Street Fighter VS The King of Fighters

Complete Street Fighter VS The King of Fighters v1.3

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Project is completed.
nsw25 said:
Game looks fun but those sprite styles clash so much. The proportions dont work well together. Perhaps you could change the snk sprites width and heights ?

I really second that. I don't want to sound rude, but any game with that much of style clash loss 50% of the quality to me. Its just a waste of yout effort and creativity. You can use CvS or SvC sprites to make it match.
 
I agree about sprite style clash. KratusGH, you should use CvS or SvC sprites as suggested above

Sprites aside, I can see that you aim to make beat'm up with VS theme, similar to Knuckle Bash. My suggestions are:
1. Nerf regular enemies. They should only have weak attacks with no block ability. This is to give difficulty progression and add surprise when boss(es) appears. And also not to wear player out before boss fight ;)
2. Gave enemies and bosses MP. Yes, enemies can use MP too with energycost but it only works in FREESPECIALs. This is to prevent them from spamming special attacks too much

Good work animating the background BTW. It's a nice touch :)
 
I understand your approach in picking characters that look like they could be rivals from different franchises like SVC, CVS, MVC, etc. I think it's about matching with fighting styles like Ryu-Kyo (main chars and similar fighting styles), Sakura-Yuri, Zangief-Daimon (wrestlers), and Sagat-Rugal (big tough opponents to main chars; Rugal-Kyo and Sagat-Ryu). However, I agree with the rest that you need to pick a style like CVS/CPS2 or SVC/KOF. Why not CVS/CPS2 or SVC/KOF sprites? Maybe Chun-Li-Mai (all CVS or SVC), Sakura-Yuri (all CVS or SVC), Zangief-Raiden (CVS), Sagat-Rugal (CVS or SVC). There's so many chars being made for Mugen like dampir's CVS chars.

I love the animated backgrounds you did for the title screen and select screen.

There's too much enemies in groups. Try grouping a fewer enemies or a little more per group. I can get bored easily if there was too much spawns with or without grouping.

There's already Sakura made in SNK version for Mugen. Why not use her if you want an SNK version of her if you don't want SFA Sakura? I heard Zangief is in the works.

I think it would be better if you grab another keyint script from Bloodbane's Contra mod or the DD mini mod for holding a single direction before pressing launch or super button, instead of using freespecial for just pressing forward and launch. You copy it and paste them into script.c (animation script) for players. That way, you'd feel comfortable holding control buttons with any attack buttons (attack, launch, or super).

CVS Robert and CVS Sean can be clones/enemies in it too if you put CVS style. Even there's Sean in KOF/SVC style too.

dampir made these CVS sprites of characters.
 
Bloodbane said:
I agree about sprite style clash. KratusGH, you should use CvS or SvC sprites as suggested above

Sprites aside, I can see that you aim to make beat'm up with VS theme, similar to Knuckle Bash. My suggestions are:
1. Nerf regular enemies. They should only have weak attacks with no block ability. This is to give difficulty progression and add surprise when boss(es) appears. And also not to wear player out before boss fight ;)
2. Gave enemies and bosses MP. Yes, enemies can use MP too with energycost but it only works in FREESPECIALs. This is to prevent them from spamming special attacks too much

Good work animating the background BTW. It's a nice touch :)

Thank you very much for your opinion. Well, since it's my first Openbor game then I think I still have a lot to learn.

1 - As for the regular enemies ability to block, I was already considering removing and I'll think about it.

2 - As for the MP, all enemies are already using both special and freespecial with energycost, but regular enemies have lesser amounts as they are weaker and have only special ability. Bosses have special and freespecial ability.

3 - As for the "sprite style clash", I believe that many people did not understand the game, especially who did not play much both franchises. We can say that it would be more aimed at those who played VS games like Street Fighter and not Beat' em Up games like Final Fight. More technical and less smash button style. I really wanted to keep each franchise with its original feature as if it were a direct import of the original games adapted to Openbor and I was not surprised by the fact that it made some people weird, so that I even kept the original sound effects of each character. I wanted to cause exactly this impact because I thought of something that was not very common and well worked out in details of the original games, including having to practice some combos to apply them in the game, use super cancel, among other more advanced features brought from the traditional VS games. But I will think about the sprites, although I did not feel any difference in the gameplay, it was already something that I was considering modify during the production of the game. Anyway, I'm still going to change a lot in this game because I still want to add more characters and stages, so a lot of things can change.
Thank you for laying out your point of view.

 
maxman said:
I understand your approach in picking characters that look like they could be rivals from different franchises like SVC, CVS, MVC, etc. I think it's about matching with fighting styles like Ryu-Kyo (main chars and similar fighting styles), Sakura-Yuri, Zangief-Daimon (wrestlers), and Sagat-Rugal (big tough opponents to main chars; Rugal-Kyo and Sagat-Ryu). However, I agree with the rest that you need to pick a style like CVS/CPS2 or SVC/KOF. Why not CVS/CPS2 or SVC/KOF sprites? Maybe Chun-Li-Mai (all CVS or SVC), Sakura-Yuri (all CVS or SVC), Zangief-Raiden (CVS), Sagat-Rugal (CVS or SVC). There's so many chars being made for Mugen like dampir's CVS chars.

