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Sean Altly

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Messages by Sean Altly

    

Re: Does anyone take commissions for screenpacks?

 November 22, 2020, 01:03:15 AM View in topic context
 Posted by Sean Altly  in Does anyone take commissions for screenpacks? (Started by Sean Altly November 22, 2020, 12:20:52 AM
 Board: M.U.G.E.N Discussion

I sent a PM, thanks!
    

Does anyone take commissions for screenpacks?

 November 22, 2020, 12:20:52 AM View in topic context
 Posted by Sean Altly  in Does anyone take commissions for screenpacks? (Started by Sean Altly November 22, 2020, 12:20:52 AM
 Board: M.U.G.E.N Discussion

Hey, I was just wondering and didn't know where else I should post this (except maybe the Graphics section), but does anyone take commissions for custom screenpacks? If there isn't someone who regularly does that, would anyone be interested? I can't offer a ton but I have a semi-specific vision that would have a generous amount of creative freedom and I am not great with that sort of thing, and I see some really amazing screenpacks get released.

Alternatively, if no one is interested in a commission, are there any open-source or already made screenpacks that have a world-warrior/tournament theme that I could edit and give credit on?

If this belongs in another section, I apologize and feel free to move it for me! Thanks!
    

Re: CvTW Edward Falcon by SeanAltly

 November 18, 2020, 09:59:02 PM View in topic context
 Posted by Sean Altly  in CvTW Edward Falcon by SeanAltly (Started by Sean Altly November 16, 2020, 05:58:31 PM
 Board: Your Releases, 1.0+

@Memo

Not sure, but I don't really think he needs it, tbh

@Bakudan

Good catch, not sure why he was missing the line of code needed for that, he and Mario were built off the same template which is weird. I updated the file though so this should be fixed now.
    

Re: CvTW Edward Falcon by SeanAltly

 November 16, 2020, 10:22:01 PM View in topic context
 Posted by Sean Altly  in CvTW Edward Falcon by SeanAltly (Started by Sean Altly November 16, 2020, 05:58:31 PM
 Board: Your Releases, 1.0+

That would require a bunch of sprites I don't feel like drawing to be honest, lol
    

CvTW Edward Falcon by SeanAltly

 November 16, 2020, 05:58:31 PM View in topic context
 Posted by Sean Altly  in CvTW Edward Falcon by SeanAltly (Started by Sean Altly November 16, 2020, 05:58:31 PM
 Board: Your Releases, 1.0+



CvTW is Capcom vs The World, which means:

-4 attack Buttons, two punch and two kick (x,y,a,b)
-Throw button (c)
-UT/Special Button (z)
-Run, back dash
-3 Super levels

Falcon does not have EX moves. Instead, he has the Stone system. When you use his UT, Item Throw, and the attack connects, it will drop one of three Power Stones. Once all three are collected, his Falcon Arrow and Falcon Cannon get enhanced properties, and his two normal Super Moves are replaced with three Power Drive Super Moves. The stones carry over between rounds.

DOWNLOAD: http://www.mediafire.com/file/lrnfywj1kuuqji4/CvTWFalcon.rar/file

CREDITS

2DForever for the original sprites
Nexus Games for additional sprites and base .sff
Capcom for making Power Stone
MFG for always being supportive and fun
Ryon for his FX pack that I've been using for like 12 years now
Some code snippets are def from other people but it's been so long I can't remember where they came from, if I forgot you, let me know and I will update this ReadMe
Me as the voice of Edward Falcon
    

Re: Capcom vs The World '20 Update by SeanAltly

 November 16, 2020, 03:30:01 PM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

@Xanderac

Thanks!

@GreenZed

He's Russian, and I'm the one voicing him currently and I'm def not a native speaker. I just put simple one or two word phrases into Google translate and listened to their pronunciation and emulated as best I could. I thought it might be difficult to find a native speaker to do his voice so I just kind of went for it. The ones you said you understood were supposed to be "Kneel," "Sphere," "Fool," and "Strike." Some of the other ones he's saying were what google gave me for "Perish" "Now die" "Reign" "Attack" "I am God" and "Take this." I tried not to go past one or two words so it would be as accurate as possible but I figured it would sound bad to someone who speaks the language. Not sure which stage he'll use, trying to find a cool one for him that matches the style.

@DauntlessMonk7

I was thinking about making Omnishift his UT, since that would limit it from being abused. I also coded a move using filler sprites that was like a downward knee attack that you did in the air, that functions like T. Hawk's aerial dive special, but never fully sprited it because it felt like overkill.

