The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: BoyBoyz on January 01, 2012, 07:04:49 am

Title: KOF XIII Boss Saiki - 24-6-2015 (win background patch for 1.1 only)
Post by: BoyBoyz on January 01, 2012, 07:04:49 am
(http://i62.tinypic.com/2z5rigx.png)
(http://i60.tinypic.com/1jq59k.png)
(http://i58.tinypic.com/2nroq5v.png)


http://www.mediafire.com/download/tdq1csu469x64xc   -   full file (1.0 and 1.1 compatible, but no win background)

https://www.mediafire.com/?zd53eaxr4igv12d  -  win background patch for mugen 1.1b only.

https://www.mediafire.com/folder/5gsem6412qcw4 - Folder

He has localcoord 260. Playable in mugen 1.0 and 1.1b, but try not to play in simultaneous mode. Movelist in the character folder.

Bugs:
1. simul/turns mode is buggy! Dark web/hitspark appears on random p2 instead of the enemy that is hit
2. Flame mode has some bugs with pausemovetimes, where the flame will still be on the hand for a short period before being removed at the next animelem.

Custom changes:
1. Super counter does more damage
2. Counters can counter all throws
3. Cannot jump
4. A few custom nothitby frames (eg. forward fireball's handswipe 1-2 extra nothitby frames.)
5. During super darkening, Saiki could be thrown in KOF XIII. I made him fully invulnerable for the majority of the move.
6. Certain combos concerning darkweb are not supposed to be there, but I am unable to fix this due to the complexity of the dark web code.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 01, 2012, 02:34:11 pm
Minor .cns patch which removes ONE trigger: the varadd for dizzy state for handswipe. His fireball handswipe does not dizzy enemies. You can remove it urself, it's under statedef 1000; or just overwrite the old file with the new one in the mediafire folder.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: JeanBureau on January 01, 2012, 02:43:57 pm
hey thank you for this release i was waiting for a genuine saiki

-

bug:
when you block sometimes, saiki stays stuck in his blocking stance and you can't control him anymore, he can't be hit but can't move neither. there was a similar bug with Ahuron's Jotaro
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 01, 2012, 03:00:43 pm
no problem! I wanted one too, so I got down to it xD
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: Jegudiel21ZX on January 01, 2012, 03:04:01 pm
The only SNK boss i can't beat in MUGEN. I hope he's not cheap like this in KOF 13. :/
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 01, 2012, 03:10:04 pm
lol you need to know how to glitch him :P something to do with the counter move ;) His AI here is very similar to KOFXIII's. Big hint
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 01, 2012, 03:39:54 pm
Updated again with dust near his feet during A+B recovery. The full new file including all updates has "updated2" in the name.

You know what, I'm not gonna finish the boss flame thing.. It's too hard. The sprites don't seem to be properly ripped anyway; either that or some code must be needed to make some shadow or something.

Will keep adding pulse updates till he feels complete

edit: stateno 5070 lose voice added... I swear, I keep forgetting to put that back in.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: Xandy on January 01, 2012, 05:20:30 pm
1.0 Mugen Only?
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 01, 2012, 05:28:20 pm
err, it's having issues with winmugen. I'll see if I can fix it

edit: can't be fixed. The character would be crippled if I minused all the ifelse or other stuff. Use in mugen 1.0!
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: elocomon on January 01, 2012, 08:40:34 pm
I can´t download  :o
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 01, 2012, 08:52:10 pm
It's uploading now, there's an update. 5min
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 01, 2012, 09:04:17 pm
Important update as of 2-1-2012 (sorry that u have to download the whole 17mb file... but I guess it's worth the time to get the latest stuff):

1. Fixed a bug where dark web would suddenly reappear after disappearing as long as the animtime hasn't ended. Now this doesn't happen

There is still a funny thing that happens when if u do a hard punch at the same time that the second dark binding stun activates, the game will lag for a short while then resume. I assume it's the pausetimes, but so far I can't find a way to solve it.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 02, 2012, 04:10:25 am
Boss Saiki_2-1-2012_update1:

52. Lowered forward fireball's sprite priority (Statedef 1000) from 2000 to 100, so he will not appear in front of the dark web if he is standing in it
53. Walk and grab (statedef 1400) p2facing = 1 added to the hitdef
54. Added correct fall on ground/bounce off ground sounds
55. corrected sound for jump land (Saiki cannot jump here, but you can trigger his jump land by recovering from throws that launch him into the air)
56. Changed projectile guardsounds to the one all the current KOFXIII mugen characters are using... But this isn't the right one!
57. Added a prelimnary crashing sound before the KO voice, just like in the original KOFXIII
58. Fixed Lose by Cheap KO not activating on certain occasions

edit: There is a typo in the movelist: Super counter can also be performed by D,F,D,B + a/b
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: Xandy on January 02, 2012, 11:33:14 am
I'll wait for a winmugen hi-res update   ;D
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 02, 2012, 03:31:14 pm
ok there is a winmugen patch uploaded in the folder... But the winmugen version has bugs and is not as accurate due to minusing some codings. For example, different pausetimes for p1 and p2 is not allowed in reversaldefs...

important:

The kof13saiki.cns is the winmugen patch,
the kof13saiki.air is the mugen1.0 patch adding animation 5090 for getting hit when in lying down state.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: evilakuma1000 on January 02, 2012, 03:35:20 pm
this character is awesome but its missing the anims or the flames on his hands and feet will it be possible to add them so it can be as close as it can to the real game
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 02, 2012, 03:43:44 pm
it can't be added because the sprites weren't ripped properly. Press Z to select saiki and u will see some flames in standing position... however that's the best we can go so far...
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 02, 2012, 07:48:55 pm
60. re-enabled combo from lightpunch into fireball handswipe
61. down fireball not activating when hitting at near pos y = 0 solved.
62. Finally managed to disable combo from sweepkick into fireball hit.

But hard punch combo from dark web can't be  disabled yet

mugen 1.0 patch.rar
kof13saiki.cns - winmugen
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 03, 2012, 08:11:50 am
Man, the combos are freaking hard to code!! Thankfully, it's still the school holidays, and update as of 3-1-2012 is here:

63. Added landing (not recovery from fall) from jump dust
*64. Hard punch hitting enemy when enemy is not in dark web does not combo into forward fireball handswipe. However, hard punch NOT hitting enemy can cancel into handswipe for a hit
*65. Sweep kick cancel into forward fireball handswipe now hits when enemy isn't hit by sweepkick. When enemy is hit by sweepkick, handswipe doesn't hit
*66. If enemy is stunned in dark web, hard punch cancel into forward fireball ensures that the fireball DOES NOT hit enemy (this might fail sometimes depending on the enemy's gethit state configuration)
*67. C+D cannot cancel into any handswipe or fireball hit
68. when in dark web, light punch cannot cancel into handswipe hit, and fireball does not hit also
69. Adjusted the y-scale for super darkening's explods, so that for 640x480 users, the flames extend all the way to the top of the screen!
70. Fixed some bugs with gethitstates.

edit: Fixed 5061 anim from looping awkwardly

Combos left to correct:
1. light punch needs to be able cancel into forward fireball handswipe when enemy is not in dark web. This is very hard to accomplish since the triggers clash with each other and with other states

http://www.mediafire.com/?5gsem6412qcw4 - I repeat, playing him on winmugen is a waste of his potential.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: stevla83 on January 04, 2012, 12:13:14 am
Nice update Boyboyz and can you possibly fix a problem I'm have with the palette because I made an Oni palette for your Saki but it only shows the paltte just for his walking animation and not the whole animations like getting hit, punches, kicks,etc...
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 04, 2012, 06:46:20 am
Sorry stevla, I used fighter factory 3 to make him, so viewing/editing sprites was much easier. Else I'd have the same problem as you... I don't know how to fix it, I'm a noob : (

I gotta go, so I'll release this update first. All's left are lose by throw voice/crash sound and more testing.

*71. light punch can cancel into fireball handswipe to hit the enemy if he/she is not already hit. IF hit already, handswipe and fireball will miss
72. Fixed a bug with his dizzy meter. Now he doesn't dizzy so fast for some moves.
73. Adjusted some sprpriorities, for example first fireball hit explosion is above p1, but second explosion is behind. Many others.
*74. Super darkening does not hit an air enemy that has been hit by hard punch, but hits when air enemy lands on ground (hard punch hitting in air does not cause fall)
*75. Super darkening does not hit an enemy falling from C+D hit
*76. Super darkening does not hit an enemy falling from sweepkick.
*77. Adjusted the superdarkening hit and guardspark timemod to 3,0, and ommitted all the relevant falling states so the hitspark helper appears properly when hit. Also added projhit = 0
78. Fixed Dizzy 'STUN' word sprpriority and positioning
79. Fixed unblockable sweep not hitting after comboing from normal attacks.
80. Fixed saiki's gethitstates when hit/comboed in air

What's left:
1. Better select screen/ in game portraits
2. complete black flame animation (boss mode)
3. hyperdrive animation (this has no use in KOFXIII, because Saiki is in perma hyperdrive mode)
4. Projectile hit/guard sound, guard cancel into evade sound, and A+B slide sound are not ripped
5. Lose by throw voice/crash sound

bugs:
1. simul mode has one bug: dark web appears on random p2 instead of hit enemies

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 04, 2012, 08:25:12 pm
Crashing sound, round 1 and round 2 lose voices fixed with variables for state 5900. Lose by cheap KO voice not affected.

Saiki status: 98% complete.

Will keep testing for bugs, but for now this is final version
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: stevla83 on January 04, 2012, 09:03:32 pm
Sorry stevla, I used fighter factory 3 to make him, so viewing/editing sprites was much easier. Else I'd have the same problem as you... I don't know how to fix it, I'm a noob : (
It's ok bro but I'll sent you the palette in your e-mail so you know what I'm talking about
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 04, 2012, 09:47:07 pm
Haven't gotten it yet, coz u know hotmail can be sucky. Will try to see what I can do when i do! Would love some new palettes for him lol
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 04, 2012, 10:02:06 pm
damn... fixed a bug where guarding super darkening in air produced wrong spark. -.- uploading again sorry
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 05, 2012, 12:57:38 am
update 2:
super counter flame binding changed from 1 to 21, so flame explod does not leave him when his hand is up during the counter.
when stateno = 5030 and !Alive, a changeanim into 5030 added  so he wun be in an awkward position till he falls

Title: Re: KOF XIII Boss Saiki fully sprited
Post by: stevla83 on January 05, 2012, 01:06:15 am
Haven't gotten it yet, coz u know hotmail can be sucky. Will try to see what I can do when i do! Would love some new palettes for him lol
Lol true and the palette was good how it turned out good  :)
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 05, 2012, 03:13:12 am
haven't gotten it! Weird... maybe send again? copy paste the email or something >_<
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: stevla83 on January 05, 2012, 03:34:00 am
Oh sorry lol message me your me your e-mail and I'll sent it right away ok (I just sent the palette let me know what you think)
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 05, 2012, 11:19:10 pm
oops sorry jean I didn't notice your bug  report... It should have been fixed now... something to do with the timing of the guard animation
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 06, 2012, 02:08:12 pm
Minor update 3:

81. enemy state sprpriority during walk and grab lowered so he/she'll always be behind saiki.
82. Better trigger for fireball explosion appearing on gethitvar(animtype)
83. The explod when guarding a fireball now has no postype; it appears whereever the fireball was guarded, on the part of the body that the fireball hits.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 12, 2012, 03:37:09 pm
I made a random attempt at coding the stun timing correctly, and I succeeded!

1. The stun animation for saiki's fireballs and counter succession on an AIR ENEMY now works true to source. However, it seems mugen cannot detect it when the enemy JUST leaves the ground; that state is still considered on ground!

