Pocket Dimensional Clash 2

Complete Pocket Dimensional Clash 2 2.3

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Project is completed.
The name you wrote reminded me that there are differences between the Japanese version and World version. To avoid that, I'm going to change, “Captain Mummy” will be more recognizable.
There's no need to call him that since he has his English/international name. To be honest, I'm more used to calling him Mack than Jennety, but I did mention his Japanese name because of Marvel VS Capcom which I don't recall playing it long time ago. I did play Captain Commando on Mugen when he mentioned his Japanese name.
 
Captain Commando's hyper has been changed to the iconic "Captain Sword", complete with a cameo from his friends. The old attack is now his grab special, a new mechanic added to the game.

Great work on his Captain Sword hyper. Imagine if Mack the Knife is playable while you see the same him along with the other Commandos. I know he's behind other Commandos. Do you plan to eliminate that Mack who is part of that hyper move while the playable version of him exists? Or will the playable version of him start to disappear for that move to start until it's done? It seems possible only if he's separated from them. But I don't know if the latter can happen.
 
Great work on his Captain Sword hyper. Imagine if Mack the Knife is playable while you see the same him along with the other Commandos. I know he's behind other Commandos. Do you plan to eliminate that Mack who is part of that hyper move while the playable version of him exists? Or will the playable version of him start to disappear for that move to start until it's done? It seems possible only if he's separated from them. But I don't know if the latter can happen.
Perhaps an alternate hyper would be used if Mack is/is not present?
 
Do you plan to eliminate that Mack who is part of that hyper move while the playable version of him exists?
I don't plan to remove him for a simple reason: we can have duplicated characters on this game, which relies on a multiverse.
so it's not a big deal to have him to appear during the hyper :) or it won't make sense to have duplicated characters on the game.
 
I like to keep an eye on this project, because there is a nice diversity of characters and it can only be great...
Also I'm curious what kind of resource you use for your characters sprites edits.
AFAIK there is really few NGP sprites of chibi charaters ripped anywhere...
 
Also I'm curious what kind of resource you use for your characters sprites edits.
thanks!
The process varies depending on the asset
- Sprites already ripped from NGPC, which were colored by an old friend of mine from the MGBR days
- Another friend of mine, Ulissan, has two projects that use this type of sprites
- I have contact with some people on DeviantArt who do this type of edit. Two of them are extremely talented in any type of edit and you must have seen them on Mugen forums
- There are sprites that, with some work, already work in the game, like Chuck from Decap Attack.
- And finally there is the work of Jhfer, who edited more than half of the things you see in this project. He either uses the original sprites and reduces the colors and enlarges the head (like the Bad Brothers from Golden Axe) or he makes frankensprites from pieces to create new characters. That's what he did, for example, with Tyris, Poison, the enemies from TMNT, and many others.
 
I love the choice of roster and the simple but effective mechanics.
I really makes me want to create some character for this game...
But I think the roster is certainly "full"
 
A Streets of Rage and TMNT crossover was something I didn't know I needed, now I know :)And say hello to Donatello (non-playable helper).
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Can you control z movement during wall jump? might be a good idea if you can't already.
Right now, no, but its a cool idea. I am just afraid the player would have an unfair advantage by doing this - remember not all characters have wall jump, only Melee and certain characters.

I might even change that - I'm thinking about adding wall jumping to all characters, and thinking about a new trait for melees, like OTG. Melees already have an exclusive trait: during the normal combo, enemies are not thrown back, making it much easier to do combos.

Some of the new characters we are considering for Pocket Dimensional Clash 2. As a Brazilian, Blanka is a must :)
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I think you should add z control so the hit ratio improves and fun factor, to stop players abusing it maybe make the attack part of the wall jump cost MP, this way the wall jump without attack can also be used as a defensive tool.
 
oh man everytime i check this thread , the anticipation keeps .. ugh i know i could dive in but i know myself and if i start with one good game am gonna want to keep playing and my progress will stop smfh... i know am weird like that.. for real this game just looks like so much fun brother... ugh i need some crack cocain to start moving faster lol
i would definately main Axel or Blaze... sorry for ranting just exciting seeing your work along with Kratus and a few others... just exciting and brings me back to the 80s when gaming was king... really cool stuff :)
 
Right now, no, but its a cool idea. I am just afraid the player would have an unfair advantage by doing this - remember not all characters have wall jump, only Melee and certain characters.

I might even change that - I'm thinking about adding wall jumping to all characters, and thinking about a new trait for melees, like OTG. Melees already have an exclusive trait: during the normal combo, enemies are not thrown back, making it much easier to do combos.

Some of the new characters we are considering for Pocket Dimensional Clash 2. As a Brazilian, Blanka is a must :)
bafkreiadzkotqbgm3r5se5nw7ttxfcgjtsuhz2izz5iuoc4hyopu6snuxa@jpeg
For Goku appearance, I'm not sure. colors pose stance... so so.
Even if I do like Goku!! But he should look a bit better.

The other why not. :)
 
I think you should add z control so the hit ratio improves and fun factor, to stop players abusing it maybe make the attack part of the wall jump cost MP, this way the wall jump without attack can also be used as a defensive tool.
That is a nice idea. So the wall jump would cost no power and could be used as a defensive tool, but doing a wall jump attack would consume MP, right?
I think it will work that way.

i know am weird like that.. for real this game just looks like so much fun brother.
Thanks buddy!
Of all the projects I have, I have had the most fun developing this project - that's why you see so many updates on it.

But in this project I have a lot of help from @jhfer (who does a lot of things, from editing sprites, to ideas, scenarios, etc.) and @Psykai - without them, this project wouldn't have gotten to where it is.

For Goku appearance, I'm not sure. colors pose stance... so so.
Even if I do like Goku!! But he should look a bit better.
Feel free to share any feedback about the sprite. Some stuff is wip yet, like his hair color (we do this to avoid blending his hair with the black border.
Like we did on Haohmaru, for example:
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