Canceled Another Mod based on Capcom style.

Project is halted prior to completion and will not receive further updates.

Birnbaum

Member
Hello everyone!

I´m started a Mod based on CPS2 graphics style, my work is just beginnig and I still have a lot of stuff for to do. Could you give me  some opinions or suggestions about it?
Thanks in advance.

This link shows a sample of my work:

https://www.youtube.com/watch?v=gU0zveldzdY
 
This is artwork, pure artwork. I say so because while yes, as you put it, it's another Capcom derivative module, you obviously put time in to get the fundamentals right first.

Welcome to the forum, and can't wait to see more of your work!

DC




 
Looks solid, but I think Zangief needs some more options, like the banishing flat and a supercharged FAB (like the MvC version) at low health. And is the Birdie at the start the real Birdie? If not, I think a recolor is in order. And I see a bit of Sprite clash, with ROTD, CPS-3, and even old-school semi-realistic graphics as enemies.
 
Good job!
This is the kind of mod I like, I mean with various moves, strong characters, grapple system...
Keep it up, and welcome! 8)
 
Awesome job! I love what you got there. I love it when first-time posters show off their abilities with scripts especially this one. It's a great start, man.
 
First: INSPIRATIONAL VIDEO. Really!

I agree with Miru in what comes to the sprite clashing issue, but I think this can be overlooked, since Matrimelee/ROTD, Kakuge Yaro (I see Tetsu Yatogi amongst the mobs) and Street Fighter share a similar art style, and only the Franco Bash seems to be out of place.

What I like about this mod is the potential it has. FHR was my first BOR mod, and it showed something I never saw before - neat moves, special attacks that actually added depth to the game, It was like playing a Noise Factory beat'em up.

Zangief never got so much respect and praise like this before.
 
My only suggestion for the future is to try to make it more copcom-ish only (enemies...)
Trying to create ogiginal enemies as well (parlette swap + head swap make some really decent results)

This vid give the feeling of all mugen chaacters to be converted in this game. :)
A lot of guys to credits I suppose.

But the result is here, it looks gorgeous, and very interesting to play. :D
 
Good work making the slams Birnbaum! Really love seeing him slamming enemies to ground like that :D

I hope that Birdie isn't going to be regular enemy in first levels. IMO he's equal to Jack, subboss of Streets of Rage 2.

I see you're using thugs of Final Fight whose sprite made by PrimeOp. If you like you can use similar thugs I edited for Martial Masters mod. Here's the link:

https://www.mediafire.com/?kbko9ubidhgt2o0
 
Hey buddy, so you decided to post his mod here? Welcome :)

I like it so far. I have some concerns about the speed - most of characters are way too quick, either in attacks or reactions.
Birdie, for example, is blazing fast - and he is slow in SF.

Put more delay in some animations, specially in drops and when the player touches the ground. It would give more impact feeling.
 
O Ilusionista said:
Put more delay in some animations, specially in drops and when the player touches the ground. It would give more impact feeling.

Totally +1 on this aspect!
Some pause/delay + quake effect/shake would make it better :)
 
Thank you all for the hospitality. :)


Kurisu said:
First

I agree with Miru in what comes to the sprite clashing issue, but I think this can be overlooked, since Matrimelee/ROTD, Kakuge Yaro (I see Tetsu Yatogi amongst the mobs) and Street Fighter share a similar art style, and only the Franco Bash seems to be out of place.

About the clash of sprites.For now I'm trainning how to make animations and using some material similar to Capcom(edited versions of Guiles , Ryus and others from games like ROTD and SF3 ) along the project these characters should be substituded by original chars or adaptations of others .I agree, Franco Bash dont adjusts well like others characters but how I said before, the project is just beginning and wil need lots od adjusts until the conclusion of the game.



Bloodbane said:
Good work making the slams Birnbaum! Really love seeing him slamming enemies to ground like that :D

I hope that Birdie isn't going to be regular enemy in first levels. IMO he's equal to Jack, subboss of Streets of Rage 2.

I see you're using thugs of Final Fight whose sprite made by PrimeOp. If you like you can use similar thugs I edited for Martial Masters mod. Here's the link:

Yes, I took some free sprite packs avaliable on his website.Thank youfor the gift.It may be useful to the Mod.

Piccolo said:
Good work ! Your Zangief reminds me of mine, and that's a good thing for me  :D Keep up.
Thanks.I appreciate so much your work "Bruiser Brigade" too.
I just tried to do something looks like the original Zangief and adapt it to a game like Captain Commando or Cadilacs and Dinosaurs.


O Ilusionista said:
Hey buddy, so you decided to post his mod here? Welcome :)

I like it so far. I have some concerns about the speed - most of characters are way too quick, either in attacks or reactions.
Birdie, for example, is blazing fast - and he is slow in SF.

Put more delay in some animations, specially in drops and when the player touches the ground. It would give more impact feeling.
I will fix it soon.
Thanks.
Feedback and suggestions are always welcome. :)







 
 
Personally, I don't mind sprite clashing - as long as the styles don't have a HUGE difference in things like shading (Kof's models are very very shaded, compared to "flat" models like Melty Blood or Marvel).

This is perfectly fine for me, considering the nightmare that some games offer. Marvel vs. Capcom 2, Neogeo Battle Coliseum, Big Bang Beat, you know, any game where the characters are pixelated and the stages are in 3D or else high-definition static images are an eyesore for me.
 
I admit Zangief and other heavy hitters are not my style, but like others said, that is a beautiful video! Congrats and keep it up!
 
Returning after a long pause with same progress on my MOD:

https://youtu.be/IBFwbmZuWu4

I like to post videos for to analyze the results and search for imperfect animations, unaligned sprites, etc.
Taking a look on this video I think that Cody will need some adjustments on walk and air kick combo animations.I don´t know but I feeling that the buildings on the background will need a resize (reducing or augmenting the size)and the main panel could be filled with decorations like some light poles and public seats.
And Andore´s AI and  grabslams will need adjusts too.
All suggestions an criticisms are welcome and fell free for to subscribe my youtube channel and follow the development of the game.
 
Fans of streetwear Cody will appreciate.
I'm glad to see progress on it!
I to see more different characters in the future as well.

Keep it up!
 
I agree with nsw, Cody's running animation needs to be replaced with serious one

After watching the video I noticed that many enemies have long range attacks, at least jump forward action. I also noticed enemies with grabs, good! :)
Though you need to fix Hugo's piledriver (4:47) and jumping backbreaker (5:18) which deals no damage at all (including the throw finisher after backbreaker)

Hmm? is that Luke Cage?
 
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