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Author Topic: Classic VS : Athena  (Read 19839 times)

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Offline ELECTRO

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Re: Classic VS : Dhalsim
« Reply #75 on: January 26, 2022, 06:02:48 PM »
Got an early preview of Guile. I added a decent smart palette to him for more costume options, which one of them you can see in this preview vid. Guile has a new move called sonic kicks. Right now I only have the light kick version implemented. Took both hyper moves from MVC2 and tweaked them slightly, for example the Sonic Hurricane color scheme now matches the colors of his original sonic boom. Next preview I’m going to add a team up hyper with Charlie where Guile kicks the opponent into the sky & then Charlie flies by in a fighter jet to blast you out of the sky.

« Last Edit: January 26, 2022, 06:22:30 PM by ELECTRO »

Offline LightFlare

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Re: Classic VS : Guile
« Reply #76 on: January 26, 2022, 06:20:58 PM »
Like those sonic kicks. Suits him well.

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Offline MatreroG

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Re: Classic VS : Guile
« Reply #77 on: January 29, 2022, 06:11:34 AM »
Nice. My main guy in the first SF2 is getting a fair treatment.

Offline ELECTRO

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Re: Classic VS : Guile
« Reply #78 on: February 22, 2022, 03:56:05 AM »
Almost done with Guile’s alpha and will be releasing it within the next two weeks. In this preview video you will see that more sonic kicks were added. They can also be done in the air. I also added two new hypers which one of them is the Sonic Tempest, were you create a giant sonic boom in the air. The other one is the hyper I described in my last post, were Guile kicks the opponent into the air and a fighter jet blasts you out of the sky.


Offline O Ilusionista

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Re: Classic VS : Guile
« Reply #79 on: February 22, 2022, 01:19:20 PM »
hahah you never cease to amaze me. I love the sonic kick sprites

Offline ELECTRO

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Re: Classic VS : Guile
« Reply #80 on: February 23, 2022, 06:03:02 AM »
Thanks buddy!

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Re: Classic VS : Guile
« Reply #81 on: February 23, 2022, 07:49:45 AM »
That air strike move was unexpected and killer.
 <_<|...| XD||

Offline ELECTRO

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Re: Classic VS : Guile
« Reply #82 on: March 01, 2022, 07:08:51 PM »
Here is a video of Guile's specials, throws and hypers. I made a lot of progress over the last few days where I added the rest of his throws and a hyper version of the throw called Maelstrom Twister. Also lots of FX, sounds, intros & win poses have also been added since the last preview. I'm only showing off the new jet intro in this video.


Offline ELECTRO

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Re: Classic VS : Zangief Update
« Reply #83 on: March 23, 2022, 04:07:22 PM »
Working on Chun Li as the next character in the game but it's going to take a minute to finish her. In the meantime I'm working on some much needed updates to older characters. First up is Zangief who is getting some new moves and sprites to go along with the quality of life changes. Here are some new sprites/smart palette for his Medieval Times hyper move.


Offline O Ilusionista

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Re: Classic VS : Zangief Update
« Reply #84 on: March 24, 2022, 11:31:08 AM »
Working on Chun Li as the next character in the game but it's going to take a minute to finish her. In the meantime I'm working on some much needed updates to older characters. First up is Zangief who is getting some new moves and sprites to go along with the quality of life changes. Here are some new sprites/smart palette for his Medieval Times hyper move.


oh, that is awesome

Offline ELECTRO

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Re: Classic VS : Zangief Update
« Reply #85 on: March 24, 2022, 05:03:37 PM »
When I finished the sprites the first thing I thought was O Ilusionista is going to like these.  ^-^

Offline O Ilusionista

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Re: Classic VS : Zangief Update
« Reply #86 on: March 26, 2022, 12:07:33 PM »
And I loved that :)

Offline ELECTRO

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Re: Classic VS : Chun-Li
« Reply #87 on: May 18, 2022, 08:35:46 PM »
Early preview of Chun-Li. She has 3 hypers which are :

Kikou Shou - The ball of energy Super Art from Street Fighter 3.

Lighting Bird Kicks - An Ultra from Street Fighter 4.

Flock of Birds - Air hyper where she spins and birds fly by to attack.


Offline LightFlare

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Re: Classic VS : Chun-Li
« Reply #88 on: May 21, 2022, 06:46:11 PM »
Both characters are looking fantastic.

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Re: Classic VS : Chun-Li
« Reply #89 on: May 23, 2022, 06:21:45 AM »
Looks cool.

If her lightning kicks are truly lightning maybe they could get faster and fast until they became lightning bolts/strikes. Kinda the cool stuff you did with rye’s tatsu.


