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Capcom Fighting Jam 2 (Read 167972 times)

Started by Lost_Avenger, February 28, 2012, 04:37:54 pm
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Poll

Pick a couple darkstalkers characters?

Lilith
16 (13%)
Bulleta(B.B.Hood)
11 (8.9%)
Bishamon
30 (24.4%)
(Lei-Lei)Hsien-ko
14 (11.4%)
Zabel
10 (8.1%)
Gallon(Talbain)
33 (26.8%)
none of the above
9 (7.3%)

Total Members Voted: 67

Voting closed: April 28, 2013, 09:56:45 pm

Re: Capcom Fighting Jam 2
#321  February 24, 2014, 09:06:39 pm
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Some stuff:
Jill:
-added a cl.hp that is a +4 oh hit
-added a command version that is a slower start up with priority. Its a knockdown too
-added a hop kick type command normal. Its an overhead that is linkable on counterhit
-dropped her slide Alpha counter and upped the damage on her push counter
-j.lk can cross up now. More easily anyway
-Minor AI update

Ill do more later after some sleep

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#322  February 25, 2014, 10:03:01 am
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  • This big boy spitting out 250 rounds a minute!!!
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I'm so glad your continuing this! I really liked the betas you put out so far.

I think this is how the original Capcom Fighting Jam should have played like.

Please keep going with this project.... I'll be back in from time to time to check up on more updates... thanks for keeping us in the loop dude!
Re: Capcom Fighting Jam 2
#323  February 25, 2014, 10:41:47 am
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Np. I'm rebuilding Jill. I love DW's Jill and really want some of it. I'm keeping the zombies though. Ill have to be careful about over saturation of her moveset.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#324  March 23, 2014, 10:08:51 am
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Due to lack of interest/feedback, this project has been restarted. It is going in a new direction: Super Capcom vs SNK 2.

-It will have a Capcom and an snk groove that can be customized with a common config file.
-It will haave an expanded roster from cvs2 with everyone returning as well as:
-Hiryu, Ruby, Megaman, Hayato, Jill, Sonson, Karin, Alex, Guy, Demitri, Felicia, Tessa, Cody, and Haggar
--SNK gains K', Leona, Kula, Kasumi, Kusanagi, Oswald, and some characters that will need to be voted on

-Capcom groove features:
Parry
safe fall
rolls
alpha counter
special/super cancels
multi level supers
dash
cc
focus attack/fadc

SNK features
Roll
Max mode
guard canceling
safe fall
dodge
cds/air cds
run
etc
power charge

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Last Edit: April 01, 2014, 08:18:45 am by Lost_Avenger
Re: Capcom Fighting Jam 2
#325  April 01, 2014, 08:19:57 am
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Didn't mean to merge

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#326  April 01, 2014, 08:21:59 am
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Maan i was liking that project
Re: Capcom Fighting Jam 2
#327  April 02, 2014, 01:41:54 pm
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So much for that joke. I should have made screenshots.

Stuff:
-Ryu's joudan can hit more crouching enemies now(low moves like Chun-Li's c.mp can still duck under). His AI also uses it more
-Ryu's AI no longer tries to throw enemies in a hitstate. AI was improved in general
-Angle of shoryuken adjusted slightly. Ex doesn't travel as far
-Sakura can now catch enemies with her ex dp+k more often. Its still a situational juggle
-Sakura's vel on her second ex shououken was changed. She lands faster now

I'm planning to get as much coding as possible in today. Ill try to finish a couple characters that are close(Morrigan, Gief, Sagat, Haggar?). I hope to have a beta release out by Late April/Early May. I need an sp, stages, etc.

Code to do list:
-life bars, music, and an armor/breaking system into the characters
-more competitive AI in everyone
-adjusted invincibility system(Ryu's shin shoryuken has issues)
-possible system adjustments
-common fx in the common spr file(like fireballs) for possible reflected moves

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#328  April 04, 2014, 08:19:19 am
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I'm considering scrapping multi level supers for just level 1/3s. Its a lot less code and makes expanding the roster a little easier. Anyone opposed?

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#329  April 06, 2014, 07:20:13 pm
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Nay.
Go for it

Re: Capcom Fighting Jam 2
#330  April 06, 2014, 08:05:44 pm
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  • Niigasan
Not a bad idea at all
Re: Capcom Fighting Jam 2
#331  April 06, 2014, 08:18:25 pm
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Yeah, do that.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Capcom Fighting Jam 2
#332  April 06, 2014, 11:23:58 pm
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You can always do the multi-leveled supers later on if you need to.
Re: Capcom Fighting Jam 2
#333  April 09, 2014, 01:24:26 pm
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Whose all gonna be in the beta may i ask?
Re: Capcom Fighting Jam 2
#334  April 09, 2014, 06:24:15 pm
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As of right now... Im not 100% sure. So Far:

Ryu(Updated)
Chun-Li
Guile(Updated)
Sagat
Sakura(Updated)
Karin
Morrigan
Guy(Updated)
Cody(Updated)
Jill(is getting redone so she might be left out)
Kyosuke
C.Commando
S.Akuma
Ingrid

Zangief, Alex, and Haggar shouldnt take too long to finish either. Hiryu is being rebuilt as well. That's about half of my starter roster. The loss of multilevel supers makes things a bit easier.

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#335  April 09, 2014, 07:22:25 pm
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Swwweeeet cant wait
Re: Capcom Fighting Jam 2
#336  April 12, 2014, 11:17:53 am
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Kyosuke:
-cl.mk is no longer an overhead. I don't know why it was before
-cl.mp is a +4 now
-stun damages adjusted
-AI tweaked
-supers are hard knockdowns
-you can cancel lightning upper into shadow cut kick now

Guy:
-2qcf+p level 1 is now his old level 2 with adjusted damage

Ryu:
-AI tweaked

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#337  April 12, 2014, 11:16:52 am
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Kyosuke:
-cl.mk is no longer an overhead. I don't know why it was before
-cl.mp is a +4 now
-stun damages adjusted
-AI tweaked
-supers are hard knockdowns
-you can cancel lightning upper into shadow cut kick now

Guy:
-2qcf+p level 1 is now his old level 2 with adjusted damage

Ryu:
-AI tweaked

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#338  April 16, 2014, 10:11:33 am
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Karin:
-ex guren chain was extended by 2 hits. I may scrap it though
-Shinpi uses her level 2 animation with reduced damage
-Gains a new LV3 and loses the counter
-Alpha counter is her S.Hp with more range
-Supers are hard knock downs
-no more air guarding
-AI tweaks

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#339  April 22, 2014, 01:19:36 pm
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Im using Phantom's Flight/dash fx on Morrigan for now. Im too lazy to switch atm. They look better anyway imo. Id use hires for everyone, but I suck at that kind of thing.

Updates:
-Morrigan is down to testing and AI for the most part. I left out finishing shower. She is using the longer Darkness Illusion animation(DI needs a lot of testing. I cant do DI buffering with my ps2 controller and I will probably need help with this part)
-Sagat's Alpha counter is now his hp tiger uppercut
-Sagat's Level 3 is going to be destruction. His hot kick is going to keep the flames on the kick probably. It looks better imo.
-small AI updates

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#340  April 27, 2014, 05:16:13 am
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I'm considering attempting to do the music per character through code. I assume its possible. P2 would set the music. Id like to do the lifebars in characters too. Is it worth the effort?

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!