I love the animated backgrounds you did for the title screen and select screen.

There's too much enemies in groups. Try grouping a fewer enemies or a little more per group. I can get bored easily if there was too much spawns with or without grouping.

There's already Sakura made in SNK version for Mugen. Why not use her if you want an SNK version of her if you don't want SFA Sakura? I heard Zangief is in the works.

I think it would be better if you grab another keyint script from Bloodbane's Contra mod or the DD mini mod for holding a single direction before pressing launch or super button, instead of using freespecial for just pressing forward and launch. You copy it and paste them into script.c (animation script) for players. That way, you'd feel comfortable holding control buttons with any attack buttons (attack, launch, or super).

CVS Robert and CVS Sean can be clones/enemies in it too if you put CVS style. Even there's Sean in KOF/SVC style too.

dampir made these CVS sprites of characters.

Thanks for the analysis.

1 - As for the groups, I will think about it. Although my intention was not to make an easy game and to defeat the groups it is necessary to use the maximum resources that the characters offer.

2 - As for the keys, all the moves are only a more simplified version of the original games. For example, hadouken got easier than making for the whole move down+forward+attack, it's only forward+attack. Then it would be a little weird holding a single direction before pressing special or super button. We can't do hadouken like this in the original street fighter for example. Anyway, I will think about this in the next characters  ;)
 
Good system, good idea.
I just would change all the characters to SNK kof style (SVC)
Or CVS type?

Another thing, the regular enemies are too strong numerous and aggressive....
The attitude you normally have for a boss :)
 
nsw25 said:
Forward plus attack for hadoken is a bad choice. People will do it by mistake as people usually press forward whilst attacking a opponent.

Down,forward plus attack is so simple to perform and everyone knows and expects the combination

Yes, I understand that, and it is exactly for this reason that I have separated the super, special, and throw buttons from the normal attack. Then, unless either of these buttons is pressed, there will be no wrong movement.
 
nedflandeurse said:
Good system, good idea.
I just would change all the characters to SNK kof style (SVC)
Or CVS type?

Another thing, the regular enemies are too strong numerous and aggressive....
The attitude you normally have for a boss :)

Thanks for the help. I'm more likely to use the capcom style but for this I would have to remove Goro Daimon, so I'm still in doubt. I would like to know what you think about the style ...

As for the difficulty, I intend to follow Bloodbane's suggestion and remove the blocking ability of the enemies. And maybe Maxman's suggestion and decrease the amount per group but with more groups during the stage
 
Friends, I'm really enjoying listening to all the suggestions. Therefore, if you have more ideas to improve the game I will be very grateful.
 
KratusGH said:
Thanks for the help. I'm more likely to use the capcom style but for this I would have to remove Goro Daimon, so I'm still in doubt. I would like to know what you think about the style ...
You can use (semi) CVS Goro Daimon by Dampir
http://justnopoint.com/mugen/rips/dampir/
 
It plays a feels really good  :)  but If you can I would use the Capcom vs SNK 2 sprites for the SNK characters because they don't match really well , Also Ryu looks huge compared to the snk characters.

Like others have said I would reduce to amount of enemies because it can get boring just constantly fighting without barely moving on , gets kind of repetitive.

Maybe also give the Clones some subtle differences like skin markings or small bar-codes on certain parts of their bodies.

But all in all very good start.
 
KratusGH said:
Friends, I'm really enjoying listening to all the suggestions. Therefore, if you have more ideas to improve the game I will be very grateful.

Yes, and you don't need to remove Goro Daimon, just use his CVS sprites by dampir! :)
So I would recommand you to use only CVS type sprites.

Also, you would need to scale a bit SFA sprites (like Sakura) to match the CVS "ratio"
Usually, SFA sprites are a bit wider...

As characters suggestions, I would love to see R.Mika in Capcom team and Shermie in SNK team (Dampir made some CVS spriteset for Shermie)  8)

For enemies, I recommand using other custom CVS characters instead of very idonic characters like Shingo etc. Perhaps using some less known cvs type sprites characters to avoid fighting armies of Sean and Shingo...?
 
For sure you can take a look at Dampir sprites, they are amazing
dampir.png
 
I don't know if someday I will continue working on this project, but I have very good memories.

 
I don't know if someday I will continue working on this project, but I have very good memories.


I don't recall seeing this before. Not a bad first effort. Only issue I really see is the use of SF3III assets. They just clash too much. I'd stick with only CVS and Alpha for the Capcom crew. It would still clash with KOF since Capcom has a different (and better IMO) shading style, but at least the proportions are similar.

Just my worthless opinion, it's your baby. :)

DC
 
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