goenitz leak loool. Still have to Stream when I have time to play against some people live.

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on June 28, 2016, 04:32:44 am
Alright for sure. It'll help with fixing all this broken-ness.
Title: Re: Capcom Vs. Snk Universe!
Post by: Gladiacloud on July 03, 2016, 05:41:10 pm
This June I released Saki Omokane, did you tried her? :)
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 03, 2016, 06:10:14 pm
This June I released Saki Omokane, did you tried her? :)
I haven't, but I have to say I'd been meaning to. I've played her a bit in TVC in the past. Honestly wanted to do something with her, but there are just too many effects I'd have to convert & with my low skill level I won't be able to :/. I'll download her right now though. Cool of you to notice this board though lol
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on July 07, 2016, 10:18:43 am
Bro if you are using R@CE's Benimaru for the game, when you chip him out the round will not end.

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 08, 2016, 12:49:58 pm
Good looking. I'll have to check it out.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on July 08, 2016, 10:27:35 pm
Karin;s double kick thing freezes GM's Alex and Ibuki in one place. Only happens to GM chars so far.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 09, 2016, 08:31:06 am
Double kick thing?
Title: Re: Capcom Vs. Snk Universe!
Post by: lui on July 09, 2016, 08:35:29 am
He probably means her qcf k
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on July 09, 2016, 09:18:58 am
Yep, also after qcf k she is slightly in the air if you try to chain with the max level 2 she does the air kick hyper on the ground.
It messes up your combo like that.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 11, 2016, 01:47:26 pm
Alright I'll check it out.

Keep it coming, I'll currently updating everyone so I might as well fix it now.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 12, 2016, 04:58:28 pm
Is something like this possible to recreate?
(http://i.imgur.com/H1JjGZ4.jpg)
Title: Re: Capcom Vs. Snk Universe!
Post by: S. Jetstream on July 12, 2016, 05:21:24 pm
It's possible up to the point we're talking about the big portraits. Wonderful concept tho.

Gill-ed Orochi looks greats af
Title: Re: Capcom Vs. Snk Universe!
Post by: R@CE AKIR@ on July 12, 2016, 05:23:02 pm
Bro if you are using R@CE's Benimaru for the game, when you chip him out the round will not end.

I've been busy with other things in life and etc. Anyway, go inside the animation file and find animation 5950 and go to the last frame on the animation and change the time to 1 and then put a loop on that same frame.

This will fix it if you follow what I said correctly.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 12, 2016, 06:13:18 pm
Trying to come up with a new design. Been looking at some concepts. Trying to decide between chains, or technical core. I'm trying to put more value into using excel(custom combo). I'm trying to think of the best way to implement "rage". It's the only cvs2 groove I'm lacking. I'm familiar with K-groove and samsho, but I've never played it extensively. What all does it do in source(the whole explosion & what not) it allows you to do certain skills and something else I don't remember. These features aren't really excessive as one might think, as seen in the videos each serves its purpose & I'm not too keen on removing anything. Idk I'm just brainstorming here. What's an ideal feature you would have liked to see in cvs3?

Should I just give everyone target combos? I also thought to upgrade max mode to XIII standards. I'm not a fan of auto-combos(abc) mind you.
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on July 12, 2016, 06:36:18 pm
Is something like this possible to recreate?
(http://i.imgur.com/H1JjGZ4.jpg)

That looks damn good
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on July 12, 2016, 06:57:13 pm
As for the combo chains..... I personally dont like it, it kinda makes the custom combo/excel seem kinda pointless.
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on July 12, 2016, 07:12:41 pm
Trying to decide between chains, or technical core.
I'm not a fan of auto-combos(abc) mind you.
Well, my vote is for more technical, so, removing the chains when possible, seems a good idea for me. (I say "when possible", because depending on the char, removing their chains may decharacterize him, like the ones from Darkstalkers...

I'm trying to put more value into using excel(custom combo)
About this topic, well, it's just my opinion - I'm not a fan of everybody having this ability like SF Alpha 2/Groove from CVS2...
However, I'm all in for it being specific for some chars that usually have this ability as a super. Eg.: Juri from SF4, Yun from SF3, Wolverine, etc

I'm just brainstorming here. What's an ideal feature you would have liked to see in cvs3?
Something that I first saw on Skullgirls and I would love to see here, is the ability to make [1,2,3] vs [1,2,3] battles, and the life for each player would scale according to the amount of chars chosen. But I think this is probably not viable in mugen/ikemen.

Should I just give everyone target combos?
Target combos are interesting. Usually a specific string for each character, easy to get used and to execute in game.
My vote for this is the following: If you make they cancellable into supers, they shouldn't be too easy...



Hey guys, it's just my thoughts and nothing more. Please don't take it too serious..
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 14, 2016, 02:59:49 pm
Nah those are good points. I prefer technical as well. I'm just overly in love with custom combo that I could never do away with it. Those certain individuals just have an enhanced version of it. Max mode canceling is also something I'm experimenting with having a new gauge maybe. Things are fine as is truthfully and I really only need to fine tune them, but had just been thinking about it.
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 15, 2016, 09:34:48 am
can there be an online feature like Mortal Kombat X's King of the hill where multiple players join in one room and the first two in line fight while the others spectate and the winner of that faces the next in line while the looser waits with the rest? it be really great as fighting the same player over and over again can get boring
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 15, 2016, 07:36:01 pm
That currently isn't possible by normal means, without the use of an external application. Online is really a beta itself. Is it really such a hassle to change from player to player? Being that we have no other method/option to play online at all? In-game lobbies and other modes etc. We shall just have to wait and see what the future holds.
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 15, 2016, 09:34:57 pm
That currently isn't possible by normal means, without the use of an external application. Online is really a beta itself. Is it really such a hassle to change from player to player? Being that we have no other method/option to play online at all? In-game lobbies and other modes etc. We shall just have to wait and see what the future holds.

well it may be possible but with something like teamviewer which consumes loads of bandwidth....if fightcade can allow players to spectate than what the issue with allowing the next in line to face off against the winner of of the current match
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on July 15, 2016, 09:45:35 pm

well it may be possible but with something like teamviewer which consumes loads of bandwidth....if fightcade can allow players to spectate than what the issue with allowing the next in line to face off against the winner of of the current match

Just use Evolve for the lobby/online matches. As for spectating, you could always try out using Skype calls and screen sharing.

Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 16, 2016, 06:23:39 am

well it may be possible but with something like teamviewer which consumes loads of bandwidth....if fightcade can allow players to spectate than what the issue with allowing the next in line to face off against the winner of of the current match

Just use Evolve for the lobby/online matches. As for spectating, you could always try out using Skype calls and screen sharing.

Spoiler, click to toggle visibilty


but what about bandwidth consumption?
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 17, 2016, 08:18:54 am
whats the total size of the latest build??
Title: Re: Capcom Vs. Snk Universe!
Post by: EveryonesKouhai on July 17, 2016, 08:24:08 am
The Alpha Version is 2.27 GB compressed
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 17, 2016, 08:42:26 am
The Alpha Version is 2.27 GB compressed

the one thats available in the link provided here by Rei?
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on July 17, 2016, 06:58:03 pm
Alex power bar thing in debug ?
Spoiler, click to toggle visibilty
Ivalid helper in K', this maybe cause of mugen, I mean if the char is fine in ikemen.
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 18, 2016, 07:40:15 am

Downloads! (Will update regularly adjust damages, bug fix etc) Stay in tune for the latest news!
http://1drv.ms/1TjigjU

hey i downloaded it from this link but when o try to extract it says: the archive is either unknown or damaged. even tried with Winzip and it says: the following file could not be opened or is not a valid zip file. its 2.67 gb
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 18, 2016, 02:25:52 pm
Not sure why you are getting that error. I'll check it later.

Does this guy have any unique moves throughout the series? No right? I'm pretty sure he doesn't. So I can just improvise.


Will see if I can take anything from this. Does anyone even care about Ramon?
Title: Re: Capcom Vs. Snk Universe!
Post by: FirePony on July 18, 2016, 02:46:06 pm
Me, yes (about Ramon). I searched portraits yesterday for him.
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on July 18, 2016, 03:12:14 pm
Yeah, I like his moves and he's pretty cool with the lucha libre style.
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 20, 2016, 12:21:42 pm
Not sure why you are getting that error. I'll check it later.

Does this guy have any unique moves throughout the series? No right? I'm pretty sure he doesn't. So I can just improvise.
[youtube]https://youtu.be/lzFEa9Sz7Ck[/youtube]

Will see if I can take anything from this. Does anyone even care about Ramon?
[youtube]https://youtu.be/W_caULDIbq4[/youtube]

do u consider using another file hosting site like mediafire? this onedrive disconnects a lot and sometimes slows the download quite a bit
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 20, 2016, 10:57:00 pm
ok i managed to download it but
Not sure why you are getting that error. I'll check it later.

Does this guy have any unique moves throughout the series? No right? I'm pretty sure he doesn't. So I can just improvise.
[youtube]https://youtu.be/lzFEa9Sz7Ck[/youtube]

Will see if I can take anything from this. Does anyone even care about Ramon?
[youtube]https://youtu.be/W_caULDIbq4[/youtube]

do u consider using another file hosting site like mediafire? this onedrive disconnects a lot and sometimes slows the download quite a bit


ok i managed to download the build but each folder separately...my issue now is that when i try to open ikemen.exe nothing happens...it just won't start
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on July 20, 2016, 11:10:03 pm
if it's not working, probably there's a file (or files) corrupted that u need to re-download.

Try this steps:

Syncing will ensure a 100% accurate download, w/o corrupted files...
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 21, 2016, 03:08:53 am
if it's not working, probably there's a file (or files) corrupted that u need to re-download.

Try this steps:
  • Create a Onedrive account, if u don't have one already
  • Sign in on your browser with ur account
  • Enter on the download page: http://1drv.ms/1TjigjU
  • On the download page from Onedrive, click the "Copy to" - it's located on the top gray bar of the screen...
  • And select a destination on your personal folder
  • Download the Onedrive app to your PC if u haven't already
  • Finally, let it sync

Syncing will ensure a 100% accurate download, w/o corrupted files...

by personal folder do u mean the one on my PC or in my online onedrive account?
Title: Re: Capcom Vs. Snk Universe!
Post by: Nuroravage on July 21, 2016, 03:10:59 am
Off the top of my head Cvs2's K groove broke down like this.
Run. 
Short jump.
Tactical recovery. (Roll back wards onto your feet from anything that knocks you down .This made sweeps against you unblockable while recovering. Keeps people from abusing it. Otherwise they can just relentlessly chase you down. Which they can do anyway in K-groove )
JUST defend (ofcourse) Looser window than garou you regain about a block chips amount of life  and a good chunk of meter. In the air it pops you up a bit for better hit advantage
Supers available at max damage only. IE no lvs 1 or 2s.
Rage gage. When full. Increased your overall damage  output.  Significantly. Supers dealing 20 to 30 percent more damage.

Sorry you had to wait 8 days for this info

As far as things I'd like to have seen in cvs3
P groove sucked. It's my groove of choice. They fixed it a  bit with Cvs2 EO. Because you could link special moves to supers. But filling your bar in order to use your 1 damaging super was crippling. That and the much tighter parry window. Parry gave you nothing except a chance to hit back useless when parrying a super fireball only to be run swept.  Contra K grooves . Very safe just defend that not only could fill a meter absorbing a distanced super fireball but also refilled life.  Simply put. In 1 round I could fill my bar maybe once.  My opponent in K groove could do it 3 times. Just from me hitting him. More if he could just defend decently.  My point. The least capcom could have done Was have successful parries refill your guard meter.   But. How about. Gray meter.  Like Gray damage. . Parry fills potential meter . Becoming meter if successfully following up with a hit.  Would make P groove equally  as scary as K.  And keep the matches heavy
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 21, 2016, 06:04:50 am
Nah it's cool. It's pretty dead here these days. I know what it does in cvs2 I was referring to source samurai showdown. Parry already gives meter back, I shall see about grey health. Really appreciate the info.

Here is a look back at the previous post.

I bring news of system changes. You could say that none are necessary, but I really want to up the ante & bring more to the table. I'd like some input if possible. Heavily inspired by XCB's Blair so I'm just going to post this here.. We have some of these already, but I'd like to further improve them as so their use is not undermined. If any of you has ever seen my videos you can see how important something like "Dodge/roll" is, yet some people use these characters & would never think to use it. Parries on SF3 lvl etc. Seeing as I am not using grooves I want to implement this into a single system. Think KOF with it's counter/armor etc modes. So no one character will be limited in using one or the other. If you have actually ever played Fighting Layer, it too had many mechanics & we all know of the EX-Groove. This will most, most likely come much later because alone I won't be able to accomplish as much as I would like. Brain Storm here

Possible New features.
+Defensive shift
+Break counter
+Just Defend
+Rage(In addition to this, was thinking something like, SF4, or even SFA4. LVL3's become Ultras)
+Updated Custom Combo(Excel)
+Max boost + KOXIII style max mode = even more combo options

(http://i.imgur.com/uyKzpSQ.jpg)

(http://i.imgur.com/DQQccqD.jpg)

(http://i.imgur.com/ynTJsJ1.jpg)


As for Excel
Alright so this may look familiar.. I've decided I'm going to bring this back. For 2 reasons.
1. Obviously you can see how much time you have left & won't have to guess.
2. I want to make CC more viable as in you'll have more reason to use it.
3. Currently thinking of ways to buff this, but it may just be fine as is & it won't be Genei Jin status. Does anyone have any suggestions on improving it?
(http://i.imgur.com/Yb2w0op.jpg)

Not to say that I had planned to blindly add these,but adjust them accordingly to fit the style of play.

Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on July 21, 2016, 06:09:24 pm
Yo when I use your characters in a 1.1 screenpack the portraits are always messed up, do u know what it is?
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 21, 2016, 06:10:47 pm
if it's not working, probably there's a file (or files) corrupted that u need to re-download.