2. Removed guard damage for forward and downward fireballs so they cannot kill during a guard. They cannot kill when they hit, but could still kill when guarded :S

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: GT on January 12, 2012, 04:22:32 pm
If you didn't want the moves to kill then you could have used a kill = 0 parameter at the end of their hitdefs.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 12, 2012, 04:38:27 pm
yea i did, but it still killed when they guarded! Which I found really weird :S
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 12, 2012, 05:02:36 pm
important: solved a bug with the new fireball stun state. Now when enemy dies during forward fireball handswipe, the fireball will not hit.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: drewski90 on January 12, 2012, 05:42:03 pm
have you fixed the portrait being too big and the mislocation of the victory portrait?
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 19, 2012, 11:02:00 am
Nope, don't know how to fix the portraits etc.

17-1-2012:

1. bindtime of handswipe flame fixed
2. Fixed super darkening's hitspark appearing while enemy is getting up and going into dizzy state. Fixed the hitspark timer to last longer. (This change won't be available for winmugen)
3. Redid all gethitstates in common1.cns to be more authentic to mugen. For example, getting hit by uppercuts now gives a different, more stable, animation (This might have bugs, stay tuned)
- as a result of the above, a weird throw bug has been solved too.
4. Made flames darker in pal6 mode
5. Improved AI to A+B when p2bodydist x > 90
6. Fixed all the losing sounds to not overlap/not play
7. Fixed lose by cheap KO not activating due to new common1.cns configurations
8.Added flames to winstate, turning, guarding, walking forward/back (the feet don't have flames while walking... dont know how to make it)

Play as flaming Saiki by selecting him with Z button. Winmugen enabled (previously forgot to enable)

There are bugs where the flame does not disappear properly when it transitions to another state during a super's pause/super pause. It's a mugen thing... can't solve I think...

Mugen 1.0 = .rar file
Winmugen = .rar file + .cns patch
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: dragon972 on January 19, 2012, 07:35:26 pm
i can't include stage on your character in arcade mode  i use mugen 1.0

i can't have a arcade  match with saiki

you have to correct this because saiki is a boss i think is the worth mistake you have on saiki
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 19, 2012, 09:40:53 pm
Sorry I can't help you... I'm not pro enough lol
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: dragon972 on January 20, 2012, 03:33:35 pm
boy you have not enough skillz to finish your character ask to REJY2505 pleaaaaase it's not a shame lol
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: dragon972 on January 21, 2012, 03:39:21 pm
don't be stupid i love your work just tell  Rejy2505 or a another creator to finish your work  stay cool  :sugoi:


i add portrait for kof Xiii screenpack on your character i resize with small resolution 5 portraits for the selectscreen, vs-screen and  lifebar

http://www.4shared.com/rar/olc0IHCi/kof13saiki.html (http://www.4shared.com/rar/olc0IHCi/kof13saiki.html)

Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 21, 2012, 05:33:16 pm
nice, ok you guys help me finish it!
Thanks, and sorry for taking offence : )
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: drewski90 on January 23, 2012, 12:07:31 pm
there's still a problem after downloading this, the portraits still look misaligned, you might as well fix it as soon as possible
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 23, 2012, 09:50:57 pm
There is a bug with using my Saiki in the KOFXIII screenpack... at the corner of the screen the web will not stick on to p2distx, because the screen has been widened for some reason. I don't know how to solve this.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 25, 2012, 08:34:40 pm
Correction: with the release of the latest version of KOFXIII screenpack, saiki no longer has the fireball bug
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: Eterna1flame on January 27, 2012, 03:27:06 am
Nicely done! quick question though, is this version of Saiki farther ahead than the 7f beta you made with werewood? or perhaps you coded this one by yourself?

Was a bit curious since I saw this thread was separate from the other one. Still have the 7f beta Saiki as my boss char at the end of the game.
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: Violin Ken on January 27, 2012, 05:15:24 am
hope you don't mind, but i made a quick palette fix for your saiki.  It includes a palette that unhides the shadows on his face, hands, and feet.

http://www.mediafire.com/?26ldhp0p0krl8rv (http://www.mediafire.com/?26ldhp0p0krl8rv)
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 27, 2012, 06:42:04 am
Eternal flame, go ahead and get this saiki. U'll love it. Its model is the one I made with Werewood, but it is completely revamped

Violinken: Yes, by all means help me out with the palettes and portraits! I need help with those! Thanks a bunch!

edit: WOW! I just tested the pallete... It'S GOOD! But there is a problem: when u select it, the portrait at the top left becomes weird : ( Any portrait pros here?
Title: Re: KOF XIII Boss Saiki fully sprited
Post by: BoyBoyz on January 28, 2012, 01:08:00 am
Delicious Update:

1. Human Saiki's Neomax added to Boss Saiki: D,DF,F + z OR D,B,D,F + z  - 2 power bars. This has been modified to hit 23 times instead of 16 times like in the original.
2. New palette added courtesy of Violin Ken (however there is a bug with the portrait when u select this palette)

Only for mugen 1.0

http://www.mediafire.com/?5gsem6412qcw4  -  Boss Saiki_28-1-2012.rar
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax added
Post by: drewski90 on January 28, 2012, 01:41:44 am
i only see H-SaikiXIII.rar!
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax added
Post by: Eterna1flame on January 28, 2012, 08:20:12 am
Perfect, I'll be happy to get him then. It'll be interesting to see how he plays now in comparison to before, keep up the good work
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax added
Post by: stevla83 on January 28, 2012, 04:45:38 pm
Hey boyboyz I made another palette for your saki I'll sent it to your email again and also I'm gonna fix up the oni palette shading so it'll look better and great work on fixing Saki can't waith to see it 100% bro  :sugoi:
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax added
Post by: BoyBoyz on January 28, 2012, 11:58:28 pm
they're very good! However, they don't work for the new neomax sprites : ( could u try changing those too? thanks!
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax added
Post by: BoyBoyz on January 29, 2012, 03:33:46 pm
Uploaded Stevla's awesome palette (select with C to see the colour). However, they haven't been applied for the new neomax move. Credits to him for his hard work!

edit: THE PORTRAIT DECOLOURING HAS BEEN SOLVED! downloadable in 5min

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax added
Post by: stevla83 on January 29, 2012, 06:20:56 pm
they're very good! However, they don't work for the new neomax sprites : ( could u try changing those too? thanks!
I still don't know how to solove that problem I'm still a noob at this lol and I made a topic in the development help section a while back
and Cyanide stated the reason for that is a badly formatted sff file in which many sprites are not sharing the palette with 0,0
I would need to recompile the sff to be sure of this. Simply changing the sprites to shared palette will not be enough if they don't actually use the same one which I don't know how to do yet I wish to learn it soon so I can fix your palette issue also I find a small bug in the palettes I made the face of saki palette changes a different color that doesn't match the correct palette it shows up when sai is hit my oni palette his face turns green and the black demon palette (which I call it :p) his face turns orange for some reason I wish I understood how to fix the problem hopeful someone can correct it in time and I'll keep making more palttes for your saki and I wish the best of luck bro on finishing your saki  :sugoi:
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on January 30, 2012, 01:19:37 am
thanks for the sincerity! Four minor updates:

1. Downward fireball's guardspark explod changed to facing = 0. It was facing the wrong direction
2. Stone throw's stone now only bounces off enemies when it HITS; if it is guarded, it continues flying
3. Fixed head and hand flames from suddenly appearing when super counter connected (feet flames still appear...)
4. Added my own taunt with unused sprites and sounds... this is not true to source

The new palettes have bugs where certain sprites have pixels of green/orange in them. This is due to bad ripping, but I'd hate to take the palettes out because they are nice and original!

http://www.mediafire.com/?5gsem6412qcw4  -  Boss Saiki_30-1-2012.rar
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: chuchoryu on January 30, 2012, 01:26:26 am
I cant play this char in Win mugen
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: stevla83 on January 30, 2012, 01:54:25 am
thanks for the sincerity! Four minor updates:


The new palettes have bugs where certain sprites have pixels of green/orange in them. This is due to bad ripping, but I'd hate to take the palettes out because they are nice and original!

Ah cuz I wondered why it did that well, it's not that noticeable and lol thanks I'm trying to learn more on making palettes I wanna learn color seperation so I can make a ant-venom for your saki and other palettes like that and chuchoryu the reason why the character is unplayable is because this is mugen 1.0 not the older version and after all the character is in the mugen 1.0 section
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on January 30, 2012, 02:49:38 am
Thanks man. Yes that's right, no more winmugen for saiki... there are too many bugs with it in winmugen. You can't use too long codes, animelemtime(0) fails and u have to use animelemtime(1) instead, localcoord doesn't work, pausetimes of reversaldefs are messed up... I hate to disappoint you, but it sucks to play him in winmugen, seriously.
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: stevla83 on January 30, 2012, 03:42:56 am
Anytime oh and today I justed finished making 2 new palettes one is a carnage look and the other one is some what like Anti-saki and I've completely revamped the Oni palette I fixed the shading and I've changed the hair to match the skin tone too so be sure to check your e-mail and I'll make another palette too just hit me bro
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: Old Bobby on January 30, 2012, 09:51:12 am
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 ;)
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on January 30, 2012, 03:48:51 pm
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
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on January 30, 2012, 08:03:03 pm
*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
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: Aldo on January 30, 2012, 10:39:32 pm
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
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on January 30, 2012, 11:48:54 pm
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
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on January 31, 2012, 05:35:21 am
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
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on February 01, 2012, 09:50:42 pm
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)
Title: Re: KOF XIII Boss Saiki fully sprited - Neomax + new palettes added
Post by: BoyBoyz on February 04, 2012, 02:31:37 pm
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
Title: Re: KOF XIII Boss Saiki fully sprited - 4-2-2012
Post by: BoyBoyz on February 04, 2012, 11:02:43 pm
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
Title: Re: KOF XIII Boss Saiki fully sprited - 6-2-2012
Post by: BoyBoyz on February 06, 2012, 12:13:35 am
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
Title: Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
Post by: BoyBoyz on February 06, 2012, 10:36:15 pm
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
Title: Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
Post by: Eterna1flame on February 07, 2012, 01:21:58 am
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
Title: Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
Post by: BoyBoyz on February 07, 2012, 04:18:14 am
Thanks flame : )
Title: Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
Post by: Sindor on February 07, 2012, 08:50:12 pm
Thanks for your good work boyboyz ;)
Title: Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
Post by: Eterna1flame on February 08, 2012, 04:25:16 am
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
Title: Re: KOF XIII Boss Saiki fully sprited - 7-2-2012
Post by: BoyBoyz on February 13, 2012, 12:48:04 am
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
Title: Re: KOF XIII Boss Saiki fully sprited - 13-2-2012
Post by: BoyBoyz on February 13, 2012, 02:46:56 pm
AI can use neomax with 1 power bar, but u now need 2 power bars to perform it.
Title: Re: KOF XIII Boss Saiki fully sprited - 14-2-2012
Post by: BoyBoyz on February 14, 2012, 05:27:14 am
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
Title: Re: KOF XIII Boss Saiki fully sprited - 14-2-2012 - palettes removed
Post by: BoyBoyz on February 14, 2012, 05:48:06 pm
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
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: Old Bobby on February 16, 2012, 07:54:32 pm
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.
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: BoyBoyz on February 16, 2012, 08:42:38 pm
The fireballs themselves can be chained infinitely as well in KOF XIII. However, the fireballs cannot kill an opponent; only the handswipe motion can kill. I wouldn't like to deviate from the source as of now >_<
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: Eterna1flame on February 17, 2012, 10:12:21 am
been a while but I finally managed to test out Saiki, and for the most part he runs great. But similar to what I had seen before (in regards to his AI), if you get him in a certain way, he won't move an inch unless you do. Seen it happen a few times when I pit him and Kenshiro (from Hokuto no ken) against each other. They both reach a point where they are trying to look for an opening to counter, but because of that they both just stand there.

