YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
BC is Offline
Contact BC:

BC

Contributor

Messages by BC

    

SFA4 Team

 November 06, 2014, 11:15:56 PM View in topic context
 Posted by BC  in SFA4 Team (Started by BC November 06, 2014, 11:15:56 PM
 Board: Street Fighter Alpha 4

BC - Lead developer & head programmer.
SBZ - Ideas/gameplay developer/beta tester/spriter
Alpyne D - Game Music
Ryon - Screenpack/Lifebar/Stage Creator
Staubhold - Beta tester


Team so far, will be updated!

Currently in need of spriters/animators we are looking to commission.


    

Stages

 November 06, 2014, 11:08:07 PM View in topic context
 Posted by BC  in Stages (Started by BC November 06, 2014, 11:08:07 PM
 Board: Street Fighter Alpha 4

This game will feature stages from both SFA2 & SFA3 as well as some NEW original/edited stages. Stages will be shown here during the progress of the game.
    

Re: System

 November 06, 2014, 11:01:34 PM View in topic context
 Posted by BC  in System (Started by BC November 05, 2014, 10:03:32 PM
 Board: Street Fighter Alpha 4

I'm glad people are still excited for this project, it's nice to see! it's a game that just needs to be made. Regarding the new system I really like what we have so far the new stagger and dash cancel systems really add versatility to the gameplay and you can freestyle combo with so many different possibilities. We've carefully looked at cheapness/infinite possibility and tested it thoroughly and so far so good. SBZ has really helped to balance the gameplay out.

Regarding the individual character systems this is still a WIP but we really like the idea. While it is out of character for a typical SFA game we wanted to add something unique and never been done before in a SF game. We will make sure that it's balanced properly, I really think it will make the game very fun to play!

Thanks for your honest opinion though
    

Re: SFA4 Guy Revamp

 November 06, 2014, 10:54:40 PM View in topic context
 Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 AM
 Board: Projects

    

Guy

 November 06, 2014, 10:51:53 PM View in topic context
 Posted by BC  in Guy (Started by BC November 06, 2014, 10:51:53 PM
 Board: Street Fighter Alpha 4

    

SFA4 Videos

 November 06, 2014, 10:45:14 PM View in topic context
 Posted by BC  in SFA4 Videos (Started by BC November 06, 2014, 10:45:14 PM
 Board: Street Fighter Alpha 4

    

System

 November 05, 2014, 10:03:32 PM View in topic context
 Posted by BC  in System (Started by BC November 05, 2014, 10:03:32 PM
 Board: Street Fighter Alpha 4

Street Fighter Alpha 4 System:

  • 6 Buttons
    3 punches and 3 kicks.


  • Throws
    Standing and air throws.


  • Dash
    Forward Dash and Back hop/dash.


  • Alpha Counter
    While guarding by pressing F + hp+hk you can interrupt the opponent and counter attack. Uses 1 level of power.


  • EX moves
    Each character has EX moves but these are selected moves only and not all versions of their special moves have an EX move


  • Multi-Level Super Moves
    Typical SFA power meter


  • Custom Combo
    Borrows from SFA2/SFA3


  • Stagger System
    Special system where overheads cause the opponent to go into a stagger state, you have the ability to mash out of it to avoid further damage, if you don't mash out of it you will eventually return to normal after a certain amount of time expires. This has a gauge to show you how much mash is left to get out. General basic overhead attacks can only stagger once to avoid infinites, where as EX moves that cause stagger can be infinitely done as long as you have power.


  • Dash Cancel
    Works like a FADC has it's own separate meter, can cancel out of any hit apart from supers. This is great for mixing up combo's along with the stagger stun!


  • Dizzy
    Standard SFA style dizzy system


  • Rage System
    When your power bar is at max and you have 1/4 life left you can activate a Rage Ultra Combo. These combos deal the highest of damage in the game.


  • Unique Character Systems
    Each character in the game will have his/her own unique system which will range from maximum damage meters to speed boosts, here is a list of the characters systems so far:

    Guile – Sonic Hurricane generation

    Chun Li – Lightning legs pressure.

    Dhalsim – Yoga Float, drill direction change

    Blanka – Fever feature. Poison.

    Zangief – super meter slam link

    E Honda – super armor

    Adon – Enhanced Move stocks.

    Gen – Pressure point attacks. Can cause delayed damage, disable button attacks for 5

    seconds.

    Rose – Orb generation

    Charlie – Attack repeater.

    Sakura – Spunky girl speed increase.

    Birdie – Chain traps.

    R Mika – Throw combos.

    Karin – Marvel vs capcom Gameplay somewhat. Air combos and air chain attacks.

