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Author Topic: X-Men: Second Coming for Mugen 1.0  (Read 53403 times)

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Offline mrfantastic666

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #75 on: October 22, 2011, 03:24:17 PM »
bastion!. great release. for those who did not know already available on the website of project x, alone would fail to release a birdy and the entire contents of the game would be complete.
suggestion: AI patch for all chars because that's his weak point

Offline Tazzer

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #76 on: October 23, 2011, 12:33:09 PM »
Are you guys going to update the Magneto download link (@ Project X site) to the newest version of Magneto in the current XSC game?   I'm wondering because the Magneto in the current game combos MUCH better and as a result is more fun to use.

Offline metamutant

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #77 on: October 23, 2011, 12:44:36 PM »
bastion!. great release. for those who did not know already available on the website of project x, alone would fail to release a birdy and the entire contents of the game would be complete.

I have my eye on the updated X-mansion stage, then we would have the entire contents for our personal mugen.  However, I am extremely grateful for the releases we already have.

Offline mrfantastic666

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #78 on: October 24, 2011, 10:21:10 AM »
likewise is not my fault that infinity mugen team characters serve as good and excellent work experience, I plead guilty and hope people like birdy and bastion

Offline Tazzer

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #79 on: October 28, 2011, 10:08:31 PM »
I noticed Nightcrawler's teleporting effects were changed from the previous game to where the purple/pink light explode for the center of his teleport cloud was used rather than the yellow/orange one that was there previously.   Was there a specific reason for that?   The orange light effect made the overall teleport look better and more striking.   The purple light effect was only on Rogue's teleport last time around and kind of makes it boring and single toned (absolutely no offense intended, just an opinion).

It's a minor thing, of course.  I was just curious as to why the change?  (Only because the other effect looked much better.)

This is the effect I mean:

 

If you compare that to the one with the purple light effect... the purple one just doesn't quite stack up visually.

Sorry, it's just something that's got me curious.





Offline Acey

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #80 on: October 28, 2011, 10:22:29 PM »
1) Glad you found the use of IMT lifebars for those who like custom portraits.

2) It was all Twinimage's decision so I don't have an answer as to why.

Offline Tazzer

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #81 on: October 28, 2011, 10:28:59 PM »
Ok, I was just curious.


As to the lifebars: Yeah, that's actually the really cool part about those lifebars.  Their design just seemed to scream "custom" lol.   It's fun making ports for them.

Offline sky79

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #82 on: November 04, 2011, 11:06:30 AM »
No Jean Gray?
(click to show/hide)
Keep Mugen Free

Offline HyperVoiceActing

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #83 on: November 04, 2011, 01:58:34 PM »
I think odds are if they include Jean Grey, it'd be their own version of Jean

Offline Jelux Da Casual

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #84 on: November 04, 2011, 02:56:19 PM »
No Jean Gray?
(click to show/hide)

Yeah, (1) That Jean is so OP it's not even funny and (2) I think Jean is being saved for the next Project X game altogether.
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Offline Yung Kratos

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #85 on: December 13, 2011, 03:44:39 PM »
I was wondering If there would be a frame guide with move properties for this
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Offline Acey

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #86 on: December 13, 2011, 03:56:20 PM »
I was wondering If there would be a frame guide with move properties for this


I've considered it but it sure is a lot of work.

Offline Shotoman

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #87 on: January 04, 2012, 12:07:26 AM »
I love it love it love it!

It's just as good if not better than most "official" games I've played. (though Bishop's stage and the sub-bosses run a bit slow on my computer--I've been trying the various speed fixes in the manual, but they haven't been working...Works great on a friend's computer though.)

One ever so small thing I noticed, but it's one of those things that affects how "complete" a game is--if you know what I mean--Mystique needs an Xavier sprite added to her Shapeshift Madness.

Offline HyperVoiceActing

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #88 on: January 04, 2012, 12:37:35 AM »
(click to show/hide)

Offline Shotoman

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #89 on: January 04, 2012, 06:52:30 PM »
Ah, but he's a secret character, meant to be hidden from view.  Her not having his sprite makes sense, and if Xavier was a secret character as well a la Mutant Academy 2, I wouldn't mention it.  But he isn't--he's part of the main cast, and his exclusion from the Hyper just kinda points out that he was added later.

Again, not a huge issue by any means, but given that the point is to make a complete game here--rather than a random collection of MUGEN--I thought it important to bring up.

Offline Shotoman

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #90 on: February 06, 2012, 04:31:11 PM »
So what are the odds that Srong Guy 2.0 will be in the next version of the game?

Offline Acey

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #91 on: February 06, 2012, 04:54:48 PM »
So what are the odds that Srong Guy 2.0 will be in the next version of the game?

Such discussion's just haven't taken place yet.

Offline HyperVoiceActing

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #92 on: February 06, 2012, 07:45:53 PM »
If he will appear, what will you do about his X-Factor hyper, which has Quicksilver in it, and there's a Quicksilver already in game

Offline ZVitor

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #93 on: February 06, 2012, 07:53:26 PM »
we remove all team/strike moves, like wucash bishop, my cyclops and alucard storm.

Offline HyperVoiceActing

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #94 on: February 06, 2012, 09:28:10 PM »
Ah. Well that makes sense.

Offline Ross

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #95 on: February 08, 2012, 07:55:07 PM »
Been playing for awhile, love this game. Found tons of loops for most of the cast. Wish this had online play, would make this alot more fun.

Offline Acey

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #96 on: February 09, 2012, 02:47:31 PM »
Been playing for awhile, love this game. Found tons of loops for most of the cast. Wish this had online play, would make this alot more fun.

I absolutely agree.

Offline HyperVoiceActing

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #97 on: February 09, 2012, 02:55:12 PM »
Although if you DID make online play, something tells me either Marvel or Capcom will drop the perverbeal hammer on you.

Offline ExeLord

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #98 on: February 09, 2012, 04:02:46 PM »
Speaking of online play - anyone knows how far IKEMEN got? Is it stable enough to build full game on it or it doesn't worth it? And on that matter could developments of IKEMEN be moved to new version of MUGEN? (it's branch of MUGEN so maybe projects merge?)
« Last Edit: February 09, 2012, 04:52:15 PM by ExeLord »
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Offline D.Magician(Ky)

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Re: X-Men: Second Coming for Mugen 1.0
« Reply #99 on: February 09, 2012, 04:16:46 PM »
last time I checked, most bugs were fixed, simulator mode works @ like 80% (some lag). Other then that, all I can suggest, is to give it a try.

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