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Re: The Steel Komodo Request Thread

 February 26, 2021, 09:55:16 am View in topic context
 Posted by Steel Komodo  in The Steel Komodo Request Thread (Started by Steel Komodo February 24, 2010, 10:23:10 pm
 Board: Requests

Thanks! :D
    

Re: Screenpack by Mordecool

 February 25, 2021, 01:23:17 am View in topic context
 Posted by Steel Komodo  in Screenpack by Mordecool (Started by Sean Altly January 25, 2021, 03:08:36 am
 Board: Last Bout: Styles Will Clash

I just want to point out that on P1’s side of the character select screen says “Japan: Country”, “37: Age” etc, whereas it reads the correct way around on P2’s side. Is that something that’s going to be fixed later on? Because it’s really distracting me :P.

Aside from that, looking pretty dope! Hoping to see more progress soon :D
    

Re: The Steel Komodo Request Thread

 February 20, 2021, 05:50:06 pm View in topic context
 Posted by Steel Komodo  in The Steel Komodo Request Thread (Started by Steel Komodo February 24, 2010, 10:23:10 pm
 Board: Requests

So I guess this is back. Ignore the first request, that one sucked.

What I'm actually looking for right now are Li-Kun's sprites of Morrigan on their own. I've seen them used in a bunch of characters, but I can't find them myself. If anyone has them, I'd appreciate it. Might also help to have them seperated by group, since I've got a template in the works and don't want to mess it up by just copying somebody else's .sff file.
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 19, 2021, 09:11:03 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Good news, everyone!

I've managed to secure two partners who are willing to help me fund the development of Rouge's sprites I'm not giving away any details yet, but suffice to say that it's going to make commissioning them a lot easier, since the cost is split between three people. With that out of the way, we're also looking for two other backers to help complete Rouge, and that means I'm basically putting out an open call here.

While any monetary donations would be welcomed, we're also looking for spriters/artists who can do CPS2/VS style in case the main guy we're commissioning isn't available. Share samples of the work you've done and I'll talk it over with the others. In the meantime, I'll be doing my thing and working on Morrigan and other characters as I get the time and chance.

So if anyone's interested, do let me know! :)
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 17, 2021, 10:13:12 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Apologies for double-posting, but I think I have a solid roster now, give or take. I appreciate the suggestions made by people here, but those characters will most likely held back for a hypothetical Super Capcom Heroines or what have you.

  • Chun-Li (Street Fighter II)
  • Cammy (Street Fighter II) OR Juri (Street Fighter IV)
  • Maki (Final Fight 3)
  • Morrigan (Darkstalkers)
  • Tiffany Lords (Rival Schools)
  • Saki (Quiz Nanairo Dreams)
  • Tron Bonne (Mega Man Legends)
  • Jill Valentine (Resident Evil) OR Fiona Belli (Haunting Ground)
  • Tessa (Red Earth)
  • Rouge (Power Stone)
  • Mai Shiranui (Guest Fighter - Fatal Fury 2)

The final boss will either be Ingrid (Capcom Fighting Jam) or an original character I'm tentatively calling Azure Heart, but the latter is unlikely.

Also, here's a list of potential Unique Abilities

  • Chun-Li: Focus Attack
  • Cammy: Axel Spin Knuckle/Juri: Kasuhatsushu
  • Maki: Reppukyaku
  • Morrigan: Dark Force OR Flight
  • Tiffany: Tardy Counter
  • Saki: Ammo Change
  • Tron: Beacon Bomb
  • Jill: Evasive Manouvers/Fiona: Go, Hewie!
  • Tessa: Ultimate Guard
  • Rouge: Item Toss
  • Mai Shiranui: Dodge/Roll
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 17, 2021, 06:59:19 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

I appreciate the suggestion, but I think Mai kind of has more star power, so I'm probably gonna stick with her :P

-------

Okay, time to talk about stuff.

Firstly, I'm in talks with somebody to try and get a VS-style sprite sheet of Rouge commissioned. It's going to cost a lot, but we're discussing our options. The current plan is for us to pay half each a month to get at least one or two animations, but we're also considering getting help from the community, either through crowdfunding or sprite submission to reduce the overall cost of development. I'm also aware that Beximus may or may not have the sprites for Li Kun's Rouge, since she's apparently appearing in Capcom Universe - I've asked him to clarify if he has, and wherever he'd be willing to share those sprites for the project or not. If he is, that'd cut down on costs considerably.