Try this steps:
  • Create a Onedrive account, if u don't have one already
  • Sign in on your browser with ur account
  • Enter on the download page: http://1drv.ms/1TjigjU
  • On the download page from Onedrive, click the "Copy to" - it's located on the top gray bar of the screen...
  • And select a destination on your personal folder
  • Download the Onedrive app to your PC if u haven't already
  • Finally, let it sync

Syncing will ensure a 100% accurate download, w/o corrupted files...

does the app resume interrupted downloads?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 21, 2016, 06:29:26 pm
If you use a 1.1 screen pack you have to save the sprites as 1.1 no? Yup, that's each character one by one.

Dang dude you are still getting an error? Lol everyone has has been able to get it no issues, don't know what the problem could be. Doing what's said above should fix it for you though.

Yes, you can "resume" btw.
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 21, 2016, 10:30:19 pm
If you use a 1.1 screen pack you have to save the sprites as 1.1 no? Yup, that's each character one by one.

Dang dude you are still getting an error? Lol everyone has has been able to get it no issues, don't know what the problem could be. Doing what's said above should fix it for you though.

Yes, you can "resume" btw.

i just sign in again and it resumes right? sorry first time using onedrive
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 22, 2016, 09:18:35 am
If you use a 1.1 screen pack you have to save the sprites as 1.1 no? Yup, that's each character one by one.

Dang dude you are still getting an error? Lol everyone has has been able to get it no issues, don't know what the problem could be. Doing what's said above should fix it for you though.

Yes, you can "resume" btw.

finally downloaded!!!
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 22, 2016, 04:45:39 pm
damn dude this is great! good job...was so hoping CvS series would continue with online support and seems like it is in the form of CvS U. really looking forward to the progress and hopefully contribute...
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 22, 2016, 06:31:44 pm
Yo I'm really glad that you do! I'm trying my best to make it all worth while. Tons of new content on the way. Stay tuned.

As far as contributing goes..
Spoiler, click to toggle visibilty

If you aren't satisfied with only waiting and want to be more involved/hands on.. The biggest things I usually need assistance for are the following..
Spoiler, click to toggle visibilty

More rambling..
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 23, 2016, 10:11:03 am
wow dude that is the definition of passion! (paying others to do their work!) no wonder u got so much done! i have tried playing CvS2 online via emu (demul & Pcsx2 netplay version) but distance really matters. gotta be living in the same country (unfortunately in india barely anyone likes retros) or ISP should give required ping to other continents. Been searching the net for years to play that title with someone who is within my country or Europe to avoid lag. I even love the SFEX series which opened my eyes to the modified mechanics (super combos) of SF and other fighters. and thats why SFIV was enough of a disappointment with SFV being a total disappointment (lack of super combos, effects with meteor KOs, features like excel so on). its great to know someone is working on bringing the series back and trying as much to give fans what they want with almost every character that we love and that too with NETPLAY!!!

In terms of the FX i think the KO effects can be more modified or enhanced depending on which super combo you KO the opponent. The character sprites could use some more smoothening of edges. The rough edges can be seen a lot with scan-lines turned off.

Hey I get its a time consuming process and therefore im not pressuring you. As for the programming of moves and character animations i have no technical know how whatsoever. When i get a job i could give you some dough to hire more manpower as being alone is a major issue with this

Btw which is the group that plays CvS2 via emu online. And i know this is asking too much but is there a move list we can view? Many Chars i don't know and those i know of have some new moves or different commands to perform existing moves like Terry's Power Geyser. Also hope your working on Garuda from EX series. He really kicks ass!
Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on July 23, 2016, 10:07:53 pm
Yeah man I'm practicing hi resing effects so I hope I can help u in the future, and sorry to keep bothering you about this, but I saved the sprites as1.1 and even changed the mugenversion to 1.1 is there anything else I gotta do?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 25, 2016, 03:30:56 am
It's on the first page
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 25, 2016, 04:17:54 am
There is a frequently asked questions on the first page. Also on the Facebook page.
That may just be the same common error of having OpenGL enabled, you simply have to disable it.
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 25, 2016, 08:56:58 am
just got a new fiber optic net connection...looking to try connecting and playing with someone...anyone up pm me or add on skype or steam
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on July 25, 2016, 09:51:28 am
Bro after your next update , I will fix my shit up and I can mangle you online. :P jk
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 25, 2016, 03:47:08 pm
I would love to play you guys! I'll have to redownload the old version myself. It's not that hard to beat me, I only play when I make a video. A.I doesn't really count as it's child play.
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on July 25, 2016, 03:59:49 pm
Yeah I still got the old version too. I need to train again because the only "fighting" game I played so far is Brawlhalla. But hey, it's like riding a bike, learn it once and you'll never forget it.
Title: Re: Capcom Vs. Snk Universe!
Post by: FeLo_Llop on July 25, 2016, 07:29:21 pm
Dunno if this comes to be handy, but I'm converting Ash from XIII to CvS(kinda like).

(http://i67.tinypic.com/29z5y6u.png)

What's done:
- ALL Gethits.
- Stand.
- Side Turn Stand.
- Side Turn Crouch.
- Walk Forward.
- Walk Backwards.

I know, not a lot...but gethits and walks took most of my time. I hate those animations D:
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 25, 2016, 08:03:18 pm
I will definitely use them once you are done. Looking good so far.
Title: Re: Capcom Vs. Snk Universe!
Post by: SOLIDUS SNAKE on July 26, 2016, 01:13:32 am
I still have that cvs version of him from back in the day. Also, with a cool ai from one of my friends.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on July 26, 2016, 03:45:58 am
Bro, if you are using Race's yamazki check out the throw on the kicks, it does waay to much dmg.
Well it depends on the chars but on some chars when the AI throws me like that almost half of my lifebar goes its a rare bug but its there.

Also check out victorys juggernut he is pretty much  a perfect fit for the game, I play a lot with him, and I found one bug only when you KO him with a ranging deamon the round does not end, and thats it.

All of his chars are awesome. Only problem no AI on any of them, but very good POTS style chars.
link http://yiazmatomegavictorys.wix.com/mugenvictorys#!characters/c1ggt

The reason I am suggesting these guys is that I think they will not require much work.
Mr.Karate has all of his forms, everything is in. Sean has an alternete def as well some 2nd impact moves are in select him with start and buttons to check it out.

If you need even more chars in this style check out this.
http://mugenguild.com/forum/topics/all-characters-updated-06182016-174729.0.html
They have a config txt, turn of chain combos and they are perfect, I know they do not fit with the HD sprites and stuff, but that Kirito, Donald,Ingrid, Hisui,Mech Hisui, Asuna are insanely good, they can be awesome bonus chars/hidden chars.
They have custom combo, everything, again, just turn off chain combos and slap em in and they are ready.
I highly recommend them, I do not know  where they come from though, a game or anime I presume but I have no idea.
I do know where Hisui and Ingrid come from but thats it.
Title: Re: Capcom Vs. Snk Universe!
Post by: Nuroravage on July 26, 2016, 07:46:17 am
Pssst .
Rei..
Psst  .Hey Rei.
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on July 26, 2016, 07:49:39 am
Pssst .
Rei..
Psst  .Hey Rei.
Spoiler, click to toggle visibilty


wow freakin awesome dude!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 26, 2016, 12:32:02 pm
Ah damn I had completely forgotten about that! Looking good.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on July 27, 2016, 04:38:45 am
So I felt this was necessary.. :gouki:
This isn't an edit btw..
https://vid.me/dGup

Might as well
Spoiler, click to toggle visibilty

I finally freaking found this OMG! :bison:
Spoiler, click to toggle visibilty

All I need to do now is work on those custom supers 
https://vid.me/K5sI
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on July 31, 2016, 06:11:10 am
Bro this rugal looks tight as all hell, show me more !  :D
Title: Re: Capcom Vs. Snk Universe!
Post by: Shadic12 on July 31, 2016, 07:41:48 pm
Sweet I always wanted a transformable Rugal. I'm surprised that no one gave it consideration.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 02, 2016, 03:00:46 pm
I prefer in-game transformations. Anyone with another mode is capable of this feat, I've also been working on many a custom forms so that I may add custom moves of my own. They'll still be advantages and disadvantages to using this though. TBD. Most likely stat increase/decrease. Most def 100% confirmed all bosses will have this. Categorized as Evil, Dark, Elemental, and Shin. Let me break it down how I'll differente between the obvious three. This is more so based on the canon I want. Evil, characters like Ryu, Ken, Iori. Those whom don't have full control over their power. Dark, this would be Sakura, Karin, Chris. They are able to tap into it at will. Elemental, think SFV Ryu & Laura. Fei-Long(Dragon unleashed), Kula(Deep Freeze), Benimaru(Spark Drive). Shin, full potential unlocked. Characters like Akuma, Gouken, Shishioh, Gen, and Mr. Karate. Also to note.. Kensou(Dragon Spirit) so not limited to only boss/masters. The one I'm still working on are the physical types I don't have a name for and will just be whatever else not in those other categories, think one piece, paramecia. Zangeif(Mech) Hibiki(Battosai) etc. This will all likely come later down the line though so I still have a lot of time to brain storm.


Back to present time though..
Finally, finally, finally we've fixed that nasty bug and the orininal bars are now working again! I kinda had to drop them and I'd been lazy to set them up, but now they return and 100% compatible with Ikemen. More system changes on the way. Some tag surprises as well. Goodbye Uno, hello future of add004.

Aye, if you are good with lifebar graphics I might need a favor, pm if available/interested in helping.
This isn't the final look of the bars, I'll just be using another base. Now that we've overcome the Ikemen issue I can continue with the original plan of action.



Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on August 02, 2016, 03:32:25 pm
Hey man, about the Uno tag system merged into ADD004, is it still a thing? or you just gave up?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 02, 2016, 04:42:04 pm
Only thing I can say at the moment.. Additions/Changes are coming. Unfortunately it will be exclusive to Ikemen/CVS-U. Merging the two?? I no longer have to do such a thing.  :nuttrox:
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 03, 2016, 02:39:24 pm
Bro is this ikemen's zoom or is it from the  tag system ?
Title: Re: Capcom Vs. Snk Universe!
Post by: freedom227 on August 03, 2016, 04:33:36 pm
anybody in Europe or Asia willing to try CVSU with me online?? please PM me!
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on August 03, 2016, 07:08:05 pm
Bro is this ikemen's zoom or is it from the  tag system ?

IKEMEN's Zoom.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 04, 2016, 03:53:09 am
It's actually both in conjunction.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 05, 2016, 04:17:37 pm
Canceling into custom combo? Thoughts? Similar to how in SFV V-Trigger can be used to extend, or well same as Yun/Yang.
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on August 05, 2016, 06:33:25 pm
Canceling into custom combo? Thoughts? Similar to how in SFV V-Trigger can be used to extend, or well same as Yun/Yang.

lol, I just came here to share some random thoughts that I had, specially about combo extender "a la" SF V and I saw your post.

Okay, let's get started:

About extending combo like the V-trigger:
-That's a pretty nice addition to the SF franchise and I think it could be put in great use in CVS:U. But "how?" you ask me! I believe, there are two different way to achieve this:
-Activating the "Excel mode" or the "Transformation"
-It shouldn't be something random, in other words, for balance's sake, you should only be able to use these features do extend a combo, after very specifics moves and only be able to continue your combo, with very specifics moves. (Just like it already is in SF:V)
-If your design choice is Excel Mode, combo dampener needs to be thought very carefully: A combo followed by a Excel Mode combo, will have a huge amount of hits, so the dampener needs to be harsh to avoid a 80% life combo. On the other hand, if combo dampener is to harsh, normal combos may lose some of their meaning 'cause they will took away  a small amount of life from the opponent.
-In case you wanna use both, the "Excel mode" and the "Transformation" as combo extender mechanics, you can apply different conditions for both to be used, thus giving each one a unique feeling and also keeping balance in mind.
Eg.: For triggering "Transformation" as combo extender, you should have less than 25% of life and 2 super bars
Eg2.: For triggering "Excel mode" as combo extender, you should have the super bars fully loaded.

Now, to other topics:

There are two things that SF4 tough me more than any other fighting game:
1st - Don't jump, unless you know what you are doing.
2nd - Don't use a Super/Ultra, unless you know what you are doing.
These two thing are extremely unsafe/punishable in SF4 (as well in SF5), having huge recovery time. It may add a layer of difficult in the life of beginners, but also adds a lot of tech to the game and in my opinion, would be a nice design choice for CVS:U. (Nothing pisses me more than blocking a super and not being able to punish it, lol)


A minor thing:
From some of your videos that I have seen, It may be just me, but I think the game is kind of zooming in to much when both chars are very close. Maybe try comparing the same scene with CVS2 or other fighting games to find the optimal "zoom in" value.



and that's it!! I hope to have said something useful here ;)

As always, I'm loving the updates and the videos.. keep it up, bro!


PS: hey Rei, did you receive my last PMs?
PS2: English is not my first language, in case what I wrote is wrong or doesn't make sense, please let me know
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 08, 2016, 02:49:20 am
I'll have to throughly research and think this through. Very, very good information here by the way, that's what I like to see. I like the zoom this way, as to simulate 1920x1080p. It's still something I'm experimenting as well as the camera itself. I agree about the recovery! I'll do the same thing as I've done with priority(invernurable startup) and adjust it accordingly. Lvl3s will have the max priority, but will be the most punishable. Not going to lie, getting every character right will take quite a bit of time, but it will get done. Now that I know how to implement super armor I shall be experimenting with that as well.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 08, 2016, 04:06:29 am
I highly suggest to stick to the main cast first and manage your work load. What I mean is work on one char that you have everything you need for him FX,sprites etc, until he is 100% finished, trust me, you will not go crazy like that.

Also a question, do you plan to have skullo's raging deamon back to a level 1  like SFEX or is it gonna stay a level 3 ?

I just got my ass beat by God Rugal on CVS2 on max diff, it was almost a decade since I played it, lol, playing it after mugen was strange as all fuck, but I prefer mugen, lol.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on August 08, 2016, 04:17:51 am
Hmmm, Have you ever thought of trying to make the projectiles appear more solid while maintaining transparency? If you go full alpha, for bright stages the projectiles will not appear very well. before my previous PC died out on me I did some experimenting with it with some pretty solid results.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 08, 2016, 01:18:20 pm
That is what I was referring to. Every time I update the system, I have to update all the characters individually as well. So no matter what It'll be a huge workload. Getting a character 100% finished? That in itself takes a whileeee haha. I work on a character until I get stuck, bored, or need something for them rather it be FX, Pals, CS, etc. Then I have to play with each character over, over, and over again so I can find all these lil annoying bugs that ikemen presents, or minor stuff I may have missed. The projectile thing, man its really not that serious, but I'll do it eventually as I did with the zoom stuff.

