I told you so...
I knew it would end up being great.
I wish I can help you with more actual sprite fixes instead of just giving advice ^^;
You progressed a lot I think![]()
I had to put a full screen to see it since the screen is small.
You limit some air combo moves so you wouldn't over-juggle too much. Nice work.
I like it!
Yeah I fixed the timing, enemy offset while falling and the dropvI think now the weird floating is gone.
The "flow" of fighting is ok now !
based on guy ff3Not bad. He would look good with running upwards and downwards too.
Haven't check the ff3 version I might take the delay reference from thereI like it!
It's always a strange feeling to discover something your worked on "blindly" and see the result ingame <3
I would suggest perhaps increasing the delay of frame display of "+1" (not sure)
I would second Don's advice here.Seeing it in full motion really makes my skin crawl. Loving it so far.
Have a few pointers that could be considered for gameplay. Once again, ideas. If they're too complex, discard them.
Besides that, I think this is shaping quite well. Stay tuned for more stage work from my side.
- The MvC style should remain a separated aspect from the OG characters. Meaning, some people would like to have a purist gameplay and not having the crazy MvC style... or, as separated, unlockable characters. Mind you, I love the MvC gameplay, looks flashy, but we shouldn't forget that the OG gameplay is also where is at.
- Now, if the concept of separated MvC characters is a go, might suggest that this Cody would have his full voice set either from SSFIV or from SFV so the sound doesn't become too inconsistent. Same for Haggar, he can get either his Muscle Bomber voice set or his UMVC3 one. Guy could get his SFZ/SFZ2/SFZ3/SSFIV voices. This is to separate them from the OG character whose have simpler voices.
- I was thinking... for the heavy set characters (Graham Oriber, Bill Bull, the Andores, Damnd, Sodom, Abigail, etc.) the juggle height could be diminished... cuz it looks funny that big guys like them get juggled as easy as if they were full of hellium. Maybe some values that the juggle works on a shorter height? I dunno, this is just a random idea.
Thanks @danno the dance will continue on ninja house interior (part2)A lot more beating up is happening, great work @machokmay the violent dance continue.
Seeing it in full motion really makes my skin crawl. Loving it so far.
Have a few pointers that could be considered for gameplay. Once again, ideas. If they're too complex, discard them.
the two modes will separate as planned
- The MvC style should remain a separated aspect from the OG characters. Meaning, some people would like to have a purist gameplay and not having the crazy MvC style... or, as separated, unlockable characters. Mind you, I love the MvC gameplay, looks flashy, but we shouldn't forget that the OG gameplay is also where is at.
- Now, if the concept of separated MvC characters is a go, might suggest that this Cody would have his full voice set either from SSFIV or from SFV so the sound doesn't become too inconsistent. Same for Haggar, he can get either his Muscle Bomber voice set or his UMVC3 one. Guy could get his SFZ/SFZ2/SFZ3/SSFIV voices. This is to separate them from the OG character whose have simpler voices.
Believe it or not I am preparing different pain/fall anim for big guys (andore family dan fatso), since it would make the gameplay a bit complicated I decided to think about that later
- I was thinking... for the heavy set characters (Graham Oriber, Bill Bull, the Andores, Damnd, Sodom, Abigail, etc.) the juggle height could be diminished... cuz it looks funny that big guys like them get juggled as easy as if they were full of hellium. Maybe some values that the juggle works on a shorter height? I dunno, this is just a random idea.
Besides that, I think this is shaping quite well. Stay tuned for more stage work from my side.
I have different fall/pain anim for Andore when Haggar throw them but since I have so many new moves to work on so I decided to think about this laterI would second Don's advice here.
Particularly for point 1 and 2
Point 3 is not a big problem to me, but what Don says here really makes sense.
this is the way... I mean yes this is the planWhat I would suggest is that the advanced character version is in an extra game mode.
Like you unlock it after completing the game and can select Advanced version of these characters.
actually I totally agree with thisIt would be pretty cool if you had a classic game and advanced game.
Classic game would be an almost exact replica of the Arcade, no extra moves, no extra stages etc
Advanced game would be everything you're working towards now.
Me tooSometimes I wish most modules had a classic mode, not seen anyone do that yet.
@machokactually I totally agree with this
it's just that I need to make it like this because to avoids few things, such as how easily a mod can be modified by others which has bad intentions (no offence to everyone)
Me too
1. this could make it easier for some modders to learn
2. also able to maintain the quality of the mod, sometimes merging several stages (from each different games) into one with little time or rush will result in messy visuals
just using the original stage will keep the visuals better