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CAPCOM vs Square: Parallel Destinies

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-Metal SK-
HmmmLawnmower
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1Full Game CAPCOM vs Square: Parallel Destinies Wed Jun 01, 2022 4:01 am

hatter

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Yes, you read this correctly. I am reviving my old "CAPCOM vs SQUARE ENIX" project that I had started (and killed off) at MFG here. I've been working at a healthy and decent pace to bring you a marvelous FG experience.




GAMEPLAY
The game is a 4-button fighter, reminiscent of "CAPCOM vs SNK: Millionaire Fighting 2000" and "SNK vs CAPCOM: Chaos". It's my take on mixing the lunacy of the "MARVEL vs CAPCOM" games and the technique and pacing of the "CAPCOM vs SNK " and "Street Fighter 3" games for people who can't keep up with the hyper fast pace of the former, and can't stand the rigidity of the latter (though to be extremely fair, SF3 in comparison to CvS is far more limber and lifelike).

Subsystems and features include:
  • Chain combos/Magic series, tailored to fit the 4-button scheme.

  • Run (subsystem).

  • Parry (subsystem).

  • Recovery Roll (subsystem).

  • Safe Fall (subsystem).

  • Super Jump (subsystem).





ROSTER

This one is a bit of a word salad that I don't feel like typing, but I'll do it anyways. Let's start off with a lovely visual:

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CAPCOM
  • Ryu

  • Chun-Li

  • Akira Kazama

  • Zero

  • Tessa/Tabasa

  • Hugo

  • Albert Wesker

  • Red Arremer (move set based primarily off his appearance in Demon's Crest)

  • Viewtiful Joe

  • Talbain/Gallon

  • Captain Commando

  • SonSon the 3rd

  • Strider Hiryu

  • Elf/Kayla

  • Dudley

  • Lou

  • Nina

  • Dante

  • Rose


SQUARE
  • Tifa Lockheart

  • Fei-Fong Wong

  • Riku

  • Tiki

  • Han Dae-han

  • Crono

  • Lenneth Valkyrie

  • Sundown Kid

  • Oliems

  • Ashley Riot

  • Sho Minamimoto*

  • Raziel

  • Agent 47

  • Laguna Loire

  • Zidane Tribal

  • Aya Brea

  • Hero + Dog

  • Yuna

  • Hawke

  • Exdeath (non-playable final boss)


Quite ambitious as you can see. I've begun working on Tessa's sprite set (and it's about nearly 25% done) and started with prepping for Tifa's today. Within the pipeline are plans for a midboss from each side. Maybe extra characters as well, but I wouldn't count on that, at least any time soon.




SCREENSHOTS? VIDEOS
small preview of Ryu and the Limit Break K.O. background (made entirely by me in After Effects CS6); you get to see the return of "Mode Change", a great suggestion from Fredo!

As of now, the only completed character is Ryu. I'm now gonna focus on Tessa's spriting, and shambling together an alpha w/ all her completed movement sprites.

PLANS FOR YOUR FIRST ALPHA?
The very first alpha will have the following:
  • Playable characters: Ryu, Tessa, Chun-Li, Albert Wesker, Tifa Lockheart, Fei-Fong Wong, Tiki, Zidane Tribal

  • Stages: Training (supplied by ExShadow and -SyN- from one of their old WIPs, which I asked permission for), Archipelago, Space Gadget (original concepts that'll be designed from the ground up)

  • A 45-50% complete screen pack; I plan to commission that since I'm pretty challenged in that department





And that is about all I have to share. I'll share some of the completed animation work for Tessa for you guys to see, and any and all updates will be posted in this thread.

At a later point, I plan to have a separate Twitter account and open the dev discord (which is currently inactive) to the general public and get the FGC to market it for me, hopefully I'll get some willing volunteer help. I also plan to look into I.K.E.M.E.N. once it's stable, and at the very least, get fixes to the RemapPal and to the input system.

The only places you can get updates on this (and the game) will be here and Trinity MUGEN (at their M.U.G.E.N.-Net Discord).

That's all, have a good day guys.  ole!



