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Author Topic: Capcom Universe - DEMO 2  (Read 21669 times)

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Offline Shotoman

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Re: Capcom Universe - DEMO 2
« Reply #75 on: October 19, 2013, 05:23:49 PM »
Quick bug report--I can't do a Team Hyper with a Roll/Mega Man team.

Otherwise, it's amazing.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #76 on: October 19, 2013, 05:56:39 PM »
I'm reworking the S Variable Combinations so that it can be more balanced and not deter people from using certain character combinations.

Previously, an S Variable Combination would override a regular one.  With Rock and Roll that was not a problem since it still behaved the same with a full forward assault.  My plans though would be to give every character atleast one S Variable Combination with another character.  The more i thought about it the more i started to realize that this could make people not choose a certain character combination because maybe they wouldn't want the S variable Combination and would prefer a regular THC where 2 characters perform their regular hypercombos together.

I'm also trying to decide how many bars it would take to perform and how much damage it should do without breaking the game's balance.  I would like it to be a cool new feature but i dont want it to ruin the gameplay.

Offline kerochris

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Re: Capcom Universe - DEMO 2
« Reply #77 on: October 25, 2013, 03:48:37 PM »
First congratulations for the game! I like the music and backgrounds they feel like MVC2. There's a bug with rolento after a hyper attack another rolento appears. Also a suggestion can you make ken movements faster so they can chain?

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #78 on: October 25, 2013, 05:40:34 PM »
First congratulations for the game! I like the music and backgrounds they feel like MVC2. There's a bug with rolento after a hyper attack another rolento appears. Also a suggestion can you make ken movements faster so they can chain?

I'll look into the rolento bug, i've never seen it before.

Which super was it?
Who were you fighting against?
was the super interrupted?
was Rolento on point or was he secondary?


Offline Afterthought

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Re: Capcom Universe - DEMO 2
« Reply #79 on: October 25, 2013, 06:18:36 PM »
I'm loving the game so much, probably shoulda jumped on the bandwagon earlier but real life kept me from IMT for a while. Thankfully all of the bugs I noticed have been fixed.
I noticed something in one of the stages, wonder if anyone else noticed too.
WHY IS THERE A CHOZO STATUE IN THE UNDERWORLD STAGE?!!?!
...
Other than that tidbit, awesome work, Bex. I simply can't wait for the next demo. :)

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #80 on: October 25, 2013, 09:39:11 PM »
OH WOW i forgot about that chozo statue lol

it's left over from when it was a public release stage.  Thank you for pointing that out.  I'll be removing that lol.

Offline Afterthought

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Re: Capcom Universe - DEMO 2
« Reply #81 on: October 26, 2013, 12:15:39 PM »
Wait, what?! NOOOOOOOO
I thought it was, like, an Easter egg or something!
AN EASTER EGG!
Bximus's new project: Nintendo All Stars: Super Smash Bros. Infinity! (Can you imagine? lol)

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #82 on: October 26, 2013, 11:47:34 PM »
MVC2 style dizzy system has been added to the game replacing the old juggle checking.



Wait, what?! NOOOOOOOO
I thought it was, like, an Easter egg or something!
AN EASTER EGG!
Bximus's new project: Nintendo All Stars: Super Smash Bros. Infinity! (Can you imagine? lol)

I would never attempt something as complicated as a smash brothers engine lol.

Offline Afterthought

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Re: Capcom Universe - DEMO 2
« Reply #83 on: October 29, 2013, 08:45:17 AM »
I would never attempt something as complicated as a smash brothers engine lol.

No, it would be in the VS style too. XD

Offline Afterthought

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Re: Capcom Universe - DEMO 2
« Reply #84 on: October 29, 2013, 09:40:06 AM »
Time for Hypnotize to add his two cents to the bug-fixing!  \-/o
Right, so since I can't obtain the fixed demo right now (download speed is insanely slow), I have some bugs to point out from the original beta that may or may not have been fixed.  :-??

Bison: When floating, HK has a guard sound effect.

Rolento: If you break through the ground in the Forgotten Sanctuary stage, sometimes Rolento will land in the air after a jump or air attack. I couldn't recreate this in Training, it happened when I fought against him in Arcade Mode.

Megaman: When defeated, if Megaman is charging a Buster shot, his charging effects will remain on the screen. This happened on the far left side when I defeated him in Arcade Mode.

Ken: B, DB, D, DB, B + P will cause a standing sprite to flicker with a crouching sprite; that is, it'll look like he's rapidly alternating between standing and crouching.

Chun-Li: Capable of three jumps (one off the ground, two in air). Intentional?

