Ryu for MvC3

Started by Henry Hero, May 15, 2010, 08:18:23 AM

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Henry Hero

Hey people, I'm programing a MvC Ryu (for the mugenesis project: mvc3).

It's my first char, and I know, it's like "godamn ANOTHER Ryu?", but as it's my first char, it's like practicing and getting to know stuff. And there are lots and lots of MvC characters out there, and none of them managed to really reproduce the gameplay, so, I'm here trying to do it, of course I can't do it without feedback and some help.

I'm also trying to elevate Mugenesis "level" of chars, 'cause making a full game with bad programmed chars is a hell of a waste of time, so this will serve as the "template" of the project.

Things done:
- Basics, gethits, punches, kicks, etc.
- 6 button based
- Hadouken
- Super jump
- Custom Gethit state for the "bounce" on the ground like MvC(thanks Ryou Win for the code)
- Combo damage dampener (by PotS, got the code here in the forum)
- Screen follow and char movement after a finished air combo
- "Removed" default hit bounce (the state is there, but I force it to change directly to liedown)
- Hi-Res FX using PotS tutorial to do so


Things to do:

- Every of Ryu's moves I haven't done yet
- Portraits


Doubts:

- How could I possibly make the screen follow the oponnent, and make the char enter the state of "finished air combo" after a helper(Hadouken) hits?

- How can I make Ryu's vel(both y and x) be consistent when air hadoukeing? I managed to do it with the x vel, wheter he is jumping forward or backward he gets just a "brake" on his x vel(used velmul), but I tried the same with y vel, but he always get a positive y vel, even if he's going up from superjump


Things that normal Ryu's don't have:

- Metsu Hadouken SF4 style
- Weird Tatsumaki replacement move that Ryu has on SF EX (which I don't know the name), sprites are by Balthazar, his open source sheet he posted here in the forum


I'll finish the specials and maybe do a video then :D

but for now

screenshots:





Cashman

Just to let you know,

Marvel Vs. Capcom 3 isn't out yet. Why Rush?

PSN: Cashman1242
Gamertag: Cashman124

Nero D.

Just let him be. He can call it whatever he wants. How it turns out on the other hand is another story.
i cant count the reasons i should stay

one by one they all just fade away...


http://nero-blanco.deviantart.com/

Average Mugen Guild Poster

He specifically states this is for the Mugenesis project, which I believe started before the announcement of MVC3.
On that note, the fx look swell.

fucking bad poster asshole that home32 bitch

Cybaster

MVC had effects which looked "solid", while your effects have much more of a CVS transparency feeling. Anyway, they don't look half bad.

The line which caught my attention is :
Quote from: agahero on May 15, 2010, 08:18:23 AM
and none of them managed to really reproduce the gameplay, so, I'm here trying to do it,
Does this mean you're making an accurate character using ArtMoney and other tools to gather the CLSNs, vels, hitpauses, etc. Or are you just creating the character as you see fit, modifying the code until the gameplay "feels right" ?

O Ilusionista

#5
QuoteHe specifically states this is for the Mugenesis project, which I believe started before the announcement of MVC3.
On that note, the fx look swell.

yes, many years before.

QuoteAnd there are lots and lots of MvC characters out there, and none of them managed to really reproduce the gameplay, so, I'm here trying to do it, of course I can't do it without feedback and some help.

Saying that...you mean that all other MVC Ryu are bad, right? What a good start...

Quote'cause making a full game with bad programmed chars is a hell of a waste of time,
I agreea tad here, but this isn't a nice way to talk about your teammates works...

Quote- Weird Tatsumaki replacement move that Ryu has on SF EX (which I don't know the name), sprites are by Balthazar, his open source sheet he posted here in the forum

Thanx for poiting me that, they will be useful to me too :)

Henry Hero

Quote from: Cybaster on May 15, 2010, 12:05:30 PM
Does this mean you're making an accurate character using ArtMoney and other tools to gather the CLSNs, vels, hitpauses, etc. Or are you just creating the character as you see fit, modifying the code until the gameplay "feels right" ?

It won't be, of course, so accurate, but I'm doing it with human eyes... I open the emulator, and try copying everything as my eyes see, and some times I do a frame by frame to see ticks times. and as I said, I'm trying to do it, and won't do it alone :P

Quote from: .(O). on May 15, 2010, 01:40:06 PM

Saying that...you mean that all other MVC Ryu are bad, right? What a good start...

I agreea tad here, but this isn't a nice way to talk about your teammates works...

I was not saying that they are bad, just that they don't reproduce(at least don't fully reproduce) MvC detailed gameplay, things like: some characters can combo all of their basic attacks meaning the combo would be like this > light punch > light kick > medium punch > medium kick > strong punch > strong kick(let's say this is the launcher, as in captain commando) > then super jump and combo it all again, while this isn't what MvC plays like, get it? that was my point


And about my teammates, hey, at least I'm trying to help, not just saying bad stuff :P


Cybaster

But if you want to fully reproduce (it's your terms) the MVC gameplay, you can't do it without extracting entirely accurate values for the character. Of course, just having accurate values doesn't make a character accurate, but it still is a condition sine qua non to get this so called "fully reproduced gameplay" character you're talking about. Well, at least you're counting ticks.

