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General Progress Thread (Read 525792 times)

Started by A$AP Buckus, December 05, 2013, 10:26:45 pm
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Re: Street Fighter Duo (Vs series influenced full game)
#101  January 24, 2014, 06:19:37 am
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Damn ASAP I feel your pain, the pc I was using for mugen crashed.  I havent had a chance to
Recover anything yet..im heated like a motha focka right now.
Re: Street Fighter Duo (Vs series influenced full game)
#102  January 26, 2014, 06:06:12 pm
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Yeah it sucks. I was able to save everything though, so no progress lost. Good thing I keep spare HDDs around. Only important programs I lost were photoshop and paint shop pro. Won't be able to do edits until I get those again. Here's what I'm working on now:

- Tech Throw (finished)
- Aerial Counter
- Refining juggle system

Here's some explanation of the juggle system(of course not using mugen's default system):

- All attacks take away juggle points as followed
  -Light Normal Attacks = 1
  -Medium Normal Attacks = 2
  -Hard Normal Attacks = 3
  -Special Attacks = 4
  -Super Attacks = 5

- Chars has individually set juggle points. Weaker/more combo oriented chars usually will have more juggle points
  Current juggle points
    Ryu = 30
    Chun-Li = 40
    Alex = 30

- After all juggle points are used, attacks won't hit until opponent recovers. Then juggle points reset.
  Exempt from this rule are Super Attacks. Super Attacks will hit even after juggle points are used up

- On top of the juggle system, I thinking of adding hitstun deterioration. This way, it'll be more challenging to do longer combos.

- There are limits on moves that cause Wall Bounce/Ground Bounce. They can only be used once in a combo per char. OTG moves can be used as long as there's enough juggle points(takes away according to attack properties in above list).

- Launchers don't use juggle points, but are limited to 3 in a combo(thinking of changing this though)

This is the current build as of now. Opinions and suggestions are always welcome.
Re: Street Fighter Duo (Vs series influenced full game)
#103  February 24, 2014, 10:28:30 pm
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With the help of Nestor, MGMURROW, and this full game tutorial by rednavi, I've managed to create my tag system without the need for debug keys. Had a lot of trial and error, but it works the way it should. Also did adjusting to the launchers/hitdefs. Completed the select assist/intro coding. I'll make a video of it soon so it can be seen in action. I'd only need to change the graphics when I get to finalizing everything.

Only one problem I have to figure out with the tag system:


(ignore Chun-Li facing the wrong opponent. I haven't fixed that yet but am going to)

In the image, it shows P3 calling an assist from P1. Only problem is, in this scenario, if P1 crosses the opponent, P3's controls get reversed since P3 is getting all of it's commands from P1. Of course it doesn't have an affect on gameplay if P1 called P3 assist. A solution I think would work would be instead of the player itself coming out for the assist, I'd send a helper out to do the action. Problem with this would be dealing with custom states. Even though for the most part, assist chars aren't affected by custom states in the Vs style games, I'd still like to find a workaround for this. If any of the coding geniuses have any input/insight, please enlighten me.

After I fix this, I'm gonna work on DHC. C&C are welcome.
Re: Street Fighter Duo (Vs series influenced full game)
#104  February 24, 2014, 10:37:22 pm
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Beximus make a code of DHC, you can see a example in his Youtube channel.

If this help you, you can talk with him, i think he will help you.
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Re: Street Fighter Duo (Vs series influenced full game)
#105  February 24, 2014, 10:45:26 pm
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I will jump on aboard if only you would knock out those per-beta characters of your.lol I could cook up something only if you agree to my master terms. On a serious note, I like this project. I will defiantly be watching this one for sure. Keep it rocking man.
Re: Street Fighter Duo (Vs series influenced full game)
#106  February 27, 2014, 09:20:50 am
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I actually managed to fix the problem I had in the last post (inverted partner controls when on different sides). When calling a assist, a helper is sent instead of the player. With some clever changestates usage and a universal fvar for damage in custom hitstates, everything is functioning the way it should. Redownloading Bandicam as I type so I can make a new progress video soon.

Updates for this project will be in the Street Fighter Duo full game subforum.

Mods, can this thread be moved there? This will be my general progress thread.

I will jump on aboard if only you would knock out those per-beta characters of your.lol I could cook up something only if you agree to my master terms. On a serious note, I like this project. I will defiantly be watching this one for sure. Keep it rocking man.

........I may have to take you up on that offer. You do great work.
Re: Street Fighter Duo (Vs series influenced full game)
#107  March 01, 2014, 02:04:49 am
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I hate to be that guy but...any chance of seeing individual character releases?  I completely understand is the answer is no, but these guys would take over my current SF section in a heartbeat.