Also, although I haven't seen Saiki abuse this yet, but once he has you against the wall, he attempts to try and grab you as you get up (although I've seen the cpu get away, either because Saiki goes for his neomax or they high jump). And he pretty much just stays there unless you get past him. I'll still need to test him to see if he can abuse that though.

Course, the gameplay takes priority over the AI for the meantime, and in that regard I don't see a problem at all. Keep up the good work dude!
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: BoyBoyz on February 17, 2012, 01:20:24 pm
Thanks for the detailed feedback. Yes, the AI doesn't move especially when Saiki faces Saiki. They just stand there from the start. I've no idea why this happens; probably because I coded the AI to respond specifically to enemy's moves. I tried adding triggers when movetype = I, p2stateno = 0, etc. But the AI still does nothing! If anyone could help improve this project it would be great!
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: Old Bobby on February 17, 2012, 01:32:33 pm
Also BB, it really would be very good if he had intro before battle. I'm not talking about that special dialogue like in KOF XIII, just some simple move like his taunt before battle would be enough (better than absolutely nothing anyway.)
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: BoyBoyz on February 17, 2012, 01:49:20 pm
I would love to add an intro pose, but it isn't true to source! : (
I plan to add dark ash's neo max and a grab super with human saiki/dark ash's flames.

But no time now.
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: Eterna1flame on February 19, 2012, 11:49:25 pm
Thanks for the detailed feedback. Yes, the AI doesn't move especially when Saiki faces Saiki. They just stand there from the start. I've no idea why this happens; probably because I coded the AI to respond specifically to enemy's moves. I tried adding triggers when movetype = I, p2stateno = 0, etc. But the AI still does nothing! If anyone could help improve this project it would be great!

Yeah, I figured that would have been the case; both Saiki and the Kenshiro I have react to a player's initial movement (but also because of that, their AI can be tricked into doing what you want most of the time). Is there some sort of coding to tell the character after waiting 5 seconds to perform another action (like his rock throw or the black fireball)? Again, the game play probably is better to focus on, and once you have the stuff all sorted out then the AI can be sorted out last. For the most part people want Saiki to fight against, and more likely than not they'll be making him react to their attacks so he won't be standing idly.

Speaking of game play, last I checked Saiki's super (the screen nuking black flames) did take up two bars even when fighting him in arcade (this based on the console version). I believe you mentioned changing that to 1 for his AI, so I just thought to mention that. Also to clarify myself from earlier, when Saiki has you in the corner, he just stands there. But because of his AI (from what I can tell), his immediate reaction is to grab you as you get up or use his super (probably his AI's reaction to a character that's close to him), which allows little chance to get out or get up for that matter. Maybe if his reaction was to hit the opponent away that might help (along with adding some sort of push back if the hit is blocked), but that might not be true to the original. Then again I've never been in that sort of situation in the console version, so I can't say for sure.

I would try to help, but I don't even know the basics of coding a character for mugen (planning to learn sometime, but Im easily distracted by other things).
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: BoyBoyz on February 20, 2012, 09:27:32 pm
Thanks for the feedback! I myself have experienced these same problems that u have listed. Indeed, the AI is very broken, but can be exploited. I'll try to update when I'm more free!
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: YagamiBrando on February 20, 2012, 09:39:53 pm
The portraits are a mess. Will u fix that?
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: BoyBoyz on February 24, 2012, 04:59:08 am
I don't know how to. The portraits and some bugs are what make this character not 100% : (

update 24-02-2012:

Fixed the AI as suggested -

1. When Saiki corners an enemy, he will A+B roll backwards if frontedgedist < 80. This is to prevent cheap grab-spams near the corner
2. When stateno = 0, saiki will walk forward because the trigger has been added to statedef -2 section. This is to prevent the AI just standing there doing nothing when facing certain enemies (there are bugs with this, where sometimes he might perform a move but cancel it into a walk forward animation. Ive tried to fix this with != triggers, but they still appear.)
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: Veolf on February 24, 2012, 06:20:22 am
I don't know how to. The portraits and some bugs are what make this character not 100% : (

update 24-02-2012:

Fixed the AI as suggested -

1. When Saiki corners an enemy, he will A+B roll backwards if frontedgedist < 80. This is to prevent cheap grab-spams near the corner
2. When stateno = 0, saiki will walk forward because the trigger has been added to statedef -2 section. This is to prevent the AI just standing there doing nothing when facing certain enemies (there are bugs with this, where sometimes he might perform a move but cancel it into a walk forward animation. Ive tried to fix this with != triggers, but they still appear.)

APPLY your character palette on your portraits and it should fix the colors? Unless you put a local coord, u have to use math =x
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: Eterna1flame on February 24, 2012, 08:07:33 am
I don't know how to. The portraits and some bugs are what make this character not 100% : (

update 24-02-2012:

Fixed the AI as suggested -

1. When Saiki corners an enemy, he will A+B roll backwards if frontedgedist < 80. This is to prevent cheap grab-spams near the corner
2. When stateno = 0, saiki will walk forward because the trigger has been added to statedef -2 section. This is to prevent the AI just standing there doing nothing when facing certain enemies (there are bugs with this, where sometimes he might perform a move but cancel it into a walk forward animation. Ive tried to fix this with != triggers, but they still appear.)

Ah, nicely done, but wouldn't a better action be to have Saiki throw a projectile of some sort? In that case it would at least make him make the player move instead of just standing there. But then again, the way you set up the AI is to react to a players movement, so that might work.

Ah well, I'll just have to wait till I get a copy of your update to give more feedback on it xD Can't call any bugs till I see them
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: BoyBoyz on February 24, 2012, 01:13:09 pm
SXVector: I tried that and everything else already > _< the thing is, the portrait was just taken from Werewood's saiki portrait. I don't know how to make a new one. As such, the colours aren't optimal. If someone could make one for me I would be grateful!

It's cool flame, because when saiki walks forward to a distance of less than p2bodydist x = 39, he will grab the enemy; so the enemy will have to respond, else saiki wins : D

Throwing a projectile might be problematic when saiki faces off against himself, as both would just stand there spamming projectiles xD We'll see how it goes when u and I have more time to test it :D
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: Eterna1flame on February 24, 2012, 07:59:27 pm
SXVector: I tried that and everything else already > _< the thing is, the portrait was just taken from Werewood's saiki portrait. I don't know how to make a new one. As such, the colours aren't optimal. If someone could make one for me I would be grateful!

It's cool flame, because when saiki walks forward to a distance of less than p2bodydist x = 39, he will grab the enemy; so the enemy will have to respond, else saiki wins : D

Throwing a projectile might be problematic when saiki faces off against himself, as both would just stand there spamming projectiles xD We'll see how it goes when u and I have more time to test it :D
Aah, so he goes straight to a grab when he gets close enough, that works xD though as funny as thinking of Saiki throwing projectile spam at each other is, probably isn't the best choice (change the rock and fireball to a snow ball graphic and that would be hilarious to watch, hahaha).

Looking forward to fighting that Saiki then for more testing.
Title: Re: KOF XIII Boss Saiki fully sprited - 15-2-2012 - palettes removed
Post by: BoyBoyz on February 24, 2012, 10:36:31 pm
My bad, I had an extra trigger which was causing the bugs I think. Removed.
25-02-2012
Title: Re: KOF XIII Boss Saiki fully sprited - 15-3-2012 - New Skill
Post by: BoyBoyz on March 14, 2012, 11:42:10 pm
15-03-2012:

New skill (Ash+Human Saiki's HSDM) added, perform by pressing QCB+z when near enemy:

*1. Unblockable grab move that cannot hit air/falling enemies. During the grab, Saiki recovers the amount of damage dealt as life. Due to the overpowered nature of this skill, the damage from the lifedrain is quite little; the move ends off with a C+D blow. This finishing blow does not replenish life for saiki.

I haven't coded this skill for the AI...

Changes:

*1. Reworked super darkening. Now it will start slightly later, with one explosion always in the center of the stage, then it will branch off into the other explosions that fill the screen at more random intervals.
2. Changed hitspark timemod to 1,0 from 2,0. This basically means that for every hit, there will be a hitspark, instead of 1 spark for 2 hits. This might cause lag on slower CPUs though.
3. Slightly adjusted standing hard punch's (statedef 210) clsn priority.
4. Removed a redundant code for walk and grab's transition to another state when p2statetype = A

I have one more super in mind, but will wait till there's time.

-Portraits, simultaneous mode bugs, and occasional fireball lag bug still not fixed.

http://www.mediafire.com/?5gsem6412qcw4         -      Only for Mugen 1.0. This version is megatons better than the crappy beta8E for winmugen.
Title: Re: KOF XIII Boss Saiki fully sprited - 15-3-2012 - New Skill
Post by: Eterna1flame on March 15, 2012, 12:08:37 am
awesome sauce, though as a recommendation, it might be best not to code the move into the AI. The new skill is nice, but I'd also like as authentic as possible Saiki fight (maybe a copy of the AI with the new skills would work better). Course that's still your call

Will give this Saiki a test run for sure, keep up the good work
Title: Re: KOF XIII Boss Saiki fully sprited - 15-3-2012 - New Skill
Post by: BoyBoyz on March 15, 2012, 03:23:33 pm
Latest Update:

2 more skills added:

1. Teleporting stomp skill similar to Human Saiki. The stomp is unblockable, but you have sufficient time to react by A+B rolling away. If Saiki misses the stomp, he will make a disappointed voice. If he succeeds, he will laugh. Saiki cannot be hit when coming down. D,DF,F,c

2. This skill is similar to Ash's dash super, but the flames are black. After the move connects, the enemy will not be able to use special abilities. This is buggy though, because of some characters' invincibility start-up frames/nothitbys. D,D,c

- added envshake to the previous new skill.
- Changed some voices and move timings for the new skills. The voices might continue to be changed based on preference.

Note that all new skills are CUSTOM, meaning not true to source. The source material/gameplay is good enough for edits to come in already.

These are all the skills that I have dreamed of putting in.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: BoyBoyz on March 16, 2012, 06:05:54 am
update:
Added one more SPECIAL (not hyper) move:

1. This is basically Human Saiki's anti-air move. However, this can hit standing enemies as well (only those taller ones), having a knockdown effect. The explosion can negate all fireballs. Saiki has 2 nothitby animelems at the start.

perform by F,D,DF, y

- as a result of this anti-air, the normal standing hard punch priority has been reduced.
- various triggers have been added to dark web to make it disappear properly when hit by the new moves
- Saiki can now be hit immediately after landing from Super Stomp.
- Saiki can now start moving 2 animelems earlier when Super Dash is about to end.
- voices for the hyper moves' startup have been changed.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: YagamiBrando on March 16, 2012, 08:45:21 am
Good going BB! Now that you are not after perfect source accuratness, maybe you will be kind to add any intro before fight (like his taunt) and disable infinite priority of his fireball :sugoi:
I know im annoying lol, but really - even if that infinite priority of the projectile is source accurate, it shouldn't be so in mugen, we can play as boss saiki here after all.  :)
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: BoyBoyz on March 16, 2012, 09:55:03 am
Lol nope I don't find you annoying. I want to make an intro, but his voices are really limited and nothing seems nice. Fitting with his lazy nature, I think just standing there would be a good enough intro :S

The infinite priority and chaining is true to source in KOFXIII, and we can use him there as well! This can be countered in mugen by using parry or evading.

Update2:

1. Fixed an issue where grabs and new supers wouldn't hit a darkwebbed enemy
2. Modified the FDF,y move to look more like Magaki + Human Saiki's anti-air. The imbalanced priority of this move might be fixed in the near future.
3. Added groundcornerpush = 0 to FDF,y move.

Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: Cybaster on March 16, 2012, 10:36:12 am
Been a long time I haven't tested this character. Deifnitely feels more solid than a few months ago, and much more polished.

