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Classic Captain Commando released (Read 6777 times)

Started by O Ilusionista, 14 years ago
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Classic Captain Commando released
#1  14 years ago
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Hello there.

This is a preview of the Captain Commando, done to the Capcom Classic Clash project.

This char was intended to be 1.0 only, but I've make it compatible with Winmugen too. Thanx to that, when you use him on 1.0, the supercombo and hypercombo explods could be wrong.

His gameplay its bit simply, to match the project standard. Plus, he has the Robot from the original game.







Download here: http://www.mediafire.com/?45qmhg3zzzm

Feel free to point bugs and whatever, since its a beta.

Last Edit: 14 years ago by .(O).
Re: Classic Captain Commando released
#2  14 years ago
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link fixed, sorry
Re: Classic Captain Commando released
#3  14 years ago
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I really like the "Robo system" super...
I think it needs some more attacks... Maybe even some specials...

Forward + Attack
Re: Classic Captain Commando released
#4  14 years ago
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wow, hehehe. someone forget to put a juggle there, hehheh.
Edit: how you got into this bug? I can't recreate it here.

Yes, he needs more moves, but I try to balance all the chars on the project, to avoid having a char with 9 supers while others have 2.
Re: Classic Captain Commando released
#5  14 years ago
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Forward + Attack infinte?

On WinMugen... Just time the forwad Attack correctly... Happens against all chars.
Re: Classic Captain Commando released
#6  14 years ago
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YES! Hopefully I shall be able to perform fatalities with Captain Commando.  >:(
Re: Classic Captain Commando released
#7  14 years ago
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-so cool to play with it ;)
Quote
Forward + Attack infinte?

On WinMugen... Just time the forwad Attack correctly... Happens against all chars.
-Yeah, need a good timing but it's here.


I notice something else with "Pots ryu". I don't know with other characters but i tell you in the event that...

-after a "captain fire" move, ryu indefinitly stay blocked in the air until been hit.

-Btw a fun captain, more moves would be cool, but if it's for the benefit of your project... ;)
Re: Classic Captain Commando released
#8  14 years ago
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Quote
Forward + Attack infinte?

On WinMugen... Just time the forwad Attack correctly... Happens against all chars.

hum, I will check it. All the time I was working on 1.0, so I never saw this bug.

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-so cool to play with it

Thanx!

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I notice something else with "Pots ryu". I don't know with other characters but i tell you in the event that...

Never tested him outside the project, I will check what happens.

Quote
-Btw a fun captain, more moves would be cool, but if it's for the benefit of your project..

Yeah. he will have some more moves, but not too much, since I wanna let all chars balanced.




Re: Classic Captain Commando released
#9  14 years ago
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hmmmm seems to be ok, except already mentioned things, all I can do now is to say GOOD JOB.
Re: Classic Captain Commando released
#10  14 years ago
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This is a cool character, with lots of sweet ideas, even though the gameplay is simple. Anyway, this is to blend well with the CCC fullgame, so no worries.

- As said, Attack button is an infinite, but it also juggles too much. Press D+Attack in the corner to send the opponent in the air, and then juggle him with the attack button. You'll see what I mean.
- Captain Fire and Captain Burn! miss the opponent at close range.
- Captain Burn! gives back power to Captain Commando.
- During the robot super, when he punches, the blue CLSN becomes much higher, which is not logical. Keep the same CLSNs on stance and punch please (your choice to make the head invincible or not).
Re: Classic Captain Commando released
New #11  14 years ago
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  • A living Mugen dinossaur :)
  • 25 years of Mugen O_o
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    • www.brazilmugenteam.com
Quote
hmmmm seems to be ok, except already mentioned things, all I can do now is to say GOOD JOB.

Thanx. And nice Sho on your sig

yes, Cybaster feedback :)

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This is a cool character, with lots of sweet ideas, even though the gameplay is simple. Anyway, this is to blend well with the CCC fullgame, so no worries.

Yeah, I need to keep it a bit simple...or he would be ending the Dante of the game :)

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- As said, Attack button is an infinite, but it also juggles too much. Press D+Attack in the corner to send the opponent in the air, and then juggle him with the attack button. You'll see what I mean.

I gonna check it.

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- Captain Fire and Captain Burn! miss the opponent at close range.
Its a bit intentional, I think you can't hih close enemies on the original game too, but I will double check it.

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- Captain Burn! gives back power to Captain Commando.

Oh, my bad.

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- During the robot super, when he punches, the blue CLSN becomes much higher, which is not logical. Keep the same CLSNs on stance and punch please (your choice to make the head invincible or not).

I will check it, but I have a different style when I make CLSN boxes. I don`t like the SNK way (please SNK fanboys, don't jump at my neck ok?) of pixel-based CLSN, I do prefer to use a more moviment-based, analysing the move itself, since I was a fighter on the past.

edit: I saw what you mean, yes it need to be changed, because it appears a hittable area in front of his head.

thanx.


Last Edit: 14 years ago by .(O).