*his inclusion was due to a mistake in my research; I actually though The World Ends With You was released in 2003, before the Square and Enix merger, and as a result, didn't think too much of it and made the character sprite... until I saw it again; however, the sprite was too good not to include it, and I kept him in as a result. Forgiveness from the Square Enix historians pls.

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2Full Game Re: CAPCOM vs Square: Parallel Destinies Wed Jun 01, 2022 4:45 pm

Vegaz_Parrelli

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Looking forward to this one, bro. If you ever wanna throw some stage resources my way in the future I'm open to crafting a few stages for you.


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3Full Game Re: CAPCOM vs Square: Parallel Destinies Wed Jun 01, 2022 5:23 pm

hatter

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Vegaz_Parrelli wrote:Looking forward to this one, bro. If you ever wanna throw some stage resources my way in the future I'm open to crafting a few stages for you.

Sounds great, I look forward to it.




Some animation work from the vault:

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4Full Game Re: CAPCOM vs Square: Parallel Destinies Thu Jun 02, 2022 11:26 am

Balelynx

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A very large and ambitious project my friend.
I can wait to see some of the original sprited Square franchise characters in action

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5Full Game Re: CAPCOM vs Square: Parallel Destinies Fri Jun 03, 2022 6:29 am

HmmmLawnmower

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This looks really good. I enjoy your sprite work so I'll be eagerly following this.


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6Full Game Re: CAPCOM vs Square: Parallel Destinies Sat Jun 04, 2022 11:53 am

-Metal SK-

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Those srpites look really good!
How long does it usually take to sprite a full character like this?
I wish we had more original sprited characters like this im mugen.

I never understood why we dont but im not a spriter so I dont know what is involved in achieving it.
I do know how to make some cool stages so I might be happy to help out make some stages for you some time for your game when you have some characters ready for it!


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7Full Game Re: CAPCOM vs Square: Parallel Destinies Mon Jun 06, 2022 11:35 pm

hatter

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-Metal SK- wrote:Those srpites look really good!
How long does it usually take to sprite a full character like this?
I wish we had more original sprited characters like this im mugen.

I never understood why we dont but im not a spriter so I dont know what is involved in achieving it.
I do know how to make some cool stages so I might be happy to help out make some stages for you some time for your game when you have some characters ready for it!

Well, when you think about it like this, animation is ultimately "making a bajillion drawings of the same thing doing different things at various angles, poses, and lighting setups"; add to it the amount of knowledge you need to have on-hand as far as basics and near-mastery of said basics, and you have a recipe for a long and mostly painful journey.

A full sprited character can take months or years depending on how complex it is; I personally saw the progress on a set of CPS2 Rouge (from Power Stone) and it took almost 1.5 - 2 years, for about 500-600 frames. My first ever edit of a full sprite set took well over a year and a half.

A lot of people are between not having the time, and not wanting to put in the time. I'm midway between both; fulltime work,a lot of life responsibilities, and am trying to get some freelance work as an illustrator, and most of the time, I would rather put in more time in a new illustration than animating another sprite. Not judging anyone who picks up the craft, but painting >>>>> pixel art/animation for me; I'm only doing it bc my dream projects require it, and I somehow got good at it. I guess I'm mostly an auteur. /shrug

With that said, I can guarantee you'll have nothing but quality when it comes to this; I intend for this to be the best thing that comes out of this engine or IKEMEN Go (when they fix it's most major bugs at very least) out of my personal pride, so I hope you'll stick around to see the end result.

Little update; Tessa's jump animation is almost done, leaving her jump land and dash back animations. Should be able to shamble a quick little proof-of-progress soon.

8Full Game Re: CAPCOM vs Square: Parallel Destinies Tue Jun 07, 2022 8:53 pm

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hatter wrote:
A full sprited character can take months or years depending on how complex it is; I personally saw the progress on a set of CPS2 Rouge (from Power Stone) and it took almost 1.5 - 2 years, for about 500-600 frames. My first ever edit of a full sprite set took well over a year and a half.

