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Re: Capcom All-Stars - Demo Edition - 2.1 - RELEASE

 January 29, 2025, 07:08:30 pm View in topic context
 Posted by Steel Komodo  in Capcom All-Stars - Demo Edition - 2.1 - RELEASE  (Started by AVPboy January 06, 2025, 05:37:29 am
 Board: Your Releases, 1.0+

EDIT: Never mind, switched to 7-Zip and everything's fine now.
    

Re: Turn off Damage Dampener

 December 29, 2024, 06:25:58 pm View in topic context
 Posted by Steel Komodo  in Turn off Damage Dampener (Started by Steel Komodo December 27, 2024, 05:46:38 pm
 Board: M.U.G.E.N Development Help

I'll give some of those a try and see how it goes. Thanks  :)
    

Turn off Damage Dampener

 December 27, 2024, 05:46:38 pm View in topic context
 Posted by Steel Komodo  in Turn off Damage Dampener (Started by Steel Komodo December 27, 2024, 05:46:38 pm
 Board: M.U.G.E.N Development Help

Here's the situation: I have a very basic damage dampener in State -2, which kicks in after the first hit. The trouble I have with ir right now is that it also kicks in during Super Moves, which makes them a bit useless. I want to be able to turn off the damage dampener during Super Moves, and potentially EX moves, so that they actually feel useful. Any suggestions as to how I would do this?

Code:
;Damage Dampener
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.85**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 June 22, 2024, 04:50:10 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects



Just a quick video to demonstrate what the Denjin system does for Ryu. I'm on the fence about turning some of this into EX moves - the original game didn't have them, but I feel like a game in this mold not having EX moves of some description might be a little weird. After all, part of this project is to essentially "modernize" the original concept in a few ways - if not in roster, then certainly in mechanics.

And with that, time to disappear for two months again! :D
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 June 09, 2024, 05:43:30 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

Thanks for the kind words, man. I've been on and off this thing due to real life health issues and also bouts of anhedonia making me lose motivation. Hopefully I'll be able to have something to show soon.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 May 13, 2024, 05:02:18 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

I'M NOT DEAD!

Just been distracted with other stuff. I've come back to Ryu and I wanna focus on getting all his Special Moves done, including their Denjin variants, before I put up another video. It won't include all the effects I wanna put in - those will be low priority compared to actually getting the functionality right. But it'll be a good idea of what to expect in actual gameplay.

Also )
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 March 30, 2024, 08:47:03 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects



This one's going to take some explaining, so bear with me on this.

Ryu currently has the Hadouken and Shoryuken implemented. No EX versions - still undecided on that as of now. But what's also going on is that I've started to implement the Denjin Renki into his moveset as well. What this will do is that it will change the properties of all of his special moves, as well as his Level 1 Super when I get around to working on those. Here's what I have in mind for each move:
  • Hadoukens will deal extra damage and hits, as well as increased amount of stun on opponents.
  • Shoryuken, as you can see, gains an extra hit and boosted damage. There will also be improved invincibility.
  • Tatsumaki Senpuu Kyakuu will become a Shinkuu Tatsumaki that deals multiple hits.
  • Joudan Sokutogeri causes a wall bounce automatically.
  • Ryu's Level 1 Super, Shinkuu Hadouken, becomes Denjin Hadouken. It functions similarly to Street Fighter V - it fires immediately, does a massive amount of stun and causes a Guard Break if it is blocked.

Also, I've changed up the way Dramatic Counters work. Much like the original game, the Dramatic Counter occurs after successfully dodging an opponent's attack - pressing Y or B will change the kind of counter you perform. At the moment, it still costs meter and knocks the foe opponent back like an Alpha Counter, but I'm toying with the idea of having it just cause a stagger state that resets neutral, and then implementing a different Alpha Counter-style mechanic instead. I'll see how people feel based on beta tests, but I find this implementation intruiging enough to keep it in.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 March 25, 2024, 12:33:05 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

So I've slept on it for a bit, and also done some experimentation. I tried altering Ryu so that his combo paths follow KoF XV's rules - any close normal chains into a command normal which then chains into a special move. I'm still not entirely sold on it, since it doesn't really feel "Capcom"-y despite the reasonings I gave. I might work on two versions with the different combo systems to see which one people prefer.

On a side note, here's some changes I'm thinking of making to the "Capcom"-style gameplay:
  • I'm dropping mediums. It feels really awkward to press LP or LK again to get the medium hit in a chain combo, especially when you're not able to use medium attacks in any other situation. I'll either just go for a simple L > H chain or do a Darkstalkers thing of LP > LK > HP > HK. We'll see how it goes.
  • To compensate for dropping mediums, I'll change how chaining into command moves and specials work. the current idea is that you can only chain into command normals from hard attacks, like HP or HK, but you can chain into any special move from a command as well as any normal. I might loosen that up so you can chain into command normals from any button.
  • Musing on the idea of Super Cancels. Obviously, that would only work in the case of going from a Level 1 to a Level 2, unless the cost of doing so was only one bar extra, so it might not be worth it.
  • Roll Cancells???

Stay tuned on both this and the thread in projects, I'll have an update soon-ish.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 March 24, 2024, 12:52:05 am View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

4. Embrace the grit and go in a direction more akin to Mortal Kombat. It’s pretty rare to see Capcom characters, especially non-SF ones, in a more MK-ish style.

This is absolutely not happening, no matter what. Just because a game has finishing moves and a slightly grittier tone, doesn't mean you have to go the MK route in any way, shape or form. I'm not having Ryu uppercut Batsu's head off or anything like that, because that is one hundred per cent not what Capcom characters do. And anyone who asks me for this again can go suck on a lemon.

Unless you happen to like lemons, in which case the whole thing falls apart, I guess.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 March 23, 2024, 05:36:54 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Let me be blunt. I'm having a real bad crisis of faith when it comes to the gameplay of this.

The more I look at what I'm doing and the more I look at the original game, I'm starting to wonder if maybe Capcom Fighting All-Stars wasn't cancelled for a reason. Aside from the weird new characters, gritty tone and finishing moves, there's just... nothing there in terms of mechanics. No layers, no nuance, nothing that makes it look in any way engaging or fun. There aren't even any EX moves, one of the most basic features you can add into a fighting game. The entire thing looks just so bland, flat and lifeless. So I don't think it's any surprise that it got such a negative reaction and that it got cancelled.

And that's half of why I haven't been working on or talking about this for so long. I started this project with the intent of recreating and "modernising" the original game, trying to add actual mechanical depth to it. But even with what I've got right now, it still doesn't feel like enough, and I don't know what to do about it. I've got some vague ideas, but I don't want to commit to any one of them right now in case they don't work and I have to start from scratch again.
  • Do I stick with what I'm doing now, but add additional mechanics to try and make it more interesting? That would be the easiest way to do it, since I wouldn't have to change all that much, but I don't want to bloat the thing with too many weird mechanics that might just unbalance the whole thing.
  • Do I try and go for a more KoF-style, with more restrictions on combos and similar gameplay elements? Given the original game was being worked on by ex-SNK luminaries and was originally intended to be  Capcom vs SNK 3, that would make the most sense and be interesting to see. My main fear on that one is that Capcom purists probably wouldn't accept a KoF-style game with Capcom characters. yes, Capcom vs SNK 1 exists, but I don't remember a lot of people liking that.
  • Do I just throw up my hands and scream FUCK IT LET'S JUST DO ANOTHER MVC-STYLE GAME? Because as overdone as those are, I know those are the most popular because that's the definitive Capcom-style gameplay for most people.

I'm also horribly aware that my coding isn't going to be up to snuff compared to the veterans, so I'm going to need beta testers and other programmers to look over my stuff and tell me where I'm going wrong and what I can do. That idea's also scary as hell, since I'm such a novice and could be making hundreds of mistakes at any one time. But if anyone was willing to go through my characters and code with a fine-toothed comb to help me make them actually good and not cobbled-together pieces of shit, I'd appreciate it.

Anyway, that's all I wanted to say about it. Feel free to tell me I'm being a drama queen or whatever, I'm gonna go play Princess Peach Showtime to calm myself down.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 March 23, 2024, 04:51:57 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

Yeah, uh... nothing to report. Sorry.  I've been in a big slump for a while where I just don't want to do anything creative, and that includes working on this. And that's on top of reservations I have about the gameplay I'm working on. I'll say something more in the idea engineering thread, but consider this on hold for the time until I get my mood up again.

Huge apologies to all of you.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 March 10, 2024, 12:25:17 am View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

Sorry to be so quiet for so long. I did warn you all this was gonna be a SLOW WIP, but I didn't think it was gonna be this slow.



Not really that much to show here. Just the Dramatic Counter stuff, and also that the sprpriority on the hitsparks was changed. It's all WIP - and massively so. No effects, the hit sound on the crouching DC is wrong and Crouching DC is SUPER tricky to pull off. I'll need to look at the command and find out how to make it easier to pull off. Also, I'm using Ikemen GO for my testing

Sorry if this was kind of a letdown, but a lot of IRL shit was going off and keeping me distracted, so this is really all I got. Anyway, I'm gonna be quiet again for a while after this - I want to get all the hitboxes for the gethit animations consistent, then start adding special moves. I'll upload more progress after all that's been done.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 25, 2024, 03:35:23 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

Might as well whet your appetite with this preview video.



