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Author Topic: Capcom Universe News and Updates  (Read 135012 times)

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Offline Uche_of_IMT

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Re: Capcom Universe News and Updates
« Reply #175 on: January 28, 2013, 08:44:55 PM »
Good thing you are one seriously good coder, eh Beximus?
92% of people have moved onto rap. If your part of the 8% who still listen to REAL music, post this in your signature.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #176 on: January 28, 2013, 10:47:34 PM »
Well i dunno about that i still consult the docs from time to time.  I'm experienced though cause i kept experimenting with ideas and did a lot of trial and error.

I couldn't even code a super jump when i first started.  Took me forever to figure out what variables really were and how they worked.

Coding and animating is all im good at.

Offline DizzyTheConquer

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Re: Capcom Universe News and Updates
« Reply #177 on: January 31, 2013, 09:55:22 AM »
Well i dunno about that i still consult the docs from time to time.  I'm experienced though cause i kept experimenting with ideas and did a lot of trial and error.

I couldn't even code a super jump when i first started.  Took me forever to figure out what variables really were and how they worked.

Coding and animating is all im good at.
Hey, I hear ya. When I started MUGEN all I know was how to make stages. Sometimes those things can get you pretty good distance. The fact that I still kow how to make stages help me with my pixel animations.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #178 on: February 01, 2013, 06:31:29 AM »
In response to your question in the Questions thread Dizzy I made a few short videos of the updates made to Underworld and Forgotten Sanctuary.


http://www.mediafire.com/?rpg5s500o5i65jv,8c913xw2wh2ivef,uaql58l69s9f5nh,1zsi3doh1xdj4ye

The forgotten sanctuary now has a transition between the ruined and renewed backgrounds.


For the Underworld i changed the fire in the cavern at the beginning and added heat effects to the pillars in the third segment.

Offline ExShadow

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Re: Capcom Universe News and Updates
« Reply #179 on: February 01, 2013, 08:46:24 AM »
It's nice to know you are working hard on the stages as well.
»ĐΣΛTĦŞTØRM«

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #180 on: February 01, 2013, 02:41:45 PM »
Stages are very important to me.  They're almost like characters themselves.  In capcom universe they help to convey the story.  I'm inspired by stages like the kind found in Xmen COTA and Marvel super heroes.  Those stages were elaborate and excellent at setting a mood.  So i wanted to make sure that each stage i made had something going on in it.  So every stage either moves, or has animations and layers to it.

Offline Afterthought

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Re: Capcom Universe News and Updates
« Reply #181 on: February 01, 2013, 02:46:13 PM »
Stages are very important to me.  They're almost like characters themselves.  In capcom universe they help to convey the story.  I'm inspired by stages like the kind found in Xmen COTA and Marvel super heroes.  Those stages were elaborate and excellent at setting a mood.  So i wanted to make sure that each stage i made had something going on in it.  So every stage either moves, or has animations and layers to it.

Seems legit.  ^^(PM)^ The work put into the game itself is astounding. Keep it up, Beximus.  :)

Offline silenthillfan

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Re: Capcom Universe News and Updates
« Reply #182 on: February 24, 2013, 04:59:18 PM »
aah man i was hoping that chris and batsu were in this project...
oh well i can't wait.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #183 on: February 24, 2013, 07:36:31 PM »
I'm looking to put chris in the game but he'd be an RE1 interpretation.

Offline MAZEMERALD

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Re: Capcom Universe News and Updates
« Reply #184 on: March 18, 2013, 10:29:18 PM »
oh man,please don´t forget these chars

unknown soldier
ton pooh
pure & fure
jubilee
mummy commando
ninja commando

this project is amazing,congrats por all your progress,i love so much these chars because them are nonexistent in mugen.

thanks...




CAPCOM MUGEN GAMER

Offline Dragon of Courage

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Re: Capcom Universe News and Updates
« Reply #185 on: March 19, 2013, 01:42:55 PM »
oh man,please don´t forget these chars

unknown soldier
ton pooh
pure & fure
jubilee
mummy commando
ninja commando

this project is amazing,congrats por all your progress,i love so much these chars because them are nonexistent in mugen.

thanks...


Err, Jubilee is a Marvel character.

Offline Uche_of_IMT

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Re: Capcom Universe News and Updates
« Reply #186 on: March 19, 2013, 03:48:28 PM »
Okay. Here's hoping Beximus has had some more help in all this.
92% of people have moved onto rap. If your part of the 8% who still listen to REAL music, post this in your signature.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #187 on: March 19, 2013, 07:44:33 PM »
Unfortunately i've hit my limit as far as characters that can be added i've run out of symbols that mugen will recognize for the character portrait font.

I'm not ready yet to make a new progress video but i do want to show that things are carrying on pretty well.



















