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 MVC ZERO - RELEASED

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Rjiggler



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Join date : 2012-09-16

PostSubject: Re: MVC ZERO - RELEASED   April 26th 2013, 6:14 pm

Ax, I don't know if you've run across it thus far, but some gents at Sprites Inc have apparently had an X/ Zero project in the works since last year (unsure of current status). Their art is pretty top-notch.
http://www.sprites-inc.co.uk/files/forum/showthread.php?tid=138

Might be worth a conversation with them if you have any interest in syndication. If they'd be willing to throw their resources this way, it'd make some potential for some incredible work by the fantastic team here.

Food for thought.

Also, if you're ever in need of potential resources for firearms, the Zoids Legacy Sprites have a large collection of weapon types that aren't necessarily the right size, per se, but they're simple enough to make custom without a great deal of effort.
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Ax

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PostSubject: Re: MVC ZERO - RELEASED   April 26th 2013, 7:07 pm

Ah yes this creator is on numerous mugen forums, I've seen his works before and I've been on that forum before as well.

I wish somehow everything could be put together to save time on doing full game projects but unfortunately we all have different styles, different visions, and different ideas that can't work together and won't mix well either.


Here are some reasons...

My gameplay controls are more based on the SNES games and about half the animations of a normal fighter. Also I only do MvC art styles, I have no idea how to edit CvS art styles.

Also I only create directly from a base but those guys do it from scratch and I just don't have that skill level to pull something like that.

I try not to make MMX wips as a type of combat fighter but rather shooters without adding weapons from every single game either. I prefer simplified core elements that are consistent with the characters.

I just have a completely different idea on doing MMX stuff and I all ready have a roster planned to.






Bottom line, they probably don't want my stuff and I am sure I don't want theirs respectfully. There will just have to be 2 different games of the same series done by 2 different producers.
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Rjiggler



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PostSubject: Re: MVC ZERO - RELEASED   April 27th 2013, 12:10 am

Fair enough. Are you open to any more resources if I come across them, or should I not worry about it?
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Ax

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PostSubject: Re: MVC ZERO - RELEASED   April 27th 2013, 5:22 am

@Rjiggler wrote:
Fair enough. Are you open to any more resources if I come across them, or should I not worry about it?

All of my resources are accounted for, thank you for your suggestions but I get everything I need from every Capcom character out there. At least one character in any of the VS series has something I can use from bombs, drills, beams, guns, and so on.



If you come by Mugen 1.1 however, please send it to me Twisted Evil

That zoom out feature is crucial for my MegaMan X game I have in mind.

You see the MvC size fighters are too big to be MegMan X shooters so the stage size has to be increased and decreased automatically and the stage parameters widened to allow for proper MegaMan X1 style gameplay. Right now the dash/air dash features and jumps are too crowded to play well in mugen's current stages and the wall climbing is also hindered so the Megaman X1 gameplay isn't fully realized and it's a bit hindered at the moment until I can get a mugen 1.1.

I was hoping Elecbyte would have released their update by now but they have been quite for a long time again and news of a leaked version of their new engine came through a few mugen forums. Unfortunately I was too late to get it myself because some suck up managed to take down the download links before I could get a copy by sending a false copyright infringement complaint Neutral

So I have to wait until Elecbyte releases their finished update. study
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tank402

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PostSubject: Re: MVC ZERO - RELEASED   May 2nd 2013, 6:08 pm

@volzzilla wrote:
@Ax wrote:

@Volzzilla,

This avatar was an old wip from my very first mugen forum (R.I.P.)

The character was code named "LEECH"

well, in the spirit of varnage, could try again? how much did you have for him?


btw, if want a new filesharing service, think about limelinx. no account needed. though mediafire is always a good one.

i think personally that your leech character if he had a new head and moved the tentacles to the wrists or palms would be a perfect base for whiplash from the ironman movie with a little editing.i uploaded my own version of whiplash under the sprite art forum.if you do decide to do him,feel free to use anything you want of my animated gif.
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Ax

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PostSubject: Re: MVC ZERO - RELEASED   May 2nd 2013, 6:11 pm

A Whiplash would be cool.
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tank402

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PostSubject: Re: MVC ZERO - RELEASED   May 2nd 2013, 11:01 pm

@Ax wrote:
A Whiplash would be cool.
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Ax

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PostSubject: Re: MVC ZERO - RELEASED   May 3rd 2013, 11:18 am

That looks very interesting. Unfortunately I have a long list of characters I would rather do first and I don't have Whiplash listed anywhere close.

Looks like a cool design though.
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Ax

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PostSubject: Re: MVC ZERO - RELEASED   May 29th 2013, 3:37 pm


http://i.imgur.com/XEG5Cwm.png


http://i.imgur.com/8k97LLL.png

Some progress and updates.

I now added special attacks to both X and Zero

X can drill, fire a surge shot, use shining laser, and skip a bouncing bomb.

Zero can Dash slash, Throw a spin saber, ground pound rock waves, and a flurry buster based on a youtube video "X vs Zero decisive battle"

Some minor fixes were done to and more hits were added to single hit moves.

I think now they just need hyper attacks. scratch
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Fightfan



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PostSubject: Re: MVC ZERO - RELEASED   May 29th 2013, 11:37 pm

Looks nice. How much more to do until releasing the updates?
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Ax

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PostSubject: Re: MVC ZERO - RELEASED   May 30th 2013, 6:05 am

@Fightfan wrote:
Looks nice. How much more to do until releasing the updates?

I try not to release frequent updates until I've made a ton of progress first.

I'm thinking of doing more animations for Zero since he mostly just reuses his punch attacks for everything. Both X and Zero need real hyper attacks. Also the IMT stuff still in there needs to be removed from both characters. They will also need to be re-tuned to match the speeds of the SNES games in comparison to their size and the size of the stage; I think the walk will have to be increased and the dash will have to go a lot faster and further as well as the basic jumps. I'm thinking it'll work with the zooming stage feature now. I just have to play around it some more to figure out what will work best together. Zero's saber might get a touch-up for a deep transparency look.

I'll need to do another stage to. Also the bugs are still there; I gotta fix the dashing jump when done in the reverse command. There is also an issue where the A.I. blocks and evades non-stop Mad and another bug where evading launches the player 1,000 feet up and off screen for a few seconds. scratch



But all that is only if I can find the time to put other stuff on hold as I am very close to finishing an Avengers game Exclamation

Then of course I have Batman wips to that I wanna get done for "The Multiverse Month of Madness II event" again alien
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Darkmasao2

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PostSubject: Re: MVC ZERO - RELEASED   May 30th 2013, 7:59 am

use google translator XD .. I said that if they have some hi-res patch?, because this character does not work in my mugen..
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Ax

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PostSubject: Re: MVC ZERO - RELEASED   May 30th 2013, 8:32 am

I don't know how to make hi-res stuff, personally I find it difficult to produce large sprites like that.

Perhaps you should get a low-res mugen. I am now using 2 different mugens, mugen 1.1 and winmugen.
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wingnut



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PostSubject: Re: MVC ZERO - RELEASED   May 31st 2013, 12:12 am

Can't wait!!
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