Canceled Street Fighter x Tekken x SNK

  • Thread starter Thread starter Itsuchi KS
  • Start date Start date
Project is halted prior to completion and will not receive further updates.

15 Character Slots For Each Title, Street Fighter and Tekken have 2 open, Who Do You Want In The Gam

  • STREET FIGHTER CHOICES:

    Votes: 1 5.6%
  • Rose

    Votes: 3 16.7%
  • Mr. Q

    Votes: 3 16.7%
  • Gouken

    Votes: 6 33.3%
  • Dan

    Votes: 3 16.7%
  • TEKKEN CHOICES:

    Votes: 0 0.0%
  • Jun Kazama

    Votes: 4 22.2%
  • Alisa

    Votes: 3 16.7%
  • Brian Fury

    Votes: 5 27.8%
  • Zafina

    Votes: 3 16.7%

  • Total voters
    18
Yes most of the pople are only BG elements.

For a realistic feeling, other people can be as NPC who tries to avoid the fight as soon as they receive one hit.

This kind of aspect in game would be great.
I think I'll do it this way in my next project.
 
I will try that. Never dealt with NPC's but I'll be putting them in this game. I will try to make pedestrians fight along side heroes as well. They won't do much but they will be there. I may need player indicators as well because some stages will get very chaotic. I want the players to feel like people are really after them and want them dead, kind of like how I felt when I played Mr.Q's Art of Fighting mod but a little more intense. 
 
Wow :o I don't know if I should continue on my mod anymore This is the exact same mod I'm working on down to the stages and the characters. The only difference is the story ???






Oh well 9 months down the drain. :P  At least I do have NPC that have an avoidance issue where they run around trying not to get hit and keeping their distance from the action. the attack animations are only poses that change with range commands. 
 
Itsuchi KS said:
Give me a few days and a demo will be ready. It will feature 3 playable characters and 3 stages but no real bosses yet. The 3 characters will be the heads of each series Ryu, Jin, and Kyo.
Isn't Kazuya the equivalent of Ryu on Teklen series?

Also, the mod looks very promising, but you should try to add your own stages to make your mod more unique. For example, that stage from rocket viper the ring with the screen, it was a unique stage from that mod, I don't think it will look good on different mods, as it was a special feature on rocket viper. To use standard stages is ok.

Itsuchi KS said:
Thanx for the feed back as usual but the only reason I did this is because real people 
don't disappear after they get beat up and I want to make the game as realistic "as possible"
I'm agreed with Malik on this. This will not make your mod more realistic but messy, I have never seen a game that looks good with enemies like that. That's why even 3d games makes the fallen enemies disappear  :)

Waiting for your demo!
 
vision said:
Wow :o I don't know if I should continue on my mod anymore This is the exact same mod
You should continue on your project. Even with same sprites and stages, the overall feeling could be very different, without mentioning the gameplay . And from the threads you made regarding walls and such, I think your mod will be very polished.
 
vision said:
is this the same project that was abandoned a while ago, built on rocket viper 2. look very polished
Yes it is but I've decided to do something different with it. By the way, I like what you've done with my mod, you don't have to stop what your doing...you are always free to continue or help me with mine and our ideas can come together. Help is always welcome but time is never wasted. You can always do something with what you already have.

Die_In_Fire said:
Itsuchi KS said:
Give me a few days and a demo will be ready. It will feature 3 playable characters and 3 stages but no real bosses yet. The 3 characters will be the heads of each series Ryu, Jin, and Kyo.
Isn't Kazuya the equivalent of Ryu on Teklen series?

Also, the mod looks very promising, but you should try to add your own stages to make your mod more unique. For example, that stage from rocket viper the ring with the screen, it was a unique stage from that mod, I don't think it will look good on different mods, as it was a special feature on rocket viper. To use standard stages is ok.

Itsuchi KS said:
Thanx for the feed back as usual but the only reason I did this is because real people 
don't disappear after they get beat up and I want to make the game as realistic "as possible"
I'm agreed with Malik on this. This will not make your mod more realistic but messy, I have never seen a game that looks good with enemies like that. That's why even 3d games makes the fallen enemies disappear  :)

Waiting for your demo!