Thanks to the generous contributions of sprite artists.  I'm able to include a few new characters into these shots.  Tiffany, Fiona, and Lou for instance.  Ramzaneko has given me permission to use Zero so expect to see him soon.


« Last Edit: March 19, 2013, 08:59:45 PM by Beximus »

Offline Xenomic

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Re: Capcom Universe News and Updates
« Reply #188 on: March 19, 2013, 07:45:50 PM »
Devilooooooooootte~

Looking good so far from what I'm seeing~ ^^

Offline Uche_of_IMT

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Re: Capcom Universe News and Updates
« Reply #189 on: March 19, 2013, 09:33:43 PM »
If Devilotte is in, Jin Saotome better be in or I'll flip!
92% of people have moved onto rap. If your part of the 8% who still listen to REAL music, post this in your signature.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #190 on: March 19, 2013, 09:39:27 PM »
Don't worry Jin has been finished for quite a while.

Offline Xenomic

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Re: Capcom Universe News and Updates
« Reply #191 on: March 19, 2013, 09:41:07 PM »
I am quite curious now, how much do you think is left for Devi? If you can give an estimation on that at all~

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #192 on: March 19, 2013, 09:54:59 PM »
I would say she's around 75% done.

Devilot requires a lot of props and effects which is what has been holding up her progress.  Ive been spending time looking for appropriate sprites and creating some of my own.  Such as the dark magic spheres that Jigoku Daishi creates for her.   I'm still settling on what kind of assists Dr. Stein will perform for her.

Devilot depends on Jigoku Daishi and Dr. Stein for her special moves.  I'm creating her with the idea that she'll be a zoning character.

Offline ChAoTiC

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Re: Capcom Universe News and Updates
« Reply #193 on: March 19, 2013, 10:05:44 PM »
hey bex, if u need a starting point for zero or even just sprites to rip from a character i got u covered.  :Terry

Offline Xenomic

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Re: Capcom Universe News and Updates
« Reply #194 on: March 19, 2013, 10:09:44 PM »
Are both of them ranged only, or do they have any melee to help her out? Or perhaps any traps to lay about for a brief time? I'd assume Stein could do something like that if you haven't done so.

Offline DizzyTheConquer

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Re: Capcom Universe News and Updates
« Reply #195 on: March 19, 2013, 10:38:28 PM »
I'm liking the progress! Especially how you'reworking with Devilot.

Offline Macaulyn97

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Re: Capcom Universe News and Updates
« Reply #196 on: March 19, 2013, 10:47:39 PM »
I'm really surprised on how Devilotte is looking cool, I hope to see the release soon.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #197 on: March 19, 2013, 10:55:00 PM »
Are both of them ranged only, or do they have any melee to help her out? Or perhaps any traps to lay about for a brief time? I'd assume Stein could do something like that if you haven't done so.

summoning jigoku with LK will give you 6 energy spheres that stay with Devilot inactive until she sends them out for an attack.  depending on the strength she can send them out in a spread shot, an expanding ring, or a homing attack that behaves like the magnetic tempest in Marvel super heroes.  The attacks can be combo'ed off normal moves on the ground or in the air.  this gives her the normal > special > hyper chain.

Stein has an assist that acts as a long distance grab.  You can't combo into it but used in conjunction with her other attacks or a partner assist can be tricky to dodge.  Jigoku daishi and dr. stein don't do melee attacks it just wouldn't be their style.  but Devilot will still be able to do combos.

hey bex, if u need a starting point for zero or even just sprites to rip from a character i got u covered.  :Terry

Thank you for the offer, however i've been lucky enough to have gotten permission from Ramzaneko to use the Zero sprites of his.

I'm liking the progress! Especially how you'reworking with Devilot.

Thank you, Devilot has for a long time been the character i was most looking forward to working on.  I like her a lot and i'm trying to make sure she isn't broken.  I'm trying to avoid an MVC2 scenario where you have an obvious small set of dominating characters.
« Last Edit: March 19, 2013, 11:07:01 PM by Beximus »

Offline Macaulyn97

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Re: Capcom Universe News and Updates
« Reply #198 on: March 19, 2013, 11:05:31 PM »
Jigoku Daishi and Stein are Dave and Xavier's japanese names? Also, will she summon Super-8 in any attack?

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #199 on: March 19, 2013, 11:14:29 PM »
I've heard the names Dave and Xavier before and i have to assume that those are just names from the staff of Capcom of America's localization team lol.  the game was never released in America officially because it tested so poorly in sunnyvale that a localization was scrapped.  Im not sure which one is Dave and which one is Xavier.

Both of Devilot's supers involve the Super-8.

First is a wave super created by the Hell Delta beam.  It's inspired by Devilot's finisher in Super Puzzle Fighter. 

Second is a vertical super using a heatbeam from under the mech.  Inspired by the throw that super 8 does in cyberbots. 


 


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