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Cobra Caddie

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Re: Mighty Street Fighter (Formerly SF2Nes)

 August 02, 2020, 04:34:00 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

It's a full game I can use whatever I want lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 July 20, 2020, 11:16:42 PM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Thank you that's very interesting. I made the fei long sprites from gba sfa3. I'll take a look at these later and compare them and see if they are compatible thank you!

Since I've been a bit silent, i haven't worked on the game much since I did the interactive stage testing on Ryus stage. I did some testing for more stage interactivity and struggled a bit with the camera but with a lil bit more custom full game coding I think I can pull it off. Some of the things I might do might be firsts for Mugen, or at least rarely done. : )

However, that being said, I think we can call the game being on temp hiatus for now. I'll be back in full swing soon enough though. When I resume, plans are for the next release:
-Scorp
-stage overhaul
-screenpack tweaking and finishing
-music and sound overhaul
-pause menu with movesets and such
-slight control tweaking to incorporate pausing
-updates to all characters to give them the same changes Mike had (palette changing, dynamic shadows)
-palette overhaul on all characters

I also want to add electricity and on fire animations, and start fixing the projectiles to he 8-bit. Not sure if that's next release or the release after that though, we'll see. I've got a lot of work ahead of me lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 July 08, 2020, 04:22:56 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Pac: Chun Li's stage will be fully animated, that's all I'm saying right now.  :) It'll be a lot better than the one currently in game.

Nedflandeurse: Thank you! The co-creator of the project used Alpha voices for all the characters, that's the only reason they have them. I've considered changing them up but I'm not sure what to yet.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 July 06, 2020, 01:08:20 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

I really liked it. Since you are considering change the sound effects to match the 8bit style more, have you (probably yes) considered to change the visual effects to match the same style?
Yes! Hopefully I'll have it ready for the next update, but I have to redraw a TON of effects and reprogram everything around that so it'll take a bit. Either the next update or the update after that will have 8-bit style projectiles. I already redrew and recolored the hitsparks!

Thank you for the feedback! I made a very quick mockup of how the voices could sound. Btw I'm definitely ditching the SSF2 announcer who I never really liked in favor of the SF2 vanilla announcer.



First half is unfiltered, second half is with an 8-bit filter. Can I get some opinions from yall on which work better?
    

Mighty Street Fighter: Stage programming overhaul!

 July 05, 2020, 11:27:49 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

I've been completely overhauling how stages work in the game, taking advantage of full games to add in a ton of features.



- Music starts, loops after the intro part is done, switches to "panic" track when health is low, stops when match is over, and restarts from the beginning each round.
  - On a side note, in practice mode the track starts from the loop point instead of the beginning. This is because Mugen's "pause button" messes with the custom music, and I plan to add in a custom pause menu for the main game so you won't have to use the pause button for anything other than training.
- Interact-able stage elements, in this case Ryu's signs breaking
- Round transitions. Not every stage will switch in the way Ryu's stage does, but expect some differences inbetween the rounds
- Random elements. If you look on the right side of the screen, you'll see a bat during dusk and 2 bats at night. They come in at random times, and stay for a random length, and are at random positions

I lost two things while doing this, the "Round _" screen and the flashing power bars. The Round _ will be fixed soon and I'm not sure if I'm keeping the flashing power bars because I kind of like it better without them but we'll see.

IMPORTANT PROGRAMMING STUFF:
One of the things that was holding me up on this is that when you skipped intros, and it did that little transition thing, the music was doubling up. There was a way to fix this, but it restarted the music and it was annoying me. HOWEVER, I discovered a way to prevent intros from being skippable! If you need this in your fullgame you can do the same thing. Open your FIGHT.DEF and change

round.time = __

To a high negative number. I'm using -25 and it works great so far! Like I said the only thing I lost was the display graphic for Round _ and I can add that in through the characters instead.

Sound news
I'm considering 'downgrading' the voice clips by sending them through a filter that will make them more 8-bit. I'll have an example soon and would like to get some opinions if you're willing to give them to me. :)
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 23, 2020, 01:40:18 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Definitely, I want to rework Dhalsim a bit and that seems like a good change. The other person I wanna significantly rework is Sheng Long.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 12, 2020, 07:29:29 PM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

I have a development plan for the game and the next release will have improvements to stages in general.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 12, 2020, 04:14:24 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects



Already working on it  :P
    

Re: Mighty Street Fighter: First Release! "Mike Edition"

 June 09, 2020, 09:56:17 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 AM
 Board: Your Releases, 1.0+

Thank you both!

Vegaz: Glad to see someone hyped for Scorp, trust me when I say he's gonna be awesome.  ;)

gui0007: Thank you so much for playing the game for your channel like that! I love getting to see people enjoying something I worked on, and that was a great showcase, wow. And I really appreciate all the kind words you have to say about it.

Thanks again to everyone who has had such positive things to say and encouragement about this project, makes everything more than worth it. :) And thanks for the suggestions too, I've already started to incorporate them into the game!
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 07, 2020, 09:37:31 PM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

That would be an easy fix. I could also work on giving characters palettes that don't go full dark too, but changing the stages would take less than an hour, even including animated elements.

