Capcom Play System 1 simulation progect (Stratos or another name as an example game)

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  • I recently tried to continue an ambitious project.

    It is a cocktail of various kinds of arcade games (especially Wonder boy III and Street Fighter II) oriented only from left to right in order to make it well playable.

    I am trying to simulate a Capcom Play 1 system, in fact as background music I added the most beautiful techno-house songs from the period of its vigor (1988-1992), which I think is the most suitable kind of sound; the frame transitions typical of Capcom games, the graphic genre, etc.
    Meanwhile, I tried to accumulate all the features of a 90's coin-op (credit mode, service mode with options, possibility to continue the game both in coin mode and in free play mode, region setting: Japan, USA and Europe...)

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    Obviously, when the project is completed (in at least a couple of years!), the sprites will all be modified, the ones I ripped from other arcade games, are temporary, to accommodate.

    The character models will be more or less like this, always maintaining the graphic criterion of the Capcom Play 1 (I'm not good at drawing):

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    Also the sprites of the presentation I will change (I intend to clone Super Street Fighter II intro, but with the addition of the legs, which from the bottom goes upwards!)

    Note: respecting the authors of the tutorials I inserted in the code, I put the names of these in the classic "credits screen" (when the match is complete):

    For example, the second final boss (Dragon Cactus) is the centipede tutorial by Sebastian Janisz; insert name in the records ranking is the tutorial by Chris Burrows, the method to quantize and adapt the graphics is by Aloan Moreira, etc... etc ...


    Still the progress of game development is just a "draft". I will still have a lot of work to make it an arcade perfect.

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  • I added some updates:

    Fixed some bugs in the texts "insert coin and press start p1 and p2" to make it technically a bit better.
    Adding a small final scene in the credits screen, to enrich the arcade story a little.

    The PC key map is almost the same as the Mame (player 2: D= left, G = right, R = up, F = down; buttons 1,2,3,4 are: A, S, Q, W). All this to adapt it to eventual
    arcade CRT jamma cabinets, with the PC connected via a svga-jamma converter, Please login to see this attachment. when everything is complete!

    Note: I knew that maybe in the Raspberry PI 4 we can install Windows, so we can also run our games in automatic execution, and customize the boxes to cover them :) !

  • For those few who are interested in my project, I created a nice example to show that I should continue it from left to right oriented, otherwise it would be too cumbersome in fighting mode when the work will be completed.
    Notes: punches and kicks are in autofire mode because I still have to find the method of action only once when the event repeats (there is confusion between the charge of special actions and individual kicks and punches).
    Sometimes the fire starts from action point of the feet due to problems of event improvement!

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  • Partial update: I inserted a new final boss to maintain the theme of stage 4 (storm world). To accommodate, I temporarily used Tazmania Warner Bros sprites!

    The link is the same in the introduction of the thread.

  • Partial update.

    For the Capcom Play System 1 simulation: to make the embedded font, the calendar one in service mode, I replaced calendar clickteam object at the top right of the service mode frame with an autonomous calendar, independent of the system, created with alterable values and counters. Since the CPS1 came out in 1987 and the third last leap year of the millennium was 88, I set to default in 1989 the alterable value associated with the years counter, so that it is better to verify it. I did several tests and it seems that I did the calculation of leap years right. But I don't know how to save time and date in an array or ini file.

  • Hi SHINBAXTER. Thanks. I am using Cadillacs and Dinosaurs sprites to accommodate, because they are better suited to the kind of game I am trying to make. When the project is completed (I hope so, because there is still a lot of hard work to do) I will customize those ones. However I have shared it in open source in order to be helped, but it's difficult to find who will get there, I know that I'll do it by myself!

  • Partial update: Thanks to Jannette, I was able to add a new final boss on stage 9 (cevern world).
    Before I had thought of putting the Bat of Wonder Boy III,
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    but then I thought is better to add a tarantula, at least it's something a little different!
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    Edited 2 times, last by daryuss (November 16, 2019 at 1:15 PM).

  • Aimed at those who are experts at creating active player objects with multiple movements, without causing bugs.
    Those who have had time to test my project in progress will have noticed that I am attempting to create characters with the Street Fighter II controls feature.
    To clarify, the character should jump up, diagonal right and left diagonal simply by using the lever.
    With the buttons he must do other things (fire, punches, kicks and special moves).

