Long time no see, Guild. Howdy do?I took my time to get into creation, but I finally got knee-deep. This is phase 1 of my WIP.Some of us know this screen very well...... but how about THIS! Behold SF2Nes' ugly, dumb and deformed, over-the -top, little brother!Screenpack is complete. Only missing logo/intro and generic ending/credits.Each character now has exclusive gameplay (yeah, Chunfo != Moon, Ranboo != Stalong, etc.).Chunfo & Moon: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completePasta & Rober: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeGoho Li & Cliff: CNS: 80%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeRanboo (Stalong not started yet)CNS: 70%SFF: complete (with proper palletizing of effects)AIR: completeACT: completeBunny/Tracy & Conbon/Musashi not started yet. Ripped, though.All sounds ripped, have to add many of 'em, and make proper hitsounds.Classic and new stages: 100% (14 stages total) -Songs: 100% (18+ tunes ripped from the original NES game, then rearranged via MIDI and turned to MP3 to guarantee proper replay; still have to convert them to ADX...)I considered 80% on most CNS' (even though they are pretty playable now) because I have to:-Override state 5040 (Recovery) and make the character invincible to anything + remove him control.-Add code to end afterimages when getting hit out of super/super doesn't hit.-Add more priority/invincibility during specials/supers and give them proper block/hitability: low, standing, jump, etc.-Standarize: Fullscreen PalFX, EnvShakes, P1 and P2 cornerpush/delay/vels on hits, Sparks, Hit & Gethit Sounds.-Stop music after win, play KO tune if opponent ain't from SF4Nes.-Fixing the spark displayed when hitting a helper projectile with a normal projectile (just a lil' detail).I still also have to make proper damages, vels, a decent combo system, a parry/counter system, and fix bugs.The gameplay will be with 3 buttons: Punch, Kick and Knockdown attack.Now, for the main reasons for this topic (other than blatant narcissism):Asking you guyz.-Anyone know of a program out there that doesn't lower your tunes' volume when turning them to ADX? When converting, my ADX files sound VERY low.-I've thought of a simple combo system:->Jump in attacks can cancel into standing attacks.->Crouching attacks can cancel into standing attacks.->Punches can cancel into kicks.->Characters will have launchers (using a Knockdown attack instead of a kick to launch) a la MvC for aerial combo's sakes.->Have 2 specials per char cancellable into combos.->To encourage variety, the last combo you perform will be "recorded". If you do a different combo next time, you'll get +30% power bar. Recording your pushes will also be needed, to avoid infinites (sup Crouch K, Stand P, Crouch K...)Whaddaya think?-Now, on to the counter system:I have to choose between a SF3 parry system (with a really increased bonus for parrying), a counter a la SFA (megh), or a counter button a la Last Blade (I'm more inclined towards this last one).Any comments...?
Wow, the screenpack looks a bit messy with all that text and pictures...I think he font would look better if it had a more "old skool" feel, like the timerOtherwise the rest sounds promising, good luckOh, and for some odd reason the sand makes reflections
ultimatedude said, May 01, 2009, 05:57:35 pmWow, the screenpack looks a bit messy with all that text and pictures...That's completely animated, it transitions into it. I'll upload a vid (after I get animget) to show it in motion. What I wanted was to make this look completely 'over the top'. Each 'Pro, 'Super', etc. was taken from a different NES fighting cart, even the 'Pepoles' part. ultimatedude said, May 01, 2009, 05:57:35 pmI think he font would look better if it had a more "old skool" feel, like the timerThe font is the games' original. Maybe I should change the font for the option screen, too. Anyone know how to do that?ultimatedude said, May 01, 2009, 05:57:35 pmOtherwise the rest sounds promising, good luckThanks!ultimatedude said, May 01, 2009, 05:57:35 pmOh, and for some odd reason the sand makes reflectionsThe water is animated (megh, actually it ain't animated, it moves) and reaches that spot, then withdraws. The reflection is caused because of that (I'ld never have reflection+shadow otherwise).I'll show a vid soon, also showcasing the 3 supers per char, and the new specials.
my advice, change the name of the thread.People just seeing the name will think its one of those "sf4" projects people have been putting together.Nice thing you got going on btw.
Advice taken. Thx for the comment. Enough Rickrolling for now. Thx.Any ideas on the questions I posted? The combo system? The counter system?
