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Street Fighter Alpha 4 demo v1.1 release (beta) - With Guy (Read 17732 times)

Started by BC, December 26, 2011, 08:20:52 pm
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Street Fighter Alpha 4 demo v1.1 release (beta) - With Guy
#1  December 26, 2011, 08:20:52 pm
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Time again for another demo release!

Demo features:

-Ryu (updated) see readme for fixes
-Guy
-CC timer guage now implemented for both characters
-Guy stage (music temp)

GUY'S MOVELIST IS IN THE README IN THE MAIN DIRECTORY!

note:
(from readme)
Guy's AI isn't 100% but he's still challenging it's at about 80%. The character however *human* is 100% playable.

Guy's victory portrait is temporary till I find a decent one.


game screenshots:






Street Fighter Alpha 4 Demo v1.1 (beta) RELEASE!

Download:

http://mugenevolution.co.uk/Forum/index.php?topic=4066.msg41193#msg41193

PATCH UPDATE 30/12
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Last Edit: December 30, 2011, 03:16:00 pm by BC
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#2  December 26, 2011, 08:26:31 pm
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Eh we have to register? :-\
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#3  December 26, 2011, 08:37:37 pm
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YOUSONOFABITCH!!!!!  :grrr:
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#4  December 26, 2011, 08:47:04 pm
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Stop crying and register.  It's not like it takes much time.
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#5  December 26, 2011, 08:51:20 pm
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You can't blame them. Forced registration never yields good results.
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#6  December 26, 2011, 08:54:22 pm
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Yeah just register and give the man decent feedback. They put much time into this, so to register should not be a issue. ;P

BC

Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#7  December 26, 2011, 08:56:33 pm
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Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#8  December 27, 2011, 02:57:05 am
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Wonderfull Release there man. The Gameplay is smooth and İ did not find any bugs.
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#9  December 27, 2011, 03:12:42 am
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Noodle Pasta from Mugen Evolution:

Tested with Guy a bit.

- I'm not really sure about this because I don't use Guy often in the alpha series, but isn't he supposed to have a shorter or longer range attack depending what kick you press after the sprint run anim is initiated?

- Time to start taking advantage of the 1.0 Developer Redistributable package available at the elecbyte website. We could give the executable our own icon and add all sorts of notes to the drop down F1 screen in the main title screen. I'm surprised this is the second demo and we are still running RC8.

- We need to set proper mp3 loops on stages.

- I can't believe I missed this next one all this time. Zoffset needs to be consistent on all stages. It may sound like nitpicking, but its a SFA standard and makes the game look uniform from stage to stage. I'm pretty certain the Training Stage could be a solid exception, but the rest of the stages would have to be the same accordingly. I'm just sayin'.

- That's it for now, my girl is sick and I'm starting to catch it too. The joys of spending the holidays together with family. lol

I'll check out Ryu tomorrow. Nice update bro.
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Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#10  December 27, 2011, 04:29:24 am
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Finally a Demo release of this game. I've been waiting since last year to test it out. Will leave feedback soon. Thanks for the release man! I love you :P

EDIT:

So I've played around for a bit and noticed a few things that don't seem quite right

RYU:

Hadoken (All versions) Hit box is too big
Shinku Hadoken (All Versions) Hit Box is too big
J.HK - Was This intended to be a cross up? Also, the active hit box lingers for a very long time. Unless you don't mind a lot of safe setups, keep as is.

General:
Stun seems to be rather low, or rather specific moves don't receive specific stun. Guy has a few lengthy combos and I was stunned within 1 7hit combo and a medium kick.

I still haven't figured out rage yet but it seems to be unblockable ( at the very least, I was unable to block it in the two time that it came out)
Last Edit: December 27, 2011, 05:29:11 am by 6ixx
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#11  December 27, 2011, 04:51:17 am
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So, a full game is more than just making characters... guess I have more work to do than I thought.

Just a small issue with Ryu (I'm not sure if it has to do with the width issue you were talking about), but the throw animations for p2 is a bit off. No big though; the core gameplay is smooth and I didn't see any noteworthy issues.

Keep up the great work.  :)

EDIT :
Hadoken (All versions) Hit box is too big
Shinku Hadoken (All Versions) Hit Box is too big
J.HK - Was This intended to be a cross up? Also, the active hit box lingers for a very long time. Unless you don't mind a lot of safe setups, keep as is.

