it should depent on Mugen's AI difficultyThere's no such trigger.
Cool, how did you get those cool effects for the fire???http://mugenguild.com/forumx/index.php?topic=53183.0
I think he can juggle too much, don't recall the Aragami chain setting opponents for juggles (but then again you're arranging him).Kyo can juggle with Aragami so much since KOF XI. ;)
Looks pretty good though.Quoteit should depent on Mugen's AI difficultyThere's no such trigger.
A different outfit would work better and make him seem more original.Yeah, but for that I'll have to repaint manually 500+ sprites. Won't be able to make this for the beta release.
The gameplay is made as close to KOF XI as possible. Hit boxes, pause/hittimes, velocities are taken from the origin.BTW, how'd you get KOFXI values? I thought it was impossible. =O
BTW, how'd you get KOFXI values? I thought it was impossible. =OThanks, K' :) Collision boxes are taken from earlier games. But they remain practicaly the same throughout the years. Pause/hitpauses are counted by eye :) I record 60 FPS videos which I take with a PS2 emulator. As for velocities, I use a tool called "Movement Tool" by Suave Dude. I take position changes and durations from KOF XI and calculate the velocities.
lol so the reverse of serious kyo would be goofy kyo?--; ... ;D
Concerning the AI levels, I'd go for a config file, or different CMD files, just as Sander's characters.AIs will be kept in separate files, like kyo2002.ai, exkyo.ai. Do you think it's a good idea, for example, if CPU chooses 2002 pallette, he fight like 2002 Kyo using only that moves? And so on. The hardest AI will use everything in Kyo's arsenal. I'll also make that you can low down Kyo's AI during a fight by pressing start two (three, four, five, six...) times.
I'l be definitively looking to this character, seems very good. :yes:
lol so the reverse of serious kyo would be goofy kyo?--; ... ;D
BTW, Iori is goofy by default, especially Orochi one ;DConcerning the AI levels, I'd go for a config file, or different CMD files, just as Sander's characters.AIs will be kept in separate files, like kyo2002.ai, exkyo.ai. Do you think it's a good idea, for example, if CPU chooses 2002 pallette, he fight like 2002 Kyo using only that moves? And so on. The hardest AI will use everything in Kyo's arsenal. I'll also make that you can low down Kyo's AI during a fight by pressing start two (three, four, five, six...) times.
I'l be definitively looking to this character, seems very good. :yes:
:yesgoi::suttrox:
I also finally read the story you made up for him. I always thought Saisyu was dead since KoF95 :omg:, I remember something about Rugal reviving him so I thought that once that effect was over, he'd be dead again. Anyway, that's nice to know 'cause he's one of my favourites. :PHow's he supposed to be dead? :-X KOF '98, KOF NeoWave. He's taken up the mission of coaching Shingo Yabuki :sweatdrop: He's very alive! :buttrox:
Kinda off-topic, I know.
id have to disagree with P.O.T.S and go with ExKyo. Mi2 sounds to me like a disgruntled sushi chef [or disgruntled somebody] that hasn't payed thier bill on thier food and is getting kicked out of the establishment :furious3: hahaLOL :wink3:
MI2 indeed. He puts more oomph to his voice.OOMPH! LOL! :laugh4:
I'd take MI2 because EX-Kyo voice with EX-Kyo sprites is way too standard IMO. Needs to be somewhat unique. =p
KOF '98, KOF NeoWave.Errr... dreammacthes? Is the Orochi team still alive and well then? Rugal? You get the point. ;P
MI2 indeed. He puts more oomph to his voice.Yeah, same reason here.
After Rugal captured the strongest fighters, Saisyu is ordered by Rugal to kill his own son. His friends, Benimaru Nikaido and Goro Daimon, took care of Saisyu in Kyo's stead, as he was too stunned to fight his own father. Saisyu fought, but since he was not in his right mind, he could not fight with his full power, and finally lost. Saisyu then bids Kyo to fight Rugal and destroy him before passing out. After Rugal is killed by his own power, Kyo seeks for Saisyu, only to discover that he is already gone. Saisyu had escaped, and now keeps searching the world for worthy opponents, but he knows now that the Orochi will be loose again in this world.©Wikipedia
Many years later, in 2000, after much more turmoil (the sealing of the Orochi power, the NESTS cartel), Saisyu approached Shingo Yabuki, who had been abandoned by his master Kyo and his other friends. The legendary Saisyu offered to train Shingo and make him a great warrior known all over the world. Shingo delights in the opportunity to train with Kyo's father, and joins him on his warrior sojourns.
よã
As you might know this move pretty much sucked back at KOF 99. It was never used again. However, I want to tune this move to the point it becomes useful :wink3:Didn't suck IMO, and it basically just received a different animation in the next games (several other tweaks as well yeah, but the basics were kept). It's nice that you're using, it's actually one of his coolest specials IMO.
