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

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Update: In the demo frame, I customized the Text Blitter of Chris Burrows with the classic arcade font. But I can't find the event line to align correctly the text (all the characters should remain inside every single square of 8x8 pixels).

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  • Partial update: added new final boss on stage 07: ice monster, similar to that of Wonder Boy III Sega, but the pieces of ice it launches, instead of swelling, split in two parts like the asteroids of Asteroids Atari.

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    Beat em up feature temporarily disabled. Only platform features and shoot em up are active.

  • Two small improvements:
    Shoot sound effects added. I took the ones available in the default ClickTeam Fusion package, except the basic shoot effect, which I took it from Stern's Berzerk, one of my favorite shoot sound effects! (To be improved these because the sound effects do not always match the events).
    Now, to test the playability setup, in the selection screen, press the 1 or 2 keyboard key to select character (start one or two players button), and no longer the jump button, like a decent arcade character selection frame!

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    Edited 2 times, last by daryuss (June 12, 2020 at 11:01 PM).

  • Another small update for the friends who are following my project:
    I'm inserting the Street Fighter II font in full (it would be nice to find the truetype version that can be installed in the system, it's strange that nobody made it, the truetype fonts of the most mythical games of the 80s-90s were create!) to make the game always more like one developed with the Capcom Play 1!

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    I am entering the characters using this fantastic site:

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    Edited once, last by daryuss (June 27, 2020 at 10:59 AM).

  • Aenever: Sooner or later I'll make it! But unfortunately the project is still in the middle. Meanwhile, I continue to share it in open source. (I hope the coronavirus does not catch me because there is still a lot of work to do and many things to discover in programming, to make it a real coin-op arcade game!).
    There are, however, things that can serve others who like to create games like that, if you can also peek into the events and if you can see to improve something (for example, the collisions that happen at a distance using the Physics platform movement (the spit of the zombies in stage 5 !!!), the jump using only the lever and not the separate button etc. etc. In the library frame there are drafts of the sprites as to how they should be ...
    The keys for the test are n = next frame, j = disable collision, K = next stage.

  • In another section of the forum I read that the new Build 292.22 will be released soon, this means that it will facilitate even more the use of ClickTeam Fusion 2.5. However, those who created this utility are really great! Thanks to them we can exhaust all the desires of the aspiring game desiner both next generation and retro! Thanks to the CTF facility, we can also fantasize, and sometimes as I develop this game I dream of creating it with ClickTeam Fusion 2.5 installed on a Sharp X68000 (CPS 1 is a custom X68k) :D!
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  • Update: Fixed small issue of Chris Burrows' Text Blitter alignment.

    So I did the remake of this example with the arcade characters for the realization of the arcade games.

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    Both in 384x224 resolution.

  • Update: I have started implementing the final scenes of the game.
    I am attempting to display two endings in a single level frame at the same time.
    I used the "Text Blitter" example for the scrolling text.
    I split the objects and events into two independent parts.
    But if I only activate the ending of player one, the Text blitter works correctly. If I activate the endings of both players, the cursors of the text blitter conflict even though they are 2 objects and two separate and autonomous events.
    I also can't properly overlap the tiles so they look like two separate endings.
    For the test:
    Open the project - click on the "FINAL SCENE" frame - run the frame - then press the "B" key to activate the final scene of player 1 - press "M" to activate the ending of player 2.
    Note: in the .zip file I deleted the executable.exe file and I kept only the file.mfa dependent on ClickTeam Fusion 2.5, so as to make the.zip file lighter and so that only those who work with this utility can consult it! (others can't understand;))

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  • Partial update:

    Added Stage 8 Boss Sons, so each level's final bosses are complete! The difficulty is simply that the sprites are bigger and you have to give them two hits to destroy them!

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    Edited once, last by daryuss: added link to share (November 17, 2020 at 8:22 AM).

  • Update: I finally found the method to simply jump with the lever (or arrow keys) instead of pressing a separate button, to make the game less cumbersome. I made a small example for testing.
    But now the problem is to replace the Platform Movement object with Physical movement in the whole project; too many events to revisit, because I have to use two objects per character (character moving and character combat). Furthermore, with the platform object, the backward drag effect following the platform when the joystick is in default, is lost, which instead with the Physics engine this effect is spontaneous!
    Meanwhile, I have reactivated the bet 'em up feature in the whole project.

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    Merry Christmas ClickTeam friends!
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  • Legend mate. Thank you from a 70s kid. Your project is so so great and sharing mfa with us totally awesome. Thanks for the gift and may the pixel sky drop many pickups and perks to you.

    Merry Xmas ...

  • Partial update: I'm trying to replace physical movement with platform movement (Platform Movement object = currently only Character 1 of Player 1). I have improved the tutorial to be pasted into the whole project. Maybe it's better to do it backwards and start from scratch? That is: gradually copy and paste the events from entire project to the tutorial? :O :) XD !

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  • Aloan: In the shared .zip file I have included the example that provides an overview of what should be the platform-shoot'em up and beat 'em up feature at the same time. The example is the "reset project" file :) !!

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