Classic VS :

Started by ELECTR0, January 01, 2019, 01:00:11 AM

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ELECTR0

People seemed to really enjoy the wrestling intros so here is the rest of the roster except for Mai and Johnny Maximum. I also updated some of the intros from the last video, but didn't include them in this video to cut down on the length.


Macaulyn97

Eliza looks so tiny in Ken's intro, lol.

ELECTR0

Previewing both versions of Mai (FF3 and FF2). They are basically the same except for a few differences. The FF2 version of Mai doesn't have the twirling fan attacks, so instead she has an upwards flaming kick. In the FF3 version of Mai I changed the way the Hyper Fan attack works since the last preview video. Instead the move now mimics Mai's Super from the game Fatal Fury Wild Ambition were she plants a bomb on the opponent.


Macaulyn97

I hope you move to another Slam Masters char next, there are so many of those guys that need a good version.

DivineWolf

Quote from: ELECTR0 on August 30, 2024, 06:42:16 PM
It's Mugen in all of the videos, but I also have an Ikemen version of the game. The Ikemen version doesn't have simultanious mode but it does have tag mode.

Oh really? That's even better then. Is this a 1.1 exclusive thing? It doesn't look like it from the vid, though I want to confirm. Honestly, if you don't mind, would you be willing to put up a tutorial/guide on making chars compatible with this/these stage(s) intro(s)? I'd like to try my hand at it and if it's pretty streamline, make all my chars compatible with your stages.

ELECTR0

#145
It will also work in Mugen 1.0 because it can read the stagevar(info.name) trigger. So all you do is add a changestate at the top of your 190 intro state. Here is an example :

Spoiler (click to show)
;Slam Masters intro For Player 1
[State 190, Slam Masters introP1]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 1
trigger1 = TeamMode != Simul
trigger2 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger2 = teamside = 1
trigger2 = TeamMode = Simul
trigger2 = numpartner = 1 && id<partner,id
value = 9300

;Slam Masters intros for Player 2
[State 190, Slam Masters introP2]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 2
trigger1 = TeamMode != Simul
trigger2 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger2 = teamside = 2
trigger2 = TeamMode = Simul
trigger2 = numpartner = 1 && id<partner,id
value = 9301

;Slam Masters intro for Player 3
[State 190, Slam Masters introP1]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 1
trigger1 = TeamMode = Simul
trigger1 = numpartner = 1 && id>partner,id
value = 9302

;Slam Masters intro for Player 4
[State 190, Slam Masters introP2]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 2
trigger1 = TeamMode = Simul
trigger1 = numpartner = 1 && id>partner,id
value = 9303

This will cover both team sides players 1-4. Next you just code the intros like you normally would any other intro, but give yourself enough time for both events to play out. For example in the Slam Masters intros both players intros are playing at the same time for 1000 ticks. Player 1 sprites all play in the first 500 ticks and then delete. The next 500 ticks are for player 2 sprites to play. I usually put the extra stage intro sprites into my screenpacks FightFX file, but you can also put the extra sprites into your characters. Here is an example of the intro code for all players.

Spoiler (click to show)
;--------------------------------------
;Slam Masters go first intro
[Statedef 9300]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0

[State 9300, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0

[State 9300, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 9300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
persistent = 1

[State 9300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
persistent = 1

[State 9300, blackness Background]
type = explod
anim = F89155
trigger1 = time = 0
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = -20
removetime = 492

[State 9300, PlayIntroMusic]
type = PlaySnd
trigger1 = time = 0
value = S8300,0 ;Add this music to your characters SND.
channel = 3

[State 9300, StopIntroMusic]
type = PlaySnd
trigger1 = time = 499
value = S355,0 ;Add this music to your characters SND.
channel = 3

[State 9300, background]
type = explod
anim = F89065
trigger1 = time = 0
ID = 889775
;pos = 10,0
pos = 95,195
postype = left
vel = 0, 0
sprpriority = -2
removetime = 492

[State 9300, lasers Purple 1]
type = explod
anim = F89072
trigger1 = time = 0
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492

[State 9300, lasers blue 2]
type = explod
anim = F89075
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492

[State 9300, lasers Red 1]
type = explod
anim = F89073
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492

[State 9300, giant beam 1]
type = explod
anim = F89067
trigger1 = time = 40
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 185

[State 9300, giant beam 2]
type = explod
anim = F89068
trigger1 = time = 225
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 85

[State 9300, giant beam 3]
type = explod
anim = F89069
trigger1 = time = 310
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 150

[State 9300, forground]
type = explod
anim = F89066
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 30
removetime = 492

[State 9300, Walk]
type = Explod
trigger1 = Time = 80
;ID = 88507
persistent = 0
anim = 88505
postype = p1
pos = -200,27
sprpriority = 8
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0

[State 9300, Emote]
type = Explod
trigger1 = Time = 310
;ID = 88508
persistent = 0
anim = 88506
postype = p1
pos = 50,27
sprpriority = 8
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0

[State 9300, background mist]
type = explod
anim = F89071
trigger1 = time = 120
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 380

[State 9300, forground mist]
type = explod
anim = F89070
trigger1 = time = 120
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 20
removetime = 380

[State 9300, crowd]
type = PlaySnd
trigger1 = time = 240
value = F36,0

[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%200 = 0
ID = 889775
pos = 80,40
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%250 = 0
ID = 889775
pos = 30,46
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%150 = 0
ID = 889775
pos = -92,19
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%295 = 0
ID = 889775
pos = 30,20
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%320 = 0
ID = 889775
pos = 190,40
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9300, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 492
value = 9800 ;Invisible

[State 9300, blackness]
type = explod
anim = F89138
trigger1 = time = 473
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = 70
removetime = 46
ontop = 1

[State 9300, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0

;--------------------------------------
;Slam Masters go second intro
[Statedef 9301]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0

[State 9301, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0

[State 9301, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 9301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
persistent = 1

[State 9301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
persistent = 1

[State 9301, blackness background]
type = explod
anim = F89155
trigger1 = time = 500
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = -20
removetime = 500

[State 9301, PlayIntroMusic]
type = PlaySnd
trigger1 = time = 500
value = S8300,0 ;Add this music to your characters SND.
channel = 3

[State 9301, StopIntroMusic]
type = PlaySnd
trigger1 = time = 999
value = S355,0 ;Add this music to your characters SND.
channel = 3

[State 9301, background]
type = explod
anim = F89065
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = -2
removetime = 500

[State 9301, lasers red 1]
type = explod
anim = F89072
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 2
removetime = 500

[State 9301, lasers blue 2]
type = explod
anim = F89075
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = -1
removetime = 500

[State 9301, lasers black 1]
type = explod
anim = F89073
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 2
removetime = 500

[State 9301, giant beam 1]
type = explod
anim = F89067
trigger1 = time = 540
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 185

[State 9301, giant beam 2]
type = explod
anim = F89068
trigger1 = time = 725
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 85

[State 9301, giant beam 3]
type = explod
anim = F89069
trigger1 = time = 810
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 150

[State 9301, forground]
type = explod
anim = F89066
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 30
removetime = 500

[State 9301, Walk]
type = Explod
trigger1 = Time = 580
;ID =
persistent = 0
anim = 88505
postype = p1
pos = -200,27
sprpriority = 7
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0

[State 9301, Emote]
type = Explod
trigger1 = Time = 810
;ID =
persistent = 0
anim = 88506
postype = p1
pos = 50,27
sprpriority = 7
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0

[State 9301, background mist]
type = explod
anim = F89071
trigger1 = time = 620
ID = 889775
pos = 338,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 380

[State 9301, forground mist]
type = explod
anim = F89070
trigger1 = time = 620
ID = 889775
pos = 338,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 20
removetime = 380

[State 9301, crowd]
type = PlaySnd
trigger1 = time = 740
value = F36,0

[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%200 = 0
ID = 889775
pos = 305,40
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%250 = 0
ID = 889775
pos = 255,46
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%150 = 0
ID = 889775
pos = 130,19
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%295 = 0
ID = 889775
pos = 265,20
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%320 = 0
ID = 889775
pos = 415,40
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9

[State 9301, blackness]
type = explod
anim = F89138
trigger1 = time = 973
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = 70
removetime = 46
ontop = 1

[State 9301, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0

;--------------------------------------
;Slam Masters go first intro Partner
[Statedef 9302]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0

[State 9302, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0

[State 9302, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 9302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay

[State 9302, Walk]
type = Explod
trigger1 = Time = 80
;ID = 9302
persistent = 0
anim = 20
postype = p1
pos = -240,27
sprpriority = 8
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0

[State 9302, Emote]
type = Explod
trigger1 = Time = 310
;ID = 9302
persistent = 0
anim = 182
postype = p1
pos = 10,27
sprpriority = 8
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0

[State 9302, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0

;--------------------------------------
;Slam Masters Simultanious Partner intro
[Statedef 9303]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0

[State 9303, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0

[State 9303, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0

[State 9303, Walk]
type = Explod
trigger1 = Time = 580
;ID = 889776
persistent = 0
anim = 20
postype = p1
pos = -240,27
sprpriority = 7
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0

[State 9303, Emote]
type = Explod
trigger1 = Time = 810
;ID = 889777
persistent = 0
anim = 182
postype = p1
pos = 10,27
sprpriority = 7
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0

[State 9303, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0

As you can see it's not complicated but it will take a very long time to set all this up, so it's probably best done in a smaller full game like I'm doing.

