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King of Fighters E blog (Read 1002945 times)

Started by swipergod, November 14, 2007, 02:53:22 am
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Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#121  March 20, 2008, 08:56:39 pm
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<=== Someone who's obviously never played KOF XI.

So the entire animation isn't CLSNed to parry..
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#122  March 20, 2008, 09:01:43 pm
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as you said. from kof 2000 to kof neowave, including kof 2002 it can't be cancelled to another parry or to neutral, only to specials, also it does not add any invincibility to you.
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#123  March 21, 2008, 07:50:55 am
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Headspin with all the Ryo info.  I wasn't aware the parry cancel ability.  Admittedly, I've played XI very little.  I figured it should have some follow up techniques, otherwise you're better off blocking, but I'd have to agree with the post that cancelling into anything has balancing issues.  I'll look into it when time comes for Ryo to hit the operation table.  Thanks for the suggestion guys.

Wild Tengu, I will look into the sprite sets and see if it's possible to bring NBC Ryo over.  I'd have at least preferred to use the 2k1 on sprite set (with feet guards), but I haven't found enough edits for those either.  The hcb move will not be included in this Ryo's moveset.  Ryo is a very strong character as is with 5 moves.  I'll be tweaking the invincibility in the dragon punch to make it even more threatening and yes, both version of the zan retsu ken will have autoguard (he won't have the uppercut version to differentiate him from Karate, but will have a regular and wire hit version).  Takuma's versions both juggle, but have no autoguard.  Robet's version will do slightly more damage for having no special abilities. 

I'm really trying to underline the differences between each Kyokugen fighter, even down to their fireballs.  For example, Ryo's fierce fireball has him moving forward to cover more distance, while Yuri doesn't move much at all, but her fireball travels further to compensate.  Robert will have a higher fireball and a lower fireball that will both travel full screen at fast speeds and Takuma has your generic full screen slow/fast.  Note on Robert, he won't be kicking his fireballs (that looked wrong to an old school fan like me).  SNK has done a lot to separate these characters, but not all in the same game (and went a bit overboard with kick only Robert).  I'm gonna try and bring the best of all versions into this one game.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: March 21, 2008, 07:54:48 am by swipergod
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#124  March 22, 2008, 04:37:31 am
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Happy Easter for those who are celebrating it.  With the way progress is going, and the fact that missfairy finds next week to be a fair target, I will be releasing the final PDF will accompany my beta release a bit early for those who are interested and want to know the info about the game, credits etc...  I won't be posting it in releases, only here on this topic as it will be a part of the official release as well.  This is more of a sneak peek.  I will complete Kasumi first though.  She'll most likely be done tomorrow.  For the pdf, feel free to comment, give thoughts etc...  That's it for now.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#125  March 22, 2008, 10:42:40 am
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Kasumi is finished.  Iori's AI is more or less done.  Look for a link to both Kasumi and the PDF to be posted here some time tomorrow.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#126  March 22, 2008, 11:19:44 pm
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Kasumi's Vid is up here:http://youtube.com/watch?v=nwyq9ORvozE

As a bonus, I've thrown up a team AI battle here so you can see KOFE in action: http://youtube.com/watch?v=iq9DYpCSK_w

missfairy's AI is very tough, but shines more against human players than against other KOFE AI opponents.  Note that in this video, you are seeing the unfinished Iori AI and Kasumi AI.  We are also working to revamp Whip, which is why she was left out of this video.

I will post a link to the PDF file in a little bit and would appreciate any and all feedbacks, suggestions and comments.  Thanks. :)

Edit:  Here you are ladies and gents.  This is the instructions and credits manual for the upcoming beta release:
http://files.filefront.com/KOFEpdf/;9872872;/fileinfo.html
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: March 23, 2008, 11:26:55 am by swipergod
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#127  March 23, 2008, 06:24:14 am
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This is the 2nd major sprite edit request I have.  Converting Foxy to Diana basically.  This is what stops me from doing Kula at the moment.  I know that Alex and Tooya0 from Mugen Brazil were making a Diana that had this exact sprite edit, but no one seems to have that Diana as it was not release and it seems to have been cancelled.  I tried contacting Tooya0, but got no response.


