collapse

Author Topic: MVC2 Abyss and Onslaught/Sentinel Updated  (Read 3771 times)

0 Members and 1 Guest are viewing this topic.

Offline XsLaught

  • MUGEN Content Architect
  • *****
  • Posts: 31
  • Last Login:April 04, 2012, 04:33:11 AM
MVC2 Abyss and Onslaught/Sentinel Updated
« on: July 30, 2009, 04:03:11 AM »
Abyss v 1.0 with all 3 forms from MVC2 has been released.
http://www.youtube.com/watch?v=8z8EOMgRe30#








Abyss (3rd form) uses filtered sprites. The next update will include the rest of the palettes. I wanted to get this out before the month ends. There's some really bad fog sprites that you could probably change. I disabled the fog for form 2 and 3 for that reason. You can enable them in config.txt.

Onslaught has been updated to v 2.2 - 07.30.2009 - Special thanks to Serious Cat for the custom intros.
Sentinel has been updated to v 1.2 - 07.30.2009

All characters have a configuration file to adjust your needs.
The default setting for Abyss is resurrection for Form 1 and 2 with 50% life recovery for P2 with resetting to Form 1 when he loses a round. So you have to win against all his forms twice to win the match. This makes the match more challenging. You can adjust this to how you prefer it.

If the files are too big then you can delete the background music from the .snd file.

Change log for Onslaught and Sentinel:
(click to show/hide)
I did some last minute changes so let me know if there's anything that needs to be fixed immediately.



Get them at http://www.codejin.com



Offline Jelux Da Casual

  • of the Old Guard
  • Infinity Administrator
  • *
  • Posts: 5325
  • Country: United States us
  • Last Login:November 12, 2024, 05:06:37 PM
  • 7/18/11 - Death of a Legend
    • JeluxDaCasual
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #1 on: July 30, 2009, 05:22:39 PM »
Man, I saw this at 2:00 last night over at the guild. Haven't gotten to go with it, but if it's anything like Onslaught, I'm sure he's a success.
(ಠ_益ಠ) (~_~) CAPCOM
    Fyro^                 ^Me
\(゜0゜)/  (╯°Д°)╯彡WOƆԀ∀Ɔ
(╯^_^)/*\(^o^╯)       WOƆԀ∀Ɔ

Offline volzzilla

  • MUGEN Content Architect
  • *****
  • Posts: 807
  • Country: United States us
  • Last Login:February 03, 2024, 11:29:19 AM
  • MMV - http://mugenmultiverse.forumotion.com/
    • The Mugen Multiverse
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #2 on: July 30, 2009, 09:48:36 PM »
that is a lot of work on sentinel and onslaught, so thank you for that.

also thanks for the abyss :)
Please visit a DC/Marvel centered Mugen Community at: http://mugenmultiverse.forumotion.com/

Offline sensei_yoda

  • Stage Creator
  • *****
  • Posts: 212
  • Country: Argentina ar
  • Last Login:February 21, 2020, 12:12:30 PM
    • MY MUGEN STUFFS
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #3 on: July 31, 2009, 01:31:57 PM »
this abbys is interesting!

nice work!

Offline Serious Cat

  • Initiate
  • **
  • Posts: 168
  • Last Login:January 23, 2011, 02:35:21 PM
  • I eat flowers, too.
    • The Dragon's Mouth
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #4 on: July 31, 2009, 10:49:52 PM »
It's my intention to complete the rest of the Abyss palettes before the 15th of August. I also hope to have completed the Marvel intros before the end of September. Mind you, these are difficult aspirations, but I'm thinking that I can succeed.

Xslaught is an exceptional creator and a great partner to work with. I'm lucky to be working with him.
« Last Edit: July 31, 2009, 11:00:23 PM by Serious Cat »

Posting from my G1 mobile phone.

