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Author Topic: Capcom Universe News and Updates  (Read 135023 times)

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Offline O Ilusionista

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Re: Capcom Universe News and Updates
« Reply #250 on: November 24, 2013, 02:47:10 PM »
That is very nice, Beximus. Well played.
I like your game a lot, it has a very retro feeling. The only thing I don't like are the lifebars, they take too much space on the screen.

Offline Macaulyn97

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Re: Capcom Universe News and Updates
« Reply #251 on: November 24, 2013, 05:46:11 PM »
Loved the system, it makes a cool mix of the old and the new. I hope it gets released soon.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #252 on: November 24, 2013, 09:01:00 PM »
I wonder what you'll come up with next, Beximus!

well since Mugen 1.1 No longer does pallette effects for character portraits im considering making my own customized life bar system.  If it's possible, I'd make a red meter system like we see in all the official games.  If i figure out how to make a red meter system i may even be able to create Baroques.  This is all just theoretical at the moment.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #253 on: November 24, 2013, 09:02:35 PM »
That is very nice, Beximus. Well played.
I like your game a lot, it has a very retro feeling. The only thing I don't like are the lifebars, they take too much space on the screen.

yeah i was trying to reduce the amount of space the lifebars would take without sacrificing too much design.  I may end up redesigning them anyway.

Offline ExShadow

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Re: Capcom Universe News and Updates
« Reply #254 on: November 25, 2013, 11:27:53 AM »
DHC looks pretty awesome, good jovv
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Offline EoE Rin

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Re: Capcom Universe News and Updates
« Reply #255 on: February 23, 2014, 12:51:14 AM »
Hey Will devilot be avalible for dl seprately?
i will cry if not~ :'(

Offline GTAguy

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Re: Capcom Universe News and Updates
« Reply #256 on: February 23, 2014, 04:46:53 AM »
Hey Will devilot be avalible for dl seprately?
i will cry if not~ :'(

After Beximus released the next version of the full game, he might work on Devilotte after that.
Until now, please wait.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #257 on: March 04, 2014, 05:45:24 PM »
I have to delay the update.  I had a theory on how to prevent direction mix up when calling out assists while using your secondary character.

I'm currently working this out with Hayato.  If this works then i'll add it to all characters and illiminate the command mix ups.

Offline buckus

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Re: Capcom Universe News and Updates
« Reply #258 on: March 06, 2014, 08:56:05 AM »
I figured out a solution to this with my game. If you want, I'd help you with it. Kinda explained it in my thread at Guild.

http://mugenguild.com/forum/topics/general-progress-thread-155665.100.html

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #259 on: March 07, 2014, 04:12:06 PM »
The helper solution was a thought i had also.  However I have characters in the game that can do reversals.  which will place the helper in the custom state listed in the reversaldef.  This will cause the helper to turn into a clone.

If i were to set the hitdefattr of the helper to a projectile type, characters with projectile reversals like Lei-Lei, and Rose will cause it to clone also.

Also the assist needs to be vulnerable to combo attacks and custom states

For my game using a helper as an assist is plausible but very impractical.

Right now as i try to find that solution, I'm also working to eliminate juggling after a fall = 1 attack.  Characters are supposed to recover in the air after being hit out of a fall state in marvel games.  Unfortunately it's not as simple as adding fall = 0 to a hitdef.  I'll keep everyone posted

Offline Traweezie

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Re: Capcom Universe News and Updates
« Reply #260 on: March 07, 2014, 05:56:57 PM »
Finally adding air teching huh? Cool that'll prevent easy loops. Btw bex who's gonna be in the new update? I want to make a combo vid for the new comers

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #261 on: March 07, 2014, 10:11:03 PM »
I'm very curious about Jedah and Ibuki :D

- Any suggestions for conversions? Look on my thread and have fun! :)

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #262 on: March 08, 2014, 02:16:53 AM »
Finally adding air teching huh? Cool that'll prevent easy loops. Btw bex who's gonna be in the new update? I want to make a combo vid for the new comers

Yes it's really something i should have done a long time ago.  I had intended to release the update quickly but there aren't any new characters ready yet.  I've been concentrating on core mechanics again.