Rose: Doesn't have a Snapback Attack. (D, DF, F + Start)

Guy: Started a match with him in Training Mode, and his Super Bar didn't show at all.
(EDIT: Turns out this doesn't happen all the time, it's only occasional.)

All bugs were found fighting against Urien in random stages, except for Ken (fought Sakura), Megaman and Rolento (fought in Arcade playing as Bison and Urien).

If these were already fixed, I apologize. I still have to get the fixed version. If not, well, here you go! Thanks again, Bex.  :)

Offline Traweezie

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Re: Capcom Universe - DEMO 2
« Reply #85 on: October 29, 2013, 01:55:22 PM »
Time for Hypnotize to add his two cents to the bug-fixing!  \-/o
Right, so since I can't obtain the fixed demo right now (download speed is insanely slow), I have some bugs to point out from the original beta that may or may not have been fixed.  :-??

Bison: When floating, HK has a guard sound effect.

Rolento: If you break through the ground in the Forgotten Sanctuary stage, sometimes Rolento will land in the air after a jump or air attack. I couldn't recreate this in Training, it happened when I fought against him in Arcade Mode.

Megaman: When defeated, if Megaman is charging a Buster shot, his charging effects will remain on the screen. This happened on the far left side when I defeated him in Arcade Mode.

Ken: B, DB, D, DB, B + P will cause a standing sprite to flicker with a crouching sprite; that is, it'll look like he's rapidly alternating between standing and crouching.

Chun-Li: Capable of three jumps (one off the ground, two in air). Intentional?

Rose: Doesn't have a Snapback Attack. (D, DF, F + Start)

Guy: Started a match with him in Training Mode, and his Super Bar didn't show at all.
(EDIT: Turns out this doesn't happen all the time, it's only occasional.)

All bugs were found fighting against Urien in random stages, except for Ken (fought Sakura), Megaman and Rolento (fought in Arcade playing as Bison and Urien).

If these were already fixed, I apologize. I still have to get the fixed version. If not, well, here you go! Thanks again, Bex.  :)

Pretty sure most of these are fixed. The chun-li triple jump was intentional. She had it in the orginal games.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #86 on: October 29, 2013, 02:51:11 PM »
Time for Hypnotize to add his two cents to the bug-fixing!  \-/o
Right, so since I can't obtain the fixed demo right now (download speed is insanely slow), I have some bugs to point out from the original beta that may or may not have been fixed.  :-??

Bison: When floating, HK has a guard sound effect.

Rolento: If you break through the ground in the Forgotten Sanctuary stage, sometimes Rolento will land in the air after a jump or air attack. I couldn't recreate this in Training, it happened when I fought against him in Arcade Mode.

Megaman: When defeated, if Megaman is charging a Buster shot, his charging effects will remain on the screen. This happened on the far left side when I defeated him in Arcade Mode.

Ken: B, DB, D, DB, B + P will cause a standing sprite to flicker with a crouching sprite; that is, it'll look like he's rapidly alternating between standing and crouching.

Chun-Li: Capable of three jumps (one off the ground, two in air). Intentional?

Rose: Doesn't have a Snapback Attack. (D, DF, F + Start)

Guy: Started a match with him in Training Mode, and his Super Bar didn't show at all.
(EDIT: Turns out this doesn't happen all the time, it's only occasional.)

All bugs were found fighting against Urien in random stages, except for Ken (fought Sakura), Megaman and Rolento (fought in Arcade playing as Bison and Urien).

If these were already fixed, I apologize. I still have to get the fixed version. If not, well, here you go! Thanks again, Bex.  :)

I'll double check these incase.

Offline jwilliams08

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Re: Capcom Universe - DEMO 2
« Reply #87 on: October 31, 2013, 02:19:44 PM »
If Jill uses her QCB 2 :k's super and the opponent and it doesn't hit the very frame the red collision box appears yet it still hits it can have some strange results. The later it hits the stranger it gets IMHO. Minimum strangeness: The move does less damage than usual. Medium strangness. After T-002_Bomb hits the opponent once it slashes too early resulting in the ability to hit it resulting it to turn into another Jill. Maximum strangeness: T-002_Bomb doesn't appear at all.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #88 on: October 31, 2013, 05:40:16 PM »
If Jill uses her QCB 2 :k's super and the opponent and it doesn't hit the very frame the red collision box appears yet it still hits it can have some strange results. The later it hits the stranger it gets IMHO. Minimum strangeness: The move does less damage than usual. Medium strangness. After T-002_Bomb hits the opponent once it slashes too early resulting in the ability to hit it resulting it to turn into another Jill. Maximum strangeness: T-002_Bomb doesn't appear at all.