And yeah his backstory is this, copied from the Last Bout thread from many years ago:  "Illian would be the final boss of the game. He is a Russian political extremist who is amassing a personal army and plotting a coup. However, just after executing the initial stages of his plan, Illian delays things by allowing his pride and arrogance to take over, deciding to enter  the tournament to prove that he is the best fighter in the world." For CvTW I assume he's just been transported to the fight planet like everyone else, but he's been wreaking more havoc than the others and needs to be stopped or something.

@Chris AKA AfterImage

Indeed, and the old thread had a different last name (Orlov) but I changed it to Federov because it's cooler and according to Google it's derived from a word meaning "God's gift." I'm glad you're excited bro, I plan on giving him an individual release.

SPEAKING OF INDIVIDUAL RELEASES

It is very clear at this point this update won't be done in 2020, so I am going to be releasing stand alone versions of the new CvTW characters as I go, like I did with Mario. Next is Falcon and I will be releasing him this week sometime. Thanks for sticking with me folks!
    

Re: Capcom vs The World '20 Update by SeanAltly

 November 16, 2020, 01:36:43 AM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects

So I've been a bit quiet here because I got just a tad burned out on CvTW stuff and decided to mess around with some sprites for an OC of mine that is meant for another project that I never really got to work on, a world-warrior-style game called Last Bout: Styles Will Clash (the game that my character Tristan Samroy is supposed to be a part of). Before I knew it, I was really in the zone making sprites so I decided to kill two birds with one stone and go ahead and make him the final boss for CvTW. I know that might disappoint some people who don't really care to see more of my OCs in the game, but I thought it was a good idea and plus now I have three fully-sprited characters for that project when I want to start it in earnest (Tristan, Illian and Elle from SHADEs 3, who is a crossover character between the two games).

I waited until I was 99% done with Illian's sprites to make any sort of preview for him, and here it is. His moveset has been finalized unless you guys give me any good ideas or recommendations. Feedback is welcome:



Some notes:
-He has a dash instead of a run because Last Bout won't have running
-The FX and sounds on his supers are meant for Last Bout, this version will have the standard CvTW stuff
-No UT yet, will probably be the Sphere special
-His L3 super with the big explosions and stuff is inspired by the SNK bosses and their penchant for unavoidable screen-filling supers

MOVELIST

COMMAND NORMALS

-Red Hammer - F+HP - Downward palm strike, overhead

SPECIAL MOVES

-Magnum Press - QCF+P - Dashing, energy assisted open palm strike
  -EX - Catches the opponent and slams them against the wall, where they bounce out and up for a juggle

-Heaven's Gate - DP+P - Anti-air grab where he slams his opponent down with tremendous force, causing an energy explosion on impact
  -EX - Almost no start-up and reaches very far

-Magnum Anvil - HCB+K - Jump-in grab ala Birdie or Alex in SFV, where he slams them down and then throws them into the wall behind him
  -EX - Homes in and leaves more time for a juggle after the wall bounce

-Omnisphere - QCB+P - Generates a large energy sphere that lingers for a bit, then dissipates after a set time or if it hits a certain number of times
  -EX - Releases two spheres at different distances

-Omnishift - An Akuma-like teleport move that only the AI can use to make him extra boss-like

SUPER MOVES

-L1 - Eruption Sphere - QCB+S - Throws an energy sphere diagonally towards the opponent's feet, which hits the ground and erupts into a vertical pillar of energy

-L3 - Magnum Opus - QCF+S - Big damage super where he does a full-screen Magnum Press, juggles with an Omnisphere and finishes with a super Heaven's Gate

-L3 - Iron Reign - DP+S - Raises his fist in the air and forms Omnispheres in a horizontal line above the opponent, then he drops them straight down, causing a big full-screen eruption of energy. Can't be avoided or interrupted, can only be blocked high.

    

Re: Holy/Cross FX

 November 02, 2020, 09:57:20 PM View in topic context
 Posted by Sean Altly  in Holy/Cross FX (Started by Sean Altly November 02, 2020, 04:46:34 PM
 Board: Development Resources

    

Re: Holy/Cross FX

 November 02, 2020, 08:43:59 PM View in topic context
 Posted by Sean Altly  in Holy/Cross FX (Started by Sean Altly November 02, 2020, 04:46:34 PM
 Board: Development Resources

That's not what I'm picturing in my head but it will definitely suffice, going through the .sff again and I'm not sure how I missed it. Thanks, that really helps! If anyone else comes up with anything, please let me know.