1) Autoguard on one frame before he jumps forwards (5 game-ticks), and 2 frames before his first attack (2 game-ticks);Both options are either too early or too late into the move to be useful/fair IMO. For the dash version you posted, I mean, the short range version could have it.
2) See his arm while he's in the air? That arm could negate normal projectiles OR Kyo could avoid normal projectiles;No. :o Isn't it enough that it can jump over floor projectiles?
3) The last delayed attack could be unblockable.Sounds good.
Didn't suck IMO, and it basically just received a different animation in the next games (several other tweaks as well yeah, but the basics were kept).Which move do you mean? hcb + K ( which is called 427 Shiki: Hikigane and is a completely different move) from KOF 2000-2002 or hcb+K from 96-98 (which has the same name but a completely different move too)? Anyway, I agree with you that this special looks very cool. :sugoi:
Btw, planning to somehow use any of his other hcb+k moves?Well, yes. Actually, the move above is HCF + Strong Punch in my Kyo. As for commands with kick I am not sure whether it will dissapoint you or make you glad, but he has a lot. And here's the list:
Hmm. Good to know that you think so.Quote3) The last delayed attack could be unblockable.Sounds good.
What move do you mean? hcb + K ( which is called 427 Shiki: Hikigane and i completely different move) from KOF 2000-2002 or hcb+K from 96-98 (which has the same name but a completely different move to me too)?The later one, not the classic.
3) 212 Shiki: Koto Tsuki You - hcb + WKNot sure about turning the weak one into a reversal, his movelist is so huge already that adding such extra functions to existing moves could just confuse the player, making it hard to choose what to use when.
http://i125.photobucket.com/albums/p59/Elix13/KT1.gif (http://i125.photobucket.com/albums/p59/Elix13/KT1.gif)
A reversal move. It can reverse high normal and special attacks. The followed move is grab and explode, which is SCancelable into Orochinagi (used MI2 as reference for that).
212 Shiki: Koto Tsuki You - hcb + SK
http://i125.photobucket.com/albums/p59/Elix13/KT2.gif (http://i125.photobucket.com/albums/p59/Elix13/KT2.gif)
Strong version of this move is its classical version. During run and attack he is invincible to low pokes (kicks mostly). Kyo says: "Makka ni moero!", which means "Burn in deep red (flames)!". Explode is SCancelable into Orochinagi.
Hmm. Good to know that you think so.Oh, I just thought of something that could work as well: causing Guard Break.
Not sure about turning the weak one into a reversal, his movelist is so huge already that adding such extra functions to existing moves could just confuse the player, making it hard to choose what to use when.Can be true, but think about this: Serious Kyo is a new character :) And what should you do with a new character first? Right, study it. Learn how to play him. I never promised this Kyo will be a direct copy of one Kyo. Believe me, I've been playing my own Kyo for DAYS and I may say that there's nothing confusing in Koto Tsuki You reversal. And what's the use of just another KTY with the only difference that Kyo starts running 3 frames earlier and runs for less distance? Besides, the reversal is not cheap. The reversal frames last for 12 ticks (starting at 5th tick, so light punch will defeat the move if started at the same time), with 24 ticks of recovery. Everything's calculated and looks beautiful :)
Oh, I just thought of something that could work as well: causing Guard Break.Great idea!!! Will do.
Another suggestion, how about cancelling Orochi Nagi's charging animation into a taunt like in MI2? That was cool and doesn't need sprite edits.Another great idea :) Will be done.
Edit: Crap, this topic is making me so wanting to resume Kasumi... :bigcry:, just need to finish a certain other loli first. ;P:kugoi:
I don't know if Kyo ever had this, but maybe give S.Kyo's Oniyaki some autoguard frames on start-up (reminds me of Kusanagi in 2k3). If he already does, my bad.Yeah, he also has Kusanagi's autoguard
Maybe you should nerf Shiki Kai a littleHow's that? o_O
and remove Aragami's awesome autoguard start-up to make him a bit more balanced. Aragami was way too good in XI, IMO. It didn't feel right.no wai XD
3) The last delayed attack could be unblockable.I like this one. Causing guard break is a good idea too. Maybe guard break OR unblockable depending on the time you delay it.
He is already powerful enough, if not overpowered :-X So I will stick to Guard Break idea. On this occasion, it's decided, thanks to P.o.t.S.3) The last delayed attack could be unblockable.I like this one. Causing guard break is a good idea too. Maybe guard break OR unblockable depending on the time you delay it.
It's a bit cheap and somewhat unbalanced since not all characters have it.This is a very naive statement. In KOF, not all characters have special throws, like grapplers. Is this a bit cheap for you also? If so, I'm afraid there's even no point in arguing. Not speaking that this is MUGEN and Serious Kyo is tuned up Kyo by definition (read first post). But I think I'll make an accurate Ex Kyo right after Serious Kyo. It will be too easy, I'll just modify his .cns and .cmd and voila.
