Highlight Reel is a combo system that has two types of activation: Air and Ground
Air activation starts off with a unique launcher attack that sends the opponent into a juggle state. During the juggle state the gravity is set to very low in which the opponent descends to the ground slowly. Each hit increments gravity and the mode ends when the opponent hits the ground or if you cancel out of the mode with a Super Move.
Ground activation starts off with a unique attack that causes high stun and each hit after that also causes a higher % of stun. The mode ends when the special timer runs out or if cancelled out of by using a Super Move
The idea behind Highlight Reel is to give the player more freedom and creativity during a combo. Imagine a basic combo > Highlight Reel activation > large combo > finish with a super for a "Highlight Reel" finish! - see video at the bottom of the page
Spoiler, click to toggle visibilty
Q - Why is the art style so basic A - The art style was inspired by the old MFG Paint Project game. Back in the day we made our own version called MEPP - Mugen Evolution Paint Project. We like the non serious cartoony approach but recently added more shade to the character designs.
Q - Will you improve the art/sprites A - Potentially yes, currently we have a small team and everyone has their hands full - ideally we would love to have new people on board to help out with this.
Q - Is that your final roster A - No, we plan on adding more characters to the game.
Q - Will this game be online playable A - Currently not this build, but there is plans for a second game (sequel) and that will definitely feature netplay.
Currently the engine has been re-programmed to add newer features but here is some old videos which include Mugen and the New engine, The last video is the most recent.
Note: All animations and Sprite art will be fine tuned over time. All sounds, FX, and stage art are place holders and the game will feature everything 100% original.
If you are interested in the game I'll be happy to answer questions, also we currently require team members so if you think you can help out with any spriting/animation, stage art, music then we'll be happy to have you on board. If you specialize in spriting/animation you can have your character featured in the game
So after some organization and some team member switching I have more progress and an update of a new character called Kyra.
video progress update:
Note - lifebars aren't finished yet they are still in progress but we halted on them to finish more priority stuff.
She has all movement, get hits, basic attacks and a special move "plasma shot".
Story on her will come later - in brief, she is infected by the same "alien virus" as Vico.
Overall the game is progressing steadily, we will be looking into more detail on the combo system next, currently in the video shown there is no combo system it's just persistent juggling as we don't have our combo system in place yet. The old combo system will be scrapped and we are looking at our own unique system inspired by various source games such as Killer Instinct and MVC to name a couple. That doesn't however mean it's a mix of the two or they will emulate those games but certain ideas are borrowed and altered to make it our own.
We are currently working on the Networking side of things, unfortunately we progressed with the game without networking just to get the system mechanics down but turns out if we are to implement it we would need to re-write portions of the game.
So the good news is setting up another project with networking was a success but the long process we (i) face now is adding in code to work with the networking from the previous source code.
It's taking a few steps back but it's the right way in order to move forward. It's actually quite exciting because once we have a strong base we are looking to implement things like lobbies/spectating - things you would see in the fighting games of today.
I understand this project must look a little sour and lack content but I assure you guys it will be one to watch Also once all of this headache has been resolved the goal is to release a demo version with 2 playable characters that can be played online!
The only other "video" progress I have is a very alpha version of Vico please note that lots of his animations are rough and many of them need re-doing and speeding up, also you may see some unfinished moves and miss aligned FX. But I just wanted you to see the kind of character he will be.
Also you can see the lifebars only work on a few moves they are also in progress.
One more thing is we have myself and another programmer working on this and our styles are completely different so some moves may look good and some may look unfinished that's most likely because they are lol - we will iron eveything out in due time.
Thanks for your interest, Plenty going on behind the scenes, we are just ironing a few things out before posting more stuff.
Currently working on Vico right now. one of the guys is working on the menus (screenpack if you like).
There may be a possible change to the line up shown in the pic on first post. Still hoping to get more spriters on board
The engine itself is pretty much done in terms of the base, just a few system things to implement like dizzy and highlight reel. We are thinking later on of adding a replay gallery to watch back old fights.
Game Info: MEPP is a 2D indie fighting game designed for the PC and developed by - A.T.P. The game was originally being developed using the Mugen Engine but due to limitations we decided to make it our own!
Team info: A.T.P - Across the Pond is a group of small indie developers that got to know each other mainly through various fighting games played together over the years and a large part of that was through experiencing Mugen.
Spoiler, click to toggle visibilty
MEPP is a 6 button 2D fighting game that features 8 playable characters and a non playable boss. Each character has basic attacks, throws, counters, special moves, a super move and a highlight reel*.
Highlight Reel is a feature that each character has which is enabled by a special meter that builds when you get hit. Highlight Reel Mode has 2 activations - one for in the air and one for while on the ground.