Sorry for the double post.Some videos of my little ugly beast in action:Title Screen Intro & Option Screen:http://www.youtube.com/watch?v=m8J-k3XuEAcSelection Screen, and Cliff in the new Moon stage:http://www.youtube.com/watch?v=uuSy1Lwtu7gMoon in the new Rober stage:http://www.youtube.com/watch?v=jHrY_UE2bUURober in the new Ranboo stage:http://www.youtube.com/watch?v=6AOu5ri3EgMGoho Li in his new stage:http://www.youtube.com/watch?v=0LmLV2n90o8Chunfo and Pasta in the new training stage:http://www.youtube.com/watch?v=BDrYwQupElkAll the new stages are made from pieces of the original ones, heavily altered, yet trying to maintain the NES feel. To emphasize this, I'm trying to keep the edited sprites to a minimum (only exception to this are the Specials/Supers' FX). My total lack of spriting skills has nothing to do with this whatsoever.Oh, and did I mention that the whole content will be usable outside the fullgame? I converted all the arranged tunes to ADX. Will still include the original ones in ADX format, so you can take your pick.Once I've finished Ranboo's last super, I'll move on to Stalong, who will be one of the game's grapplers. Yay!PS: Hope you liked the vids, first time I captured anything. :p
-Fix some things on select screen...background hurt my eyes! -Remove orange background on characters portrait!
Thanks for yer feedback!Did you check the select screen animated? IMHO, it doesn't look that bad. And I prefer portraits as they are, because that's how they were in the original game... now maybe I could try scaling them down a bit to look better.Stalong and Ranboo done (lil' fixes here and there still missing, but mostly complete for now).Stalong:http://www.youtube.com/watch?v=pin5TUtL-QoRanboo:http://www.youtube.com/watch?v=VD-3QkUYDicNow, on to Bunny and Tracy.
Hey buddy, you finally show that project here, hehehe.And I agree about the font: you should use something more oldschool. Take a look at this link, its the 5th font from the top: http://www.dafont.com/search.php?psize=m&q=arcadethat is totally classic keep the good work, paledit: I just noticed an error on this image:The ship at the right was turned, right? it has some pink spots and its blurred.
Hey there!Yes, the ship was turned... and I just couldn't remove all the pink pixels left. Thanks for pointing that to me!*takes note*Now I'm focusing on characters (when I'm done with all the basic aspects of characters, I'll probably fix those details in the stages and make some more... after all, the secret characters need stages, too).I totally loved the fonts. Will make at least one of those for the Menu in the title screen, and maybe for a "XXX wins" caption (even though the original game didn't have it, it doesn't mean we can't!).Thanks for all that feedback! What do you think of the combo system and the counter systems? I haven't started that part yet at all, so I'm all ears.
Stalong and Ranboo done.Stalong:http://www.youtube.com/watch?v=pin5TUtL-QoRanboo:http://www.youtube.com/watch?v=VD-3QkUYDicBunny 50% done (best char I've made already... really fun to play as). Tracy coming afterwards (she'll be the other grappler of the game, but more of a counter-type char).More vids soon.
Update time!Tracy (think Sagat + Geese)http://www.youtube.com/watch?v=VYrNsrG9-Ig& Bunny (VERY original 100% aerial gameplay) http://www.youtube.com/watch?v=QjmieSDsSQIfinished, Musashi (think Kizuru Kagura with cloning abilities)is also done. http://www.youtube.com/watch?v=qGkoCy78tAkConbon not started yet, but I won't be showing a vid of him. Don't wanna spoil the final boss! Speaking of bosses, 5 and a half secret characters finished. 4 of their stages are ready, too, which bring the stage total to a whole 16 stages so far, probably 2 more coming soon. Oh, and I hope to get some LOLs from some of the stages. Used some stage sprites here and there of the same ROM where SF2Nes was ripped from, so don't be surprised if you see something familiar (even though I heavily modified and recolored them, etc). Of course, I ripped these sprites myself from the ROM via VirtuaNes.I also ripped/remastered many more tunes.-What is left before betatesting: Making ConbonMaking 2 more stages for Secret CharactersAdding proper sounds to all charsAdding proper vels/damages/constants for all charsAdding proper intros/endings to all charactersAdding proper battle intros/winposes to all charactersCombo systemParry system (will be taken from Byakko's open source code)Dizzy system-What is left before first release:Fixes for all the bugs that will appear after betatesting IntroGeneric EndingCreditsThen, phase 2 will begin...
hey, nice progress buddy!Damn server firewall, youtube is blocked here QuoteParry system noooooooooooooooooooooooooooooo....Parry is one of the stupidiest thing that I ever saw on a game.