But I think I'll make an accurate Ex Kyo right after Serious Kyo. It will be too easy, I'll just modify his .cns and .cmd and voila.People could just do that themselves though ... maybe you could make a patch for Serious Kyo where he is EX Kyo with some extra DMs.
Special throws have nothing to do with that.Well, I think the following example will be more consecutive. Imagine I was making Ralf. He has an unguardable as you know. And now apply your sentence: "It's a bit cheap and somewhat unbalanced since not all characters have it". You may keep to your opinion but I cannot consider this an argument :)
People could just do that themselves though ... maybe you could make a patch for Serious Kyo where he is EX Kyo with some extra DMs.Leave it to people? ??? What people? Just random people not knowing nothing of Mugen coding? No, I guess I'll make him a seperate character, which will be the exact copy of EX kyo from KOF XI.
Actually I was referring to people of the MUGEN community. I guess it was a bad call though, I apologize.People could just do that themselves though ... maybe you could make a patch for Serious Kyo where he is EX Kyo with some extra DMs.Leave it to people? ??? What people? Just random people not knowing nothing of Mugen coding? No, I guess I'll make him a seperate character, which will be the exact copy of EX kyo from KOF XI.
I guess it was a bad call though, I apologize.You don't need to :)
What he meant was for example, your Kyo fighting a character without the guard crush system. That character is able to break your guard while you are not able to break his, that makes the game unbalanced because the opponent has an unfair advantage.That is not what he meant. He clearly told that it would be cheap if my character could break the guard, not otherwise. Anyway... Guys, I know you're friends and always help each other, but please, cope with the fact that this character might not follow your tastes. That's also one of the reasons why I'll make a copy of KOF XI Kyo.
Basically, if you make it so his guard can be broken as well, then that should be fine as it balances things out.That's why I said you didn't read my first post. I wrote there that KOF XI guard crush is in use :P
That is not what he meant. He clearly told that it would be cheap if my character could break the guard, not otherwise. Anyway... Guys, I know you're friends and always help each other, but please, cope with the fact that this character might not follow your tastes. That's also one of the reasons why I'll make a copy of KOF XI Kyo.
Did I forget to say that he's going to have a super cancel bar, like in KOF XI? This is to limit his super cancels and to balance him. I don't recall anyone did this earlier.
VansWhere? :D
Wow, that Shen needs some serious feedback. Does Vans still need one?
OK, I'm revealing one more secret. Kyo has 4 taunts, one of them is an delayed attack. I was inspired by Oswald, looking how his delayed card attack f + A enables him to mind play.
http://i125.photobucket.com/albums/p59/Elix13/FlameTaunt.gif (http://i125.photobucket.com/albums/p59/Elix13/FlameTaunt.gif)
Here's some properties:
1) MoveType = A;
2) Only 2 attack frames, 4 game ticks;
3) 10,5 damage;
4) Normal Projectile; Priority = 1, Hit;
5) Hittime = 18 (strong attack, taking in mind taunt's recover time);
6) Can repeat the flame taunt only after ~1 second;
As you can see I tried to balance this out.
This will add to my Kyo some more mind play.
They will have several attacks each.
Mmm... I see some familiar thing... XD heheThanks :)
Nice project man... keep up the good work ;)
Regards
kaddet.
Hmm, so you're saying S.Kyo will have Strikers/Assist? What did you mean when you said ...Strikers usually have only one attack. My Saisyu and Shingo will have several attacks both. They will perform one attack at a time, if you meant to ask that.QuoteThey will have several attacks each.Sorry, just a bit confused.
Did I forget to say that he's going to have a super cancel bar, like in KOF XI? This is to limit his super cancels and to balance him. I don't recall anyone did this earlier. --;I think I've already mentioned this before, but the cancel bar doesn't make that much difference in a single fight, 'cause by the time you get the power to do those moves the skill bar will be already waiting for you. Or at least so far I never had to worry about it outside team play in XI.
Oh, and one more idea. I really want to make Saisyu Kusanagi and Shingo Yabuki as spectators and as strikers for him ::)Approved. 8) Just make it so that they're not there if another player is using them already, plus calling them could spend power or be limited to a certain number of times to balance it out.
Sometimes saying some comments. ;DRequesting Shingo's girlish "Kusanagi-saaaaaaaan!!!" scream when Kyo wins. Or wherever you like as long as it's there. ;P
As you can see I tried to balance this out.How's the startup time? 'Cause no matter how you look at it, it's still a projectile capable of hitting people out of supers and such.
I think I've already mentioned this before, but the cancel bar doesn't make that much difference in a single fight, 'cause by the time you get the power to do those moves the skill bar will be already waiting for you. Or at least so far I never had to worry about it outside team play in XI.It will matter when you'll face Kyo's AI I guess ;)
Approved. 8) Just make it so that they're not there if another player is using them already, plus calling them could spend power or be limited to a certain number of times to balance it out.Hmm, I wanted to disable this feature in Simul mode if two Serious Kyos are in one team, but you say I should disable if there's even more that one Kyo in the match?