Fixed, Thank you for finding it.

Offline kerochris

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Re: Capcom Universe - DEMO 2
« Reply #89 on: November 01, 2013, 12:12:15 AM »
I'll look into the rolento bug, i've never seen it before.

Which super was it?
Who were you fighting against?
was the super interrupted?
was Rolento on point or was he secondary?

Basically when I interrupted the super that was the moment.

Offline Devil-Inside

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Re: Capcom Universe - DEMO 2
« Reply #90 on: November 01, 2013, 08:01:05 PM »
Hi,i have found some info of this game on youtube,and it's was love at first sight!!!
Congratulations,this game is AMAZING!!!
I have downloaded the game with the bug fix but i have found a bug with Tabasa.
In training mode jump HK doesn't work,i have tried many time but Tabasa stuck in the first frame of the animation.

Also i have a question:I have noticed that some character like Tabasa or Phobos are missing some move they had in other game,is it intentional or they get the other move with the future update of the game?
Sorry for my bad english...

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #91 on: November 02, 2013, 03:38:37 AM »
Yes some characters had moves that simply didn't flow well in an MVC style setting.  So i had to take some liberties in converting their moves.  It seemed to happen more to darkstalkers in the MVC games.
anakaris being the worst victim of having his more unique features removed.

The issues with Tabasa were pointed out to me by someone on Youtube.  I've fixed her up quite a bit.



The demo with fixes and engine changes is ready.  as a reminder juggle checking is gone now and the dizzy system added in it's place.

http://www.infinitymugenteam.com/beximus/Capcom%20Universe.zip

Well i can only hope there isnt anything gamebreaking left in the game.  If there is though i'll still be updating the demo.
« Last Edit: November 02, 2013, 07:55:55 AM by Beximus »

Offline Devil-Inside

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Re: Capcom Universe - DEMO 2
« Reply #92 on: November 03, 2013, 07:07:06 PM »
But there is a chance that you can add some other move to Tabasa?
She's my favorite Capcom characters...Also i want to suggest you an idea.In  Pocket Fighter Morrigan have the Merry Turn move of Lilith( :2 :1 :4 :k).Why don't you add that move?I think it will be a cool add for Morrigan,especially in a MVC style game...

Offline Magma MK-II

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Re: Capcom Universe - DEMO 2
« Reply #93 on: November 04, 2013, 09:33:59 AM »
* Whenever Hugo is hit while executing a move, he will automatically attempt to execute the move again.
* Miss Tron's voices are quite bad compared to the other characters, which have clean voice rips.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #94 on: November 04, 2013, 01:42:25 PM »
But there is a chance that you can add some other move to Tabasa?
She's my favorite Capcom characters...Also i want to suggest you an idea.In  Pocket Fighter Morrigan have the Merry Turn move of Lilith( :2 :1 :4 :k).Why don't you add that move?I think it will be a cool add for Morrigan,especially in a MVC style game...

In the next release Lilith is going to be a playable character via mode switching.  she'll have her own set of moves including the Merry Turn.

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #95 on: November 04, 2013, 01:46:51 PM »
* Whenever Hugo is hit while executing a move, he will automatically attempt to execute the move again.
* Miss Tron's voices are quite bad compared to the other characters, which have clean voice rips.

1. I'll work on fixing that

2. I'm open to replacing the voices if a better set exists.  so far i haven't found better samples.
« Last Edit: November 04, 2013, 02:25:09 PM by Beximus »

Offline laspacho

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Re: Capcom Universe - DEMO 2
« Reply #96 on: November 04, 2013, 06:05:37 PM »
I'm loving the built in tag!  Scar has voice rips of all the mvc2 characters on his page.  Maybe those are better rips?
http://scarbro.webs.com/

Offline Beximus

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Re: Capcom Universe - DEMO 2
« Reply #97 on: November 04, 2013, 06:47:47 PM »
ah those are actually the sound files i've used.

Offline Devil-Inside

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Re: Capcom Universe - DEMO 2
« Reply #98 on: November 05, 2013, 08:02:25 AM »
I have found another bug...in the stage Forgotten Sanctuary,if you're using Jill in the upper part of the stage,when you call the Normal Zombie( :2 :3 :6 HK) and hit him,he will disappear(it's seem like he's falling through the ground).

Offline Afterthought

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Re: Capcom Universe - DEMO 2
« Reply #99 on: November 05, 2013, 04:19:26 PM »
In the next release Lilith is going to be a playable character via mode switching.  she'll have her own set of moves including the Merry Turn.

I wish to know more of this "mode switching." o.o

 


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