Once I'm aware of where things stand, I'll let you all know what's happening.  It may be that Rouge may have to get dropped from the roster if things become untenable, but I'm hoping it may not come to that - this is one character I'm willing to see in MUGEN in one form or another.

Secondly, this is some decisions on gameplay and roster.
  • I won't be going ahead with the Hearts of Power system. As much as I love the concept, I'm not skilled enough to code something like that and I'm pretty sure it would be a nightmare to balance. Instead, I'll be giving each character a Blazblue-style Unique Ability. Unlike CvTW, however, this won't be tied to an extra meter.
  • With the removal of the Hearts of Power, the name of the game will change from Capcom Heroines: Clash of Hearts to Capcom Heroines: Hyper Fighting Frenzy. Since the original title was a reference to the Hearts of Power, it doesn't make sense to keep that subtitle without the major gimmick. The story of the game will also change.
  • Heart Surges will now be replaced by one of two possible options when your life is less than half. Frenzy Mode is a Pandora-style boost in power, while the Hyper Combo is a last-ditch desperation attack akin to the Exceed in SVC Chaos.
  • I've decided to go for the MvC-esque gameplay rather than trying to ground the game to an unneccesary degree. It'll be heavily reduced from ost "Hyper Fighting" games, but a lot of similar concepts - air combos, wall bounces etc. - will remain.
  • I'm debating as to wherever to put an "Easy Combo" feature on LP akin to MvCI. Discuss.
  • I'm also wondering wherever to drop the universal Launcher button. The reason I put it there was because I have a nasty habit of holding down on the control stick during air combos and thus accidentally ending them when I don't want to. But if this isn't a problem that most people experience, I'll shift it to, say, DF + HP and remove the Launcher, making this a 5-button game.
  • There's been a lot of good character suggestions on here, but I'm very hesitant to add them because I don't want the roster to grow much bigger than 10-12 at the moment. While I may tweak it at points, that's as big as I want to get, and unless I change my mind about having the guest character, I might not be able to please anyone. Maybe some characters will appear in an update, I don't know.
  • As hilarious a concept as it is, Miss XYZ will have to go. The sub-boss will either end up being Ingrid, Decapre or Juri. Juri might end up playable, I don't know.
  • I think I've seen some half-decent sprites of Delta Red Cammy in CVS style. Can anyone confirm that for me?
  • Even after I said what I said about Roll, I'm considering dropping her for the moment. Her tiny sprite size might cause problems unless I do some scaling tricks or shell out for updated sprites and I'm already going to be throwing a fair amount of money at Rouge.
  • Should Jill go? Or Saki? I feel like these two overlap a fair bit due to being "gun girl" archetypes, and while Saki does a lot of different things, I don't want people to complain the roster is nothing but gun-focused characters.
  • I wanna try using MUGENHook to implement a few neat screenpack tricks, like animated characters on the select screen, character portraits sliding in on the VS screen etc.

I'll probably start work on that template this weekend. It's been a long while since I've touched fighter factory, so I'm gonna need time to refamilarize myself with it.
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 17, 2021, 04:38:56 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

For characters I think Tessa from Red Earth or Pure The Mage from Adventure Quiz: Capcom World 2 would be decent "witch character" additions and good replacement for Rouge at the moment.

For villain characters you could use Devilotte from Cyberbots, Ton Pooh from Strider and Juri from SFIV who I don't considerate a villain but more of an anti-heroine.

I honestly forgot that Red Earth existed :P. I’ll definitely consider it - my only real concern would be trying to avoid as many “shotos” as I can, otherwise the roster is gonna get a bit redundant. Also, isn’t Sean already using Pure and Fur in CvtW? Just thinking about avoiding confusion or accusations of ripping off, is all.

Devilotte’s an interesting option. She might work as Tron’s rival or something. Don’t know much about Ton Pooh, i’ll have to look her up. Juri’s been mentioned a couple of times, and apparently Chuchoryu’s sprites aren’t awful? I’ll take a look at her and see what I think.

You could always do a "Terry", quick spriting Edward into a female edition.  :yaoming:

You joke, but I was considering Female!Terry from SNK Heroines as the guest character. Unfortunately, no sprites of her exist and also her voice actor is atrocious, IMO. So after that, Mai was the only logical choice,

I'd personally drop both Roll and Amaterasu, since Roll is tiny and Amaterasu is, well, a dog.

