New developments are on the way. System has been remade and characters are being updated. Beta is planned for Christmas. This thread will show various pieces and bits that are made during development. Some may make it into the game, others won't. So without further ado:A quick talk with websta said:[19:37:54] Websta: on the topic of that....[19:38:04] Websta: you've been messing with svc quite a bit right?[19:38:20] Websta: did you notice that "thing" in the 2nd last stage?[19:38:29] KoopaKoot: the lighting thing?[19:39:47] Websta: yes[19:39:58] Websta: (amazed that you know what I'm talking about)[19:40:35] Websta: that shit must be in gals, or I won't forgive you[19:42:19] Websta: then again I have no idea how you would do thatWhat he is vaguely referring to is the lighting effect that appears on characters in the Guardian Dogs stage in SVC Chaos.After messing around for a few minutes I was able to code itNot sure where to use it in Gals though
Maybe if Shermie had an Orochi Mode with her respective 97 stage, the effect could be used for lightning effects, or something like CVS Pro's Conflagration, or Yuri's stage being exactly SVC Guardian Dogs Temple (and have her use a default palette with Dark Red tints that works out better), or the old Temple 98 in flames Stage we used to use for shots (that wa supposed to be in a full game that was never completed, this could be its full game debut), or the shopping district at night from KOF 2000...So, you'd be doing stage interaction? ... SO MANY IDEAS THAT INVOLVE WATER ;_;
Bastard Walt said, November 18, 2014, 01:44:23 amMaybe if Shermie had an Orochi Mode with her respective 97 stage, the effect could be used for lightning effects, or something like CVS Pro's Conflagration, or Yuri's stage being exactly SVC Guardian Dogs Temple (and have her use a default palette with Dark Red tints that works out better), or the old Temple 98 in flames Stage we used to use for shots (that wa supposed to be in a full game that was never completed, this could be its full game debut), or the shopping district at night from KOF 2000...So, you'd be doing stage interaction? ... SO MANY IDEAS THAT INVOLVE WATER ;_;Koop's vision of SNK Gals Fighter + Stage interaction + water = That really weird but sexy SNK Gals Beach Volleyball thingamajig game.Anyway, my two cents are nothing more than what walt just said. I'm glad to see that this project hasn't died. Keep up the good work, and good luck with everything else
Another update. This time showing off the projectile reflection. Maybe it would be more impressive with two different characters with projectiles and reflectors, so I'll upload such a thing at a later date. This video just shows how it works
Not really an idea so much as the implementation. Every fighting game I've seen that has reflectors allows this.
Jesuszilla said, November 23, 2014, 11:11:33 pmNot really an idea so much as the implementation. Every fighting game I've seen that has reflectors allows this.well i havent seen it reflect the same thing so DONT U DOWNPLAY MY COMMENT DAMMIT. i still love u JZ...XD! lol
Update time again. Because my past standards are less than substandard compared to my currents standards (I'm not gonna say "standard" again for a while), Shiki was recoded from scratch this week. The boring SDM I made for her normal mugen release has been replaced by an auto combo based off the version from SS64 Here is a video showing both versions.She also uses SS5 slash sound effects. Also I removed blood sparks since later instalments of the games that I like don't have blood.
Update time again. Progress is going slowly but surely. A certain purple haired alien with a bunch of weird moves (not Athena) is taking precious development time in order to be coded correctly. Ahem...this post is just to show that some of the get hit animations are more KOF like since I'm able to use more custom states than I normally would for regular mugen conversions.And here's a webm.
^Way to contribute something to the thread :VThat spinning fall is awesome, I feel extremely bad that I've never heard of her until now, and I've played a lot of KOF but never one with her in it. That move looks pretty cool though, totally sidetracking but since I draw a lot of inspiration from my own game from kof\snk, what game was she in?
Neocide said, December 17, 2014, 03:30:44 amnow I feel even stupider I've played LAST BLADE a shitton of times ffs..... * Neocide is embarrassed You are now sentenced to 10 hours of either Last Blade 1 or 2. This is non-negotiable and failure to comply will result in immediate disintegration.
I blame @Cyanide: we always play each other in snk games, and I don't think either of us used her much....
oh my goodness.This is the best lookin NeoGeo styled gameplay Ive seen so far, even IF its just a wip
Thanks.Update time. Added the automatic dash when activating max mode during a normal move. This was seen in KOF 13. Not going to add activation in the air though. Here's a video of it in actionThat being said, I'd like to spice max mode up a bit. Maybe make it unique for for all characters.
I personally like the auto dash, it was like the one thing I liked in KOF13 system lol. Would definitely make max mode a better utility than it already is.
I was thinking of making the properties when you are in max mode different. I was thinking of something neat for Akari were her movement speed increases (compared to kof characters she moves really slow) but I think I make make that a super for her instead. Other ideas include a mode based off the 98 UM EX gauge. More on that later.
Right, time for some testing (I hope)!http://www.koopakoot.trinitymugen.net/Gals/At the moment, characters do not have any max cancels, though activating max mode is possible. Yuri has 3000 power and Shiki has 5000. This is just to see how effective meter gain is in a 1 on 1 environment. Super Cancels are freebies like in neogeo battle coliseum. Here are the instructions to set up the characters so that they work correctly:1. Because the common sounds and fight fx use non standard numbers. I recommend using a clean mugen1.0 or 1.12. Extract the files in the datafiles.rar into your mugen directory's data folder.3. Open your fight.def and change the filenames under [Files] to match the files in the datafiles.rar. You could also rename the files in the datafiles.rar to replace the original files.That's pretty much all you have to do for now! Setting up characters is the same way it always is. Add them via select.def or run them via command line, it's your choice.If you find anything good/bad or have any suggestions, don't hesitate to let me know. Also please don't use "I don't know much about x" or "I don't play as y." I get that enough from my regular testers (and considering the last character I released was Terry, I know that to be a lie, lol).
Great release!Yuri was incredible!I have only one doubt about the reflector projectiles, it should work with open chars or just with the chars of SGF fullgame?I tried with a char I'm editing and the projectile was not reflected.Sorry my english
Update time again. Akari's special moves are all coded (she has about 30 something, some followups aren't even documented )Here's another webmI think I'm going to make a start on the screenpack now as I've just been using my regular mugen's one.