Here is the video for the week.


CVS2 Banter(Also OAN there is a group on discord that still plays this online, everyday it seems to grow a lil bit.)
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 08, 2016, 03:58:47 pm
Yeah I watched you beat it before, also the new video looks insane, awesome job brotha.
Also I heard some ramblings about the ps2 version of CVS2 being crap ? I dunno I own it and it feels tight even when I play it on an emu.
Never played the DC version though.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on August 08, 2016, 04:13:51 pm
Yeah I watched you beat it before, also the new video looks insane, awesome job brotha.
Also I heard some ramblings about the ps2 version of CVS2 being crap ? I dunno I own it and it feels tight even when I play it on an emu.
Never played the DC version though.

PS2 Version is fine, actually. If anything, the Xbox/GC versions are the ones which were tampered the most (as far as my short researched has found). 
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 08, 2016, 04:29:18 pm
Thanks, capcom should really re-release CVS2 on PC with proper online support, same goes for MVC2 and 3rd Strike.. A man can dream can he...
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 08, 2016, 07:42:08 pm
The DC version has the 3D stages and overall, because I had it first is the definitive version to me. EO added some stuff and fixed the cancel glitch. Nothing groundbreaking to even warrant a name change. Core cvs2 though... That's why I'm tryna get that excel game up, A-groove and Vism is that ish forreal and fun as hell. I'm a compete noob in the game so I couldn't go completely in depth with explanation. See I'm not actually at fighting games I'm just a great strategist lol Sun Tzu. If they released an online version of cvs2.... Did a new arranged soundtrack!?!?!? Remastered!?!?!? I'd probably just quit this project and life lol.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 08, 2016, 09:24:22 pm
Wait, what ? the ps2  version also has 3d stages bro.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 08, 2016, 09:51:10 pm
PS2 version seems more zoomed out. DC version was always more visually appealing to me, just drew me in more to what seemed to be true 3D. This could also be due to using NullDC taking it even further.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on August 09, 2016, 12:33:25 am
I don't know if this is actually a thing, but i've played both versions on emulators(PCSX2 and NullDC) and i felt that the DC version is a kinda clunky compared to the PS2 version who feels more fluid.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 09, 2016, 03:53:42 am
I am 90% sure that's an emu issue.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 09, 2016, 03:02:59 pm
Alright so if you want to follow along with what is currently happening, or simply be involved in the discussion join the discord.
https://discord.gg/PCsNK Benefits of this include testing stuff for me.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 09, 2016, 03:16:53 pm
What I really need for you to do for me... Is list all the issues with characters whom are no longer updated.
I can't find every lil thing, but I'm sure you guys can. Same deal, as I did with Iori. Really looking at basics/normals & recovery/priority. As well as any issues the original authors were never able to get to. Alternatively.. Of course I will eventually get to it myself, but at a much slower pace.
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on August 10, 2016, 04:00:07 am
Spoiler, click to toggle visibilty

Hey Rei, I'm really glad to hear it Bro !!

Spoiler, click to toggle visibilty

About this, I don't know if you are already using scripts to aid you on this or not, but they can save a lot of time... Just to illustrate a bit, I edited Tatsu's tool to remove air guard from all the chars in my compilation in just a few seconds (one by one would have taken a looong time).
But, for making a script for similar purpose from the ground, I believe that Python would be the better choice.


Spoiler, click to toggle visibilty

:bison:

Wow, this looks so gorgeous!!!!! I love Garou so much, thanks for sharing this video, Rei!!!!


Spoiler, click to toggle visibilty

Hello Sir, may I join your dream? lol, this would be so epic!


Spoiler, click to toggle visibilty

Indeed, I heard the same as Fclass


Spoiler, click to toggle visibilty
Got this msg, =( : "The instant invite is invalid or has expired"


Spoiler, click to toggle visibilty

Nice, I can help with this!! Is there any placed listing the issues that were already spoken and/or fixed !? Just to avoid double reporting...
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 10, 2016, 04:25:40 am
Here it is again https://discord.gg/REae5

You can join the discussion here also private message me if need be.

Well I've already removed it, I just haven't done so for the a.i and I may have missed so. That could be useful though.

Edits were just to save time, but had always planned to transition into my own stuff eventually. That's what I mean. Literally going to get it the way I want it from zero.
Title: Re: Capcom Vs. Snk Universe!
Post by: sdot5583 on August 10, 2016, 03:55:57 pm
Rei I will sign up as soon as I get off work kid looking forward to chopping it up with you about this amazing piece of work!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 10, 2016, 04:07:43 pm
After for sure. The more the merrier. Really on the lookout for input to improve this for us all.
Title: Re: Capcom Vs. Snk Universe!
Post by: Memo on August 11, 2016, 02:03:07 am
That game pad config you got on the first page, is that for a ps2 controller? Does it work for any pad?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 11, 2016, 02:25:02 am
It's for ps3/ps4 by default
You can change it however you want.
Title: Re: Capcom Vs. Snk Universe!
Post by: Memo on August 11, 2016, 08:46:01 am
one more question (first time using ikemen lol) it loads up with a screen filter? its real dark how do I disable it?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 11, 2016, 12:08:54 pm
3 options.
1.Turn OpenGL off.
2. Toggle with scroll lock
3. Delete reshade(how no effect whatsoever)
Also check out frequently asked questions on the first page it may cover some other questions. I need to update this whole thing here .
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 14, 2016, 04:11:26 am
I am about to put together a lil mini build we can use to stream. If you want to play let me know. I ask because I want you to have your best characters so that I may have fun beating them. so it's more enjoyable. This is without the new changes to the tag system. Oh yeah.. You guys haven't seen it yet.. Lolololol

Oh my, oh my. So I'm back in the civilian world. I literally got back to LA last night. So I can finally stream and stuff again. I'm not going to say I haven't played in a while.. In you are good in fighting games please join us so that I can make this better. So far feedback has been amazing on the low key, but the more the better. Alright I'm off to put this together..

I don't know why!!! I am in a super Guy/Andy mood. That's what I'm going with for today haha
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 14, 2016, 06:43:18 am
Challenge accepted, maybe we can set up team speak or something like that ? I can set it up with passwords and everything.
Title: Re: Capcom Vs. Snk Universe!
Post by: HUNGRY WOLF on August 14, 2016, 08:43:48 pm
Aww yeah!! I've been dying to play play against people! Set it up and let us know when bro. I'm down for a bet down!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 15, 2016, 06:16:05 am
I sent you guys the link.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 15, 2016, 11:35:17 am
Yup
Title: Re: Capcom Vs. Snk Universe!
Post by: BurningSoul on August 15, 2016, 12:33:20 pm
I am about to put together a lil mini build we can use to stream. If you want to play let me know. I ask because I want you to have your best characters so that I may have fun beating them. so it's more enjoyable. This is without the new changes to the tag system. Oh yeah.. You guys haven't seen it yet.. Lolololol

I don't know why!!! I am in a super Guy/Andy mood. That's what I'm going with for today haha

Can I play too?(Which software you guys were using for online Evolve or Hamachi)?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 15, 2016, 12:37:04 pm
I'll send it to you tomorrow. I have to re-upload with the fixes from yesterday as well as the new system patch. We use Evolve or Tunngle. Different results for different connections. There are multiple ways. You can even direct forward.
Title: Re: Capcom Vs. Snk Universe!
Post by: gem a.k.a. MiltJr on August 15, 2016, 03:40:34 pm
More Capcom vs Snk Unierse, people playing online?!!! My heart resonates.. heat enough to burn.. My Blood is razor sharp! SUNLIGHT YELLOW OVERDRIVE MUGEN!!!!
Keep up the good work!
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on August 15, 2016, 04:04:23 pm
Jolly good show. Spoiler alert coming. Tia Langary by divinewolf's small portrait can be seen on the bottom right of the select screen. Will you have something about her progress in the near future?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 15, 2016, 10:13:23 pm
So.. You can kinda see where this is headed. Strict timing, but will pay off in the end.

Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on August 15, 2016, 10:21:52 pm
oh man this is looking fantastic! at this rate I'll have to brush up on my moveset for Sol :D
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 15, 2016, 10:39:40 pm
Trying to play again tonight. May or may not stream(depends on who I play)
I'm uploading this new version with the system changes you see in the above video as well as the fixes from last night. I'll send the link out to the same peeps that wanted in before.

Sol is hella fun. Man I need my full dragon install!
Title: Re: Capcom Vs. Snk Universe!
Post by: gem a.k.a. MiltJr on August 16, 2016, 01:09:30 am
looks greats thus far but all I can do is wait till the next release and watch others play but mem I have the patience to wait it out
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 16, 2016, 01:45:17 am
I sent it to ya
Title: Re: Capcom Vs. Snk Universe!
Post by: Bullfrog on August 16, 2016, 02:47:26 am
After downloading 1.5 GB, Mega.nz is making me wait more than 5 hours to continue it....The waiting is killing me!! lol
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on August 16, 2016, 05:29:39 am
Today was pretty fun! I may not have been able to finish my matches but it was fun nonetheless.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 16, 2016, 05:45:29 am
You guys go ahead & get good while I slave away and working on this LOL jk
We shall have to do it more often, but I'd like to reach some goals before then. I "might" have just made another strong ally. We shall see.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 16, 2016, 05:46:26 am
Today was amazing, thank you guys you rock, Rei, that Buleta vs Blair mach we had was insane, I was waiting for  the red hyper at the end of the 2nd round :v. You guys should check it out, I had a fucking boner after it :D

Also Rei, I could here through your speakers that my voice was deleyed as all fuck when you played, I suggest using team speak its light fast  the quality is sick and no deleys whats so ever.

PS, If Rei choses Sakura , just quit, dont play against him.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 16, 2016, 05:32:41 pm
Here is the uber long stream from yesterday

Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on August 16, 2016, 06:21:47 pm
I swear versing you and a couple others really cheered me up yesterday. Kinda wish there was no lag in between but overall It was damn well fun :)
We should play more often!
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 16, 2016, 06:44:12 pm
Hype match 5:35:30
Getting wrecked at 5:30:24
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 16, 2016, 08:36:31 pm
So now you see the direction that the tag-system is going. Obviously inspired by sfxt, or rather uno's type S.
Still needs some tweaks, but I figure changing the assist moves as well as proper timing you can easily extend which ups the potential for some nice combos in this system. I want it to be where neutral is regular assist, fwd/back switch, up is anti air, and down otg/bounce. A lot in store for the future. I still want to do dual hypers, the switch out hypers(mvc2-esc), and actual *character specific tag team moves. I already have some ideas, but just as easily can I come up with something badness and close to my canon.


I made this topic before, but no one ever said anything about it
http://mugenguild.com/forum/topics/tag-team-supers-161989.0.html
I want to make this a reality because as you see I'm very serious about this. This is gonna be epic af.
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on August 16, 2016, 08:41:58 pm
So now you see the direction that the tag-system is going. Obviously inspired by sfxt, or rather uno's type S.
Still needs some tweaks, but I figure changing the assist moves as well as proper timing you can easily extend which ups the potential for some nice combos in this system. I want it to be where neutral is regular assist, fwd/back switch, up is anti air, and down otg/bounce. A lot in store for the future. I still want to do dual hypers, the switch out hypers(mvc2-esc), and actual *character specific tag team moves. I already have some ideas, but just as easily can I come up with something badness and close to my canon.


I made this topic before, but no one ever said anything about it
http://mugenguild.com/forum/topics/tag-team-supers-161989.0.html
I want to make this a reality because as you see I'm very serious about this. This is gonna be epic af.

Yeah, I had a few ideas that you can do for a few of them, canon and non-canon.
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 17, 2016, 01:47:28 am
I have a couple too.
As for bugs, Rei, Batsu hit me with his hyper fireball, I was playing with alex and alex had a clone on the screen after that, I tried it again but it did not happen, dunno what caused it. He got me in the air when I was falling down.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 17, 2016, 02:28:19 am
Alright I'll check it out. How is Alex by the way? Not 100% yet. Still in the works. I still have to code their grabs he & chris
Title: Re: Capcom Vs. Snk Universe!
Post by: PeXXeR on August 17, 2016, 02:49:04 am
Well he's cool, combos work, stun on flash seems fine. I can boost the volume of his voice, I can barely hear him.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 17, 2016, 02:53:21 am
Go for it.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 19, 2016, 08:41:56 pm
Things are about to be way lowkey from now on. I'm starting to see now. Better to reach me else where. Skype is Reixseiryu, but it'd be better to just join the discord.
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on August 20, 2016, 03:53:33 am
Discord?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 20, 2016, 04:53:30 am
I give people the opportunity to have some sort of input, but I usually just end up doing it myself anyway.
https://discord.gg/YdKjR
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 21, 2016, 05:42:59 am
I updated the link on the first page. We are about to play in a bit. Hope on the discord. Also voice chat.
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on August 21, 2016, 05:49:04 am
OHOHOH!!! I HAVE AN IDEA!
Maybe there can be a way to do Cross Arts or even Meteor Combo? that would be one hell of a Tag Team twist!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 21, 2016, 06:05:45 am
How do you suggest implementing it?
Title: Re: Capcom Vs. Snk Universe!
Post by: Flowrellik on August 22, 2016, 04:27:31 am
hmmm, good point.
Then again there's also that Ryu/Ken double team attacks, but that might take some extensive coding..
Title: Re: Capcom Vs. Snk Universe!
Post by: cheers05 on August 22, 2016, 06:19:53 pm
Hey Rei,

Interested in testing your game.  What specific bugs/feedback/fixes are you interested in?  The reason I ask is because people have pointed out some things but you are currently not interested in fixing these glitches yet.  Let me know and I'll help out.