Need more birds lol. All the birds.

Offline ELECTRO

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Re: Classic VS : J. Carn / Chun-Li
« Reply #90 on: June 17, 2022, 11:00:33 AM »
Here's the reveal of Julius Carn the last character to be in the new update for the Classic VS game. Once I'm done releasing both J. Carn and Chun-Li for regular Mugen, I'll then be ready to update Classic VS game and get it released. Both characters are almost finished so not to much longer.



@warecus If you look at her Lightning Bird Kicks hyper when she's on the ground at one point her kicks do do electricity. ;)

Offline ELECTRO

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Re: Classic VS : J. Carn / Chun-Li
« Reply #91 on: June 28, 2022, 10:34:59 PM »
Showing off Interpol Mode for Chun-Li. In this mode she shoots a gun stead of a fireball & has a different air hyper where she jumps around the map. I also added a new throw attack which does random things. Right now she just crawls on the opponent & beats on them with her spiked bracelets. I'll be expanding this attack before release. Also the new throw move can be used in both modes. I'm planning on releasing Chun-Li on 7/8/2022.


Offline ELECTRO

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Re: Classic VS : J. Carn / Interactive stages
« Reply #92 on: July 22, 2022, 07:09:22 AM »
Here are previews of 2 new interactive stages being included into the next update. I thought that these would be a fun addition to the game.

#1 Remote Rescue : The breakable mask's function just like the signs on Ryu's stage, meaning that when you pass by them in a get hit state there is a random chance they might break.

#2 Death Match : Touching the fire ropes will deal 70 damage. You can not block the ropes. The ropes are on a cooldown timer of 300 ticks once they have hit somebody. I did this because if they stay on all the time it could lead to an infinite corner trap.




Offline ELECTRO

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Re: Classic VS : Dee Jay
« Reply #93 on: October 03, 2022, 09:36:05 PM »
The next character coming to the game is Dee Jay. I've had some request for him through the years and now it's time to bring him to life. This preview is very early & some of the animations/FX are place holders. So far Dee Jay has 2 hypers which are based on SF4 moves, but more hypers/specials are planned.


Offline ELECTRO

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Re: Classic VS : Dee Jay
« Reply #94 on: October 05, 2022, 06:52:35 PM »
Decided it would be a good idea to add a music themed hyper attack. The concept is, do a throw, then after you catch the throw you can choose between playing the steel drums, maracas or break dance. So far all I've coded was the steel drum option. When you choose the steel drum option each button press plays a different note. There is a timer that ticks down and you can play as many notes as fast as you want before the time runs out. The other hyper attacks are in the video as well since you couldn't get a good look at them in the last video.


Offline ELECTRO

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Re: Classic VS : Dee Jay
« Reply #95 on: October 11, 2022, 10:35:07 PM »
Final preview of Dee Jay. He should be ready for release before the end of the month. In this video I'm showing off my ideas for Dee Jay's ariel combat as well as a new throw that has good combo potential. The new ariel hyper is called Hammer Time and will rapid punch and send the opponent into the ground a few times before punching them away. For specials I just gave him an ariel Jackknife Maximum, but preformed differently since it's hard to do charge down moves when your jumping. Finally I wanted to give him a new throw and so I went with his throw from SF4.


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Re: Classic VS : Dee Jay
« Reply #96 on: October 26, 2022, 11:56:55 PM »
Started playing around with Ikemen Go and liked the features it offers. So now I'm starting the process of making an Ikemen version of the game which shouldn't take to long. I don't know if everything from the Mugen version will make it into the Ikemen version but I'll try to make it happen. Here is a video testing the tag feature. This mode is a lot of fun and it's features like this that made me want to make it. I'm trying to figure out a different way to do the AI because when the characters get really far away from each other, they get don't seem to want to go towards each other & instead they try to get farther apart which leads to fireball spam.


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Re: Classic VS : Dee Jay
« Reply #97 on: October 31, 2022, 10:46:00 AM »
The Ikemen conversion is going really well and should be ready very soon. While I was working on this I redid the look of the lifebars for the game. I feel these are visually easier to read than the old ones. These lifebars will also be coming to the Mugen version.


Offline O Ilusionista

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Re: Classic VS :
« Reply #98 on: October 31, 2022, 02:57:25 PM »
Nice. but I think its more the font than the lifebar itself which makes it hard to see.

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Re: Classic VS :
« Reply #99 on: November 01, 2022, 08:10:50 AM »
Final preview of the Ikemen Go version. The game will be released on 11/7/2022. In this preview I'm showing of the Orochi Kyo Tag system made by OrochiCr. It's very similar to the way Marvel Vs Capcom 2 tag system works and is exactly what the game needed.


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