I couldn’t in good conscience leave Roll out. She’s right there on the logo, and also she’s one of Capcom’s biggest female stars. Dropping her would feel kinda sacrilegious. I wouldn’t feel as bad dropping Amaterasu since she doesn’t quite have the same status, but then the roster would lose a fair bit of diversity, since then it would all be tall women and girls.

Oh, nice work on the screenpack.

Thanks! It’s all just mockups at the moment, but I’m hoping to find someone willing to throw it all together at some point :D

How about Ruby Heart?  I always liked her and she's pretty much doomed to be MvC2 exclusive.

As for Roll, since you're willing to do commission, you may want to consider this: https://mugenguild.com/forum/boardseen./topics/new-roll-sprite-sheet-capcom-universe--192454.msg2501344.html#new

I'd be willing to pitch in with the commission as well. The guy there mentions an incomplete sheet. If you could acquire said sheet, and depending how much is done, it could end up reducing the price a fair amount. I...may be willing to help with coding... My interest in Mugen has been waning to say the least. However, this peaks my interest. If nothing else, I could test and provide feedback. We'll see.

I did see that topic, and I think it’s pretty close to what I want. If I can find the sheet, maybe we can start talking at some point. I’m also kind of in talks with somebody to try and get Rouge sprited, but I’m also half-considering asking Beximus if I can use the sprites, since he’s apparently also using them for Capcom Universe. I don’t want to blow more money on this than I can help if possible.

Ruby Heart’s an interesting idea, but I don’t know much about her or her gameplay. I’ll give her a look, but I can’t guarantee that I’lo be totally enthused for her.

Anyway, I’ve got some further information to drop in a few hours. Mostly gameplay decisions and fluff, but I think it’s still worth talking about. Stay tuned for partial excitement.
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 16, 2021, 09:45:31 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Since we're discussing characters, any ideas for villainous characters that I could use? Juri's obvious, but there's no decent sprites of her out there, and SFV's Seth would require entirely new sprites. I was thinking Decapre, but I don't know much about her - does she qualify as evil?

By the way, thanks to all the kind words about my screenpack concepts. I'm not much of a graphic designer, so I just went with my gut instincts on what I felt would look best for this kind of game. Glad to see it get a good response :)
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 16, 2021, 07:19:47 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Having looked up footage of Michelle Heart, I think she's too close to Saki in overall concept, since she shares a similar gimmick of "large gun" and "can switch different types of ammo". I'll probably stick with Rouge and commission somebody to do the sprites. Which might end up meaning there's two Rouge's in MUGEN, but hey, watcha gonna do. :P

Of course, there's also Julia or Ayame from the same franchise. Depends on what I think the roster needs.
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 16, 2021, 06:33:19 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Replace her with Gladia's Michelle Heart. I'm honestly surprised you don't have her here for this. Did you do all this SP concepts yourself? It looks very nice. Very aesthetically pleasing, easy on the eyes. Seeing that Revelations render of Jill makes me sad there isn't actually a sprite set with her in that attire. :(

But Power Stone, though! D: Also, I’m a little worried that Michelle might end up overlapping with Saki in terms of “gun girl”. In all honestly, looking at the roster, I worry there might be a bit of overlap with some characters in how I envision them - Fiona and Roll, for instance, if they end up being the characters that use assists a lot, as well as Jill, Saki and Michelle for weapon-based zoners.

Also, I don’t know who Michelle Heart is or what she does. So there’s that.

Yeah, I did those myself. Still not quite sure about some details, but thanks :)
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 16, 2021, 01:41:29 am View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

Private I’m afraid. It’s locked to the unreleased Capcom All Stars full game and as such is not available for anyone to use until that game releases. ;-;

Ah, damn. Guess I’m saving up to commission somebody in the future, then. :(

Anyway, I’ll probably start working on a template in Fighter Factory some time this week. Then I’ll start working on Morrigan - who, sadly, is probably the closest to a shoto we’re gonna get in this game. She’ll be the character I’ll use to flesh out the base gameplay, including all the minutiae of combo style, defensive techniques etc.

Watch this space for more info.
    

Re: Capcom Heroines - Brainstorming Thread (V2)

 February 16, 2021, 12:25:02 am View in topic context
 Posted by Steel Komodo  in Capcom Fighting Heroes - Brainstorming Thread (Started by Steel Komodo February 15, 2021, 11:47:59 pm
 Board: Idea Engineering

I did as well. But the sprites aren’t that great - it’s obvious that various bits were rotated fo simulate movement, and it doesn’t look that great. I’d use them in a pinch, but if I had the cash I’d commission somebody to touch them up and get them up to snuff.