Requesting Shingo's girlish "Kusanagi-saaaaaaaan!!!" scream when Kyo wins. Or wherever you like as long as it's there. ;PMan, that was my own idea you've guessed. ;P
How's the startup time? 'Cause no matter how you look at it, it's still a projectile capable of hitting people out of supers and such.The projectile come out on the 34-th game tick. You can see the animation above.
Hmm, I wanted to disable this feature in Simul mode if two Serious Kyos are in one team, but you say I should disable if there's even more that one Kyo in the match?I think he rather meant to disable Shingo and/or Saisyu if you're fighting them. If you're fighting Ironmugen's or Vans' Saisyu for example, you wouldn't be able to call Saisyu as a helper with your Kyo.
I think he rather meant to disable Shingo and/or Saisyu if you're fighting them. If you're fighting Ironmugen's or Vans' Saisyu for example, you wouldn't be able to call Saisyu as a helper with your Kyo.Oh, that! Yeah, will do.
a winquote :P"A winquote" what?
better yet, I can give you my winquote coding I made for CVSW :P, so no one will think you stole someone else's code ::)Oh, I gladly accept your proposal :)
meh, I have a better idea, gimme some minutes and I will post the code in the code archieve so everybody can use it ;P
(http://i125.photobucket.com/albums/p59/Elix13/KYOWINS.png)[size=42pt] AT LIFE[/size]Apparently, I was speaking about overriding the standard <"name" wins> message that every screenpack has. This should happen every round and winquote is something that appear at the end of the battle. Meh, I already had winquote screen in this case. But I will use some ideas (PalFX) from your code. So thanks, your efforts were not in vain.
:lugoi2:
I want to make this message appear overriding the win message of a screenpack
There is Orochi Kyo by HiroHiro Wintext after he wins!
that's not possible o_OThat's the answer I anticipated from the start.
the only thing you can "null is his name by not giving him a name at all :P
for P.o.t.S.!!!:bigcry: + :sugoi:
http://www.4shared.com/file/20908313/7330228d/Kusanagi-san.html
Btw, voices don't need to be in stereo, it'll only make them take up twice as much space in the snd file.Yep.
About the whole "Kyo wins" message, won't that look weird for people already using a KoF screenpack (which is a lot)? Maybe you could make it optional.I doubt there's a "winner is Kyo" sound message in any screenpack, but yeah... Since I cannot fully override screenpack's stuff I guess I should make this feature optional.
If you want to get closer to the kof version use a palfx with invert = 1They are far from KOF-accurate :P
oh, and u can find accurrate kof palfx at sander's site
If u really want that effect (which mixes normal and inverlt pal) then you will have to give to the enemy 2 or more palfx during the same state :P (maybe using a var to save time and space)Basically it's impossible to do this in MUGEN with PalFX controller since the colors of the upper part of the body stays uninverted while lower part is inverted and vice versa. And mixing two PalFX is very... difficult. And to use PalFX controller my opponent has to be in a custom state, you suggest making custom states for all fire hits? (And what about hitOverride characters?)
The last one looks closest to KoF.That... is not true. Objectively. The difference between 1st and 3rd versions is only in color, and Sander's version is way too dark. Photoshop can prove it.
The last one looks closest to KoF.That... is not true. Objectively. The difference between 1st and 3rd versions is only in color, and Sander's version is way too dark. Photoshop can prove it.
About PalFX. Effects of being hit by fire. I am no close to the original but it seems to be impossible to make like in the original:
(http://i125.photobucket.com/albums/p59/Elix13/PalFXOriginal.gif)
I have two versions though. (Third one is Sander's)
(http://i125.photobucket.com/albums/p59/Elix13/PalFX1.gif)(http://i125.photobucket.com/albums/p59/Elix13/PalFX2.gif)(http://i125.photobucket.com/albums/p59/Elix13/PalFXSander.gif)
Which one is better in your opinion? Or if you can suggest a better version, you are very welcome!
The first is from KoF and according to what PotS says cannot be accurately recreated in MUGEN. --;So, I wasn't very convincing saying the same thing? :)
I think the original neo-geo flame fx in KOF look terrible. Trying to match CvS2's or Garou's flame fx would look nicer.Care to give examples? For CvS2 at least, I can check Garou myself. Though I don't remember red-fire-users there. Hmmmm...
I think the original neo-geo flame fx in KOF look terrible. Trying to match CvS2's or Garou's flame fx would look nicer.Care to give examples? For CvS2 at least, I can check Garou myself. Though I don't remember red-fire-users there. Hmmmm...
http://image.com.com/gamespot/images/2003/news/01/16/capcom/xbox/xcapcomvssnk2eolive_screen025.jpg
Not the best example, but you need to see it in action. The palette has a dull red scheme while the fire animates. Warusaki replicates the effect OK in his characters.
