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Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!) (Read 142476 times)

Started by Sean Altly, October 21, 2012, 09:47:14 am
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Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#341  February 11, 2013, 02:29:33 pm
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Oh yeah, I waited for this update.
Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#342  February 11, 2013, 03:39:57 pm
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You don't see how it would be a problem that he can have all three out at once?  Well, it wouldn't be an issue if his fireballs were reflectable or followed invul on characters like Zangief's banishing flat and similar anti fireball moves.  Remember that you did release Sub Zero publicly too, and that's mostly what I'm going by. 

The Ice projectiles are coded as helpers and are destroyed by other projectiles/helpers. I don't know why other people's characters can't reflect them, and I'm not really sure how that's my problem. I've been under the impression that true reflection of projectiles is not possible in Mugen outside of full-games. Also, yes, I an see how it would be a problem but seeing as how it hasn't been brought up until just now, I really don't think that it actually is.

Him not being source is not the issue, its a matter of balance no matter what the game is. If a character is too good in the sense of derp worthy balancing has to be done to ensure that it this char does not ruin the experience over all. Especially if this is going to be presented as a game and not just a char. Even when arranging a char there are rules that have to be respected on the basis of that character in general.


      Posted: February 11, 2013, 09:09:42 am
Also, Jin satome's super armor doesn't have pushback and when you hit him he doesn't freeze for the duration of the hitpause.

I don't really appreciate the remark about it being "derp worthy," seeing as how no one has brought it up before and the character has been publically available for a year and a half. In fact, all anyone complains about on Sub-Zero are his lack of freeze resets and combos, so limiting his freezing moves even more seems like it would just cause more bitching. For Jin's Super Armor, you are correct, but I'm fine with that since it's just one hit of super armor and I don't know how to make him react to hitpause. Mr. X has pushback on his, but he doesn't pause for the hit either, and the pushback he has sometimes causes glitches. It's just the super-armor code I used and at this point I don't want to have to recode the super armor. Unless you know of a specific way to fix the issue on this super armor code.

Not sure if anyone mentioned this, but it seems Snake is missing the transition frame stand to crouch

I accidentally left his .sff out of the patch. It had new frames in it that I forgot about. Snake has a lot of tweaked animations that make most of his normals look smoother. I'm fixing the patch now, but I'll also release a smaller patch for now that has Ryu and Snake's updated .sff files in them so you don't have to redownload 150+ MBs just for those things.

You forgot to include Rorschach's soundpack in the update patch. Due to this, the game will crash whenever I try to load him.

Like Hyogo said, it's in the CvTWBeta.rar that you need to download first. I didn't forget anything. His sound file hasn't been updated so it's not in the patch.

     Posted: February 11, 2013, 03:46:31 pm
Here's the small patch to update Ryu and Snake's .sff files.

DOWNLOAD

The big patch is being uploaded right now, and will take about 20 more minutes to upload completely. If you download the first patch in the future, the second patch should not be necessary.

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Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#343  February 11, 2013, 03:56:12 pm
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It appears that I have editted the character name before I apply the patch, maybe that's why it crashed.
Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#344  February 11, 2013, 06:29:22 pm
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Him not being source is not the issue, its a matter of balance no matter what the game is. If a character is too good in the sense of derp worthy balancing has to be done to ensure that it this char does not ruin the experience over all. Especially if this is going to be presented as a game and not just a char. Even when arranging a char there are rules that have to be respected on the basis of that character in general.


      Posted: February 11, 2013, 09:09:42 am
Also, Jin satome's super armor doesn't have pushback and when you hit him he doesn't freeze for the duration of the hitpause.

I don't really appreciate the remark about it being "derp worthy," seeing as how no one has brought it up before and the character has been publically available for a year and a half. In fact, all anyone complains about on Sub-Zero are his lack of freeze resets and combos, so limiting his freezing moves even more seems like it would just cause more bitching. For Jin's Super Armor, you are correct, but I'm fine with that since it's just one hit of super armor and I don't know how to make him react to hitpause. Mr. X has pushback on his, but he doesn't pause for the hit either, and the pushback he has sometimes causes glitches. It's just the super-armor code I used and at this point I don't want to have to recode the super armor. Unless you know of a specific way to fix the issue on this super armor code.

You completely misread what I said, I said when things like this are left unchecked it can ultimately lead to a character being derp worthy in terms of how easy it is to win with vs using anyone else. Thus "if a character" I didn't call any of the chars derp worthy at all brah. As for the super armor, unfortunately if you want armor that acts proper you kinda have to code it in almost all aspects of a character, refer to my juggernaut and hulk if you want to see what I mean.
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Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#345  February 11, 2013, 07:21:24 pm
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I was gonna post on the missing frames in anims, but you uploaded a patch so nevermind. Jill can cancel out of EX knife slash rekka after the first hit. The reggie versions you can only cancel after the second slash. Great job and love this project.
Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#346  February 11, 2013, 07:38:05 pm
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I played it & it's pretty damn solid. Skullo is missing his hitsparks though.
Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#347  February 11, 2013, 08:06:58 pm
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The hitsparks are built into the screenpack (as in the fightfx.sff), not the individual characters. How can he alone be missing hitsparks?

