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Sean Altly

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Messages by Sean Altly

    

Re: Holy/Cross FX

 November 02, 2020, 08:43:59 PM View in topic context
 Posted by Sean Altly  in Holy/Cross FX (Started by Sean Altly November 02, 2020, 04:46:34 PM
 Board: Development Resources

That's not what I'm picturing in my head but it will definitely suffice, going through the .sff again and I'm not sure how I missed it. Thanks, that really helps! If anyone else comes up with anything, please let me know.

EDIT: Okay I sort of found what I was looking for, it's part of Ky's Instant Kill in the first Guilty Gear. Didn't realize how bad it looks, though. Anyone know if anything else similar to this? (It's blue in game but I made it yellow)

    

Holy/Cross FX

 November 02, 2020, 04:46:34 PM View in topic context
 Posted by Sean Altly  in Holy/Cross FX (Started by Sean Altly November 02, 2020, 04:46:34 PM
 Board: Development Resources

Hey guys, I'm trying to find some FX that look like holy spells, pillars of light, that sort of thing. There are a couple in the Ryon FX pack I have, but what I'm specifically looking for on top of this stuff is a big cross or something similar. I could have swore Ky or someone from GG or BB has a big elaborate cross projectile or special effect, but I can't seem to find anything like it. I'm sure there has to be something like this that exists already. Sorry if I'm being vague but any help would be appreciated, it's driving me nuts. I've googled every variation of cross fx, holy spell fx, holy sprites, holy spell sprites, holy cross sprites, all that shit and I get nothing.
    

Re: cvs sonic aka slow sonic

 October 23, 2020, 02:58:04 AM View in topic context
 Posted by Sean Altly  in cvs sonic aka slow sonic (Started by c00p October 15, 2020, 08:42:05 PM
 Board: Sprite Projects

These look fantastic, great job so far.
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/17 with fixes)

 October 19, 2020, 04:58:23 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Okay, so I updated the link again, DW pointed out/suggested a lot of stuff, here's what got fixed/changed:

-Reduced recovery time on Fireball specials (5 less on HP version, 4 less on LP version, gotta admit it makes the animation a little wack but eh)
-Reduced startup on command normal stomp and wrench OH by a couple ticks each
-Made it so that he can perform all grounded normals, specials and supers during his landing state
-Added ability to perform specials, supers and grab while running
-Added recovertime parameter to all his projectiles
-Added width to throw
-Added more invulnerability to startup of L1 Super Big Water Damage

A few random notes on the other stuff:

-The bombs are unblockable but I didn't intent them to be, but if it works and isn't OP I will leave them that way. Also they should already be putting the opponent into hard knockdown, they have fall = 1 and fall.recover = 0 in their hitdefs
-The Fireball projectile uses the Projectile state controller instead of helper, which is why it dissipates the way it does, I know it's better to use helpers, I will probably recode it at some point
-Couldn't figure out what was causing the winpose misalignment, I will have to keep messing with it
-I got feedback a long time ago that characters shouldn't be able to combo from sweeps, can't remember who it was but it was one of those things where they kind of made me feel like an idiot for doing it so I thought it was like a big no-no

Anyway, be sure to download the update from the first post!
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/17 with fixes)

 October 18, 2020, 04:59:35 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

A user that isn't really around anymore used to handle that mostly. I ended up figuring out how to use it but haven't messed with it in like 7 or 8 years I think and since I've been back I've been too lazy to redownload the FTP and relearn everything. :/
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/17 with fixes)

 October 18, 2020, 04:23:40 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Thanks, I'll let him know, we had a lot of fun writing and recording the lines.

Also, I updated the first page with the new fixes from DW's feedback! Gonna just go with the Mediafire link from now on since I can update the file without changing the link itself.
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/10 with bug fixes)

 October 18, 2020, 04:05:32 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

My replies in bold, good sir!

Aye! Leave it to my boi Sean to peak some interest in me. God bless you and Jango for this lol. I'll try him out and hit you with some feedback later.



Update:

Alright, so after sitting down with him for a bit, I like what's going on here. There is some stuff I want to address/suggest though to help refine him a bit:

-Big Water Damage super should be unblockable for airborne opponents to increase it's effectiveness. Also, while this isn't particularly important, I wanted to note that the beam fx for it shouldn't be effected by hitpause. It makes it look odd that it doesn't flow thru p2, pausing as it hits. Good point on both counts, fixed!