Also, if you decide on what you're doing for stages and would like some help, give a shout out.
General Progress Thread
#108  March 04, 2014, 06:57:23 pm
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It'd be unlikely, as they only work in the full game. If I can find an easy work around for it, then of course.

As for stages, I can definitely use a hand. When I get to those, I'll let you know and thanks.
Last Edit: March 04, 2014, 07:01:11 pm by A$AP Buckus
Re: General Progress Thread
#109  March 05, 2014, 02:45:43 pm
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Any thought given to a boss character? SFEX-ish Final Bison (with elements of his MvC moveset) would probably be the safest route, but I can't help but wonder how Gill would fare with an MvC-ish makeover to his movelist and some ridiculous sparks/effects. Shin Akuma/Oni/whatever-version-of-Akuma would probably suffice for a boss character, but I'm personally tired of seeing it. Seth could work, but finding resources that aren't the mostly awesome (if incomplete) Urien edits by.... I forget who.

Of course, now I'm imagining a Final Bison with doll assists and liking it more than I should. Hyper flashy Seraphic Wing ending an air combo still sounds better, though.

In any event, this thing is sounding and looking like a great project. I wish you luck.
Re: General Progress Thread
#110  March 05, 2014, 09:27:31 pm
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Haven't thought about a boss (or story) at all. The Bison idea sounds cool though. Most likely, Bison and Gill will be in the game at some point.

Maybe I'll make Suave Dude the organizer of the Duo tournament and KFM can guest star
Re: General Progress Thread
#111  March 06, 2014, 04:43:52 pm
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Hey Buckus,
I see you are using SFIII sprites with a alpha style palette. If you need, you can the sprites from Alex, Hugo and Necro from our Spec Ops project, since Ethan already made it.
Alex and Hugo are at my site http://www.brazilmugenteam.com . For Necro sprites, PM me.
Re: General Progress Thread
#112  March 07, 2014, 03:55:44 pm
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Done. I appreciate it.
Re: General Progress Thread
#113  March 09, 2014, 10:08:03 am
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Small progress/combo demo including Alex.

Re: General Progress Thread
#114  March 09, 2014, 03:57:32 pm
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It looks great, Buckus!

Very smooth, might I add.
Slow and steady wins the race, but there is a darkness... growing inside of me...

And if you provoke it...

I will slay you all.

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Re: General Progress Thread
#115  March 09, 2014, 04:34:47 pm
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awesome nice job so far buckus
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Re: General Progress Thread
#116  March 17, 2014, 07:23:38 pm
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That looks amazing! Great job man!

Re: General Progress Thread
#117  March 17, 2014, 10:18:54 pm
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I'm highly interested in seeing this project come to fruition. When the time comes for any kind of logo/screenpack/bars and such, don't hesitate to let me know. Might even give some portraits a shot, but we'll save that for later.

I know you already said you haven't given much thought to a plot, but what about preset teams? Are there going to be duos that should, for some story reason or another, be paired up, possibly with specific intros/taunts/whatever? SFxT did it to try to tie together its incredibly thin plot, questionable choices aside (Rolento and Ibuki wtf).

Actually, hey. There's another boss idea to consider: Since Ingrid was technically in a Street Fighter game (and is the source of Pandora according to the SFxT intro comic), a Pandora-powered version of her might do the trick. It might also be offputting for a SF-centric game to not have one of its past bosses fill the role for which he was was designed.

/babble
Re: General Progress Thread
#118  March 19, 2014, 08:41:58 pm
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I'll definitely make sure to hit you up when the time comes for logo/screenpack/bars ideas. Thanks a lot Judas. If you had anything in mind yourself, please feel free to show it  :innocent:

About the story/final boss, I haven't given much thought to it because....you know.....Street Fighter. Preset teams is something I was thinking about, as Muscle Bomber Duo had them, and that's where I stole got the name from.

I'm finishing up the helper-assist system(explained more in one of the earlier pages). Everything's working the way it should and I'm very pleased about it. Almost finished with the DHC system. Once that's done, I'm gonna send and alpha out with the 3 chars done already for additional testing. Expect a video soon to showcase the helper-assist system.
Last Edit: March 19, 2014, 08:46:07 pm by A$AP Buckus
Re: General Progress Thread
#119  April 09, 2014, 10:41:01 pm
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Progress Video # 2



(from the video description)

Progress showing off the DHC system, and the Assist Helper system. The offscreen partner actually sends in a helper instead of coming in themselves. This way, it's less buggy on the controls when playing, as everything is controlled by the team lead. The helper can be put into custom states, and when the player loses all health, the helper dies with them. It took a while to get it working, but the result was well worth it.
Re: General Progress Thread
#120  April 09, 2014, 11:02:42 pm
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Cool!