Not everything is in right now. I still need to add in some sounds and dust for running and dashing, maybe some new sound effects for the rolls, and that one hitspark for crouching medium punch needs serious fixing. But lemme explain briefly what's happening.
  • All characters follow a L > M > H basic chain. Mediums are accessed by pressing L a second time after the first L. So what you're seeing is actually something like LP > LP > HP, or LP > LK > HK. This applies to crouching normals as well.
  • Jumping normals are only Lights and Heavies, and don't chain.
  • Evasive dodge and roll exist to replicate the sidestep mechanic from the original game. I'm on the fence about including "roll cancelling" - cancelling the last few frames of a dodge roll into a special move to give it invincibility.
  • Throws are on C. If the opponent hits Throw within the first ten frames of the animation, they'll perform a throw escape.

The next update will be to add short hops as an alternate jump, enabling easier links from jumping attacks, as well as the Dramatic Counter system. Stay tuned for partial excitement!
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 22, 2024, 12:26:23 am View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

QUICK UPDATE: All of Ryu's grounded moves are done. Will do all of his aerial moves and general hitbox/animation timing touchups before I find a way to record some footage for y'all.

...yeah, that's all I got so far. Sorry if this isn't really what you were expecting, but I did warn y'all this was gonna be a slow WIP. And thanks to IRL events, it might end up being a bit slower. I'll do my best to keep you all updated on progress in the future, but it's gonna be a long road, so try not to hold your breath or anything.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 19, 2024, 05:19:23 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

I don't know if the project is going to have a story behind, so in this case, I'd say going with the easiest(yet dumber) option: they've been abducted to another dimension, so Ingrid is searching for them/whatever. So you can center the efforts in the other fighters better.

Keep the good work!

So the plan (as of now) is to pretty much copy the story of the original Capcom Fighting All-Stars - bad guy threatens Metro City with strange device, assemblage of fighters gather to stop him. Obviously, since I'm looking to sort of "update" the original concept for modern sensibilities, this is going to be tweaked quite a bit as time goes on, but the base idea will still be there.

And thanks! I'm not sure when I'll have anything to show/beta test, but I'll definitely announce it in here when I do.

As much as I prefer Morrigan by a long shot, I'll give Demitri a fair shot and say that in Cross Edge, he was voiced by Richard Epcar, so while the Cross Edge voice rips aren't available anywhere, maybe you'll find fitting voices from another character Epcar voiced: https://www.behindthevoiceactors.com/Richard-Epcar/

EDIT: Also, the Street Fighter wiki has some descriptions of D.D. and Rook's moves in those chara' pages, you can make movesets based on those.

I'll look into all that and see what I can do. Thanks for the references.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 19, 2024, 01:55:20 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

Lemme tackle these in no particular order.

In terms of swapping Demitri out for Morrigan, I think my main hang-up is that Demitri doesn't have any recent voice work in Japanese OR English that I can use. It might be a case of hiring somebody to do new voicework, as would be the case for Batsu, Ingrid, Rook, D.D. and Avel/Death. If that's not possible, then I'd probably switch to Morrigan - which, considering she's the bigger face of Darkstalkers at this point, wouldn't be too big a deal.

Basara's suggestions for D.D. and Rook's sprites do make sense and would be the quickest way to make those characters exist. My only concern would be spiriting new win poses and moves for them, because from what little I've seen they don't play a lot like those aforementioned characters. But compared to spriting a new character from whole cloth, it would be a much easier job overall. Who could we use for Avel/Death, while we're talking about it? Possibly Rugal?

Thanks for offering to beta test, RagingRowen. I'll be sure to hook you up once I make any progress. And yes, you're right in that I'm doing the basic combo strings in MvC2-style: After any LP or LK, pressing LP or LK again will result in a medium hit. Admittedly, this is a very experimental idea - if people don't jive with it, I'll turn it into something more simple, like an MVC:I-style LP > LK > HP > HK string.

Thanks for all the comments. I'll be sure to post in here again when I've made further progress on Ryu.
    

Re: Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 18, 2024, 06:34:59 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

This is interesting, Im just curious to know what you will do for D.D., Rook and Avel

Most likely I'll pay for someone to make the sprites. But as far as I know, we don't have a lot of footage for them, or at least not very good quality footage. I may have to just invent new movelists whole cloth for them, since that might be easier on the whole than peering at crappy camera footage trying to discern what the hell is going on.
    

Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread)

 February 18, 2024, 05:52:45 pm View in topic context
 Posted by Steel Komodo  in Capcom Fighting All-Stars: Rise of the Code Holders (Slow WIP Thread) (Started by Steel Komodo February 18, 2024, 05:52:45 pm
 Board: Projects

If anyone's been keeping track of the Idea Engineering thread, they'll have seen me talking about this a lot. I've already started work on a character now, so I think I might as well make it an official announcement.