A lot of people are between not having the time, and not wanting to put in the time. I'm midway between both; fulltime work,a lot of life responsibilities, and am trying to get some freelance work as an illustrator, and most of the time, I would rather  put in more time in a new illustration than animating another sprite.

your character designs are dope bro. I can relate to that quoted text totally. I had a friend who used to do pixel art, but he was also a good sketcher/painter and he said pixel art is a time pit and even more when its animation and shit.
I cant say i'm Jealous of how much spriting you have to do based on that roster sheet though Cannot Unsee
someone buy this man a bourbon  [You must be registered and logged in to see this image.]  [You must be registered and logged in to see this image.]


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9Full Game Re: CAPCOM vs Square: Parallel Destinies Thu Jun 09, 2022 6:01 am

hatter

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CancerManXIII wrote:
hatter wrote:
A full sprited character can take months or years depending on how complex it is; I personally saw the progress on a set of CPS2 Rouge (from Power Stone) and it took almost 1.5 - 2 years, for about 500-600 frames. My first ever edit of a full sprite set took well over a year and a half.

A lot of people are between not having the time, and not wanting to put in the time. I'm midway between both; fulltime work,a lot of life responsibilities, and am trying to get some freelance work as an illustrator, and most of the time, I would rather  put in more time in a new illustration than animating another sprite.

your character designs are dope bro. I can relate to that quoted text totally. I had a friend who used to do pixel art, but he was also a good sketcher/painter and he said pixel art is a time pit and even more when its animation and shit.
I cant say i'm Jealous of how much spriting you have to do based on that roster sheet though Cannot Unsee
someone buy this man a bourbon  [You must be registered and logged in to see this image.]  [You must be registered and logged in to see this image.]

Yeah, your friend definitely has the right idea, pretty much summed up how I see it. And yeah, I wouldn't wish this amount of pixel art on my worst enemy, I'm just thankful I have the tools and training to tackle some of it. Definitely hoping FGC virtue signalling will help in getting some willing volunteers. If anything, for the most part, a lot of these will need to be worked on w/ some base, especially a few from the Square side.



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PHASE 1: Shmoovin' (basic movement animation) officially done. All frames shown above are indexed, aligned with Capcom vs SNK 2 axis, and LP/LK/HP/HK palettes are prepped. Gonna integrate them into the .SFF tomorrow and put up a video of it in action properly.

From there, I'll finish that Tifa idle and take a small break, then work on integrating fully functional MvC-styled announcer into the character(s), courtesy of DarkCipherLucius, and some of the presentation.

10Full Game Re: CAPCOM vs Square: Parallel Destinies Fri Jun 10, 2022 3:16 pm

hatter

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Okay gents, first look at Tessa/Tabasa comin' in hot:

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11Full Game Re: CAPCOM vs Square: Parallel Destinies Sat Jun 11, 2022 2:32 am

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hatter wrote:Okay gents, first look at Tessa/Tabasa comin' in hot:

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There is an embedd button on the html bar next to the youtube button for streamable to make the video show here . Its a new feature they added recently i think.


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12Full Game Re: CAPCOM vs Square: Parallel Destinies Sun Jun 12, 2022 7:15 pm

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SuperWhiskey wrote:
hatter wrote:Okay gents, first look at Tessa/Tabasa comin' in hot:

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There is an embedd button on the html bar next to the youtube button for streamable to make the video show here . Its a new feature they added recently i think.

Let me fix that



there you go

13Full Game Re: CAPCOM vs Square: Parallel Destinies Tue Jun 14, 2022 1:05 am

hatter

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Thanks.



Staff motion that I forgot to implement. Made possible with Beximus' help.

Going to make a commission post for a 1.1B screenpack, because I've given up on trying to make it on my own.

14Full Game Re: CAPCOM vs Square: Parallel Destinies Tue Jun 14, 2022 1:24 am

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Tessa looking fluid, bruh


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15Full Game Re: CAPCOM vs Square: Parallel Destinies Tue Jun 14, 2022 2:58 am

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hatter wrote:Thanks.



Staff motion that I forgot to implement. Made possible with Beximus' help.

Going to make a commission post for a 1.1B screenpack, because I've given up on trying to make it on my own.

nooooooooooice!
I actually was messing around with the exact same code you were talking about a few years ago - the same explod/helper system that allows nakoruru/galford bird dog follow shenanigans.
I'd actually love to know more about the inner workings of how you coded that too.
It's pretty useful for adding pets etc to chars, or auras and other non attacking things.

