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KOFE 2019 Feedback and Glitches (Read 12635 times)

Started by swipergod, August 05, 2018, 06:22:07 pm
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Re: KOFE 2019 Feedback and Glitches
#21  May 31, 2019, 03:15:46 am
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Agreed. Not saying there's anything wrong with the feedback since it is feedback. Just need specific examples to see what part doesn't work for someone and if it's intended or not by me. Game feels smooth to me so saying it's clunky makes me scratch my head. Just trying to see it from someone else's perspective; For example when Kyo does x and not y, see KOF '99 for reference. That's a big help for me to "get it".

Heidern got the same glitch as Leona. Fixed, but need to add it to the patched characters pack.
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Re: KOFE 2019 Feedback and Glitches
#22  May 31, 2019, 10:45:45 am
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Amazing project,looks like an official game.
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Last Edit: June 03, 2019, 09:32:44 am by Rise of Rugal
Re: KOFE 2019 Feedback and Glitches
#23  May 31, 2019, 07:01:00 pm
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"Clunky" isn't a word I would use. The game DOES run smoothly and responsively. The game is just slow paced by design which I can respect. There is certainly room for flexibility with the combo system etc but i'd rather play it how it is now than certain KOFs like 2002 and XIII.
Re: KOFE 2019 Feedback and Glitches
#24  May 31, 2019, 09:53:35 pm
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"Clunky" isn't a word I would use. The game DOES run smoothly and responsively. The game is just slow paced by design which I can respect. There is certainly room for flexibility with the combo system etc but i'd rather play it how it is now than certain KOFs like 2002 and XIII.

I know what and why said it, it just feels Clunky in terms of Combos, not the response of the game.

Anyway, i did not meant to have something like Super or Dream Cancels, that's Cheap, i just meant a combo like game like in KOF 96', 98' and 99', obviously without the need of alternate systems, just good old KOF like combos, nothing more.

Here's an example:



I want to clarify that this is a exagerated or excesive example, but it's the most complete set i managed to find, if it's not clear, let me know.
Last Edit: May 31, 2019, 09:58:51 pm by AVPboy
Re: KOFE 2019 Feedback and Glitches
#25  June 01, 2019, 12:12:32 pm
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I used that video when coding the combo system. Those types of combos are in the game already:

Clark: jumping sk -> crouching wk -> f +wk -> super throw or gatling into napalm stretch
Leona: jumping sp -> crouching wp -> f +wk -> baltic launcher -> jumping sp -> HSDM
Yamazaki: jumping sk -> close wp -> f+wp -> DM

And so on. You can see a couple in the promo vid I made and Manby posted some combos here http://mugenguild.com/forum/topics/king-fighters-e-2019-released-186833.20.html showing kill combos that I needed to fix.

The only things that I can think of is that might be causing the assumption of a lack of combos is that the hitstun for jumping attacks might be a bit low and that weak attacks from a distance don't chain. The latter is KOF XIV style though.
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Re: KOFE 2019 Feedback and Glitches
#26  June 01, 2019, 05:24:07 pm
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Yeah, I figured it was pretty apparent that those types of combos were in the game, but a lot of people are spoiled on the idea of long combos and spectacles and want them to be easy as hell to do. The people itt complaining about the combo system are probably looking for easy chains and high hitstun. Your combo system is fine and imo accurate to the older kof games, where combos took a fair amount of execution.
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Re: KOFE 2019 Feedback and Glitches
#27  June 03, 2019, 02:32:35 am
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I just tested the game. I'm not going to comment about the combo system yet despite the supposed intentions of the game but one thing to note at the moment:

I would recommend making the command for a regular throw to be both f + HP or HK and b + HP or HK rather than just only f + HP or HK (this is when close to opponent). This allows running throws much easier to do just like how original KOF games do.

As of right now, doing run then b then f + HP or HK  to do the run to throw can be sometimes a hassle than it's supposed to be. This is even more problematic when doing it with Chun-Li since Kikkoken and Spinning Bird Kick can be done by holding forward then b,f + P or K respectively when buffering her charge while moving forward
Last Edit: June 03, 2019, 03:11:19 am by krudelu
Re: KOFE 2019 Feedback and Glitches
#28  June 03, 2019, 07:13:59 am
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Yeah, I figured it was pretty apparent that those types of combos were in the game, but a lot of people are spoiled on the idea of long combos and spectacles and want them to be easy as hell to do. The people itt complaining about the combo system are probably looking for easy chains and high hitstun. Your combo system is fine and imo accurate to the older kof games, where combos took a fair amount of execution.

