So this is a thread about a serious mugen-based full game, which is an improved version of an existing Capcom game that Ono keeps bumping that he wants to do a sequel to, and is being made as close to accurate as possible.
Seriously, if you post criticism after reading just that, might as well leave, it’s been posted to death already.
So the game is a “DX” version of Vampire Savior, building the base game into mugen and then improving on the core design. By improvements this doesn’t mean juggle fest or everyone getting 100% combos like a few other things I can mention, but instead actual tweaks after discussion fixing what flaws were in the original, and graphical improvements taking advantage of the fact we’re not stuck with 16 colors anymore, like so:
(Speed being irrelevant here, blame different gif making software)
Thus far the following is done/planned:
-768x448 resolution. While this doesn’t mean high-res content, it does allow for smoother use of rotation and scaling effects for some elements of the game. When done a 640x448 version will be made available as well for those that want to play in the “intended” ratio.
-Everyone from VS, VS2. This excludes Shadow and Marionette, as there’s little way to include them with mugen’s current limit on character swapping.
-The movement and hit system has been overhauled to play exact like Savior. This includes the round handling system.
-Right now, the hitboxes are proving to be the biggest pain in the ass. They are the one essential bit of data I can’t find in the game’s memory while it runs with artmoney. Instead the closest I’ve been able to find is the pointer for the values, which revealed a few interesting things (see below).
-Once the original game is done, I would like to add two additional characters, but they’re backburner.
Now I’m posting this for help and advice as it gets developed, and I would like it to be taken seriously as a game. I know I’m not Capcom, nor am I trying to cheapen their game or say I can do better: I’m saying I want to.
Anyway, some notes from my findings on those hitboxes: you can’t use the Saturn Night Warrior’s debug as a guide for these, they were heavily changed. They’re also heavily recycled too. As a result, the following animations are shared:
-Stand, walk, standing turn, from-crouch
-Crouch, to-crouch, crouch turn, crouch walk
-Jump (any direction), aerial turn
-Interestingly enough, unlike NW the gethit boxes are different than the stand/crouch boxes. If you force these to be the same the game gets a lot more whacks in.
Now if I can figure out the data for these boxes, then I’ll be on a roll.
And please don’t post like an idiot in this thread with “lol mugen” and whatnot…I’ve heard it already. If you want more info or to suggest things, now that’ll help.