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Clark98 by OrochiKOF97 and Scal, updated 17/11/2010 (Read 3695 times)

Started by Scal, November 15, 2010, 09:04:43 am
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Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#1  November 15, 2010, 09:04:43 am
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I think it is time to release this Clark, result of a collaboration between OrochiKOF97 and me.
Actually, I see this release as a tribute to him, a good friend and a great retired creator.

This Clark is a mix between his old spriteset and the KOF02 gameplay.


Two modes are available, retro and KOF02. For more details, please read the documentation.

Update 17/11/2010
- Removed the persistent KOF02 UM HSDM background when Clark misses his grab attempt (thanks devilgenemugen)
- Removed opponent Width during HSDM to avoid problem during wall press (thanks JZ)
- Update the taunt state (thanks devilgenemugen):
* It is not possible to taunt on crouch or when holding down direction anymore
* Holding down during taunt goes in stand to crouch state instead of stance
- Debug messages removed from clipboard

Download link

Last Edit: November 17, 2010, 09:13:13 am by Scal
Re: Clark98 by OrochiKOF97 and Scal
#2  November 15, 2010, 09:12:28 am
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:2thumbsup:
Great job.
Re: Clark98 by OrochiKOF97 and Scal
#3  November 15, 2010, 09:21:54 am
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Re: Clark98 by OrochiKOF97 and Scal
#4  November 15, 2010, 09:22:09 am
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now were talkin
i cant count the reasons i should stay

one by one they all just fade away...


http://nero-blanco.deviantart.com/
Re: Clark98 by OrochiKOF97 and Scal
#5  November 15, 2010, 10:41:26 am
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Oh joy!

This looks interesting.


I made this sig. :ninja:

Props to a friend for my avvie

GOH

Re: Clark98 by OrochiKOF97 and Scal
#6  November 15, 2010, 10:49:57 am
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HELL YEAH

Gonna test this tomorrow  :sugoi:
Re: Clark98 by OrochiKOF97 and Scal
#7  November 15, 2010, 11:58:54 am
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plays really great :2thumbsup: I like using him, one of my favorite kof character :sugoi:

just one question, I notice holding down and pressing start key will taunt while in the original kof game, the character doesn't taunt. Same goes to vans's, kod's and koopakoot's kof creations
Re: Clark98 by OrochiKOF97 and Scal
#8  November 15, 2010, 01:34:18 pm
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intro with ralf?
 

I have a project almost ready

and I want to put together an introduction to Clark

and was waiting clark

to have intro with Ralf

Spoiler, click to toggle visibilty

thank for the clark


blog mugen Characters (Update!)
Last Edit: November 15, 2010, 01:37:43 pm by kofab
Re: Clark98 by OrochiKOF97 and Scal
#9  November 15, 2010, 01:47:34 pm
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Excellent! :)
Spoiler, click to toggle visibilty
LOL Elzee is very funny! XD
Re: Clark98 by OrochiKOF97 and Scal
#10  November 15, 2010, 02:00:00 pm
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Re: Clark98 by OrochiKOF97 and Scal
#11  November 15, 2010, 03:53:21 pm
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Scal? releasing a character?

WHAT IS THIS I DON'T EVEN... ?!
Last Edit: November 15, 2010, 04:37:40 pm by A certain unlucky Bastard
Re: Clark98 by OrochiKOF97 and Scal
#12  November 15, 2010, 04:13:13 pm
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With the collaboration of OrochiKOF97  ?, sorry but this is fucking awesome, always wanted to have a 98 version of this character, thanks man  :sugoi:
Re: Clark98 by OrochiKOF97 and Scal
#13  November 15, 2010, 09:14:54 pm
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excellent

thx for sharing
haven't tested it yet but i can pretty much say it's a keeper!!
Re: Clark98 by OrochiKOF97 and Scal
#14  November 16, 2010, 12:18:28 am
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One thing I don't like is how the opponent helplessly walks forward when Clark does his taunt.
Re: Clark98 by OrochiKOF97 and Scal
#15  November 16, 2010, 12:19:21 am
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That's how it is in training mode in like, all the KOF games...
Re: Clark98 by OrochiKOF97 and Scal
#16  November 16, 2010, 12:25:55 am
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OH WHAT THE-

Wow it oly triggers in training mode. Somehow that's one of the most cleverest things I ntoiced about this guy. I mean holy shit man.

tl;dr disregard that i suck cocks.
Re: Clark98 by OrochiKOF97 and Scal
#17  November 16, 2010, 02:30:45 am
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I found one bug, when clark perform his hsdm (2002 unlimited match bg) and it missed, the hsdm bg still stays until his opponent attack him then it will be gone:

Re: Clark98 by OrochiKOF97 and Scal
#18  November 16, 2010, 02:38:15 am
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Might want to put some width or disable playerpush or something here.
Re: Clark98 by OrochiKOF97 and Scal
#19  November 16, 2010, 03:39:01 am
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Really nice clark, the retro clark is really amazing and congratulations :thumbsup:
Re: Clark98 by OrochiKOF97 and Scal
#20  November 16, 2010, 08:05:34 am
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       Good job creating him, my only criticism is he needs a better AI... Not too much, you don't wanna make him one of those near undefeatable god chars, but a little bit better than what he is..
Re: Clark98 by OrochiKOF97 and Scal
#21  November 16, 2010, 09:11:36 am
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Thanks for you comments and feedback.

just one question, I notice holding down and pressing start key will taunt while in the original kof game, the character doesn't taunt. Same goes to vans's, kod's and koopakoot's kof creations
Interesting. I will report that to the people you mentioned. Fixed.

intro with ralf?
His intro versus Ralf is already in, you might need to update the triggers though.

Might want to put some width or disable playerpush or something here.
I should have seen that one coming. Fixed.

I found one bug, when clark perform his hsdm (2002 unlimited match bg) and it missed, the hsdm bg still stays until his opponent attack him then it will be gone:
I cannot manage to replicate that bug. Does it also happen in WinMugen? Could you give me more details about what you did before the bug occured?

Archive not updated yet, I am waiting for devilgenemugen input first.
Last Edit: November 16, 2010, 09:58:28 am by Scal
Re: Clark98 by OrochiKOF97 and Scal
#22  November 16, 2010, 09:56:01 am
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it only occur in the new Mugen RC only, not in the old winmugen :P

When clark perform his hsdm, the opponent jump up to evade his hsdm which actually missed. The hsdm bg is still there and it doesn't disappear untill when his opponent attack him, the hsdm bg will gone.
Last Edit: November 16, 2010, 03:59:11 pm by devilgenemugen
Re: Clark98 by OrochiKOF97 and Scal
#23  November 16, 2010, 10:33:17 pm
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YEAAAAAH at last, the great Craruk sees the light of day :buttrox:

btw guys, I highly recomend the Alt Old School mode, it's a lot of fun.
"We live in a world of perpetual outrage"
Re: Clark98 by OrochiKOF97 and Scal
#24  November 17, 2010, 09:14:37 am
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When clark perform his hsdm, the opponent jump up to evade his hsdm which actually missed. The hsdm bg is still there and it doesn't disappear untill when his opponent attack him, the hsdm bg will gone.
Woah, what a stupid bug, hello rushed code insertion :P

Anyway, Clark has been updated, check the first post for more details.
Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#25  November 18, 2010, 03:49:09 am
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would be nice to have Gatling attack =>napalm stretch
Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#26  November 18, 2010, 09:25:34 am
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Knowing that those moves do not share the same mode, it would be difficult.

Random idea: Use Ultrarox Clark by OrochiKOf97 instead since he can already do that IINM :D
Last Edit: November 18, 2010, 10:32:30 am by Scal
Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#27  November 18, 2010, 10:25:35 am
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Quote
[State 965, GoToStand]
type = SelfState
trigger1 = (Anim != [5002,5007]) && !AnimTime
trigger2 = Anim = 5007 && Time >= 18
value = 0
ctrl = 1

 >:(
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#28  November 18, 2010, 10:35:02 am
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Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#29  November 18, 2010, 11:50:04 am
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:'( I hope this is not true otherwise I will be :'(
Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#30  November 18, 2010, 12:20:58 pm
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How often does one get the exact reason a bug is caused in the feedback? I  >:( because I love.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#31  November 18, 2010, 02:10:20 pm
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:D

I will wait a bit before releasing an update. For the time being, here is the temporary code to fix that:
Code:
[State 965, GoToStand]
type = SelfState
trigger1 = (Anim != [5002,5007]) && !AnimTime
trigger2 = (Anim != [5002,5007]) && AnimTime > 0 && Time > 20
trigger3 = Anim = 5007 && Time >= 18
value = 0
ctrl = 1
Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#32  November 21, 2010, 05:46:30 am
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There is another bug I found in your Clark, when I use kod's k' and perform his Minutes Spike followed by his Narrow Spike and he successfully attack Clark using his Narrow Spike when Clark is guarding his Minutes Spike and he did not guard his Narrow Spike:



Re: Clark98 by OrochiKOF97 and Scal, updated 17/11/2010
#33  November 22, 2010, 08:57:51 am
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That's a nice one, thanks!

This will be fixed in the next update. I'm still waiting for possible inputs ;)