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MVC2 Abyss

Started by XsLaught, July 08, 2009, 05:40:34 PM

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XsLaught

I started work on MVC2 Abyss. There's no video yet. I'm using artmoney for most of the data. All sprites have been ripped and aligned with perfect axis.

Method of getting velocity:
(Delta X)/(Delta T) * 2 (from Artmoney). MVC2's velocity is adjusted from converting from 640x480 to 320x240. - Changed to just checking the change in pixels.

Method of getting acceleration (doubt I'll be doing much of this):
(Delta velocity)/(Delta T)

Method of getting ticks:
Video capturing the Artmoney window to get the exact tick count

Hit data:
Video capturing

Method of sound implementation:
Slowing down gameplay to see which frame plays which sound and recording the sound to compare which sound is being used.


Perfect intro - with the exception of alpha values and sphere to be added later.



Just form one is being worked on for now which is almost about 1/4 done.
I plan to add some original moves and extra sounds to make him more "fun".

Cybaster

Very interesting. :)

How will you go about the 3 forms implementation ? Will you go the easy way and make 3 separate characters ?
Will you make Abyss change form when he loses a round (which causes problems in the sense that : Mugen= usually 2 rounds, Abyss = 3 forms) ? Will you make him go through his 3 forms in one round (as Sludge did, making it unbalanced) ?

Also, KFM has made the most accurate Abyss form 1 for now, you may want to communicate with him concerning data or whatever.

Good luck, hope he turns out as epic as Onslaught. :)

Dead or Alive Fan

Am in Love with your Onslaught man hope you consider making it one character per version as Frederika TroIIkastel~  said, this is a thread taht definitly am gonna watch every day  :sugoi:

Good look with the proyect.

XsLaught

This character will be 3 in one with the option of making them each separate characters that way it pleases everyone.
I plan on just making it so you fight the next form after the current form has been defeated but keeping the form during the next round. If you do by chance defeat all 3 forms in 1 round, I can make it either fight you again with his 3rd form or implement something original as a bonus. It'd be out of character if I just add some random character as a bonus to fight if you manage to defeat all 3 forms in 1 round though.

PotS

Quote from: XsLaught on July 08, 2009, 05:40:34 PM
Method of getting velocity:
(Delta X)/(Delta T) * 2 (from Artmoney). MVC2's velocity is adjusted from converting from 640x480 to 320x240.
I don't know about MvC2, but I've seen games that are coded at the classic CPS2 aspect ration then displayed at 4:3, which means that the velocity shown in Artmoney is higher than its actual pixel representation.  Something to keep in mind I guess.

You could make a config file where people would set which forms you fight in which rounds, possibly defaulting to 1+2 in first round and 3 in the second one.  That said, I also like the idea of making the second round a special fight.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Cloudius


XsLaught

#6
Status report:

Form 1 is done with all moves + an extra. I may add more.
Form 2 is expected to be finished tomorrow. All moves besides the hyper has been implemented.
Form 3 may be started tomorrow. May be finished by this weekend depending on how fast I work. Form 3 doesn't seem as detailed as the other forms.

I'm open for ideas for moves for each form. I'm thinking about giving form 1 or 2 the ability to teleport. Moves that won't make him broken.

I've changed the way I've been getting velocity data to just check the change in pixels on screen.

LivingVoodooDoll

Looking forward for this project..this game needs a well polished abyss.Mugen is running out of bosses :) anyways here are some of my opinions:

*dont give first form a teleport.keep it strong but slow as intended
*second form can have it due to its liquid form,but it will make him definitely harde even..let him cover all the floor even at stages.like in original MVC2
*i know 2nd form doesn't have get hit sprites but add him some splash affect while getting hit.
http://www.youtube.com/watch?v=OhtDoA7cjH8
u can see it in this video.
*pay attention to the way bubles appear and move in original game pls..sludge's version is not accurate in that manner.
*3rd form gets extremely pixalated u may try adding some photoshop filters to it to get a smoother look.

Lasombra Demon

Form 1: give him some sort of anti-air shield. It was far too easy to superjump over him before his attack, then hit him from behind.
BTW, how did you solve KFM's problem on Abyss being pushed?

Form 2: a teleport sounds nice. Ability to angle his beam attacks to hit airborne opponents would be nice, too.

Form 3: Also lacking an aerial attack. A crouch-only-blockable attack would be nice, too.

Keep it up, this looks great.
For downloads and questions, go to IKEMEƑ:  https://discord.gg/rweS5ZUek3

For donations go to https://ko-fi.com/lasombrademon

XsLaught

Quote*second form can have it due to its liquid form,but it will make him definitely harde even..let him cover all the floor even at stages.like in original MVC2
*i know 2nd form doesn't have get hit sprites but add him some splash affect while getting hit.
http://www.youtube.com/watch?v=OhtDoA7cjH8
u can see it in this video.
*pay attention to the way bubles appear and move in original game pls..sludge's version is not accurate in that manner.

Splash get hit was added. I even checked the different scaling for each type of hit.
The bubbles' appearance time and such are estimate based on the frames I recorded. It's not exactly like the original but it's close enough.