What? Spoiled?! Dude, seriously, have you ever tried to do a good Classic Kyo combo and call it easy and long? I mean... Why that term to begin with mate? It's like if it's not possible to see the roots of the gameplay, i'm not asking something as simple like a LP + MP + HP chain like in MVC, just the always known gameplay no one has ever changed in any character that appears in this game.
Last Edit: June 04, 2019, 02:48:34 am by AVPboy
Re: KOFE 2019 Feedback and Glitches
#29  June 03, 2019, 03:17:29 pm
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He wanted the combo system to be that way, what part of that can't you grasp?
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Re: KOFE 2019 Feedback and Glitches
#30  June 03, 2019, 04:42:03 pm
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I had the same problem right at the start of the project; butI changed my mind after a bit,mostly because there are a lot of kof games with kof2k2+ combos like kof zillion and all the other kof full games, so this one having a different combo system so to speak makes it more unique.
Re: KOFE 2019 Feedback and Glitches
#31  June 07, 2019, 12:11:04 am
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So glad this game has a simple combo system and not the insanely long combos from later KoF games! For that matter, I'm glad the latest version actually came out, I wasn't sure if that was gonna happen.

Found this 100% Ralf corner combo that's pretty easy to pull off, though. Ralf recovers way too fast after the Mounted Vulcan Punch.
Re: KOFE 2019 Feedback and Glitches
#32  June 09, 2019, 03:59:10 pm
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I won't pursue the combo topic much after this unless I can get some specifics. As I mentioned in a previous post, I'm willing to extend the jump attack hit stun to assist jump in combo efforts (maybe a tick or 2 more). You can already run in and execute a quick crouching attack due to the default game mechanics I've added. So you should be able to open up for a combo without much difficulty.

krudelu, I see what you're saying and agree. I initially wanted throws to be a pure offensive move (not doable from a possible block situation), but you're right that it does take away from some of the ground game by making it safe to continuously pummel an opponent. I'll make the change

AldenT, thanks for that catch. I've inserted a simple nothitby to remove that combo situation.

Rise of Rugal, thank you for catching that conversion mistake. I've corrected Hinako's sff

Thanks to everyone for their feedback and if you find more, keep it coming. We're really fine tuning the system now.

FYI, Yamazaki unique chain sound effects bug was fixed.


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Re: KOFE 2019 Feedback and Glitches
#33  June 09, 2019, 10:36:53 pm
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Including b + HP or HK makes the throw as a pure offensive move much more reliable to do since run throws are a thing.

Anyway, here's a reference video for it you can use. It shows how it was done and how b + HP or HK is the key to this. I know this is KOF XIII but this is also applicable to classic KOFs as well:


Once the update is up by then, I'll give it a try again
Re: KOFE 2019 Feedback and Glitches
#34  October 13, 2019, 07:39:27 pm
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But Nameless's lvl 2 super uses hitsparks when it's guarded instead of the guardsparks.
Re: KOFE 2019 Feedback and Glitches
#35  October 14, 2019, 06:26:17 pm
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Nice catch. No idea how I goofed that one up. Fixed for the next release. I appreciate all bug and comments, so please keep 'em coming.
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Re: KOFE 2019 Feedback and Glitches
#36  October 15, 2019, 01:37:53 am
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Chun-Li's far strong punch is really good in this game. But when the opponent moves in as she does it, it misses completely because of its hitbox.

Re: KOFE 2019 Feedback and Glitches
#37  October 17, 2019, 02:19:17 am
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Thanks for flagging this. Corrected for the next release. :)
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Re: KOFE 2019 Feedback and Glitches
#38  October 22, 2019, 06:46:06 am
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Re: KOFE 2019 Feedback and Glitches
#39  October 23, 2019, 01:18:11 am
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Chun-Li's far strong punch is really good in this game. But when the opponent moves in as she does it, it misses completely because of its hitbox.

[youtube]https://www.youtube.com/watch?v=Lipb9C5rid4[/youtube]

The funny thing about this is that Terry's far HK in KOF98 also suffers the same problem as this. Maybe in Terry's case might be actually intentional since it have a pretty good range for a far HK so it might be smart to leave it as it is for Chun but it's your guys call
Re: KOFE 2019 Feedback and Glitches
#40  October 23, 2019, 08:24:24 am
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The funny thing about this is that Terry's far HK in KOF98 also suffers the same problem as this. Maybe in Terry's case might be actually intentional since it have a pretty good range for a far HK so it might be smart to leave it as it is for Chun but it's your guys call

I didn't know that happened with Terry in KoF 98, but I don't think it's intentional. I just tested Terry's far HK in KoFE and it hits just fine up close. It still has good range too, so why should Chun-Li's attack miss in that particular situation?