As for Garou, some of the fire supers light people on fire.
The KOF palfx looked OK in the earlier KOF's with the explosion FX, but then looked rather lame without them in the later KOF's. One can easily re-add the explosions in mugen, but as you can see with the recent example of Kyo 2007, one can go overboard and see nothing but explosion fx.
I think the second is much better and fits pretty well because it's slow like the one of KOF and it makes the opponent look covered by fire muchThe first is from KoF and according to what PotS says cannot be accurately recreated in MUGEN. --;So, I wasn't very convincing saying the same thing? :)
Thanks, guys, for your replies. I'll reveal the truth now, or rather, name things by its' right names.
The first PalFX is @ndroide's version. He shared this PalFX as an open source. (You may find his topic on this forum)
The second version, which many of you (as well as me) liked, is KOFZ' version. I got the code from Misamu personally.
The third version is Sander's.
I've spent some more time as you suggested to actually make up something new. Put more effort and brainz into it :sugoi: And here're 3 new version. My versions this time.
(http://i125.photobucket.com/albums/p59/Elix13/PalFX3.gif)(http://i125.photobucket.com/albums/p59/Elix13/PalFX4.gif)(http://i125.photobucket.com/albums/p59/Elix13/PalFX5.gif)
The difference between first and other two is that the last ones have larger amplitude towards white and it is slower. The third one is just the second without invertall. What do you say?
P.S. Made first version larger by mistake, sorry.
1 then ... any but not 4.
Well, take the simpliest example: every character has different stand/crouch.friction values so they would be pushed away by the move futher/closer than in KOF XI.Not every char.:innocent: You should just calculate the hitvels having the standard .85 standing friction in mind, the difference in distance travelled by standing or crouching opponents shouldn't be enough to hurt the gameplay. And even if it did, it's something that affects all attacking chars in Mugen and not just yours.
On the other hand, using TargetState for even one attack will potentially cause errors because of HitOverride controllers used in other characters. And using custom states for all moves will prove my character being broken. :( I need some advice from experienced guys.With MvC Shin Gouki I was using TargetState for all attacks along with proper HitDefs that could "live" without it, so if the char could be manipulated with TargetState, fine, he'd be sent to the "MvC Simulator" (;P), if not no big deal 'cause the hits still behaved mostly as they should and those chars are a minory anyway. And IIRC TargetState and HitOverride don't clash and cause any errors, as HitOverride takes priority (since it prevents the char from becoming a "target" in the first place).
Not every char.:innocent: You should just calculate the hitvels having the standard .85 standing friction in mind, the difference in distance travelled by standing or crouching opponents shouldn't be enough to hurt the gameplay. And even if it did, it's something that affects all attacking chars in Mugen and not just yours.This is a very good idea, about manipulating with standard .85 friction. Thanks :)
With MvC Shin Gouki I was using TargetState for all attacks along with proper HitDefs that could "live" without it, so if the char could be manipulated with TargetState, fine, he'd be sent to the "MvC Simulator" (;P), if not no big deal 'cause the hits still behaved mostly as they should and those chars are a minory anyway. And IIRC TargetState and HitOverride don't clash and cause any errors, as HitOverride takes priority (since it prevents the char from becoming a "target" in the first place).First, the problem with TargetState and HitOverride is that when combined, the attack just doesn't hit. It misses as if there were no CLSN1. Try this on such characters as Mech Zangief who have HitOverride enabled persistently.
But using custom states for the MvC insane hits is one thing, for KoF you don't need to go that far just because of a small difference in friction, IMO.
First, the problem with TargetState and HitOverride is that when combined, the attack just doesn't hit. It misses as if there were no CLSN1. Try this on such characters as Mech Zangief who have HitOverride enabled persistently.That's when a HitDef with p2stateno hits an opponent with HitOverride. Sending chars to custom states via TargetState instead doesn't cause it.
Without me disabling opponent's yaccel by putting Physics = N in custom states there is no talk about KOF accuracyUnless the opponent is supposed to have 2 different accelerations at different points (I think such thing exists in KoF, did I just dream it? o_O) the HitDef yaccel is enough.
shouldn't be enough to hurt the gameplay. And even if it did, it's something that affects all attacking chars in Mugen and not just yours.
That's when a HitDef with p2stateno hits an opponent with HitOverride. Sending chars to custom states via TargetState instead doesn't cause it.You brought me too many good news today, P.o.t.S. :) I can already feel the flow of enthusiasm :suttrox:
Unless the opponent is supposed to have 2 different accelerations at different points (I think such thing exists in KoF, did I just dream it? o_O)You guessed right. It is so for some attacks that opponent goes faster while going up and falls slower. Take 22 ticks for up and 24 ticks for down and you get 2 different VelAdds :) You say for other cases set yaccel is enough. Does it mean that HitDef's yaccel overwrites yaccel of a character? I assume it depends on the character's default hit states.