Noside

I really liked FF2 Mai, excellent work as usual!

ELECTR0

The next character coming to the game is Balrog. I'm still working on his smart palette and code so I'm not showing off any gameplay today, but here is a look at the smart palette so you can see some costume options. I have also finished an electric deathmatch stage from World Heroes with interactive code which will be in the next update.

Stars and Bars

Apollo Creed

Mike Tyson Red Overall


DivineWolf

Quote from: ELECTR0 on September 06, 2024, 08:40:03 PM


Ah ok, I'll give this a try with KFM as I planned to do some tweaks to him anyway relatively soon. I'll have to add the sprites to the SFF, but it's not a big deal. Once I get it going with him, everything else should fall in line. Thanks. :)

Also, looking forward to see what you do with Balrog. Very nice CS you have going on with him.

ELECTR0

I have finished Balrog's moves and smart palette so it's time to show him off. He now has 4 hyper moves. Two hyper moves are punch attacks on ground. The air hyper attack has 2 variations. One variation sends the opponent flying into the air and then punches them again before they land. The other sends the opponent to the ground and you just punch them again. The last hyper is a throw. I plan to add some variations to this throw before release.


ELECTR0

Added the Port Town stage to the game. It has a stage finisher which I'm showing off in the video were you knock the opponent off the platform and fall through the Street Fighter 2 arcade intro. Balrog has a new ariel special were he spins in the air and lands on the ground to do a punch. While he is spinning in the air he can't be hit by normal or special projectiles. I don't think he connects the move in the video, but he does it a few times so you can see what it looks like. This will be the last video of Balrog. He should be released in a few weeks.


ELECTR0

While making Balrog's stage I got an idea to throw opponents into the Casino signs to get electrocuted. At first I didn't think I was going to be able to pull off this feature and almost gave up because I was having trouble figuring out how both players Helpers should respond once someone hit a sign, but I think I got it figured out now. Don't expect all the characters to be able to do this in the next update. Just the finished characters like Ryu, Sagat, Zangief, etc.. will be able to do it. I'll try add this feature to  as many characters as I can before the December update.


ELECTR0

The game was in need of another boss character besides M. Bison so I decided to go with Wolfgang Krauser. I took inspiration from his Real Bout 2 playstyle so you will see some newer moves like a rapid punch & fire slams.






ELECTR0

Final preview of Wolfgang Krauser. In this preview you can see some new moves, palettes ,updated FX & sound balance. Also his Cyclone hyper move & Phoenix Slam special move can now be done in the air. His Unlimited Desire hyper move now has 2 variations. The first variation ends with a big flaming punch and the other ends with flaming Leg Tomahawks. Wolfgang Krauser will be released sometime in the next 2 weeks.


oraora?

krauser fits in to rival sagat as their projectile moves are very similar  :8): reminded me of sagat z by zamtong and O Ilusionista's mb02 having his kraiser wave super move too  ;D

My real life is coming soon........!

ELECTR0

People seemed to like my Street Fighter 1 version of Ryu so I thought it would be a good idea to add another SF1 character to the game. Adon seems like a good choice because he's more well known than other characters like Lee or Mike. I don't have a video yet of him in action, but I can show off his new stance animations and smart palette costumes.




New Stance (Work in progress)

Momotaro

Quote from: ELECTR0 on July 08, 2025, 02:29:18 PM
People seemed to like my Street Fighter 1 version of Ryu so I thought it would be a good idea to add another SF1 character to the game. Adon seems like a good choice because he's more well known than other characters like Lee or Mike. I don't have a video yet of him in action, but I can show off his new stance animations and smart palette costumes.




New Stance (Work in progress)


Good idea!!!
About the stance.
I feel like only the fists are moving. he should have forearms moving as well in a different angle from elbows.

Macaulyn97

That's really cool, some characters can have pretty interesting movesets, even if you probably have to get creative with some of them.

ELECTR0

#158
I just finished a lot of new sprites for Adon's new moves and felt that he is ready to be shown off. Adon is still missing throws and air special/hyper attacks, but other than that he's good to go. Enjoy the preview.


ELECTR0

The final preview of Adon. In this video you can see all of his moves though they are still being tweaked. Adon will be released in about 2 weeks.