I can release an update with DHC, Air recovery, and reversed command fixes quicker.  Or i can hold off on updates until i have at least 4 new characters to add.  They would be Devilotte, Ibuki, Michelle, and Cody for certain.  I'm not sure what people would prefer.  I just know that there are definite problems with the latest demo that need to be adressed.  For instance Bison canceling his double knee press into an empty state.  Sakura's lp air fireball being an easy infinite.

I'm very curious about Jedah and Ibuki :D

Well Jedah will lose a lot of unblockables.  otherwise you couldn't really combo into anything.  There will be creative liberties taken with him, but i will do my best to retain his characteristics.

Ibuki is more or less a straight-forward conversion from SF3rdS to MVC with a double jump and standard MVC style enhancements.



(this is a weak whiffed version of yoroitoshi)

Offline buckus

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Re: Capcom Universe News and Updates
« Reply #263 on: March 08, 2014, 04:37:16 AM »
The helper solution was a thought i had also.  However I have characters in the game that can do reversals.  which will place the helper in the custom state listed in the reversaldef.  This will cause the helper to turn into a clone.

If i were to set the hitdefattr of the helper to a projectile type, characters with projectile reversals like Lei-Lei, and Rose will cause it to clone also.

Also the assist needs to be vulnerable to combo attacks and custom states

For my game using a helper as an assist is plausible but very impractical.

Right now as i try to find that solution, I'm also working to eliminate juggling after a fall = 1 attack.  Characters are supposed to recover in the air after being hit out of a fall state in marvel games.  Unfortunately it's not as simple as adding fall = 0 to a hitdef.  I'll keep everyone posted

I worked around all of the issues mentioned.
(click to show/hide)

For the fall state thing, I recommend using a custom juggle system and custom hit states. A good example to look at would be kamekaze's MVC3 chars.

Offline O Ilusionista

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Re: Capcom Universe News and Updates
« Reply #264 on: March 08, 2014, 11:07:11 AM »
oh, nice Ibuki

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #265 on: March 08, 2014, 01:57:50 PM »
Yes it's really something i should have done a long time ago.  I had intended to release the update quickly but there aren't any new characters ready yet.  I've been concentrating on core mechanics again.

I can release an update with DHC, Air recovery, and reversed command fixes quicker.  Or i can hold off on updates until i have at least 4 new characters to add.  They would be Devilotte, Ibuki, Michelle, and Cody for certain.  I'm not sure what people would prefer.  I just know that there are definite problems with the latest demo that need to be adressed.  For instance Bison canceling his double knee press into an empty state.  Sakura's lp air fireball being an easy infinite.

Well Jedah will lose a lot of unblockables.  otherwise you couldn't really combo into anything.  There will be creative liberties taken with him, but i will do my best to retain his characteristics.

Ibuki is more or less a straight-forward conversion from SF3rdS to MVC with a double jump and standard MVC style enhancements.



(this is a weak whiffed version of yoroitoshi)

NICE!!

Now, I want to see how Prova-DI-Servo and Finale-Rosso will be made XD

You will change some things in this super? Like the number of "Hell Fists" appear in "Blood Ocean" or The size of Blood Hand, etc?

- Any suggestions for conversions? Look on my thread and have fun! :)

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #266 on: March 08, 2014, 02:00:35 PM »
What you think about making a pool to see who will be one of the four characters will appear in this game?

Will be fun to see a desperate pool XD

- Any suggestions for conversions? Look on my thread and have fun! :)

Offline Gladiacloud

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Re: Capcom Universe News and Updates
« Reply #267 on: March 08, 2014, 03:50:11 PM »
I already suggested some things at Beximus for his Jedah ;)

Offline Xenomic

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Re: Capcom Universe News and Updates
« Reply #268 on: March 08, 2014, 03:51:19 PM »
Jedah best be having his Sangue=Passare move and animations for it >:3

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #269 on: March 08, 2014, 05:51:08 PM »
NICE!!

Now, I want to see how Prova-DI-Servo and Finale-Rosso will be made XD

You will change some things in this super? Like the number of "Hell Fists" appear in "Blood Ocean" or The size of Blood Hand, etc?