Thanks for the reply, my friend.There are some things I did ask for feedback on, and no one said anything...From first post:Quote-I've thought of a simple combo system:->Jump in attacks can cancel into standing attacks.->Crouching attacks can cancel into standing attacks.->Punches can cancel into kicks.->Characters will have launchers (using a Knockdown attack instead of a kick to launch) a la MvC for aerial combo's sakes.->Have 2 specials per char cancellable into combos.->To encourage variety, the last combo you perform will be "recorded". If you do a different combo next time, you'll get +30% power bar. Recording your pushes will also be needed, to avoid infinites (sup Crouch K, Stand P, Crouch K...)Whaddaya think?-Now, on to the counter system:I have to choose between a SF3 parry system (with a really increased bonus for parrying), a counter a la SFA (megh), or a counter button a la Last Blade (I'm more inclined towards this last one).I also have to add a Dizzy system.All these are still in the design phase, as I haven't coded a single line of 'em.I do want something to give more tactical and technical gameplay to the game, and for it to be less frantic. I'm not talking about AscendedMugen parry anyways. I'm talking about this parry: http://mugenguild.com/forumx/index.php?topic=23758.0Please, anyone willing to give ideas on these game systems Dizzy, Combo, Parry/Just DefendStep up and speak your mind. PS: I also thought about implementing negative edge, but it does seem a pain in the butt,and I ain't sure it's worth it in a game where you don't have to press two simultaneous buttons. Any ideas on this?
-I've thought of a simple combo system:->Jump in attacks can cancel into standing attacks.-those are nice, can make for some nice entries. Although I dont think combos are a absolute priority in a nostalgia heavy game.->Crouching attacks can cancel into standing attacks.Less interesting than the last one, but still good.->Punches can cancel into kicks.not every punch i hope?->Characters will have launchers (using a Knockdown attack instead of a kick to launch) a la MvC for aerial combo's sakes.-approved->Have 2 specials per char cancellable into combos.-approved->To encourage variety, the last combo you perform will be "recorded". If you do a different combo next time, you'll get +30% power bar. Recording your pushes will also be needed, to avoid infinites (sup Crouch K, Stand P, Crouch K...)-woah, there. thats a really interesting concept.the bonus power bar will be added as a whole after the combo finishes?
Nice to see feedback on this!My plan is to most punches (except specials that involve punches, of course) can be cancelled.And yes, the whole 'extra power bar' is to be added after the combo is finished. Just because I'm tired of seeing people using just 'the best' combo over and over again.Some more ideas:SuperCancels & Dreamcancels?LVL 3 Super only usable if under 25% of lifebar? Supers usable for free if under 25% a la Extra move in KOF 98?For the dizzy system, I was thinking of an 'open hit counter' or a 'open hit counter timer'. The first one works more like a dizzy bar that doesn't restore itself. The second one resets every X time, instead of 'refilling' a la dizzy bar.I've just figured out I can include both parry and alpha counters, as these ain't incompatible. Any suggestions on that?
Make alpha counters take out a good chunk of your power bar, prevents people to turtle a lot expecting to reverse all the time.Parry can neuter the fireballs right out of a game, so think well before adding them, they really remove a layer of gameplay.The lvl3 super could be useable for 1 bar under 25 percent, or for three when above.
A simple solution for the parry/projectile dilemma would be to make projectiles 'unparryable'. :pLoved the idea of under 25% all supers just take 1 powerbar. Avoid the super spamming from the first FF games, and also gives the losing player quite an edge. Thanks!
If you want to experiment around a bit with styles, you could try making attacks negate each other. Thus when two punches collide, they actually block one another.
Now that's... strange... maybe a bit too original for my tastes, but I might give it a shot. Keep 'em coming. BTW, dunno if I mentioned it here, but I'm making all the chars/stages to also work outside the fullgame (yes, so everything can be compatible with SF2Nes).