Offline Shibuyah

  • Initiate
  • **
  • Posts: 63
  • Last Login:August 15, 2012, 06:44:02 PM
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #5 on: August 01, 2009, 12:54:39 AM »
Wow XsLaught, you and Serious Cat work well together.
I have a couple things to ask though.

1: Which versions of the MVC/MVC2 characters did you set the dialogue for?

2: Could you send me a blank text box for when the characters encounter Onslaught?
I couldn't find it in Onslaught's SFF, so I just thought I'd ask.

And great work on Abyss, the AI is challenging like in MVC2. :)
Currently spriting TotW style:

Working on requests...I might list them later, when I can get things straightened out.

Current Mugen projects(I may need help, but hopefully I won't... ^ ^; ).
MVC Nakoruru
MVC Rimururu
Original character sorta based on Roll named Roll-alpha:will be MVC style.

Offline celobateira

  • Forum Member
  • ***
  • Posts: 201
  • Last Login:November 07, 2016, 03:29:37 PM
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #6 on: August 01, 2009, 07:36:44 AM »
Wow this Abyss is Huge... a great challenge
No one dies virgin, life f..k us all

Offline Serious Cat

  • Initiate
  • **
  • Posts: 168
  • Last Login:January 23, 2011, 02:35:21 PM
  • I eat flowers, too.
    • The Dragon's Mouth
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #7 on: August 01, 2009, 09:23:40 AM »
Wow XsLaught, you and Serious Cat work well together.
I have a couple things to ask though.

1: Which versions of the MVC/MVC2 characters did you set the dialogue for?

2: Could you send me a blank text box for when the characters encounter Onslaught?
I couldn't find it in Onslaught's SFF, so I just thought I'd ask.

And great work on Abyss, the AI is challenging like in MVC2. :)

So far you're only going to have intros vs characters form the Capcom side of the MvC2 roster except for Amingo and Ruby Heart if I'm correct. (Unless Xslaught did what we mentioned in the other thread.)  The other intros which I have created so far are more or less Easter-eggs against misc Capcom/Marvel characters. Throw Onslaught against everything in your roster, see what comes up.

As far as a blank, I'll see about throwing a blank intro window into the next update, but any custom text characters I'll have to throw into a separate download. I might even make a tutorial to make the intros as accurate to the MvC1 template as possible.
« Last Edit: August 01, 2009, 09:35:00 AM by Serious Cat »

Posting from my G1 mobile phone.

Offline Shibuyah

  • Initiate
  • **
  • Posts: 63
  • Last Login:August 15, 2012, 06:44:02 PM
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #8 on: August 01, 2009, 11:17:11 AM »
So far you're only going to have intros vs characters form the Capcom side of the MvC2 roster except for Amingo and Ruby Heart if I'm correct. (Unless Xslaught did what we mentioned in the other thread.)  The other intros which I have created so far are more or less Easter-eggs against misc Capcom/Marvel characters. Throw Onslaught against everything in your roster, see what comes up.

As far as a blank, I'll see about throwing a blank intro window into the next update, but any custom text characters I'll have to throw into a separate download. I might even make a tutorial to make the intros as accurate to the MvC1 template as possible.
M'kay, I was just wondering whose version of which character had the intro against Onslaught.
I know RedHot's Guile had it, Kong's SonSon...I haven't tested all of Kong's Capcom characters against him yet, but Beximus' characters didn't have the intro.*And seeing that Kong's Jedah had a special intro against him was a pleasant surprise. ^w^*

But anyway, a tutorial sounds cool, it'll come in handy.
Thanks for answering me Serious Cat. :)
Currently spriting TotW style:

Working on requests...I might list them later, when I can get things straightened out.

Current Mugen projects(I may need help, but hopefully I won't... ^ ^; ).
MVC Nakoruru
MVC Rimururu
Original character sorta based on Roll named Roll-alpha:will be MVC style.

