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Capcom vs. The World - August Release (New Patch 8/18!) (Read 154791 times)

Started by Sean Altly, August 13, 2013, 10:29:18 am
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Re: Capcom vs. The World - August Release
#21  August 13, 2013, 06:58:02 pm
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yeah downloading now now just need the sfiv pals and it is perfect
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Re: Capcom vs. The World - August Release
#22  August 13, 2013, 07:42:17 pm
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i had to drive to Mcdonalds,  park in the lot and use there wifi to get this,  now im bout to play finally!
Re: Capcom vs. The World - August Release
#23  August 13, 2013, 08:04:00 pm
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Yeah! New update baby! Downloading now as I type this. Main roster, Sean DLC, Third-Party DLC....This may be the biggest game yet...But i'm surprised one guy is not being made. It would be kinda funny to see KFM but I don't see how it would work...
Re: Capcom vs. The World - August Release
#24  August 13, 2013, 08:06:08 pm
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Congrats on the updates, Sean. Everything comes together quite nicely. Thank you and to everyone else on board with this project for all the hard work put into it. Very well done.
Re: Capcom vs. The World - August Release
#25  August 14, 2013, 12:15:09 am
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Oooooh Hell Yeah! *downloading*
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Re: Capcom vs. The World - August Release
#26  August 14, 2013, 12:22:43 am
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Sean!  You forgot something important!
Scorpions get over here voice sample for his spear attack.
Re: Capcom vs. The World - August Release
#27  August 14, 2013, 12:35:19 am
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awesome awesome, is there a certain time you think axel stone will be done, he is the main reason im waiting for the full release xD, otherwise great job man
        
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Re: Capcom vs. The World - August Release
#28  August 14, 2013, 01:17:47 am
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Scorpion does say "Get Over Here!" the volume is a lil under the weather there. I'll be making patches eventually for both him and Sub-Zero so that you can hear them better.
Re: Capcom vs. The World - August Release
#29  August 14, 2013, 02:35:44 am
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This was definitely worth the wait! The game basically doubled in size!

* I think Sonic's songs when he gets invincibility are too low.
* A very minor nitpick, while I was going through the movelists I noticed you used icons from each character's first appearance (in this case the game icon at the bottom), but for Snake you used Metal Gear Solid's icon.
Re: Capcom vs. The World - August Release
#30  August 14, 2013, 03:45:22 am
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I play with strider and while rockman just I think he said rolling cutter and I hit him a clone came out of him and stayed on the ground but the game is fun
Re: Capcom vs. The World - August Release
#31  August 14, 2013, 03:58:01 am
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i like ur sonic and superman there nic
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Re: Capcom vs. The World - August Release
#32  August 14, 2013, 04:42:58 am
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I finally got to download it and man, this is art, you're an artist Sean, I mean it.
All the chars are awesome, I played the arcade with Scorpion (who is now one of my favs) and ended each match with FATALITY!
If this is still beta, I can't imagine how will the final ver. be...

Re: Capcom vs. The World - August Release
#33  August 14, 2013, 05:20:08 am
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Fuck yeah, it's great to see the CVtW roster getting filled out.  I've mostly messed with Mega Man and Scorpion, and I love them both.  Really digging the voice for the Blue Bomber, I think it fits him well.  Anyway, here's a little bit of feedback:

General:
-Super Spark sprites are noticably cropped.  See pic
Spoiler, click to toggle visibilty
Megaman:
-Copy Vision misses the final hit in the corner.

Scorpion & Sub-Zero:
-Voice only coming from left speaker.

Strider:
-It could be just me, but his air combos feel a bit stiff.  I find myself whiffing the LP after the launch against some opponents.  Could just be that I suck.

That's it for now, awesome stuff so far!
Re: Capcom vs. The World - August Release
#34  August 14, 2013, 06:45:20 am
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as I said before I have yet to make a .snd patch for both of them. which I will do before the next update as well as releasing Ermac in a better version with EX moves added.
Re: Capcom vs. The World - August Release
#35  August 14, 2013, 08:27:39 am
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Alex:
- Heavy Flash Chop not turning people around, allowing access to more grabs, makes me a sad panda.
- Additionally, heavy Flash Chop has too much corner push.
- The dust for Flash Chop, Slash Elbow, Air Knee Smash, Power Bomb, and Hyper Bomb clashes with the rest of the in-game FX.
- People hit by Stun Gun Headbutt would be much improved by a dizzy sound, I think. As of know the only dizzy cue is visual and it feels a bit flat.

