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Cobra Caddie

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Messages by Cobra Caddie

    

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. :)
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 April 24, 2020, 06:46:41 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 very much :)

Quick update, all the air moves are done. Also I did some testing to see what I could do to get good looking effects for his punches without it taking forever and I found something that works so that shouldn't take too long. Not everything that has wind animations from SFV will have it with Mike, should be about 7 or 8 animations. I'm not going to do ground effects(his legs making wind effects) or his arms smoking or anything fancy like that.

His FFB is done, looks great imo. A quick reminder if people don't know what FFB is, it's Balrog's v-skill 2 from SFV. You do a command and it enhances a few of his moves. I might tone down the flashing effect I made(and in the final game that might be removed) but so far I'm liking it, you'll see what i mean soon enough. :) Almost all the programming for it is done too. The hits don't work like they're supposed to yet but the game recognizes and changes the moves I want the FFB to effect when you have it active.

Also I spent a day working on the turn punch and adjusting it to fit for MSF while still trying to make it more like SFV. So it has some buffs and nerfs from the port over.

Because you have less buttons overall, and you're giving up the same amount of buttons to charge the turn punch, I've significantly cut down on the amount of time it takes to charge each version of the TAP in order to make the move more useful. However, I've also reduced the amount of damage it does to fit more with MSF.

The rest of it works the same, there's projectile invincibility in the start up, and upperbody invincibility and knockdown at level 4 and higher. Also, if you use FFB before using TAP, he'll have throw invincibility too at lower levels and full invincibility level 4 and higher. Plus FFB enhanced TAP will do more damage. FINAL TAP will wall bounce but that isn't programmed yet.

I have a week off from work coming up, hopefully I'll have the release fully ready by then. We'll see though lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 April 17, 2020, 07:08:12 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

Mike/release update time! All of the placeholder sprites I made for him are done! But there's a tiny catch. I still have some more sprites to make for him now. I decided I wanted to give him different air normals, but most of that will just be frankenspriting so I can prolly get that done in a day.

Also, I want to add effects to his punches. This will be a little challenging because of the way I'll be doing it, he'll basically have a helper that'll be there to add wind/steam effects to some of his punches. Doing it this way because I think removeexplod is antiquated? IDK I'll figure it out, I usually do lol. But yeah I haven't drawn any of this stuff yet either and I gotta see if I can work with a style that'll fit it. Here's a quick example of why it's important for me to be doing this:




The hit is based more on the wind so it'd be really awkward as is.

Finally, I have to sprite his FFB and program all that junk, shouldn't be too hard. After all that, I have to add voices(I THINK I'm gonna go with Balrog's Street Fighter X Tekken voices, maybe even pitching them a lil), and I wanna make a lil trailer for him and then I'll release the game in its current form. :)
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 March 23, 2020, 07:53:38 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 for the kind words everyone!

ELECTR0: Thanks! I couldn't decide what to do til I came up with that and that lead me to changing the whole game into a blue vs red motif. Check out the background in the small portraits in game for a small detail.  :megusta:

As for release, I don't think I'm going to do anything but finish up Mike before the first release. Which means the music will be a lil mismatched between Gameboy and SNES but that'll be fixed by the release after that.

For Mike, my daily goal is one animation per day until he's done. He's got like 10-15 more animations but some of them are either the same as eachother, or I can use them to complete other ones. Shouldn't take too much longer.

Something small, I redid his small portrait again. Think I finally got his mouth and eyes right.

    

Re: Mighty Street Fighter (Formerly SF2Nes)

 March 18, 2020, 01:27:41 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 very much :)
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 March 18, 2020, 12:52:12 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

Don't know how many people are following the project but given how I've been in the past with hiatuses and stuff I just wanted to show some stuff I've been working on for the game. I did a lot of screenpack stuff and it's currently at a point where its complete now for the release. I can show some of it off so I will.





I added a training stage, which is based on the CvS2 training stage and is partially drawn, partially edited. Something else I'm adding which will be a prototype(only Ryu will have it in the first release) is a custom continue screen that is both animated and has music that doesn't loop after you make your selection. It's not fully programmed at the moment so I'll show off just the animated screen for now.



In the center will be the characters beat up portrait(which I'll be redrawing since the current beat up portraits are based on older version of the regular portraits). And underneath is the continue option. While this all might not seem like that big of a deal, people who've worked on screenpacks might understand why its all a pain to include this stuff.

One last thing that won't be in yet but I plan to do is custom victory screens. I plan to add in that, cutscenes, and some really cool custom stuff in future releases, but that's one thing about the screenpack that isn't done yet.