Henry Hero

Quote from: Cybaster on May 15, 2010, 04:00:56 PM
But if you want to fully reproduce (it's your terms) the MVC gameplay, you can't do it without extracting entirely accurate values for the character. Of course, just having accurate values doesn't make a character accurate, but it still is a condition sine qua non to get this so called "fully reproduced gameplay" character you're talking about. Well, at least you're counting ticks.

yes, you're right. but at least for now, I have no way of doing that, perhaps I'll try, it's a good tip. Artmoney is the software you say? Don't really know how it works, could you explain?

Cybaster

- For hitboxes, use your emulator's dipswitches to turn them on, they shouldn't be hard to get I think.
- For animations, count ticks.
- For the damage, count the pixels and use some simple cross products.
- For ArtMoney, follow this tutorial : http://mugenguild.com/forumx/index.php?topic=28777.0

There's even a link to a MVC2 artmoney table. You may want to use that.

Henry Hero

Quote from: Cybaster on May 15, 2010, 04:20:03 PM
- For hitboxes, use your emulator's dipswitches to turn them on, they shouldn't be hard to get I think.
- For animations, count ticks.
- For the damage, count the pixels and use some simple cross products.
- For ArtMoney, follow this tutorial : http://mugenguild.com/forumx/index.php?topic=28777.0

There's even a link to a MVC2 artmoney table. You may want to use that.

- thanks, I'm using Chankast emulator, and yeah, I didn't find where to turn those on.
- for animations, yeah, already doing this.
- as for the damage, I did some simple math here, like, let's say for hadouken: I releases hadouken until I k.o. the character, and see how many I did, let's say 20, then 1000 divided by 20, and it get's me a damage :D, of course sometimes the damage will go something like 20.5 hadoukens, or 19.5 hadoukens, I just divide 1000 for 19.5.
- will see those, thanks

Iced

If you want to do a mvc ryu why are you using the young ryu sprites instead of the mvc sprites?


Cybaster

- Use Winkawaks or Mame to play CPS2 games instead of DC games. Launch MVC or another VS game, and gather your hitboxes from there.

- For damage, that's a very bad way to do it. Granted, you'll get the damage at +/-10% mistake, but still, might as well do it by eye if you do it like that.
You have to count the number of pixels (in the X direction) for a complete lifebar. Then, you have to perform a Hadouken on a character which has normal defense (not Juggernaut), and count the number of pixels of damage you dealt. Then, knowing that maxlife in Mugen is 1000, you get your number of damage by :
Mugen :         x                                1000
MVC :    num_pixels_damage         num_pixels_lifebar
-> x = 1000*num_pixel_damage/num_pixels_lifebar

Henry Hero

Quote from: Iced on May 15, 2010, 04:40:33 PM
If you want to do a mvc ryu why are you using the young ryu sprites instead of the mvc sprites?


I'm using MvC 2 sprites, which are the "young Ryu" ones.




Quote from: Cybaster on May 15, 2010, 04:54:52 PM
- Use Winkawaks or Mame to play CPS2 games instead of DC games. Launch MVC or another VS game, and gather your hitboxes from there.

- For damage, that's a very bad way to do it. Granted, you'll get the damage at +/-10% mistake, but still, might as well do it by eye if you do it like that.
You have to count the number of pixels (in the X direction) for a complete lifebar. Then, you have to perform a Hadouken on a character which has normal defense (not Juggernaut), and count the number of pixels of damage you dealt. Then, knowing that maxlife in Mugen is 1000, you get your number of damage by :
Mugen :         x                                1000
MVC :    num_pixels_damage         num_pixels_lifebar
-> x = 1000*num_pixel_damage/num_pixels_lifebar


good, thanks, I have winkawaks here, but, will I have to do everything on arcade? I mean, there's no training mode right?

will try that damage scaling :D

Cybaster

There's a Versus mode, no ? ::)

Henry Hero

Quote from: Cybaster on May 15, 2010, 05:02:38 PM
There's a Versus mode, no ? ::)
Never thought about that o.O lol

thx.

Jesuszilla

The lifebar method is what was used in caveman days. Try using TDS's artmoney tutorial and then getting damage values that way.


Alternatively, if you have a console version, you can just get the damage from training mode (like I do) and use the calculator Insanius and I made to get the MUGEN damage (http://www.trinitymugen.net | Downloads → Tools). This is the best way to get damage.

Just be sure you don't combo into the move. Has to be individual hits- yes, even for multi-hit moves. Try to get just one hit for each part (reason for this is because of dampening). Shinkuu Hadouken probably uses the same damage for each hit so just get it once; though double-check just to make sure this is right...

Average Mugen Guild Poster

Jesus Christ, getting damage values is like trying to figure out DNA strands. :S
Who knew you guys were so thorough?

fucking bad poster asshole that home32 bitch

Cybaster

#18
If calculating damage values is like trying to figure out DNA strands, then obtaining hitpauses and vels is like modelling the entire Universe in a single program to be able to predict the future. ::)

Average Mugen Guild Poster

Quote from: Cybaster on May 15, 2010, 08:09:19 PM
If calculating damage values is like trying to figure out DNA strands, then obtaining hitpauses and vels is like modelling the entire Universe in a single program to be able to predict the future. ::)
Now you see things my way.
Haha, but seriously, it's still a really complex and kind of unnecessary task to make everything perfect in almost every way.

fucking bad poster asshole that home32 bitch