You guessed right. It is so for some attacks that opponent goes faster while going up and falls slower. Take 22 ticks for up and 24 ticks for down and you get 2 different VelAdds :)Ah, good, I remember seeing something like it when converting Kasumi's qcb+k but that was some time ago so I wasn't sure.
You say for other cases set yaccel is enough. Does it mean that HitDef's yaccel overwrites yaccel of a character?Yes.
Speaking of velicities... How can I calculate the initial X velocity if I have the current data:Do you mean for the ground.velocity value? I never studied frictioned movement in Physics class :-X, so I just do it by trial and error while looking at the debug text (displaytoclipboard with positions, not the generic text), checking the opponent's initial position then hitting him and checking where he ends up, until the distance travelled is the same as the game.
VelMul = 0.85
Path = 45
Time = 18
if needed, the initial velocity is 7.
"recovery" command is required by Mugen.Why isn't it recommended then ??? And I can control VelAdd outside custom states, TargetVelAdd controller :)
About that custom state, is it for the move with different accels? If so you'll have to make it 5100, because any sooner and you won't have full control of his fall.
If not I don't agree with using custom states for all attacks just for such effects (if you check my post again, I said it works, not that it's recommended ;P).
Why isn't it recommended then ???Just because it removes the opponent's freedom to do whatever he wants with his hit states.
topc is fun, too bad i did not notice t before.Putting accurate friction in your character is good, but then only your character will behave accurate with these velocities. Or do you use custom states for all moves? Right now I think about recalculating velocities considering standard .85 friction and don't use custom states whenever it is possible. If anything, I'll use TargetVelAdd controller. Give me your thought about it.
personally i use accurate hitvels while completely ignoring the stupid friction value of mugen characters, as i don't feel i should be fixing the world. instead i just put accurate friction in my chars.
80(example dist) =X ( .85 + .85**2 + .85**3 etc..)
so
X = ( .85 + .85**2 + .85**3 etc..) / 80 (example dist)
Why are most edits /redos /chars from another char that are made to look badass :sugoi: always either SERIOUS, FURIOUS, LVL2, and other stuff like that xDWell, he was meant overpowered at first, but as I was working on him the concept has changed. Still the fact that he uses all his techniques in a ...mmm, effective manner makes him serious enough. ^_^
if i put accurate friction in my characters (...) that should be enough.Two issues with that method:
always either SERIOUS, FURIOUS, LVL2, and other stuff like that xDUnlike other FURIOUS/LVL2 WIPs which are simply pure bullshit, this one is 'serious'.
'Hontou ni! Ore wa Kyo Kusanagi-san!' xDThis translates as: "Really! I am Mr.Kyo Kusanagi!" xD
Unlike other FURIOUS/LVL2 WIPs which are simply pure bullshit, this one is 'serious'.And that could be another interpretation of his name :)
that's stupid, every character has got a unique friction, just check any real game, teh changes might be small, but they are there. i am not gonig to put up with kfms retarded friction just as i don't put up with it's hitdefs or with the liedown time.It is true that every character has unique friction but it doesn't cancel what has P.o.t.S. said. We either choose accuracy for a few characters and gameplay faults with others, or something in the middle by using standard friction. OR use custom states.
And that could be another interpretation of his name :)
I experience difficulties with determiming velocity with your formula. My input is:
distance = 45; time = 18; friction = 0.85
So the formula for me was: x = 45/(0.85+0.85^2+0.85^3+...+0.85^18) ~ 8.3206
My character's stand.friction is set to 0.85. State 5001 also doesn't have any differences with standard. But with this velocity the distance increases by 50, not 45.
'Hontou ni! Ore wa Kyo Kusanagi-san!' xDThis translates as: "Really! I am Mr.Kyo Kusanagi!" xD
P.P.S. Another name for him is "Honki ni Natta Kyo Kusanagi" which is a Japanese equivalent of "Serious Kyo Kusanagi". Remember Serious Mr. Karate from SvC? His original name is Honki ni Natta Mr. Karate.
honki ni nata kyo chan:bigcry: :bigcry: :bigcry:
honki ni nata kyo chan:bigcry: :bigcry: :bigcry:
"Chan" is commonly used prefix for girls ;D And thanks for reference material!
"Chan" is much less common for boys than "kun". And it can be used to the older person as teasing.
But let's not flood about it here anymore
My girlfriend is older than me & she's a JapaneseWow, that's great :sugoi: Congratulations :)
Okay, back to the topic: judging from his portrait I think you should make him a bit older & make his expression more badass.Will editing the expression of his face on the stance sprites be enough?
Wow, that's great Congratulations
Will editing the expression of his face on the stance sprites be enough?
"Chan" is much less common for boys than "kun". And it can be used to the older person as teasing. But let's not flood about it here anymore :)
This is an offtopic. But... Well, define prefix "kun" then. And this debte will be over as soon as someone gives the information from Japanese textbook.Generally, textbooks don't have shit like that in it, but eh.