- Why are his portraits still the wrong size, and the small portrait, dear god it's ugly.
- From the readme, why is qcb,qcf+Z a valid command for NeoMax if qcf+Z is already valid ? It's useless.
- The hitsparks during NeoMax don't look very pretty. The scaling is very average, and it'd be nice to add some randomization on the position because it always appears at the same place. Take a look at Randy Fenrir's Saiki (human form), where the Nemax looks better looking IMO.
- The dahs move doesn't pass through a cornered opponent. It may be on purpose, but it looks strange.
- Dunno if it's source accurate, and only tested in training mode, but I could perform qcf+Y infinitely on the opponent, since he gets blocked in the custom state for a few seconds and there's no cool down time on the move.
- I don't see the interest in the throw rock move compared to qcf+P, since it's much slower and doesn't lock the opponent.
- During the intro, have his arms being crossed, say "humpf" then go to stance. Second intro : you could Use Human Saiki that transforms into his Boss form (think Chris->Orochi or Ken->Evil Ken intros). Anyway, don't freeze the intro in one of his stance sprites as you're doing now (you can see him in a stance sprite with no animation, before starting to breath), it looks ugly.
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: YagamiBrando on March 16, 2012, 10:49:48 am
Quote
but I could perform qcf+Y infinitely on the opponent, since he gets blocked in the custom state for a few seconds and there's no cool down time on the move.
That's what i'm constantly talking about lol :P It must be changed somehow. Maybe like or2=3's saiki boss'form - he cannot do another projectile, while the opponent is frozen. Because with what we have now - it's like take one projectile attack and then slowly die, while that Saiki will spam you to death while you are frozen. :S
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: Eterna1flame on March 16, 2012, 03:50:44 pm
...

- Dunno if it's source accurate, and only tested in training mode, but I could perform qcf+Y infinitely on the opponent, since he gets blocked in the custom state for a few seconds and there's no cool down time on the move.
- I don't see the interest in the throw rock move compared to qcf+P, since it's much slower and doesn't lock the opponent.

...
For the console version, the boss Saiki AI never did spam the qcf+y and you had no way to control Saiki. The hacked arcade version however, I'm not too sure. That's the grab move if I'm not mistaken right? or is that the black fireball? Haven't played as Saiki much, since I prefer him as just a boss anyways.

As for throwing the rocks, the source version used that, though it's effectiveness in human hands is questionable. Never seen Saiki abuse that move too much unless you really aren't doing anything. From what I remember, he should be able to throw the rock behind him, then it flies towards the opponent from behind him/her/it. So with those two variations, maybe it's suppose to throw the player off? As it is right now, the rock throw's purpose is mostly to be true to the source
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: BoyBoyz on March 16, 2012, 05:38:32 pm
Thanks for the detailed feedback guys.
- I don't know how to make portraits!
- The qcb,qcf+Z is to be true to source xD It is indeed useless and can be removed!
- I've no idea how to fix the neomax. In fact, I took the entire thing from all the human saikis out there.
- I don't know how to make the dash move pass through a cornered opponent. Is there a way to do it?
- yes the rock move is lame, but it's part of the original moveset : ( The rock cannot be thrown backwards... that was Werewood's own creation.
- and yes the fireballs in the hacked boss-enabled version can be spammed
- I'll get to the intro when there's more time!
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: BoyBoyz on March 16, 2012, 08:58:09 pm
17-03-2012:

Ok, added a lame intro. He materializes on screen in a crouching position as the screen shakes, then stands up and 'hmphs'. Looks cool enough I guess.

For super dash move, added the triggers targetbind and width, so that saiki properly appears on the enemy's other side when at corner.

http://www.mediafire.com/?5gsem6412qcw4  -  it can be downloaded now.
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: YagamiBrando on March 16, 2012, 09:02:44 pm
Good, good :)
Title: Re: KOF XIII Boss Saiki HD - 16-3-2012 - 2 more skills
Post by: BoyBoyz on March 17, 2012, 08:35:40 am
17-03-2012update:

*-Finally fixed the fireball lag bug.
-Adjusted some noshadow triggers so that it looks more natural for evades and super dash.
-Adjusted supergrab's targetstate time.
-Adjusted super dash's fade in distance and timing, so that he appears invisible for a longer stretch of the dash.
-Added one empty starting frame for intro animation, so that saiki is completely invisible when stage starts.
-Removed redundant movelist stuff and added 'original' and 'custom' movelist sections to make it clearer.
-Fixed an AI problem where he wouldn't perform the counter move because he had to walk forward or guard.

Left portraits and simultaneous mode bug

http://www.mediafire.com/?5gsem6412qcw4 - can be downloaded in 10min from posting time
Title: Re: KOF XIII Boss Saiki HD - 17-3-2012update
Post by: BoyBoyz on March 17, 2012, 10:44:39 am
17-03-2012update2:

- changed anti-air move command to D,D,y. This is to enable you to walk forward and do a fireball instead of having the anti-air trigger.
- Changed explosion for forward fireball anim velset to 0 instead of p2bodydist x. This is so that if enemy is flying through the air, the explosion won't follow him around and will only appear where it hits and stay put.
- repositioned some helpers

Sorry for the many minor updates xD
Title: Re: KOF XIII Boss Saiki HD - 19-3-2012 - 3 more skills
Post by: BoyBoyz on March 18, 2012, 09:13:32 pm
19-03-2012:

3 more skills added:

1. KOF2000 Zero's crouching skill. Afterimage effect. Invulnerable during startup. The purpose of this skill is to effortlessly catch people diving at you with dash moves for example (iori, leona etc)
2. KOF2000 Zero's teleport move. A shadow will slide along the ground, and only the tip of the shadow (the head) can hit the enemy. Saiki is invulnerable while the shadow is moving out. This move strategically punishes fireball spammers from a distance.
3. Super fireball (human saiki's fireball anim). This is one massive fireball that comes out very fast and sends enemy flying to other end of screen with a wall bounce.

Though this video isn't of the latest update, you can still see some of his skills in use (sadly only the AI enabled skills are available). Weirdly enough, he can jump O_O it never happens for me. Someone must have modified something.
http://www.youtube.com/watch?v=X__gKi577DU

Enjoy stomping over other characters : ))

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 19-3-2012 - 3 more skills
Post by: stevla83 on March 19, 2012, 04:05:11 am
Wow! you've been updating alot I'm surpised and your saiki plays great my friend I can't wait to see more updates and also I have a suggestion even though saiki in kof xiii doesn't jump you think you can possibly add him being able to jump since werewood added that to his saiki you think you can add to the next update? you need anymore palettes? because if you need any more I'll gladly make more if you want  :)
Title: Re: KOF XIII Boss Saiki HD - 19-3-2012 - 3 more skills
Post by: BoyBoyz on March 19, 2012, 09:23:57 pm
Thanks! I think we'll wait for a more stable FF3 to be released before trying more sprites xD I can't use those that u made last time

20-3-2012:

*1. Added slow motion + new sound when enemy bounces off wall after being hit by super fireball. The wallbounce has black flames when enemy backedgedist < 20. This move is now quite epic and I love it. The idea was gotten from KOFM Lv2 ELement's move. You can combo off from it as the enemy lands.
2. Enemies will turn black and flash grey/black when hit by super fireball, life drain, and super dash moves.
3. Fixed 2 bugs with super counter
4. Adjusted Super dash's helper timings.
*5. Reworked super dash. Saiki now does not appear on opposite of enemy when enemy is cornered. The flames launch the enemy into the air. This is true to source. However, the overall mechanics are still not 100% accurate because I have no other idea how to do it (probably have to use variables and I suck at that).

Randy Fenrir's ash's super dash is totally wrong, beginning with the fact that the move can be blocked, and his can't.

Title: Re: KOF XIII Boss Saiki HD - 19-3-2012 - 3 more skills
Post by: stevla83 on March 20, 2012, 12:35:33 am
Thanks! I think we'll wait for a more stable FF3 to be released before trying more sprites xD I can't use those that u made last time
Your welcome and lol true xD I still have all the original palettes and I noticed the green part that use to show on the palettes face during attacks and getting hit doesnt show up anymore the only thing that looks out of place is the human saiki super where it shows his eyes glowing it still shows it as blue instead of the actual color of the palettes eyes on the palettes either way it's best to wait for FF3 to be finished to get the palette problem fixed
Title: Re: KOF XIII Boss Saiki HD - 19-3-2012 - 3 more skills
Post by: BoyBoyz on March 20, 2012, 10:19:26 am
Minor update:

1. Created 4 new statedefs for super dash, so he'll changestate into 4 different distances after hitting the enemy based on how much distance he traveled before.
When enemy is not against corner, all 4 states will make saiki go to the opposite side, to varying distances. When enemy is near wall, none of the states will make him go opposite. This feels smoother.

I have one more move to add, but I can only do it after wednesday... no time

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 19-3-2012 - 3 more skills
Post by: BoyBoyz on March 20, 2012, 10:14:32 pm
21-3-2012 Whoa it's 36mb now! I should make less corrections so you guys won't have to download it so many times -.-:

New Neomax AND new super stomp:

1. Neomax: Invulnerable during move. Air fireball comes down at velset = 6, always in center of screen. It cannot hit the enemy, but when it hits the ground, it causes an unblockable explosion that is very wide and deals 520 dmg. It comes out slowly and the only way to avoid it is dash/roll to the edge of the screen. Enemies hit will get knockedback and wallbounced, but no slow motion. Saiki cannot move until the neomax is almost over.

There is of course a cheap way to abuse this so that the enemy will surely be hit. It's all about positioning : ) That's why it can only be used by the player.

Perform by B, F, c (the movelist.txt is wrong but Im lazy to upload it again)

2. Super stomp: New stomping sound. Has a follow up animation exactly like Human saiki's. He kicks the enemy on the floor after taunting.
- Added p2facing for this and modified the position p2 falls to the ground to always bind to pos x.

- Removed flames from super fireball's wallbounce only. There are still flames on the enemy when he flies to edge of screen. This is to prevent lag.
- Enemies now cannot be hit during all wallbounces.
- Fixed quite a few bugs with the new stuff
- Neomax 1 modified to do only 529 damage instead of 590+

Report any bugs! There should be some, considering I can't test them against AI enemies because I never coded the new moves into AI.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 30-3-2012
Post by: BoyBoyz on March 30, 2012, 08:25:32 pm
Touch-ups 31-3-2012:

1. When standing enemy gets hit by air fireball, then gets hit by any attack again, the stun and dark web won't appear. Can't make this happen for air enemies yet.

2. Fixed handswipe and fireball stun timings. In the past, when the enemy just left the ground (anim = 41), he would be stunned in midair for sometime. Now it won't happen. Fixed other bugs regarding darkweb/stuns too.

3. Fixed a bug with dark web still staying there even when super dash hit.

4. Adjusted zero's kneeling move's targetbind dist

5. Added some more commands to make sure he cannot jump.

6. Didn't mention this in the previous update, but adjusted super darkening's explods' pos y so that you can see the bottom of the explod instead of it covering the whole screen.

> can anyone make a portrait for me?! <

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012
Post by: YagamiBrando on March 30, 2012, 09:06:00 pm
I also wonder what's the hell with portraits. The big portrait is said to be 120x140 when I look with FF, but in game it's all messed up. Have you tried giving it smaller size, like 100x120 or something? Maybe that'll work ;P
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012
Post by: BoyBoyz on March 30, 2012, 09:57:29 pm
actually i meant the... fighting portrait that is beside the lifebar. It looks like crap but I don't know how to do a better one. I only know coding from trial and error.
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012
Post by: i_oVo_i on March 30, 2012, 10:16:48 pm
I also wonder what's the hell with portraits. The big portrait is said to be 120x140 when I look with FF, but in game it's all messed up. Have you tried giving it smaller size, like 100x120 or something? Maybe that'll work ;P
Its actually the right size in the Sff, its the localcoord you're using that causes the weird scaling of it

Oh n a small port I made using one of his standing sprites
(http://i.imgur.com/SDGjl.png)
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update - Nice fighting portrait
Post by: BoyBoyz on March 31, 2012, 05:32:37 am
31-3-2012update:

1. NICE FIGHTING POTRAIT FINALLY ADDED THANKS TO I <3 EPIC (however, this isn't true to source :/). And yes, due to the local coord, the load screen portrait is kinda weird. If anyone can fix it I'll add it in the next update!