    Instead you have to press a separate button to jump diagonally, with the jump options available.

    I have tried several times to customize the Phisics Platform Movement.
    For example: upon pressing up: select movement Phisics bouncing ball: animation jumping is over: select movement Platform.
    Or: upon pressing up: set alterable value "jumping" to 1: animation Jumping is over: set alterable value "jumping" to 0. Etc. Etc.
    But nothing to do, a mess happens!
    These are the ClickTeam fusion options available to customize the jump of the Phisics Platform Movement:

    Please login to see this attachment.

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    Keys for test: shift= jump; ctrl= fire; space bar= punch; z= kick.
    Holding pressed "left" and "space bar", after two second holding pressed "space bar" and press "right"= drgon's fire!
    Holding pressed "left" and "z", after two second holding pressed "z" and press "right"= hurricane kick!

    Edited once, last by daryuss (November 18, 2019 at 10:24 AM).

  • Update: I inserted a new final boss on stage 10 (a big spaceship to keep the level on the subject!). So to complete the themes of the final bosses I have to find only the one of stage 7 (ice world).
    Later the sprites will be improved or completely replaced.

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  • Update for those interested.
    I made sure that in 2 player mode, the waves of enemies of the weapon bonuses becomes double and separate.
    This is to make both the bonuses of the two players independent and separate. Before doing this, the bonus points were in common (so it's like Wonder Boy III: when playing two at the same time, the waves of enemies are doubled).
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  • How are you doing aenever? yeah I am glad that Darius is one of the few (so it looks like) that is holding the awesome 80s/90s Arcade spirit!
    For those wondering, the 80s/90s video arcade games are iconic because:
    They had 2 dimensional pixel art graphics! an art which is unique on its own!
    They practically had a proper pixel art resolution which glorified said pixels which are the atoms of a video game image (that is 224 vertical pixels)
    They were embellished with a musical technology that is an art of its own too, which is Frequency Modulation Synthesis!
    You could go extra miles in making a game (much fewer restrictions than consoles) because each cabinet held its own set of circuits and chips!
    More on my page: Please login to see this link.

  • I'm doing great my friend. I'm back to school teaching this week, so it very exciting. I've been working on a 'Zak Mckraken and the Alien Mindneders' remake, using C64 style graphics, it's coming along nicely. I'll post an example once I complete the first few stages, all I have is Zak's bedroom completed at the moment :D

    Great to hear from you too Aloan.

  • [MENTION=8397]Aloan[/MENTION], [MENTION=14672]aenever[/MENTION]:

    I tried to make each player's "continue" separate and autonomous (like the real coin-op of the 80s-90s).
    These are two more alterable values of continuous players 1 and 2, other two alterable values that count the number of continuos of each player, that I have limited to 9, after which "GAME OVER"! The two variables are connected to the continuous counters on the screen. It seems that I have succeeded in this. I have to correct the bug that does not reset the number of continues at the end of the match, and the fact that pressing the "5" key for the virtual token, the "GAME OVER" event repeats!
    After this, I can also add the classic "easter eggs" for when players complete the game without continuing, (when the two number of continuous alterable values remain zero)!
    In the meantime I shared it like this (the complete "continue" events are only in the "ground phase" frame at the moment).

  • Update: I thought I'd randomize stages, so the game would be less boring, when the project is complete (now I'm leaving all stages in the same progressive sequence for testing).
    So I made an example of random stages.
    In practice, the stages would be: the first 8 random ones.
    Stage 9, 10, 11 must be final and in the same order.
    To give an example: Street Fighter II, which has the first 8 random levels, and then, 9,10,11 and 12 always with the same sequence.
    I managed to do the first 8 random levels, but starting from 9 I had problems with the alterable values and the objects that act as counters of the last stages.

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  • Partial update: to increase the arcade effect, I added the classic end-of-level bonus which gradually increases the score.
    The counter of the number of volatile enemies hit in the air must be a maximum of 50 (25 in the ground phase and 25 in the aerial phase, according to the logic that now consists about my project).
    But often happens that the counter exceeds 50 or marks less than those really hit, due to the fact that there is still to fix sprites and fire collisions.

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