I was gonna post on the missing frames in anims, but you uploaded a patch so nevermind. Jill can cancel out of EX knife slash rekka after the first hit. The reggie versions you can only cancel after the second slash. Great job and love this project.

Intentional. More flexibility with the EX Version. Thanks!

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Last Edit: February 11, 2013, 08:20:22 pm by Sean Altly
Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#348  February 11, 2013, 08:20:16 pm
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Haven't been able to boot up the new update yet, but. . . Snake Neck Snap Fatality yet? :P
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#349  February 11, 2013, 08:24:28 pm
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No, I've been focusing on adding new content. I never said I was definitely going to add that.

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Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#350  February 11, 2013, 08:25:25 pm
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I know I'm just teasing about that. I was most excited to finally see Skullomania and your Jill. Now I can't wait to see Wesker.
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#351  February 11, 2013, 08:38:09 pm
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Awesome update.  Good to see Supes' ice breath all fixed up, but still having trouble with the Blodia Punch super on the Jungle Stage, but maybe it's my copy ^^; oh well.  Loving the new characters as well.  Haven't found any new bugs, but I'll report if I find any.
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#352  February 11, 2013, 08:43:30 pm
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Can't do Skullo Dive after EX Skullo Head ?
Can pull Punker Backfist after the first hit of Punker Combination without waiting for the second, not sure if it's intentional, it looks a little weird to me since it's not a particular tactical advantage (like a high-low mix-up) and it just removes one attack meaning less damage for the whole thing.
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Re: Capcom vs. The World Beta (HUGE Update w/4 New Characters February 11th!)
#353  February 11, 2013, 08:45:12 pm
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The hitsparks are built into the screenpack (as in the fightfx.sff), not the individual characters. How can he alone be missing hitsparks?
Oh, it's coming back up now. Before the 2nd patch, the hitsparks wasn't coming up when I was hitting Chun. I guess the 2nd patch fixed it.
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#354  February 11, 2013, 08:45:37 pm
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Awesome update.  Good to see Supes' ice breath all fixed up, but still having trouble with the Blodia Punch super on the Jungle Stage, but maybe it's my copy ^^; oh well.  Loving the new characters as well.  Haven't found any new bugs, but I'll report if I find any.

Not just you, I forgot that the issue was fixed by adjusting some stuff on the stage itself.

Just place this in the stages folder and overwrite the old one. Whoops.

Can't do Skullo Dive after EX Skullo Head ?
Can pull Punker Backfist after the first hit of Punker Combination without waiting for the second, not sure if it's intentional, it looks a little weird to me since it's not a particular tactical advantage (like a high-low mix-up) and it just removes one attack meaning less damage for the whole thing.

No, I felt the EX Skullo Head was fine by itself and didn't need the follow-up. The Punk issue doesn't really hurt or help anything, so I probably will leave it as is.

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Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#355  February 11, 2013, 09:40:11 pm
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Hmm, I guess the only character I need to update in my palette pack is K' now, since I already did Jill's, Skullo and CM Punk's before, definitely have been looking forward to this man, thanks for the share :)
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#356  February 11, 2013, 11:36:06 pm
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I forget what I did to get this, I believe I used K's qcf flame attack against Ryu's Level 1 Hadouken super.
I like what you did with Jill, well done.
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#357  February 11, 2013, 11:49:54 pm
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Updated my palette patch to the current roster too Sean, have yet to try this...unfortunately I have a load of homework, but I'm excited to try out the new characters!

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Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#358  February 12, 2013, 12:33:23 am
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The Skullo ones look good
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#359  February 12, 2013, 12:56:34 am
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EX CM Punk makes a clone of himself, and he has no C move. Intentional?
Re: Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!)
#360  February 12, 2013, 02:05:44 am
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Yes, I intentionally made it so that he clones himself. :P

Did you use CGU's palette pack? The problem is most likely occurring because the .def files in his CM Punk folders is missing the line for the UTBar.st. That is of course only applicable if you used his Palette Pack. If not, I have no idea what could be causing the problem. Every time I make a new patch, I test it. I download a copy of the CvTWBeta.rar from my site, the same one you guys download. Then, I apply the patch that I'm uploading to that "fresh" beta and make sure things are working properly. The CM Punk problem you mentioned doesn't happen to me at all, but I don't have the Palette Pack applied to it.

@Lith

I thought I had fixed that problem. I'll have to check it out and see what I did wrong. Thanks!


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