Infinity MUGEN Team
IMT Main => M.U.G.E.N Releases => Topic started by: Nestor on January 02, 2014, 02:47:55 PM
-
Happy birthday MGMURROW! Hope you have a great day today man :thumbsup:!
Download Here (http://infinitymugenteam.com/Uploads/MvC/MvC.zip)
This is the first technical demo for the MvC game. As you may notice, it still lacks some work related with the sounds and the screenpack (I got the OST some days after the game was packed, and we're still working to include the new Shockdingo voice clips in the game, along with the new LB's; SyN was the winner in the poll, however, expect to see ExeLord's work somehow, as a member of the team is planning to do something with his contribution for the project), so, this demo is focused to discover bugs and glitches, as well to receive suggestions and comments from all of you.
Thanks for all your support so far, to all of the people working to make this game possible, and to all of the supporters we've had through all this time. Expect some updates (including the list of all the people involved in the game development :) ) and new content soon!
-
oh, finally! I am going to download right now
-
:O*D ^^(PM)^
-
Quick question...
I know is a demo but...
What chars this demo version has (Asided from Ryu and Wolverine aparently)?
-
Ryu, Captain Commando, Chun-Li, Wolverine and Cable ;)
-
Nestor, just a quick feedback:
- hellcarrier stage have a wrong vertical follow. in MVC games, the camera doesn't moves if you char only jumps. The camera will just start to follow the player if he uses a Superjump. This is a common mistake and makes the camera shakes too much.
- Wolverines qcf+F is a nice idea! But he needs to be faster or its weird - he seams to he floating on the air.
-
IDK is this is the topic to post bugs but here I come.
When playing Ryu when you do clp, cmp, chp, jump, lk WHEN YOU HIT MK, it fails, Sometimes it connects, sometimes not.
If you dont hit Wolverine's face, you dont hit him.
-
PRETTY!! :Terry
-
MYYYY PRECIOUSSSSS!!!!
-
I have been moving and have been without my computer and internet for almost 3 weeks now, internet back up but still without my computer, this was the major delay with the project. the demo is for technical bugs in the template to help us get the bugs out of the template but all technical feedback is welcome. since there is not proper AI(right now i am not for sure how to properly write on for your partner since the partner is technically computer controlled) while playing as your partner they will do moves(mostly hypers) while playing with them. we will list the known bugs soon so hopefully someone will be able to help us with them.
Enjoy and have fun
MGMURROW
-
Excellent downloading and testing
-
Thanks a lot guys!!! :)
-
Man, you don't even know how much I want to try this out. Sadly my PC is dead :-( hopefully it's not that serious and it will be restored to working order soon.
In any case I'm glad you released demo, it's great project and this should help it with bug catching and gaining even more followers. %%- :thumbsup:
-
this is a awesome game with awesome gameplay
best chun li I have played
-
Finally!
-
well, you said that the whole project will be released in 3 phases and there was a picture of phase 1 chars like zero and dante etc. i would like to know if you are going to add them seperately or give another update?
good luck
-
well, you said that the whole project will be released in 3 phases and there was a picture of phase 1 chars like zero and dante etc. i would like to know if you are going to add them seperately or give another update?
good luck
Well, this isn't a phase, it's a demo, so I expect phase one to be a little down the line.
-
Nestor, just a quick feedback:
- hellcarrier stage have a wrong vertical follow. in MVC games, the camera doesn't moves if you char only jumps. The camera will just start to follow the player if he uses a Superjump. This is a common mistake and makes the camera shakes too much..
Sadly O, this is not the case. Go back and play MvC1. The screen does tracks characters when the jump naturally.
I do agree thought that it makes for too much camera shake though. I personally have adapted the following for all superjump stages in my builds.
floortension = 75
verticalfollow = 1
-
Sadly O, this is not the case. Go back and play MvC1. The screen does tracks characters when the jump naturally.
I went back to MVC1 now and yes, in some stages the camera moves to follow the player...but NOT that much (what I mean on the previoust post and I should had explained it better).
Plus, the camera movement is done when the player reach the highest position on the air, not when you are on the middle of the jump, take a look
(http://i.imgur.com/vWj0ZSm.png)
(http://i.imgur.com/YkdI5OJ.png)
-
What's the boundhigh for that stage?
-
It looks like you thought of everything. I am not that good with Marvel vs. Capcom or any of the Capcom crossovers, so don't count on me for good feedback.
-
What's the boundhigh for that stage?
roughly 240.
I went back to MVC1 now and yes, in some stages the camera moves to follow the player...but NOT that much (what I mean on the previoust post and I should had explained it better).
Yeah, that's what I meant too. I haven't gotten into the demo yet myself so I don't know how much the stages are currently tracking either, so you're more on point.
But we both want the same thing.
-
Well judging from that without any other knowledge about this stage, I'd suggest
vertical follow .95
floor tension 40
^May vary depending on how high the characters jump, and what your zoffset is set to
-
roughly 240.
Come to think of it, the only person I've even seen clear the roof on MvC is Chun-li, and that's because of comboing up there.
The highbound on those stages are probably 300+.
-
- Wolverines qcf+F is a nice idea! But he needs to be faster or its weird - he seams to he floating on the air.
[/quote]
what the beserker rage
-
Amazing work on this demo screepack and effetcs guys. :)
I noticed Ryu, Wolverine and Chunli aerial strong punch&kick not making the opponent going down to the ground when hit in the air out of a aerial rave.... however CapCommando and Cable doing this in the demo, just like in the original MvsC.
A small suggestion here would be cool add for the aerial raves a whistle for the flying screen custom state.
I mean when the opponent going down, we can hear this on mvsc2 and in the classic sound set up from MvsC3.
Well judging from that without any other knowledge about this stage, I'd suggest
vertical follow .95
floor tension 40
^May vary depending on how high the characters jump, and what your zoffset is set to
That's closer to the values I had in there before verticalfollow = .90 & floortension = 30
The stage have a sin.y movement going up and down that makes the camera track sensation much more exagerated sometimes for the Z-offset there and values. Anyway... I've updated this stage for the camera be more closer to a MvsC compatible one. Mostly a higher floortension did the trick.
Nestor can include it later on the next demo, it's avaliable now on my blog. ;)
-
No the move where wolverine leaps toward the enemy
-
Amazing work on this demo screepack and effetcs guys. :)
I noticed Ryu, Wolverine and Chunli aerial strong punch&kick not making the opponent going down to the ground when hit in the air out of a aerial rave
A small suggestion here would be cool add for the aerial raves a whistle for the flying screen custom state.
I mean when the opponent going down, we can hear this on mvsc2 and in the classic sound set up from MvsC3.
will fix this and i will check out the whistle sounds you mentioned, sounds like a very good idea. if i ever get my computer back up i can get back to work on the project wip's. hopefully some advanced coders can help us out on the bugs
hope everyone enjoys what we released so far, it has been a long time coming
MGMURROW