-Your chaining set up feels a bit odd. Mainly you don't allow LP -> LK with the chaining. You should, along with air chaining as well. I honestly would suggest allowing for chaining to work as it does in the Capcom games, with punches to kicks so long as it's the same strength level or higher. So, I'm suggesting you allow him to do LP > LK > HP > HK. While also allowing deviation between crouching and standing attacks. The chaining is like that for all the CvTW characters save for a few of the smaller faster ones who do less damage.

-(EX)Tool Time restricts Mario from using it again until one he uses prior is completely destroyed. This hurts his zoning potential very much. It's odd, because you have his Flameball projectile restricted properly, but not Tool Time. He should be allowed to throw another tool once a prior tool is no longer in a active state. I believe he can use Tool Time and Fireball together, which should be retained. Alright, just fixed this, thanks for pointing it out!

-Can't perform crouching normals from running. I also think he can't perform any specials or super either from running. Only standing normals. Whoops, the crouching normal thing is an oversight in the CvTW template I keep meaning to fix. However, as far as specials and supers, is there something I'm missing there because it seems like as soon as you start to enter a command while running it will take him out of the runstate anyway. I'm not sure how you could enter a special or super command while running that wouldn't cause him to stop running. Or is this an AI thing?

-While not really important, my OCD won't allow me to not mention: His Fireball projectile should destroy itself once off screen. Not go into it's disperse state. How can you tell if it's off screen? This is a genuine question, not sarcasm or anything. Or can you just tell from the code?

-Jump in combos feel strict for him. I'm assuming because you don't have it to where he can perform grounded attacks during his landing state. Stateno 52 commonly, but Idk if you changed this for your game. At any rate, I suggest allowing this, because the extra ticks you have to wait before attacking from your landing state, allows p2 to recover. I have it so he gets control after 3 ticks, which it turns out is the entire length of his landing anim. I can fix this as well.

-I'm not sure his Flameball projectile should knock down p2. It travels slower than a traditional projectile as you noted in the readme. When a projectile behaves this way, it's usually used to allow the player to apply pressure to opponents. He has the tiny Ba-Bombs to help with this, along with Tool Time, though if the Fireball hits, it'll knock p2 down and Mario can't capitalize on it. If it didn't knock down, it would help him get in on p2 for CQC damage. Okay, so I made it so that the HP one knocks down but the LP one doesn't.

-Maybe allow Thwomp Stomper to be done in the air also? It'd give him a nice little gimmick option with changing the trajectory on his air approach. I may add this, but the idea is he's using the boots to lift up into the air for the stomp, so it feels weird to me to have him do it mid-air, though I guess I coule reason that he's always using the lifts to jump, so ehhhh

I may have some more later when I sit down with him a bit more. I think I did have something else, but can't remember right now. :P
Hit me with it when you remember!

Thanks for the feedback man, I will update the link soon with the fixes!

[youtube]https://youtu.be/S5kAFtYuWyY[/youtube]

Sean and Jango, you did a great job. Never expect to see such amazing version of the Mario from the infamous movie. :)

Awesome, thanks! My friend Pat (the basis for Sabotage) who voiced him, is really getting a kick out of all the videos people are making.
    

Re: Mario Mario by SeanAltly (and Jango)

 October 11, 2020, 03:34:55 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

@Nemuresu

Thanks again, I'm looking into the clone issue, I think it's some improperly coded hit overrides as I don't use them often. The other stuff is easy, thanks for pointing it out. I clearly should have tested that super way more than I did. I'll have a fix up soon.

EDIT: Fixed! Updated the links in the first post!

@Nedflandeurse

I think I have a more detailed description of this in another thread, but basically I apply a silhouette palette to the original sprites (in this case it was a lot of Raiden, Chang, and a couple of other sources), then export them. Then I resize as needed and draw over the silhouette with new pixels.

@Everyone else

Thanks a lot for the kind words, I'm glad people are having fun and appreciate the work. If you find any more bugs, let me know!
    

Re: Mario Mario by SeanAltly (and Jango)

 October 08, 2020, 02:04:05 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Ohhh damn, rookie mistake there, fixing now

EDIT: Alright, I updated both links to fix the issue, thanks for catching it so quick!
    

Re: Mario Mario by SeanAltly (and Jango)

 October 07, 2020, 10:48:51 PM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

    

Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes)

 October 07, 2020, 09:45:24 PM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+



Years ago Jango commissioned these sprites from me but never made anything with them. When I found that out, I dug them up (I was afraid I might have lost them, but they were buried deep in an external HD I had from my last PC that died) and made him for Capcom vs The World, and also for public release, my first in quite some time.

DOWNLOAD: http://www.mediafire.com/file/shopy7lf1shgaaa/CvTWMario.rar/file

SCREENSHOTS IN SPOILER:
Spoiler, click to toggle visibilty

CREDITS

Jango for commissioning these sprites
Patrick Henry as the voice of Mario
Nintendo for the original character
Bob Hoskins for his portrayal in the maligned but pretty fun Super Mario Bros. movie
MFG for always being supportive and fun
Ryon for his FX pack that I've been using for like 12 years now
Rajaa for his Dhalsim because I snatched some Fire FX from them that look custom
Some code snippets are def from other people but it's been so long I can't remember where they came from, if I forgot you, let me know and I will update this!

    

Re: Capcom vs The World '20 Update by SeanAltly

 October 06, 2020, 07:32:45 AM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects



So here's another arcade run, this time featuring Edward Falcon. I can tell from this playthrough the Stone system may need tweaked. Sometimes it seems easy to get all three stones, sometimes it seems impossible. Might need to make it carry over through rounds or make the moves that the Stones grant you even more powerful.
    

Re: Capcom vs The World '20 Update by SeanAltly

 October 04, 2020, 04:20:36 AM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

A little something i found, as a suggestion, you may want to edit it or something Dear Sean, the author is DDougTanker:



That's incredibly nice spriting and animation but then I'd have to edit the entire spriteset to match it and honestly I'm fine with the current sprites. That does undeniably look better though.

-----------------------------------
That creepy forest stage is pretty nice, I just downloaded it to check it out, I may keep it depending on whether it fits the vibe once I add it.

For right now I've made Mario's UT the Ba-Bomb, it kind of works well that way, I also upped it from a max of two at a time to three, but that Might be a bit much, I'll have to do some testing. I also don't hate the idea of a Luigi assist, just depends on if I feel like spriting it since he has very limited animations right now and would need something all new.
    

Re: Capcom vs The World '20 Update by SeanAltly

 October 02, 2020, 06:17:59 AM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

I just wanna say, and some of you said this already but just to be clear, I have no intention of trying to stop Mythos' project or interfere with it, it's honestly flattering and I'm sure he has a vision for his version and it's all good. I just kinda wanted to get some opinions on it, and I guess the only thing I might do is hit him up for his builds of the characters I haven't started yet (like Jedah and JoJo) to save myself some time, which I hope he's cool about since he's building off my project.

------------------------------------------------

Also, check it out, surprise, I've been working on Mario Mario for the last several days straight and have made huge progress, he has a voice, FX, all of his supers, the whole shebang. He just needs a few bugs worked out and an AI. Here's an arcade run for you all to check out:



Here's his updated movelist:

COMMAND NORMALS:

-Monkey Wrench - F+HP - A slow overhead wrench attack

SPECIALS

-Tool Time - QCF+P - Mario tosses a random tool in an arch at his opponent. Strength of button changes the trajectory.
   -EX Version - Tosses two hammers at different arches, much like the Hammer Bros. from the games

-Fireball Gun - QCB+P - Mario uses one of Dinohattan's fireball guns. Slower than your average fireball special but causes knockdown
  -EX Version - Mario fires two fireballs in quick succession

-Thwomp Stomper - DP+K - Mario uses his Thwomp Stomper boots to launch into the air and down onto his opponent with a mighty stomp.
  -EX Version - Faster, hits downed opponents and its distance can be controlled by holding forward or back like SFV Alex's stomp

-Ba-Bomb - QCB+K - Mario sets down a little ba-bomb. It wanders around, and when it's close to an opponent, it goes into detonation mode and blows up after a second or two. Can hit downed opponents. Can seem hard to use at first but it's meant to make the opponent nervous.
  -EX Version - This move has no EX version.

-Dino-Flatten - QCF+K - Mario lunges forward with a big belly bump attack and follows it with a Thwomp Stomper-assisted front kick. He wasn't originally planned to have this special but when I was testing in arcade he desperately needed some sort of offensive maneuver that he could use for pressure and combos.
  -EX Version - Has less start-up, travels further and does more damage.

SUPER MOVES:

-L1 - Big Water Damage - QCF+S - A pipe bursts from the ground in front of Mario. He attempts to fix it, but his wrench breaks and a huge geyser of water blasts diagonally for big damage.

-L1 - That's a Big Ba-Bomb - QCB+S - Mario pulls a huge ba-bomb out of nowhere and sets it down at his feet. Unlike the small ba-bombs, this one marches straight forward and explodes if it comes close to or is touched by the opponent.