On the subject of sprites, anyone know what happened to Li Kun’s Rouge? That one seems to have completely vanished, which is a shame - I’d love ro get my hands on those sprites, if only so I didn’t have to commission them myself :P
    

Capcom Fighting Heroes - Brainstorming Thread

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



    Q: What is Capcom Fighting Heroes?
    A:
    Capcom Fighting Heroes, formerly Capcom Heroines, is a concept featuring a small but diverse roster from Capcom's various video game stables, from the popular such as Street Fighter to the niche such as Power Stone. Inspired by Marvel vs Capcom Infinite, the cancelled Capcom Fighting All-Stars and others, the concept is intended to mesh aspects of serious and casual fighters, creating something enjoyable yet accessable, and combine mechanics from classic Capcom fare with new concepts.

    Q: Talk me through the gameplay.
    A:
    The following base gameplay has been decided.
    • 5 buttons overall. Four for attacks, onefor special abilities.
    • Fifth button will serve either as a "Unique Ability" or as the "Surge" mechanic (name tentaive), which has both offensive and defensive uses.
    • Combo progression runs on typical Marvel/Darkstalkers lines: LP > LK > HP > HK. Gameplay is essentially "Marvel-lite", featuring a toned-down version of similar gameplay that still provides flash without leaving room for "touch of death" or "infinte" situations. Launcher will be a universal DF + HP command.
    • Classic 3-tiered Super Gauge. Characters will either have two Super Combos and one Level 3 Hyper Combo, or two Super Combos with enhanced "Surge" versions.
    • Movement will consist of dashes instead of runs. Super jumps and short hops are also available.
    • "Easy Combo" on LP, akin to MvCI/KoF XIV.
    • Advancing Guard and Guard Crush. A Guard Bar will be used as a resource.
    • "Rage Ultra" mechanic inspired by Tekken 7, SvC Chaos and Mortal Kombat 11.
    Q: Talk about the roster already!
    A:
    The roster will mostly consist of around 15 or so characters. Characters are picked based on various factors, including popularity, overall roster diversity and what the character will bring to the roster. The main factor, however, is sprite availability and potential expense to create new assets for.

    The list below is a tentative roster based on these factors. Characters in Bold are possible, characters in italic are tentative based on resources, and characters in plain text are mad pipe dreams that require new sprites/voices.
    • Ryu (Street Fighter)
    • Chun-Li (Street Fighter II)
    • Karin or Rainbow Mika (Street Fighter Alpha)
    • [Gill (Street Fighter III)
    • Mike Haggar (Final Fight)
    • Posion (FInal Fight) OR Jill Valentine (Resident Evil)
    • Strider Hiryu (Strider)
    • Batsu
    • Morrigan OR Jedah (Darkstalkers)
    • Mega Man (Mega Man Classic) OR Tron Bonne (Mega Man Legends) OR Zero (Mega Man X)
    • Saki (Quiz Nanairo Dreams) OR Fiona (Haunting Ground)
    • Tessa OR Mai Ling (Red Earth)
    • Captain Commando (Captain Commando) OR Arthur (Ghosts and Goblins)
    • Rouge (Power Stone)
    • ??? (Guest Character)
    Note that this current roster is tentative and subject to change. In addition some characters will play differently from common interpretation - for example, Tron might play as a Zangief/Haggar-style grappler. Additional characters will be added via updates - the eventual goal is to reach around 20-23 fighters, the same as Capcom Fighting Jam/Evolution.

    The final boss is currently under consideration, with twopossible choices:
    • Ingrid (Capcom Fighting Jam)
    • Original character requiring new sprites/voice acting.