2. Modified super dash's 'silence'. Disabling the enemy from using special moves is very buggy in mugen... So I changed this slightly. When the enemy gets hit by super dash, an invisible helper will follow the enemy for time = 300, and if the enemy makes any SPECIAL or HYPER move, he will get stunned and turn grey for time = 150. If the enemy performs any special/hyper move in the air, he/she will land on the ground and then get stunned. This change might be adjusted in future versions.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update - Nice fighting portrait
Post by: i_oVo_i on March 31, 2012, 06:02:12 am
Its easy to fix by changing the localcoord to 320,240; but then again everything will get scaled down n Saiki will look like a small gnome lol
I tried making a smaller portrait to fit the localcoord scaling you made, this is the closest I could get
(http://i.imgur.com/vqsLs.png)
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update - Nice fighting portrait
Post by: BoyBoyz on March 31, 2012, 07:21:35 am
omg... Just wondering.. do you have the portrait/small portrait where saiki points a finger at you? That is the original picture for the portraits (both big and small) > <

If it is too troublesome, then awesome work still! I will upload your current portrait if you are unable to crop this one

(http://cdn.gamerant.com/wp-content/uploads/king-of-fighters-xiii-saiki-transform.jpg)
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update - Nice fighting portrait
Post by: i_oVo_i on March 31, 2012, 07:44:29 am
I only did the big portrait, I tried making the small one but it ends up being a messy image once played in MUGEN
(http://i.imgur.com/wChAx.png)
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update - Nice fighting portrait
Post by: BoyBoyz on March 31, 2012, 07:51:30 am
Lol you rock dude!!! Check out my mediafire page. I uploaded a .pcx file that EnlightenedShadow made for the small portrait for his KOFXIII game. It fits here but... the background of the portrait is white. I don't know how to enable the transparency. Maybe you could check it out lol.

http://www.mediafire.com/?5gsem6412qcw4

I'm uploading the new saiki with your last portrait.

Oh yes and a simple reminder to everyone: DO NOT play this saiki in 1920 x 1080 resolution. It will lag like crazy even for me. Best at 640x480, if you want full screen (1280x720) that is ok too, not too much lag.
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update2 - Nice fighting portraits
Post by: BoyBoyz on March 31, 2012, 09:48:07 am
31-3-2012update3:

1. Added the new big portrait.
2. Removed face flames (when u select his pal7) when saiki is walking forward. They don't look nice.
Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update3 - Nice fighting portraits
Post by: Vagopublico on April 01, 2012, 05:52:14 pm
Lol you rock dude!!! Check out my mediafire page. I uploaded a .pcx file that EnlightenedShadow made for the small portrait for his KOFXIII game. It fits here but... the background of the portrait is white. I don't know how to enable the transparency. Maybe you could check it out lol.

http://www.mediafire.com/?5gsem6412qcw4

I'm uploading the new saiki with your last portrait.

(http://i.imgur.com/VptGz.jpg)

Human Saiki by or2=3   :pokerface:

Title: Re: KOF XIII Boss Saiki HD - 31-3-2012update3 - Nice fighting portraits
Post by: BoyBoyz on April 02, 2012, 03:49:29 am
As I said before, whenever th*e boss saiki file is missing, I'm updating.

2-4-2012:

1. Redid ALL th*e helpers/explods using th*e latest FF. I missed out some elems last time. Also adjusted all th*e removetimes for all explods.
2. Added kill=0 to some of th*e new moves' starting hits (like super dash, super stomp, zero's moves)
3. Realigned win portrait to 0,0.
4. Fixed bug where feet flame appeared at th*e start of super counter (when you're using saiki's pal7).
5. totally reworked super darkening. All explods changed to helpers, postype = back (so th*e explods always appear at same position regardless of where Saiki is). Double Hit/guardsparks side by side. 33 hits instead of 34, 213 dmg.
6. Fixed lots of other small careless mistakes like horizontal flipping, explod size, an incorrect sprite etc.

What's left:
1. KOFXIII animation when enemy KO & better win portrait (will add when I have more time)
2. Fix le simultaneous mode bugs.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 2-4-2012
Post by: BoyBoyz on April 02, 2012, 12:20:36 pm
2-4-2012update:

For those who have downloaded the above copy, I'm sorry I made a small mistake of not including that 1 corrected palette inside. This is no big issue; however if you want to add new palettes that wrong sprite will have a miscoloring, that's all. I fixed the link with it, if anyone is interested in such a small update.
Title: Re: KOF XIII Boss Saiki HD - 3-4-2012
Post by: BoyBoyz on April 02, 2012, 09:42:20 pm
3-4-2012:

1. Fixed a stupid bug where dark web sound wouldn't trigger on certain occasions. -.-

2. I came across a rare bug where forward fireball handswipe and fireball could hit a jumping, cornered enemy AFTER he is hit by standing strong punch (statedef 210), resulting in that enemy falling to the ground without dark web appearing. Added some triggers, and can't make the bug happen again... not sure if it's fixed.
Title: Re: KOF XIII Boss Saiki HD - 3-4-2012
Post by: BoyBoyz on April 03, 2012, 02:55:43 am
3-4-2012update:

1. Added 2 new moves:

a. QCB+y now does not perform the grab, but instead launches a full screen attack that smashes enemies to the ground (think psyqhical), dealing 100 dmg with envshake. This is a great anti-air.
b. QCB+b performs the counter move, but significantly changed. This strong version can counter projectiles and stun the enemy. The weak version negates projectiles with a 'shield', but this version launches the shield only after the projectile has been reversed. What's more, the follow-up C+D is now no longer there. You can do whatever you want after the enemy is stunned!

2. Removed neomax from AI to give a more authentic saiki fight.

3. Redid all the bgpalfx fade in/out of grey screen WITHOUT variables. Hard work.

4. Modified super darkening's explod timings by a few seconds.

5. Added p2statetype = A and != A for required hitspark explods. Also added hitsparks that were supposed to be there but have been left out.

6. Used AIlevel


Next update will include KO flashing screen animation

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 3-4-2012update
Post by: BoyBoyz on April 06, 2012, 05:15:39 am
6-4-2012update:

1. Fixed some sprite shadow issues
2. Adjusted the crashing sound of winko to appear only to appear on special/hyper moves.
3. Added a flashing screen animation when special/hyper moves trigger winko. This might be buggy...

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 3-4-2012update
Post by: BoyBoyz on April 06, 2012, 04:59:47 pm

Please note that I updated one thing: the full-screen neomax from Human Saiki had a 'bug' where the explod didn't extend all the way down to the screen. Fixed.

The file name is still the same.
Title: Re: KOF XIII Boss Saiki HD - 7-4-2012
Post by: BoyBoyz on April 07, 2012, 11:39:48 am
7-4-2012update (those 2 who downloaded the first copy download this one again sorry):

1. With the latest fighter factory RC2, I added another palette to saiki perfectly. It is Stevla's ONI palette, which is so darn awesome that I can't do without it. No color issues. Select it with button x.

2. The movelist has been updated with those 2 new moves earlier, and has details about the palette buttons

3. Made it such that choosing 2 of the same palettes makes the enemy saiki the opposite color. (this wasn't included in the first version)

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 9-4-2012update
Post by: BoyBoyz on April 09, 2012, 03:49:22 pm
9-4-2012update:

Some of you might have noticed i renamed the file to 9-4-2012, but never released any update info. That's because that wasnt a proper release.

This release adds 7 important bug fixes:

*1. added the forward fireball fixes to the counter's fireball
2. added fireball shield to new counter, because it fails to counter some fireballs that aren't projectiles.
3. Finally figured out the slow AI activation problem. It does not have any delays in starting anymore. For those who want to edit the AI, just search for ";AI" in the main cns file.
*4. Fixed a bug where counter success would not launch dark web
5. Added blue clsn to new move (forgot to do so) and added nothitby for 3 animelems (statedef 3900 gravity move: DB,y)
6. Reduced super darkening's nothitby to end at animelem 59 instead of 65
7*(Just added). Removed the ifelse(true saiki) triggers for FIREBALLS to prevent lag when saiki vs saiki.

I hope to eventually fix the simultaneous mode bugs... then it will be 100% complete

I removed the patch2 file: just download the big file >:D This is to prevent confusion.

http://www.mediafire.com/?5gsem6412qcw4   - Boss Saiki_9-4-2012update.rar
Title: Re: KOF XIII Boss Saiki HD - 9-4-2012update or kof13saiki patch2
Post by: evilakuma1000 on April 09, 2012, 07:01:16 pm
awesome dude everytime you make him better and better keep it up  :twisted: :sugoi:
Title: Re: KOF XIII Boss Saiki HD - 9-4-2012update or kof13saiki patch2
Post by: BoyBoyz on April 09, 2012, 09:25:29 pm
Sorting out some bugs. The download wont be up till 10-4-2012. And thanks! It's good to keep improving ^_^

Next update will solve the double sounds, make it such that if hit by another attack after being hit by air fireball in the air, dark web and stun wont activate, and lastly, correct something stupid i did in the last update (9-4-2012)
Title: Re: KOF XIII Boss Saiki HD - 9-4-2012update or kof13saiki patch2
Post by: BoyBoyz on April 10, 2012, 07:43:01 am
10-4-2012:

Important update:

1. When I can't solve a problem, I make it disappear! Fixed dark web appearing at wrong place by making it invisible xD (haven't encountered the bug ever since... tho it might pop out 1/1000000 tries)
2. the previous patch I added a wrong trigger that made fireballs knockdown even when enemy is on ground. Fixed
3. removed poweradd for normal moves and increased poweradd for special moves, as to close source as possible
4. Now Air enemies hit by down fireball, and then hit again by any other move, will not get stunned if hit within 24 ticks.
5. Changed command of the two new moves to (DB,a+b and DB,x+y respectively). Movelist updated with this change too (and other small descriptions)
6. Zero's shadow move can now be blocked low.
7. Removed duplicate sounds due to a trigger in statedef -2

Left simultaneous mode bugs to work around

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 10-4-2012
Post by: BoyBoyz on April 10, 2012, 10:56:54 am
10-4-2012update:

1. Sorry, but zero's shadow move is meant to be unblockable -.-
2. Reduced super darkening's nothitby to end at animelem 55, where his ctrlset is animelem 60. This gives u more window to punish him.

Sorry to those 9 who downloaded the earlier file.

