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STREET FIGHTER 2 DELUXE NES

Started by sebastianangel, October 09, 2020, 10:15:52 AM

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sebastianangel

Quote from: Amilgi on May 04, 2021, 05:38:20 PM
Ooh good catch on the stage end, put down a G instead of a G# by mistake
Your bassline comment made me reconsider the octaves I was using for the basslines - since I can't tweak the volume or timbre of the triangle, it becomes a tough decision sometimes whether to have the bass be a bit high or a bit low.
I ended up moving the stage end bassline + Ryu's, Blanka's, and Dhalsim's basslines all down an octave. They're all still bright enough I can make them out well on my bookshelf speakers and not just my headphones.
I also raised Vega's bassline back up an octave - makes a section later in the track a bit bright but the droning F# at the start feels too low. Bison's would have the same issue if I dropped it. These two are tough to balance since the basslines spans such a wide range of tones. Admittedly the originals are pretty low at the start too but agh idk :banghead:

Also added an echo to the title track.
As always, feedback is appreciated.

Updated soundtrack .nsf & .0cc: https://drive.google.com/drive/folders/11dF3pR--vm35JpW2By_TNMsXA8_Z_j-R?usp=sharing
Amilgi your new update improves on the previous one, it acquires more strength and manages to transmit that musical magic of street figther 2 that makes me feel really lucky and grateful to have you collaborating in this project thank you very much for your work and dedication for me it is an epic soundtrack.
I think all the changes made are perfect in my opinion! :thumbsup:

Chatterine

Quote from: shakunetsu on May 05, 2021, 02:00:51 AM
Both are offering different aesthetics and gameplay experience.
So it doesn't matter. They are different games at there own.
The other project might have better gameplay, but overall I think this one is more pleasant to the eye. Some of the palette choices in the other one looked ugly.

Fray

#522
Quote from: Amilgi on May 04, 2021, 05:38:20 PM
Ooh good catch on the stage end, put down a G instead of a G# by mistake
Your bassline comment made me reconsider the octaves I was using for the basslines - since I can't tweak the volume or timbre of the triangle, it becomes a tough decision sometimes whether to have the bass be a bit high or a bit low.
I ended up moving the stage end bassline + Ryu's, Blanka's, and Dhalsim's basslines all down an octave. They're all still bright enough I can make them out well on my bookshelf speakers and not just my headphones.
I also raised Vega's bassline back up an octave - makes a section later in the track a bit bright but the droning F# at the start feels too low. Bison's would have the same issue if I dropped it. These two are tough to balance since the basslines spans such a wide range of tones. Admittedly the originals are pretty low at the start too but agh idk :banghead:

Also added an echo to the title track.
As always, feedback is appreciated.

Updated soundtrack .nsf & .0cc: https://drive.google.com/drive/folders/11dF3pR--vm35JpW2By_TNMsXA8_Z_j-R?usp=sharing

Very good job Amilgi 8)!

My personal feedback about your changes is this:

About Chun li theme I prefer the old one, because I think is more bright, more similar to the original;

About Vega theme, the old one it seems to better catch the original;

Ryu, I think the bass is too present and in some way it hide the main theme. The old one is more balanced;

Blanka it's really good, I feel more "tribe vibes";

Dhalsim it's the same comment for Blanka, but the old one it's good too, so I think they are both ok;

That said, every choice you will make it's ok for me, because I can see that you're putting all you effort to reach perfection, so I'm glad for that! :thumbsup:



shakunetsu

Thank you Amilgi

Thank you for the great additional stuff.

@Lusofunia yes the other kinda bit muddy on colors it kinda c64 palletes. i think this sebastianàngel will have a better experience in versus mode.

Yet its too early to decide on the gameplay. Its still likely both would would have diferent experience hoping that both will be great

Chatterine

Quote from: shakunetsu on May 05, 2021, 07:18:49 PM
Yet its too early to decide on the gameplay. Its still likely both would would have diferent experience hoping that both will be great

I wonder what one will be released first, that one or our version? Saying that because the versions are different in many ways, even the sprites they took for reference are different (Super SFII vs SFII Champion Edition). Either way, thanks to all guys who have collaborated in this project :thumbsup:

Flaviogames

where is this SFII Champion Edition project? is it from the month too?

Chatterine

I don't think it has a download yet because the author is still working in it.

Flaviogames

Lusofonia: What are the characteristics of this CE SFI? Where can I see the project?

Chatterine

Quote from: Flaviogames on May 06, 2021, 03:25:55 PM
Lusofonia: What are the characteristics of this CE SFI? Where can I see the project?

If you are asking about the other project, I don't know much about it. But you can ask that to the author on his yt channel ( https://www.youtube.com/channel/UCphbHgrnCDIhsSfPznIILUw/discussion ) or his twitter @ParisoftGames .

shakunetsu

Agree  :thumbsup: the sprite i realize it late but the choice of sprite was a good move.

If they could add elemental attack like ryu's hadouken will always have a fire effect and ken has a fife effect on shoryuken.

The input command might be also another way to be strongly unique than the other

The distinction would had be morr stronger.

protossevo

IMO, if I want to play with Snes sprites, I'll play Snes version. For me, the fun of the nes version, is exactly to see a nes like version of the game. Of course, some improvements are desired, like I said before, Ken's hair being exactly like Ryu, is annoying. But the original bootleg already delivers, the reason I'm following this Mod is to see a tweaked version, that still respect the Nes limitations and keep the nes feel to it.

Flaviogames

yes of course, any improvement is interesting but it is impossible to have sprites on them, yes similar, the game having a good gameplay is already very good because the orchestra sinned in this regard :thumbsup:

Chatterine

The idea of this project is not to make a NES version with SNES sprites; it's simply to push the limits of the NES audiovisually to produce a version of NES SF like never was done before.

Satoshi_Matrix

I think the game's playability should be the point of focus, not the graphics.

Chatterine

But the gameplay is the hardest aspect of the game to change, as mentioned in previous posts in this thread.

Flaviogames

Lusophony: I was never able to execute a shoryuken on SF2 from NES, I don't know if it is because it doesn't have or is really difficult to do due to the gameplay

Chatterine

Quote from: Flaviogames on May 10, 2021, 08:25:32 AM
Lusophony: I was never able to execute a shoryuken on SF2 from NES, I don't know if it is because it doesn't have or is really difficult to do due to the gameplay

It has, it simply has a slightly different command. But it is doable. Dhalsim also got an entirely new command set in this port.

Flaviogames

Lusofonia: o ideal é os comandos serem iguais aos originais, assim quelquer pessoa sabera jogar, o UMK3 do nes só não ficou bom porque quem sabe jogar MK não sabe jogar ele devido aos comandos serem todos diferentes

shakunetsu

Yes its doable, you can see it in some combo video beforee.
Agree the goal its not to be an snes port or be like snes.

It has nothing to do with snes, the graphic in snes were based from super. The same thing gameboy, amiga and etc did.

The improvement here is functionality and graphics

cartridge_rom

Greetings to the thread, any progress of the project for the summer ... has the incredible music been implemented ? and the fabulous arts of the endings ?  :beer: