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Cobra Caddie

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Messages by Cobra Caddie

    

Re: Mighty Street Fighter (Formerly SF2Nes)

 August 08, 2021, 12:25:01 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 as always for the feedback! I think it will take quite a bit of time to implement everything so I'll probably do a few then.  Thanks for the advice on the cameos! The plan is to have them be related to the character or stage they are in. I'm thinking only 1 or 2 max for a stage, and they'll most likely appear based on round or random. I do have one stage idea that would have a playable character in it, but I can put triggers to disable the cameo if someone is playing as them.

Thanks again the the feedback!
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 August 07, 2021, 12:18:38 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

Quick question, I'd like to get a few opinions but it's not a big thing so it's fine if no one has an opinion. I've been programming interactive stages, should I do a couple and get the next release out a bit sooner or go all out and complete my vision for them before the next release?

Also would anyone be too upset if I changed some of the details of the stages from their original counterparts? I want to add cameos and new elements to the classic stages. If worse comes to worse I should be able to put a toggle in the options menu with ikemen. Example: Hakan and other characters hanging out in Hondas background to make it more lively
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 19, 2021, 09:37:04 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 a midi/synth cover of the DJ Khalid song All I Do Is Win. I put it in as a joke because I was showing off win poses and I didn't want to use the real version and get claimed for an unlisted video lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 June 18, 2021, 06:14:35 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



Video of all the new intros, taunts, and win poses put into the game to try and make it feel more complete. :)

Edit: Forgot to add this to the video:
    

Re: Can we have an option for Dark Mode?

 May 02, 2021, 05:35:20 AM View in topic context
 Posted by Cobra Caddie  in Can we have an option for Dark Mode? (Started by rgveda99 May 02, 2021, 12:35:51 AM
 Board: Feedback

I remember for a brief period of time the theme was so bright I had to where sunglasses to browse the site. Be thankful they toned it down! Lol
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 April 22, 2021, 04:41:38 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

Probably, smeenet goes down occasionally.

Btw small update, currently working on giving everyone intros, taunts, and more winposes. Know that might not seem like an important thing to add for a lot of people but it was always bugging me and making the game feel less like an actual full game then I wanted. I can show off a couple if there's a demand for it but I understand if there's not lol

Also Dan is back in the game now, but I didn't remove Mr. Saikyo. Gotta love Ikemen ;)
    

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

 February 16, 2021, 12:25:46 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+

Thanks for sharing that! If anyone finds any infinites please let me know. There are a couple of ways to fix this but I plan to rework Akuma eventually anyway.
Its so cool to finally see it out. Love how you manage to incorporate Balrog SFV moveset into Mike!
Thanks! Nice to hear the feedback on it, I'd wanted to put some SFV Balrog stuff in the game but liked classic 'Rog so I figured that was a good way to have both. :) I want to update Balrog a bit too, mainly to adjust his supers and maybe TAP too.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 January 24, 2021, 10:59:34 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

Last update for a while and for anyone out there looking forward to more updates soon it's not gonna be good for ya. So it's going to take me a long time to get any new version of the game out and I always felt it was a niche protect anyway so I don't really expect many people to hang around "excited" about the game for months and years.

However the reason it's going to take longer is I'm completely changing the scope of the game. I want it to be way bigger than what it is now that I've moved to ikemen. I'm learning the new custom coding and I plan to add in a ton of crazy junk like unlockable characters and custom arcade paths. I want to revamp sprites and animations. Some characters I want to change up to make them more combo friendly. Just a lot of work ahead.

Sorry for anyone who just wanted me to keep making more characters and that's all. I'll do my best on this project but I understand if people forget about it. Thank you for supporting this silly little game as long as you have.
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 December 25, 2020, 07:51:46 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

Quick update, nothing real big. I made what should have been an obvious decision and converted to IKEMEN before the Scorp release. The stage interactivity is what made me do it, because it would have been stupid to program all the stage interactivity in Mugen's workaround and then have to redo all of it with IKEMEN's native version lol. It took a bit to fix things around all the full game exclusive stuff I had programmed into the Mugen version, plus stuff that didn't work in IKEMEN in general and having to be recoded instead(storyboard stuff).

So far I really like the new stuff IKEMEN has to offer and it seems pretty easy to work with and learn, next release should be pretty sweet :) I'll start being less vague soon enough promise
    

Re: Mighty Street Fighter (Formerly SF2Nes)

 November 26, 2020, 04:44:39 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, I may or may not look into that depending on how things go(see below)...so hiatus is over! I'm working on the project again, with the main focus being 3 big things as far as I can remember:

- New character Scorp
- Stage interactivity
- Screenpack tweeks

I also have a question if anyone has any opinions on this, I'm considering moving the project over to IKEMEN for future releases past the Scorp release. In fact if I did it now I wouldn't have to worry about the pause screen and interactive stages would be a lot easier lol. The only issue I have so far is I tried just doing a copy+paste port and the game freezes like 5 secs into the fight. I think all the custom shit I did to trick Mugen into doing this breaks the game in IKEMEN so it'll take a bit of work to get it working over there. But there would be ton of benefits to doing this! Like netplay, not having to rig a pause screen, not having to program stage interactivity into the characters, and all kinds of customization nonsense that Mugen doesn't support.

Is there any reason I SHOULDN'T convert to IKEMEN?
    

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.