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Author Topic: Capcom X Marvel [PROGRESS VIDEO]  (Read 3558 times)

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Offline Trinitronity

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Re: Capcom X Marvel
« Reply #25 on: June 29, 2013, 02:07:56 PM »
I wouldn't go with CvS sprites for the Capcom side, just doesn't make sense. Given, the CvS sprites don't actually clash all that much with MvC style but think about it. CvS sprites are smaller, every Marvel character would look big compared. What about the Capcom characters you wanna add that don't have CvS sprites.? They'll be bigger than the rest of the Capcom characters unless you wanna go in and convert all the sprites yourself. It's much more of a hassle than you might think and won't work well, IMO. MvC sprites were meant to fit in with the Alpha sprites, why screw with that.?
You can still scale down MvC sprites to CvS size, you know.

Offline .Batzarro.

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Re: Capcom X Marvel
« Reply #26 on: June 29, 2013, 02:12:29 PM »
And screw with the quality.? I sure wouldn't. Unless going in there and fixing up all the sprites from the damage of scaling them down will do. If it's really that worth it..I guess.

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Offline BC

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Re: Capcom X Marvel
« Reply #27 on: June 29, 2013, 02:15:08 PM »
Isn't that what Localcoord is used for though, rather than xscale/yscale
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Offline Trinitronity

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Re: Capcom X Marvel
« Reply #28 on: June 29, 2013, 02:27:10 PM »
Uhm, PotS and Jmorphman always did that with xscale/yscale when they had Street Fighter Alpha sprites, and it still looked nice.

Offline .Batzarro.

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Re: Capcom X Marvel
« Reply #29 on: June 29, 2013, 02:36:19 PM »
@BC: No idea what that is, never heard of it. If it's some scaling tool, it's probably not as great as rotsprite and that is one great program. Still needs touching up on sprites after resizing, though.

@Trini: Hey, if it works for BC and he's cool with it that's all well. Just throwing my two cents out there on the matter.

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Offline BC

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Re: Capcom X Marvel
« Reply #30 on: June 29, 2013, 03:08:02 PM »
Localcoord isn't a program it's a parameter that's commonly in a characters hitdef (mugen 1.0) as far as I'm aware, it scales the character relative to the resolution set for the game. correct me if I'm wrong anyone.

The scaling doesn't affect pixels either.
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Offline O Ilusionista

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Re: Capcom X Marvel
« Reply #31 on: June 29, 2013, 06:22:40 PM »
Quote
If it's some scaling tool, it's probably not as great as rotsprite and that is one great program. Still needs touching up on sprites after resizing, though.
Its not a tool, its a feature from Mugen 1.0

About the scale, you can do the opposite too: scale up the CVS chars.

Offline Trinitronity

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Re: Capcom X Marvel
« Reply #32 on: June 30, 2013, 01:34:46 AM »
About the scale, you can do the opposite too: scale up the CVS chars.
I dunno. Scaling up makes characters usually look worse then scaling down...

Offline BC

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Re: Capcom X Marvel
« Reply #33 on: June 30, 2013, 04:48:19 PM »
While the sprites/styles are being discussed here's what I'm doing so far and it's quite lengthy, there's alot of targetbinds to add still.

I'm adding his grabbing system from X-men COTA which consists of the following:

-pick up p2 off the floor above head (which has 23 frames)
-p2 recovers if you don't react for around 145 ticks (not accurate, if it is then I'm good at guessing)
-walk forwards or backwards with p2 above head (both have 11 frames each and he bobs when walking so that requires positioning of p2 again.)


^ I've got that far what's left is:

-running forward with p2 (can't run back)
-jumping with p2
-4 throws while p2 is above head (standing/running)
-1 jumping throw.
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Offline O Ilusionista

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Re: Capcom X Marvel
« Reply #34 on: July 01, 2013, 01:17:19 PM »
Nice progress, BC.

Offline BC

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #35 on: July 05, 2013, 02:55:50 PM »
Thanks man


FINALLY!

Colossus now has all his throws and the "Body Lift" system is complete. Visually it looks cool I'm glad it's over with! Juggling long shifts at work and finding the free time has been a challenge. All that's left is some additional game system stuff then his Super Armour and his RAAAAGE.

Once again I'll be releasing him publicly once he's ready, so I gotta add some stuff to his sound file because It's all currently in the screenpack.

Enjoy!



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Offline Macaulyn97

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #36 on: July 05, 2013, 03:53:24 PM »
Good, but the grab itself deals damage to the enemy? Shouldn't only the throw do this? Because the damage of both is the damage of an hyper.

Offline BC

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #37 on: July 05, 2013, 03:58:15 PM »
The lift doesn't do damage to the enemy  [-X

The damage you see in the video while he's lifting is from the sweep... I have to lift p2 off the ground somehow  :cool
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Offline dev.

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #38 on: July 05, 2013, 04:04:47 PM »
Good to see mugen evolving every year more and more.

Offline HyperVoiceActing

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #39 on: July 05, 2013, 04:51:33 PM »
Really liking the throwing system. Is Colossus the only character with access to it?

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #40 on: July 05, 2013, 07:37:39 PM »
Hahaha i love it, i hope he has more new. Cool stuff like that, plus when he is fighting  someone un throwable see if you can use the xml2 sound bite where he says "i can't lift that"

Offline Afterthought

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #41 on: July 06, 2013, 11:00:35 AM »
Very, very original. And bas@$$.  ;D
Makes me wonder why Capcom can't think of original stuff like this...

Offline Tha Lando ( Le CROM )

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #42 on: July 06, 2013, 04:25:24 PM »
Thanks man


FINALLY!

Colossus now has all his throws and the "Body Lift" system is complete. Visually it looks cool I'm glad it's over with! Juggling long shifts at work and finding the free time has been a challenge. All that's left is some additional game system stuff then his Super Armour and his RAAAAGE.

Once again I'll be releasing him publicly once he's ready, so I gotta add some stuff to his sound file because It's all currently in the screenpack.

Enjoy!




 :w00t: :w00t: thats looks dang awesome BC! keep up the good work man , loving what i see!
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Offline BC

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #43 on: July 06, 2013, 05:27:20 PM »
Thanks guys! glad you like it.

Well dude I thought MK Vs DC universe stole my RAGE idea but turns out the game was released in 2008 and I started it in 2009  ;*))
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Offline Tha Lando ( Le CROM )

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #44 on: July 06, 2013, 05:52:44 PM »
Thanks guys! glad you like it.

Well dude I thought MK Vs DC universe stole my RAGE idea but turns out the game was released in 2008 and I started it in 2009  ;*))

wow!  :D , seriously tho.. thats cuttin it pretty close man by a year. ya never klnow.. they might got they psychics  and was on to you with some mind reading powers....for the future! lol. Capcom ninjas do be lurking around man. keep yo eyes peeled sun!

Keep up the cool dang work man. this looks likie its gonna be fun cause tyhose new moves...are too sweet.looking forward to the new works.  ::salute::

Offline BC

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #45 on: July 07, 2013, 07:39:42 AM »
Verbal Update:

Currently working on Colossus Super Armour, once that's done I'll be giving him another super move which is the "Fast Ball" where he throws wolverine at the opponent lol. It's been done before but I'm hoping to make mine look cooler.
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Offline O Ilusionista

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Re: Capcom X Marvel [PROGRESS VIDEO]
« Reply #46 on: July 07, 2013, 10:56:33 AM »
2 suggestion:

using the back throw spritesm, you could do a back suplex
using the victory sprites, you could do a back breaker

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