I will have my own stages but that KOF Ring is for the KOF tournament in my mod. I will try the disappear on death feature but I dont like it but you have to give the people what they want. And as far as Kazuya and Ryu, right now Jin is the main for Tekken...being The King Of Iron Fist, Ryu has always been SF's main until SF3 which was Alex, and I was thinking Kyo was the main for KOF but idk between him and Terry Bogard.
 
I suggest both of you to continue your project HOW you would like to see it.
The gameplay experience, choice of music, story. All of that will make the difference.

Good luck to both

@Itsuchi
Working on NPC is not that complicated.
Even a non-coder like me can do it.
Give it a try later!
Openbor manual part about it is really well done. Even if sometimes I feel this manual incomprehensible.
 
Terry's an iconic representative of the SNK company I think. I honestly never think Kyo is the main of the SNK 'cause I didn't play all KOF games until I bought a PS2 game KOF94-98. Kyo became the main after winning KOF94 tournament against Rugal until K' became a main after defeating Krizalid probably in 99. I haven't played KOF 99 to XI until I own XII and XIII. I think I understand why you put Kyo as main, maybe 'cause of Capcom VS SNK series. Plus I understand how confusing it is, regarding the company reps or KOF franchise between Kyo and Terry. I think I'm baffled about choosing between those two. If Kyo is chosen as a main for this, he'd be a rep for the KOF series. If Terry is chosen as a main, he'd be a rep of the SNK company. Knowing Ryu is probably easy to know as he's the main of SF and a rep/icon of Capcom.

Ryu = Capcom/ Street Fighter
Terry = SNK
Kyo = KOF

 
nedflandeurse said:
I suggest both of you to continue your project HOW you would like to see it.
The gameplay experience, choice of music, story. All of that will make the difference.

Good luck to both

I'll continue but I will change the Ring stage and the london street stage slightly cause their part of the story, but I'd also hate to stop. I'm not going to hijack this thread, but I will keep a close eye on it to be as different as possible, more like a side story. But the two will be interchangeable. Even the tekken chars your working on I also got. Well back to "Strider GGX" I would say Good Luck but you don't need it ;D. 
 
On this picture
bor-0143.png


I see Lucy Fernandes, an original char edited from scratch by On.Off and coded by Fervicante, a member of my team.

03.jpg

http://brazilmugenteam.com/chars-2/chars-fervicante/lucy-fernandes/

Please, this is an original work and you should give credit to him. I even don't know if he wants his works to be used by anyone, since he made everything from scratch.
 
I always know that Lucy Fernandez is an original character but I didn't know who the spriter for that char though until you said it, O. I only know Fervicante made it. I always thought Fervicante did it.
 
Fervicante is the coder, On.Off is the spriter.
almost 90% of the game sprites were done from the scratch, using no base.

This is an old project, from 2007 http://forum.mgbr.net/index.php?showtopic=46798&hl=%20lucy%20%20fernandez&st=0
 
Ok, I will give credit but I got the whole stage and all content except the music from Mr.Q's Art Of Fighting mod.

vision said:
nedflandeurse said:
I suggest both of you to continue your project HOW you would like to see it.
The gameplay experience, choice of music, story. All of that will make the difference.

Good luck to both

I'll continue but I will change the Ring stage and the london street stage slightly cause their part of the story, but I'd also hate to stop. I'm not going to hijack this thread, but I will keep a close eye on it to be as different as possible, more like a side story. But the two will be interchangeable. Even the tekken chars your working on I also got. Well back to "Strider GGX" I would say Good Luck but you don't need it ;D. 

You have ALL the same Tekken characters to? Man you've been working. So have you done anything to Jun, Asuka, or Lars?

maxman said:
Terry's an iconic representative of the SNK company I think. I honestly never think Kyo is the main of the SNK 'cause I didn't play all KOF games until I bought a PS2 game KOF94-98. Kyo became the main after winning KOF94 tournament against Rugal until K' became a main after defeating Krizalid probably in 99. I haven't played KOF 99 to XI until I own XII and XIII. I think I understand why you put Kyo as main, maybe 'cause of Capcom VS SNK series. Plus I understand how confusing it is, regarding the company reps or KOF franchise between Kyo and Terry. I think I'm baffled about choosing between those two. If Kyo is chosen as a main for this, he'd be a rep for the KOF series. If Terry is chosen as a main, he'd be a rep of the SNK company. Knowing Ryu is probably easy to know as he's the main of SF and a rep/icon of Capcom.

