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Well, just to keep everyone else in the loop, LA's started working on some characters for addition into KOFE mainly on his own. So this is a topic for him to track his stuff. This is how we were able to add 4 new characters to the official roster and hopefully will help speed up our completion of the full game. :)
Currently, he's working on Duolon!
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Not 100% sure how this is supposed to work so I'll just post.
Keep in mind, any pics or info posted by me is subject to change at any time.
Spoiler, click to toggle visibilty
Wall Jump:
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/093a8857.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/c4752434.png)
Basics are done... not really going to post pics of that though
Genmu Kyaku: Naiga/Genmu Kyaku: Gaiga Command determines direction and range.Command = D,D,(punch or kick)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/096c28ae.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/cf5f1321.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/342835b6.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/303a29d8.png)
Jaki Juuryuu: Chains up to 3 times. command = qcb+p
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/2f2dda7f.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/0f6dde33.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/aa7fbcc6.png)
Himou Kyaku: Command determines the direction. Kick button determines the range. Command = qcf/qcb+kick
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/b9bfa0d9.png) ;Back version
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/4d454a60.png) ;Forward version
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/a077f82e.png) ;when you travel up to your opponent, you switch sides
New special(not sure what the actual name is yet): Range, hits determined by your kick button. command = dragonpunch+kick
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/aba8163d.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/127466d1.png)
Dive Kick: speed and range very based on the kick button used. Command = QCB+kick
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/f5f3d49c.png)
Havent done his other new special yet. Damages will be tweaked later
Supers: (These will more than likely see major changes, esp his HDSM.
DM1: Powered up version of his Genmu Kyaku
(http://i1044.photobucket.com/albums/b443/lost_avenger/fab0ad65.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/c803b125.png)
DM2: Hiden: Genmu Juon Shikon(Projectile super). Button pressed determines speed of the projectile.
(http://i1044.photobucket.com/albums/b443/lost_avenger/31b62b63.png)
DMnot sure: I thinking he is keeping the projectile and this DM. What ever will become of the stomp super...
(http://i1044.photobucket.com/albums/b443/lost_avenger/fd937069.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/eb58dd3b.png)
SDM: Im not sure if I have this as Swiper wants it, we'll see
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/f89f9fb8.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/mugen%20stuff/e5a9b366.png)
The HDSM hasnt been made yet.
Edit: Didnt change the pics, just changed how they were shown. The loading thing was annoying imo
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Nice work LA. A suggestion: I'd get rid of the transparencies on the physical attacks (teleport and ground kick). I'll PM you with more later.
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That's a pretty quick fix. Im going to get some sleep first though. Then I'll start his last special. Second throw is also more or less added, but Im iffy on it.
Edit: Fixed. Actually looks better. Went ahead and fixed the super version of it too.
Might need to fix how long the black bg lasts for his SDM though since it seems to block out the super ko effect. Might even remove it all together actually...
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WOW LA you are amazing ! :D
good work on Duolon !
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Ack... need to fix his wall jump state. Im surprised I didnt notice something that large.
Edit: Fixed. Now he can jump off of either wall instead of just the one behind him. Thanks for pointing that out, Swiper lol
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First post modified. Im going to repost the pics of the specials without the the transparencies eventually.
Im assuming Swiper is doing the AI(at least Im hoping he does). All that is left is his HDSM, bug checking, damages, and his unique chain.
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The new special: Animation is slightly awkward and will probably need tweaking overall. Speed and stuff feels off to me, but meh.
(http://i1044.photobucket.com/albums/b443/lost_avenger/c13d93ba.png) ;This is with transparency. It is hard to see in this pic
(http://i1044.photobucket.com/albums/b443/lost_avenger/3e324b4c.gif); This is it without transparency
Having problems with the HDSM. Might need Swiper's help on it so I wont post pics of it for now. The base for it is done and the animation works. But still
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PM sent for projectile animation fix. Startup for the SDM looks a little awkward (back facing to front facing). Other than that, looking good. :)
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He turned around like that in the original animation. I just ported it lol. I'll look into it later.
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Im taking a break on Duolon for now. In the meantime Im going to do Chris's basics and attack Duo Lon's last couple of moves hopefully energized. Damn sleep problems. Ive got a couple of ideas on possible fixes, but what often seems like a great idea when you havent slept in two days will look like crap in 2 days with sleep. Back to work
As stated before, Chris will be relying primarily on his own abilities and not those of his Orochi form unlike his former comrades. Im using 2k2 Chris as the base(Ahuron)
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Basic sff is done(I need to pallet and add his guard crush and snaps)
basic get hits are done(except guard crush and snaps)
Basic attacks(non command yet) are done, throws are done.