Link available in 20min, gotta go so I'm posting this in advance.
Title: Re: KOF XIII Boss Saiki HD - 11-4-2012fix2
Post by: BoyBoyz on April 11, 2012, 01:54:53 am
11-4-2012fix2 Lol I'm forced to update more xD

1. The Shadow Hunter kindly pointed out a bug in super stomp. It was due to me not having -1 as time for the last animelem of the stomping phase before changestate. Hopefully fixed.
2. Command for alternate counter changed to DB,b, while normal counter is DB,a.
3. Added back the disappointed voice when super stomp misses. Due to the fix, the voice no longer activated because I minused one animelem. Also removed the -1.88 pos x so he doesn't slide back. (this was not available in 11-4-2012fix)

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 11-4-2012fix2
Post by: BoyBoyz on April 14, 2012, 06:37:32 am
14-4-2012update:

1. Fixed a bug where blocking airfireball would cause dark web+ stun to appear.
2. Couldn't solve the simul mode bugs. Therefore, removed super darkening hitsparks and darkweb from simul mode. The stun is still there though. 
3. Removed super darkening guardsparks from simul mode too.
Title: Re: KOF XIII Boss Saiki HD - 2-5-2012
Post by: BoyBoyz on May 02, 2012, 01:16:26 am
2-5-2012:
1. fixed minor bug with forward fireball explods by adding ontop = 1 and adjusting sprpriority.
Title: Re: KOF XIII Boss Saiki HD - 2-5-2012
Post by: nisoo7 on May 06, 2012, 12:36:58 am
good work i am downloading it great job and i still working on dark ash xiii i hope i can beat u lol almost finish xD
Title: Re: KOF XIII Boss Saiki HD - 2-5-2012
Post by: BoyBoyz on May 06, 2012, 09:00:46 am
Lol no competition bro. Just do your best for everyone.

Update 6-5-2012:

1. Fixed a bug where countering (DB+kick) an enemy who has jumped too high causes dark web to appear off the ground.
2. Lessened stationary grab's range by a very small amount (for true-to-source purposes. The difference is not noticeable if AI uses it)
3. Changed Zero's crouch move (statedef 3500) nothitby to end at animelem 11 instead of 12, so he can be hit immediately after he starts to stand up.
Title: Re: KOF XIII Boss Saiki HD - 8-5-2012
Post by: BoyBoyz on May 08, 2012, 09:22:16 am
Boss Saiki_8-5-2012:

1. Fixed a bug where first 30 hits of super darkening would not launch enemy into air.
2. Fixed a rare bug where AI would try to grab an enemy that is not within grab range, hence spamming the move without success.
3. Removed a duplicate sound in super dash.
4. Removed airguard velocity and guard velocity for super darkening. Since the flames rise UP from the ground, the enemy will not be pushed back even if guarding in air.
5. Removed the 2nd hit/guard spark for super darkening. This is to prevent lag in 1280x720 mode... No choice, mugen can't handle that many things.
6. Changed command for alternate counter to: F, B, F, a/b. This custom counter, to remind you guys, does not have the C+D followup, so you can do whatever you want with the stunned enemy.
7. Adjusted the fade into color=0 startup timing for some supers.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki HD - 8-5-2012
Post by: BoyBoyz on May 08, 2012, 02:10:40 pm
Boss Saiki_8-5-2012update:

1. Added a prior targetbind position for grab moves, so that the enemy's head appears to move backwards as saiki extends his hand out.
2. Walk n Grab + stationary grab's fade-in color=0 timings adjusted too.
Title: Re: KOF XIII Boss Saiki HD - 8-5-2012update2
Post by: BoyBoyz on May 08, 2012, 03:58:06 pm
Boss Saiki_8-5-2012update2:

1. Important: Properly fixed dark web's position by adding posset y = 35, and posset y = 0 for another explod.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 12-5-2012
Post by: BoyBoyz on May 12, 2012, 06:30:50 am
Minor tweaks. This character can be considered complete, but I'll keep trying to improve it now and then.

Boss Saiki_12-5-2012:
1. Tweaked something I forgot (lol), on 10-5-2012
2. Tweaked neomax 2's range and immobility time (as well as updated the move description in movelist).

What's left:
1. Proper flames on his body (seems impossible to do... The day anyone manages to replicate the flames on Dark Ash will be the day Saiki gets his flames too.)
2. Proper solution to simul mode bugs (now is only a temporary solution, where the problematic dark web and hitsparks are removed)
3. Perhaps better portraits from others who help make them.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 13, 2012, 10:51:48 am
Before the launch of Diablo 3, let me update his flaming mode (palno = 7) lol.

Boss Saiki_13-5-2012:

1. IF u select his palette 7 (hold start + a), then his intro pose will be a standing one with arms folded instead of a crouching one.
2. Added more flames for his counter fail/succeed (D,DB,B, a/b)
3. Added flames for his punching sequence only for the hand that holds the enemy's head (D,DF,F,a/b or D,DB,B,x/y or D,DB,B,c succeed)
4. Added flames for his forward fireball hand/face/feet.
5. Fixed a bug where the flames would suddenly disappear when roundstate != 2.
*6. Modified the AI to use super darkening only when p2movetype = A. This will enable you to fight against the AI in Training mode without him spamming infinite full-screen supers all the time.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: nisoo7 on May 13, 2012, 12:44:05 pm
wow dude, this is big update thanks i will put him in my favoriete characters
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 13, 2012, 12:53:22 pm
thanks bro. I'm still uploading the file. Should be done in 15.
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 13, 2012, 01:45:16 pm
Boss Saiki_13-5-2012: http://www.mediafire.com/?5gsem6412qcw4

available for download
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: opowagarocks on May 13, 2012, 04:58:38 pm
Reply to:

What's left:
1. Proper flames on his body (seems impossible to do... The day anyone manages to replicate the flames on Dark Ash will be the day Saiki gets his flames too.)

Just an idea, I think I saw separate HD sprites frames of the hands, feet and head of boss saiki. I think they are intended to be the flames. If you can somehow make each of them aligned on his body sprite on all his moves then apply the dark aura effect, as seen on the other mugenized dark ashs. Is this a possibility or I made a useless suggestion? :/ I hope you got the idea.
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 13, 2012, 06:44:53 pm
yea I get what u mean. I saw those sprites too. When u apply them to Saiki, it will have a glove-like effect, meaning that it covers and outlines the body part; however, it doesn't look like flames at all : (

In fact when I first tried to make his flames, I used those sprites. Then I changed it to the current one. Sigh..
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: YagamiBrando on May 13, 2012, 08:17:05 pm
Good updates on Saiki, Dude :)
And by the way, what are those other chars in your mediafire folder?
For instance what fixes do or2=3's saiki has? Or Hono-Iori? What's the difference between the originals and yours?
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: drewski90 on May 13, 2012, 08:18:54 pm
speaking of which when will you update your edits of ex flames iori and or2=3's saiki?
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: YagamiBrando on May 13, 2012, 08:55:52 pm
After some tryin' this guy out, I should report, that during one of his supers (when he throws a giant black poop and then it lands from above to create massive explosion) - terrible lags appear.
Also there are terrible lags if you just finish your rival with super move and this super finish background appears.
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 13, 2012, 09:48:36 pm
Thanks for the feedback.

I am puzzled as well as to how to solve this.

A few reasons: first, could be the stage and music consuming too much memory (I drew this conclusion from my own tests); second, playing at 1280x720 greatly increases the lag as compared to 640x480.

I have already done what I could to reduce the lag : ( His supers etc require lots of individual sprites, so I'm not sure what else I can do.

I'm having no lags on 640x480 though!
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: YagamiBrando on May 13, 2012, 09:50:57 pm
I'm also using 640x480 resolution, so in this case it's not the reason, it seems..
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 13, 2012, 09:54:41 pm
hmmm... third, more ram? xD Sorry I've no idea!

I experience great lag when doing those moves that u said on 1280x720, and on stages that consume a lot of memory; however 640x480 im perfectly fine : (

Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: opowagarocks on May 14, 2012, 03:57:51 am
yea I get what u mean. I saw those sprites too. When u apply them to Saiki, it will have a glove-like effect, meaning that it covers and outlines the body part; however, it doesn't look like flames at all : (

In fact when I first tried to make his flames, I used those sprites. Then I changed it to the current one. Sigh..

Hooray 'cause you got my point. It seems there is no exact dark effect yet invented of that kind on mugen 1.0. If so, the mentioned sprites I assume were still to be used on that purpose with the "gloved" effect. Will you be releasing a version of saiki, completely "gloved" with those sprites? That will be the best remedy for him, I guess, we will have to wait for one day until someone gets the codings right to achieve the dark aura effect then perhaps that will be the day when you can apply the dark aura effect on the glove sprites. :)
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 14, 2012, 06:03:33 am
Well i'll try.. no guarantees esp with diablo 3 coming.
Title: Re: KOF XIII Boss Saiki - 13-5-2012
Post by: BoyBoyz on May 14, 2012, 09:55:21 am
14-5-2012:
1. Minor bugfix for flames still appearing when anim = 5061 is active.

There is a bug with the flames: when there are pauses/super pauses, some flames don't disappear when transiting to a next anim; they disappear after the pause ends.
Title: Re: KOF XIII Boss Saiki - 14-5-2012
Post by: BoyBoyz on June 15, 2012, 05:42:36 pm
15-6-2012:

1. Filled in missing anim for state 5210.
2. Adjusted AI: Saiki doesn't tele backwards when frontedgedist < 90 anymore. This means that he will continue to grab you when you are cornered... there is a way to break out of this though! I changed this because previously you could just stand at the corner and not move, and Saiki would just keep walking near you and teleing backwards, resulting in a draw game -.-
3. Other stuff like super darkening and grab triggers adjusted also.
4. Removed winko flashing backgrounds (helper 10000300) due to lag complaints. If you want it back, just remove the "Null" for all the helper 10000300.
Title: Re: KOF XIII Boss Saiki - 16-6-2012
Post by: BoyBoyz on June 16, 2012, 12:12:52 am
16-6-2012:

1. Adjusted punching timings for all grabs/super grabs
2. Added widths to grab moves, so that enemy wont be grabbed off the screen (when at the edge), but will be on the screen.
3. Added widths to super dash, so that saiki's body won't be halfway off the screen after he appears at the edge of screen.
4. Adjusted the width of zero's crouch move (statedef 3500).
5. Fixed a bug with flames.

Found a rare bug with super counter (statedef 4000), where upon success, saiki and the enemy would slide towards the edge of the screen while he punches (statedef 8000)  the enemy. No solution yet.

No plans for making alternate flames.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 17-6-2012
Post by: BoyBoyz on June 16, 2012, 02:14:57 pm
17-6-2012 (Yes, I know it's 16 today, but this is for tomorrow and I can't wait):

*1. Fixed super counter bug by adding velset and posset and playerpush.
2. AI now uses super counter when enemy is near and power = 1000. When enemy is far, he uses full-screen super.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 17-6-2012update
Post by: BoyBoyz on June 16, 2012, 04:19:23 pm
17-6-2012update (sorry, the person who downloaded 17-6-2012, pls download again for an important fix):

1. Fixed an AI issue I forgot to turn off after testing
2. Added certain commands and Neomax for huge characters (eg. Apocalypse etc)
3. Added velsets for moves that could potentially cause problems if implemented in AI

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 17-6-2012update2
Post by: BoyBoyz on June 17, 2012, 02:23:00 am
17-6-2012update2:

1. Fixed some anims that didn't appear due to too long numbers.
2. Fixed some missing bounce-off-ground anims

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 17-6-2012update2
Post by: Mr.Karate JKA on June 17, 2012, 02:53:08 am
Hey boyboyz, are you working on flammes animations too??? :thumbsup:
Title: Re: KOF XIII Boss Saiki - 18-6-2012
Post by: BoyBoyz on June 17, 2012, 08:12:31 pm
Hi, sorry I'm not working on flames, just fixing bugs. But if you know how to do the flames, then please help too ^_^.