Also I've been working on Mike, got a few more animations done. Probably shouldn't have added so many custom animations lol

Something I've been throwing around too is having different versions of each stage that are simple palette swaps. I could even program it into the characters if I can find a way to align everything properly(given Mugen having such a big problem with the games resolutions). We'll see. Here's a few examples:




    

Re: Mighty Street Fighter (Formerly SF2Nes)

 March 06, 2020, 08:23:15 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 ALWAYS wanted to change the Ryu opening intro and took a couple of days to do it. I used this art by "CallMeMrA" as the starting point, and animated it and drew new pieces too it. Plus I drew the other frames using the old intro as a base. I'm not 100% happy with the last frame, so I might redraw or edit it more. Also I might realign the effects or change them too. But I'm leaving it be for now.

Link to original art used for this:
https://www.deviantart.com/callmemra/art/8-bit-Ryu-269723032
    

Re: server move / feb 2020

 March 05, 2020, 09:37:26 AM View in topic context
 Posted by Cobra Caddie  in server move / feb 2020 (Started by Valodim February 20, 2020, 01:36:58 AM
 Board: Feedback

I can edit my posts again, this is why Val is best pony
    

Re: server move / feb 2020

 February 23, 2020, 02:23:22 AM View in topic context
 Posted by Cobra Caddie  in server move / feb 2020 (Started by Valodim February 20, 2020, 01:36:58 AM
 Board: Feedback

    

Re: Mighty Street Fighter (Formerly SF2Nes)

 February 22, 2020, 06:17:47 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

Can't edit my posts now because of 'database error' so I'll add this here and clean it up when this gets fixed.

I decided to make them walk across the screen. I also added in a white fade in from Ryu's Hadoken intro and made the blue bar wipe in from the middle. Here's a video with the new music too!

    

Re: server move / feb 2020

 February 22, 2020, 06:16:28 AM View in topic context
 Posted by Cobra Caddie  in server move / feb 2020 (Started by Valodim February 20, 2020, 01:36:58 AM
 Board: Feedback

I noticed two things now.

1. My avatar won't display because of the forced https. The image only loads from http not https so it won't display.
2. I can't edit any of my posts.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 February 22, 2020, 04:04:42 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

Working on something cute for the title screen. Also I've started changing the music from SNES to Gameboy/GBA(it'll be a mix since they're pretty similar).



The full idea will be to have the blue close and open, switching between the entire cast. So here's a little update on my plans for the game:

Mike release:
New character Mike
1st round of screenpack changes
Already made character changes
Music changes

2nd character release:
New character
2nd round of screenpack changes
Intro change
Projectile changes

3rd character release
New character
Cutscenes/endings
Full game features
Finishing up intros, taunts, winposes

From there on there will be little adjustments but hopefully most of the base game will be done. And then I'll just work on characters until its done.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 February 12, 2020, 05:27:40 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

Got ya, thanks for the suggestion. I'll work with that, maybe I can do something like that with every character to give them a move buff but gonna try to not get too far ahead of myself.

In the meantime, here's a quick mockup of an adjusted screenpack for the game. Ignore things messed up resizing please it's just an example lol



Not too sure on the colors but I think it'd look somethin like that

Edit: Also along these lines, got some good news. I found all the font work files! Means editing some of this stuff and putting them back together will be easy cause I have the original image and text files for them :)
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 February 07, 2020, 09:16:37 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 could try something like that and see how it looks. In the meantime, I've done one small thing thats made it look a bit better. The small portrait doesn't flash anymore. I added a duplicate palette to the sff file, assigned it to the small portrait, and have separate state controllers for it so that it still reflects the palette you use, but doesn't change when Mikes palette changes.



Btw do you have a screenshot or video of Balrog in SFV Championship with the gloves? I haven't seen that yet. The whole reason I wanted to add an indicator is because sometimes it's frustrating to know whether I have v-skill 2 active or not in SFV.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 February 05, 2020, 12:01:20 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'm testing something out for Mike and I'd like some opinions if anyone wants to give me any. When he's charged his dash punch with FFB, I added a flash to indicate that he's powered up. However, I don't wanna give people seizures so I'm a little worried about how this looks.