What is this?
Essentially an attempt to "remake" the unreleased Capcom Fighting All-Stars: Code Holder in I.K.E.M.E.N. GO. The mechanics, tone and story will be examined and translated/updated for both the two-dimentional plane and for modern sensibilities. What has potential will be updated, what is good will be kept, what is bad or not possible will be thrown out.

Gameplay Rundown
  • 6-Button fighter. 2 Punches, 2 Kicks, Evade and Throw Button
  • Combos run on a L>M>H system derived from Rival Schools/Marvel vs Capcom 2/Early Darkstalkers. No air combos. Only one ground bounce, wall bounce and launcher per combo.
  • "Dramatic Counter" equivalent to a Zero Counter.
  • No air blocking (currently mulling this over).
  • Both dashing and runs - some characters will run, others will dash, others will have both.
  • EX Moves?
  • All characters will have a Level 1, Level 2 and Level 3 Super Combo.
  • "Dramatic Finish" finishing moves that require a full bar of meter and the enemy player to be on a quarter life left.
  • Stun meter derived from I.K.E.M.E.N.

Roster (TENTATIVE)
  • Ryu (Street Fighter) (CURRENT WIP)
  • Chun-Li (Street Fighter II)
  • Alex (Street Fighter III)
  • Charlie Nash (Street Fighter Alpha)
  • Mike Haggar (Final Fight)
  • Poison (Final Fight)
  • Batsu Ichimonji (Rival Schools)
  • Akira Kazama (Rival Schools)
  • Morrigan Aensland OR Demitri Maximoff (Darkstalkers)
  • Strider Hiryu (Strider)
  • Akuma (Street Fighter II) (Shin Akuma as secret boss)
  • Daisuke 'D.D.' Denjima (Capcom Fighting All-Stars)
  • Rook (Capcom Fighting All-Stars)
  • Ingrid (Capcom Fighting All-Stars)
  • Avel (Capcom Fighting All-Stars) (Alternate 'Death' form as Final Boss)
  • Kyo Kusanagi (Guest Character from King of Fighters)

Poss. Future Features
  • "Story Mode" for each character that delves into the narrative of the game.
  • Figure out how the hell netplay works so people can play online.
  • Four additional characters to bulk up the roster to 20 - Edward Falcon, Jedah Dohma, Maverick Hunter X and Fiona Belli.
  • Maaaaaybe a tag mode? Or, failing that, KOF-style "team" fights

Spoiler: Current WIP (click to see content)

Stay tuned for further updates, although this will be a VERY slow WIP and progress will take a long while for my own mental health.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 February 17, 2024, 09:50:51 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

Getting close to having a base I can work with. I'll post something in Projects when I start work on it. In the meantime, here's a small list of what I think some of the character's Dramatic Finish moves would be.

  • Chun-Li: Sichisei Senkukyaku
  • Charlie: Judgement Saber
  • Poison: Poison Kiss
  • Batsu: United By Fate (calls Hinata and Kyosuke)
  • Akira: Kyoso Kiko Kai or that Level 3 super KarmaChameleon's Akira uses
  • Demitri: Midnight Bliss
  • Akuma: Shun Goku Satsu/Tenchi Sokaigen
  • Kyo*: Ura 1212 Shiki - Yakumo
  • Strider Hiryu: Ragnarok

* Assuming Kyo is the guest character, I might change my mind on that one.

Feel free to throw more ideas at me for Dramatic Finishes, I'll keep them in mind while I work on characters.
    

Re: Recreating Capcom Fighting All-Stars - An Idea Thread

 February 13, 2024, 11:06:14 pm View in topic context
 Posted by Steel Komodo  in Recreating Capcom Fighting All-Stars - An Idea Thread (Started by Steel Komodo January 28, 2024, 05:34:18 pm
 Board: Idea Engineering

    UPDATE:
    • Still working on the base real slow. It just hit me how much I have to do for this - sounds for dashing, sound effects for activating Super Moves, the Dramatic Finish, Dramatic Counters etc. A lot to do still!
    • Now I'm getting hung the fuck up on basic movement. Do I have characters run or dash? Do I split the difference and have a dash that goes into a run? But what if a character doesn't have a run animation? Do I just randomly decide based on the character and have a bunch of inconsistencies in the roster? Leaning towards dashes, but making them MvC or Darkstalkers-style long dashes.
    • Obviously, once I've made a base, I'll start working on a Ryu using that base. I have an older Ryu lying around that I can re-engineer for it, and as I build him up I can retroactively add whatever needs adding to the base, thus making future development a hell of a lot easier.

    Also, here's a tentative logo. Feel free to tell me if it sucks or not.

    [/list]