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KOFE v0.4 including Robert, Andy, Neo-Dio and more (Read 7270 times)

Started by swipergod, January 25, 2009, 09:37:01 pm
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KOFE v0.4 including Robert, Andy, Neo-Dio and more
#1  January 25, 2009, 09:37:01 pm
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Hello all,

This is just me doing a bit more advertising that KOFE v0.4 is now out.  I'm shameless:

The newest version of KOFE is out here in the downloads section: http://mugekofe.web44.net/

It needs to be downloaded in 3 parts, and you'll need a 7z program to unzip the first part.  FYI, part 2 and 3 are just sound folders, so if you don't want to download the music then you can just download part 1.

The total roster is now 27 characters.  Neo-Dio is selectable by pressing up at Kyo or down at King.  There are now random select boxes as well.

While there's no major fixes for the system, all characters have received tweaks since the last full game release.  Jump velocities fixed for a few characters, Statenos, Krauser got a big gameplay fix, Joe got a big gameplay fix, Yuri and Geese got smaller fixes.  Kasumi has an entirely new move.  Terry, Mai, Joe, Ryo, Yuri got new special intros.  And the list goes on and on.  If you haven't been keeping up with the character updates, this is the package you want to download if you're looking to try out KOFE.  Thanks and enjoy!
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#2  January 26, 2009, 01:42:17 am
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Concerning K' :

You have bad juggles for Eins Trigger.
I shouldn't be able to put the opponent in the corner and perform Eins Trigger -> Second Shell -> Eins Trigger -> Second Shell -> Eins Trigger -> Second Shell -> Chain Drive :


Also, I noticed you can jump over a cornered downed opponent, and you can pass through a cornered opponent by performing blackout. This shouldn't be the case.
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#3  January 26, 2009, 03:29:21 am
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Thank you so much for the gameplay check Cybaster.  It's tough for me to check it at times (since I'm a horrible comboer).  I will rebalance the Second Shell (I'll look at K.O.D.s for some pointers).  The corner push thing is a little trickier since all characters can pass trough or over cornered opponents (might have something to do with CCI's coding).  I can make a fix for teleports like blackout and Athena's teleport, but I'll have to look at CCI's code to see if I can fix the rolling through and jumping behind thing.

If there's any other gameplay issues that you catch, please let me know.  The more tidy it gets the more enjoyable it'll be for all.  Thanks. 
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#4  January 26, 2009, 05:39:16 pm
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I think I had already posted the corner fix, but just in case:

put this in your st-2 or at the top of st-1:

;
;
;   Distancia hacia el frente de la pantalla (kof)
;   proper corner width
;

[State Always]
Type       =Width
Trigger1    = 1
Edge          = 24,0
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#5  January 26, 2009, 10:17:40 pm
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Perfect!  I'll implement it for the next version (since all characters will have to be updated).  Just checking, but this code also limits how close you can get to the edge as well doesn't it.  Shouldn't it just be put into the system for forward jumps, forward rolls and other moves that don't "push"?  I can't play real KOF games right now to check accuracy at the moment.  I'll dive into it further in the coming week.

For the K' fix, I'll force the start up "fireball" to airjuggle and limit it from there.  Let me know if there's any more gameplay issues.  Thanks guys.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#6  January 26, 2009, 10:29:36 pm
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If you put it in -2 it will always apply, no headaches.
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#7  January 26, 2009, 10:55:31 pm
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Till now, KOFE is the best mugen kof i've played, great gamplay, competetive ai, best characters intros vs team mates, great supers, nice life bars and zero bugs, well done man, realy good job.
by the way i wanted to ask you, i tried kofe chars in regular mugen but they glitched, each time they recover from being hit they produce a clone and this goes over and over till the screen is full of kofeees :) if you fix this your chars (edits) will become very popular in the mugen world, keep up the good work
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#8  January 27, 2009, 10:09:31 am
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Cybaster, The problem with K' is his state 1061 has a juggle value of 0 and it was supposed to be 10.  That should fix the juggle glitch.  A quick and easy fix thankfully.

Okay [E], I'll give it a try.  I'm just worried that the character won't be able to back themselves into the corner enough as a result of a state -2.  I'll let you know what happens.

Hi romeotantan.  I'm very happy you've enjoyed KOFE.  I'm working very hard to balance the game and add as many special intros as I can.  And thank you for the kind words.  There are other glitches that will occur in normal Mugen.  While, I'm only working on game related stuff, this cloning issue is a simple fix.  Go into state 370 (in king.cns) and delete the helper line in there (it was for something that never materialized).  Perhaps for the next fullgame release, I'll remove this helper code from all characters, removing the cloning issue in normal mugen.  Cheers.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#9  January 27, 2009, 04:09:50 pm
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Ryo and robert need some ai tweeking,robert keeps hitting low punch and then throws a projectile which takes a lot of time between both actions and leave him wide open to any kind of attack, you can replace the projectile attack with his 4 roundhouse kombo, and ryo needs use his supers more often, you know him not throwing projectiles is a major disadvantage so his ai must use the hao super more often.

All characters need more kombo ability.

by the way i'm ryo sakazaki's best fan, That's why i cant seem to find a complete (well done) version of ryo in mugen.
Last Edit: January 27, 2009, 06:50:15 pm by romeotantan
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#10  January 29, 2009, 12:45:28 am
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AI will get tweaked eventually.  The code is MissFairy's.  I'm not an AI coder personally.  Robert doesn't have the roundhouse combo in this game.  The game is very combo light (think '98 vs XI).  You can still get a lot out of the unique chain system.  What would you consider a complete Ryo?  Since I'm doing a full game, I had to compensate a lot.  Can't just give everybody everything or the game's balance would be ruined.  Takuma, Robert, Ryo and Yuri all feel different in this game and I did that on purpose.  I let '98 lead by example and take my cue from there.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#11  February 03, 2009, 10:06:01 pm
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The best ryo sakazaki for mugen would be :
*kof 2003,xi sprites with both orange and black pallettes
*ai that competes with sander's 71113 kyo and pots' ryu
*all special moves and super moves
*intros vs robert, yuri, takuma, king, kushnood butt
*smooth gamplay, meaning for example he does not take a lot of time to do his uppercut as it is a diffence move or it will be useless

i can go on and on about how ryo should be but if i knew how to make mugen chars i would have done him by now so i'm just gonna wait and see "vans' promised ryo" if he intend to release him
Re: KOFE v0.4 including Robert, Andy, Neo-Dio and more
#12  February 04, 2009, 06:22:44 pm
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teh koe site won't work for me at all (and it has already been a few weeks) feel like pming me the latest file links ?