-chan is obviously used as a term of endearment, and is genderless.Now that I think about it I agree. Now this issue is resolved :) I suggest continue speaking about this here:
-chan refers to someone you are familiar with and love I guess (ie: It's perfectly acceptable to put it after "father")
How's this?
(http://i125.photobucket.com/albums/p59/Elix13/StanceOld.gif)
(http://i125.photobucket.com/albums/p59/Elix13/StanceNew.gif)
Nice one, but seems more like "Angry/Pissed Off Kyo" to me :) How about this one?
(http://i125.photobucket.com/albums/p59/Elix13/StanceNew2.gif)
You know how to edit sprites, I see. But I'd rather choose SNK's vision on how Kyo looks like when he's older. Which you can see on my version (the head is taken from Kyo XI). And I made so his teeth shows for a longer period of time. This time it's perfect, I think.
P.S. I'm sorry, VioFitz, if you feel that your efforts were in vain. Maybe you can help me with editing his portrait?
give him a moustacho. i jsut read he is supossed to be 30.+1
WTF CCI LV2 HONKI NI NATTA CUTE MR ELIX KUSANAGI 92io_O :laugh:
Yeah. If anything he'd have a beard.But not until 50 :P
How long do you think before a beta is released, Elix?There will be no beta release, final only. Yet I will give a fully playable version before I release him to some people who can actually give me the proper feedback and who is reliant. And how long do I think before a final release? When I'm done with velocities, juggling and some other stuff ^_^
I'm 20 and I have a beard. But some people's hair growth is rather redundant. For example, the husband of my sister is 33 and he's always clean-shaven. :) Kyo is a dandy, a narcissist (less than Benimaru and some others though xD) and I think he finds himself attractive without a beard or mustache ;) So please, no more beard stuff.
just swap kyo's head for saysyu's and call it a wip.(http://i125.photobucket.com/albums/p59/Elix13/laff.jpg)
How about a long hair??? ;DYou may compare Kyo's head from 99 and his head from 2003 several pages earlier. His hair became a little longer.
well... forgot... maybe so much work --;
:sugoi:
Question - Will he be able to sidestep on top of being able to perform a roll?Thanks to Kaddet's masterful spritework it became possible: (http://i125.photobucket.com/albums/p59/Elix13/KyoDodge.gif) Serious Kyo has dodge and slide in addition to roll. Dodge has 1 frame of invincibility less than roll, slide is technically the same as roll, with different animation: (http://i125.photobucket.com/albums/p59/Elix13/Slide.gif)
...You should just calculate the hitvels having the standard .85 standing friction in mind, the difference in distance travelled by standing or crouching opponents shouldn't be enough to hurt the gameplay. And even if it did, it's something that affects all attacking chars in Mugen and not just yours.I tried to convince myself that it won't hurt the gameplay. So I did the calculations and tests. And my conclusion is that it affects:
friction is applyed since the first tick.I know. And it doesn't help.
A better sprite edit (besides adding beard and possibly a cowbell) would be to resprite Kyo in his KOF:MI2 outfit.Do this and you'll get credited ;P
just divide by friction to get the actual vel.How do you suggest I divide by friction? There is no TargetVelMul controller. Only TargetVelADD.
Dodge: 24 ticks all attacks invulnerability, all throws vulnerability; 6 ticks complete vulnerabilityNot sure you should make it vulnerable, it remained completely invulnerable (except against throws of course) even after Capcom's KoF gameplay overhaul for CvS, so it must be like a cornerstone of the ability.
New neat chain combo :sugoi: Thanks to Kaddet for making it possible! (Now THIS is what I call sprite edits :grin2:)
(http://i125.photobucket.com/albums/p59/Elix13/KaddetsNewChain.gif)
New neat chain combo :sugoi: Thanks to Kaddet for making it possible! (Now THIS is what I call sprite edits :grin2:)
(http://i125.photobucket.com/albums/p59/Elix13/KaddetsNewChain.gif)
I don't understand the 2nd movement.
Is it an upper? A hook? NO IT'S THE SMASH! Wait...
Honestly, this 2nd hit isn't logical at all, and I know what I'm talking about... I box IRL.
Edit: if it's a backhand, I'd rather see it on the high of the face instead of the torso.
New neat chain combo :sugoi: Thanks to Kaddet for making it possible! (Now THIS is what I call sprite edits :grin2:)
(http://i125.photobucket.com/albums/p59/Elix13/KaddetsNewChain.gif)
I don't understand the 2nd movement.
Is it an upper? A hook? NO IT'S THE SMASH! Wait...
Honestly, this 2nd hit isn't logical at all, and I know what I'm talking about... I box IRL.
Edit: if it's a backhand, I'd rather see it on the high of the face instead of the torso.
will it be a 4 button char or a 6 button?4 buttons. Since he's supposed to have KOF XI gameplay :sugoi: And I won't be respriting him just to give him new outfit.
