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Author Topic: Capcom Universe News and Updates  (Read 134961 times)

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Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #550 on: June 09, 2015, 04:41:42 AM »
I can't code anything for watch mode.  there are no triggers in mugen that detect different modes.

Survival and Watch mode will stay only because i see no reason to take them out.

Offline manluis

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Re: Capcom Universe News and Updates
« Reply #551 on: June 09, 2015, 10:19:30 AM »
Sounds intresting, cant wait to see how this turns out.
Also, bex i sent you a pm

Offline Traweezie

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Re: Capcom Universe News and Updates
« Reply #552 on: June 10, 2015, 02:38:30 AM »
well for those of you that wanna see some gameplay I'll be starting a series of vids testing the new character and doing cool combos and other junk.



first up is lilith

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #553 on: June 10, 2015, 03:00:27 AM »
Man.... Lilith should need her OWN hyper portrait.. Seriously XD


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

Offline Traweezie

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Re: Capcom Universe News and Updates
« Reply #554 on: June 10, 2015, 03:05:13 AM »
Man.... Lilith should need her OWN hyper portrait.. Seriously XD



she's not complete atm

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #555 on: June 10, 2015, 03:05:38 AM »
Just now, I noticed this is a bug-testing, so soon Lilith will gain her sounds and portraits sorry for the mistake XD

And one suggestion about FX on baroque, the glass shatter is a bit 'big' on character. I suggest to you scale down a bit.

Please Traweezie, do a video with Q, I'm curious to see how he will works :D

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

Offline Firelord Kursan

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Re: Capcom Universe News and Updates
« Reply #556 on: June 10, 2015, 06:39:37 AM »
I've noticed in the video, between in 9:36 and 9:37, there's a unknown sprite that i don't know which purpose is supposed to be serving. Either could be a throw slip or something else, i don't know, or perhaps it could a new sprite that i'm unsure what it is during the Lilith's form gameplay (which obviously wouldn'tve be Morrigan's gameplay during Lilith's form gameplay). I've also noticed her sprite animation throwing in 9:39, which it should've been Lilith's sprite instead of Morrigan's, but i guess it could be changed if you find the workaround on how to get to that. Hit sprites have to be changed for Lilith's form each time i see her getting hit, so it won't be too much of a issue. I'm fairly certain that it will turn out good after that. Keep doing what you're doing as of now for the bug testing, Traweezie. ;)

Offline DizzyTheConquer

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Re: Capcom Universe News and Updates
« Reply #557 on: June 10, 2015, 08:40:52 AM »
I just sent you a pm beximus. It's a simple bug report. More for this weekend.

Offline manluis

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Re: Capcom Universe News and Updates
« Reply #558 on: June 10, 2015, 10:25:30 AM »
I'll also be testing and possibly be putting up some videos once i get a chance.

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #559 on: June 10, 2015, 02:48:26 PM »
2v2 training mode is now working but has to be accessed through versus mode.  the training room in normal combat has fire colored lights in the walls, in training mode it will have water colored lights.  In stage select you will be able to choose between "TRAINING ROOM"  for 2 player combat, or "TRAINING MODE" for practice.


I've noticed in the video, between in 9:36 and 9:37, there's a unknown sprite that i don't know which purpose is supposed to be serving. Either could be a throw slip or something else, i don't know, or perhaps it could a new sprite that i'm unsure what it is during the Lilith's form gameplay (which obviously wouldn'tve be Morrigan's gameplay during Lilith's form gameplay). I've also noticed her sprite animation throwing in 9:39, which it should've been Lilith's sprite instead of Morrigan's, but i guess it could be changed if you find the workaround on how to get to that. Hit sprites have to be changed for Lilith's form each time i see her getting hit, so it won't be too much of a issue. I'm fairly certain that it will turn out good after that. Keep doing what you're doing as of now for the bug testing, Traweezie. ;)

lilith is not complete yet in the test build.  the animation you saw was the result of a command input for mystic arrow but it wasn't finished yet.  I have to draw new sprites for lilith's get hit animations based off of Morrigans MVC ones,  the VS ones are very limited.  I am working continuously as bugs are being found.

Man.... Lilith should need her OWN hyper portrait.. Seriously XD



This is actually the portrait i intend to use.

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #560 on: June 10, 2015, 03:19:27 PM »
2v2 training mode is now working but has to be accessed through versus mode.  the training room in normal combat has fire colored lights in the walls, in training mode it will have water colored lights.  In stage select you will be able to choose between "TRAINING ROOM"  for 2 player combat, or "TRAINING MODE" for practice.

So, is important to you in the next release, point to players the commands for "p1" in p2 side, when then chooses the characters in movelist.

Also, will Devilotte gain a "Variable Combination" Hyper Combo like you did with Rolento, or she will use one of her two hypers? [Most probably the "Psycho Laser" I think]

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

Offline Traweezie

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Re: Capcom Universe News and Updates
« Reply #561 on: June 10, 2015, 08:22:28 PM »
Just now, I noticed this is a bug-testing, so soon Lilith will gain her sounds and portraits sorry for the mistake XD

And one suggestion about FX on baroque, the glass shatter is a bit 'big' on character. I suggest to you scale down a bit.