    Cody – Final Fight weapon system.

    Rolento – Grenade and knife stock.

    Mali (brand new character from scratch) –

    Eagle –

    Maki –

    Ingrid – Sun scale. Makes the screen brighter (lvl 1, 2 and 3). The brighter it gets, the

    more hits given and bigger her sun attacks are.

    Ryu – Evil Ryu mode. Satsui no hadou meter.

    Ken – Heat Guage. Adds hits, damage, flames to attacks

    Akuma – Demon mode. Chain all special moves together.

    Dan – Saikyo scale. Does better on saikyo side, plays horrible on the other  

    Balrog – Gigaton punch charge plus. Guard break attacks.

    Vega – Roll, sidestep, and dodge system

    Sagat – Scar stroke stock, tiger semi auto charge system

    Bison – Psy Crusher super extension + Soul flame stun

    Fei Long – Overheat engine. Massive damage on maximum charge.

    Dee Jay – rhythm feature, builds up super meter quicker, gives all attacks less recovery

    during great rhythm.

    Cammy – Doll assists.

    T.Hawk – Thunder super meter charge.
An explanation of each character's system will be updated shortly. Please note not all characters in the game are shown here as there are more to be added in later.
    

Re: Meter Filler

 November 05, 2014, 07:53:11 PM View in topic context
 Posted by BC  in Meter Filler (Started by BC November 05, 2014, 07:06:24 PM
 Board: M.U.G.E.N Development Help

yea thanks, the 30 was my problem and my code now is:

scale = 0.3*((enemynear(0),var(7))/30.0),0.3


works great  thanks
    

Meter Filler

 November 05, 2014, 07:06:24 PM View in topic context
 Posted by BC  in Meter Filler (Started by BC November 05, 2014, 07:06:24 PM
 Board: M.U.G.E.N Development Help

I'm creating a gauge for a game feature called stagger stun and I'm having trouble figuring out the filler's scale equation. The feature works by causing p2 to go into a stagger/stun (not dizzy) state where you have the option to mash out of it to avoid further combos and there are certain moves that cause the stagger. Here's my code:

Code:
;====================STAGGER STUN SYSTEM====================================
;THIS SETS A VARIABLE TO THE MASH VALUE AND RECOGNIZES WHEN THE OPPONENT IS IN STAGGER STUN
[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1406 && numtarget(500)=1
trigger1 = target,stateno = 1415
trigger2 = stateno = 210 && numtarget(500)=1
trigger2 = target,stateno = 1410
trigger3 = stateno = 1403 && numtarget(500)=1
trigger3 = target,stateno = 1410
v = 7
value = 30
persistent = 0

:THESE ARE THE COMMANDS TO USE FOR MASHING
[State 0, VarAdd]
type = VarAdd
triggerall = numtarget(500)=1
trigger1 = target,command = "x" || target,command = "y" || target,command = "z"
trigger2 = target,command = "a" || target,command = "b" || target,command = "c"
trigger3 = target,command = "up" || target,command = "down" || target,command = "left" || target,command = "right"
trigger4 = target,command = "uf" || target,command = "ub" || target,command = "df" || target,command = "db"
v = 7
value = -1

;RESETS THE VARIABLE
[State 0, VarSet]
type = VarSet
trigger1 = var(7) <= 0 || p2movetype != H
v = 7
value = 0




;HERE IS THE HELPER CODE:

[State -2, Helper]
type = Helper
triggerall = numhelper(1)=0
trigger1 = ((stateno = [1410,1415]) && stateno != 1411)
name = "Stagger Meter"
ID = 1
stateno = 4500
pos = 0,0
facing = 1
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1



;HELPER STATE========
[statedef 4500]
physics = N
velset = 0,0
anim = 7999
ctrl = 0
sprpriority = 0

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 5 * root,const(size.head.pos.x),root,const(size.head.pos.y)-30


;THIS IS THE EMPTY GUAGE====
[State 0, Explod] 
type = Explod
trigger1 = numexplod(1)=0
anim = 10000
ID = 1
facing = 1
bindtime = -1
pos = 0,0
postype = p1
pausemovetime = 999
supermovetime = 999
scale = 0.3,0.3
ownpal =  1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = (root,stateno != [1410,1415])
trigger2 =  stateno = 1411
id = 1
ignorehitpause =1


;THIS IS THE FILLER===
[State 0, Explod]
type = Explod
trigger1 = numexplod(2)=0
anim = 10001
ID = 2
facing = 1
bindtime = -1
pos = 0,0
postype = p1
pausemovetime = 999
supermovetime = 999
scale = 0.3,0.3
ownpal =  1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(2)=1
ID = 2
scale =  ;OK SO THIS IS THE SCALE I NEED TO ADJUST TO SCALE FROM FULL TO NOTHING DEPENDING ON VAR(7)'s VALUE?