Also, excited to see you taking this project to the next level with the screenpack.
Also, RE commissions that sounds like a smart idea my bro, it frees up the workload to let you shine and do what you do best, and fucking incredible at that, spriting dope ass animated chars!
This may help you get started on what you may need to know before creating a topic: [You must be registered and logged in to see this link.]


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16Full Game Re: CAPCOM vs Square: Parallel Destinies Wed Jun 15, 2022 12:32 am

hatter

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Phant0mD wrote:
hatter wrote:Thanks.



Staff motion that I forgot to implement. Made possible with Beximus' help.

Going to make a commission post for a 1.1B screenpack, because I've given up on trying to make it on my own.

nooooooooooice!
I actually was messing around with the exact same code you were talking about a few years ago - the same explod/helper system that allows nakoruru/galford bird dog follow shenanigans.
I'd actually love to know more about the inner workings of how you coded that too.
It's pretty useful for adding pets etc to chars, or auras and other non attacking things.

Also, excited to see you taking this project to the next level with the screenpack.
Also, RE commissions that sounds like a smart idea my bro, it frees up the workload to let you shine and do what you do best, and fucking incredible at that, spriting dope ass animated chars!
This may help you get started on what you may need to know before creating a topic: [You must be registered and logged in to see this link.]

Thanks man. I made the thread here: [You must be registered and logged in to see this link.]; I'll be wrapping up some VA hiring, and then I'll focus on the hiring for the Screenpack

17Full Game Re: CAPCOM vs Square: Parallel Destinies Sat Jun 18, 2022 3:59 am

hatter

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Okay! So this week was pretty darn hectic, getting probably the GOAT logo, courtesy of PhantomD:

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WITH THAT SAID, I wrapped up the hiring of a VA for the Announcer. Sorting through applications was hectic because my casting call got retweeted by Justin Wong (YES THAT GUY) and another FGC figurehead big in the MK and Injustice community, and speaking of him, I'm pleased to let you know that I will be working with PNDKetchup to bring you the ultimate Announcer for this project:

p[You must be registered and logged in to see this link.] Dat behind Dat behind Dat behind

His test lines really teleported me back to the 90s and I absolutely adored them, and selecting him was the no-brainer. It took a while to get the lines since he had a hectic week in the United Kingdom, but man; IT WAS WORTH THE WAIT. Cheesin

More to come yo.

18Full Game Re: CAPCOM vs Square: Parallel Destinies Sat Jun 18, 2022 6:41 am

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spritework is pretty impressive. No doubt a massive undertaking.
I think we havent seen a project with original character content of this scale since card fighters.
Not to take away from some lesser projects such as shades of manhattan but those on face value looked more like edits of existing bodies of work compared to totally sprited from the ground up.
I'm assuming the 4-buttom scheme is a bonus in that it cuts down the spriting process by eliminating the need to sprite 2 additional attacks to each character.
Actually that would technically be 6 including jumping and crouching animations


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19Full Game Re: CAPCOM vs Square: Parallel Destinies Sat Jun 18, 2022 10:51 pm

hatter

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Vermilion Spy wrote:spritework is pretty impressive. No doubt a massive undertaking.
I think we havent seen a project with original character content of this scale since card fighters.
Not to take away from some lesser projects such as shades of manhattan but those on face value looked more like edits of existing bodies of work compared to totally sprited from the ground up.
I'm assuming the 4-buttom scheme is a bonus in that it cuts down the spriting process by eliminating the need to sprite 2 additional attacks to each character.
Actually that would technically be 6 including jumping and crouching animations

Less sprite work is definitely one part of it. The other part is that I'm ironically better at 4-button games than 6-button games, and I figured it's time to just gear it towards something I like instead of trying to appease everybody. No disrespect to anyone who likes 6-button fighters, though.

20Full Game Re: CAPCOM vs Square: Parallel Destinies Sun Jun 19, 2022 12:07 am

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I Like 6-button gameplay because I am better at capcom games than I am at neogeo games, but that doesnt mean it wont be just as fun!
Also I think its cool you are spriting Laguna from VIII because hes one of my favorite characters from the Final Fantasy series!


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