Keep up the good work.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 22, 2016, 06:34:09 pm
Just curious.. What is it that you say I'm not interested in fixing? Because I've already fixed everything that was ever an issue. Occasionally character specifc issues arise & I eliminate them as I find them. I've reached out looking for assistance many times. I no longer need any testers the chosen few is good from now to I finish this I won't be releasing anything else. Thank you.
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on August 22, 2016, 06:54:47 pm
He probably is just now looking in the sub-forum, Rei has been working on the game for a while now, and a lot of bugs have been fixed. He even recently released a IKEMEN pack and did a live-stream to find said fixes and bugs.
Title: Re: Capcom Vs. Snk Universe!
Post by: cheers05 on August 22, 2016, 08:12:29 pm
Just curious.. What is it that you say I'm not interested in fixing? Because I've already fixed everything that was ever an issue. Occasionally character specifc issues arise & I eliminate them as I find them. I've reached out looking for assistance many times. I no longer need any testers the chosen few is good from now to I finish this I won't be releasing anything else. Thank you.

Please do not take what I said as an insult.  What I meant was that there were a few bugs that were not important (for example, a clone popping out of nowhere) in compared to other things that were more important.  These bugs obviously pale into comparison with other major improvements needed in your game.  I was merely stating that if you needed any other testers to just let us know what in particular you wanted us to focus our energy on rather than us focusing on minor bugs that can be ironed out in the future.

Good luck with the project.  This is the only one that I have ever been interested in.  Been watching your streams on YouTube and you're really dedicated to this. 
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 22, 2016, 08:53:50 pm
Excuse me I didn't mean to come off any kind of way either.
When you say us?? Better yet.. You or anyone else just PM directly & I'll answer whatever questions you have.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on August 22, 2016, 11:18:10 pm
To be fair, there are couple of things you have yet to fix that I listed before. But yeah...
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 22, 2016, 11:30:23 pm
Wasn't really necessary, but alright. I get to it when I get to it.
Title: Re: Capcom Vs. Snk Universe!
Post by: Nuroravage on August 23, 2016, 02:04:43 am
To be fair Fclass..
And with all due respect.
I hate your Gouken and Dudley :dealwithit:
Your Tia was Alright tho. But she will be no match against my J-ism Guile's Somer Salt Splash..
See what did.  there.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 23, 2016, 02:09:03 am
I already patched that stuff. Well some of it. I'm not going to really be editing a whole lot I prefer to just restart now. Aye speaking of Guile. I added the you know what. It's really cool though I have to tweak it a bit.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on August 23, 2016, 02:30:39 am
To be fair Fclass..
And with all due respect.
I hate your Gouken and Dudley :dealwithit:
Your Tia was Alright tho. But she will be no match against my J-ism Guile's Somer Salt Splash..
See what did.  there.

Kappa.
Title: Re: Capcom Vs. Snk Universe!
Post by: Gritsmaster on August 23, 2016, 06:03:42 am
^ I kind of read your profile image as a kappa each time you visit this thread.
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on August 23, 2016, 06:15:12 am
*cough* CHEAT! *cough*
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 23, 2016, 06:26:05 am
Well look who it is. Don't know if you'd just been lurking or not. I kinda have a small team together now.

Summary of what you missed.
Spoiler, click to toggle visibilty

You just need that training btw, you two ha
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on August 23, 2016, 07:59:55 am
Why are both download links offline?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 23, 2016, 02:25:59 pm
Because that's it. No more prerelease. It was temporary & only did it in hopes the community would help, but they didn't. So there is really no point in test builds. Only the chosen few now. Besides I'm remaking all the characters not about to sit here and update all day. There is a new version every other day, if you were a day one you'll have access to the one drive, if not. Whenever closer to where I want to be & seeing as I'm scraping the edits, it will be a while for anyone else.
Title: Re: Capcom Vs. Snk Universe!
Post by: JerJeon on August 23, 2016, 04:27:32 pm
Now that I finally have gotten a new computer, this is the first thing I was supposed to download. Guess I will need to wait for the download links to be available again. This is a very great project and all, it deserve more people to work in it.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 23, 2016, 05:06:36 pm
Don't worry it's never too late. Become apart of the group. We play, test, talk games, music etc. You get the latest & you get to play all my stuff first hand. I'm specifically doing all this with a strict work ethnic in mind. You can enjoy it, but I'm striving for stability. If you just want a particular character or basically plan to not contribute at all then I'd advise you to just not even bother. This goes for anyone. I really only care about one thing.. That is a complete product. Leave your personal grudges/bias at the door & we can achieve something really great working as a single unit.

Join
https://discord.gg/zEs76 I use the mobile app which is very convenient as you can stay in the discussion on the go. It's also easier to personally connect with me.
Title: Re: Capcom Vs. Snk Universe!
Post by: JerJeon on August 26, 2016, 12:13:45 pm
So you mean to tell me it's a "no contribution, no playing the game". Sadly, I can't contribute anything at all really, I started playing MUGEN years ago and just get stuck with downloading full games or individual chars, screenpacks etc. I am sure that it will take a long time for me to learn coding and stuff. Maybe someday, I will have enough time to spent with MUGEN, but for now just focusing on studies first. I appreciate your invitation though even if I know I may have disappointed you. I think I will just be watching your works from here.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 26, 2016, 08:35:45 pm
No, it's a going to try to focus on getting things right & not rushing release thing. I've been doing this for years on my own, really doesn't make a difference rather someone contributes or not. It's simply the benefit of being active. Why would I, seeing as I change something every day, continuously strive to release an update? It's testing phase not enjoying myself.
Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on August 27, 2016, 12:32:17 am
awe dammit
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 27, 2016, 11:49:22 am
That's another one off the list.
https://vid.me/WCrO

Having fun with Ryu... LOL
https://vid.me/54gV
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on August 27, 2016, 02:48:11 pm
That's another one off the list.
https://vid.me/WCrO

Having fun with Ryu... LOL
https://vid.me/54gV
Spoiler, click to toggle visibilty
ReixSeiryu is there reason why you removed the link for CVSU ? its seem I cant download them anymore and its been removed.

Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on August 27, 2016, 03:45:15 pm
He explained few posts above
Title: Re: Capcom Vs. Snk Universe!
Post by: OldGamer on August 27, 2016, 03:50:10 pm
He explained few posts above
thank you ash :D

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 27, 2016, 07:27:07 pm
Aye OldGamer message me on the discord I got you. I didn't have enough space on the one drive at the time so I had to remove the old link. I'll put the previous mega one up. For you of course I have something special.
Title: Re: Capcom Vs. Snk Universe!
Post by: ShawnD93 on August 27, 2016, 11:08:31 pm
yo rei I tried to reach you on discord but your invite expired.
Title: Re: Capcom Vs. Snk Universe!
Post by: Nuroravage on August 28, 2016, 07:44:31 pm
REI has never said "no contribution, no playing the game"
Hes restructuring how the game development is handled.
And has always had a version up for download. Just there will be constant changes for a while.  So  no reason to  reupload the 3gb demo everytime a stage gets updated or  guiles sonic boom speed goes from 5 to 4.8
the version of the game thats been sitting there for literally months.  Has been fully playable online and off.  And small changes like what i mentioned above. Makes online play impossible between versions.
 Your not missing out on anything.  In my opinion play testing is not fun.  Connections are bad.  And i have more fun goofing around with pexxar(sup Dannyo!) And koopa.   (Rei doesnt joke  much. Cuz hes busy ironing out bugs)  than i do getting my ass handed to me  because we are testing a character i dont use
As far as not having a mugen skill.  Thats an excuse.   I didnt have one. So i told rei i would learn to do something useful.  And i have been barely useful at all.  So my advice to you. Pick something and learn it.   Character  color pallettes.   . Hell anything.  I took up spriting. Not because i wanted to. But because theres no one that does sprites.  And since there has been nothing but idea men offerring  ridiculous suggestions that would require complete overhauls in core gameplay if they are even possible  at all.  . Rather than shut out the forum completely rei chose too simplify and move  talk of development to discord. 
Nothing has gone Private. He has always had a playable version up for people to enjoy and play against each other.  As he said. He just needed  the one drive space  to set up a more streamlined testing environment.


Sorry to speak for you Rei. Is that about right? Or did i miss anything.

Oh yeah one last thing.
  Rei had been working on this game for over a year before i came along to push my help on him.im sure he will still be working on it  when or if i move on. Those of us that are forcing him to let us help him. Arent doing it because we want a credit. Or to change the  idea of HIS game.  But because  despite him telling us repeatedly he wont quit and hes used to working alone.  We dont believe he should. And we dont want to risk another great full project to disappear before its time.


One last very important thing
Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: Koopa901 on August 28, 2016, 08:38:35 pm
LMAO LMAO! I never seen Dudley move like that....and he even threw a fireball or 2.....lol
Title: Re: Capcom Vs. Snk Universe!
Post by: Nuroravage on August 28, 2016, 09:01:38 pm
Yeah but. Dudley has a fireball.  Its that crosscounter raging demon he does that gets me. Because he follows it up with  his machine gun proton cannon :( and i looked in the code its not in there.
Title: Re: Capcom Vs. Snk Universe!
Post by: TheFclass97 on August 28, 2016, 10:14:43 pm
Huh... Alrighty then...

Spoiler, click to toggle visibilty
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 28, 2016, 10:32:42 pm
LOL.. Whatever is going on here.
Honestly I'm happy with things being the way they are. You guys make it even more fun for me.
Title: Re: Capcom Vs. Snk Universe!
Post by: Nuroravage on August 29, 2016, 12:03:55 am
Huh... Alrighty then...

Spoiler, click to toggle visibilty
Brush. Yes.  *holds up a brush  unsure what it could be used for scratches his head with it* perhaps i can use it to brush my skills?  Or throw it in dudleys face before he mauls me with  the same broken combo over and over. Heheh

 Reminds me this came for you in the post today

(https://s4.postimg.org/49yjqy07h/Fresh_Brush_Starter_Kit_and_Caddy_detail.jpg) (https://postimg.org/image/49yjqy07d/)image host (https://postimage.org/)
Title: Re: Capcom Vs. Snk Universe!
Post by: JerJeon on August 29, 2016, 01:18:14 am
I understand what you said. But I don't know if changing sprites, adding sprites, changing animation, fixing Clsn, changing commands, changing hitsparks to POTS style, editing sprites, adding intro and win poses to specific characters and creating palettes which I can do all is gonna help this project at all like really? Rei can do those, if I only have something unique to contribute. From what you are saying now, it makes me want to try to join you guys >_<. Even if I am a student, I can give time for MUGEN but not as much time as you have though.
Title: Re: Capcom Vs. Snk Universe!
Post by: Nuroravage on August 29, 2016, 08:42:37 am
Yeah see. thats more than i can do. . And you're absolutely right.  Rei can do all those things. .the problem is . he is the only one doing them.  Which is fine because only he knows what his vision is.  And for the moment he is fine doing it that way. He has posted discord invites multiple times For people to join us in discussing. But as far as he know. As he said. He has enough people working with him for the moment.
 Check in.  He may post another one soon.

You sell yourself short. Those are all skills that would help any project.  Uniqueness is over rated.  When something hits full stride. Id rather have two people pulling weight. Than one guy doing all the heavy lifting. While another guy stands behind him  making shadow puppets(uniquely)
Title: Re: Capcom Vs. Snk Universe!
Post by: Prime SC on August 29, 2016, 09:01:15 am
DONT WORRY MAN IM PRACTICING
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 30, 2016, 04:26:39 am
Updated the one drive with the newest updates to Yun/Yang
Title: Re: Capcom Vs. Snk Universe!
Post by: ShawnD93 on August 30, 2016, 05:47:43 am
they look awesome rei
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on August 31, 2016, 08:32:42 am
One piece is coming out soon so I'll likely be on hiatus for a bit, just a heads up lol!
I'll try to finish up Shen & upload Ruby to the drive. Also switched Kyosuke's.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 02, 2016, 05:14:09 am
Shen Woo is up on the onedrive. Now onto Ruby Heart.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on September 02, 2016, 06:55:06 am
The onedrive link is not on FP tho.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 02, 2016, 07:02:56 am
It's only for the squad.
Title: Re: Capcom Vs. Snk Universe!
Post by: StreetSonic on September 02, 2016, 08:12:04 am
Nice system. Thank you for your difficult work.
Very interesting playing with real people.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 04, 2016, 11:20:31 pm
Thank you. Here is the permanent discord link.
https://discord.gg/NB9WHVX
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 05, 2016, 11:53:55 am
Cross these two off the damn list!!!! FINALLY!

Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on September 05, 2016, 01:38:25 pm
Good show of Ruby and Commando. But Sonson and Magneto, the game just got more interesting. Keep up the good work.
Title: Re: Capcom Vs. Snk Universe!
Post by: -Ash- on September 06, 2016, 04:39:03 am
Rei, do you have plans on doing the original CvS2 roster?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 06, 2016, 06:33:57 am
No, because Infinite & Race need something to make when they come back.  :eaugh:

Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on September 06, 2016, 01:18:41 pm
Makes sense does it now. But don't expect them to come back sooner Rei. It could be a while. They could come up with surprises once they come back. 
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 07, 2016, 12:50:48 pm
I'm bullshitting, I could care less.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on September 07, 2016, 12:55:17 pm
Wow, I learn something new everyday, LOL.
Title: Re: Capcom Vs. Snk Universe!
Post by: Ixidor on September 08, 2016, 01:47:06 am
Hi, is there a way to play this with keyboard?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 08, 2016, 01:54:13 am
Look at controls on the first page.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 15, 2016, 11:10:41 pm
Everyday things get a lil better. This is just an example. If you play this character you'll instantly be able to notice what is changed. With this it opens up the door. https://vid.me/6EJR

If you don't know what this means..


or this with tweaks


Some of these are now possible. I'll do a video at some point maybe.

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 16, 2016, 11:56:15 am
Two down four to go. Already uploaded him onedrive, will finish tomorrow just missing font/ports.
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on September 16, 2016, 12:20:00 pm
Interesting video here.
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 16, 2016, 09:47:58 pm
Nope
Title: Re: Capcom Vs. Snk Universe!
Post by: Beta158 on September 17, 2016, 12:51:13 am
Your'e kidding right. Do you mean that Shermie doesn't have enough sprites that dampir made that fits your'e needs?
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 17, 2016, 12:04:34 pm
I will update this page tomorrow, but people that I work with here I'll likely be moving else where now that I finally have a strong enough fan-base to migrate ;) So hopefully those few I do work with will join me or join the discord to stay in contact. Just PM if interested.
Title: Re: Capcom Vs. Snk Universe!
Post by: FirePony on September 17, 2016, 12:12:41 pm
good luck!
Title: Re: Capcom Vs. Snk Universe!
Post by: tiewolf on September 17, 2016, 11:42:23 pm
So I am using the MadCatz WWE all stars controller for this game and it seems I can not the LB and RB for player one and two. I tried using the controller config App but it still stay the same is there a way to fix this in the config.szz file?