EDIT: Okay I sort of found what I was looking for, it's part of Ky's Instant Kill in the first Guilty Gear. Didn't realize how bad it looks, though. Anyone know if anything else similar to this? (It's blue in game but I made it yellow)

    

Holy/Cross FX

 November 02, 2020, 04:46:34 PM View in topic context
 Posted by Sean Altly  in Holy/Cross FX (Started by Sean Altly November 02, 2020, 04:46:34 PM
 Board: Development Resources

Hey guys, I'm trying to find some FX that look like holy spells, pillars of light, that sort of thing. There are a couple in the Ryon FX pack I have, but what I'm specifically looking for on top of this stuff is a big cross or something similar. I could have swore Ky or someone from GG or BB has a big elaborate cross projectile or special effect, but I can't seem to find anything like it. I'm sure there has to be something like this that exists already. Sorry if I'm being vague but any help would be appreciated, it's driving me nuts. I've googled every variation of cross fx, holy spell fx, holy sprites, holy spell sprites, holy cross sprites, all that shit and I get nothing.
    

Re: cvs sonic aka slow sonic

 October 23, 2020, 02:58:04 AM View in topic context
 Posted by Sean Altly  in cvs sonic aka slow sonic (Started by c00p October 15, 2020, 08:42:05 PM
 Board: Sprite Projects

These look fantastic, great job so far.
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/17 with fixes)

 October 19, 2020, 04:58:23 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Okay, so I updated the link again, DW pointed out/suggested a lot of stuff, here's what got fixed/changed:

-Reduced recovery time on Fireball specials (5 less on HP version, 4 less on LP version, gotta admit it makes the animation a little wack but eh)
-Reduced startup on command normal stomp and wrench OH by a couple ticks each
-Made it so that he can perform all grounded normals, specials and supers during his landing state
-Added ability to perform specials, supers and grab while running
-Added recovertime parameter to all his projectiles
-Added width to throw
-Added more invulnerability to startup of L1 Super Big Water Damage

A few random notes on the other stuff:

-The bombs are unblockable but I didn't intent them to be, but if it works and isn't OP I will leave them that way. Also they should already be putting the opponent into hard knockdown, they have fall = 1 and fall.recover = 0 in their hitdefs
-The Fireball projectile uses the Projectile state controller instead of helper, which is why it dissipates the way it does, I know it's better to use helpers, I will probably recode it at some point
-Couldn't figure out what was causing the winpose misalignment, I will have to keep messing with it
-I got feedback a long time ago that characters shouldn't be able to combo from sweeps, can't remember who it was but it was one of those things where they kind of made me feel like an idiot for doing it so I thought it was like a big no-no

Anyway, be sure to download the update from the first post!
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/17 with fixes)

 October 18, 2020, 04:59:35 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

A user that isn't really around anymore used to handle that mostly. I ended up figuring out how to use it but haven't messed with it in like 7 or 8 years I think and since I've been back I've been too lazy to redownload the FTP and relearn everything. :/
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/17 with fixes)

 October 18, 2020, 04:23:40 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Thanks, I'll let him know, we had a lot of fun writing and recording the lines.

Also, I updated the first page with the new fixes from DW's feedback! Gonna just go with the Mediafire link from now on since I can update the file without changing the link itself.
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/10 with bug fixes)

 October 18, 2020, 04:05:32 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

My replies in bold, good sir!

Aye! Leave it to my boi Sean to peak some interest in me. God bless you and Jango for this lol. I'll try him out and hit you with some feedback later.



Update:

Alright, so after sitting down with him for a bit, I like what's going on here. There is some stuff I want to address/suggest though to help refine him a bit:

-Big Water Damage super should be unblockable for airborne opponents to increase it's effectiveness. Also, while this isn't particularly important, I wanted to note that the beam fx for it shouldn't be effected by hitpause. It makes it look odd that it doesn't flow thru p2, pausing as it hits. Good point on both counts, fixed!

-Your chaining set up feels a bit odd. Mainly you don't allow LP -> LK with the chaining. You should, along with air chaining as well. I honestly would suggest allowing for chaining to work as it does in the Capcom games, with punches to kicks so long as it's the same strength level or higher. So, I'm suggesting you allow him to do LP > LK > HP > HK. While also allowing deviation between crouching and standing attacks. The chaining is like that for all the CvTW characters save for a few of the smaller faster ones who do less damage.

-(EX)Tool Time restricts Mario from using it again until one he uses prior is completely destroyed. This hurts his zoning potential very much. It's odd, because you have his Flameball projectile restricted properly, but not Tool Time. He should be allowed to throw another tool once a prior tool is no longer in a active state. I believe he can use Tool Time and Fireball together, which should be retained. Alright, just fixed this, thanks for pointing it out!

-Can't perform crouching normals from running. I also think he can't perform any specials or super either from running. Only standing normals. Whoops, the crouching normal thing is an oversight in the CvTW template I keep meaning to fix. However, as far as specials and supers, is there something I'm missing there because it seems like as soon as you start to enter a command while running it will take him out of the runstate anyway. I'm not sure how you could enter a special or super command while running that wouldn't cause him to stop running. Or is this an AI thing?

-While not really important, my OCD won't allow me to not mention: His Fireball projectile should destroy itself once off screen. Not go into it's disperse state. How can you tell if it's off screen? This is a genuine question, not sarcasm or anything. Or can you just tell from the code?

-Jump in combos feel strict for him. I'm assuming because you don't have it to where he can perform grounded attacks during his landing state. Stateno 52 commonly, but Idk if you changed this for your game. At any rate, I suggest allowing this, because the extra ticks you have to wait before attacking from your landing state, allows p2 to recover. I have it so he gets control after 3 ticks, which it turns out is the entire length of his landing anim. I can fix this as well.

-I'm not sure his Flameball projectile should knock down p2. It travels slower than a traditional projectile as you noted in the readme. When a projectile behaves this way, it's usually used to allow the player to apply pressure to opponents. He has the tiny Ba-Bombs to help with this, along with Tool Time, though if the Fireball hits, it'll knock p2 down and Mario can't capitalize on it. If it didn't knock down, it would help him get in on p2 for CQC damage. Okay, so I made it so that the HP one knocks down but the LP one doesn't.

-Maybe allow Thwomp Stomper to be done in the air also? It'd give him a nice little gimmick option with changing the trajectory on his air approach. I may add this, but the idea is he's using the boots to lift up into the air for the stomp, so it feels weird to me to have him do it mid-air, though I guess I coule reason that he's always using the lifts to jump, so ehhhh

I may have some more later when I sit down with him a bit more. I think I did have something else, but can't remember right now. :P
Hit me with it when you remember!

Thanks for the feedback man, I will update the link soon with the fixes!

[youtube]https://youtu.be/S5kAFtYuWyY[/youtube]

Sean and Jango, you did a great job. Never expect to see such amazing version of the Mario from the infamous movie. :)

Awesome, thanks! My friend Pat (the basis for Sabotage) who voiced him, is really getting a kick out of all the videos people are making.
    

Re: Mario Mario by SeanAltly (and Jango)

 October 11, 2020, 03:34:55 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

@Nemuresu

Thanks again, I'm looking into the clone issue, I think it's some improperly coded hit overrides as I don't use them often. The other stuff is easy, thanks for pointing it out. I clearly should have tested that super way more than I did. I'll have a fix up soon.

EDIT: Fixed! Updated the links in the first post!

@Nedflandeurse

I think I have a more detailed description of this in another thread, but basically I apply a silhouette palette to the original sprites (in this case it was a lot of Raiden, Chang, and a couple of other sources), then export them. Then I resize as needed and draw over the silhouette with new pixels.

@Everyone else

Thanks a lot for the kind words, I'm glad people are having fun and appreciate the work. If you find any more bugs, let me know!
    

Re: Mario Mario by SeanAltly (and Jango)

 October 08, 2020, 02:04:05 AM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Ohhh damn, rookie mistake there, fixing now

EDIT: Alright, I updated both links to fix the issue, thanks for catching it so quick!
    

Re: Mario Mario by SeanAltly (and Jango)

 October 07, 2020, 10:48:51 PM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

    

Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes)

 October 07, 2020, 09:45:24 PM View in topic context
 Posted by Sean Altly  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+



Years ago Jango commissioned these sprites from me but never made anything with them. When I found that out, I dug them up (I was afraid I might have lost them, but they were buried deep in an external HD I had from my last PC that died) and made him for Capcom vs The World, and also for public release, my first in quite some time.

DOWNLOAD: http://www.mediafire.com/file/shopy7lf1shgaaa/CvTWMario.rar/file

SCREENSHOTS IN SPOILER:
Spoiler, click to toggle visibilty

CREDITS

Jango for commissioning these sprites
Patrick Henry as the voice of Mario
Nintendo for the original character
Bob Hoskins for his portrayal in the maligned but pretty fun Super Mario Bros. movie
MFG for always being supportive and fun
Ryon for his FX pack that I've been using for like 12 years now
Rajaa for his Dhalsim because I snatched some Fire FX from them that look custom
Some code snippets are def from other people but it's been so long I can't remember where they came from, if I forgot you, let me know and I will update this!

    

Re: Capcom vs The World '20 Update by SeanAltly

 October 06, 2020, 07:32:45 AM View in topic context
 Posted by Sean Altly  in Capcom vs The World '20 Update by SeanAltly (Started by Sean Altly June 09, 2020, 01:18:53 AM
 Board: Projects



So here's another arcade run, this time featuring Edward Falcon. I can tell from this playthrough the Stone system may need tweaked. Sometimes it seems easy to get all three stones, sometimes it seems impossible. Might need to make it carry over through rounds or make the moves that the Stones grant you even more powerful.