18-6-2012 (minor update. Those who downloaded 17-6-2012 don't need this):
1. Removed face flames for forward fireball (too buggy due to pausetimes when his hand hits)

17-6-2012:
1. Fixed important downward fireball explode bug
2. Fixed some AI issues with Saiki not using forward fireball properly.
3. AI now uses neomax at power = 1000 (it consumes 2000 when there is 2000 power or when you are using Saiki though) when facing Huge enemies like Apocalypse.
4. When Saiki gets cornered he'll evade forward

http://www.mediafire.com/?5gsem6412qcw4

bugs:
1. the flames (hold start + a while selecting) sometimes won't disappear correctly when a pause/superpause is ongoing.
2. Simul mode dark web/hitspark bug.
3. There will be some huge characters that I've left out. Saiki's AI against them will be stupid because his grab move won't work at all and he'll keep spamming it.

conclusion:
1. Don't use Saiki's flaming mode if u can help it.
2. Don't use Saiki in Simul mode if you want to see the dark web and hitsparks.
3. Try not to let AI Saiki fight ungrabbable/unstunnable targets.
Title: Re: KOF XIII Boss Saiki - 18-6-2012update
Post by: BoyBoyz on June 18, 2012, 04:06:14 am
18-6-2012update (important update):

1. Fixed physical combos (hard punch, hard kick, C+D) from lightpunch (statedef 200) to time > 4. Previously, they had a longer delay, which wasn't true to source.
2. There was a bug where when u crouch (hold down), you could not perform C+D.
3. Modified and added ground.cornerpush for light and hard punches. As true to source as possible.
4. Removed ground.cornerpush for C+D. True to source.
5. Removed face flames for counter fail sequence (statedef 50000). Screw the flames!

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 18-6-2012update (important)
Post by: Mr.Karate JKA on June 18, 2012, 04:22:51 am
How do you code the flammes??? Helpers or explods???
Title: Re: KOF XIII Boss Saiki - 18-6-2012update (important)
Post by: BoyBoyz on June 18, 2012, 04:25:33 am
I code them with explods in statedef -2 for every animelem of body movement. It's real tedious and prone to bugs from pauses/hitpauses. Each body part/movement needs one full anim group in the .air file. No idea how they did it in KOFXIII lol... maybe something to do with the stage?
Title: Re: KOF XIII Boss Saiki - 18-6-2012update (important)
Post by: BoyBoyz on June 18, 2012, 01:33:57 pm
18-6-2012udpate2:

1. Changed destroyself of super darkening to time = 54 from time = 55. This solves a bug where enemies could 'grab/throw' the anim at the last second.2
2. Similarly, changed full-screen neomax destroyself to time = 221 from root, stateno !=2501.
3. Removed certain redundant AI commands.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 19-6-2012
Post by: BoyBoyz on June 18, 2012, 03:43:28 pm
19-6-2012:

1. Fixed a very important bug for when saiki vs saiki and both use super darkening at the same time. The bug would cause both players to get stuck and continue to be hit until one dies!
2. Added 2 more animelems to the end of his taunt move to make it look smoother

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 19-6-2012update2
Post by: BoyBoyz on June 19, 2012, 07:39:58 am
19-6-2012update2:

1. Adjusted fireball and counter air stuns to include slightly more pausetime before enemy lands on ground. Finally figured this one out!
2. Removed blue clsn from super darkening and neomax so most (not all) fireballs won't be negated. In KOFXIII saiki's full-screen super could not nullify projectiles too.
3. Also reduced the nothitby of super darkening by 3 animelems. He can be hit the moment he begins to get up.
4. Adjusted clsn boxes to enable certain moves (like the last hit of 2002um kim's super) to hit saiki properly.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 19-6-2012update3
Post by: BoyBoyz on June 19, 2012, 01:44:10 pm
19-6-2012update3:

1. Here's something special, to make fighting against Saiki easier. During super darkening (DFDF+z), saiki will be invulnerable up till animelem 46 (33 hits), after which he can be hit but has super armor (won't fall or flinch to normal moves/fireballs. He will fall to supers and throws though)! His super armor lasts till animelem = 60, where ctrlset kicks in.

This is almost true to source. In KOFXIII his super armor could be hit slightly earlier; but that's because there aren't any overpowered moves that can actually throw him off his feet while the hitdef is ongoing. In mugen it's a different story.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 23-6-2012
Post by: BoyBoyz on June 23, 2012, 01:00:26 pm
23-6-2012:

1. Forward fireball's nothitby changed from 1,8 to 5,8. He can be hit before he hits.
2. Tweaked super counter and super darkening's usage in AI
3. Tidied up CNS file with separators, headings, and removal of chinese/jap words and redundant statedefs. This makes editing easier for those who want to.
4. Fixed a bindtime bug for one of Super Darkening's explods and added one more explod for pos x = -110

I might consider removing the flames altogether until someone knows how to make it look nicer.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 23-6-2012update (Fixes)
Post by: BoyBoyz on June 23, 2012, 03:51:43 pm
23-6-2012update:

1. AI fixes
Title: Re: KOF XIII Boss Saiki - 24-6-2012 (Fix)
Post by: BoyBoyz on June 23, 2012, 09:15:29 pm
24-6-2012update2:

1. Sorry I was rushing things a little and forgot something important for darkweb.
2. Fixed dark web not disappearing when neomax/super darkening hit.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 24-6-2012update2 (important)
Post by: BoyBoyz on June 24, 2012, 05:23:36 am
24-6-2012update3:

1. There was a bug where enemy would go below ground level when being hit in the air by fireball. Solved with velset y = 0 at pos y >= 0.
2. Another velset tweaked to y = 5 for more true to source fall-speed.
3. Fixed air fireball stun not causing enemy to fall to ground if enemy was hit in air.
4. Reduced second darkweb explod's sprpriority to 6 instead of 9999999999999 to make it true to source (overlapping issues).
5. Solved a bug with p2 getting hit while dark web stun in progress
6. Made new states for air fireball stun that cause enemy to not fall so fast (y=3.5 as compared to 5). I'm expecting unexpected bugs from this... but so far so good.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 24-6-2012update3 (new changes)
Post by: BoyBoyz on June 24, 2012, 11:20:46 pm
25-6-2012:

1. Fixed a bug with anim 5001 looping when Order Sol hit with F+b.
2. Neomax explods reduced to size 0.35 from 0.40

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 25-6-2012
Post by: BoyBoyz on June 25, 2012, 11:03:18 pm
26-6-2012update:

1. Removed duplicate sound on punching state
2. Reworked Super Dash's seal move (where enemy will be frozen when performing special moves). Now enemy is frozen as long as he presses any directional button. This solves some bugs.
3. Added some possets and selfstates to p2statenos, so the enemy won't be stuck at the bottom of the screen during the grab bug (when grab connects even while 'silenced' by ash/Maki/chizuru's silencing move)
4. Neomax explods made to size 0.4 again.

There is an unsolvable bug with enemy moves that 'seal' moves and prevent you from using specials (eg, Chizuru/Maki). The bug lies in the sealing move of those characters.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 7-7-2012
Post by: BoyBoyz on July 07, 2012, 09:21:55 am
7-7-2012:

1. Fixed some bugs with statedef 54 (recovery from fall)
2. AI tweak
3. AI grab range shortened by 1
4. some other fixes in 30-6-2012 that I forgot

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 9-7-2012
Post by: BoyBoyz on July 09, 2012, 03:18:18 pm
9-7-2012:

1. you cannot A+B recover from falling states other than 5030, 5050, 5070 etc. In short, when enemy puts you into a special falling state, you can't recover. The AI can do so though.

2. forward fireball handswipe nothitby now starts at 3rd animelem instead of 5th, which means that he now can only be hit during the first 2 frames. The AI can still be hit by moves that come out quick/instantly.

Don't complain about the AI! For pros, he's gona be quite easy. For everyone else, you just gotta find the weakness : ) He's pretty balanced I would say, in comparison to other more broken chars.

Link on first/previous post.
Title: Re: KOF XIII Boss Saiki - 16-7-2012
Post by: BoyBoyz on July 16, 2012, 07:01:54 pm
17-6-2012:

I now know how to make palettes and portraits. This update just makes the portrait look nicer that's all. Nothing much.


http://www.mediafire.com/?5gsem6412qcw4


Another character is on the way~ testing for bugs now.
Title: Re: KOF XIII Boss Saiki - 16-7-2012 (just new portrait)
Post by: zhangsq1990 on July 17, 2012, 01:39:37 am
Could you please just post the direct link to your characters?I can’t download Saiki with this now!
Title: Re: KOF XIII Boss Saiki - 16-7-2012 (just new portrait)
Post by: BoyBoyz on July 17, 2012, 04:12:58 am
Lol just look through the list bro.
Title: Re: KOF XIII Boss Saiki - 21-7-2012
Post by: BoyBoyz on July 21, 2012, 12:44:42 am
21-7-2012:

1. Fixed an important bug regarded the voice played for lose when guarding on second round.

I've uploaded the .cns patch.   -   kof13saiki.cns
There's the huge file with everything in it too.

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 29-7-2012
Post by: BoyBoyz on July 29, 2012, 12:39:23 am
29-7-2012:

1. When Saiki gets below 500 hp, his DFDF+2punch super deals extra 10 hits and does 354 damage. True to source.
2. Fixed most of the fixable bugs that FighterFactory3 picked out

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 2-8-2012
Post by: BoyBoyz on August 02, 2012, 12:44:14 pm
2-8-2012 (important fix):
1. Fixed the grab bug when being 'sealed' by chizuru or ash: Before the fix, the enemy would be caught by the grab move and enter into a get-hit animation while Saiki just stood there.

I gotta go out... download ready in about 20min

http://www.mediafire.com/?5gsem6412qcw4
Title: Re: KOF XIII Boss Saiki - 2-8-2012 (fixed grab bug)
Post by: The Railgunner on August 04, 2012, 10:22:20 am
There's a bug where Saiki uses his super while a Projectile Helper is active and causes the helper to go to a hitstate. Because of this, special moves that depend on this Projectile Helper become unable to be executed (ex., my ST Ryu uses Shakunetsu Hadouken, which is a Projectile Helper, and Saiki uses his super move. It hits the helper instead, sending a Ryu clone flying across the screen, and for the rest of the match, Ryu can't use fireballs - this includes his regular Hadouken and Shinkuu Hadouken). Hitsparks will appear on the player's character even if the move is blocked, but said player takes no damage because it hit the helper instead.
Title: Re: KOF XIII Boss Saiki - 13-11-2012 (important fix)
Post by: BoyBoyz on November 13, 2012, 03:07:32 am
25/10/2012:
Adjusted punching speed, sound, and voice times. Punching speed was too fast last time.

1/11/2012:
Fixed KO voice not triggering on 2nd loss.

11/11/2012:
1. better win portrait
2. ground.velocity for light punch set to -6.5 from 5
3. guard.velocity adjusted for all normal/special moves
4. some minor stuff

13/11/2012:
1. Changed postype for super darkening helpers to "p1" instead of "back". The previous caused a bug where when enemy teleported to other end of screen, the positionings would get messed up.
2. Took Super counter out of AI. This makes him slightly harder to beat because he will always use the full screen super now. If you think he's unbeatable, check out this vid http://www.youtube.com/watch?v=JVzbmFFrVbQ.
3. Fixed the "Stun" word from appearing when the dizzying blow kills p1/p2.
4. Fixed lose by cheap ko voice not triggering on round2 ko
5. Added velset = 0,0 for some moves that I left out.

15/11/2012:
1. Added movetype != H to all .cmd values
2. Added recovery = z command so that it's easier to recover in mid-air/near ground (not to be confused with ground recovery roll).
3. Changed his recovery near ground (anim 5200) animation. All along it was wrong/weird!
4. Added critical wire for crouch guard

http://www.mediafire.com/?5gsem6412qcw4   for folder.

http://www.mediafire.com/download.php?5uv4l1mhl5854bf   for the file only
Title: Re: KOF XIII Boss Saiki - 13-11-2012 (important fix)
Post by: Noside on November 13, 2012, 04:05:30 am
I was expecting this, great update man! keep it up. :sugoi:
Title: Re: KOF XIII Boss Saiki - 21-4-2014 Update
Post by: BoyBoyz on April 26, 2014, 01:22:38 am
Huge update. See first post.
Title: Re: KOF XIII Boss Saiki - 21-4-2014 Update
Post by: yaret on April 26, 2014, 03:29:07 am
Great.! a new updated, this is my boss character in my Mugen.
I question for you BoyBoyz, are you thinking to updating Bison no Hentai?,
because you have into your folder, that char needs to be fixed his AI he's so stronge to have a good fight with him
and maybe others move like Vega 2 from Phanton of the server.
Title: Re: KOF XIII Boss Saiki - 21-4-2014 Update
Post by: BoyBoyz on April 26, 2014, 03:33:19 am
The file was being updated so those who had problems downloading please download the new file: Boss Saiki XIII_26-4-2014u.rar

     Posted: April 26, 2014, 04:38:01 am
Great.! a new updated, this is my boss character in my Mugen.
I question for you BoyBoyz, are you thinking to updating Bison no Hentai?,
because you have into your folder, that char needs to be fixed his AI he's so stronge to have a good fight with him
and maybe others move like Vega 2 from Phanton of the server.