Offline XsLaught

  • MUGEN Content Architect
  • *****
  • Posts: 31
  • Last Login:April 04, 2012, 04:33:11 AM
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #9 on: August 01, 2009, 12:17:44 PM »
The intros should work with any characters named properly. I never get why creators use names that are not the character's name. Ex: Say something like "Creator's name Guile" or "MVC2 Guile". It only makes everything incompatible. You'd probably have to go into their .def files and change their name.

I don't have the time or patience to download every version of a character to check their .def file for their name.

Here are the template files:



BTW there are 2 versions of Cammy's intro I forgot to mention. "If cammy has long sleeves, she's 16 (Cammy16) and works for M. Bison/Vega. If she has no sleeves then she's 19 and works for Red Delta (Cammy19)."

I made them appear randomly.
If anyone does any intros. Send them to me so I can add them.
If anyone has a complete list of character names that would also be helpful to make it compatible with characters.

Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #10 on: August 01, 2009, 01:00:41 PM »
Wow! It's great what you did with Abyss' 3rd form sprites as well.

Makes me want to spend some time making dialog.

Offline Worksa8

  • Rocket Punch!
  • Infinity Faithful
  • ****
  • Posts: 1917
  • Last Login:June 13, 2021, 01:19:25 PM
  • Rocket Punch!
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #11 on: August 01, 2009, 01:02:46 PM »
We need more well made bosses for Mugen...
Ones like this, not those annoying Super Nes shooter game style bosses xD

Offline Magma MK-II

  • Master of Shoot'em Ups
  • IMT Content Architect
  • *
  • Posts: 3042
  • Country: Brazil br
  • Last Login:October 25, 2023, 09:07:51 AM
  • Every day is night
    • My mugen stuff
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #12 on: August 01, 2009, 01:17:38 PM »
GOOD!

D'Arby the gambler approves these chars!

Offline Jelux Da Casual

  • of the Old Guard
  • Infinity Administrator
  • *
  • Posts: 5325
  • Country: United States us
  • Last Login:November 12, 2024, 05:06:37 PM
  • 7/18/11 - Death of a Legend
    • JeluxDaCasual
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #13 on: August 18, 2009, 11:58:02 PM »
Both of them are excellent, Sentinel as well.

But for ****'s sake, I can't beat either one!

EDIT: Please, PLEASE, tell me you're working on Apocalypse?
(ಠ_益ಠ) (~_~) CAPCOM
    Fyro^                 ^Me
\(゜0゜)/  (╯°Д°)╯彡WOƆԀ∀Ɔ
(╯^_^)/*\(^o^╯)       WOƆԀ∀Ɔ

Offline DARKTALBAIN

  • " STAR "
  • Global Moderator (out of the office)
  • *****
  • Posts: 7518
  • Last Login:March 15, 2011, 07:49:36 PM
  • Anyone have some pound cake?
    • Infinitywiki DARKTALBAIN'S page
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #14 on: August 19, 2009, 11:16:03 AM »
Sentinel has some issues for me . When he does some of those moves where the screen quickly flashes white . Certain ones will make the screen just stay white . The battle continues , but I can't see what is going on . Anyway to eliminate the white flash in general . It is too hard to tell exactly what moves do that since the screen goes white & I never see the move being performed ...lol
Quote from: Scar
Mugen, some choose to create and some choose to criticize.^-^


(click to show/hide)

Offline XsLaught

  • MUGEN Content Architect
  • *****
  • Posts: 31
  • Last Login:April 04, 2012, 04:33:11 AM
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #15 on: August 19, 2009, 12:57:06 PM »
Sentinel has some issues for me . When he does some of those moves where the screen quickly flashes white . Certain ones will make the screen just stay white . The battle continues , but I can't see what is going on . Anyway to eliminate the white flash in general . It is too hard to tell exactly what moves do that since the screen goes white & I never see the move being performed ...lol

Who was your opponent? Maybe you can increase the number of explods/helpers/etc in your mugen.cfg.
Either that or it may be the computer. How much RAM do you use? He was developed under 1GB RAM. I now use 4GB. The white flash should all have a remove time of 1. They show when a move hits. Are you saying they show before the move hits? I don't recall that ever happening to me but I'll test it out.

