The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: Thedge on December 25, 2011, 10:52:14 pm

Title: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: Thedge on December 25, 2011, 10:52:14 pm
(http://i707.photobucket.com/albums/ww75/jpccomics/Honda%20SNK/hondaclaus.jpg)

Merry Christmas! (http://network.mugenguild.com/thedge/Honda.zip)

Feedback is always welcome.
Title: Re: Ho, ho, Honda KOF
Post by: Joulz on December 25, 2011, 10:57:49 pm
O_O seriously?? fuck i'm scared

edit: 3 downloads, 3 "Honda.sff" file corrupt
Title: Re: Ho, ho, Honda KOF
Post by: Rolento on December 25, 2011, 10:59:41 pm
Getting corrupt zip file here; can't extract sff file to be exact. Redownloaded to same issue. Isolated case?
Title: Re: Ho, ho, Honda KOF
Post by: Dead or Alive Fan on December 25, 2011, 11:03:16 pm
Cant extract it too  :'(
Title: Re: Ho, ho, Honda KOF
Post by: Thedge on December 25, 2011, 11:05:00 pm
Sorry, I'm uploading it again... i'll update this when it's done.

EDIT:
Please, redownload.
Title: Re: Ho, ho, Honda KOF
Post by: SkySplitters on December 25, 2011, 11:22:44 pm
I've been waiting for Honda for a long time now ^^, Best Mugen Presant This Year  ;D
Pretty good for a first release Indeed  :)

That Running LMFAO!!

Also I believe this is KOF's first sprited sumo, so congratulations Thedge :D
Title: Re: Ho, ho, Honda KOF
Post by: Joulz on December 25, 2011, 11:24:02 pm
this is one of the finest honda i've tried: maybe a little stiff though (maybe he's supposed to)
Title: Re: Ho, ho, Honda KOF
Post by: Staubhold on December 25, 2011, 11:53:41 pm
Great work Thedge! Great KOF Honda, sprites are superb!  :)
Title: Re: Ho, ho, Honda KOF
Post by: HadeS on December 25, 2011, 11:56:53 pm
Hey, dude, long time no see!! Amazing release, the new spritework is simply amazing, you improved him a lot, nice job and of course, Merry X-Mas! :)
Title: Re: Ho, ho, Honda KOF
Post by: Mr.Karate JKA on December 25, 2011, 11:58:32 pm
Thanks for this awesome gift the edge!!!!!
Title: Re: Ho, ho, Honda KOF
Post by: xiondash on December 26, 2011, 01:38:57 am
Nice char thedge , have nice gameplay and smooth commads  :sugoi: :sugoi: :sugoi: congratulations
Title: Re: Ho, ho, Honda KOF
Post by: MIMCHOU on December 26, 2011, 02:18:09 am
Capcom or SNK PLAYMORE will certainly call you soon in order to hire you.  :) :) :) :) :)
Your char is very excellent and many thanks for having released it.

Title: Re: Ho, ho, Honda KOF
Post by: Alan Joestar ★ on December 26, 2011, 02:19:58 am
downloading right away!  :D
Title: Re: Ho, ho, Honda KOF
Post by: Luis Alejandro on December 26, 2011, 02:31:21 am
Quote
Luis Alejandro, the only bolivian out there who may be as awesome as I am, sadly he is my bitch at SF3S OE. :P
:(
Title: Re: Ho, ho, Honda KOF
Post by: Thedge on December 26, 2011, 02:38:04 am
I still have nightmares with your damned elena. >=(
Title: Re: Ho, ho, Honda KOF
Post by: Flowrellik on December 26, 2011, 05:27:01 am
MERRY CHRISTMAS right back at ya Thedge!
I've waited to try to fight Honda :D
Title: Re: Ho, ho, Honda KOF
Post by: Jmorphman on December 26, 2011, 05:52:41 am
The "woosh" sounds sound weird.
Tawara Nage uses animation 5060, which is not a required anim, so it causes weird behavior on many characters. Additionally, I feel like there should be a voice from Honda (a grunt or something) when he throws the opponent.
From the 7th frame on in the standing far heavy punch, the shading for the belly looks pretty weird, IMO.
No hitsounds on standing light punch, crouching light punch, and jumping light punch.
Doing a heavy punch during a hop (both neutral and front/backwards) results in the neutral jump heavy punch, it should be the forward/backward one.
Ooichou Nage is done using HCB,F+p, not the usual HCB+P. Any reason why? Also, the readme lists the move as done using the latter.

Other than that, it's pretty awesome!
Title: Re: Ho, ho, Honda KOF
Post by: Jesuszilla on December 26, 2011, 05:54:48 am
Damn you Thedge for giving me this competition!


... which I HAVE to check out because I've been interested in this since the start.


EDIT: He has negative edge in the drop. That's a Capcom-only mechanic, not in KoF. Dash back feels a bit too Capcomish as well.
Title: Re: Ho, ho, Honda KOF
Post by: mayishian on December 26, 2011, 06:29:39 am
Awesome  :woeh:
Title: Re: Ho, ho, Honda KOF
Post by: GLB on December 26, 2011, 08:23:04 am
I love you.
Title: Re: Ho, ho, Honda KOF
Post by: Balthazar on December 26, 2011, 10:03:15 am
Nice Work :D Thanks!!
Title: Re: Ho, ho, Honda KOF
Post by: 9mb on December 26, 2011, 06:01:53 pm
...  cool!!! ;D
Title: Re: Ho, ho, Honda KOF
Post by: Momotaro on December 26, 2011, 11:02:38 pm
Awesome!!
I love the fact your Honda uses moves / animations not from SFAZ3 (cheap KO, some attacks, KOF alternate liedown...)
Thanks for it!
Title: Re: Ho, ho, Honda KOF
Post by: 119way on December 27, 2011, 01:17:20 am
I love honda.

I love thedge.
Title: Re: Ho, ho, Honda KOF
Post by: NiO ErZeBeTh on December 27, 2011, 09:58:55 am
I'm sure this is awesome... but, what about our blonde girl?  o_O
Title: Re: Ho, ho, Honda KOF
Post by: Thedge on December 27, 2011, 02:35:12 pm
The "woosh" sounds sound weird.
The jumping, or the long jumping one?

Tawara Nage uses animation 5060, which is not a required anim, so it causes weird behavior on many characters. Additionally, I feel like there should be a voice from Honda (a grunt or something) when he throws the opponent.
From the 7th frame on in the standing far heavy punch, the shading for the belly looks pretty weird, IMO.
No hitsounds on standing light punch, crouching light punch, and jumping light punch.
Fixed.

Doing a heavy punch during a hop (both neutral and front/backwards) results in the neutral jump heavy punch, it should be the forward/backward one.
Ooichou Nage is done using HCB,F+p, not the usual HCB+P. Any reason why? Also, the readme lists the move as done using the latter.
These two are personal tastes, I always find that Ooichou Nage to be more than a hcb throw, it feels more powerful, like Daimon's and Yashiro's throws.
And the heavy punch on hops, I tried to make it like KOF99 Ryo jumping HK, I always wanted to make them put that back... and, given the animations I had, I code it that way. :P

EDIT: He has negative edge in the drop. That's a Capcom-only mechanic, not in KoF. Dash back feels a bit too Capcomish as well.
FIxed both.

what about our blonde girl?  o_O
First thing next year, I promise.

I did some improvements to some animations and single sprites too and took care of some other details, like a debug flood and missing guard sparks, give me a few hours and I'll upload an update.
Title: Re: Ho, ho, Honda KOF
Post by: TTTTTsd on December 27, 2011, 03:59:23 pm
I do have a suggestion, the input for the hundred hand slap out of a close C(Strong/Heavy punch) and other normals is strict. Maybe, for cancelling out of normals, you could make it use the 3 button input, but for standard use, the 5 button input. Just a suggestion. Other then that, very solid, a perfect example of great adaptation and spritework : )
Title: Re: Ho, ho, Honda KOF
Post by: walt on December 27, 2011, 08:40:01 pm
AT LAST!

