Infinity MUGEN Team

IMT Projects => Capcom Universe: Nexus of Heroes => Topic started by: Beximus on September 24, 2013, 05:12:17 AM

Title: Capcom Universe - DEMO 2
Post by: Beximus on September 24, 2013, 05:12:17 AM
(http://www.infinitymugenteam.com/images/CapcomUniverseTitle.png)

First I'd like to apologize for taking so long to release this Demo.  I added 6 more characters to it as i felt 20 just wasn't enough.  It was a lot of work getting it to a state that i felt was playable.  I realize there are still cosmetic issues especially with a couple of the stages, but i want to move on to new characters and start using Mugen 1.1 which has better stage features like animated parallax support.

In total there are 26 characters in this demo

They are:

Amingo
Bulleta
Captain Commando
Chun-Li
Guy
Hayato
Hugo
Ingrid
Jill
Jin
Karin
Ken
Morrigan
Phobos
Rockman
Rolento
Roll
Rose
Rubyheart
Sakura
Strider
Tabasa
Tron
Urien
Vega
Yang


Game Mechanics:
The Best mode to play in is 2 on 2, 1 on 1 and 1 on 2 works fine as well.  Turns mode has a glitch that you need to press a button for to begin the next round.


Some Warnings:
This demo won't be perfect.  When fighting against the computer you may encounter some bugs,  It's my first time coding A.I.


Things to look forward to in the next release:

Newly Drawn characters.  A few examples include Devilotte(thanks to Li-kun), classic cody (thanks to Sky79), Michelle Heart (thanks to Gladiacloud),and Zero (thanks to RamzaNeko), Lou (provided by Laspacho)

More veteran characters

New Stages

Crossover Counter

Delayed Hyper Combos

Special Partner Hyper Combos


EDIT:

Demo revision with bug fixes now available here:
http://www.infinitymugenteam.com/beximus/Capcom%20Universe.zip (http://www.infinitymugenteam.com/beximus/Capcom%20Universe.zip)
Title: Re: DEMO 2
Post by: Uche_of_IMT on September 24, 2013, 08:10:55 AM
You must be exhausted doing all this. As for the desicision to move future titles to M.U.G.E.N. 1.1, won't you be concerned about the automatic zoom that version has?
Title: Re: DEMO 2
Post by: Gladiacloud on September 24, 2013, 09:00:46 AM
I downloaded the game and I've already found the first bugs:

1) Tabasa: during the weak and medium aerial kick her cloak is not affected by the change of palette, resulting colored with the default palette.

Example:
(http://img94.imageshack.us/img94/5276/ooxe.png)

2) Rockman and Roll: do not perform their own double hyper combo, Rock 'n Roll.

3) Rose: When Rose is called to replace any character, she goes away again. The character then goes away, and is replaced by ... himself.

(http://imageshack.us/a/img208/9602/wu6c.png)
(http://imageshack.us/a/img401/6856/q39v.png)
(http://imageshack.us/a/img42/1779/3py2.png)
Title: Re: DEMO 2
Post by: DizzyTheConquer on September 24, 2013, 09:56:35 AM
Thank you for this Beximus! I will try to find any bugs so this can improve!
Title: Re: DEMO 2
Post by: Uche_of_IMT on September 24, 2013, 11:02:36 AM
I downloaded the game and I've already found the first bugs:

1) Tabasa: during the weak and medium aerial kick her cloak is not affected by the change of palette, resulting colored with the default palette.

Example:
(http://img94.imageshack.us/img94/5276/ooxe.png)

2) Rockman and Roll: do not perform their own double hyper combo, Rock 'n Roll.

3) Rose: When Rose is called to replace any character, she goes away again. The character then goes away, and is replaced by ... himself.

(http://imageshack.us/a/img208/9602/wu6c.png)
(http://imageshack.us/a/img401/6856/q39v.png)
(http://imageshack.us/a/img42/1779/3py2.png)

I found another.
(http://i101.photobucket.com/albums/m50/Uche1234/mugen000.png) (http://s101.photobucket.com/user/Uche1234/media/mugen000.png.html)
This needs to be addressed.
Title: Re: Capcom Universe - DEMO 2
Post by: Nestor on September 24, 2013, 11:46:54 AM
Congratulations on the release man :) I'll check it ASAP, looks very good!
Title: Re: Capcom Universe - DEMO 2
Post by: Macaulyn97 on September 24, 2013, 11:48:47 AM
OH... MY... GOD...  :o
Title: Re: Capcom Universe - DEMO 2
Post by: Omega85 on September 24, 2013, 12:40:53 PM
This is truely excellent man.

İ found a bug with Guy. While i was playing with him against Megaman, İ won the battle but the KO word didn't show up on screen and İ was able to walk with Guy. When it went to the next fight, İ was fighting Morrigan but, Guy's power bar wasn't filled and it's number wasn't showing aswell. İ was able to use as much Super Moves as İ could really.

Your work is definitly Great.

İ can't wait to see more man.

You know how much İ support You with this and all İ can say is Thank You for this Game.
Title: Re: Capcom Universe - DEMO 2
Post by: Beto on September 24, 2013, 12:47:05 PM
This game is purely MVC1  I love MVC1 you just won another fan   :o :) :thumbsup:
Title: Re: Capcom Universe - DEMO 2
Post by: Macaulyn97 on September 24, 2013, 01:03:36 PM
There is a little bug with Tessa (I refuse to use japanese names), when in team mode as the 2nd char, some of her commands get completely screwed up sometimes after changing place with her ally.
Title: Re: Capcom Universe - DEMO 2
Post by: O Ilusionista on September 24, 2013, 01:23:08 PM
Great, I gonna check it right now (and post at IMT facebook)
Title: Re: Capcom Universe - DEMO 2
Post by: ExShadow on September 24, 2013, 01:39:47 PM
Sweet, will try it out

Thanks for sharing
Title: Re: Capcom Universe - DEMO 2
Post by: Uche_of_IMT on September 24, 2013, 02:40:12 PM
I have stumbled into one more thing ...

(http://i101.photobucket.com/albums/m50/Uche1234/mugen001.png) (http://s101.photobucket.com/user/Uche1234/media/mugen001.png.html)

Jill froze up when I was try to do a Hyper on her.
Title: Re: Capcom Universe - DEMO 2
Post by: DizzyTheConquer on September 24, 2013, 02:53:02 PM
- Whenever Ruby Heart wins with a hyper, the background & the sound multiplies
- Tabasa/Tessa don't have a win pose
- One of Guy's palettes are messed up
- It's either me, but Hayato gives too much damage

There's more but those are the ones no one mentioned yet.
Title: Re: Capcom Universe - DEMO 2
Post by: -Whiplash- on September 24, 2013, 07:19:52 PM
2 seconds of dicking around got me this:

(http://www.majhost.com/gallery/Titan-XP/screenshots/chun_glitch.png)

On the party stage (maybe others, IDK)

Doing Air Lightning kicks next to the wall will cause the kick effect to never go away until you do the move again (any version, not just the air version).

Tired now, I'm gonna go to sleep, I'll try to find some new stuff on either Wednesday or Thursday.
Title: Re: DEMO 2
Post by: Beximus on September 24, 2013, 07:45:31 PM
1) Tabasa: during the weak and medium aerial kick her cloak is not affected by the change of palette, resulting colored with the default palette.

FIXED

2) Rockman and Roll: do not perform their own double hyper combo, Rock 'n Roll.

I removed special partner hyper combos for this demo.  I needed time to figure out how to implement them in a way that wouldn't detract people from wanting to use certain character combinations.

3) Rose: When Rose is called to replace any character, she goes away again. The character then goes away, and is replaced by ... himself.

FIXED

I found another.
(http://i101.photobucket.com/albums/m50/Uche1234/mugen000.png) (http://s101.photobucket.com/user/Uche1234/media/mugen000.png.html)
This needs to be addressed.

The Select screen is temporary, now that im adding more characters i don't have room to place them in that one anymore.  the next select screen will be set up very differently and wont have that issue.  but right now there isn't a way to place the character grid portraits behind the big portrait.

There is a little bug with Tessa (I refuse to use japanese names), when in team mode as the 2nd char, some of her commands get completely screwed up sometimes after changing place with her ally.

Unfortunately this is a problem that comes with a character depending on their partner for all their commands.  If the on point character is facing the opposite direction your commands become reversed.  I've been trying to figure out a work around and i think a solution is near.  In the mean time I've done everything i can to reduce this problem.


- Whenever Ruby Heart wins with a hyper, the background & the sound multiplies
FIXED

- Tabasa/Tessa don't have a win pose
FIXED

- One of Guy's palettes are messed up

lol if you're talking about the palette that's really dark and the shadows are brighter.  It's one of those experimental palettes i like to do sometimes.  I used to make palettes like that on CVSNK2

- It's either me, but Hayato gives too much damage
FIXED

I have stumbled into one more thing ...
(http://i101.photobucket.com/albums/m50/Uche1234/mugen001.png) (http://s101.photobucket.com/user/Uche1234/media/mugen001.png.html)

Jill froze up when I was try to do a Hyper on her.

I can't seem to recreate this.  What move where you doing

2 seconds of dicking around got me this:

(http://www.majhost.com/gallery/Titan-XP/screenshots/chun_glitch.png)

On the party stage (maybe others, IDK)

Doing Air Lightning kicks next to the wall will cause the kick effect to never go away until you do the move again (any version, not just the air version).

Fixed
Title: Re: Capcom Universe - DEMO 2
Post by: Magma MK-II on September 24, 2013, 09:54:07 PM
Little feedback from MC Double:

Quote
Ingrid's kicks are all messed up.  What you have as f+MK is actually a normal animation, and her actual f+MK is not present.  She also appears to be lacking her low counters.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 24, 2013, 10:33:05 PM

These are intentional. 

Her counter covers high and low anyway.
Title: Re: Capcom Universe - DEMO 2
Post by: Acey on September 24, 2013, 11:34:36 PM
Oh, you're fixing these on the spot. I guess I should add my list so far. Well then here we go my friend:

ChungLi
* When hit from behind during the Lighting Kick the lighting kick FX doesn't go away (hit by Guy)

Captain Commando
* During the win pose the Commando Team covers up P1

Strider on point
* KOed the opponent and the game pauses before win pose. During a Hyper Combo finish this caused the Hyper Combo backgroudn to loop 5 times.

Hayato:
Versus Portrait has transparent problems under the arm.

I'm loving this game. I just wish we could play online so I could see what everyone else is coming up with strategy.
Title: Re: Capcom Universe - DEMO 2
Post by: Uche_of_IMT on September 25, 2013, 12:37:02 AM
Do I have to re-download in order to get the fixes?
Title: Re: Capcom Universe - DEMO 2
Post by: EM20XX on September 25, 2013, 01:38:05 AM
Great game! I love the idea and anyone who knows me knows I love me some Capcom. Keep it up and don’t give up on this great game.
Title: Re: Capcom Universe - DEMO 2
Post by: Bidu on September 25, 2013, 05:41:11 AM
I loved the game.

I'm following your progress since you posted for the first time at Mugen Infantry and released the 1st Demo (which I still have in my PC and play oftenly).

I'll test it and if I detect further bugs or glitches, I'll post here.

But Beximus, please continue this hard work and I believe that in the end of the road, you'll be hired by Capcom or any other successfull games's franchise, because your talent is amazing!!!
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 25, 2013, 06:39:20 AM
ChungLi
* When hit from behind during the Lighting Kick the lighting kick FX doesn't go away (hit by Guy)
FIXED

Captain Commando
* During the win pose the Commando Team covers up P1

Somewhat fixed.  Unfortunately everyone has different sprite priorities when they win because they all have their own effects they have to be behind or ontop of.  All i could do was push the commando team back farther.  It should help.

Strider on point
* KOed the opponent and the game pauses before win pose. During a Hyper Combo finish this caused the Hyper Combo backgroudn to loop 5 times.
FIXED:  I didn't get the game pausing effect but i did get the looping hyper combo finish.  It should be fine now.

Hayato:
Versus Portrait has transparent problems under the arm.
FIXED: I forgot to add the black backdrop behind player 2 portraits

Do I have to re-download in order to get the fixes?

Yeah.  I'll upload the revision once the bug catching slows down.  Hopefully by the end of the week.


Great game! I love the idea and anyone who knows me knows I love me some Capcom. Keep it up and don’t give up on this great game.

I won't ever give up on it now.  I'm determined to see it through.



I loved the game.

I'm following your progress since you posted for the first time at Mugen Infantry and released the 1st Demo (which I still have in my PC and play oftenly).

I'll test it and if I detect further bugs or glitches, I'll post here.

But Beximus, please continue this hard work and I believe that in the end of the road, you'll be hired by Capcom or any other successfull games's franchise, because your talent is amazing!!!

Thank you for your continued support.  I've always wanted to make my own versus style game since way back in the late 90's.  This is the closest i can get to that.  I'd be thrilled if this game becomes something people can enjoy playing with friends.  I want it to feel as much like a real capcom game as possible.  I'm very grateful for everyone's help.
Title: Re: Capcom Universe - DEMO 2
Post by: DEMONKAI on September 25, 2013, 01:36:13 PM
Very cool game there. Hugo was fun using to beat arcade mode. the AI of the characters are pretty decent.

You should add in a Perfect win Text FX and sound. I KO'd a couple opponents with perfects and that made me think of that too for a nice touch

The bugs from other characters i already spoke to you off thread about. Big plus on no buggy slow down of this game on my pc.

take your time on the 1.1

laters
Title: Re: Capcom Universe - DEMO 2
Post by: Uche_of_IMT on September 25, 2013, 02:21:19 PM
Another bug report: Sometimes the match will delay after a win to start the winpose.
Title: Re: Capcom Universe - DEMO 2
Post by: Macaulyn97 on September 25, 2013, 02:59:36 PM
MUGEN |\/| Capcom Universe - Morrigan & Strider Hiryu Playthrough (http://www.youtube.com/watch?v=cETzmamWQOU#)

MUGEN |\/| Capcom Universe - Tessa Playthrough (http://www.youtube.com/watch?v=JSb1mJToy1w#)

I just made two playthroughs of it.
Title: Re: Capcom Universe - DEMO 2
Post by: MGMURROW on September 25, 2013, 04:26:16 PM
Unfortunately this is a problem that comes with a character depending on their partner for all their commands.  If the on point character is facing the opposite direction your commands become reversed.  I've been trying to figure out a work around and i think a solution is near.  In the mean time I've done everything i can to reduce this problem.

Bex, i havent figured out how to correct this either but if you find a solution please let me know.

also i was using two chun's and i tagged out while doing an air combo. she did her tag out taunt in the air then tagged out. i remember having this ploblem and will look into how i fixed it and let you know

Loving the progress

MGMURROW
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 25, 2013, 05:26:51 PM
MUGEN |\/| Capcom Universe - Morrigan & Strider Hiryu Playthrough (http://www.youtube.com/watch?v=cETzmamWQOU#)

MUGEN |\/| Capcom Universe - Tessa Playthrough (http://www.youtube.com/watch?v=JSb1mJToy1w#)

I just made two playthroughs of it.

Thank you for the videos M.  They highlighted a few errors with the A.I. that i quickly fixed.

Unfortunately this is a problem that comes with a character depending on their partner for all their commands.  If the on point character is facing the opposite direction your commands become reversed.  I've been trying to figure out a work around and i think a solution is near.  In the mean time I've done everything i can to reduce this problem.

Bex, i havent figured out how to correct this either but if you find a solution please let me know.

also i was using two chun's and i tagged out while doing an air combo. she did her tag out taunt in the air then tagged out. i remember having this ploblem and will look into how i fixed it and let you know

Loving the progress

MGMURROW

Fixed the Chun Li air tag out.  I checked everyone else to make sure it was just her.

I'll keep you updated on the solution for the reversed commands. :)

By the way has anyone had any trouble with Rolento.  I havent heard anything about him yet.
Title: Re: Capcom Universe - DEMO 2
Post by: Macaulyn97 on September 25, 2013, 08:17:34 PM
Thank you for the videos M.  They highlighted a few errors with the A.I. that i quickly fixed.
You're welcome, dude.
Title: Re: Capcom Universe - DEMO 2
Post by: Uche_of_IMT on September 26, 2013, 02:35:32 PM
This one is mostly characteristic: Why are M. Bison's (I, too, will not use the Japanese names, so I apologize for the confusion) Psycho Flames blue? Last time I checked, they were purple. The blue flames mismatches with the purple effects.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 26, 2013, 03:28:52 PM
The blue flames are a shared effect.  When i started making characters the first one was Rose.  I used the palette effect from SFZ3 i felt it matched the color of blue flames better than it did in the marvel series where the characters would turn purple but the fire was blue.  Later when i made ruby heart, her sublimation was also a deep blue color so i kept the palette effect the same.  Cammy also has blue flames during her attacks which will match it better. 

Dictator's effects come from SFZ3 also and i decided to keep the pallette effects the same.  Different palettes also have different colored psycho energy.

The only person who will be turning people purple will be Gouki, since his flames are always purple no matter what color you choose.

Title: Re: Capcom Universe - DEMO 2
Post by: MGMURROW on September 26, 2013, 04:41:59 PM
Hey Bex, was playing with jill and ken and did a Team Hyper Combo that killed p2(match wasnt over). when the second team member came on the screen,jill dashed toward them but her missles were still coming from behind her from the Team Hyper Combo

hope this help

MGMURROW
Title: Re: Capcom Universe - DEMO 2
Post by: jwilliams08 on September 26, 2013, 07:31:34 PM
If you hit M. Bison/Vega during the Light Punch variant of his teleport he stands in mid-air.
Title: Re: Capcom Universe - DEMO 2
Post by: ExeLord on September 27, 2013, 04:14:30 AM
Bit buggy(encountered only bugs already mentioned in thread), but very nice demo, I like it :thumbsup:
May I suggest making HP for MegaRockman be his "lemons", not that powerful-looking shot? Roll does same move with QCF with same damage it's kinda unfair :'( ;*)) and projectile is very big. Shots from when he is in a transformed Beat will do, then charge to flashing blue with current HP shot(bit more powerful) and then to orange one :-??
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 27, 2013, 07:03:37 AM
Hey Bex, was playing with jill and ken and did a Team Hyper Combo that killed p2(match wasnt over). when the second team member came on the screen,jill dashed toward them but her missles were still coming from behind her from the Team Hyper Combo

hope this help

MGMURROW

FIXED,  they now explode before jill dashes back on screen.


If you hit M. Bison/Vega during the Light Punch variant of his teleport he stands in mid-air.

FIXED

Bit buggy(encountered only bugs already mentioned in thread), but very nice demo, I like it :thumbsup:
May I suggest making HP for MegaRockman be his "lemons", not that powerful-looking shot? Roll does same move with QCF with same damage it's kinda unfair :'( ;*)) and projectile is very big. Shots from when he is in a transformed Beat will do, then charge to flashing blue with current HP shot(bit more powerful) and then to orange one :-??

Thank you for the suggestion but i will be leaving Rockman the way he is.  As for roll i left her roll buster in as a formality but she really doesn't need it anymore now that she has better weapons.

That reminds me.  I forgot to mention that neither of them have the rockball anymore.  and that weapon summoning is D,D, and one of the 6 buttons or 2punch or 2kick for the last 2.
Title: Re: Capcom Universe - DEMO 2
Post by: Megabyte on September 27, 2013, 10:34:19 AM
Hey, Bexi...glad to see a new beta of the game out! Can't wait to try it out so I don't have a bug to report yet, but I do want to say something on what Uche said last. I think it would be better, character wise, if you maybe made Bison have any other colors but blue for his flames as they are a symbolization of his psycho powers. With the story being that Rose is an incarnation of all of Bison's good half, her effects, I would think, would be anything but purple. Same goes for Bison; I would think he would/could have any other colors for his effects BUT blue as he expelled all of his good spirit energy incidentally creating Rose.

Just a suggestion for back story/plot/characteristic sake.

Also, a suggestion on the title/menu screen, as it would seem that you wanted the games logo to kinda be centered but you couldn't quite make it fit (I noticed that the 'Arcade' selection is overlapping the games's logo a bit in the pic on the first post). Might I suggest to move the menu items over to the bottom-right hand side of the screen and make it a circular rotation in the corner (basically making it seem to rotate on a quarter circle in the bottom corner)...?
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 27, 2013, 01:46:01 PM
The Title screen will be fixed later on.  It was a low priority for the demo.  i made it back when it was still called Capcom Fighting Revolution.  the old logo wasn't quite so big.  It was also not as cool lol.

The next release will have a better title screen.


As for Rose and Dictator.  They share the same power despite being good and bad sides of each other.  I believe this is why they are the only 2 in the street fighter universe who have set people on blue fire.  I like this design aspect so I'll be sticking with it.
Title: Re: Capcom Universe - DEMO 2
Post by: imperador on September 28, 2013, 10:46:52 PM
Great demo! I liked =D

One question... Some of this game Characters will get a individual release, like Rose, Karin and Sakura?

And Saki Omokane from Mugen History project? Will get updates?

Sorry for my bad english XD
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 30, 2013, 09:43:56 PM
I've uploaded the revised Demo with the bug fixes mentioned in this thread and a few extras that i found on my own.

I've also included a move list and a readme file explaining the mechanics of the game. 

The Link to the Updated demo is in the first post towards the bottom.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 30, 2013, 09:50:29 PM
Great demo! I liked =D

One question... Some of this game Characters will get a individual release, like Rose, Karin and Sakura?

And Saki Omokane from Mugen History project? Will get updates?

Sorry for my bad english XD

No im afraid i won't be making anymore public characters except when working with a sprite artist to make a public release of a character they've been drawing.

It's too time consuming to go back and recode a character for open mugen.
Title: Re: Capcom Universe - DEMO 2
Post by: Macaulyn97 on September 30, 2013, 10:10:18 PM
No im afraid i won't be making anymore public characters except when working with a sprite artist to make a public release of a character they've been drawing.

It's too time consuming to go back and recode a character for open mugen.
Would you at least releas the sprites for other creators?
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on September 30, 2013, 11:58:24 PM
That's not up to me.

A sprite artist can do whatever they want with their sprites.  I only ask for permission to use sprites or accept people's offers to help complete my game.

I would ask the person who drew the sprites if they intend to make them open source.
Title: Re: Capcom Universe - DEMO 2
Post by: EvilRock81 on October 01, 2013, 01:05:34 AM
Wow!  :thumbsup: Cool Demo! Thanks man!! I do have one thing I noticed, there is no Hit sound when you tag in Tabasa.
Title: Re: Capcom Universe - DEMO 2
Post by: Magma MK-II on October 01, 2013, 01:20:35 PM
I've finally had the chance of playing this game, and it is really awesome!

Since you used the Card Fighters DS pictures for most characters vs portraits, why not use them for all characters?
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on October 01, 2013, 01:40:06 PM
some of them dont make very good vs portraits, or don't match the version of the character that's in the game.
Title: Re: Capcom Universe - DEMO 2
Post by: Uche_of_IMT on October 01, 2013, 05:32:14 PM
What is important is that some of the portraits don't fit the versus style. You may need an artist for that one, though.


...


Okay. They're not important.
Title: Re: Capcom Universe - DEMO 2
Post by: Bidu on October 03, 2013, 07:23:50 PM
Hi Bex.

So far, I played with Phobos and Megaman (Rockman)

Bugs and doubts:

Phobos:

His grab can't move to the other side as, for example, Megaman's grab. Is it intentional?

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.

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?

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.

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

Megaman (Rockman)

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?

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?

Could Thunder beam be faster or take more damage, depending if you shoot light, medium or hard punch?

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.

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?

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

Junk Shield doesn't shoot at the air. Is it 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.

As soon as I play with the others, I'll post here.

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?


Title: Re: Capcom Universe - DEMO 2
Post by: senorfro on October 03, 2013, 08:58:13 PM
After some testing (will test some more later)

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

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

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

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

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

Dictator
- Psycho Shot can be done in the air which makes him stand on air

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

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

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

One last thing.  Any chance the stages will be released separately?
Title: Re: Capcom Universe - DEMO 2
Post by: Acey on October 03, 2013, 10:21:28 PM
FYI, it seems everyone throws forward only, no back throws in this game.
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie on October 04, 2013, 10:22:04 AM
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)
Chun-li: She has no air dash
Tessa/Tabasa: She has a super easy infinite(Lp > MP> Chakura Wave(Lp or Mp)> walk forward[Repeat])
(click to show/hide)
Rose: If you hold forward while using F+HK you'll Slide forward quickly
Another rose glitch:
(click to show/hide)
More than likely I'll update this post when I find more. I only had it for about a day now.
Btw a little sample combo vid of Ingrid:
http://youtu.be/abZ56bKZKs4 (http://youtu.be/abZ56bKZKs4)


FYI, it seems everyone throws forward only, no back throws in this game.

All characters have back throws in this game
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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?
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie 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
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: DizzyTheConquer 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Bidu 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?

Title: Re: Capcom Universe - DEMO 2
Post by: Mounitorirn 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:
(http://i44.tinypic.com/2vhsos5.png)

(http://i43.tinypic.com/2mx4njm.png)

When Ingrid doing this grab, her enemy became invisible, it's just her attack or bug?
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie 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!
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie 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
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie 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
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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

Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on October 11, 2013, 04:31:53 PM
But I have 1 question:
(http://i44.tinypic.com/2vhsos5.png)

(http://i43.tinypic.com/2mx4njm.png)

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.
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie 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
Title: Re: Capcom Universe - DEMO 2
Post by: Omega85 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on October 15, 2013, 12:21:11 AM
Another rose glitch:
(click to show/hide)

Fixed. 
Title: Re: Capcom Universe - DEMO 2
Post by: jwilliams08 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!
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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
Title: Re: Capcom Universe - DEMO 2
Post by: Shotoman 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: kerochris 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?
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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?

Title: Re: Capcom Universe - DEMO 2
Post by: Afterthought 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. :)
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Afterthought 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)
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Afterthought 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
Title: Re: Capcom Universe - DEMO 2
Post by: Afterthought 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.  :)
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: jwilliams08 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: kerochris 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Devil-Inside 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...
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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 (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.
Title: Re: Capcom Universe - DEMO 2
Post by: Devil-Inside 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...
Title: Re: Capcom Universe - DEMO 2
Post by: Magma MK-II 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus 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.
Title: Re: Capcom Universe - DEMO 2
Post by: laspacho 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/ (http://scarbro.webs.com/)
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on November 04, 2013, 06:47:47 PM
ah those are actually the sound files i've used.
Title: Re: Capcom Universe - DEMO 2
Post by: Devil-Inside 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).
Title: Re: Capcom Universe - DEMO 2
Post by: Afterthought 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
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on November 05, 2013, 05:36:09 PM
It's like how Sakura becomes Dark Sakura via a command or Zangief becomes Mech Zangief.

I'm working on Lilith as an alternate mode for Morrigan.  do a command and Morrigan let's Lilith take over.  It won't be a pallette swap it will be a full MVC lilith with her own moveset that you would be able to use either by switching to her or holding down a button when the round begins.
Title: Re: Capcom Universe - DEMO 2
Post by: Afterthought on November 07, 2013, 02:00:35 PM
...You, sir, are a true hero. This game is definitely better than anything Capcom can make now. I love it.
All the perks! The comboability! The CHARACTERS...
Playing as Rolento is insanely fun, by the way.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on November 07, 2013, 04:42:39 PM
I'm really glad you're enjoying the game.  Im glad to hear that Rolento is fun to use.  His playability was one of my major concerns when i was working on the demo.  It can be tricky adapting a character to an MVC format when they're clearly not designed for it.  Urien and Rolento were one of the harder ones to figure out.  Thank you for the compliment.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on November 08, 2013, 03:28:12 PM
Urien and Dictator were broken in the last release.  if you hit a standing opponent with hard punch you will do a hit for every frame of animation with an active hit box.  This is of course a game breaking problem.  The archive has been updated with the fix.  Thanks to Traweezie for letting me know.  Btw i reccomend checking out his youtube channel
Title: Re: Capcom Universe - DEMO 2
Post by: Uche_of_IMT on November 08, 2013, 03:55:00 PM
Where is it?
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie on November 08, 2013, 04:42:18 PM
Where is it?

http://www.youtube.com/user/traweezie (http://www.youtube.com/user/traweezie)

^ my channel
And a little preview of what to expect with capcom universe related vids


http://youtu.be/4tqHatT1jX0 (http://youtu.be/4tqHatT1jX0)

Even though it got nerfed when dizzy got coded in, you can still do it
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on November 08, 2013, 05:30:30 PM
thanks for posting the link traweezie.  i was going to get the url but the boss started rounding the corner and i didnt wanna get caught surfing the net on company time.
Title: Re: Capcom Universe - DEMO 2
Post by: imperador on November 08, 2013, 06:26:17 PM
Can i give an suggestion?

If Gouki was playable in this game, what you think about the intro like this, in my wip edit?

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/1456726_534202943341248_104961396_n.jpg)


It's just an idea XD
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie on November 08, 2013, 09:54:17 PM
Updated my channel link and thanks bex for the thought. I should have some new combos and junk to show off soon
Title: Re: Capcom Universe - DEMO 2
Post by: Shoryunator on November 23, 2013, 01:17:23 PM
Will Ryu be in this game?
Title: Re: Capcom Universe - DEMO 2
Post by: O Ilusionista on November 23, 2013, 10:37:09 PM
Bexiumes, I found a bug.
Morrigan grabbed Captain Commando with her special throw and when she lands...Commando sinks on the ground and the fight get stuck.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on November 23, 2013, 11:25:05 PM
Can i give an suggestion?

If Gouki was playable in this game, what you think about the intro like this, in my wip edit?

(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/1456726_534202943341248_104961396_n.jpg)


It's just an idea XD

maybe something similar

Will Ryu be in this game?

Yes he will

Bexiumes, I found a bug.
Morrigan grabbed Captain Commando with her special throw and when she lands...Commando sinks on the ground and the fight get stuck.

Sorry i can't reproduce it.  I've tried it on Forgotten sanctuary and also the regular stages. 
Title: Re: Capcom Universe - DEMO 2
Post by: O Ilusionista on November 24, 2013, 12:01:57 AM
Yeah, I made it on the Forgotten Sanctuary too. Morrigan lands on the ground with no problem, but Command goes beyond it.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on November 24, 2013, 12:07:29 AM
I think i understand what you're talking about now.  I'll take a look again
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie on November 25, 2013, 10:47:28 PM
Combos out tron's throw:

http://youtu.be/yjNnb9l004c (http://youtu.be/yjNnb9l004c)
Title: Re: Capcom Universe - DEMO 2
Post by: tarrellwebb on February 09, 2014, 11:18:18 PM
ohhhh my goooooooooshh . this game is crazy i love it  please tell me you have more plans for this game
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on February 11, 2014, 05:45:25 PM
Yes i absolutely will not give up on this game.  Progress can lag at times but im definately going to finish this project.

More information can be found here including roster and features.

http://www.infinitymugenteam.com/Forum_345/index.php?topic=37759.msg454584#msg454584 (http://www.infinitymugenteam.com/Forum_345/index.php?topic=37759.msg454584#msg454584)
Title: Re: Capcom Universe - DEMO 2
Post by: Traweezie on February 18, 2014, 03:09:47 AM
http://youtu.be/bb4KpIwEsZU (http://youtu.be/bb4KpIwEsZU)


If you haven't fixed the values for hadouken you might want to do that now
Title: Re: Capcom Universe - DEMO 2
Post by: X_Sword on March 04, 2014, 02:54:16 AM
Sup folks. I'm a new user but long time fan of mugen projects  and fgs like these. I've been having lots of fun with Hugo's mix-up game on knockdown and he's much fun to use in this game. There has been this bug I get occasionally when he use moves that makes him launch in the air (like shootdown backbreaker), on his recovery his sprite falls through the floor then resets back to ground level.


And for suggestions,
Is it possible to have a 1 player option in Survival?
Do you have plans to make more stages?
Any plans for Rival Schools characters:)?


- Reduce on startup frames on Bisons and Phobos fly mode
- expand some of Rolls' ground normals hitbox'
- Have Tronne's Lunch Rush auto activate if you hold assist after the move, if you have one meter or more(like in MvC2)
- Tronne's Shiki Dan quicker
- Ken's Shinryuken cause the opponent to fall faster


Pretty much it for now. Keep up the good work on this game sir!
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on March 04, 2014, 03:27:54 AM
Is this happening on Forgotten Sanctuary before breaking through the floor?
Title: Re: Capcom Universe - DEMO 2
Post by: X_Sword on March 04, 2014, 03:40:40 AM
I haven't had that happen. It would usually be in a match where I miss the air grab and Hugo goes inside stage and reappears on it
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on March 04, 2014, 04:25:12 PM
Fixed Hugo falling through the floor.  He was going into a state designed for the forgotten sanctuary's break away floor.

I'll be reducing the start up on Dictator's and Phobos' flight mode so that it will be on par with rose's.

I'll test out the other suggestions.
Title: Re: Capcom Universe - DEMO 2
Post by: X_Sword on March 08, 2014, 10:04:54 PM
Had a nice playthrough these past few days dabbling with all released characters. found some bugs

guy loop in corner
http://youtu.be/Yz6-JkZV1Rg (http://youtu.be/Yz6-JkZV1Rg)

Hugo mirror armor bug
http://youtu.be/Cbokt4445Jg (http://youtu.be/Cbokt4445Jg)

Also, how do I fight the CPU in versus mode? I can't figure it out heh
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on March 09, 2014, 12:33:13 AM
Had a nice playthrough these past few days dabbling with all released characters. found some bugs

guy loop in corner
http://youtu.be/Yz6-JkZV1Rg (http://youtu.be/Yz6-JkZV1Rg)

Hugo mirror armor bug
http://youtu.be/Cbokt4445Jg (http://youtu.be/Cbokt4445Jg)

Also, how do I fight the CPU in versus mode? I can't figure it out heh

Thanks for posting those videos.  I'll be working on them

If you want to fight the CPU in vs mode there are two options.

Go into versus mode and press ctrl+2 before the round starts

OR

Go into Watch mode and press ctrl+1 before the round starts
Title: Re: Capcom Universe - DEMO 2
Post by: Ross on March 12, 2014, 10:06:58 PM
https://www.youtube.com/watch?v=8TtFwncsRxw (https://www.youtube.com/watch?v=8TtFwncsRxw)
Weird glitch I found with Bison turned into a huge tool for him.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on March 13, 2014, 01:53:13 AM
Thanks ross.  I was able to find the problem.  It's a left over fail safe from when the A.I. used to do the Psycho Field super in the air.  Psycho field is a ground only super so if it was some how activated in the air it would immediately cancel into a descent. 
Title: Re: Capcom Universe - DEMO 2
Post by: Ross on March 13, 2014, 08:12:19 PM
https://www.youtube.com/watch?v=OYnG-aIvd2E (https://www.youtube.com/watch?v=OYnG-aIvd2E)
Some tester notes with Yang. Also Hayato seems to have a standing infinite with his dash HP.
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on March 13, 2014, 10:36:21 PM
Thanks for finding these Ross.  Fixed the three issues
Title: Re: Capcom Universe - DEMO 2
Post by: Ross on March 14, 2014, 12:29:27 AM
No problem, found another glitch with Phobos's Final Guardian β.
https://www.youtube.com/watch?v=fiDPooWKv9M&feature=youtu.be (https://www.youtube.com/watch?v=fiDPooWKv9M&feature=youtu.be)
Title: Re: Capcom Universe - DEMO 2
Post by: Beximus on March 14, 2014, 03:02:39 PM
Thanks for the video it made it very easy to figure out what was going wrong.  Found the problem and got it fixed. 
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