So you have been studying SNK Playmore's broken juggle system from KOF XI? Great.It's only your opinion based on your preferences. I can't help if you don't like KOF XI juggle system, but since I am founding my Kyo on KOF XI gameplay KOF XI juggling will be his part. Oh, please, don't start arguing about this. Sadly, there are defects concerning it, but you can't juggle forever in practice (except Vanessa's infinity juggles defect), infinity jugglers are infinity only in theory.
Oh, basic movement will still require the original juggle points IMO. Just the moves like Shiki Kai and the moves that REALLY need that new system need variable IMO.No, basic attacks are juggle finishers. With some rude exception when some character's normal attacks in earlier KOFs worked as infinity juggles.
I'd honestly rather have a Kyo with good juggles than a Kyo having stupid infinite juggles.What is stupid infinity juggles? Use my terms - persistent juggles (aragami) or infinity juggles (oniyaki)? If you mean infinity juggles then I might agree with you and might as well remove this weak oniyaki's property.
elix: disregard him, he likes ahuron's charactersThat was out of place, actually, because I like ahuron's characters too ^_^
triggerall = var(13) != 0Triggerall numtarget or you'll get a debug flood no matter what.
trigger1 = target,StateNo = 5100
trigger2 = target,StateNo = 5120
I think you're mistaken about KOF XI juggle system's ugliness. There are defects in almost every game.That's not quite an excuse to not fix them when you can though.
Vanessa's bug is there because that uppercot has wrong velocity. It had to be less for this unlimited juggling to be impossible.It's true that usually, on a normal game, most of those things are unseen simply because the moves can physically not hit because of recovery time and hitvels. I find that perfectly normal. Though it bothers me a little when one is trying to set up a general rule - you're supposed to set up a rules to avoid those exceptions. See, you yourself used ArtMoney to remove all the natural limiters, and you now can test the rule alone. And, well, in those cases that can only means the rule has an error.
if you're trying to set up a random rule, then you could just as well take the opportunity to fix it.And what if I think that doesn't need fixing? ??? I prefer KOF XI combos over KOF 2002. Can you say I am wrong for feeling this? I will not use abnormal infinity jugglers on oniyaki though.
Did this project die off? Cause that would be really sad:(Be patient akiraz, he's probably working really hard on the project and fixing any bugs that might have made. Kyo is looking good Elix, best of luck to you.
I think I already know which mode I will be choosing.Which one? :)
Are you Serious?I think I already know which mode I will be choosing.Which one? :)
2000-2002.I think I already know which mode I will be choosing.Which one? :)
2000-2002.Yep ^__^
I'm assuming that mode will have Orochinagi, 182 Shiki & Kamukura.
-You said everything but modes, will be XI... that would incluides wins, intros (especially VS intros), palettes and every minor stuff on Kyo, or you'll add some stuff from past games (like '99 VS Shingo or 2k1 VS Iori intros, or 2k2 palettes, for example)?Serious Kyo will have all intros and win poses from all games plus more, but I wonder if I should connect them to modes or just leave them out of it.
-And about that, you'll add some of this stuff from CVS/SVC series (little things, like an intro VS Ryu, for example)?What do you mean by CVS/SVC stuff? He will have an intro VS. Ryu.
-Some of your modes will incluides some of old-school KOF gameplay moves, like Dodge, Power Build, Guard Reversal and stuff like that as part of them?Yes.
-Super Cancel stuff are incluided in all modes or just in one or few modes?In all modes.
-In MI mode, Kyo would make Stylish Moves from this game series or just will be an emulation of his moves (like Ahuron's Kyo MI, without the new outfit, obviously)?I'll try and make him as close to MI:A as possible. OTG combos included.
-May I should recommend a CVS/SVC mode for your Kyo, or isn't in your plans?What do you have in mind for it?
Well, I mean things like Exceed Move and Dash (like in SVC), Parry and/or Just Defense (like in CVS2), and the combos you can do in both.-And about that, you'll add some of this stuff from CVS/SVC series (little things, like an intro VS Ryu, for example)?What do you mean by CVS/SVC stuff? He will have an intro VS. Ryu.-May I should recommend a CVS/SVC mode for your Kyo, or isn't in your plans?What do you have in mind for it?
Well, I mean things like Exceed Move and Dash (like in SVC), Parry and/or Just Defense (like in CVS2), and the combos you can do in both.Let's see. He'll have a BC mode, he'll also have Kusanagi Rage in Serious Kyo mode which is both very much like Exceed. I wrote about dash in my Kyo previously... (http://mugenguild.com/forumx/index.php?topic=56078.200 reply #205). What about his CvS combos? List any that aren't available in KOF games. To put it short, I'm not fond of CvS games and I don't plan on making a CvS mode. Besides there are already several good CvS Kyos out there.
It could be work as a new mode, but it's just a suggerence, you decided to take it or not :)