Also the window size is small is there a way to make it bigger?

Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 18, 2016, 01:37:36 am
There is a way, but depending on what type of controller you may have to use an external program. The window just alt+enter
Message me here for more in-depth assistance https://discord.gg/NB9WHVX
Title: Re: Capcom Vs. Snk Universe!
Post by: XamΣeta on September 21, 2016, 03:38:12 am
I just want to congratulate you ReixSeiryu and everyone else working on this project. I'm actually coming back to mugen because of this and a few other projects. What a time to be alive.

As I am new to Ikemen I have a few quick questions I could not get answers to on the How To Ikemen thread.

You see, this game is struggling somewhat on my setup and I wanted to see if I could aleviate the lag by messing with some config settings here and there. What I need to know is the following.

- Where and How can I remove the scanlines/shaders?
- Any reccomendations/tips to make the game run a little faster on my end?

Thanks and keep up the great work!
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 21, 2016, 04:00:15 am
Haha Indeed. I've been seeing many return to the scene & I am very happy that people are able to enjoy mugen once again. Right above you'll see the link to the discord which is my base of operations. I plan to use the forum, but no longer update this particular page.

For those issues.
1. You can delete everything related to reshade & sweetfx.(Meaning all the respective .dll & folders)
2. If your PC supports it, enable OpenGL(ssz folder - config.ssz - scroll down)
You'll see this

const bool IgnoreMostErrors = true;
const bool OpenGL = false;

Change to this

const bool IgnoreMostErrors = true;
const bool OpenGL = true;
Title: Re: Capcom Vs. Snk Universe!
Post by: 2Dee4ever on September 21, 2016, 10:54:34 pm
Lock this topic for me please.
Title: Re: Capcom Vs. Snk Universe!
Post by: Bluekuma on October 02, 2016, 06:40:42 pm
so whens the next public update for cvsu?
Title: Re: Capcom Vs. Snk Universe!
Post by: Lord Kain on October 06, 2016, 07:40:49 am
do I have to download MEGA to download this???....
Title: Re: Capcom Vs. Snk Universe!
Post by: R565 on October 06, 2016, 09:07:23 am
do I have to download MEGA to download this???....

You don't have to, just click the gray option and it should download through the browser.
Title: Re: Capcom Vs. Snk Universe!
Post by: K4thos on October 20, 2016, 03:13:50 am
bugs found in stages DEF files, latest demo from Discord:
1. Incorrect bgmusic path:
Code:
CVSUDEMO/STAGES/CVS/CVS-CONSTRUCTION.DEF: sound/cvs-construction.mp3
CVSUDEMO/STAGES/CVS/CVS_STAGE_OF_CAPCOM.DEF: sound/ADX_0300.mp3
CVSUDEMO/STAGES/CVS2/CVS2_STADIUM00.DEF:
CVSUDEMO/STAGES/CVS2/CVS2_STADIUM01.DEF:
CVSUDEMO/STAGES/CVS2/CVS2_STADIUM02.DEF:
CVSUDEMO/STAGES/CVS2/CVS2_TRAINING.DEF: sound/cvs2train.mp3
CVSUDEMO/STAGES/KOF01/KOF2001_BRAZIL_STAGE.DEF: sound/KOF01BGM/The King of Fighters 2001 - NESTS - Ruler of the Dark (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_CHINA_STAGE.DEF: sound/The King of Fighters 2001 - Psychic Guys (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_IGNIZ_STAGE.DEF: sound/The King of Fighters 2001 - I Am The Strongest (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_ITALY_STAGE.DEF: sound/The King of Fighters 2001 - The Queen of Fighters (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_JAPAN_STAGE.DEF: sound/The King of Fighters 2001 - Flame of Invincibility (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_KOREA_STAGE.DEF: sound/The King of Fighters 2001 - Nerichagi (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_MEXICO_STAGE.DEF: sound/The King of Fighters 2001 - Fight to the Limit (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_U.S.A._STAGE.DEF: sound/The King of Fighters 2001 - All OK!! (Arranged).mp3
CVSUDEMO/STAGES/KOF01/KOF2001_ZERO_STAGE.DEF: sound/The King of Fighters 2001 - Zero (Arranged).mp3
CVSUDEMO/STAGES/KOFXIII/KOF-XIII-KYOKUGEN-DOJO_STAGE2.DEF: stages/kof-XIII-Kyokugen-dojo_Stage.mp3
CVSUDEMO/STAGES/KOFXIII/XX'FRANCE'XX.DEF: sound/KOFXIIIBGM/King of Fighters XIII OST KDD-0063 (Theme of K' Team).mp3
CVSUDEMO/STAGES/NM/FALL.DEF: sound/The Bouncer Soundtrack - Lian.mp3
CVSUDEMO/STAGES/NM/RIVER.DEF: missing bgmusic line
CVSUDEMO/STAGES/ORIGINALS/STREETS_OF_NYC.DEF: sound/OGBGM/STREETS_OF_NYC.mp3
CVSUDEMO/STAGES/SFA2/SFA2AKUMA.DEF: sound/GoukiThemeCFE.mp3
CVSUDEMO/STAGES/SFA2/SFA2DHALSIM.DEF: sound/SFA2/sfa2dhalsim.mp3
CVSUDEMO/STAGES/SFA3/SFA3VEGANC.DEF: sound/vegasfa3.mp3
CVSUDEMO/STAGES/SHIYO/SKYNOAH2014 - COPY.DEF: sound/The Bouncer Soundtrack - Kaldea Orchid's Theme.mp3

2. Incorrect spr path:
Code:
CVSUDEMO/STAGES/CVS2/CVS2_STADIUM00.DEF: stages/cvs2_stadium.sff
CVSUDEMO/STAGES/CVS2/CVS2_STADIUM01.DEF: stages/cvs2_stadium.sff
CVSUDEMO/STAGES/CVS2/CVS2_STADIUM02.DEF: stages/cvs2_stadium.sff
CVSUDEMO/STAGES/DS/IRONHORSEB.DEF: stages/IronHorse.sff
CVSUDEMO/STAGES/KOF01/KOF2001_CHINA_STAGE.DEF: stages/KOF2001_China_Stage.sff
CVSUDEMO/STAGES/KOF01/KOF2001_IGNIZ_STAGE.DEF: stages/KOF2001_Igniz_Stage.sff
CVSUDEMO/STAGES/KOF01/KOF2001_ITALY_STAGE.DEF: stages/KOF2001_Italy_Stage.sff
CVSUDEMO/STAGES/KOF01/KOF2001_JAPAN_STAGE.DEF: stages/KOF2001_Japan_Stage.sff
CVSUDEMO/STAGES/KOF01/KOF2001_KOREA_STAGE.DEF: stages/KOF2001_Korea_Stage.sff
CVSUDEMO/STAGES/KOF01/KOF2001_MEXICO_STAGE.DEF: stages/KOF2001_Mexico_Stage.sff
CVSUDEMO/STAGES/KOF01/KOF2001_U.S.A._STAGE.DEF: stages/KOF2001_U.S.A._Stage.sff
CVSUDEMO/STAGES/KOF01/KOF2001_ZERO_STAGE.DEF: stages/KOF2001_Zero_Stage.sff
CVSUDEMO/STAGES/NM/FALL.DEF: stages/fall.sff
CVSUDEMO/STAGES/NM/RIVER.DEF: stages/river.sff
CVSUDEMO/STAGES/SF3II/SFIII2RYU.DEF: stages/SF3/Sfiii2Ryu.sff
CVSUDEMO/STAGES/SFA3/SFA3ROLENTO.DEF: stages/subway.sff
CVSUDEMO/STAGES/SFA3/SFA3VEGANC.DEF: stages/sfa3vega.sff

Other pathes are ok - checked automatically with a code that parses DEF files and look for files.
Title: Re: Capcom Vs. Snk Universe!
Post by: GFIFRIT on November 22, 2016, 07:49:12 pm
I want the link of Capcom vs Snk 3 Mugen. Thanks
Title: Re: Capcom X Snk
Post by: 2Dee4ever on January 13, 2019, 06:42:37 pm
I'll be using this until I can get k4thos to come back

Title: Re: Capcom X Snk
Post by: K。血 on January 13, 2019, 08:50:31 pm
...
Title: Re: Capcom X Snk
Post by: kamui 2.0 on January 15, 2019, 11:47:18 am
I know this is stupid question, but is available to download or just (still) project ?
Title: Re: Capcom X Snk
Post by: 2Dee4ever on January 15, 2019, 08:22:12 pm
It's an ongoing wishy washy type thing.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on January 16, 2019, 02:53:24 am
Another one.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on January 19, 2019, 10:04:13 pm
Last Blade
Title: Re: Capcom X Snk
Post by: 2Dee4ever on January 28, 2019, 10:35:52 am
.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on January 29, 2019, 03:03:56 am
Mugen


Ikemen(if you still haven't switched over.)
Title: Re: Capcom X Snk
Post by: Killerking75 on February 01, 2019, 07:05:56 am
That looks absolutely beautiful! And you've convinced me to use ikemen; It makes me a bit sad to know this is what MUGEN could have evolved to.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 01, 2019, 09:32:01 am
Mugen


Ikemen
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 01, 2019, 12:45:59 pm
.


Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 04, 2019, 08:40:26 pm
This is still ikemen & really only showing a quality difference(stages/characters/code). I didn’t have time to remake everything.
Vanilla Ikemen

Ikemen Plus

There is no reason why anyone would still use vanilla Ikemen at this point, but you never know.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 06, 2019, 05:27:46 am
.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 14, 2019, 06:51:44 pm
Third Strike themed. Will try to do all the TS chars..



Title: Re: Capcom X Snk
Post by: Eric The Nihilist on February 15, 2019, 04:33:11 am
So this is all Ikemen right?

If I remember correctly the CVSU demo you released like a year (or two) ago didn't really have an arcade mode, you had to manually pick who the CPU opponent was right? Is that an Ikemen thing, or was that something you implemented? I've been using mugen 1.1 exclusively for the last few years now, so I'm pretty unfamiliar with Ikeman.

I gotta say this is looking pretty good so far. I'd bet people would be fooled into thinking its a real Capcom game. Hell, I'd rather play this than slow fighter 5: DLC edition.

I've logged into your discord, but discord is too chaotic for my old man brain. So I thought I'd leave you my 2 cents here.
Title: Re: Capcom X Snk
Post by: Umezono on February 15, 2019, 05:09:23 am
Is there a demo actually available on Discord?
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 15, 2019, 05:12:37 am
That compilation was Vanilla Ikemen, since then there has been newer versions of which support all default mugen modes+ more this is what I’ve been using since then https://youtu.be/W3k0MKUndug
The only “issue” is that 1.1 creators hate indexing. If you use 1.0 you can already 100% port any SP
I recommend Ikemen only for those who’d like something more comparable to a commercial game. I don’t use the word casual as an insult, I feel that it would only appeal to those who create as this being new, you may or may not have to edit/work.
Title: Re: Capcom X Snk
Post by: Eric The Nihilist on February 15, 2019, 05:36:30 am
 That's cool. I *just* finished converting like... 500+ characters to be 1.1 compatible, fixing pallet issues, and other compatibility bs (mostly broken intro states using ancient dinosaur code), so I'm not looking to start all over again for a good while. lol.  I'll probably wait until someone releases a cool full game like the one your working on before I dive in, or at least wait it out until it people start adopting it more.

That said people still won't let ye olde win mugen die so who knows how long that will be. Some people just like random crash bugs I guess. :P

Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 15, 2019, 05:56:48 am
Don’t join discord, that’s really unrelated, more so for my YouTube audience and friends. Was hoping to find people still interested in working on stuff. In general, creators are scarce so it didn’t pan out. The thing is, everyone is waiting for something to release, try the various games that are on this subspace. Try porting a few characters, play a few matches, compare and contrast. As for my thing.. Would I call it a w.i.p now idk, I can’t complete my goal until Ikemen is completed so I’ve post poned working on it. I simply polish my skills for the day that I may carry out my plans. My aim isn’t to make a full game like most mugen games, I seek to make something commercial like or beyond the upmost limits of the engine. It won’t hurt you to try something new, that’s my new goal in the mean time, to spread awareness of the possibilities.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 15, 2019, 06:05:40 am
If you have not already seen. I made a few arcade concept videos. This is all in game.

This one, I just edited the CV3 SP into the video because there is no SP for Ikemen


Then of course this stuff, all in game





Trying to motivate people into making their own stuff more than anything by showing these concepts.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 18, 2019, 10:01:15 pm
If anyone is interested in CVS Takuma/Mr.Karate sprites, I made videos “specifically” to showcase them in hopes someone would use. He worked really hard on these so hopefully it happens at some point. I do have sffs, but they won’t work with any prexisting characters. If you are interested in helping me finish the cs, we can tag team it. Only done hair/eyes

Takuma



Mr.Karate


I did not use the “serious” sprites as SVC is a spin-off, in kof lore Mr.Karate = serious Takuma = KOFXIII
Title: Re: Capcom X Snk
Post by: junkerde on February 18, 2019, 10:13:10 pm
Transferring any mugen character will just work with ikemen? There are just so many versions of it, and I just read and heard about it, so I'm quite confused. Im as interested as the guy above, but if this means editing a lot of characters I'm not too sure if I have time for that task, this just looks AMAZING!
Title: Re: Capcom X Snk
Post by: FeLo_Llop on February 18, 2019, 10:25:41 pm
Do you have a possible template/idea for Takuma?
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 19, 2019, 12:30:26 am
Well, not much I can say to that response, if you put the time in, you will get the quality. I can only recommend you try it and see for yourself. I haven’t used every character for example. If you just casually play mugen, I don’t really see the appeal of Ikemen. Ikemen brings us more features to replicate commercial games. If you don’t have a project or anything you can still use it, but don’t see how much use you’d get out of it if you don’t want to mess with things/edit etc. There are a handful of projects using Ikemen, I suggest looking at the discord they made for it, try those out, compare. I’ve made many comparisons videos, you can see by scrolling up, or going back a page or two.