NOTE:  This isn't the full sized image.  That can be found here: http://s270.photobucket.com/albums/jj119/swipergod/?action=view&current=fox.gif

Here is a link to the Diana that has this sprite edit:  http://youtube.com/watch?v=poW_E5ZUej0
If anyone has it, it would be a big step forward for this project.  Or if someone'd like to give the edit a try, then please.

This request is also being posted on page 3 with the other.  Thanks.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: March 23, 2008, 06:28:10 am by swipergod
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#128  March 25, 2008, 02:09:07 am
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Well just a quick little update.  Kasumi's AI will be finished today.  That leaves just 2 more to go.  Still on track for a release this week.  Hurrah! 

Also, for those who skip the first page and miss the little updates I post there, I have added Krauser to the mix.  I will use his '96 sprites, but try to give him most of his RBS moveset and velocities as that was the better version of Krauser imo.  What the hell is he doing cartwheeling all over the place anyway?  Wild Tengu is right, Krauser.  You got no class.  The idea is to make him a boss character truer to his kick your butt FF2/FFS self.  Kaiser Wave will rule all.  It's big news for me at least, cause Krauser is my favorite boss character and one of my all time fighting game favs.  He will join Yuri, Andy and hopefully Robert (pending the sprite edits) to cap off the 1/2 mark of the beta characters. :)  That would complete Team AOF (Karate, Ryo, Robert and Yuri) and FF (Terry, Andy, Joe and Mai).  The MofW characters will be pushed to a later release.  Cheers.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#129  March 25, 2008, 10:05:09 am
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Everything seems really nice from what I could see. The moveset is okay so far, nothing unbalanced and all characters seem to have decent moves so far. :)
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#130  March 25, 2008, 09:31:34 pm
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Thanks VPO.  You should be playing them come this weekend.  :sugoi:  Then, you'll have more to work with and comment on.  Hopefully, they'll live up to people's expectations.  Missfairy seems to like them at least.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#131  March 28, 2008, 01:55:47 am
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Official Beta Characters Release: 03/29/08.  Well, it's been a long time coming.  Hopefully some of you will like the modified old school gamplay.  Movesets will are unique to Mugen KOF Edition as are game mechanics.  I look forward to feedback.  My strength is in move creation, so there's probably a lot of little mechanical issues like corner push velocities and such that will need minor adjustments.  Also, because I've been doing 10 characters at once, I have have missed misc things like some guard sounds or hit sparks, so hopefully some people will be an eye out.

Also, I've done my first attempt at remodeling my KOFE version of Kyo.  Because the 99-2k2 version has more sprites than 2k3/XI, it'll just be a whole lot easier to use them.  What bothered me was the fact that the 99-2k2 version didn't have the sun on his back, so I've added it to make my Kyo unique.

Normal Kyo:


Edited Kyo:


Any thoughts on this edit, while we wait the last 2 days before the release?  I personally don't like the black sun, but yellow doesn't show up so nice on the white jacket.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#132  March 28, 2008, 02:07:14 am
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Wow that edit is super sexy. <3

I'd just leave it black. Gold/yellow will be hard as hell to see >.>""
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#133  March 29, 2008, 07:17:41 pm
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Thanks missfairy.  Kyo will be part of the 2 character 3rd release to help celebrate the 1/2 point (when I get to it).  It'll be him and Orochi.  Hurray!

The betas are ready for downloading and testing.  Link to the download thread is here:

http://mugenguild.com/forumx/index.php?topic=77659.0

Hopefully you guys will enjoy and lets make sure to keep this thread the main thread for big technical issues and discussion.  Thanks everybody.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: March 30, 2008, 09:12:51 pm by swipergod
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#134  March 30, 2008, 03:00:45 pm
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Preliminary feedback.