I've taken a small break from the game but should start working on it again tonight or tomorrow and I'll start with some of the suggestions I got here and in the release thread. Thank you all.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 07, 2020, 09:17:32 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

I agree with all those things, Chun Li's stage and Blankas idle stance have bugged me for a long time in particularly.

The only thing I'm probably gonna keep is the shadows changing sizes. If enough people think it looks bad though I can remove the effect, it's pretty simple.

Next update should have more 8-bit style music.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 07, 2020, 04:27:03 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Thank you, it's great to hear positive things about the release like that :)

It's weird, the credits were in the old version of the game just disabled. I put them back in after editing them slightly.
    

Re: Mighty Street Fighter: First Release! "Mike Edition"

 June 06, 2020, 11:58:34 PM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 AM
 Board: Your Releases, 1.0+

I like the sound of that, I'll take care of it though. Thank you for the suggestion. :) For some reason I never thought to use like NES beat-em up effects even though that seems like a no brainer lol
    

Re: Mighty Street Fighter: First Release! "Mike Edition"

 June 06, 2020, 11:43:03 PM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 AM
 Board: Your Releases, 1.0+

I agree! I'll make sure to include movelists next time, I think a couple of characters have readmes in their character folders but yeah even I don't think that's good enough. Especially since a lot of characters have original moves or non-standard inputs for their classic moves.

Also I think the next version will be the one that has more consistent fxs. For feedback purposes, when referring to the sound quality is it more like the BGMs/music or the voice/effects sound effects that you're referring to? Just so I know what to work on. :)
    

Re: Mighty Street Fighter: First Release! "Mike Edition"

 June 06, 2020, 11:22:55 PM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 AM
 Board: Your Releases, 1.0+

Thank you for the comments so far! :)

K4thos: Glad you like the voices, it was a tough pick on which to use and how to implement them. Came out surprisingly well imo
Ned: Thank you, hope you enjoy the game. Thank you for your posts in the project topic for this game too!

who's scorp?

He's the last boss of Capcom's wrestling/fighting game Saturday Night Slammasters. I think this is a pretty good gameplay video of him:



You can also read more about him here:

https://streetfighter.fandom.com/wiki/The_Scorpion

Spoiler, click to toggle visibilty
    

Mighty Street Fighter: First Release! "Mike Edition"

 June 06, 2020, 10:53:02 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 AM
 Board: Your Releases, 1.0+



Download Link:
http://caddie.smeenet.org/msf/msf.rar

Mike Trailer/Next character reveal:


Mighty Street Fighter is a continuation of SF2Nes by one of it's co-creators, with the blessing of the other co-creator.  It is a Street Fighter fan game with a mixed, mostly NES based graphics style.

A lot of people contributed to the game, however I am the only one working on it at the moment. This version contains a ton of changed to the game's overall look and changes to the existing characters themselves. It also adds in newcomer Mike from Street Fighter 1.

If you're interested in this games progress, please checkout the thread in the progress section. Also, please post here any comments, suggestion, bugs, infinites, or whatever else you want about the game and I'll work on improving it for the next release. Thank you to everyone from the project topic for your suggestions and for cheering me on. :)

The game is currently still a WIP! I have a ton of ideas, characters, stages, and changes planned for upcoming releases.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 05, 2020, 11:25:46 PM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Since you're finishing up this release, will you have time to add animation on Zangief's stage or will that be in the next release?

It'll be in a future release, I plan to make every stage have the same standards as the ones I converted. I also plan to revamp some of the existing ones(definitely Chun-Li's for example) and add some neat features :)

Looking at mike new intro and I was wondering if something similar to Lucia intro in SFV would be possible?

I could definitely program something like that but I don't think I will. At least not for Mike, maybe I can do something for somebody in the future ;)
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 05, 2020, 04:23:54 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Thank you! Trailer is about half way done, I'm editing it now. First time doing something like this, I taught myself how to use the advanced parts of the video editor I'm using like over one night lol. It's going to be 5 minutes long, it's pretty crazy.

Should be either tomorrow or Saturday for the game release in it's current form. :)
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 May 13, 2020, 04:34:29 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Thank you both, hearing that makes me feel happy about all the work I put into it.  :)

Mike's programming is done, release will be soon! Just gotta add all the voices and make the trailer and the game will be out. Here's something quick I made and added today for funsies:



I was inspired by the little punching opening sequence from SF2:WW.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 May 04, 2020, 06:37:18 AM View in topic context
 Posted by Cobra Caddie  in Mighty Street Fighter (Formerly SF2Nes) (Started by Cobra Caddie December 11, 2018, 09:19:24 PM
 Board: Projects

Final Mike update before release!

Completely reprogrammed his TAP, it works exactly how I said in previous post, FFB enhancements and all. Also I changed the buttons so that you can use any two button combination, the move happens when it detects two buttons being released. I had to use some tricks in order to give it a bit of input buffer on the button releases so it's not strict, it's really cool. Also the wall bounce is programmed!

Also, the effects are completely done! I didn't know how I wanted to do the fake transparency effect cause I had two options; alternating transparent pixels and having the effects flash on and off. I ended up adding both, however I'm willing to take feedback on this. Here's a video of all the effects in action:



https://streamable.com/k97xqk (Higher quality non-youtube link)

So all I have to do is finish up all the FFB nonsense, and change his voice, and he's done! Each of those should take a day of work and I have 4 days off of work next week. :)