Ryu = Capcom/ Street Fighter
Terry = SNK
Kyo = KOF

If I go by Icons of each series it would be Ryu, Heihachi, and Terry but since Im going by Mains for this current day and time it will be Ryu, Jin, and Kyo but Terry will be in the game. Hey, I also want a good CVS style Andy, know where I can get 1?
 
Is there anyone who know about the KOF history starting from Kyo? I'll make a guess now.

Kyo => K' => Ash

Not so sure though, but I think Ash isn't going to be in due to no availability of CVS style for him.
 
Itsuchi KS said:
You have ALL the same Tekken characters to? Man you've been working. So have you done anything to Jun, Asuka, or Lars?

I have the three main chars, Jin Kazama, Kazuya Mishima, and Heihachi Mishima. in my story they make a special appearance in the ring stage as the final trio to fight for the title. they were the first set of secret Chars. But the cat is out the bag now. So I may just remove them completely. Mu Yun and Yang Char is one char that use a tag method to switch, but if one goes down they both do with a crazy death animation that involves both of them. no other mod use this so I'd like this to be where we differ.

but on another note. you being here is actually good news for me. About the scripted slam: I noticed it's not quite the same as the tutorial one. can you go into detail, before i pull my hair out trying to apply it to my project. every time I "get it" I "forget it"

anyway I want to release this after you. I feel yours will be better, Cause I'm no good at creating script. but I can tell a crazy story mine will also be a continuation with a different path. Or a parallel Universe type.
 
SLAM IS EASY:

@cmd  position [1] [2] [3] [4] [5] - this controls the victims image frame and position, and it needs to declared for
            each frame of the slam/throw
[1] # of fall7 animation (starts in 0)
[2] X axis  -/+ left / right
[3] Y axis -/+  down / up
[4] Z axis -/+ (layer position) (ex: -1 behind attacker | 1 infront attacker // -10 more behind | 10 more infront)
[5] Controls victims facing direction: 0 = no change, 1 = same direction as slammer/thrower,
                  -1 = opposite direction as slammer
Example: @cmd position
  @cmd  position 6 50 45 -1 -1



So It will load sprites in a created anim "fall7" that contain all the needed sprites for the pain anim.

The 1st number in "posistion" is the FRAME NUMBER in FALL7 of the enemy that you would like to use but you can specify which frame to use per frame for your hero.

EX:

anim fall7
        drawmethod  195 250 0 0 0 0 -1
delay 1000
offset 89 175
frame data/chars/chunli/hit1.png  <---Frame 1
frame data/chars/chunli/fall15.png <---Frame 2
frame data/chars/chunli/fall14.png <---Frame 3
frame data/chars/chunli/fall29.png <---Frame 4

But you can have as many as you want but make sure you use the "same type" of frame for every character.

You have my old mod so this should be familiar with Sean (Forward, Down, Special):

Code:
anim freespecial9
        drawmethod  195 250 0 0 0 0 -1
        followanim	1
	followcond	1
        energycost	8
        mponly          1
	loop	0
	delay	5
	offset	89 175
	BBox	48 101 81 76
	Delay	10
	Attack	48 101 81 76 0 0 1 0 0
	move    15
	Frame	data\chars\sean\slide1.png
	Frame	data\chars\sean\slide2.png
	Attack	0
	Frame	data\chars\sean\slide3.png
	