Quote
EDIT: Please, PLEASE, tell me you're working on Apocalypse?
Apocalypse will get an update/remake to be complete at some point. He'll be a fast one to do.

I want to try something new for my next character. It'll be similar to how Dragon Claw was developed by rendering 2D sprites from a 3D model with cell shading. I just have to rig some models and perhaps add in details then I'd be set to animate them. I'm interested in either working on Mr. Sinister (XML2), Holocaust (XML2), Samus Aran (SSBM model or brawl), or Mewtwo (SSBM model).

Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #16 on: August 19, 2009, 01:35:07 PM »
Once you figure out which software you're going to use for your 3d models let me know, I am very interested in such and have tested out a few freewares that just don't do the trick yet.

Offline DoktorAvidan

  • Initiate
  • **
  • Posts: 138
  • Last Login:May 24, 2011, 05:30:38 PM
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #17 on: August 23, 2009, 01:49:20 PM »
Who was your opponent? Maybe you can increase the number of explods/helpers/etc in your mugen.cfg.
Either that or it may be the computer. How much RAM do you use? He was developed under 1GB RAM. I now use 4GB. The white flash should all have a remove time of 1. They show when a move hits. Are you saying they show before the move hits? I don't recall that ever happening to me but I'll test it out.
Apocalypse will get an update/remake to be complete at some point. He'll be a fast one to do.

I want to try something new for my next character. It'll be similar to how Dragon Claw was developed by rendering 2D sprites from a 3D model with cell shading. I just have to rig some models and perhaps add in details then I'd be set to animate them. I'm interested in either working on Mr. Sinister (XML2), Holocaust (XML2), Samus Aran (SSBM model or brawl), or Mewtwo (SSBM model).

:o All four of them need to be made..need more SSB stuff anyways. I figured not a whole lot of people wanted to bother with it..

Offline Beto

  • MUGEN Content Architect
  • *****
  • Posts: 1353
  • Country: Brazil br
  • Last Login:July 07, 2024, 02:31:41 PM
  • Action!!
    • My Youtube page
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #18 on: August 23, 2009, 02:32:16 PM »
The Abbys is impressive, congratulations  :thumbsup:, I would like to see a juggernaut done with your style and all the blows he has in x-men vs street fight   [-O<

Offline XsLaught

  • MUGEN Content Architect
  • *****
  • Posts: 31
  • Last Login:April 04, 2012, 04:33:11 AM
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #19 on: August 24, 2009, 02:37:09 AM »
:o All four of them need to be made..need more SSB stuff anyways. I figured not a whole lot of people wanted to bother with it..

I'm rigging Samus as we speak. It doesn't guarantee she'll be made. I'm learning as I go.
I'm surprised not many people have tried doing 3D work. In the long run it'll produce smoother animations in hi resolution for a shorter amount of time.




There will be more details (more lines) added later on after I finish learning how to implement bones to the character and animate her.

Offline DARKTALBAIN

  • " STAR "
  • Global Moderator (out of the office)
  • *****
  • Posts: 7518
  • Last Login:March 15, 2011, 07:49:36 PM
  • Anyone have some pound cake?
    • Infinitywiki DARKTALBAIN'S page
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #20 on: August 24, 2009, 01:23:28 PM »
Who was your opponent? Maybe you can increase the number of explods/helpers/etc in your mugen.cfg.
Either that or it may be the computer. How much RAM do you use? He was developed under 1GB RAM. I now use 4GB. The white flash should all have a remove time of 1. They show when a move hits. Are you saying they show before the move hits? I don't recall that ever happening to me but I'll test it out.

It happens when I use anyone against him . The white flash shows when the move starts & the screen just stays white . The battle goes on , but the screen stays white , so I can't see what's going on .