Some options I have:
- Slowing down the time of the flash
- Making it flash less often
- Trying something else

Also it's a little hard to notice, but I didn't use palfx for this. I gave him actual NES colors and through SFF2 remapping he's switching between 3 palettes(normal, light blue, dark blue). I changed this with his ex-moves too so now he's flashing solid NES palette colors instead of using palfx. Here's a slowmo of that:



I plan to add this to all characters but it'll take a bit because I have to make custom palettes for everyone, and convert their sff files. Also, a bit of a rant:

Spoiler: RANT ABOUT HOW MUCH OF A PAIN IT WAS TO MAKE AN SFF2 SPRITE FILE: (click to see content)

Edit: I came up with something for Mike. I knew I said I wasn't going to give him season 2 TAP since he has the powered up dash punches now, but I had an idea of a way to implement it and have it make sense. Normally, he'll have weaker taps like Balrog current has in SFV. But if you use the FFB power up move, he'll have season 2 TAP. It'll be used the same way the enhanced dash punches work. One thing I'll do though to prevent you from just holding TAP, then powering up and using the TAP is I'll have the TAP timer reset when you use FFB. Should keep it fair.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 January 31, 2020, 10:38:13 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

Progress report! I implemented the new global stuff for every character so they match the updates I gave to Mike. I'm considering adjusting the shadow to fit every character in a custom way, which would be a bit time consuming but shouldn't be too bad. Right now people have two shadow types, normal shadow and big shadow based on the size of the character. Bison almost got a 3rd size because of his wide stance but I decided against it.





Something weird I noticed when doing the shadows was that Honda is sunked into the ground for some reason lol. You can see it in this screenshot if you look close.



I haven't asked her but I think the original programmer might have made the character, looked at Honda's awkward high leg and had to move the whole character down to save time. IDK I just thought it was funny, I might manually fix this if it ends up causing any bugs.

Mike's custom sprites are coming along but I have a couple of more to do now cause of the weave he does when he does the FFB dash punch power up. I'm going to start programming that tomorrow and I hope to make a video when it's done. There will be a few steps to it that'll make it take a lil time:
- It powers up his regular dash punches, his ex dash, and the super that is based off of Balrog's v-trigger 1, and I want to program all of those in.
- It allows for more juggles and I want them all to work proper.
- I wanna adjust it to fit in with the game a bit more than just porting it over from SFV. I'll try and be aware of MSF's movement options for characters when determining how long to have him be vulnerable when doing the charge up. Right now it'll be 50 frames like in SFV but we'll see how it ends up.

Also, I'm not sure if the UI will be updated to be more NES like for the "Mike release" version of the game or if I'll try and get the release out faster. I think most people here are more willing to be patient about it and just let the game come when it comes, and I thank you for that and not being mean about me slipping and delaying progress for so long. I was really having fun with the stuff I was doing for a good couple of months there and like I've said I think about this silly game every day.

Anyway, one last thing is I'm considering taking out the universal roll/invincible dash that everyone got from one of the last updates to SF2Nes. I think it might be too good but also I understand that some people might like having that in. So another option I've considered is having an options launcher separate from the game's exe that'll let you turn on/off options like rolling. We'll see though.

Here's something I've been messing around with to leave yall with, I've been trying to tweak some NES style soundtracks from the game. In the end if I do end up doing this I might just go to a pro for help with it or commission someone or whatever, but here's what I was able to do. I made them really simplistic on purpose cause it sounded the most authentic to me like this, rather then just converting the midis I already had directly with 8 channels and all.

Balrog
http://caddie.smeenet.org/sf2balrog.mp3

Vega
http://caddie.smeenet.org/sf2vega.mp3

They both have different instruments to show different options of where I could go with it.

Edit: Another option would be to use the Gameboy or GBA songs, which would also work IMO. I'll mess around and see what sounds best in game.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 January 08, 2020, 04:10:58 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

Some quick news about Mike. I'm making some changes to him based on Balrog's SFV Championship upgrade.
- Mike will no longer be getting season 2 TAP, instead his tap will probably end up more like how Balrog's TAP is currently in SFV. In return, I might give MSF's Balrog season 2 TAP which will be a buff over what he has now.
- Instead, Mike will not need the pressure season 2 TAP would have given him because I'm giving him Balrog's V-skill 2, FFB. FFB lets you perform a command that enhances his dash push, allowing for pressure and juggles.
I look forward to showing him off, should be sometime by the end of the month.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 December 12, 2019, 06:26:53 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 completely agree. The lifebars, fonts, and other screenpacks graphics need an overhaul. Should be easy enough but I need to remember how to make fonts and find the work files on 1 of my like 5 4tb harddrives lol

Before the full game gets a release that'll all be fixed. I'll probably edit what I already have though, reduce colors and if I go further I'll reshape the bars to be complete rectangles instead of rounded just to make them more NESie.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 December 08, 2019, 10:37:09 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

Small update cause I promised I would when I could. Expect progress updates starting in January. Sorry for the delay, thank you for still showing interest in this silly little game  :)