I downloaded the game and I've already found the first bugs:I found another.
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)
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.
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.
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.
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.
- Whenever Ruby Heart wins with a hyper, the background & the sound multipliesFIXED
- Tabasa/Tessa don't have a win poseFIXED
- One of Guy's palettes are messed up
- It's either me, but Hayato gives too much damageFIXED
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.
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).
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.
ChungLiFIXED
* 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 pointFIXED: I didn't get the game pausing effect but i did get the looping hyper combo finish. It should be fine now.
* 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:FIXED: I forgot to add the black backdrop behind player 2 portraits
Versus Portrait has transparent problems under the arm.
Do I have to re-download in order to get the fixes?
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 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!!!
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.
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
Thank you for the videos M. They highlighted a few errors with the A.I. that i quickly fixed.You're welcome, dude.
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
If you hit M. Bison/Vega during the Light Punch variant of his teleport he stands in mid-air.
Bit buggy(encountered only bugs already mentioned in thread), but very nice demo, I like it :thumbsup:
May I suggest making HP forMegaRockman 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 :-??
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.Would you at least releas the sprites for other creators?
It's too time consuming to go back and recode a character for open mugen.
FYI, it seems everyone throws forward only, no back throws in this game.
I'll work on the bugs.
but just so i know. everyone has the updated demo with the readme and movelist now right?
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.
Captain Commandoworking on it
- Why can I not combo after Captain Sword
- Why is Captain Storm always centered? Because of this, I cannot combo after the move
Chun-LiFixed
- doing a back throw makes her throw forward
KenFixed
- Punch Throw hit spark is on the wrong side of the screen
- Some characters, during his kick throw, will disappear during the move
TabasaFixed
- 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
GuyFixed
- Kick throw is missing sounds
- Doing back kick throw still has him throw forward
- air HP and air HK are missing sounds
DictatorI can't recreate this bug. were you controlling Dictator or was it the A.I.
- Psycho Shot can be done in the air which makes him stand on air
JinFixed
- 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 youI'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 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
Phobos:Everyone's back throw has been made easier to accomplish now.
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.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?
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?
This is a pretty great game but there are a few bugs.Fixed
M. bison: jumping HK Has the wrong SFX(plays the blocked hit SFX)
Chun-li: She has no air dashFixed
Tessa/Tabasa: She has a super easy infinite(Lp > MP> Chakura Wave(Lp or Mp)> walk forward[Repeat])Fixed, the most you can get now is 2 loops if you're fast.(click to show/hide)
Rose: If you hold forward while using F+HK you'll Slide forward quicklyThis is actually a little feature i gave rose, however i've reduced it's speed and distance.
Another rose glitch:This is a problem that i've discovered multiple characters have. I'm working on a solution.(click to show/hide)
Hey Beximus. check everyone that can throw a projectile. Some of them can clone itself if the projectile gets hit.
Hi Bex!Fixed speed and distance increased.
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.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
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?
Welp I found some pretty interesting stuff this time around.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.
Rose grab glitch:(click to show/hide)
Dark Sakura infinite:(click to show/hide)
Walking jab infinites :Fixed(click to show/hide)
Guy Grab infinite:Fixed(click to show/hide)
Yang lvl3 glitchFixed(click to show/hide)
Another yang lvl3 glitchFixed(click to show/hide)
Ken tatsu infinite(click to show/hide)
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.
Another rose glitch:(click to show/hide)
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!
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?
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.
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. :)
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. :)
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.
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?
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...
* 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.
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.
Where is it?
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
Will Ryu be in this game?
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.
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