    Q: What's this "Surge" thing, then?
    A:
    "Surge" is the tentative name for a possible mechanic tied to the fifth button. It serves as both an offensive and defensive tool, and requires at least 1 level of meter to use. Here are some of the tentative ideas for the mechanic:
    • Surge: Execute any special move while also pressing the Surge button to perform an EX move. Alteratively, press the Surge Button to charge your next special move.
    • Surge Cancel: During a combo. press the Surge button to cancel your current normal, command or special move into a standing state.
    • Surge Dash Cancel: During a combo, press Surge + F to cancel your current normal, command or special move into a dash, resetting the juggle counter and extending your combo.
    • Surge Escape: Press Surge + B to cancel the current normal, command or special move into a backward dash to avoid potential punishment.
    • Surge Counter: When blocking/if taking damage, press Surge + F to perform a reversal attack and escape. Different from the Advancing Guard in that it puts opponents into a knockdown state.
    • Surge Reversal: Just as your opponent's attack is about to connect, press Surge + B to perform a dodge. You can then press any attack button to perform a followup counterattack.
    Obviously, not all of these mechanics would be implemented if Surge was decided upon. The fine details will be nailed down once an actual character is developed.

    Q: And what are "Rage Ultras"?
    A:
    "Rage Ultras" are a concept I've been toying with for a long time, both in single character releases and in this game. Essentially, the Rage Ultra is akin to the Rage Art in Tekken 7, the Exceed Super in SvC Chaos and the Fatal Blow in Mortal Kombat 11. The concept of the "Rage Ultra" is tied into the story of the game - as the Eclipse Bomb draws out the energy of the characters in battle, it threatens to overwhelm them and send them into a blind frenzy.

    When a character's life is less than a third or so, they will begin to flash red as they enter a "Rage" state. In this state, all attacks (except for Supers) will gain a very small damage bonus, the percentage of which depends on that character. By inputting a universal command, they will perform a powerful attack - if this connects, the character will perform a highly-damaging "Rage Ultra". If the character should KO with the Rage Ultra, special effects and music will activate. Whiffing the Rage Ultra, however, will leave the attacker open for a duration that can be easily punished.

    Rage Ultras do not require meter, and if the Ultra is whiffed or blocked, the player will be able to use it again after a short cooldown period (6-8 seconds). However, if the person successfuly lands the Rage Ultra, they will not be able to use another one for the rest of the round.

    Q: Got an actual story for this one?
    A:
    I do have something rather tentative, actually. Based on the cancelled Capcom Fighting All-Stars, it runs something like this:

    "A strange event known as the Eclipse Wave suddenly sweeps the World of Capcom, causing the powers of many famous fighting heroes to fluctuate wildly. Shortly afterwards, a mysterious figure sends a broadcast across the world, announcing that they have obtained the experimental Laughter Sun and Weeping Moon - a twin device that derives power from the fighting energy of strong warriors. Believing that the abundance of powerful fighters has upset 'The Cosmic Harmony of the World', the perpetrator intends to detonate the 'Eclipse Bomb' in order to restore balance to the planet. In response, Capcom's Fighting Heroes (and some villains, too!) set out to find and disarm the Eclipse Bomb to prevent the disastrous consequences of its detonation."

    Like most things, this is subject to change in the fine details.

    Q: Anything else?
    A:
    I'm making an open call to people who might be interested in helping me with this. I mostly require people willing to test and upgrade characters, given my own lack of knowledge when it comes to programming, as well as a screenpack designer/creator to help flesh out concepts and bring them to life. If push should come to shove, I will try to commission people to create new sprite animations/voice acting for certain characters who aren't up to snuff.

    That's about all I've got. Leave feedback/suggestions as you wish. Keep in mind that there's still a lot that could change, so I'm open to mostly anything. :)

    Spoiler: Concept Screenpack Stuff (click to see content)
    [/list]
        

    Re: CVS asuka kazama Sprites

     January 28, 2021, 11:37:43 pm View in topic context
     Posted by Steel Komodo  in CVS asuka kazama Sprites (Started by C.v.s The Abstract September 07, 2019, 01:33:46 am
     Board: Sprite Projects

    Kazuya’s looking good! Just one nitpick, though - on his stance, the right shoulder (viewer’s left) seems to distort or rise up too much compared to the other. Might be someting you want to look at if/when you clean these sprites up.

    Other than that, good stuff :)
        

    Re: Capcom vs The World '20 Update by SeanAltly

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

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

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

    Re: Capcom vs The World '20 Update by SeanAltly

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

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

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

    Re: Capcom vs The World '20 Update by SeanAltly

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

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

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

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

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

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

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

    Re: Capcom Heroines: Clash of Hearts - Brainstorming Thread

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

    Mostly copy-pasted from the WIP topic.

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

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

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

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

    Re: Capcom Heroines - Sakura (Alpha)

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

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

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

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

    Re: Capcom vs The World '20 Update by SeanAltly

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

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



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

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