Canceled Super Street fighter 1

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

How should chunli's lighting kicks performed.

  • At the end of the combo aka mashing(current)

    Votes: 0 0.0%
  • special command I.E -> -> a or ^ -> a

    Votes: 1 25.0%
  • Both special command and mashing

    Votes: 3 75.0%

  • Total voters
    4
  • Poll closed .

Traweezie

Deceased
As you guys saw in the title the name of the mod is called Super street fighter 1. I'm editing Ericard's street fighter 1 mod and adding new characters, modes, and stages. Also more balanced gameplay to fit the 2-d fighting games. As of right now I made 4 new characters(Cammy, M. Bison, Guy, ...) and also made Gouken playable (Expanding the roster to 18 playables). This is what I have planned of demo one so far.
Checklist

-An Arcade mode that branches off to fight hidden bosses such as Shin Bison
-Survival mode menu(Picking from multiman showdown, classic, and dramatic)
x-Nerfing the shotos(I.E Ryu, Ken, Akuma, Gouken) to be way less broken than before(tatsu and shoryu fix) and adding different properties to they're attacks.
- .....
x- 4 new characters
-Bonus games?

Pretty much balance and character wise I'm done with. Everything else... eh not so much just mock up levels on how it should be nothing official. I made need help with the bonus game portion. If you want to see exactly what I'm doing you can check here:



^It'll get updated once I make vids of the other new characters as well and the modes.

Oh one more thing don't worry about Final fantasy arcade, I'm just taking a break for now while modding this.

Hopefully the 1st demo(SSF1) will come this month if I'm not busy. Welp cya


Oh yeah P.S if you would like to be a beta tester please p.m me. I'll provide details if your interested.
 
offsetts are off, its very important for character to touch the ground unless hes flying.
 
many many, you should keep an eye on feet, if animation attack is connected with idle(cause you perform attack after idle) then feet should be in exactly the same position on the ground unless its moving attack, the same with walking.Offset is very important, you can have most beautiful graphics in the world but if offset is bad then it looks like lazy quickjob even if you spend 3563  years creating graphics.
 
I'm completly OK with that too.
This can make the character jumpy...

Also, I don't like this option, but perhaps you should scale new characters to fit olders in size, because Guy seems smaller and all.
But this is more a matter of graphic style, so.

I really like to idea of giving a solid gameplay and features to this mod.
Keep it up. This project is really interesting! :)
 
I agree with others about graphic style. Makes me wonder which M. Bison sprite you are going to use.

Though if this is your 1st beat'm up mod, you could care less about graphic and focus on game play. There are other aspects you need to consider for vs game.
 
nedflandeurse said:
I'm completly OK with that too.
This can make the character jumpy...

Also, I don't like this option, but perhaps you should scale new characters to fit olders in size, because Guy seems smaller and all.
But this is more a matter of graphic style, so.

I really like to idea of giving a solid gameplay and features to this mod.
Keep it up. This project is really interesting! :)

See the problem with expanding the sprite is the sprite itself becomes blurry and lower quality. The only thing I think that would "fix" this would be getting a new program or dumbing down a newer sprite(like the alpha one)

I thought the offsets were correct because they look a bit different in game but the that stood out to me the most was his freespecial1 which I thought I fixed. I will be going over it more once I get a chance to.

The M. Bison sprite right now is SF2. He has the same problem as cammy and guy with being too small. He's pretty much done though. And yes this is the first beat'em up mod that I worked on. I pretty  much focused on game play the whole time making sure everything was balanced but I guess now I have to make the mod look pretty.
 
OK!

One more time I'll give a link to a very nice program that can scale or rotate sprites with minimum detail loss and decent results.

Feel free to DL it.
http://info.sonicretro.org/RotSprite

I used it for my referee character since his sprite was smaller. :)

But it can be a good thing to re-sprite some details like face sometimes.
Good luck
 
nedflandeurse said:
OK!

One more time I'll give a link to a very nice program that can scale or rotate sprites with minimum detail loss and decent results.

Feel free to DL it.
http://info.sonicretro.org/RotSprite

I used it for my referee character since his sprite was smaller. :)

But it can be a good thing to re-sprite some details like face sometimes.
Good luck

Awesome man thanks for the link!
 
So I gave the rotsprite thing a shot and it works pretty well I wanted to show a little preview of the expanded chun sprite vs original. They are both compared to Ryu since he's the "base size". Before you say "HEY that's not right they should be the same size!!" well no. In the games chun has always been shorter that ryu. So yeah what do ya think?

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The size is better but the art styles don't match . Maybe try more cartoon style characters like fighters history or fatal fury 1
 
malik4ever said:
The size is better but the art styles don't match . Maybe try more cartoon style characters like fighters history or fatal fury 1

Problem is... that this is a street fighter title. It would be good for a cross over but no.


nsw25 said:
or i have seen some SF Alpha style MUGEN sprite edits to look like SF1 versions of characters,

Ones with geki and joe? I haven't seen any so please link me if you could.  If I update the sprites I don't want to lose the characters. Then it'll look like alpha and play like sf1. I'm just trying to keep it in a oldschool style. It'll be nice if I could sprite but I don't have enough experience to do all that. For now it has to semi-match until I come up with a better plan I guess
 
nsw25 said:
or i have seen some SF Alpha style MUGEN sprite edits to look like SF1 versions of characters,

Yes, but they are too modern about style. Not alpha at all. :/
Using them will clash with the other characters...
Also the animations are not complete AFAIK.

Traweezie said:
So I gave the rotsprite thing a shot and it works pretty well I wanted to show a little preview of the expanded chun sprite vs original. They are both compared to Ryu since he's the "base size". Before you say "HEY that's not right they should be the same size!!" well no. In the games chun has always been shorter that ryu. So yeah what do ya think?

This is more than decent IMO.
In every game you see little style change because of the different spriters.
Ryu only seems too greyish (lack of color because of old system color scheme)
But one more time this is pretty good! Keep it up.

Just a warning about scalling characters.
Because the scaling and changes is based on algorytms, sometimes in a static-like pose, you'll see weird deformations. I recommand to copy paste elements that are not moving.

Exemple: for my referee.
He have ea move really static (only his arm moves)
So I used the same base sprite and add all 3 arm positions by myself to avoid weird "body shake move"

But for animations with a lot of motion on it, no problem (runing, walking jumping, attacks, pain...)
 
Well hey peeps! I've been play testing chun for about a day or so and she's almost complete enough to make a video. It's kinda hard to update when don't have a computer of your own(I'm getting my hard drive next week). While I was testing her I had a question in my head "how would people want her lighting kicks attack to work?" I was thinking of keeping it at the end of her combo and having the special command that way it'll be a bit easier to land. But I decided to ask the people chronocrash to see what y'all think. So please vote if you like and I'll take your input into consideration when I finish up with chun and the rest the cast for demo .1 . The poll will last for a week so whenever you have a chance please vote. I might make other polls regarding how game modes should be and give you my ideas for what I have planned. But we'll get there when we get there, one step at a time haha. Thanks for your time! I'm really glad I'm getting a bit more feed back hopefully you guys will like the mod when I'm done. See ya!
 
I voted for both but I suggest having lightning kick as alternate combo finisher.

I have 2 suggestions for this:
a. Before end of her combo, using cancel to change finisher animation
b. Same as above but use script to change instead. The script is for detecting is UP, FORWARD or DOWN is held.

The latter is similar to how combos in Guardians/Denjin Makai 2 are performed
 
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