I'm talking about the Xbox , so whatever ram the xbox has for xmugen . Is there anyway I can just remove all the white flashes from happening in the coding somewhere ? I think if I do that , it will solve the problem .   
Quote from: Scar
Mugen, some choose to create and some choose to criticize.^-^


(click to show/hide)

Offline amarillo002

  • Initiate
  • **
  • Posts: 113
  • Country: Mexico mx
  • Last Login:March 23, 2021, 09:34:10 AM
  • In brightest day...
    • Email
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #21 on: August 24, 2009, 08:59:01 PM »
XsLaught what program are you using to make samus on 3D??

In brightest day, in blackest night, No evil shall escape my sight.
Let those who worship evil's might, Beware my power...
Green Lantern's light!

Offline XsLaught

  • MUGEN Content Architect
  • *****
  • Posts: 31
  • Last Login:April 04, 2012, 04:33:11 AM
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #22 on: August 26, 2009, 03:12:34 AM »
It happens when I use anyone against him . The white flash shows when the move starts & the screen just stays white . The battle goes on , but the screen stays white , so I can't see what's going on .

I'm talking about the Xbox , so whatever ram the xbox has for xmugen . Is there anyway I can just remove all the white flashes from happening in the coding somewhere ? I think if I do that , it will solve the problem .   

Try adding this to statedef -2 within -2.st
Code: [Select]
[State -2, RemoveHitFlash]
type = RemoveExplod
trigger1 = NumExplod(7030)
id = 7030

Quote
XsLaught what program are you using to make samus on 3D??
3D Studio Max. I watched Reu's video on the making of Dragon Claw and used what he used.
Ink N Paint is the material he used to make 3D models look 2D "cartoony".
If your model has any textures that came with it, you can leave them on but they may look 3D when rendered or you can apply a Cell Shading material/texture to the mesh.

Any 3D software would probably work. I'm just using what Reu used.
I did not make Samus. This is the exact model from SSBM. Samus unfortunately has a lot of details that needs to be added to look like what Reu did. Adding the details involves detaching the polygons to make the outlines.
http://mugenguild.com/forumx/index.php?topic=56286.0

If I were to work on Mewtwo then there wouldn't be as much details that needs to be added.

Offline Serious Cat

  • Initiate
  • **
  • Posts: 168
  • Last Login:January 23, 2011, 02:35:21 PM
  • I eat flowers, too.
    • The Dragon's Mouth
Re: MVC2 Abyss and Onslaught/Sentinel Updated
« Reply #23 on: September 12, 2009, 02:42:49 AM »
Just tossing this out there, I finally got my personal crap outta the way, so I can continue my work on the intros for Onslaught. I don't have a deadline yet because I'm kinda pacing myself. But soon...

Posting from my G1 mobile phone.

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by LightFlare
[November 21, 2024, 09:44:09 PM]


Terrordrome: Rise of the Boogeymen Extended Version ( jeepers creepers) version by leonardo
[November 19, 2024, 10:22:47 PM]


Hill of the Nameless(1.1 Only) by Vegaz by LightFlare
[November 19, 2024, 10:50:39 AM]


Golden Axe Returns by gokudo99
[November 19, 2024, 03:59:31 AM]


D2TD VS Showcase Thread by D2TD
[November 17, 2024, 08:36:39 AM]


Barkley Shut Up and Jam! Stages by Vegaz by LightFlare
[November 12, 2024, 11:26:21 AM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[November 11, 2024, 12:35:24 PM]


Eternal Lament Stage 1.1 & 1.0 by O Ilusionista
[November 11, 2024, 12:34:54 PM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[November 11, 2024, 07:00:56 AM]


Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[October 31, 2024, 11:31:36 AM]

* IMT Calendar

November 2024
Sun Mon Tue Wed Thu Fri Sat
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 [22] 23
24 25 26 27 28 29 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal