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Author Topic: Capcom Universe - DEMO 2  (Read 21624 times)

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Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #50 on: October 04, 2013, 03:26:21 PM »
I'll work on the bugs.

but just so i know.  everyone has the updated demo with the readme and movelist now right?

Offline Traweezie

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Re: Capcom Universe - DEMO 2
« Reply #51 on: October 04, 2013, 03:43:16 PM »
I'll work on the bugs.

but just so i know.  everyone has the updated demo with the readme and movelist now right?

I do btw I updated the Bug/glitch post

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #52 on: October 04, 2013, 04:23:10 PM »
Thanks,  i'll look it over again.


I apologize to everyone for the bugs in the game.  It's simply a matter of oversight really. 


I'll be uploading a revision tonight since there are some real game breakers in the list.

Offline DizzyTheConquer

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Re: Capcom Universe - DEMO 2
« Reply #53 on: October 05, 2013, 12:05:04 AM »
Hey Beximus. check everyone that can throw a projectile. Some of them can clone itself if the projectile gets hit.

Offline Bidu

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Re: Capcom Universe - DEMO 2
« Reply #54 on: October 05, 2013, 08:56:21 AM »
Hi Bex!

Urien: If you go to the corner of the stage and the other char go to the other corner and if you do the mettalic sphere holded, the other char won't be hitted at the end by the projectile. Is it intentional?

Strider: If you go to the corner and grab the other char with his "pile drive" grab, the sparks of the hit at the floor will be shown at the other corner of the stage.

There is no difference in damage of light, medium and hard special moves. Is it intentional?

At the Ragnarok, after he goes up grabing the char he dissapears at the air and start making his hits. During this time, it's still possible to see his blue shadow of the super move in the grab position for around 1 second. Is it supposed to be like that?


Offline Mounitorirn

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Re: Capcom Universe - DEMO 2
« Reply #55 on: October 05, 2013, 10:39:36 AM »
Hey Beximus thanks for this game, I so waiting it and very happy that at last it was released. Now I'm waiting when you add Devilotte.

But I have 1 question:




When Ingrid doing this grab, her enemy became invisible, it's just her attack or bug?

Offline Traweezie

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Re: Capcom Universe - DEMO 2
« Reply #56 on: October 06, 2013, 03:07:18 AM »
Welp I found some pretty interesting stuff this time around.

Rose grab glitch:
(click to show/hide)

Rose float trick:
(click to show/hide)

Dark Sakura infinite:
(click to show/hide)

Megaman Combo:
(click to show/hide)

Walking jab infinites :
(click to show/hide)

Guy Grab infinite:
(click to show/hide)

Amingo combo:
(click to show/hide)
Bex, I enjoy this game alot. I'm having a really fun time finding stuff out. I'm really glad you made it!
« Last Edit: October 09, 2013, 03:08:48 AM by Traweezie »

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #57 on: October 07, 2013, 11:14:52 PM »
lol im glad you're enjoying the bug hunt.  This is all very beneficial.  Some of the stuff looks really cool.  I gotta eliminate all the jab infinites, such a thorn in my side.

I'm still working on all the bugs that have been found and i'll be submitting a revision probably by the end of the week.

Offline Traweezie

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Re: Capcom Universe - DEMO 2
« Reply #58 on: October 08, 2013, 05:20:08 AM »
lol im glad you're enjoying the bug hunt.  This is all very beneficial.  Some of the stuff looks really cool.  I gotta eliminate all the jab infinites, such a thorn in my side.

I'm still working on all the bugs that have been found and i'll be submitting a revision probably by the end of the week.

More like enjoying making combos hahah. Most of the bugs I encounter are from combo making and experimenting. I updated the previous post with the infinite jab vid. You should probably have a bug tester for next release so the demo wouldn't be as buggy.

EDIT: Updated again finding another infinite
« Last Edit: October 08, 2013, 07:21:14 AM by Traweezie »

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #59 on: October 10, 2013, 04:28:43 PM »
Captain Commando
- Why can I not combo after Captain Sword
- Why is Captain Storm always centered?  Because of this, I cannot combo after the move
working on it

Chun-Li
- doing a back throw makes her throw forward
Fixed

Ken
- Punch Throw hit spark is on the wrong side of the screen
- Some characters, during his kick throw, will disappear during the move
Fixed

Tabasa
- all versions of her LP have no sound
- Even though she has no kick throw, doing forward/back MK/HK close to an opponent does nothing, not even attack
- I feel her HK hitbox should be extended a smudge
Fixed

Also HK has more range now.

Guy
- Kick throw is missing sounds
- Doing back kick throw still has him throw forward
- air HP and air HK are missing sounds
Fixed

Dictator
- Psycho Shot can be done in the air which makes him stand on air
I can't recreate this bug.  were you controlling Dictator or was it the A.I.

Jin
- Even though he has no kick throw, doing forward/back MK/HK close to an opponent does nothing, not even attack
- With his armor on, Rolento's lvl. 3 doesn't work properly
- With his armor on, for Yang's lvl. 3, if he takes the first hit then blocks the rest, the move screws up
Fixed

Hugo
- Sakura's kick throw has them both freeze
-  for Yang's lvl. 3, if he takes the first hit then blocks the rest, the move screws up
- In his command list is Meat Squasher before Gigas Breaker?  I ask this as I keep getting Meat Squasher instead of the super

Fixed Sakura throw glitch and yang's level 3
All specials are listed after supers.  I haven't had any trouble doing gigas breaker.  I'm sorry i don't know what to tell you other than to maybe try going counter clockwise.

Also, doing a back throw seems to be harder with some characters than others.  For Rolento or Rose, it seems easy enough.  But others like Bison and C. Commando are near impossible unless its in the corner or the opponent is walking close to you
I've extended the distance that a throw will trigger when holding back.  It should be a lot easier to pull off a back through now.

One last thing.  Any chance the stages will be released separately?

I'm on the fence about it.

Offline Traweezie

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Re: Capcom Universe - DEMO 2
« Reply #60 on: October 10, 2013, 08:36:40 PM »
I can't recreate this bug.  were you controlling Dictator or was it the A.I.

try ending a combo with the phycho ball or floating while you use psycho ball

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #61 on: October 10, 2013, 11:12:18 PM »
try ending a combo with the phycho ball or floating while you use psycho ball

Ah, thank you!  Fixed now.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #62 on: October 11, 2013, 03:21:21 PM »
Phobos:

His grab can't move to the other side as, for example, Megaman's grab. Is it intentional?
Everyone's back throw has been made easier to accomplish now.

Plasma Beam High and Low: What's the difference between light punch, medium punch, hard punch? They all took the same damage and has the same speed. Is it intenationally? I mean, usually all "fireballs" have a difference depending the buttom pressed.
There is no difference,  it was like that in vampire savior also.

Final Guardian β: I think that the blue erasing sphere should have some sound. Whenever Phobos shots it, it's a total silence. Could it be possible to add the same sound of erasing sphere?
Fixed

Plasma Beam Ω and Final Guardian β: Although both consumes only 1 bar, I believe that both super moves take the same amount of damage. Is it intentionally? I mean, personally, I think that Final Guardian  β could make more damage than the other, once it's more brutal and it's difficult to connect it, once it's necessary to have success shotting the blue erasing sphere.
Damage adjusted

Does he has only one win pose in the original game?

he has more but i was taking long enough with the demo alread and wanted to get it out there.

Although I believe that in the original game it's possible to do the mega upper at air, don't you think it's weird to do get impulse from no where, in the middle of the jump, in order to do a uppercut?
It may seem weird and nonsensical if you apply realworld physics to the game.  a suspension of belief may be necessary.

I don' remember,  but in the original game, in order to shoot a mega buster, you need to charge till Megaman gets yellow or is there a middle term if I release the buttom before reaching the maximum power?
this applies to him in my game as well.

Could Thunder beam be faster or take more damage, depending if you shoot light, medium or hard punch?
Thunderbeam is meant more for close range attacks.  I didnt want to make the attack unfair so i chose a speed that would allow for someone to super jump over it since it spreads out.  the damage is negligible from a distance but hitting a person up close with the 3 beams together does a lot of damage.

Could Leif Shiel be faster or take more damege, depending if you shoot light, medium or hard punch? Plus, could it work as a barrier in case someone shoot a single "fireball" at Megaman? I believe that it would turn it to be unique.
I wanted to keep this as authentic as possible.

At the air, Top Spin takes around 1 second in slow motion at the air, after the movement is finished. I think it's a little bit weird, but is it intentional?
it is 1/2 of a second, it is intentional

Napalm Bomb doesn't shoot at the air. Is it intentional?
it is intentional

I understand that Flame Blast can't be shooted at the air, but although light, medium and harp punchs have different effects, if the enemy is hitted by the first hit of the hard punch, for example, he doesn't receive all damages of the hard move. Is it intenational?
yes it is intentional.

Junk Shield doesn't shoot at the air. Is it intentional?
yes its intentional

Tornado Hold doesn't shoot at the air. I believe that in the original game Megaman could shoot it. Is it intentiona? Plus, Tornado Hold doesn't make any damage whenever it hits the enemy.
damage has been fixed,  he can only shoot it while on the ground.

But, once again, I guarantee that I love your version 2 of the game and by far, it's the best Phobos and Megaman's chars that I ever played.  And I really enjoyed the weapon's system you created for Megaman!

Besides that, I missed the taunt in the start button. Do you have any plans to insert in the game?