Arthur:
- I think the axe tossed for normal Axe Toss would look much better if the axe's axis of rotation were closer to the center of the handle (perhaps not exactly the center, like the Golden Armor version, but a bit lower? I'm not sure what would look best)

Blaze:
- EX Kikoushou misses when point-blank against some characters (Ryu/Ken, Jin Kazama, Megaman, K', Snake, more probably)
Heavy and EX Rising Blade whiff the second hit on Jin Saotome, and also Megaman, Arthur, and Cacutar but they're short so  it's not really an issue I guess?

Captain America:
- Advancing Guard FX clashes with the rest of the in-game FX.

Charlie:
- charge moves occasionally feel a bit stiff. A buffer system using two variables for each charge direction (instead of MUGEN's inbuilt charge system) would alleviate these problems. There are also other bugs with the in-built charge system but I don't remember what exactly they were; but suffice it to say, it's much better to handle charge moves
with variables. Applies to everyone with charge moves.
- IMO, I think Sonic Break should be one of the level 1 supers, replacing Crossfire Blitz.

Chun-Li:
- close HK and her air throw seem like odd omissions. As does the super jump cancel on the last hit of Hoyokusen

Det. Garret:
 - performing Dark Blue point blank in the corner results in Garret turning around and performing the attack in the opposite direction

Haggar:
 - I think the lead pipe sound should only come out if the opponent is hit, it doesn't really make that much sense for it to play whenever he pulls the pipe out.

Jin Saotome:
- Pretty much all of his FX clash with the rest of the game.

Ken:
- Osoto Mawashi Geri should knock down

Lynn:
- The little mini-explosions surrounding an opponent hit by Enretsuken and Ko Ryu Kyaku not only clash with the rest of the game's FX, but they clash with the rest of the FX in the same moves.

Mr. X:
- can't seem to pull off light Curb Stomp, only the heavy variation

Strider:
 - Formation B Shot's FX clash with the rest of the game. The same is true for the sword slash FX but personally I don't think it's that big of a deal plus it's attached to the sprites and probably a pain in the ass to separate, let alone hi-res.
Re: Capcom vs. The World - August Release
#36  August 14, 2013, 08:37:58 am
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Strider's jumping LP clsn boxes are messed up:



In Cap's Hyper Charging Star(states 3000 and 3001), the pausetime in the hitdefs should be changed to 10,10 instead of 10,9. I jst read the youtube comments from the last video and forgot to get back to you with Cap's voice........sorry about that. Will do more testing soon. Everything else seems solid though.
Re: Capcom vs. The World - August Release
#37  August 14, 2013, 09:07:05 pm
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Replies in BOLD:

Alex:
- Heavy Flash Chop not turning people around, allowing access to more grabs, makes me a sad panda.It puts everyone into a stunned state though, allowing you to grab them afterwards. Not everyone had sprites for getting turned around, and the workaround anim I tried looked ugly, so instead everyone has a special animation for being stunned by the chop so they can be grabbed or combo'd afterwards.
- Additionally, heavy Flash Chop has too much corner push. I don't think so, but I'll look into it.
- The dust for Flash Chop, Slash Elbow, Air Knee Smash, Power Bomb, and Hyper Bomb clashes with the rest of the in-game FX.I'll change it to the regular dust in the next update.
- People hit by Stun Gun Headbutt would be much improved by a dizzy sound, I think. As of know the only dizzy cue is visual and it feels a bit flat.Good point, I'll add it.

Arthur:
- I think the axe tossed for normal Axe Toss would look much better if the axe's axis of rotation were closer to the center of the handle (perhaps not exactly the center, like the Golden Armor version, but a bit lower? I'm not sure what would look best)That's how it is in MVC3, it's for making it difficult to jump over.

Blaze:
- EX Kikoushou misses when point-blank against some characters (Ryu/Ken, Jin Kazama, Megaman, K', Snake, more probably) Whoops, needs some width.
Heavy and EX Rising Blade whiff the second hit on Jin Saotome, and also Megaman, Arthur, and Cacutar but they're short so  it's not really an issue I guess? Yeah, I've had similar problems with other moves due to their height, not sure what to do about it other than making their clsns bigger, but I don't know if that's fair or not. Hrrm.

Captain America:
- Advancing Guard FX clashes with the rest of the in-game FX. Yeah, but I don't think it's that jarring.