Command moves next followed by some bug testing. Then onto specials
Spoiler, click to toggle visibilty
spinning array:
(http://i1044.photobucket.com/albums/b443/lost_avenger/423f4cc1.png)
reverse anchor kick:
(http://i1044.photobucket.com/albums/b443/lost_avenger/fb6b506c.png)
carry-off kick:
(http://i1044.photobucket.com/albums/b443/lost_avenger/672890e8.png)
throw 1: punch
(http://i1044.photobucket.com/albums/b443/lost_avenger/47bb98ab.png)
throw 2: kick
(http://i1044.photobucket.com/albums/b443/lost_avenger/5965e532.png)
First couple of specials done:
Shooting Dancer: thrust command = qcb+x/y
(http://i1044.photobucket.com/albums/b443/lost_avenger/fa43140e.png) ; x
(http://i1044.photobucket.com/albums/b443/lost_avenger/39a05d9c.png) ; y
Shooting Dancer: Step: command = qcb+a/b
(http://i1044.photobucket.com/albums/b443/lost_avenger/8f850b5f.png)
Hunting Air: command = dp+a/b
(http://i1044.photobucket.com/albums/b443/lost_avenger/fd9dd96d.png)
Slide Touch: qcf+x/y
(http://i1044.photobucket.com/albums/b443/lost_avenger/8e0da56d.png)
Direction change: command = DP+x/y
(http://i1044.photobucket.com/albums/b443/lost_avenger/41bc44c3.png)
Scramble Dash: command = qcf+a/b
(http://i1044.photobucket.com/albums/b443/lost_avenger/5620d26e.png) ;a
(http://i1044.photobucket.com/albums/b443/lost_avenger/7b537209.png) ;b
Edit: Im going to edit these pics to reflect the changes in Chris. He now has his 97 anti air and will be losing a couple of specials in these pics.
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Shooting Dancer Step should cancel out of the first hit shooting dancer thrust. I'm aware of how the move works in KOF, but this is something I'd like for KOFE. Chris has a ridiculous amount of moves, so they need to be blended in a little to maintain balance.
I'm assuming you're holding off on the 2 O. Chris moves that are in his moveset.
Didn't see the dive kick (from air).
Yup, dp +k should be the '97 version. It blends better with Chris' theme, much like Krizalid's fire projectile blends better with his fire theme. It also changes the properities of how you use it as an anti-air (once again, for balance).
Spinning array should be his state 305 only. Keeps the move in game, but removes it from his long list of moves. It could also work as his 250, depending on if he has any other animations that would work for his 305.
Everything else is looking good!
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Dive kick: command = qcf+a/b. Button determines the angle/speed
(http://i1044.photobucket.com/albums/b443/lost_avenger/1c2e2366.png)
Sorry I forgot it(you can currently do it out of one of his other specials as a follow up, but might get removed in the final product)
2 0? Did I miss something?
I'll get the sprites later/pallet them.
I havent done his 250 or 305 yet if I remember right. His cd(sped up) doubles as his throw counter.
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The two Orochi Chris attack (the projectile I PM'd about and the close unblockable attack).
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Oh my bad, I thought that was going to be a DM. I'll do it tomorrow, sorry.
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Whoops, forgot. No direction change move either. Sorry for the miscommunication. I'll PM you the rest. Looks like Chris might actually make it in to v0.9. Nice. :)
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-facepalm- meh. The move felt useless anyway imo. I'll wait on the pm then lol. Probably a good thing I didnt decide to start early.
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No slide touch either. Man sorry. Chris has too much stuff to sort through. :S Shooting Dancer should replace that functionality. Chris has six moves:
Shooting Dancer
Projectile
Close up combo
Dive kick
Anti Air Kick
Teleport.
Either way, you're already 1/2 done. Your progress is better than mine at the moment. Damn binding characters...
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Ok so Im slightly confused on the cancel thing. Do you want it done like... qcf+p(start up) then use another command to cancel into its alternate version(punch for the follow up punch, kick for the slide kick?) Is that what you meant?
I'll get back to work and update the pics(Duolon's too at some point)
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Quick combo, dont know the name off the top of my head. Command isnt set yet(atm... none of them are lol)
(http://i1044.photobucket.com/albums/b443/lost_avenger/4b181ea1.png)
The 97 anti air and the projectile have their bases done, but Im waiting on confirmation about some things before posting pics of them. Im iffy about the height of his strong version and iffy all together about the projectiles.
Ok so the plans have changed. Now Swiper will being doing the new moves and new supers and possibly the unique chain(its sort of a new move). I'll be doing the specials and old supers. Added to my to do list now are Xiangfei, Billy(I think?), Tung(was already on the list) and possibly Hotaru. This should dramatically speed up the creation process. As of right now, Im still not sure who will end up in .9 outside of the already finished/almost finished characters, but this will lessen the burden on Swiper anyway.
Slide touch and direction change are out, 98 anti air has been swapped. Overall kofe progress is probably around 60% or so overall.
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Okay, about the cancel thing:
You execute Shooting Dancer. The first move to come out is the elbow. Regardless of whether the move hits or not, you should have the choice of letting the move continue into thrust, or cancelling it with u +k. If you cancel it, the move goes into the step finish (weak bounces away from the opponent and strong bounces over).