Sorry pal not planning to update Bison anytime :(
Title: Re: KOF XIII Boss Saiki - 26-4-2014u
Post by: yaret on April 26, 2014, 04:45:43 am
Ok. thanks
Title: Re: KOF XIII Boss Saiki - 27-4-2014 (full version)
Post by: BoyBoyz on April 27, 2014, 03:02:56 am
Full version with all custom moves, updated 27-4-2014:
The neomax 2 (B,F, c) helper disappear timing was a bit off... Fixed.
Title: Re: KOF XIII Boss Saiki - 27-4-2014 (full version)
Post by: yaret on April 27, 2014, 05:01:57 am
did you update again?
Title: Re: KOF XIII Boss Saiki - 27-4-2014 (full version)
Post by: BoyBoyz on April 27, 2014, 05:44:51 am
Yes sorry for the small update. This version should be stable for a while.
Title: Re: KOF XIII Boss Saiki - 27-4-2014 (full version)
Post by: Sinnesloschen on April 28, 2014, 01:25:13 am
Riiiiiiiiight until you realize the Stun message has a reflection on stage floors.
Title: Re: KOF XIII Boss Saiki - 27-4-2014 (full version)
Post by: BoyBoyz on April 28, 2014, 02:52:56 am
LOL oops.. assertspecial noshadow!! It only appears on some stages I guess coz I can't see the reflection yet.
I'll update it later when I'm free, for personal satisfaction at completedness. Not necessary to redownload just for one code xD.
Title: Re: KOF XIII Boss Saiki - 27-4-2014 (full version)
Post by: yaret on April 28, 2014, 06:13:29 am
you could fix this when Saiki is in the air, that you're hiting him when he is covered looks like he's stand but saiki is in the air.
you could change his cover when he's in the air.
(http://s2.subirimagenes.com/privadas/previo/thump_2195955saiki.jpg) (http://www.subirimagenes.com/privadas-saiki-2195955.html)
Title: Re: KOF XIII Boss Saiki - 29-4-2014 (full version)
Post by: BoyBoyz on April 28, 2014, 11:36:17 pm
Sadly, KOF XIII has no guard animations :( pls let me know if you find a suitable animation in Saiki's little pool of sprites.

Latest update 29-4-2014 includes the fix for the STUN word having a shadow, improvement to one command in AI, AND:

Re-colorized a group of sprites to color = 0, and then implemented explods instead of helpers for Dark Ash's super. Looks much nicer now and covers the whole screen even on zoomed stages.

Now that I know about this re-colorization, I might make a Dark Ash :)
Title: Re: KOF XIII Boss Saiki - 29-4-2014 (full version)
Post by: drewski90 on April 28, 2014, 11:39:19 pm
Sadly, KOF XIII has no guard animations :( pls let me know if you find a suitable animation in Saiki's little pool of sprites.

Latest update 29-4-2014 includes the fix for the STUN word having a shadow, improvement to one command in AI, AND:

Re-colorized a group of sprites (3123) to color = 0, and then implemented explods instead of helpers for Dark Ash's super. Looks much nicer now. Try it out with F,B,F, b.

Now that I know about this re-colorization, I might make a Dark Ash :)



yes, so much yes
Title: Re: KOF XIII Boss Saiki - 17-5-2014 - new guardsounds
Post by: BoyBoyz on May 17, 2014, 05:31:13 am
Updated with new guardsounds for strong punch/kick, 3 supers, and fireballs. If you want the accuracy then download it here:

https://www.mediafire.com/?0ah6hx42ov0mc4a

Else, the previous version will do. Enjoy!


Also, dark ash completion = 90% :)
Title: Re: KOF XIII Boss Saiki - 17-5-2014 - new guardsounds
Post by: yaret on May 17, 2014, 05:01:34 pm
Thanks.!
Saiki was too small x= 4 and y= 4 I puted x=5 and y= 5  I have this mistake now, can this fix?
(http://s2.subirimagenes.com/privadas/previo/thump_2202103saiki-error1.png) (http://www.subirimagenes.com/privadas-saikierror1-2202103.html)
and maybe this
(http://s2.subirimagenes.com/privadas/previo/thump_2202104saiki-error2.png) (http://www.subirimagenes.com/privadas-saikierror2-2202104.html)
Title: Re: KOF XIII Boss Saiki - 17-5-2014 - new guardsounds
Post by: BoyBoyz on May 18, 2014, 11:11:39 am
This has something to do with the localcoord = 260,240 in his kof13saiki.def file.

I do not know which screenpack or configuration you are using so, im sorry I can't help :(

Title: Re: KOF XIII Boss Saiki - 17-5-2014 - new guardsounds
Post by: yaret on May 18, 2014, 08:38:29 pm
ok I understand, I´ll try to fix with new localcoord
Title: Re: KOF XIII Boss Saiki - 21-6-2015
Post by: BoyBoyz on June 21, 2015, 03:20:18 pm
Kinda old news but still need to be responsible in updating. I realised I did not enable some explods/helpers in teammode = turns.  This resulted in the bug u see in this recent video: https://www.youtube.com/watch?v=UDb9068ZIRo

His dark web animation does not appear in teammode = Simul mode only now.

http://www.mediafire.com/download/tdq1csu469x64xc/Boss_Saiki_Mugen_1.1b.rar  whole file
or

http://www.mediafire.com/download/1ymtst83q74gc8o/Boss_Saiki_patch_22_June_2015.rar   patch
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (new patch)
Post by: yaret on June 21, 2015, 07:57:35 pm
BoyBoyz I love your Saiki thanks for updating.!! anyplan yet to make mappabison.xD??? I know you like it.xD because it's in your mediafire staff.xD

this pach it for mugen 1.0 or just mugen 1.1 I say because you pots your saiki 1.1
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (new patch)
Post by: BoyBoyz on June 21, 2015, 09:00:16 pm
The update is for saiki mugen 1.1.  He can't be played on mugen 1.0 due to some required coding that's for mugen 1.1.

No plans to update that bison though haha. 
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (new patch)
Post by: yaret on June 21, 2015, 10:15:19 pm
I used this Saiki on my Mugen 1.0 :) I was gonna apply this updated but you said it can't be.xD Mmmmm
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (new patch)
Post by: BoyBoyz on June 21, 2015, 11:07:35 pm
I do remember some functions of Saiki not being able to be used in mugen 1.0.  However, I just tested and it seems to be fine ... maybe I have forgotten/remembered wrongly.

The patch doesn't change anything much from the previous version to this though.  You can replace your mugen 1.0 version with the new one, no problem.
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (new patch)
Post by: Geneticfreak on June 22, 2015, 11:00:29 am
it can't be added because the sprites weren't ripped properly. Press Z to select saiki and u will see some flames in standing position... however that's the best we can go so far...

sorry to ask this question.....is Z means start button....?
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (new patch)
Post by: BoyBoyz on June 22, 2015, 01:06:00 pm
No Z means button Z. In the configuration there are 6 buttons x y z, a b c.


New minor update for those who really mind the small details:
Air fireball (1077) changestate into 1088 triggered now by :

trigger1 = numtarget && p2stateno = [5000,5999]
trigger2 = numtarget && p2stateno = 811 || p2stateno = 812 || p2stateno = 819 || p2stateno = 822 || p2stateno = 823 || p2stateno = 824 || p2stateno = 825

instead of movehit = 1 && p2movetype = H.


If i have time i might add the hyper mode gauge, win background (without lag).
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (2nd fix)
Post by: Staubhold on June 22, 2015, 07:30:14 pm
Maybe you can add that intro as a first round intro...

(http://i62.tinypic.com/10h7hw5.gif)

If seen it in Capones version of Saiki (https://onedrive.live.com/?cid=6ECBC674687E1C37&id=6ECBC674687E1C37!107).
Title: Re: KOF XIII Boss Saiki - 22-6-2015 (2nd fix)
Post by: BoyBoyz on June 22, 2015, 11:39:14 pm
The new intro suggested above has been added for mugen 1.0 and 1.1.  He randoms between 2 intros for normal mode, and only 1 intro for his dark flame mode.

However, the win flash background shown below cant be enabled due to some bugs

(http://i61.tinypic.com/1zn79zs.png)

http://www.mediafire.com/download/tdq1csu469x64xc/Boss_Saiki_Mugen_1.1_23-6-2015.rar  - If you think you find any bugs, just redownload, it'll probably be fixed.

Now all that's left is to incorporate the power and hyper bar system, which isn't very necessary/important as of now. 
Title: Re: KOF XIII Boss Saiki - 23-6-2015 (new intro)
Post by: Staubhold on June 23, 2015, 12:19:12 am
That was quick! Nice.

Add some "Dark Flames" to his transformation intro... and please don´t drop the 1.0 support.  :)
Title: Re: KOF XIII Boss Saiki - 23-6-2015 (new intro)
Post by: BoyBoyz on June 23, 2015, 12:25:24 am
Lol I decided to totally remove the win background... there is some bug that clashes with mugen 1.1.  Forget it xD  Re-uploading a version for mugen 1.0 and 1.1.
Title: Re: KOF XIII Boss Saiki - 23-6-2015 (new intro)
Post by: yaret on June 23, 2015, 12:33:18 am
downloading it.!! thanks
Title: Re: KOF XIII Boss Saiki - 23-6-2015 (new intro)
Post by: BoyBoyz on June 23, 2015, 12:42:06 am
Thanks! The file was still being replaced/uploading just now, so if the link didn't work you can try again.  Or if you downloaded a pre-updated one you may wish to download again also.  ^_^
Title: Re: KOF XIII Boss Saiki - 23-6-2015 (new intro)
Post by: BoyBoyz on June 23, 2015, 11:36:49 pm
(http://i61.tinypic.com/1zn79zs.png)

The win background has been enabled for mugen 1.1 only.  The explod position bugs have been fixed so 1.1 only version is working now.

Download the mugen 1.1 patch and apply it onto the main folder of the mugen 1.0 + 1.1 full version  -   https://www.mediafire.com/?zd53eaxr4igv12d

Patching this means that Saiki can only be played in mugen 1.1b.
Title: Re: KOF XIII Boss Saiki - 24-6-2015 (win background patch for 1.1 only)
Post by: BoyBoyz on June 24, 2015, 03:37:33 am
To clarify, the full 26mb file does not contain the new patch above.  The full 26mb file works in both mugen 1.0 and mugen 1.1, and does not contain the win background update.

The new patch makes saiki only playable in 1.1, but enables the winbackground.  This patch is the 30kb file in this link:
  https://www.mediafire.com/?zd53eaxr4igv12d.  You're supposed to patch this onto the full 26mb file to achieve the intended update.

I post this because I found people downloaded the full file without the patch, and I'm guessing they thought the update is included in that full file.  Thus, I am clarifying that it isn't.

Title: Re: KOF XIII Boss Saiki - 24-6-2015 (win background patch for 1.1 only)
Post by: mpower on June 24, 2015, 04:18:48 am
Oh,hyper background!? Great!!
Thanks for updating!! ;)