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KOF XIII Boss Saiki - 24-6-2015 (win background patch for 1.1 only) (Read 125765 times)

Started by BoyBoyz, January 01, 2012, 07:04:49 am
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Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#61  January 30, 2012, 09:51:12 am
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  • cool man
Doing great BB! I hope to see 100% completed version too)
P.S. and yeah it's great that you added taunt. Such things as taunts? intros before fight and cool winposes are important too ;)
Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#62  January 30, 2012, 03:48:51 pm
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1. Uploaded Stevla's Ultra cool oni palette (select with button x) and white skin palette (select with y) and reddish-brown palette (select with z). Flaming saiki is now selected by holding start and pressing a.

*2. Fixed the neomax sprite colouring problem: Now all the new palettes work for the neomax! The flames on the face during the neomax have been shifted by x=1 and y=1.

*3. most, if not all, the sprite colouring problems like the green spots and orange face etc, have been fixed! However, the palettes where saiki's hair is not white, have a problem with the neomax. Can't solve this!

4. Adjusted neomax's background flames

Sorry, I'm not pro enough to do the intro screens where saiki has conversations etc. In the original KOFXIII, saiki just stands there and has no intro pose; his winpose is exactly as it is in this version too. Besides, the english dialogue has not been ripped either. It's hard to ever hit 100% completion, especially with the flames and the portraits. :/

http://www.mediafire.com/?5gsem6412qcw4  -  Boss Saiki_30-1-2012update1.rar
Last Edit: January 30, 2012, 09:43:45 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#63  January 30, 2012, 08:03:03 pm
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*5. Made fireball and counter's projectile helper unhittable by normal attacks, but still able to negate projectiles. This makes sure that when the enemy punches or kicks the fireball, there will be no hit sound.

6. Counter now does 2hit combo ONLY on the successive C+D hit.

7. Impt bug fixed: neomax background flames turn when facing = -1 added.

8. Super darkening's flame positions and palfx modified slightly, so that it is slightly translucent now even in dimly lit stages

http://www.mediafire.com/?5gsem6412qcw4  -  Boss Saiki_31-1-2012.rar
Last Edit: January 30, 2012, 09:44:14 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#64  January 30, 2012, 10:39:32 pm
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pretty decent job, fight almost like XIII but man, it lags the hell out of my mugen especially while using the fireballs, it can be me but just saying if in any case isn't just me
Chilling
Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#65  January 30, 2012, 11:48:54 pm
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try playing at a lower resolution, and enable the maximum projectile limit in the mugen cfg! That might help :S I'm getting no lag at all in mugen 1.0
Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#66  January 31, 2012, 05:35:21 am
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1. Fixed a major bug with the neomax by adding hitoverride and nothitbys.

2. Remade the entire 'hit section' of super darkening. A separate helper and statedef is used, where hitdefs are made instead of just projectiles. The effect of this is that the super can now negate projectiles instead of just allowing them to pass through.

3. Removed the ability to cancel into evade from normal moves.

4. Lowered fireball stun time from 138 to 130 seconds.

http://www.mediafire.com/?5gsem6412qcw4
Last Edit: January 31, 2012, 07:01:29 am by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#67  February 01, 2012, 09:50:42 pm
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update 2-2-2012:

1. re-added damage dampener for fireball handswipe (accidentally removed this thinking it was some random useless code)
2. Fixed a bug with dark web not disappearing when new super darkening hit
3. Modified super darkening's hitspark from helper to explod, so that it always appears when movehit = 1.
4. Adjusted super darkening's flame palfx again
5. Fixed some AI stuff to not trigger when enemy is recovering from fall

6. AI now uses neomax when life < 400; power usage reduced to 1000. This means if you play as saiki you can spam it (but you shouldn't, because it's too powerful)
Last Edit: February 04, 2012, 12:17:57 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
#68  February 04, 2012, 02:31:37 pm
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Bug-fix release 4-2-2012:

Boss Saiki:
*1. Fixed a bug where after life < 400 you couldn't perform neomax
*2. Fixed evade SOUND when falling/hitting ground for AI, so that the correct sound plays when he evades, instead of the hit-ground-sound
*3. Adjusted neomax flame speeds and size again. Now it looks almost like the original.
4. Adjusted certain AI stuffs
5. Fixed a bug where forward fireball explod would cling to enemy when the fireball hit exactly at the same time that the enemy dies, by making destroyself when enemy !Alive

Human Saiki:
1. flames in the neomax have been fixed

http://www.mediafire.com/?5gsem6412qcw4
Last Edit: February 04, 2012, 09:33:17 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - 4-2-2012
#69  February 04, 2012, 11:02:43 pm
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release 5-2-2012:

1. Removed the destroyself addition mentioned above. It messed some stuff up. This new update just deletes one line (trigger5 = enemy, alive = 0) from the destroyself in statedef 1007 (the destroyself is right at the bottom of all the stuff) in the .cns file