General:
Stun seems to be rather low, or rather specific moves don't receive specific stun. Guy has a few lengthy combos and I was stunned within 1 7hit combo and a medium kick.

There were times where I felt someone should've jumped over hadouken only to get hit by the trailing streak.
Also J-MK was the one that allowed for cross-ups (j-HK doing this is a matter of preference I suppose).
It was pretty easy to stun someone in the Alpha series though.
Last Edit: December 27, 2011, 09:16:16 pm by NitrousNemesis
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#12  December 27, 2011, 05:14:31 am
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Nice demo!
I tested Ryu and I like SF gameplay like this.
Unfortunately, i'm not fan of airguard =/ (loss of gameplay, less punish etc...)
Otherwise, good job ;)

P.S: AI is well done also (only Guy had difficult to catch me when i launch fireballs through whole screen but i noticed you said Guy AI was at 80%).
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#13  December 27, 2011, 10:58:16 pm
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@ Feedback regarding hitboxes.

I know some of them may seem a bit to big. but BC made everything as accurate as possible hitbox wise.

BC

Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#14  December 27, 2011, 11:29:04 pm
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The hitboxes of hadouken aren't big

it's probably the gethit (5030 onwards) hitboxes they probably need tweaking. I'll check it out.
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BC

Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#15  December 28, 2011, 05:27:54 pm
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Finally a Demo release of this game. I've been waiting since last year to test it out. Will leave feedback soon. Thanks for the release man! I love you :P

EDIT:

So I've played around for a bit and noticed a few things that don't seem quite right

RYU:

Hadoken (All versions) Hit box is too big
Shinku Hadoken (All Versions) Hit Box is too big
J.HK - Was This intended to be a cross up? Also, the active hit box lingers for a very long time. Unless you don't mind a lot of safe setups, keep as is.

General:
Stun seems to be rather low, or rather specific moves don't receive specific stun. Guy has a few lengthy combos and I was stunned within 1 7hit combo and a medium kick.

I still haven't figured out rage yet but it seems to be unblockable ( at the very least, I was unable to block it in the two time that it came out)

Thanks for your feedback.

-still reviewing hitboxes
-I accidently used J.MK anim for J.HK because it was the same animation, however viewing sfa3 hitboxes shows the attack box is shorter (non crossup) so  this was an old clsn not edited I'll change that thanks.
-Stun system will likely be reviewed once more characters are made. Right now each character has set stun values on light med and hard attacks (hard being the highest stun values) and same with specials (light med hard).
-Rage and all supers are unblockable in the air... however most likely what's happened in your case is the AI has launched a Rage on you in a condition where it's guarenteed to hit should you give him that opportunity.
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Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#16  December 29, 2011, 12:29:52 am
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Supers do not reduce the gaurd gauge?

Intentional?
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#17  December 29, 2011, 04:06:31 am
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I should've been more specific on where the hitboxes on the hadoken are effected.

It only happens when you jump over them. I'm basically getting reversed cross up'd by hadoken each  time I try to jump over it. The same things happen with the super versions. In no version of alpha does that happen.

BC

Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#18  December 29, 2011, 02:03:59 pm
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Supers do not reduce the gaurd gauge?

Intentional?

Not intentional:

testing on some supers it does reduce (sfa4) but only on certain hits, I need to review my guardcrush code.



EDIT:

just tweaked the code, now supers successfully now reduce the guard meter, thanks for spotting that.

I should've been more specific on where the hitboxes on the hadoken are effected.

It only happens when you jump over them. I'm basically getting reversed cross up'd by hadoken each  time I try to jump over it. The same things happen with the super versions. In no version of alpha does that happen.

Ok thanks, I'll fix that.
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Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#19  December 30, 2011, 02:19:59 am
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Ryu's HP Shakunetsu Hadouken is supposed to hit twice I believe.


And Guy's QCB K takes off a whole lot of gaurd gauge.
And theres no image for a chip K.O.

Hadouken has a hitbox behind it?

Jumping and attacking over a hadouken usually causes me to get hit by the hadouken.
Basically, the Hadouken's tail has a hitbox or something



Last Edit: December 30, 2011, 02:41:51 am by Balloon
Re: Street Fighter Alpha 4 demo v1.1 release (beta)
#20  December 30, 2011, 02:49:32 am
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^There's no chip KO in Alpha 1, 2 or 3 or any of its extensions.

They will however be added further down the road of development.
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
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