Thank you,  I'm glad that i could make characters that are fun to use.  I do intendo to bring taunts back into the game.  it's just a matter of keeping the taunts from interfering with assists.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #63 on: October 11, 2013, 03:30:27 PM »
This is a pretty great game but there are a few bugs.
M. bison: jumping HK Has the wrong SFX(plays the blocked hit SFX)
Fixed

Chun-li: She has no air dash
Fixed

Tessa/Tabasa: She has a super easy infinite(Lp > MP> Chakura Wave(Lp or Mp)> walk forward[Repeat])
(click to show/hide)
Fixed, the most you can get now is 2 loops if you're fast.

Rose: If you hold forward while using F+HK you'll Slide forward quickly
This is actually a little feature i gave rose, however i've reduced it's speed and distance.

Another rose glitch:
(click to show/hide)
This is a problem that i've discovered multiple characters have.  I'm working on a solution.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #64 on: October 11, 2013, 04:11:52 PM »
Hey Beximus. check everyone that can throw a projectile. Some of them can clone itself if the projectile gets hit.

Sorry i can't recreate this.  Can you give me more details

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #65 on: October 11, 2013, 04:25:36 PM »
Hi Bex!

Urien: If you go to the corner of the stage and the other char go to the other corner and if you do the mettalic sphere holded, the other char won't be hitted at the end by the projectile. Is it intentional?
Fixed speed and distance increased.

Strider: If you go to the corner and grab the other char with his "pile drive" grab, the sparks of the hit at the floor will be shown at the other corner of the stage.
Fixed

There is no difference in damage of light, medium and hard special moves. Is it intentional?
Yes, the original was like this also.

At the Ragnarok, after he goes up grabing the char he dissapears at the air and start making his hits. During this time, it's still possible to see his blue shadow of the super move in the grab position for around 1 second. Is it supposed to be like that?
Fixed


Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #66 on: October 11, 2013, 04:31:53 PM »
But I have 1 question:




When Ingrid doing this grab, her enemy became invisible, it's just her attack or bug?

It was a bug left over from when she was an open character.  It's fixed now.

Offline Traweezie

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Re: Capcom Universe - DEMO 2
« Reply #67 on: October 11, 2013, 07:36:15 PM »
Yang lvl3 glitch
(click to show/hide)

Another yang lvl3 glitch
(click to show/hide)

Ken tatsu infinite
(click to show/hide)

There's another one my friend found but I haven't been able to recreate it so I'll save it for later

Offline Omega85

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Re: Capcom Universe - DEMO 2
« Reply #68 on: October 12, 2013, 03:55:41 AM »
Beximus, the special stock bar isnt filled after some random fights? İt just looks empty. Also it's numbers aren't showing aswell. Was that fixed also?

İ playtested with Yang and was able to walk after İ Jill Valentine. So his winpose didnt show up but, İ was able to walk till the next match. Guy has the same issiue sometimes.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #69 on: October 14, 2013, 03:43:23 PM »
Welp I found some pretty interesting stuff this time around.

Rose grab glitch:
(click to show/hide)
I couldn't figure out how to trigger this but i added a safeguard that would change her state to the air throw immediately if she's not on the ground.

Dark Sakura infinite:
(click to show/hide)

Fixed

Walking jab infinites :
(click to show/hide)
Fixed

Guy Grab infinite:
(click to show/hide)
Fixed

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #70 on: October 14, 2013, 04:27:13 PM »
Yang lvl3 glitch
(click to show/hide)
Fixed

Another yang lvl3 glitch
(click to show/hide)
Fixed

Ken tatsu infinite
(click to show/hide)

Fixed. slidetime and hittime values were switched in medium tatsu making a rediculously long hitstun.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #71 on: October 14, 2013, 04:28:26 PM »
Beximus, the special stock bar isnt filled after some random fights? İt just looks empty. Also it's numbers aren't showing aswell. Was that fixed also?
This happens if you interrupt the intro after the onpoint character has finished their intro but not everyone is finished yet.  Mugen deletes all helpers and explods from the intro including the powerbars when interrupting it (which makes me really wish there was an assertspecial to prevent people from skipping the intros)

İ playtested with Yang and was able to walk after İ Jill Valentine. So his winpose didnt show up but, İ was able to walk till the next match. Guy has the same issiue sometimes.

Fixed
« Last Edit: October 14, 2013, 04:36:54 PM by Beximus »

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #72 on: October 15, 2013, 12:21:11 AM »

Offline jwilliams08

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Re: Capcom Universe - DEMO 2
« Reply #73 on: October 17, 2013, 11:38:30 AM »
I'm sorry if this bug was already said by someone else but I found out that Rose's standing  :k  throw heals the opponent!
« Last Edit: October 17, 2013, 11:52:25 AM by jwilliams08 »

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #74 on: October 18, 2013, 06:38:12 AM »
I'm sorry if this bug was already said by someone else but I found out that Rose's standing  :k  throw heals the opponent!

Fixed.  I forgot that to add the negative infront of the damage value

 


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