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = (root,stateno != [1410,1415])
id = 2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = (root,stateno != [1410,1415])


Any help would be appreicated.
    

SFA4 Screen Pack/Graphics Creators (Commissions)

 November 03, 2014, 04:51:01 PM View in topic context
 Posted by BC  in SFA4 Screen Pack/Graphics Creators (Commissions) (Started by BC November 03, 2014, 04:51:01 PM
 Board: Development Resources

Hi there,

I'm looking to "hire" people to help with my Street Fighter Alpha 4 Full Game. All you need is a PayPal account and some talent and we're good to go.

I require the following:

ScreenPack/Lifebar Creator
Spriter/Animators (more than 1)
Music/Sound Guy
Stage Creator
    

Re: Mugen Street Fighter 4th Strike 1.0 ( 44 and 110 slots 11/02/14 update )

 November 03, 2014, 11:33:34 AM View in topic context
 Posted by BC  in Mugen Street Fighter 4th Strike 1.0 ( 44 and 110 slots 11/02/14 update ) (Started by 7th and Tef November 03, 2014, 02:27:29 AM
 Board: Projects

Fantastic work, great screenpack, this really caught my eye!
    

Re: SFA4 Guy Revamp

 November 03, 2014, 10:51:40 AM View in topic context
 Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 AM
 Board: Projects

It's great to see you back man. This Guy revamp is really nice and fresh. Loving the new stuff !

Only thing I'm still doubtful of is the Ki attack, as I feel this kind of character is not meant to have projectiles and should focus on close-range attacks.

Thanks man, good to be back!

The projectile was to give him an advantage against (good) Gief players due to his vulnerability in close range. It's balanced out due to the fact it's an EX move only so it can't really be spammed.
    

Re: SFA4 Guy Revamp

 November 02, 2014, 10:47:40 AM View in topic context
 Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 AM
 Board: Projects

I'm not that great at making FX but if you have something I could work with then I'd appreciate some help, I'm not expecting anyone to do anything free of course.
    

Re: SFA4 Guy Revamp

 November 01, 2014, 11:24:23 PM View in topic context
 Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 AM
 Board: Projects

not to be rude or anything but are u going to continue your KFM by any chance just wondering

not to be rude or anything but are u going to continue your KFM by any chance just wondering
please refrain from asking about other characters in a project thread, you can always PM him



Yeah, I'm always happy to answer PM's regarding my work.

For this occasion I'll answer here, I will be releasing him eventually as to when I'm not sure I do have a big backlogged list of things I start and don't end up finishing but my aim is to finally clear that list, unfortunately more work on him (KFM) is required as I lost the updated version I had from my old computer, luckily my beta tester had a semi-finished version of him.
    

Re: SFA4 Guy Revamp

 November 01, 2014, 04:35:44 PM View in topic context
 Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 AM
 Board: Projects

Just as a heads up, I'm looking to commission spriters/animators over the course of this project (the full game) so if anyone is interested in making money give me a shout.
Hey, you should try this topic right here. Be sure to list everything like the others (Kamekaze, Thagr8test) did. Or use the template I just wrote in the first post.

By the way, these may be useful:
(focus attack by artchell)
(palm strike by CallMeMrA/Rolento)

Ooo i like the focus attack i could maybe use that for his alpha counter... Thanks for sharing that.

Nice to see you back man. I'm just wondering will your old chars go back online now? (Ryu,Ken..)

Unfortunately i dont have ken anymore but ryu is getting a re-vamp so im just going to release that version i think... Stay tuned!

This is definitely an interesting take on the gameplay. Is the Super FX final?

I like the super fx but im open to change if something better comes up or any suggestions are made?
    

Re: SFA4 Guy Revamp

 October 31, 2014, 10:15:22 AM View in topic context
 Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 AM
 Board: Projects

Thanks for the welcome back everyone, the next time I'll be posting apart from answering any questions of course, will be in his release topic which I'm hoping will be within a few days.

You may be interested in this ki blast made by Sean Altly



Very nice animation, but I'm happy with my current as it was made by a friend of mine especially

Just as a heads up, I'm looking to commission spriters/animators over the course of this project (the full game) so if anyone is interested in making money give me a shout.

Cheers!
    

SFA4 Guy Revamp

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

Hey guys,

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

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

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

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

    

Re: KFM Update - Rage Video!!!

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

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

Re: KFM Update - Rage Video!!!

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

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


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

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

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

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

Thanks for the feedback guys.
    

KFM Update - Rage Video!!!

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

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

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