Please Traweezie, do a video with Q, I'm curious to see how he will works :D

 Maybe not sure though cause I might end up doing devilot first or bastu. I found a really hard link with bastu that could lead into some sick stuff

Offline Traweezie

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Re: Capcom Universe News and Updates
« Reply #562 on: June 11, 2015, 04:38:36 AM »
some more stuff:




"Challenge mode" sample combos:

Ingrid #7


Ingrid #10


« Last Edit: June 11, 2015, 06:28:41 AM by Traweezie »

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #563 on: June 11, 2015, 03:23:06 PM »
Traweezie and i are working on a Challenge Mode. 

Since i was able to create a training mode.  I figured why not go a step further and create a Challenge mode as well.  As you can see in the above videos Traweezie has amazing combo skills.  He'll be designing the challenges.  With as many characters as there are i plan to have this mode release with the second half of Demo 3.

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #564 on: June 11, 2015, 03:29:47 PM »
MISSION/CHALLENGE MODE f**k YES!!!

I like this type of modes XD

Hey man, and about the Front End software I recommended to you some months ago? Did you find something?

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

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #565 on: June 11, 2015, 03:37:16 PM »
sorry i forgot what that was for.  was it for unlockable characters?

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #566 on: June 11, 2015, 03:41:06 PM »
New "option" modes like:

- Credits
- Gallery Mode[With possible Art Gallery, Traweezie/Testers Demo Videos, Making Of, Interviews, Ending Viewers, etcetera]
- Sound/Music Test


As for Unblockable Characters, I recommend to use the APP VSelect, you can make the "paths" for finding the Playable Medusa and Nemesis, and LOCKING for sure, the boss versions [Like I did with my Sonic Boss characters]

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

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #567 on: June 11, 2015, 03:50:12 PM »
Example... "Ciano Dock". You can put the Capcom Universe EXE game on this "customized menu", alongside with the new options[The Capcom Universe logotype will fit very well with the bg menu:

http://www.baixaki.com.br/download/ciano-dock.htm


Since this type of "menu" is a low priority on moment, I recommend to you keep this program, will be very useful in this and possible next projects.

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

Offline imperador

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Re: Capcom Universe News and Updates
« Reply #568 on: June 11, 2015, 04:12:01 PM »
Oh crap, I forget to ask also...

.. Will the Training Mode gain the options of "VS. CPU/Human, Difficult LVL, Gauge ON/OFF and the HP "Red" portion lenght"? [Reminding, that are only examples of a Training Menu]

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

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #569 on: June 11, 2015, 05:12:56 PM »
Example... "Ciano Dock". You can put the Capcom Universe EXE game on this "customized menu", alongside with the new options[The Capcom Universe logotype will fit very well with the bg menu:

http://www.baixaki.com.br/download/ciano-dock.htm


Since this type of "menu" is a low priority on moment, I recommend to you keep this program, will be very useful in this and possible next projects.

i'll take a look at it.

Oh crap, I forget to ask also...

.. Will the Training Mode gain the options of "VS. CPU/Human, Difficult LVL, Gauge ON/OFF and the HP "Red" portion lenght"? [Reminding, that are only examples of a Training Menu]

For the moment player 2 will be controlled by manual input.  I will see about creating an AI on/off switch.  There wont be a red life option but you can still use baroque.

Offline GTAguy

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Re: Capcom Universe News and Updates
« Reply #570 on: June 12, 2015, 03:53:03 AM »
Traweezie and i are working on a Challenge Mode. 

Since i was able to create a training mode.  I figured why not go a step further and create a Challenge mode as well.  As you can see in the above videos Traweezie has amazing combo skills.  He'll be designing the challenges.  With as many characters as there are i plan to have this mode release with the second half of Demo 3.

What kind of this Challenge mode can you do exactly?

Offline Beximus

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Re: Capcom Universe News and Updates
« Reply #571 on: June 12, 2015, 03:58:02 AM »
Previously Traweezie posted videos with examples of the kind of combos you would have to perform in Challenge Mode.

just scroll up a bit

Offline DizzyTheConquer

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Re: Capcom Universe News and Updates
« Reply #572 on: June 12, 2015, 09:14:46 AM »
Example... "Ciano Dock". You can put the Capcom Universe EXE game on this "customized menu", alongside with the new options[The Capcom Universe logotype will fit very well with the bg menu:

http://www.baixaki.com.br/download/ciano-dock.htm


Since this type of "menu" is a low priority on moment, I recommend to you keep this program, will be very useful in this and possible next projects.
There's also MMF2 for menus as well.

Offline CoopTMA

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Re: Capcom Universe News and Updates
« Reply #573 on: June 24, 2015, 01:37:20 AM »
About a month in a half since I asked this question, How goes your progress?

Offline GTAguy

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Re: Capcom Universe News and Updates
« Reply #574 on: June 24, 2015, 05:29:33 AM »
About a month in a half since I asked this question, How goes your progress?

He already mention that the full game might gonna take a while. There's alot of hard working, so he and the others are working. I thought the same thing as if it will make to 'actual release date'. As usual, it's getting delayed again. It's not his fault, let me tell you that.

Actually I have given it to a team of bug testers.  After having seen their videos and interacted with them i trust them to be familiar with how marvel vs capcom games work.  and how characters should work.  It will take some time to stamp out the bugs.  It takes longer than i'd like it to for me to have things ready but i want to avoid burning out on the project.

It will take time for the bug testing to be completed.

To answer your question though, Yeah i need some more time.

Everybody wants to burning out a project. I know the feeling.

 


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