palette swap v1.4 is out. it's mostly just a giant balance/polish pass, not "exciting" but cleans up lots cruft and fixes a lotta bugs. hopefully got most of the real bad stuff.
crap vid since i'm extra tried from work, haha.
anyways, dl at the usuals:
re4make demo village play. showcases stuff like stun->backstab instakill with knife, ducking throws, parrying unarmed enemies to disable their ability to throw (instakills on next counter), parrying out of hitstun
wish the guns felt better and kick had invin coming out of it.
palette swap v.6 is out. burnt the midnight oil hard on this one, so it might be messy and need some hotfixing.
likely will end up doing touchups but i just wanted to have it out before year's end.
download at the usual places:
or
palette swap v1.0 (!) is out.
a real, genuine 1.0 - never thought the day would happen. uses the clone engine to move all the chars to custom slots. arcade compatible and the whole nine.
dl at the usual spots:
or
palette swap v1.2 is out. wasn't planning on releasing or doing anything until i got more stuff done but i'm kinda hitting a weird brick wall for non-mvci chars.
dl at the usual places:
or
palette swap v1.3 is out.
it's a first pass at big balance/direction overhaul to further refine getting 'closer' to what the game is generally and forcing more interesting routing alongside cruft cleanup.
dl at the usual spots:
or
palette swap .v8 is out.
kind of a rush job, so leon's actually partially incomplete (doesn't have a lvl3) but i'll prob add one later.
leon/krauser are on awkward slots too but eh, it's placeholder.
dl at the usual places:
or
palette swap v.5d2 released.
wasn't planning on doing this but the realization that i had made a cammy function left a really bad taste in my mouth, so uhh here we are
dl at the usual places:
and
well, got most of the basic animation and cleanup done for the mvci guys. still got some stuff to do (tagin anims immediately come to mind, winposes -if- i can be assed which is pretty unlikely tbh)
palette swap v7 is out.
this one's a 'lil big, lots of visual updates and character patching.
it also includes moonstone and optional guile/charlie if you want to try them before they're properly 'working'.
dl at the usuals:
or
rashid has fingers now thanks to the hard work of
@Xeno_TG
unfucking my hilariously bad rig
since all of his ported animations already had the finger stuff animated, you can see him wiggle them worms now
it really helps on stuff like his idle, backwalk and taunt imo
man, this combo is absurdly optimized, creative and hard but ppls vibes are bad around it.
he goes into burnout four times and maximizes every frame he can to recover enough 4x
i'm very curious abt the diff in perception for what's considered an "ok" TOD and this - brevity?
jean grey combo while i try and figure out why the hell chars sometimes drop out of her orb super.
the entire last sequence is disgustingly inconsistent but it's so cool
palette swap v1.2b released - this contains animation updates for all the SF chars and stuff. super lazy trailer 'cuz it's thanksgiving.
dl at the usual spots:
or
dmc1 dante is still pretty half-baked so just cleaning him up. had to clean up inf stuff and mega reduce DT's duration (but made it stronger in exchange) since it was way too jacked up neutral-wise. at least i added naderolling and the anim/nade launcher, i guess.
salvador knife only, though it's cheating bc i knife parry to force him into rebooting his chainsaw so i can chain stun him. interesting that wallbounce state seems to let you chain melee and that he can be hit with knife 'instakill' that doesnt kill
small tweaking to cyclops animations for his ground lvl1 and his lvl3/outro.
wanted to make the cool X pose more prominent and clean up the posing a bit from
@Xeno_TG
's excellent work on the level 1.
huge thanks to
@calikingz01
for the lvl3/outro anim rip and editing!
cyclops is definitely a mvc3-ification on the char. i tried to nail the concept of a beam zoning char who still has scrappy options upclose - vaguely "grounded all-rounder-ish" ie. taskmaster in the scope of mvc3 while retaining some of that oldgame weirdness re: strings and cr.m
palette swap v.5h is out. mostly just a refinement/'nerf' patch to try and reduce as much frustration/cancerous factors as possible with some small additions as well.
dl at the usual spots:
or
started doin' these lil char overviews after all. doesn't cover everything but i just like the idea of doing cute lil trailers/overviews anyways.
going to go in char creation/release order, starting with evil ryu.
following 1upmiles's discovery of an available version of an early mvc3 build and the doc ock stuff i took a peek and just replaced the files to see what the few assets left looked like ingame instead of havin to do the whole mess w/ converting colortypes on the textures etc
once again, small things. this just came up because i was changing her airdash to match old VS. game style (instead of moving downforward, goes straight and doesn't drop on hitting buttons.
realized that old chun dash anims are different and was like 'eh, why not'
btw for anyone going to evo, if you happen to catch me with my laptop set up somewhere (one of the suites post-tourney?) i'll have a beta version of mod mvc3 with all the custom slot characters - not just my own, but cali's and emc's as well w/ the next balance patch for my chars
someone sayin more than half the cast is evil in dnf duel made me think about it
now i'm wondering if this applies to most fighting games because boy it is somehow hilarious that sader of all chars is the only unambiguously good character in the cast
helping out
@calikingz01
with capcom. real happy figuring out some new stuff and how to make a more 'proper' captain fire w/ it vs. the old ver which was cool visual trickery w/ an invisible beam and the flamethrower effect from cap instead of being part of the beam itself.
as always, the amount of unnecessary detail in this game is so mindblowing see: how good the pain faces are when you will only see them from super zoomed out position
late to the useless fg fact party but all of the very early dev chars (this actually stops at dante/deadpool. who were in the first e3 playable floor build) have round win/non-cinematic win anims still in there
wolverine's got both the chest flex and the unmask, which is sick
palette swap v1.1 is out!
includes a bunch of costumes for chars, clone engine v4, and a more-or-less "final" balance pass - really want to let things settle and let folks figure things out vs. nrs patching.
dl at the usuals:
or:
there's 17 chars (jesus) so i guess i'll do 2 a day.
here's shadow lady. the subtitles are not as long as they should be but there's a lot going on with the char. she was another testbed char and basically made at the same time as eryu. i really like her despite that, haha.
i just bumbled into a SUPER sick fg relatd channel, which is just a giant collection of fighting game stages recorded INGAME without ui or chars so you get the full ost + ingame effects/scrolling etc w/ intros. it's a giant love letter to all fg stages
released a hotfix for v.7 since psyke actually having an extremely long standing issue that caused crashes with certain teams. also MH OH fix and guile/charlie stuff.
dl at the usual, but if you only want the hotfix files it's on nexus or here:
just gathering bugs and stuff for the first hotfix. already got a bunch down, including the big lvl3 camera issue. decided to also update the effects/timing and wallbounce on the punch to make it feel 'better'
iceman also does it in COTA in his short pre-flash for arctic attack. mvc3 sadly only jean does it in her super short preflash that's covered by the flash. it's literally impossible to see - same with x23 actually doing the x cross with her arms but not facing the camera with it.
eryu's model updated from being fully mvci to a mixture of his MVCI model and a custom chest model built off his MVC3 model by
@LeanBuscaglia
. the work they did is fantastic and i really wanted to show it off.
random aside, ended up redoing some guile anims. still not super happy with them but the SF4 ones were really, really bothering me. ended up using SF5 ones with some tweaking.
the next two characters are pretty simple in concept, especially orange hulk since he spawned from a joke. lilith is actually based off of the mvc1 secret character rather than the vsav version. wish i could make her shoot the heart projectiles, haha.
i had to visualize
@Faultything
's vegito a assist thing in comparison to marvel 3 since it's such a weird scale of comparison (power of assist relative to its own game or completely outside of mechanics/movement/screen space) and was like, 'yeah that's pretty fuckin' good'
shin akuma colors if anything ever happens
on color 7 instead of robot wings shin akuma gets black angel wings because shin lvl 2 akuma is already big mugen energy and i wanted to lean into that
Gonna take you for a ride back to the arcades with MARVEL vs. CAPCOM Fighting Collection: Arcade Classics! 7 legendary games, one Super Heroic collection, coming to Nintendo Switch, PS4, and Steam in 2024.
#MarvelVsCapcomFightingCollection
#MvCFightingCollection
another hotfix for v.7 came out with some balance tweaks and polishing of moonstone.
also since i am making bad decisions today, here's a public version of the tourney build with the custom CSS w/ all the tourney-OK mod chars:
please read the readme!
example of
@gneiss64
's work on additional character slots using guile.
he's intended as a a demo of it as he's actually over ryu - sonic boom's a direct effect replacement of the hado file, which was a big hurdle as projectile effects are hardcoded to look for specific files!
the pitchforks being so hard to perfect parry is mad annoying but that's a skill issue
also post-kick it seems like you should mostly hit crouch asap to dodge offscreen grabs and then OS parry right after confirming no grab is coming
finally got off my ass to do this properly with the clone engine char class stuff, boy the fallout from the teleport being 'correct' is gonna be a trip i think
random useless information that's been bugging me forever since i saw spencer's dash numbers in the game files and was like 'what the fuck is happening here'.
this time, here's cyke's cleaned up idle (that pinky is really getting me for some reason....) and the janky jacket model that i'm still 50/50 on including (it would replace the dark blue color)
also cursed knowledge: cyke's classic cps2 sprite has his chest belt on backwards!
@LuciferBiscuit
not just the sounds, the shotgun is really gross. doesn't knock crowds back, has poor crowd control power in general which combined with the sound makes it feel really bad to use. it's basically the re2make shotgun without the super detailed gore system to carry it
workin' on cleaning up psyke and cyke idles. still kinda don't wanna do the cyke one because of that one guy who can't stop fucking being insufferable about cyclops looking "too gay" but if the next one's gonna be a 'final-esque' and big cleanup release, might as well tackle it
stupid small detail just thrown in, ended up editing character intro profiles so that unique intros for groups trigger w/ some chars
i.e. team x-men with wolv front, team avengers with cap/im front, doom vs. avengers, mags/sent vs x-men, stuff like that
some basic hitman matchup knowledge stuff.
don't let people get away with fake shit, of which this char has a ton since a lot of his real offense is based on making it ambiguous on where hes gonna keep pressing and which variation of boomerang spacing he's going for
#DNF_HIT