Congratulations brother! I know how long you've been working on this, and all I can say is that your progression is always positive. Your skills amaze me, and that's not something I say often. You've truly mastered the art of the SNK spritage.

Son I am proud ;_;
Title: Re: Ho, ho, Honda KOF
Post by: StormEX on December 27, 2011, 09:19:52 pm
This characters fantastic, but I found one major issue.

This honda's very addictive, and it made me late for work. :blank:
Title: Re: Ho, ho, Honda KOF
Post by: mh777 on December 27, 2011, 11:08:10 pm
Kick throw sends most other characters into invalid states, resulting in unintentional hilarity:

(http://img534.imageshack.us/img534/2958/mugen055.png)

Tested on a good number of characters (about 15-20, including KFM), and all give the same invalid action debug message.

EDIT: Just saw JMorphman's post, which included this very issue. DAGNABBIT.
Title: Re: Ho, ho, Honda KOF
Post by: Thedge on December 27, 2011, 11:38:10 pm
Updated, same link.   ;)

Son I am proud ;_;
:tearsofjoy:

Title: Re: Ho, ho, Honda KOF
Post by: Jmorphman on December 28, 2011, 12:42:10 am
The jumping, or the long jumping one?
I meant the whiff sounds for punches/kicks. :-X
Title: Re: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: Reiko26MKDT on December 28, 2011, 01:04:53 am
omg thanx for the release man. now it goes n=into my SVC collection.
Title: Re: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: lifido9999 on December 28, 2011, 09:38:39 am
OH!! OH!! OH!! NICE CHARACTER!!! HNY!!

had test it..WO!! NEW DRAW SPRITES!! SO GREAT!  :sugoi:
Title: Re: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: SoDoM on December 29, 2011, 03:31:47 am
Waiting for this for more than one year
Great conversion Thedge
Title: Re: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: Lichtbringer on January 09, 2012, 08:15:18 pm
Wow this is a great creation, I realy love capcom chars in KOF sprite style, the only thing thats sad about it, is that it took a long time befor someone created a KOF Style Honda.

Title: Re: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: Aldo on January 09, 2012, 08:32:53 pm
YES! Thank you for this  :D
Title: Re: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: DatKofGuy on January 10, 2012, 06:35:11 am
The movement of the shin on his right leg in the stance still bothers me.
Title: Re: Ho, ho, Honda KOF (Updated 12/27/2011)
Post by: shammahomega1 on February 18, 2012, 07:10:53 pm
-Hola thedge checando mi terry me di cuenta que el sistema viejo de Cornerpush de vans  tiene un bug si el enemigo salta en la ezquina de la pantalla del lado derecho y  lo golpeas estando en facing contrario el enemigo,se queda trabado la velocidad no funciona de ese lado checa la foto.

(http://www.imagenes.alterengine.net/images/mugen004.png)

-El problema esta en este parametro  de este posadd

[State -2, Push]
type = PosAdd
triggerall = roundstate = 2
triggerall = !var(6)
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = ProjContact = 0, < 50
triggerall = stateno != [810,849]
triggerall = stateno != [860,899]
triggerall = enemynear,statetype != A
trigger1 = Statetype != A
x = ifelse(facing = -1 && target, BackEdgeBodyDist <= 0,fvar(6),-fvar(6))

-Vans lo actualizo en sus ultimos personajes por este:

[State -2, Push]
type = PosAdd
triggerall = roundstate = 2
triggerall = !var(6)
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = ProjContact = 0, < 50
triggerall = stateno != [810,821]
triggerall = stateno != [840,851]
triggerall = enemynear,statetype != A
trigger1 = Statetype != A
x =ifelse(facing = -1,fvar(6),-fvar(6));-actualizado en esta versión.

-Cambiando ese parametro se corrige ese bug.

-Por otra parte note que no pusiste en los hidef basicos el parametro : air.animtype = back ,en consecuencia el hidef toma por defaul el animetype de tierra,y en los personajes estilo kof el animetype es back,saludos.  :sugoi:

(http://www.imagenes.alterengine.net/images/mugen005.png)