During air activation - the opponent is in a constant hit state allowing you to juggle them untill they hit the floor. Their gravity starts off light and with each hit it increases it by a certain percentage, eventually the gravity will be so heavy they will fall quicker than you can react - avoiding any infinites. You can also finish the highlight reel combo with a super which ultimately cancels the mode.
During ground activation - each hit causes large amounts of stun allowing combo's to be linked together with ease, but be careful - each hit still increases gravity so if you launch the opponent in the air the gravity rule still applies! The stun also decreases over time to avoid - again any infinites.
The good news is you can simultaneously use air and ground versions and only requires one activation!! allowing fantastic creativity during combo performance.
Like your typical fighting game, characters have a power meter that charges when successfully connecting with a hit on the opponent or receiving a hit. It also builds during special move whiffs (apart from POWER versions*).
POWER versions are done with 2 button presses and the normal command of the move. They use up an amount of meter and can result in more hits, faster recovery or extra juggle points.
Super moves also use up meter.
A special breed of skilled fighters get invited to a tournament by a demonic entity posing as a witch named Isabeau, who is hungry for power and will stop at nothing to get what she wants - the ultimate manipulator who holds a powerful energy force inside in a crystal fixed into her staff. She promises the winner a shot at claiming her most prized possession (her staff) which holds that power, and advises them that should they be victorious to proceed with caution as the force is so powerful it may consume them. Her real motive however is to trap them and take them prisoner in her realm and find a way to extract their power into her crystal to become the ultimate force and ruler of all realms.
Game Modes: Story Mode - In depth story mode with cut scenes. Vs Mode - Play against a friend Net play - Online play with spectator ability and lobby creation Survival - Continous play of 1 round cycling through each character until life is eventually depleted. challenge mode - Combo Trials - a good way to learn characters play styles Training mode - In depth training mode to improve your skill. Training mode offers full control of the dummy and certain scenarios as well as AI.
Additional Features: - The ability to play custom music in training mode from a dedicated folder - trophie acheivment system - DLC - to be considered....
Characters: (List may change) From left to right referencing the image above: Isabeau (non-playable), Vico, Ocean, Echo, Ramirez, Scott, Sol Blazer, Prototype, Aqua.
The character bio's and stories are currently under development..
A few notes: - The games resolution isn't fully decided yet. - All sound effects music and graphics will be original - The game is very early alpha. - The crazy game name is more of a joke between the team members, but it kind of stuck! debating on a daily basis over new names we decided to keep it as "MEPP" - so I said "Well it's not being developed for Mugen anymore so the name wouldn't make sense, what else would it stand for?!" and here we are lol
Here is a short video on progress made so far using the character Sol Blazer on the new engine:
Here's some old Mugen progress videos of the game too: Highlight Reel Combo - Aqua:
Aqua Super Move Update:
Axel and Sol Blazer gameplay
Any help/volunteers that can be provided for this project would be greatly appreciated! we require some help in the art/spriting department and music. PM me if you are interested! Thanks Guys - here to answer questions too
Re: Rotten Core by Team Aiduzzi - Crowdfunding Campaign
Hey Aiduzzi your characters were always inspring to me as a mugenite and were some of the first characters i ever downloaded back in the day. Dont be discouraged by criticism or negativity, dont give up on the project because people tell you to. I do agree about gaining peoples confidence before opening wallets, so why not release a free demo when it gets to that stage? And maybe even re-campaign.
I actually have known jeremy almost a year he is an honest guy and ive done a few comission works for him. Maybe asking for all that amount of $ in the campaign wasnt the most realistic of things and i do think it needs re-thinking without rushing. And i do think a solid resume would help but you have to start somewhere i guess.
I agree it shouldnt be mugen though! Im in the middle of developing my own fighting engine and im sure i would find it way less hassle than trying to fix a mess of code that was done by someone else. Mugen and unity isnt a good mix just keep it pure.
Fei long's unique move will be the blow-back attack heres a review from SBZ:
"The blowback attack for Fei Long is pretty much a ripoff from Hokuto No Ken, in that on successful hit, it will send the opponent flying/sliding toward the wall, creating wall-bounce. Now the opponent is hittable in this state, and once hit again, will be sent BACK to the wall for an additional wall bounce. Now, without proper adjustments, this could lead to an infinite combo, but we'll handle that. We'll increase the gravity and pushback so that the opponent will more likely hit the ground some time after the 3rd or 4th wall bounce."
To add to that because a few hp's or hk's in succession are more likely to do stupid damage ill tighten the dampener during that scenario.
Stay tuned for some updates, currently its all verbal right now as work is hectic in the xmas period so january sees more updates!
Re: SFII World Warrior Multi Character 12 in 1 Project