anim	follow1
        drawmethod  195 250 0 0 0 0 -1
        hitfx	data/sounds/hit1.wav
        hitflash          qflash2
        fastattack        1
	@cmd	stop
	@cmd	lock
	@cmd	slamStart
	@cmd	position 0 20 1 -2 -1
	delay	6
	offset	89 175
	sound	data/chars/sean/mata.wav
	frame	data/chars/sean/tackle1.png
	@cmd	position 0 25 1 -2 -1
	move    7
	frame	data/chars/sean/tackle2.png
	@cmd	position 1 0 40 -2 -1
	frame	data/chars/sean/tackle3.png
	@cmd	position 3 -13 1 -2 -1
	frame	data/chars/sean/tackle4.png
	frame	data/chars/sean/tackle5.png
	move    0
	frame	data/chars/sean/tackle6.png
	frame	data/chars/sean/pound1.png
	sound	data/sounds/sw.wav
	frame	data/chars/sean/pound2.png
	@cmd	hurt2 3 1
	@cmd	spawn01 "qflash2" 0 20 1
	sound	data/sounds/hit1.wav
	frame	data/chars/sean/pound3.png
	frame	data/chars/sean/pound4.png
	frame	data/chars/sean/pound5.png
	frame	data/chars/sean/pound6.png
	sound	data/sounds/sw.wav
	frame	data/chars/sean/pound7.png
	@cmd	hurt2 4 1
	@cmd	spawn01 "qflash2" 0 20 1
	sound	data/sounds/hit1.wav
	frame	data/chars/sean/pound8.png
	frame	data/chars/sean/pound9.png
	frame	data/chars/sean/pound10.png
	frame	data/chars/sean/pound1.png
	sound	data/sounds/sw.wav
	frame	data/chars/sean/pound2.png
	@cmd	hurt2 4 1
	@cmd	spawn01 "qflash2" 0 20 1
	sound	data/sounds/hit1.wav
	frame	data/chars/sean/pound3.png
	frame	data/chars/sean/pound4.png
	frame	data/chars/sean/pound5.png
	frame	data/chars/sean/pound6.png
	sound	data/sounds/sw.wav
	frame	data/chars/sean/pound7.png
	@cmd	hurt2 5 1
	@cmd	spawn01 "qflash2" 0 20 1
	sound	data/sounds/hit1.wav
	frame	data/chars/sean/pound8.png
	frame	data/chars/sean/pound9.png
	frame	data/chars/sean/pound10.png
#
	offset	89 175
	frame	data/chars/sean/smash1.png
	frame	data/chars/sean/smash2.png
	frame	data/chars/sean/smash3.png
	@cmd	spawn02 "flash3"
	@cmd	spawn01 "flash4" 0 130 1
        sound   data/chars/sean/speech2.wav
	frame	data/chars/sean/smash4.png
	@cmd	finish 25 3 2 0 -1
	@cmd	spawn01 "wave" 0 0 -1
	sound	data/sounds/hit1.wav
	@cmd	depost
	@cmd	clearSlam
	frame	data/chars/sean/smash5.png
	frame	data/chars/sean/smash6.png
	frame	data/chars/sean/smash1.png
	frame	data/chars/sean/smash7.png
	frame	data/chars/sean/slide3.png
	frame	data/chars/sean/roll1.png
	frame	data/chars/sean/rise11.png

Even Chun Li's GRABBACKWARD:

Code:
anim grabbackward
        drawmethod  195 250 0 0 0 0 -1
        attackone	0
	hitfx	data/sounds/bukk.wav
	@cmd	lock
	@cmd	slamStart
	@cmd	position 0 22 0 -1 0
	offset	89 183
	delay   20
	sound	data/sounds/grab.wav
	@cmd	spawn01 "fblock" 25 90 1
	frame	data/chars/chunli/flipk13.png
	@cmd	position 0 25 0 -1 0
	Delay	5
	offset	88 183
        sound   data/chars/chunli/haaa.wav
	frame	data/chars/chunli/flipk1.png
        sound   data/sounds/ss1.wav
	frame	data/chars/chunli/flipk1.png
	frame	data/chars/chunli/flipk2.png
	@cmd	position 1 0 75 -1 1
	Delay	10
        offset	87 195
	frame	data/chars/chunli/flipk3.png
	frame	data/chars/chunli/flipk4.png
	@cmd	position 2 -25 55 -1 1
	Delay	6
        offset	109 169
        Attack	-25 -6 60 70 12 1 1 0 20
        frame	data/chars/chunli/flipk5.png
	frame	data/chars/chunli/flipk6.png
	@cmd	position 2 -30 0 -1 1
	@cmd	hurt 24
	@cmd	spawn01 "down" -40 0 1
	Delay	15
	offset	97 140
	Attack	-12 15 74 53 12 1 1 0 20
	frame	data/chars/chunli/flipk7.png
	@cmd	position 3 -40 0 -1 1
	@cmd	finish 0 -2 2 0 1
	@cmd	depost
	@cmd	clearSlam
	Delay	7
	offset	97 140
	Attack	0
	frame	data/chars/chunli/flipk8.png
	offset	97 175
        frame	data/chars/chunli/da14.png
        frame	data/chars/chunli/da15.png

Not hard at all, just have to know what it all means. I put the meaning up top so you can study and gave you examples you already have and I'm sure you've seen already how they work, now go make magic ;D
 
Guys I wouldn't worry so much about having similar mods, there is countless Double Dragon mods in the works including two 8-bit ones, several TMNT mods including 2 8bit ones, several marvel/dc mods.  Not to mention that just about every other mod is SNK/CAPCOM sprites anyway.

vision has a great visual style, it shows already,
ituchi i think like to add lots of action to the game.  I think you would both deliver something unique to the other.

If your worried a lot about similar stages then make them less similar, change stages palette, or overlay darkness/colour to the stage
 
BeasTie said:
Guys I wouldn't worry so much about having similar mods, there is countless Double Dragon mods in the works including two 8-bit ones, several TMNT mods including 2 8bit ones, several marvel/dc mods.  Not to mention that just about every other mod is SNK/CAPCOM sprites anyway.

vision has a great visual style, it shows already,
ituchi i think like to add lots of action to the game.  I think you would both deliver something unique to the other.

If your worried a lot about similar stages then make them less similar, change stages palette, or overlay darkness/colour to the stage

I think Vision is finishing what I had in store for the mod back in the Lavalit days but I gave permission for anybody to finish it and he took the torch on that and is making it look really good. We won't have the same mod because, by now, ALL of my old characters he already has have got new moves and playing style. Some may have the same purple outline but that is cool lol! I learned from that. My mod will have a total different story and fighting style then what I posted or uploaded on Lavalit (may it rest in peace). May of the open BOR community may already have the old mod but it's nothing like what it is now so rest assured, we may have the same concept but not the same "exact" content. I have learned much since those days because that mod was the Guinea Pig for my Streets of Rage: New World Order mod but now this 1 is and I wanted to try something else and actually complete a mod that would last until I got that one done 8)
 
malik4ever said:


cvs_jin_stance_sfxtk_animation_by_cvsnb-d5g764p.gif
cvs_kazuya_stance_revamp_wip_animation_by_cvsnb-d5gb51y.gif
cvs_jun_kazama_2_by_cvsnb-d5wvywi.gif
cvs_gouken_crop_complete_by_cvsnb-d5fz9gd.gif
ryusf4.gif
kensf4.gif
sf3palchamat.gif
 
cvs_asuka_revamp_stance_2_by_cvsnb-d5s3l07.gif
cvs_lars_by_cvsnb-d5h4hl3.gif


Are Asuka, Gouken and June complete ?  Where did you find that zombie Kazuya ?
Jun, Lars, Jin, Kazuya, Asuka and Gouken are by CVS the Abstract. although he only made the sprites.
Kazuya only has a stance and kick anim made thus far.
Jun and Lars are single sprite edits
In addition to that Jin he made T4 Style Jin as well. SeanAlty made it into a mugen character.
jinstance.gif

He also converted Yang's SF3 sprites to CVS as well made a CVS Sean, and there should be some of his CVS paul sprites somewhere out there.
There are 2 CVS Kazuya's, one by sdotthadon and the other by chuchoryu (basically a big update to sdotthadon's).
Chuchoryu is also the one who made those Ryu, Ken and Sagat edits. He also made a Jin, Devil Jin, Law, Ogre, Kuma, Seth, Paul, Heihachi and Young Heihachi.
info here
http://cvsnb.deviantart.com/gallery
http://mugenguild.com/forum/topics/tekken-mugen-project-demo-151194.0.html
http://mugenguild.com/forum/index.php?PHPSESSID=e8691f2669b80f531de8752befed13b6&topic=96029.0
http://network.mugenguild.com/seanaltly/

 
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