New Home Brew Game: SMM V2 (Saturday Mornin Mayhem)

What?s up everyone. I?ve spent a little over a year and a half creating a game from scratch, meaning: music, sprites and programming, sound mastering, layout design, etc…mostly for the enjoyment of our community.

The game was created so that people who enjoy streetfighter and specifically the Capcom VS series gameplay can enjoy it with a bit of a US ?old school? heroes cast.

First to get it out of the way, the game runs on the mugen engine, but this is no mugen compilation. Every aspect of the code has been tweaked to attain balance. Moves have counter moves\strategies, gameplay has depth and stories intertwine.

There are no folders, text files, or none of that crap. Just one exe. file to click. Tweak your buttons/ sound if necessary and play. Note: I created the music as midis, so if you prefer your own just turn down the midi volume.

As mentioned, I started each character (12) from scratch, one guest(reprogrammed), which has been a ridiculously hard journey. One more to go though. A tag feature will be included in a future update, or when a more feature filled clone engine is complete.

There?s only so much one can do on there own, because you?re more likely to miss some game breakers without help.

What would I appreciate? Serious feedback. I mean I need peeps to tear through the gameplay so that I can eventually get it up to 100%. I don?t mind difficult infinites, but easy ones I can?t tolerate. Any feedback would be much appreciated.

Note: For air juggles: remember if there are more than 7~15 game ticks between hits, the opponent can air recover by hitting x+y.

Move lists are located on the characters pages, just click on the faces on the select screen on my site?s homepage. Peeps who submit useful feedback will be listed in the opening credits along with a much deserved shout out to the awesome SRK community.

Finally, enjoy the game, and thanks for any feedback.

Peace

Site: http://ddrcreations.com/

The first thing I did was play Popeye vs. Zeus in training mode. The first thing I found was this infinite: j.X j.Y j.Z (land) j.X j.Y j.Z xn

Edit: Aaaaand another one same chars: Corner j.X j.C j.C land repeat
Edit 2: Underdog vs. Sho`nuff. Above infinite.

I think this is going to be a recurring theme. The music is funny in the character select and menu, it skips a lot.

There are some combos that let you get a few repeated chains in then the the code well increase the distance, kill the jump, or knock the opponent down.

Zeus will probably get his share of infinites because of size, however, there are some checks in place to limit rep# and damage.

How many reps could you get in and could you continue into the corner?

Thanks.

Ugh, 203MB at 26kb/s :v

I guess I’ll give you some feedback… later tonight

Air chain on grounded opponent > infinite is a recurring problem. Even vs. short characters like Opera Elmer I did an infinite with Mamawhatshername: j.Y j.C j.C

Nah I’ve barely touched the game and you can probably infinite even the shortest characters. I can’t get infinites off specials, there seem to be checks on them but not on normal chains.

I got tired at 100something and yes, it continues into the corner.

Thanks Fallot. It seems your using the hard normal stuns to re-jump into combos as that’s why most jump-in chains were limited to three hits. I figured that’s why Capcom took the 6 hit jump-in ability out of X-men vs Street fighter.

What I still don’t understand is how you can infinite re-jumps into smaller characters. I can’t verify because I’m at ‘Da Job’ but as soon as I get home I’ll look deeper into your feedback.

You are first on the thanks list when I update next. Thanks again.

Can anybody else repeat Fallot’s infinite with Popeye on anybody other than Zeus? How about Momasusta doing j.Y j.C j.C as Fallot stated? Thanks

Ok Fallot I see there still needs to be more negative hit velocity when connecting jump in fierce or roundhouse for some characters to push them back a bit more.

Also I plan to add additional code for larger characters to ‘corner push’ you back a bit more when there being hit in the corners. This will be corrected in two days 4/8/09.

Fallot if you don’t mind me asking, do your want you SRK screen name or real name in the Beta Tester credits? Thanks.

Have fun everyone, and more feedback would be much appreciated.

Ha, a friend and I loved your Popeye, Fat Albert, and Cap’n Caveman back when we were into Mugen. I’m gonna have to tell him about this and make him download it as my computer is shit right now.Fun characters, though.

I didn’t do anything, but if you want to use the screen name.