Charlie:
- charge moves occasionally feel a bit stiff. A buffer system using two variables for each charge direction (instead of MUGEN's inbuilt charge system) would alleviate these problems. There are also other bugs with the in-built charge system but I don't remember what exactly they were; but suffice it to say, it's much better to handle charge moves
with variables. Applies to everyone with charge moves. I don't really have any problems with the way they feel now. It's a preference thing, I guess.
- IMO, I think Sonic Break should be one of the level 1 supers, replacing Crossfire Blitz. I like Crossfire Blitz, personally.

Chun-Li:
- close HK and her air throw seem like odd omissions. As does the super jump cancel on the last hit of Hoyokusen I believe close HK was used as her launcher (if not, I'm not familiar with what attack you're referring to), the air throw I can add later but I'm not sure if I have sprites for it. For the cancel at the end of Hoyokusen, I didn't think she needed it in this game.

Det. Garret:
 - performing Dark Blue point blank in the corner results in Garret turning around and performing the attack in the opposite direction Hmm, that's odd. I'll look into it.

Haggar:
 - I think the lead pipe sound should only come out if the opponent is hit, it doesn't really make that much sense for it to play whenever he pulls the pipe out. This has been brought up several times before, but the sound plays regardless if it hits or not in MVC3, so that's what it does here.

Jin Saotome:
- Pretty much all of his FX clash with the rest of the game. Again, I think it's fine. I consider Jin's FX a special case since they're so over-the-top. Someone offered to hi-res his FX for me, but I like them the way they are.

Ken:
- Osoto Mawashi Geri should knock down Didn't know that, I'll change it in the next update.

Lynn:
- The little mini-explosions surrounding an opponent hit by Enretsuken and Ko Ryu Kyaku not only clash with the rest of the game's FX, but they clash with the rest of the FX in the same moves. Okay.

Mr. X:
- can't seem to pull off light Curb Stomp, only the heavy variation There isn't a light variation, I just keep forgetting to update his movelist to reflect that.

Strider:
 - Formation B Shot's FX clash with the rest of the game. The same is true for the sword slash FX but personally I don't think it's that big of a deal plus it's attached to the sprites and probably a pain in the ass to separate, let alone hi-res. Indeed

Thanks for the feedback!

@ Buckus

Not sure why that's happening, he has clsns on that move in the .air, but they don't show up during the fight. They were green clsns though, not sure if that was the problem. Changed them all to blue and it seems to be fine now. Weird.

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Re: Capcom vs. The World - August Release
#38  August 14, 2013, 10:40:05 pm
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The green clsns in Fighter Factory mean there was a blue clsn set as "default". The problem is, IIRC, that setting a new clsn after a default cancels the default (including for all the frames after that), but FF keeps showing the green clsn on following frames if you don't give them their own clsn. It's a display issue with FF, but they're really not there if you check the text of the file.
... And after a quick check, what's weird is that you actually do have a clsn2 on that frame, but only one (which should be the one on the arm, -86 to -74 on y axis), so the green one (from the default on the second sprite) really shouldn't show in FF. I think it herpaderps out because you put
Quote
Clsn2Default: 2
  Clsn2[0] = -7, -97, 12, -81
  Clsn2[1] = -33, -81, 32, -35
Clsn1: 1
  Clsn1[0] = 11, -90, 73, -72
Clsn2: 1
  Clsn2[0] = 4, -86, 62, -74
Clsn2, then Clsn1, then another Clsn2 on the sprite just before.
Anyway it's FF's fault. edit - that it showed a clsn where there wasn't any, I mean. It was missing a clsn.
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Last Edit: August 14, 2013, 11:08:33 pm by DKDC
Re: Capcom vs. The World - August Release
#39  August 15, 2013, 12:24:01 am
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Oh, nice. Just a few things I noticed:

- Is Strider supposed to only be able to double-jump after a walljump?
- Using Captain America's "Final Justice" during Mega Man's "Rush Drill" gives some... interesting results when they hit each other. I didn't check if other characters' supers might be problematic as well.
- No aerial Soul Fist for Morrigan? Ah, forget it. I don't know why I had so much trouble with it at first, but now it works.

Onwards to "personal preference" stuff:

- Is it just me or does Captain America's voice sound as if it was recorded over a phone?
- Argh, the intro animation for the character selection screen takes forever! :woeh:
Last Edit: August 15, 2013, 06:27:59 pm by Toni
Re: Capcom vs. The World - August Release
#40  August 15, 2013, 12:24:26 am
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This is turning out to be really good
But one problem...when I play the game...the attacks are controlled with the right analog stick instead of buttons...
why is this?

Something is wrong with your cotroller dude.