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Author Topic: Capcom Universe News and Updates  (Read 134800 times)

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Offline O Ilusionista

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Re: Capcom Universe News and Updates
« Reply #225 on: April 21, 2013, 11:47:56 AM »
Its just a black layer overlay with some alpha. you can use a mask so it won't affect the windows.

you can check in some of my stages:

http://brazilmugenteam.com/stages/stages-ilusionista/blood-pond-park/


http://brazilmugenteam.com/stages/stages-ilusionista/the-dark-gathering/

Offline Gladiacloud

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Re: Capcom Universe News and Updates
« Reply #226 on: April 21, 2013, 01:37:09 PM »
Actually the video ends before the elevator reaches the top.  the story behind it is that it's not a base, it's a floor that can only be accessed with a card key.  the elevator actually goes past it and continues to the top of the building where it powers down and you get a view of the city.



Absolutely.  I'll be systematically putting A.I. into each character starting with the characters that will be in the Demo.
I can not wait to see Devilot in action!

Ah, good news: I have left only two characters to work with. Once finished, will resume work on Michelle Heart. And this time seriously.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #227 on: April 21, 2013, 05:53:59 PM »
Thats great, I look forward to working on her with you.  I know that she'll be amazing.

Its just a black layer overlay with some alpha. you can use a mask so it won't affect the windows.

you can check in some of my stages:

http://brazilmugenteam.com/stages/stages-ilusionista/blood-pond-park/


http://brazilmugenteam.com/stages/stages-ilusionista/the-dark-gathering/

Using an alpha layer wouldn't just make the characters darker it would make everything darker.  Life bars and projectiles and effects.  A long time ago there was a stage released of Omega red's stage from Xmen children of the atom that used an alpha layer to darken everything when it reached the sea floor.  I understand that realism is what you are going for, but I didn't like the way it looked.

Offline Maxx_C

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Re: Capcom Universe News and Updates
« Reply #228 on: April 21, 2013, 06:10:11 PM »
Would Kyosuke and his friends from Rival Schools be in this game? What chars are confirmed in the roster?

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #229 on: April 21, 2013, 06:30:19 PM »
Yes Kyosuke is in the game, Shoma and Tiffany are also planned.  The first post of this thread has a list of characters  that will be in the game (or that i would really like in the game provided someone were to draw them)

I would code the character for a public release as well so that it would be compatible with regular mugen if the artist wanted to have their sprites made public.

Offline O Ilusionista

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Re: Capcom Universe News and Updates
« Reply #230 on: April 21, 2013, 07:21:23 PM »
Quote
Using an alpha layer wouldn't just make the characters darker it would make everything darker.
No, you can use layerno=2 and they will be fine.

About the sparks and such, I don't think its a problem.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #231 on: May 16, 2013, 10:05:39 PM »
Progress Report:

The breakaway floor has been recoded and all glitches involving it should now be eliminated.  The floor can now also work with 1 on 1, 1 on 2, 2 on 2 and Turns.  However on Turns mode the floor currently resets between rounds.

All character's coding is done

All characters in the demo now have A.I.

Tabasa is awaiting cosmetic changes to her cannon beams. 

After this is done i can submit a beta demo to the testers so they can help me look for bugs.  I'm looking to release the demo by the end of the month.

Offline Beto

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Re: Capcom Universe News and Updates
« Reply #232 on: May 16, 2013, 10:22:46 PM »
 :Terry  :cool

Offline DizzyTheConquer

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Re: Capcom Universe News and Updates
« Reply #233 on: May 17, 2013, 11:21:15 AM »
Awesome! I can't wait to see how the Forgotten Sanctuary updated look will be in full!

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #234 on: May 28, 2013, 03:11:58 PM »
The demo is ready for bug catching.  I've made a test build and we'll do all that we can to eliminate any glitches there might be so that the demo can be enjoyable and fully functional.

« Last Edit: May 28, 2013, 03:22:50 PM by Beximus »

Offline Uche_of_IMT

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Re: Capcom Universe News and Updates
« Reply #235 on: May 28, 2013, 03:13:47 PM »
Where is it?
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 #236 on: May 28, 2013, 03:22:03 PM »
the test build is just for eliminating bugs and glitches.  It's not ready for public release.  I just wanted to keep people updated on it's progress and where it stands. 

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #237 on: September 24, 2013, 05:13:49 AM »
The new Demo is now available for download in the thread titled DEMO 2

http://www.infinitymugenteam.com/Forum_345/index.php?topic=41626.0

Offline Uche_of_IMT

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Re: Capcom Universe News and Updates
« Reply #238 on: September 24, 2013, 08:16:44 AM »
I'm downloading it right now.
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 #239 on: October 21, 2013, 07:50:32 PM »
Along with the many bug fixes that have been performed on the demo i'm also enhancing the games core mechanics.


downward air attacks can now OTG

all ground basic attacks can be super jump canceled upon confirmed hit.

Air basic attacks can be air dash canceled.

Characters no longer have a delayed fall after a fly screen is enabled.

Air HP can be canceled into Air HK (with the exception of Hugo)

With these changes i hope to improve combo ability to give the game a more MVC2 feeling.

Character specific changes:

Chun li has a full magic series combo on the ground.