I don’t have a template yet, but same as Ryo, besides the beard. Everything gets cs’d. Expect gloves, footpads as well as in the video.
Title: Re: Capcom X Snk
Post by: junkerde on February 19, 2019, 12:50:20 am
Well, not much I can say to that response, if you put the time in, you will get the quality. I can only recommend you try it and see for yourself. I haven’t used every character for example. If you just casually play mugen, I don’t really see the appeal of Ikemen. Ikemen brings us more features to replicate commercial games. If you don’t have a project or anything you can still use it, but don’t see how much use you’d get out of it if you don’t want to mess with things/edit etc. There are a handful of projects using Ikemen, I suggest looking at the discord they made for it, try those out, compare. I’ve made many comparisons videos, you can see by scrolling up, or going back a page or two.

I don’t have a template yet, but same as Ryo, besides the beard. Everything gets cs’d. Expect gloves, footpads as well as in the video.

Just did it, and im in love. My characters all of them so far are working normally. I wish I heard of this before, just recently updated my game to 1.1 but now will transition to ikemen, its got the customization I need to realize my project. I used the build on your youtube, not sure if thats the latest one, but  I am hooked
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 19, 2019, 01:22:51 am
That is the lastest “most compatible” version. I know right? Lol that’s what happened to me years ago, never turned back, never will. The arcade stuff alone had me sold mainly because I’m making my own storyline.

I know it isn’t the best & I was only really trying to replicate alpha 3 as a base, but I started trying to make endings, will also do prologues, cutscenes etc. It’s all a process though, definitely show me your progress on your project, always interested to see work being done.
Title: Re: Capcom X Snk
Post by: junkerde on February 19, 2019, 03:27:29 am
Man that looks great! I saw the videos on your channel too. Have any idea how 2 v 2 with 4 human controllers work? I read somewhere Ikemen could do it, but since im new to this im not sure where to start or edit files, etc.

Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 19, 2019, 03:40:52 am
You just change the controls for that particular player, not much too it. Someone just asked that question on the Ikemen GO thread, check it out as he gave a detailed answer how to do so.
Title: Re: Capcom X Snk
Post by: junkerde on February 19, 2019, 04:06:10 am
edit: figured out how to not have to click ctrl 3+4 everytime, set ai difficulty in config.json, or if using ikeman plus, the config ssz diffiuclty to 0.

Title: Re: Capcom X Snk
Post by: junkerde on February 19, 2019, 05:40:30 am
Ok after going through the different versions, which Ikemen is more complete? Im reading the faq but people have so many forks, Im using at the moment the Official Ikeman GO Plus K4THOS build, also the Ikemen GO Plus Gacel build, and the recent Ikemen Plus 0.3 build. Im not sure which one is more stable, I don't want to be limited on my game if so (because im reading stuff about missing victory screen implementation etc with the GO Plus fork, dont know if that has changed. Might be a deal breaker if certain things arent supported)
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 19, 2019, 09:01:28 am
They all are kinda discontinued by their original creators so its hard to say. Ikemen Go is the newest, but missing mp3 support etc. You aren't even going to know what issues they have until you try to do something with them so its case specific really. There are only limits when you set them yourself. You can already do everything mugen can and more modes wise. The only thing is full SP support. If you don't need a fancy 1.1 SP, you are good to go already. You should start by making your own project thread, keep working until you hit a wall, thats when you'll know.

I don't really make templates, but these are indexed already so you can use if anyone wants to make a pal
(https://i.imgur.com/cD101MF.png)(https://i.imgur.com/8L7zgds.png)(https://i.imgur.com/CuTlGaM.png)(https://i.imgur.com/bpYV5s2.png)(https://i.imgur.com/hkGALD3.png)
Spoiler, click to toggle visibilty
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 19, 2019, 11:19:09 am
Here is a sample, author can provide more details.
(https://i.imgur.com/CKIi1KL.png)(https://i.imgur.com/yVZwg6E.png)(https://i.imgur.com/L2tspQQ.png)(https://i.imgur.com/DAaG5Oh.png)(https://i.imgur.com/fGheMbH.png)(https://i.imgur.com/xSIC9Mv.png)

Spoiler, click to toggle visibilty

Let me gas up @Fanime: a lil more..
Spoiler, click to toggle visibilty

Ahhh I need to go to sleep!


I'm just saying... If we can't get new sprites all the time, lets improve on those we do have. I know things are different now.. Don't you ever get that itch to try something new? To see if you can actually complete it?
Title: Re: Capcom X Snk
Post by: Umezono on February 19, 2019, 11:48:22 am
Not everyone has the time to devote to it, though I understand your sentiment about pushing people to do their own thing. Just consider people are going to have outside obligations aside from the hobby, it'll make the stagnation seem less frustrating. Capcom gets to innovate as they do cause the ppl doing it are getting paid.
Title: Re: Capcom X Snk
Post by: junkerde on February 19, 2019, 05:36:00 pm
They all are kinda discontinued by their original creators so its hard to say. Ikemen Go is the newest, but missing mp3 support etc. You aren't even going to know what issues they have until you try to do something with them so its case specific really. There are only limits when you set them yourself. You can already do everything mugen can and more modes wise. The only thing is full SP support. If you don't need a fancy 1.1 SP, you are good to go already. You should start by making your own project thread, keep working until you hit a wall, thats when you'll know.


EDIT: Ikemen Plus 0.3 ended up working better for me, have many issues with GO and GO Plus. But I decided like you said, develop something for ikemen and see what walls I run into to see the full extent of things. I've decided not to port hte main game to ikemen fully, but only as a side build.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 19, 2019, 08:07:38 pm
It goes without saying that, we make time for the things we want to make time for. No one has any obligation to do anything, it’s more so for those who are still serious about making stuff. Not to make stuff for mugen, but to improve on certain skills, especially for artists. For the knowledge, not the end result. It isn’t my place to say, I know, I was just saying. It’s not limited to hobbies or anything specific. Whatever you do, why not try your best. It’s not really a statement, just an opinion.

Just compare and contrast Jim. Look at the tutorial/guides for it.
Title: Re: Capcom X Snk
Post by: FeLo_Llop on February 19, 2019, 08:26:44 pm
Gatting new sprites mostly depends  if it's a comission or if the spriter has time and likes the character. Jmorphman's take on Chun Li is the most complete version of her and I can proudly say I collaborated on it. Not paid, but as I like the caracter a lot, I offered my help to him, who gladly accepted.

I wish I could know to code properly because I have some ideas in my head, but, unfortunately, can't translate them into a real game.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 20, 2019, 12:05:30 am
Indeed, but I bet you also love seeing your work in action. I say, focus on what you are good at, polish that skill as you have and continue to do. Aren’t you working on a ton characters? Ash? Leona? What happened to those? I agree on paid stuff, but as you are saying, usually when you “don’t” want to do something it then is work. I’m talking about the stuff you personally want to do. What are your ideas? Please tell me?
Title: Re: Capcom X Snk
Post by: FeLo_Llop on February 20, 2019, 01:50:12 am
Maybe I have not expressed myself properly. English is not my first language AND I have to add that I'm a bit direct while speaking. It was not my intention to start an arguement or a flamewar. I do believe in collaboration between authors, no matter if they're spriters or coders.

From this point on, I reply your question:
Not working on a ton of characters. I'm currently in the last etapes of Ash(just have to do the crouch and special attacks. AND THAAAAT'S AAAAALL :woeh: ). I also received green light from Dampir to revamp/fix her XII to CvS Leona sheet. Aside fixing shading, I'm making an extense CS for her. I'm also interested in converting Shiki, but an EASY port, just changing the shading and sooo small fixes(mostly in the legs).

Spoiler, click to toggle visibilty

Also, my idea is something original. Capcom shading inspired(mostly like translating SFV style into 2D) a bigger size and original characters buuuut, just a dream :/.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 20, 2019, 02:10:36 am
Hmm? Where did that first part come from? Flame war? You said everything right, I understood. Who commissioned those Ash sprites, if it isn’t anonymous. Curious if anyone had planned to make him using those sprites. I would. Same with Leona. I thought you were also working on Viewtiful Joe and some others? I personally would like to see that Crimson Viper revamped. Whatever sprites you make, I can use, will use. Aside from not wanting to cs Chizuru at this point I’m time lol. Why is it just a dream? Let’s make it happen? If you have ideas for a game etc, please elaborate. I need some inspiration myself. I’m not really interested in making a “game” persay. I’m interested in seeing if I can actually implement my ideas. Whatever you suggest may be more simple that you know.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 20, 2019, 12:50:30 pm
I know it isn't what you meant, but I've been trying to do something similar with supers/ultras, especially those that use dynamic camera angles.
Spoiler, click to toggle visibilty
Title: Re: Capcom X Snk
Post by: junkerde on February 21, 2019, 11:26:46 pm
you were talking about before how theres no name display for 3+ characters on a team? But thats already possible, I have it along side the 3rd/4th players life bar in ikemen plus. not sure if thats what youre talking about. if not, then nevermind I guess
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 25, 2019, 12:01:44 am
Let's see it then? I've never been particularly interested in 3v3, it can easily be done, though I haven't seen what you suggest yet.

Forgot to post these, I only get down-votes when I post on this forum :mcry: those few haters, but for the sake of advancement.. The turn-out & reception is mostly positive and more people are getting interested in Ikemen so it all worked out.
Spoiler, click to toggle visibilty

@MangeX: @Gacel: Where do you suggest I look for inserting something like this?"A new Challenger has interrupted the tournament", or just inserting cut-scenes mid arcade mode https://youtu.be/hnSB3FXOD_A?t=972. Most likely storyboard.lua I figure. Has anyone looked at this? Is anyone interested in this? Trying to.. Get it setup to sometime similar to Alpha 3, which I've already managed to do, but could still use some work.
Spoiler, click to toggle visibilty
with a mix of cvs2 interruptions. Geese/Bison, Akuma/Rugal
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

So far, made a lot of progress on dialogue, similar to SVC/KOFXIII every character has script with one another & mirror, but now working on doing this universally instead of individual characters. Trying to use this setup to replicate Garou's win screen, if anyone is familiar with it, it shows the stage background instead of going to a separate screen, unless it is a separate screen with darkened versions of each stage.
Spoiler, click to toggle visibilty

Has anyone tested the online on Go yet? I'd been experimenting with this, very little.. Haven't had any success getting it to work yet
Spoiler, click to toggle visibilty
When selecting the character, changing the animation, this should already be doable no? Many have requested this feature.
Title: Re: Capcom X Snk
Post by: RagingRowen on February 25, 2019, 12:11:55 am
I've watched these Mortal Kombat Mugen videos in the Past. I was surprised to see them be able to run multiple ladders in one game complete with the intermissions.
It appears they (atleast the Project ones) utilize a thing called MugenHook which I hadn't found a direct download for.
Title: Re: Capcom X Snk
Post by: junkerde on February 25, 2019, 12:28:33 am
Let's see it then? I've never been particularly interested in 3v3, it can easily be done, though I haven't seen what you suggest yet.

Mind the bad formatting of the fonts and lifebars, this literally was just on my end to experiment if 3 lifebars and 3 names was possible, which it is. Im not sure if this is what youre talking about. I can make the same thing in GO, which Ive been messing with for a few days


Is this what you're talking about with name display? BTW, great job on the progress so far man, I really like the work! Its  great to have guys like Gacel and the 2 others to keep developing this thing that was abandoned, I truly feel it has way more potential.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 25, 2019, 01:13:52 am
I've watched these Mortal Kombat Mugen videos in the Past. I was surprised to see them be able to run multiple ladders in one game complete with the intermissions.
It appears they (atleast the Project ones) utilize a thing called MugenHook which I hadn't found a direct download for.
Yeah, they use some frontend right? That's what I'm interested in more than anything. New features. We can already do the ladders themselves, but not the intermissions. Hype just thinking about it.. The character select, this was way before we could do this without the cursor trick. It just needs that final touch. Universally characters using 181/195 when selected etc. Also when you pick the character, having that characters name be called, or a unique sound to them.

Let's see it then? I've never been particularly interested in 3v3, it can easily be done, though I haven't seen what you suggest yet.

Mind the bad formatting of the fonts and lifebars, this literally was just on my end to experiment if 3 lifebars and 3 names was possible, which it is. Im not sure if this is what youre talking about. I can make the same thing in GO, which Ive been messing with for a few days

(https://i.imgur.com/2OmLr69.jpg)

Is this what you're talking about with name display? BTW, great job on the progress so far man, I really like the work! Its  great to have guys like Gacel and the 2 others to keep developing this thing that was abandoned, I truly feel it has way more potential.
Yeah, I haven't downloaded the recent stuff, I spend more time working on in-game stuff. If it's already possible, all someone has to do is make compatible life-bars. I may experiment with 119way's KOF EXTRA, to make a true KOF 3v3, but the appeal is really there for those of you whom are interested in Vs. style game-play.
Title: Re: Capcom X Snk
Post by: junkerde on February 25, 2019, 01:34:10 am
yeah, in the original ikemen plus actually, this is really easy, you literally just add "p5" and "p6" into the fight.def, and the lifebar on top appears too for the 5th and 6th player  but theyre just really thin since i put it that way, you could have a ful lsize lifebar if yo uwanted.. On ikemen GO however, its still buggy. Since natively "p5" and "p6" isnt in the code.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 25, 2019, 06:14:20 am
Okay, I’ll check it out. What are you looking into right now? You should make your own thread, or you can share mine. I’m not really crazy about SP stuff, it’s not really exploring anything beyond mugen, happy you guys get a kick out of it though, I can’t wait to really mess with other core features. Is anyone else making a full game? Compilation? Hoping to utilize any of this new stuff? For those of you still interested in this kinda thing, what else would you like to see? What else can we try to mess with in the mean time. It’s as though most things we’ve wanted are now possible, though the interest in this stuff isn’t the same as it used to be, progress none the less.
Title: Re: Capcom X Snk
Post by: junkerde on February 25, 2019, 06:22:42 am
yeah haha actually I am, I just dont want premature releases until I am satisfied with a product. For now still experimentation with ikemen because there stil lcould be some bugs (which Gacel has been notified of, especially ith projectiles not pausing when a superpause happens) with my characters, but my main build is in Mugen 1.1 for now. Here's an older video from the beginning of this month, but I've gotten farther than this since (and btw that's not my screenpack in the video, its temporary).

Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 25, 2019, 09:20:19 am
You made these characters? So what exactly do you need Ikemen for? Just curious? Or did you simply want the latest version of whatever was out? What is your main goal right now?
Title: Re: Capcom X Snk
Post by: junkerde on February 25, 2019, 06:49:45 pm
You made these characters? So what exactly do you need Ikemen for? Just curious? Or did you simply want the latest version of whatever was out? What is your main goal right now?

There are a handful of edits but I've also created some just for the game. Just in general, Ikemen feels more like something you would use for a streamlined commercial-esque game. For example, if I put a bonus stage in there, I dont want to have to hide it away from the select screen, in ikemen and I can just tell it to not appear on screen and only appear as a bonus game, etc. Just a small example. Really it comes down to customization.

Main goal right NOW: have characters that actually work in my system and bugtest, bugtest, bugtest. Most important thing is when players play, they dont have to deal with issues. Quality over quantity. I have gotten extremely far with 26 characters at the moment and I've come such a long way from the beginning, so many milestones and bugfixes made. That was my problem with the Marvel vs Capcom game I tried to make a decade ago, 50+ characters and it was quality over quantity. It didn't survive.

Main goal in the future: Implement a combo system and defensive plays, and add moves/update effects. But like I said, the most important thing on my mind is making sure these characters actually work well. Adding tag is great, but it also introduces more potential bugs. probably 1 month just of bug testing/fixing. It has to be right for me to proceed to do the flashier things.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 26, 2019, 07:43:13 pm
@T. Vinceson:

Definitely let me know if you plan to make something else, I have a lot of ideas.
Title: Re: Capcom X Snk
Post by: Nolemociy on February 28, 2019, 05:29:05 pm
Any chances to download the game to play online? Link in discord not working
Title: Re: Capcom X Snk
Post by: 2Dee4ever on February 28, 2019, 09:53:20 pm
https://mega.nz/#!k98SBR4R!Ei18Pr8mxGHCJvyebHL9qXp10yZ5VbpbHSjGfczZodc
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 04, 2019, 07:09:56 am
@T. Vinceson: Do you have that Bison by Umihei? What's unique specifically?
Check it out, so its a mix of Shin/Final etc variants + "SFV Psycho Power V-Trigger".  That's the selling point. He teleports on more moves during this mode & has all the supers of the aforementioned. So not just SFEX, but an amalgamation.
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

Video, but because of light stage, not as visible. You can hear the voices though.


If you want to use my thread for your progress go right ahead. As I said, I will be making the Red Earth Quad myself at some point. They aren't very popular so it's good to see them as well as any notable resource.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 05, 2019, 07:45:05 pm
I passed out so hard last night forgot I uploaded this. @K4thos: you still interested in this? If you quit it’s kind of pointless for me. Would just like to know if you are still interested in following that roadmap.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 08, 2019, 12:13:06 pm
A lil bit of everything this time. Last Blade, Samsho, MVC, etc.

Email me if you’d like to work together.
Title: Re: Capcom X Snk
Post by: junkerde on March 08, 2019, 07:20:32 pm
have you gotten dual hypers to work at all with add004? Or are you using a heavily modified version? I think I read something way back when someone posted about it, really made no sense with bad instructions on how to implement and I couldn't get it to work.
Title: Re: Capcom X Snk
Post by: Bejeeta on March 08, 2019, 08:03:32 pm
http://mugenguild.com/forum/topics/add004basic-160242.880.html

read 2dee4ever's spoiler he posted the dual hyper code.
Title: Re: Capcom X Snk
Post by: junkerde on March 08, 2019, 08:20:47 pm
http://mugenguild.com/forum/topics/add004basic-160242.880.html

read 2dee4ever's spoiler he posted the dual hyper code.

That has nothing to do with dual hypers though, the guy above asked "Does anyone know how to change the assist for a character?" and that code is for assist changes. THere's another post about dual hypers in that thread that makes no sense though and it doesn't work.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 09, 2019, 01:23:50 am
Well, we used to work on it together, since then I’ve been doing my own updates. It is heavily modified, but you could still do it with the base version. He himself posted a way for you guys to do it. It’s somewhere there, you’d have to look for it. This is how I’d describe it... Do you want MVC style team attacks or like me NGBC style “dual assault”. MVC is partner jumping out next to you, using super freely. This is easier to do as you can just make them jump out and use a stateno. NGBC is you first having to land that hit to activate it. Using that code he posted as a base, you’d then use the appropriate triggers to call out your partner at specific times. There is no universal code as it varies, depending on what they are doing during the double team. The main thing you need, again the code he posted as it is linked to the add004 system. Like the whole, you can only use an assist when “assist ok”. It’s somewhere around where bejeeta posted.

This is when I first started messing with it. Both things I described are here. He posted the code for Ryu doing a team attack with himself if it makes finding the video easier.
 
Title: Re: Capcom X Snk
Post by: 100_Sad_Pandas on March 11, 2019, 06:07:35 am
Hi! Despite fear of outing myself as a noob, I've been trying out for hours on how to play the cvsu demo you made after watching your ikemen tutorial video but for the life of me I can't get it to work. Whenever I try to run the ikemen.exe file I always get the message that MSVCR100.dl and MSVCP100.dl was not found so the code execution cannot proceed. I looked these up online and downloaded the microsoft visual c++ redistributable things and ran them on my PC yet I still get the same error message. You wouldn't happen to know what the problem is and why I can't get the ikemen to work do you? Sorry haha I hate asking these questions bc it looks like I haven't tried to fix it myself but I've been at it for a while.
Title: Re: Capcom X Snk
Post by: T. Vinceson on March 12, 2019, 07:35:40 am
@T. Vinceson: Do you have that Bison by Umihei? What's unique specifically?
Check it out, so its a mix of Shin/Final etc variants + "SFV Psycho Power V-Trigger".  That's the selling point. He teleports on more moves during this mode & has all the supers of the aforementioned. So not just SFEX, but an amalgamation.
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

Video, but because of light stage, not as visible. You can hear the voices though.
[youtube]https://www.youtube.com/watch?v=O9GlxSSpmEg[/youtube]

If you want to use my thread for your progress go right ahead. As I said, I will be making the Red Earth Quad myself at some point. They aren't very popular so it's good to see them as well as any notable resource.


SF3 Bison using CvS sprites, SF3 effects complete with Super Art select feature per start of matches.

Here's.... Another Dictator stuff I've stashed in my HD; In case you're interested in utilizing them:

Spoiler, click to toggle visibilty
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 21, 2019, 05:03:15 pm
I am interested, but it's empty?

Started to organize everything in playlists. By series/type etc.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 30, 2019, 09:45:19 pm
Trying to get more hype for the new Samsho. Been chipping away at them slowly, but surely. I've created a playlist as well. Wanted to a story recreation, but have to finish key characters first, so for your enjoyment, look forward to that. Even if you dislike the content, as always spreading awareness. Will be working on these two next. It's not really a preference thing as it is which sprites are usable for this style of play.
Spoiler, click to toggle visibilty

If you have good internet, we can Parsec it. All characters have touched up sprites, full CS, Doll transforms, Zetsumei Ougi, Suicide, Ikari Bakuhatsu, Issen, those reworked to fit into my kinda thing.
(https://i.imgur.com/ld0Ulm2.png)(https://i.imgur.com/ZBYF9JA.png)

Because of remappal Rage can be any style, I prefer SS2.
Spoiler, click to toggle visibilty
Try to find a use for everything. Disarm= new intro
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@Dampir: I may need some edits done for Genjuro, "if" interested.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 30, 2019, 11:22:43 pm
Hit me up for commissions of all kinds.
Not cheap though.. Have to pay for custom sprites somehow.

Title: Re: Capcom X Snk
Post by: Umezono on March 30, 2019, 11:50:34 pm
im down to test parsec matches
Title: Re: Capcom X Snk
Post by: 2Dee4ever on March 31, 2019, 03:32:45 am
Trying to have another recording session tomorrow. Can add me in the mean time.
Title: Re: Capcom X Snk
Post by: Matatat on April 08, 2019, 02:00:19 pm
Hey!

Are you planning/working on Q from SF3? I was thinking of implementing the basics (using your system) to him (punches, kicks, sff etc.) if you haven't yet.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on April 08, 2019, 07:22:28 pm
Not yet. Eventually, I want to do all the characters from that game.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on April 09, 2019, 03:33:38 am
Here is a remake of my older tribute video.
If someone can make the Evil Dan stance in cvs, I'd do it. There is Evil Ken stance either

Picture this... Evil Ken's "speed" super, (where he dashes like Kabal basically) with a slowed time like FX, That Electro Misogi hitting right at the perfect timing.. Ouuuuuu. Stay tuned.
Title: Re: Capcom X Snk
Post by: myzticmitchum on April 14, 2019, 04:38:03 am
Where can I get the tribute characters you have mad as well as the others?
Title: Re: Capcom X Snk
Post by: 2Dee4ever on April 16, 2019, 05:39:44 pm
You have to beat Shin Akuma and Shin Gouken on Hard 8 using Evil Dan. Everything is exclusive, unless leaked by mete or anyone else. You can ask somewhere, sure they will pm you, no one speaks publicly.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on May 18, 2019, 05:22:45 am
Been requested a lot.

Rugal Vs. Akuma *Original
Spoiler, click to toggle visibilty

Rugal Vs. Akuma *Remake
Spoiler, click to toggle visibilty
Title: Re: Capcom X Snk
Post by: 2Dee4ever on May 25, 2019, 01:37:19 am
I do have a playlist for these, which I'll update eventually. 




Title: Re: Capcom X Snk
Post by: 2Dee4ever on May 27, 2019, 06:09:49 am
(https://imgur.com/aCZnTJ1.png)(https://imgur.com/bXjGLEM.png)(https://imgur.com/o8GRPZn.png)
Spoiler, click to toggle visibilty
Title: Re: Capcom X Snk
Post by: 2Dee4ever on May 29, 2019, 01:45:50 am
Here is the playlist for 2019 https://www.youtube.com/watch?v=454IlwrUPk8&list=PL81uY-VXNd9C4Waz14KJ19UFOIKb7k2Qf
Title: Re: Capcom X Snk
Post by: K。血 on June 13, 2019, 12:15:54 am
2D, Can you teach me how to hide 2P's key input?
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 16, 2019, 02:56:11 am
K4thos is the one who hooked it up for me at the time to work like it does. Honestly, I was at one point interested in helping some of you, but it’s a lot of work and I’m not really motivated anymore to go out of my way. I am addressing everyone who is pming me. Sometimes you just have to look at something extensively to understand it. Look at the variable from the config list, see where it connects to etc. There is a syntax. K, you should post your progress on your thing, it’s dope.

OAN. Damn.. I’ve been chipping away at KOF 94’-95’ relevant characters so I can make the proposed “in-game cutscenes” If you haven’t been following along I guess I can use this topic for something. Progressively going through the arcs from the beginning. The plan was to recreate all arcs with 2D animation before taking on an original story. K4thos kinda bailed mid development after he proposed this idea so I can’t actually implement the scenes how I would like, though I can still make them. I am still going at this one solo, since the first page, all those years ago trying to learn to get to this point and I’d say it’s coming along nicely. I did release something playable if you wanted to check it out in description of videos.




Side note.. I have all of KOF All Stars sound collection, I can show you how to rip yourself if interested. I think I discovered how to rip any game. Just have the remainder of Team Japan and I can start on it. Like a lil movie of sorts. Not much I suppose, but something to temporarily entertain. From there I’ll go SF1 back and forth between series. I’ve made playlists for individual series so be sure to check those out.

Lastly, part 2 of this coming sooner than later.

That is your news update. I’ve been streaming more lately, catch me on Parsec under the same name for casuals. Just have a good internet connection.
Title: Re: Capcom X Snk
Post by: RagingRowen on June 16, 2019, 02:58:27 am
Are you ripping from the Latest Versions of KOF AS?
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 16, 2019, 07:49:40 am
Download the game and dump it. The point at which you do, you’ll have that version. The game just updated again recently so no. You’d have to keep doing it. Various ways to get the apk which is up to you. Goes without saying you’ll have to transcribe the dialogue yourself, but that’s only if you care to 100% match word for word. You can at least get the skills by knowing the characters and or watching these Just get latest Unity Asset Studio, load folder, organize to find audio clips, convert to wav etc.
Title: Re: Capcom X Snk
Post by: RagingRowen on June 16, 2019, 11:54:39 am
K, I just need a guide on how to "dump" the apk file.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 16, 2019, 12:03:05 pm
http://lmgtfy.com/?q=dump+apk+file
Title: Re: Capcom X Snk
Post by: RagingRowen on June 16, 2019, 04:49:53 pm
I just need the method you used to get the full game contents becuase I can't get the actual contents just the raw apk file found online.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 17, 2019, 03:49:40 am
Google, the master race. As for getting the actual files? I can't help with that. Once you do get it and it is definitely "out there", follow this. I found it with a quick search.
https://www.vg-resource.com/thread-34477-post-649377.html#pid649377
Title: Re: Capcom X Snk
Post by: RagingRowen on June 17, 2019, 03:54:26 am
I have tried using apktool to extract from the 70+MB apk but i only get 200+MB with, for sound, only a netmarble jingle in Asset Studio when he gets 600+MB with the full set of files. All I need is the software you used to dump out the supposed 600+MB.
The problem is that the guy asking for help didn't say exactly what he used to "download" the files, presumably a Unity engine.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 17, 2019, 04:12:20 am
Read the topic posted. For any specifics you have to research it yourself. I have not had any issues using the same methods. You may not be dumping the correct files/folders. If it's too complicated, he even posted some of the files. This is a word of mouth kinda thing, you'll have to do the work on your side.
Title: Re: Capcom X Snk
Post by: RagingRowen on June 17, 2019, 04:24:49 am
The files he posted are outdated though becuase I'm seeking the latest version.
I've tried installing the apk into certain emulators like Nox but i can't find the correct files downloaded.
Also are dumping and decoding the same thing?
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 19, 2019, 03:45:54 am
@franqiho: @Melcore:
(https://imgur.com/cKmfVgD.png)(https://imgur.com/tgnpN9a.png)
Motivated me to do more updates.