QuoteForm 1: give him some sort of anti-air shield. It was far too easy to superjump over him before his attack, then hit him from behind.
BTW, how did you solve KFM's problem on Abyss being pushed?
You mean a shield that stays above his head?
No pushing behavior was done with a helper. It's in my Onslaught. The helper pushes while the player doesn't.

Form 2 is now done with all win poses and MVC2 moves.

PotS

I always said the pushing thing was KFM's problem only but not even he listened. :(

I disagree with giving form 3 mixup stuff (wth a giant doing a high/low game?), it already deals considerable chip damage with everything.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

LivingVoodooDoll

#11
QuoteSplash get hit was added. I even checked the different scaling for each type of hit.
The bubbles' appearance time and such are estimate based on the frames I recorded. It's not exactly like the original but it's close enough.
:sugoi:

aerial shield is not that important really since u have teleport,Ashura Senkuu Zenpou moves or roll even..nothing can stop u passing otherside ;)

3rd form is descent on its own way..but really consider some Photosop filters for that giant pixel monster.i wanna push u a bit since i got ur onslaught and like what u did :) here is some examples playing around with sprites in 5 min or so..and if u decide u can just make a macro for adding same amound of effects to all sprites..

Spoiler (click to show)
link for pic: http://yfrog.com/7fabyss01p
this is abyss nearly around in game fullscreen

Spoiler (click to show)
link: http://yfrog.com/0tabyss02sp
this is abyss sprite smoothed by ascended edges filter

Spoiler (click to show)
link:http://yfrog.com/15abyss03ssp
abyss with sharpened and smoothed later on

Spoiler (click to show)
link: http://yfrog.com/15abyss04bp
last one is abyss with blur effect

darkpink pixels can be handled with deleting background first before adding filters..
hmm is this trolling?? --;  ;D

momo!

suija your direct links don't work :P

LivingVoodooDoll

Lies  >:D workin for meh...hmm  ??? :'(

Ryon

use

Quotethis is abyss sprite smoothed by ascended edges filter

XsLaught

#15
I followed this guide to test some filters.
http://mugenguild.com/forumx/index.php?topic=74365.msg623682#msg623682
If I do make Abyss Hi-Res it'll take a bit longer.

Abyss 1
Spoiler (click to show)


Original

Alien Blow Up 2

Alien Blow Up 2 + Smart Sharpen

Abyss 2
Spoiler (click to show)


Original

Alien Blow Up 2

Alien Blow Up 2 + Smart Sharpen

Abyss 3
Spoiler (click to show)


Original

Alien Blow Up 2

Alien Blow Up 2 + Smart Sharpen

It seems it looks best for Form 3

I may also attempt to rip the stage for him to make an interactive stage for the green/red fog. This may not happen. I'll see how hard it may be first.

BOOTofANGEL

if this char is 3 in one AND separate AND also has some original moves
then all i can say is wow....
Nothing Is here

BC

If you use kawaks, theres a "step frame" button in the Shot Factory window to get exact frame times also (if you haven't already heard about it) but if your way is even more effiecient then cool beans.
Accepting commissions

LivingVoodooDoll

Alien Blow Up 2 looks way better.that would take some time for sure as u need to double everything..at the same link with the guide thereis a link to kongs tool for double collision boxes..though reliability may be an issue..dunno.

Spoiler (click to show)

Ascended Edges (filters/brush Strokes)
Edge Width=6
Edge Brightness=25
Smoothness=3
just for compare/contrast easily..not doubleressin or anything..bare filter only

Hi-Res is the way to go imo..since its the last point.
Easier way comes to my mind is: cut out all backgrounds first by some clicks with magic wand
make an action in PS that applies filtering process and doubleres if u are going for.to an f key
and its just about how fast can u use the shortcuts :)
changing the sprites won't be an issue

it is all up for u to decide anyway;) hopefully this project will turn out great.

XsLaught

Quote from: BC on July 17, 2009, 12:18:29 PM
If you use kawaks, theres a "step frame" button in the Shot Factory window to get exact frame times also (if you haven't already heard about it) but if your way is even more effiecient then cool beans.

I wasn't aware kawaks emulated dreamcast  :rugoi:. The way I've been doing it is using JNP's artmoney table, set freeze to 1 and turn off capcom hack. Perform the move then use a shortcut to set freeze to 300. Get AnimGet ready then make the Artmoney table active and record then use a shortcut to set freeze back to 1. This lets me get exact ticks for the character faster than counting IMO.

For effects and projectiles, I use another method. Instead of recording the artmoney window, I record the chankast window. Using freeze value of 1 it should freeze every tick with a darkened background to allow me to distinguish each tick. The only problem is the lifebars sometimes flicker in between ticks.

For hyper moves, since the table did not provide the freeze address for p2, I just switch the characters over. Though I could probably just do some addition to get the freeze address for p2.

All done under normal gameplay speed.

I wouldn't be doing all that if there was an emulator for dreamcast with the ability to frame advance.




I'll probably make 2 versions of Abyss. One with the filtered sprites and one without for those who want the original sprites.

Making Abyss accurate has been quite the pain. Almost every effect/projectile has been scaled differently than Abyss's scale when shown.