Rose and Phobos will have 8 way dash

Roll can double jump

new air throw for tabasa and phobos.

I'll post the news of the Demo's re-release as soon as its ready.

Offline Xenomic

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Re: Capcom Universe News and Updates
« Reply #240 on: October 21, 2013, 07:52:35 PM »
Nice to see you still at this~ I'm still curious as to the Midnight Blisses and other special states for characters, if those have been started at/done at all for anyone~ ^^

Offline DizzyTheConquer

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Re: Capcom Universe News and Updates
« Reply #241 on: October 21, 2013, 09:20:06 PM »
Along with the many bug fixes that have been performed on the demo i'm also enhancing the games core mechanics.


downward air attacks can now OTG

all ground basic attacks can be super jump canceled upon confirmed hit.

Air basic attacks can be air dash canceled.

Characters no longer have a delayed fall after a fly screen is enabled.

Air HP can be canceled into Air HK (with the exception of Hugo)

With these changes i hope to improve combo ability to give the game a more MVC2 feeling.

Character specific changes:

Chun li has a full magic series combo on the ground.

Rose and Phobos will have 8 way dash

Roll can double jump

new air throw for tabasa and phobos.

I'll post the news of the Demo's re-release as soon as its ready.

These changes can actually help the whole system in general. Also, are you still working on the variable crosses?

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #242 on: October 23, 2013, 01:51:50 PM »
Yes i think i've found a solution for the S Variable Combinations

the command would be D,DB,B HP+HK.  I'm thinking about making it cost 3 bars.

Offline DizzyTheConquer

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Re: Capcom Universe News and Updates
« Reply #243 on: October 23, 2013, 02:37:28 PM »
Yes i think i've found a solution for the S Variable Combinations

the command would be D,DB,B HP+HK.  I'm thinking about making it cost 3 bars.
That would be cool, but if  that's the case are you going to make the maximum to 5 or leave it at 3?

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #244 on: October 23, 2013, 02:53:43 PM »
For right now i'm leaving it at 3.

When i figure out how to make Delayed Hyper Combos im going to bump it up to 5


On a side note, I've added Yang's Seiei Enbu

Offline Rhykross

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Re: Capcom Universe News and Updates
« Reply #245 on: November 04, 2013, 05:30:28 PM »
I think that this new Mugen as mentioned
It will be one of the best this year. Because the battle in level 8 system is dreams and so competition is still mayoy

I would ask if it is possible to develop new "Taunt"
for the characters. Or I pre4gunto if it is possible to adapt new movement for them.

For example in the case of Hiryu and Ibuki are ninjas.
I will like to see someday that way evade them either so they disappear and appear after the opponent to take advantage.

But I'm not sure that this is possible.
Best regards.

I leave you some flash videos that I find quite interesting.

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://fc01.deviantart.net/fs70/f/2012/059/8/c/you__re_not_alone__street_fighter_music_video__by_jqzjqz-d4ra1gv.swf" /> <embed src="http://fc01.deviantart.net/fs70/f/2012/059/8/c/you__re_not_alone__street_fighter_music_video__by_jqzjqz-d4ra1gv.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://fc02.deviantart.net/fs70/f/2012/063/4/4/ibuki_vs_makoto_2_by_jqzjqz-d4ra5pm.swf" /> <embed src="http://fc02.deviantart.net/fs70/f/2012/063/4/4/ibuki_vs_makoto_2_by_jqzjqz-d4ra5pm.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://fc05.deviantart.net/fs71/f/2012/059/c/8/ibuki_vs_makoto_3_by_jqzjqz-d4rbd6f.swf" /> <embed src="http://fc05.deviantart.net/fs71/f/2012/059/c/8/ibuki_vs_makoto_3_by_jqzjqz-d4rbd6f.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>

<object width="425" height="350" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://fpdownload.macromedia.com/pub/ shockwave/cabs/flash/swflash.cab#version=8,0,0,0"> <param name="movie" value="http://fc04.deviantart.net/fs71/f/2012/060/0/2/ibuki_vs_makoto_4_by_jqzjqz-d4refex.swf" /> <embed src="http://fc04.deviantart.net/fs71/f/2012/060/0/2/ibuki_vs_makoto_4_by_jqzjqz-d4refex.swf" width="425" height="350" type="application/x-shockwave-flash" pluginspage= "http://www.macromedia.com/go/getflashplayer" /> </object>

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #246 on: November 23, 2013, 11:15:52 PM »
I've been working solidly for several days now on figuring out how to do this.  It wasn't easy but the payoff was worth it.




Offline Uche_of_IMT

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Re: Capcom Universe News and Updates
« Reply #247 on: November 23, 2013, 11:49:31 PM »
Wow! You managed to code in the crazy combo sync we only seen in Marvel vs. Capcom 2!
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 Tha Lando ( Le CROM )

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Re: Capcom Universe News and Updates
« Reply #248 on: November 24, 2013, 09:14:14 AM »
 ^:)^ ^:)^ Now you really cookin with this ! great job and hell yes, the effort definitely paid off Beximus! congrats!  :thumbsup:

Offline Uche_of_IMT

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Re: Capcom Universe News and Updates
« Reply #249 on: November 24, 2013, 02:31:45 PM »
I wonder what you'll come up with next, 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.

 


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