K' created a clone when hit out of his SDM Heaven's Drive by a projectile.

Guardtimes seem too long on some special attacks (noticed on Iori), as if they were coded for DOSmugen.

King and geese AI is a bit projectile spammy, Terry AI seems to abuse rising tackle in corners.

That's all I noticed so far, But I thought I'd post to let you know.  I'll add more feedback when I get a chance to play with them longer.

Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#135  March 30, 2008, 08:15:00 pm
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Hi Shion.  Good to hear from ya.  So that K' clone issue still exists huh.  I thought I got rid of it.  It has something to do with the sunglasses helper I know (using a code or animation that doesn't exist).  Guess I fixed the wrong code.  Hard for me to test all by my lonesome.  Guardtime will be examined.  I've fixed Terry, but other will be looked into.  AI issues come from missfairy still learning the ropes with some code executions (I have very limited AI knowledge myself).  I'll pass on the info.  Missfairy's already working on a new AI base for future releases, so that should hopefully help out a bit.  Thanks for the info.  Look forward to hearing more.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#136  March 30, 2008, 08:29:05 pm
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Preliminary feedback.

K' created a clone when hit out of his SDM Heaven's Drive by a projectile.

Guardtimes seem too long on some special attacks (noticed on Iori), as if they were coded for DOSmugen.

King and geese AI is a bit projectile spammy, Terry AI seems to abuse rising tackle in corners.

That's all I noticed so far, But I thought I'd post to let you know.  I'll add more feedback when I get a chance to play with them longer.


Geese is supposed to use reppuken quite a bit.

King is supposed to use projectiles as distractions/cover fire. Or spam them for people who try to hang back too much.

Not sure if that's what you mean, though. If it's something else let me know^^
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#137  April 15, 2008, 01:31:59 am
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I'm a little disheartened that I didn't receive much of any feedback save from a few people (although a few have told me their feedback is coming).  Oh well, c'est la vie.  My project continues on.  I've almost recharged my battery and will be ready to take on the next 4 characters in about a week or so.  Actually Chizuru's already started, but just the preliminary stuff.  She's gonna be one of, if not THE hardest character to mod.  Sander's Chizuru is the model.  I'm hoping to make her more horrifying than her '96 days.  With Rugal's success, I'm sure it'll work out.

I will keep you all posted, as I always have and will continue to patiently wait for suggestions, feedback, etc...  If all goes according to plan, the next 4 will be ready for download somewhere around mid May.  Missfairy's still gonna be doing the AI and she's hoping for a little feedback herself.  Look for more updates soon.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#138  April 15, 2008, 04:36:47 am
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For K's clone problem, try either removing the sunglasses Clsn2, or give the sunglasses a nothitby, if they don't already. Make sure that they aren't hit by projectiles with NP, SP, or HP. The latter is probably the better option.

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Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#139  April 15, 2008, 10:37:00 am
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Thanks.  I remember having this problem when I was fooling around with a few screenpacks.  Helpers would pop up for first attack and could be "hit".   zzzasd put a reversedef instead of a nothitby and for some reason I thought it'd work if I had hit trigger a new state that I had created.  I was wrong.  Ishida-Uryuu, your plan B sound like a mighty fine idea.  Because it's such an obvious problem I'll re-release K' once it's fixed along with the other 4 characters.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#140  April 19, 2008, 10:32:40 am
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Chizuru should be done sometime tomorrow I'm thinking.  She was a real beating to edit.  I created a new SDM from that took a whole 7 hours to program correctly.  Definitely grown at a programmer a bit, cause there'd have been no way I coulda done that a few months back without yanking out all my hair.  Sander's code was really clear on how to do all the mirror images.  I created a new teleport style move similar to Maki's from 03 minus the reflect ball at the end.  Well, I'll update this post when I've got a vid.  Should be in the next day or two.  I'll be starting Ryo in a few.  He'll be my breather cause he shouldn't be too hard to manage.  Then I'll do Angel and Joe.  Cheers.  ;D
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/