-L3 - The Super Mario Brothers - DP+S - Mario rushes forward and hits a belly bump. If it connects, the opponent is dizzied, and Mario and Luigi both attack with a Devo Gun, until they're interrupted by a ba-bomb that has just made its way around to the opponent (based on the climax of the movie)

Feedback welcome!

As I was typing up this moveset I realized he has no UT. Whoops! Any ideas?
    

Re: Capcom vs The World '20 Update by SeanAltly

 September 28, 2020, 11:38:06 PM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

That video isn't mine, it's somebody else working on an update that I just found out about
    

Re: Capcom vs The World '20 Update by SeanAltly

 September 28, 2020, 11:25:35 PM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

Have some portraits!



Also a win pose!



So it's looking increasingly like I won't be able to get out the original intended update of 12 characters by the end of 2020, making the whole "Capcom vs The World '20" thing kind of obsolete. A user on Youtube insisted I release a partial update and I normally would be like nah don't tell me what to do, but I think it might actually be an okay idea to go ahead and release what's done. So here in the next week or two I'm going to put out an update that will include Fiona, Falcon, Guy, Akuma, Goku, Bloodtide and Kung Fu Man, along with a new stage (probably that Skyline stage). Sorry I'm not further into this update but I'm really swamped at work and have been having time management and motivation issues.

--------------------------------

Also, what's your guys' opinion on this, something I found on Youtube last week:


^^^NOT MY VIDEO OR UPDATE^^^

Looks like someone else has been working on a pretty substantial update to the game. This video was posted a month ago, and based on some of the stuff he says in the vid, maybe he doesn't know that I've been working on the game again? I mean he can do his own thing, I'm not complaining or trying to stop it because it looks pretty cool (aside from some clashing sprites IMHO), just looking for some thoughts on it.
    

Re: Capcom vs The World '20 Update by SeanAltly

 September 24, 2020, 04:29:28 AM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

I hadn't planned on it, seemed like it was enough that he has to collect all 3 stones AND get L3 super meter to do the move that it felt a little much to have him shed the stones afterwards. Dropping the stones would give him a shot at the super maybe once per match, twice tops, don't know if it's worth all that. It would need some serious benefits and do massive damage for it to be worth it. It does reset between rounds though.
    

Re: Capcom vs The World '20 Update by SeanAltly

 September 23, 2020, 04:59:43 AM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

So here's the latest build of Falcon. I updated his item toss UT, and when the item hits, it breaks open and drops a stone, with the goal to collect all three. If you don't have all three stones, he has access to two supers, Super Falcon Cannon and Super Falcon Upper, which are pretty basic (but not useless supers). However, when you collect all three, you then have access to three Power Fusion supers, including his L3 Super which does huge damage and is hard to avoid. I also added an Izuna Drop command grab which also works in air, and I added a target combo. The voice is me and I have already decided I'm not right for it, and I have a couple of people sending me auditions to voice him, so please don't make fun of my voice, lol.

    

Re: Death Battle (And sprite fight animations)

 September 21, 2020, 01:56:37 AM View in topic context
 Posted by Sean Altly  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 AM
 Board: Entertainment

Queen Maeve sprites look nice

Let's see:
*Queen Maeve is Loganir's Wonder Woman
*The Deep is Namor by ZVitor and friends.
*A-Train is Quicksilver also by ZVitor
*Starlight is Ms. Marvel by Acey and ZVitor
*Billy Butcher is Garret Laurel by Sean Altly
*And while possibly just a coincidence, Stormfront looks like Storm by Alucard
And none of them appear in the credits.

I know that Death Battle is known for using Mugen creations for their work and whatnot, but man couldn't they at least mention them for the work they edited? None of those names they put on the credits sound like any of the creators.

I'm glad somebody else noticed this. It's one thing for my Scorpion sprites to get used because that's not my character, and at least they tried to credit me (and misspelled my name), but Laurel feels different. I did base a lot of anims on Eagle from CVS2 but this one is really rubbing me the wrong way. I might have fucked up putting "use my stuff for whatever you want" in my signature here, I meant for Mugen not for videos getting millions of views that are sponsored by one of the biggest companies in the world. :/
    

Re: Capcom vs The World '20 Update by SeanAltly

 September 04, 2020, 10:54:56 PM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

So I've come to the conclusion that I am definitely not a good fit for Falcon's voice. For now I think I'm going to stick with Steve Fox's voice clips until I can arrange something else. If anyone here with good recording equipment can pull off a decent British accent, feel free to hit me up if you'd like to do his voice.

Isn't that stage with the flowers from Blazblue?