Jedah will be one of the Last characters i work on.  So i don't really have anything to show right now.  He and Anakaris depend on the rest of the cast to be complete.

What you think about making a pool to see who will be one of the four characters will appear in this game?

Will be fun to see a desperate pool XD

That might not be a bad idea.

I already suggested some things at Beximus for his Jedah ;)
some good suggestions too.

Jedah best be having his Sangue=Passare move and animations for it >:3

Of course!  This is why im saving jedah and anakaris towards the end.  Every character in the game will need to have a Midnight Bliss sprite, Curse Sprites, and San Passare sprites.  It sounds ambitious but its necessary,  I may need help with the midnight blisses and curse sprites.  I think there is a midnight bliss project but it seems mostly interested in non capcom characters.

Every character has a trademark object on them that can be inflated with blood.  I think san=passare will be easiest to do.

Offline Xenomic

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Re: Capcom Universe News and Updates
« Reply #270 on: March 08, 2014, 05:58:23 PM »
Oh, you speak of the project I run then lol. It doesn't necessarily focus on one thing or another. Just does whatever the spriters decide to do. You can put in a request there and I'll push it through to one of the spriters and see what can be done (Pharaoh's Curse stuff, probably won't happen there though. Sangue=Passare and Midnight Blisses? Very doable. Shocks too...Burn? Kindaish).

Though I am quite curious as to what each part will be inflated. If you have a list anyways, might help out~ Could possibly even push it through to my spriter and let him do some of those on characters that's out there already or something.

(Wonders if anyone in particular will have the Lilith and Lord Raptor/Zabel Treatment done~)

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #271 on: March 08, 2014, 11:24:10 PM »
Oh, you speak of the project I run then lol. It doesn't necessarily focus on one thing or another. Just does whatever the spriters decide to do. You can put in a request there and I'll push it through to one of the spriters and see what can be done (Pharaoh's Curse stuff, probably won't happen there though. Sangue=Passare and Midnight Blisses? Very doable. Shocks too...Burn? Kindaish).

Though I am quite curious as to what each part will be inflated. If you have a list anyways, might help out~ Could possibly even push it through to my spriter and let him do some of those on characters that's out there already or something.

(Wonders if anyone in particular will have the Lilith and Lord Raptor/Zabel Treatment done~)

Ideas:

Gouki = Breads
Chun-Li = Legs
Medusa = Iron Face [LOL]
Q = Iron Face
Hugo = Himself and the explosion will be a BIG BAD explosion, like Rolento's grenade Hyper XD
Rolento = One of his grenades
Rockman = Rock Buster Arm

I don't know the others but... Welll... For now it's this xD

- Any suggestions for conversions? Look on my thread and have fun! :)

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #272 on: March 11, 2014, 07:01:16 PM »
Before i move on to Demo 3 i've decided to release a Demo 2.5

Since releasing demo 2 i've made quite a few changes to the game.  As well as remove more glitches.

I've remade the damage scaling system after studying the damage behavior of MVC2 more closely.

Added Air recovery from getting knocked out of a fall.

Delayed Hyper Combo System

Currently working on a Variable Aerial Rave

Adjusting get-hit velocities and falling speed for authenticity.

I'll have more news soon.

Offline Xenomic

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Re: Capcom Universe News and Updates
« Reply #273 on: March 11, 2014, 07:02:48 PM »
Awwww~ Don't wanna give a list? Mmkay. :<

Offline ExShadow

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Re: Capcom Universe News and Updates
« Reply #274 on: March 11, 2014, 10:23:31 PM »
Before i move on to Demo 3 i've decided to release a Demo 2.5

Since releasing demo 2 i've made quite a few changes to the game.  As well as remove more glitches.

I've remade the damage scaling system after studying the damage behavior of MVC2 more closely.

Added Air recovery from getting knocked out of a fall.

Delayed Hyper Combo System

Currently working on a Variable Aerial Rave

Adjusting get-hit velocities and falling speed for authenticity.

I'll have more news soon.
Sounds good
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