2. Adjusted counter's stuff to make sure it hits more even though enemy has invul frames (by giving the helper velset and adjusting the destroyself)

3. Properly fixed super darkening's helper destroyself. Trigger = root, time = 175 added.

4. Extended neomax's background black flames to scale =  1.0, so that it will stretch all the way vertically for high stages

What's Left:
1. simul mode bugs
2. occasional forward fireball lag/ darkweb bug
3. portraits
4. flames on body
Last Edit: February 06, 2012, 12:13:45 am by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - 6-2-2012
#70  February 06, 2012, 12:13:35 am
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6-2-2012: minor fix:

1. added the nothitbys in fireballs to  super darkening's statedef, so that the hitdef won't have collision sound but only hitsound.

2.  added to forward fireball handswipe's fireball negation helper too. Pls redownload.

3. Added a trigger to common1.cns to prevent an awkward repetition of the guarding stance while in the air (being hit by a launch move). Now he will only change his falling position slightly if he is guarding an inguarddist hit in the air, and will only change to guard animation when he is actually blocking a hit.
Yes, KOFXIII has no airguard, but this is mugen
Last Edit: February 06, 2012, 01:45:15 am by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
#71  February 06, 2012, 10:36:15 pm
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For those who are still interested, the medium low gethit animation was stiff, so I increased the duration of the animelems.

I don't have much time, so everyday I just play saiki a little, and I happen to come across bugs xD

http://www.mediafire.com/?5gsem6412qcw4
Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
#72  February 07, 2012, 01:21:58 am
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For those who are still interested, the medium low gethit animation was stiff, so I increased the duration of the animelems.

I don't have much time, so everyday I just play saiki a little, and I happen to come across bugs xD

always fun, but still good work.

I'm still keeping tabs, but even though I stuck saiki in I haven't run into him yet in Arcade xD But that's more the game selecting a different boss for me to fight instead of Saiki though. I'm bound to run into him eventually, then I'll get to see all the work you've done on him
Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
#73  February 07, 2012, 04:18:14 am
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Thanks flame : )
Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
#74  February 07, 2012, 08:50:12 pm
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Thanks for your good work boyboyz ;)
Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
#75  February 08, 2012, 04:25:16 am
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  • Fanning the flames of victory
Thanks flame : )
I should be thanking you though for all the effort your putting on the character. We might just see a complete Saiki yet (even at this point its still pretty good).

Then I will be one step closer to recreating KOF XIII on my laptop! Mwahahaha.... ahem, excuse that. Carry on with your work sir
Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
#76  February 13, 2012, 12:48:04 am
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13-02-2012:

Corrected 2 things (no time to implement new stuff, though I have a few wicked ideas):

1. One of his recover from gethit positions (5027) would occasionally be the wrong one, because I did not put a proper changeanim in statedef 5001 while statedef 5000 had one.

2. Adjusted recover from gethit animtype = hard (5007) timing, so that it doesn't look choppy.

http://www.mediafire.com/?5gsem6412qcw4
Re: KOF XIII Boss Saiki fully sprited - 13-2-2012
#77  February 13, 2012, 02:46:56 pm
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AI can use neomax with 1 power bar, but u now need 2 power bars to perform it.
Re: KOF XIII Boss Saiki fully sprited - 14-2-2012
#78  February 14, 2012, 05:27:14 am
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HUGE change 14-02-2012:

ALL new palettes have been removed BECAUSE:

1. The eyes which are supposed to be blue, mess up into a green colour
2. The mouth becomes transparent or blue when it is open, which should originally be white (teeth)

There is only the original palette and the flaming saiki one (hold start + a) left. All problematic sprites (mostly the gethit ones) have been fixed. Original is still best!

Saiki is best played on 1280 x 720 resolution, because 640 x 480 will cause his left eye to disappear during animelem 15/17 of animations 900, 1500, 50004, 8000 (after counter move). This is due to the sprite ripping problem, where that eye is apparently smaller than the other.

those who want the palettes back can request it, at which I'll upload them again (if these people don't mind the sprite errors mentioned above)

http://www.mediafire.com/?5gsem6412qcw4
Last Edit: February 14, 2012, 04:10:45 pm by BoyBoyz
Re: KOF XIII Boss Saiki fully sprited - 14-2-2012 - palettes removed
#79  February 14, 2012, 05:48:06 pm
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15-02-2012:

1. Fixed a bug with his 5050/5030/5035 fall states. Haven't had time to test it properly... Will update if there's more errors
Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
#80  February 16, 2012, 07:54:32 pm
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  • cool man
His projectile (236+x or y) stuns the opponent and then you can do another one, and then another one etc.
So you can actually win just spamming those projectiles. Do you plan to fix that? Like, the first one stuns the enemy and the second one do damage but unfreezes him.