You did plenty-nuff. What you did was the ‘play to win’ strategy which is basically find the quickest, and sometimes cheapest route to victory.

No matter how much work I put into the game, it’s always the simplest things that need to be ironed out the most. I’m cleaning all that up ATM and it should be ready tomorrow. Thanks again.

This is not like regular mugen though. All characters in this game have been balanced and tweaked against each other. I myself and not a big mugen community fan, but I do appreciate the engine and think it’s capable with the time that I’ve spent with it.

Please download the game and enjoy if possible. Thanks mogwaimon.

I Haven’t tried your game yet but I had to congrulate you on the accuracy on which you rebuilt an entire webpage from 2001. The gifs, the background, neon text, even down to the page counter. Good job :tup:

i was thinking the same thing

Don’t forget the god-awful midi playing in the background.

downloading.

Ahh shucks peeeps. If I’d known it was such an eye and ear sore I would have re-built the site a long time ago. I appreciate the compliments and enjoy the game.

Don’t change it. It’s perfect. It’s old-school.

No problem. I have very little time to change much anyway.

Now the news!

A New update is ready for download. The update contains code which I?ve named ?Fallot Fall?, in thanks to Fallot for his immediate and humbling find.

Basically the code knocks the opponent down if the jump-in sequence begins to repeat into an infinite. Probably a type of check a majority of commercial games should try and implement in some way.

A shout out to the SRK community and contributing beta testers will be implemented into the game at a latter date, but contributors like Fallot will be given immediate recognition on my site. Thanks

Anyway, check it out, enjoy, and shoot me back some feedback if possible. Peace.

http://ddrcreations.com/
To Update 4/8/09

Onaje Everett would be proud of you for that.

Excuse my lack of knowledge, but who’s Onaje Everett and what exactly are you talking about in reference to the SMM game? Peace

I’ve played it a bit earlier.

First off, I gotta give you credit for pulling off a completely self-made MUGEN game that doesn’t borrow from already made sprites or assets. It must’ve taken a lot of effort and time and a number of the characters seem fun to use, so kudos.

Still, I have this gripe that a lot of characters seem to have certain move archetypes in common. Almost everyone either has

  • An anti-air dragon punch like move.
  • A projectile.
  • High/Low/Mid projectiles.

Alongside that, a lot of the characters seem to have TOO many moves or supers. I think Popeye might hold the record for having the most ever in a MUGEN made title. Sure they do look good and they all have their uses, but if you’re actually considering balance, you may want to cutback on the extras and keep the essentials. Guys like Destroyous and Duck Dodgers could be a projectile only character, while Fat Albert could be the grappler specialist, Zeus being a counter character etc. There’s a lot of archetypes to work on in regards to that, and you’ll make your characters even more varied without them feeling a bit too over-saturated.

If not, then that’s all right. For all I might know, you might be going for an MvC2 style balance - keep everyone broken so that they’d fare with each other fine (though I think Popeye and Fat Albert seem to the strongest of the cast so far).

Aside from that, I’m curious as to how Shonuff, Momasusta, Zeus and Destoryous are part of the SMM lineup; considering that at least the 1st is a movie character from what I can recall. But that’s just minor nitpicking, heh.

Also, if you’re going to improve or patch on stuff, some people may not want to download the entire file once again if they already have it. Could you try to work out a simple .exe file that could patch the game with the changes as an alternative to the updated download so that you’d satisfy both?

Keep it up. :tup:

Why do all the characters have so many moves? Its kinda weird because there is a combination of capcom/snk style of doing moves in that one button will get you one move, the other something entirely different with the same motion. Feels like some characters are doing too much.

Have to try it on the new version, but I think Mickey has either an infinite or a really crazy combo with Magic Spell, Magic Cloud and Magic Shroom/Rainbow. Will post more info if I can get to loop properly. Corner combo canceling Z and C into the spell and cloud.

Playing around with the computer and Popeye did a 60% combo right off the bat on the second round. You have faithfully recreated XvSF with cartoon characters. HELLS YEAH! Didn’t mention it in my original post but, this is a pretty fun game. You get some people to help you out because you’ve got a good concept going.