#1
https://streamable.com/k92pg

#2
https://streamable.com/2iiz0

Spoiler, click to toggle visibilty
Title: Re: Capcom X Snk
Post by: Melcore on June 19, 2019, 06:04:00 am
noice
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 19, 2019, 11:16:00 am
I've been trying to make the XIV groundwork tighter. On the Capcom characters, it's def interesting. Without changing them up too much.

I remember before, you had wayyy more ports on your thread. Now they are all gone. Well, I could of swore I swear Heavy D! on there. I'll definitely be putting most if not all of them to use. Have to use that Ingrid one soon, playing Capcom Universe got me in the mood to explore more lore of that character.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 21, 2019, 02:17:58 am
Change log in description for testers.
Spoiler, click to toggle visibilty
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 21, 2019, 03:38:23 am
I'll continue to add to this over time. Following the 4 man squad scheme. Once I make the spotlight videos for each character I'll update this accordingly. I'll have to finalize some teams as well for now its interchangeable. Anywhere besides my channel you see my content or anything related, i.e releases etc aren't authorized by me & are only hosted by me unless otherwise noted. I know this all seems like a lot right, bullshit, though I've actually been actively doing it so, yeah.

Ansatsuken Team
Ryu
Spoiler, click to toggle visibilty
Ken
Sean
Gouken
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Art of Fighting Team
Ryo
Robert
Spoiler, click to toggle visibilty
Yuri
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Takuma
Spoiler, click to toggle visibilty

Fatal Fury Team
Terry
Spoiler, click to toggle visibilty
Andy
Spoiler, click to toggle visibilty
Joe
Spoiler, click to toggle visibilty
Mai
Spoiler, click to toggle visibilty

Kim Team
Kim
Spoiler, click to toggle visibilty
Jhun
Maylee
Chang

Agent Team
Seth
Vanessa
Spoiler, click to toggle visibilty
Ramon
Blue Mary

Ikari Team
Ralf
Clark
Whip
Spoiler, click to toggle visibilty
Leona
Spoiler, click to toggle visibilty

Garou Team
Rock
Spoiler, click to toggle visibilty
Hotaru
Spoiler, click to toggle visibilty
Jae
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Hwan
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Yagami Team
Iori Yagami
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Mature
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Vice
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Adel

Mr.Big Team
Mr.Big
Eiji
Lee
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Todoh

South Town Team
Geese Howard
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Billy Kane
Raiden
Hwa Jai

Rugal Team
Rugal
Spoiler, click to toggle visibilty

Four Heavenly Kings
Goenitz
Yashiro
Shermie
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Chris
Spoiler, click to toggle visibilty

Air Force/Interpool
Charlie
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Guile
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Chun-Li
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Cammy
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Final Fight
Cody
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Guy
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Haggar
Maki
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Capcom Team
Captain Commando
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Strider Hiryu
Hayato Kanzaki
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Jin Saotome
Spoiler, click to toggle visibilty

Shadaloo
M.Bison
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Sagat
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Vega
Balrog
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Samsho Team#1
Haohmaru
Nakoruru
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Galford
Charlotte

Samsho Team#2
Yoshitora
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Samsho Team#3
Genjuro
Asura
Shiki
Spoiler, click to toggle visibilty

Edit Team#1
Gai Tendo
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Silber
Hayate
Shishioh

Edit Team#2
Marco Rossi
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Kisarah
Hanzo
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Fuuma

Last Blade Team #1
Kaede
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Moriya
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Yuki
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Hibiki
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Rage of the Dragons
Jimmy
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Billy
Pepe
Pupa

Third Strike Team #1
Alex
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Dudley

Third Strike Team #2
Yun
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Yang
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Makoto
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Ibuki

Other(similar to Orochi some characters share the same sff)
Mr.Karate
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Title: Re: Capcom X Snk
Post by: RagingRowen on June 21, 2019, 03:42:00 am
No Red Earth? That's life I suppose.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 21, 2019, 03:45:15 am
I'll highlight it in bold for ya. Also I just want to add, feel free to start working on anything you want to see. Once I have at least one video for a team, I'll add it.
Title: Re: Capcom X Snk
Post by: demongorne on June 21, 2019, 12:38:17 pm
Dude, you need to update serious mr.karate sff just switch it with my serious sff sprites, you can find it in edits and add-ons section
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 22, 2019, 12:23:43 am
Why do I need to do that again? I told you I wasn’t going to use them, that there was no need to make them. You insisted anyway :/. The quality also took a hit as you def rushed through some of them. You’ll be better off getting one of those guys to edit it for you. There is no such thing as “serious” MK btw, unique to SVC, but doesn’t exist in KOF lore.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on June 25, 2019, 06:26:40 am
The beard is only a "possibility"?!?!?! It's way more important than the other two!!!! >:[ >:[ >:[
Well, i guess it's my obligation to do it.

(http://i.imgur.com/mXzNVMw.gif) (http://i.imgur.com/lSkkzCs.gif)

If the beard ends up to be made, would you guys find it already too crazy to add 2 more rounds of colors just so it can somewhat resemble his Mr. Karate II look?

(http://i.imgur.com/dLxSEvH.png)
Simple mockup
This is all i've got up to now. I guess that biceps cs could be something later.
@S. Jetstream: I know it's been a while, but I see you've been active lately. Maybe I can entice you to come back. You see, I'm about to tackle this beard, could use some pointers/assistance. Everything else is already completed besides that and bicep, but the worst of it is already out of the way. I'm totally down for some authentic Mr.Karate II. Looks like you used only two colors.. Interesting. Hope you don't mind me using this as a base.

(https://i.imgur.com/mb3YRTb.png)(https://i.imgur.com/wgJs3nu.gif)(https://i.imgur.com/zFir4hx.gif)(https://i.imgur.com/smsebup.gif)(https://i.imgur.com/lAOiDOu.gif)

In-game btw this is no mockup, beat you to the punch. Let me know, if you or anyone, just want to mess around with some sprites to improve our art.
Spoiler, click to toggle visibilty

While your name is up there. @NDSilva: Idk if you still plan to do the thing with Haggar? I'm down to help, if interested.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on July 05, 2019, 09:13:32 pm
@GaziraAgain: Here is the HyperBG Search
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

If you just want to have fun and play games, don't care for that drama, feel free to join us sometime. I do these sessions frequently, trying to build a player-base for playing games in general. Not specific to any game, not the biggest channel, but I'm working really hard to maintain some kinda interest in this stuff. A channel that is primarily focused on Mugen/Ikemen. I don't have the best setup right now so bear with me.

Here I was playing @IKEISLEGEND: Who was tryna run one LOL
https://youtu.be/SzROV9RaK-0?t=5655

I can play/stream your projects as well its no big deal.
Title: Re: Capcom X Snk
Post by: GaziraAgain on July 05, 2019, 11:23:01 pm
Thank you very much for the code. I will do everything possible to adapt it to my needs. I'm not lazy, believe me. I tried to find several times the hyperbg code in the common file but nothing. I have learned to create animations from scratch and in a self-taught way since it is a very practical work, instead what I have asked for is completely theoretical and without notions it is very difficult to do it well. Thanks for your time and I start practicing right now!
Title: Re: Capcom X Snk
Post by: 2Dee4ever on July 05, 2019, 11:44:30 pm
Oh hell no I wasn't talking about you lol
You also are trying to do your own thing, I respect that. We shouldn't get shit just because we are trying to do projects.
With people like you, continuing to try to push things further etc things are a lot less dull so thank you for that. I don't mind helping at all, a very specific crowd I refer to. Hopefully it helps, if not let me know.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on July 18, 2019, 02:44:53 am
So before I got to where I am now, I started out with basic edits, even having a thread with over a dozen characters I made for the community. Eventually I took it a step further, we all wanted a cvs centric full game, but no one wanted any part in doing any of the actual work. It didn’t stop me though, I was determined to do this for us, for my community. As inexperienced as I was, looking back at it now, it really was a pipe dream, or so I thought. I spent hrs and hrs on end to try to fix simple errors, understand code, learn everything I could possibly absorb from editing characters. I later went on to creating a few characters from scratch which didn’t turn out well. I tried and tried sooooo hard with cvsu with zero and I mean zero help from “anyoneeee”. I listened to your demands, I made the things you wanted, I tried so hard for you all.. Sure it may have just been a compilation, but to me it wasn’t.. My life was in that, I foolishly thought I was really making a game, these programs allow us to experience that. After all that, people still to this day tell me “I’m” selfish. My reward for thinking of you, being depicted as Steve Urkel because I was black and wore glasses. Now even I can point out my first tries flaws, I tried editing everyone “else’s” work. This meant I also had to deal with all the errors “they” made, but in my mind I only thought of what I could do, for my community.. Sleepless days and nights I did the work only an amateur could do.. Throughtout all of this, a whooping “two” people couldn’t stand to see me like this and to them I am enternally grateful.. It was only take take take, no one cares about you, they just wanted you to finish it. 3-4 years of this? Before someone actually stepped up.. I was at fault, I let the hype get to me.. I wanted to please everyone. I rushed, I rushed, and I rushed to meet demands.. I will never do this again... In my life.. Hate it as you will. Whew back then man I tell ya. Things weren’t as lax.

At this time though, being inexperienced and releasing things you were in for a rude awakening. Long story short, I’ve had people threaten me over this, create rant videos, be racist to me, all over something that “isn’t that serious”. I don’t really want to relive any of that, people would literally go out of there way to antagonize you publicly and privately. A lot of you have been around to experience it first hand. For a long time, I was afraid to post here, fearing someone would be at it again, take my words and twist them to form their opinion of me. To be made fun of because our mistakes, publicly shamed, banned for having a different opinion. I can’t, as much as I want to forget about how nasty some people got over this, a time where if you responded to any taunts? It was a wrap for you. At one point should this be normal? We acted as if it were.. We’ve seen creators come and go, facing similar trials and for what? Because we loved mugen? We got cocky thinking we knew what we were doing? People liked our content. It didn’t even need to be better, but how can you judge what someone does/doesn’t have fun with? That Invisible standard.. Coudn’t go a day without someone reminding you of something you said/did in the past. Just plain not fun. Tell me one person who doesn’t want to share this experience/feelings with our peers? Everyone is more to themselves now because this was the reality in the past. No one wanted to get involved in any drama so they stood idle, shut up. I was always the one to take a stand for myself or someone else, I’ve always seen my peers as people first, not what they could do for me.. I till this day remember I was getting bashed for something and I won’t say his name, legit told me, “just let them”.. Helllll to the no. We’d have no right to even defend ourselves, like a criminal! The majority says you are a bad person? You are now a bad person. These things being as public as they are, not saying anything is how you get a bad rep. It got me in a lot of trouble having such a big mouth, but it felt like oppression, it was.. An elitist community.. I wouldn’t be wrong to say it didn’t wear off on a lot of us. Where else could we go? This place, other forums, we just wanted to be near the content.. Seeing this place as it is today.. A shame it had to get to this point. I’ve decided to make a video about all this at one point. If you are interested in sharing your story with me, let me know, I’d love to hear it. I’m kinda tired of typing and thoughts all over the place so I will stop and just record voice for the video. Lol

Title: Re: Capcom X Snk
Post by: NakPanzer on July 18, 2019, 04:13:06 am
If I were in your shoes, I'd say something like "I don't feel like listening to what you guys are saying for the umpteenth time, so I'm going to contemplate leaving the Guild and make y'all feel bad doing so."

I dunno man this ain't English class you don't have to have to make a certain word count lol.
Title: Re: Capcom X Snk
Post by: Nuroravage on July 18, 2019, 05:12:03 am
Hi guys. It's  me, RaZorbakk36. I helped a zero amount.  I helped a zero amount everyday for  2 years. I helped while I underwent months of hospital exams. I sprited on my phone while my girl slept after life changing surgery.  I helped even after being dropped without a heads up from the project. Then all my stuff was released without me knowing. I was credited tho. As "nurovage or whatever" later I was credited in video as "Razorback36"
I was denied a copy of the game despite agreement that  he would continue to use my work.   But then. Most anyone who cares already knows this.
Rei . I still got copies of tests 1 through 6 if you need anything to continue work on your project
Title: Re: Capcom X Snk
Post by: 2Dee4ever on July 18, 2019, 05:24:22 am
I tried and tried sooooo hard with cvsu with zero and I mean zero help from “anyoneeee”. Throughtout all of this, a whooping “two” people couldn’t stand to see me like this and to them I am enternally grateful..  3-4 years of this? Before someone actually stepped up..
That ship as long since sailed. It's uploaded on mega, everyone has it now.

Title: Re: Capcom X Snk
Post by: Nuroravage on July 18, 2019, 05:47:59 am
Yes a whopping two nameless people.... near the end there was 3 of us. Combos. Nima. And I.  The last year just combos and nima.  And when he asked you what happened to RaZor you  dismissed it.
"What did you  mean by RaZor's time was up?"
You couldn't even ask me for work you left on my table when you shut me out. You sent someone else to ask it from me. Smh. 
Here is some of your own fortune cookie wisdom for you.
Lie to yourself. Don't lie to me.
For a self proclaimed genius you lack common sense
You constantly forget your history AND we all watch you repeat it.  Ad nauseum.
You forget your friends man. I pity that.. I Pity you.
I'm sorry. As a person who knows he is craZy. I understand  what its like being locked in my own hell.
Title: Re: Capcom X Snk
Post by: 2Dee4ever on July 18, 2019, 06:14:49 am
It’s good that you get this out as well. I was referring to the beginning starting out not after that. You weren’t there in the beginning either, not till much later, it’s not a lie. I didn’t want to name you to associate you with my drama, but okay. It won’t mean much now, but sorry things turned out the way they did and sorry for not honoring that friendship/not being good to you when you were there for me despite everything, over anyone. Above else sorry for everyone who had to deal with said drama because of me. We fought like brothers tbh, eventually just falling out. We had a good run while it lasted ultimately, learned a lot etc.