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Ok so Im just making one move replace 3. Not sure what you mean by bouncing over though
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Alright so I did Xiangfei as a quick side project.
pics:
Spoiler, click to toggle visibilty
Tenpou Zan
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/14b571bc.png)
Esaka
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/8f965c41.png)
Nanpa
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/4251cd56.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/7da2b9da.png)
Senrii Chuu'ou
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/1a33d0b3.png) ; roll part
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/f30af558.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/886c5f8f.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/0dd235ad.png)follow up kick weak
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/886c5f8f.png); strong version
Banhaku Kou'en
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/7a195f07.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/8172ed19.png) ; follow up
DMs:
Dai Tetsujin
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/bda79627.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/685e407c.png)
Chou Pai-long
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/7cb91972.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/bd3a85e1.png)
Back to work/sleep
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Looks like you're making your own version as opposed to Sipergod modifying the other characters.
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On Xiangfei Im just helping him speed up the process. Chris and Duolon are being made cause I volunteered to help expand the roster. Originally it was going to be a request type thing, but Ive decided not to go that far(otherwise I would end up porting the entire kof roster lol). Swiper will be modding them further beyond my efforts(Basics are done on everyone already btw)
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Bounce over means which direction Chris will bounce after the kick hits (over or away from the opponent).
Basic characters that only require minor details moding (damage, invincibility frames, etc) will be ported by LA. Xiangfei is one of those. Although, she'll be getting a new move and losing Banhaku Kou'en. Also the heights of her dp will change and Esaka will have new properties. I'll be taking care of all that.
Depending on his time, he'll also help out with Billy, Tung and Eiji. Maybe Duck.
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Gotcha. Havent worked on Chris in a few days so I'll get back to him when I finish Xiangfei.
Lol I hate Duck, but meh. Time wont be too much of a problem though(theoretically)
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Nothing in the pics is new lol. Swiper will make her awesome though.
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That might have been a mess up on my part. I suck at taking pics in mugen anyway so it might just be the shot itself. She has already been shipped off though
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Minor Update:
Spoiler, click to toggle visibilty
Hunting Air '97: command = dp+kick. Kick command determines height
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/0065fa0a.png) Light
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/1069ca64.png) Heavy
Shoot Dancer new version: command = qcf+p, -> (k/up+k). If you dont input anything, he does the thrust. Kick does the slide kick, Up+kick does the overhead kick. Also, the kick used for the overhead determines where you land.
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/ba75f0c7.png) Elbow
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/e18a9142.png) thrust
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/522f0f2f.png) slide kick
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/581cd193.png) overhead
SDM: Needs a little work. I havent given him standard burns yet(its coming up after I do his DM. His second DM is new)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/6bf70927.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/ffc6fea9.png)
Minor update 2: DM1 command = (will likely be changed) 2(qcf) + k
Spoiler, click to toggle visibilty
(http://i1044.photobucket.com/albums/b443/lost_avenger/f689b2b4.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/70ba54b5.png) currently 7 hits.
It might need a couple more adjustments overall. The SDM will have modded properties. Hunting air might get some fixes as far as timings and height. Shoot dancer feels weird when canceled(Id rather see it be canceled once it hits instead of whenever you use the command(you would still need to input the command though. I might change the time that it changes to allow most of the animation to show before the cancel)
His other DM and his HDSM are going to be new moves so they wont be made until later. Back to work.
Edit: DM 1 and SDM done, I think I did the burns right(I took Iori's and modded them a tad(it should be the same, just a lot less space used). Bug testing and some fixes are next. Then onto Oswald's basics.
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Should be an after image in the anti air kick like the rest of Chris' moves. Maybe it's there but not captured?
Don't forget the SDM screen darkening effect. :)
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Actually that was for speed purposes. I dont remember if it was there in the original or not. He doesnt have the mid air pause that he does in the dive kick itself. I can add it though. Then again, it might have just been when I hit the F12 key...
The cancel itself doesnt combo or anything. Its an overhead at least so it makes up for it imo.
It darkens during the first frame of the SDM, I need to actually make it last through the second.
The quick combo will likely need to be balanced imo. Not sure what else to note off the top of my head.
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Update: Tung's basics are done and have been for a while. Down to 1 special and a DM. Other than that its down to his snaps and new stuff that Swiper is doing. I'll post pics later on. Not sure what Swiper is doing command wise so Im not going to post the commands for now.
Edit 3:
Spoiler, click to toggle visibilty
Senshippo: command determines range and damage.
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/b914f01e.png)
Ressan Kyaku: command determines height and damage(might need to double check that)
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/1bba4070.png)
Shou Ha
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/daf1b179.png)
Joukiken: command determines range and speed
(http://i1044.photobucket.com/albums/b443/lost_avenger/858137f8.png)
DM1: Senpuu Gouken
(http://i1044.photobucket.com/albums/b443/lost_avenger/89e0963c.png)
SDM: Senpuu Gouken
(http://i1044.photobucket.com/albums/b443/lost_avenger/kofe%20stuff/c074e905.png)
Edit: DM1 is now done. It has a tornado effect, but it will probably need touching up. It has a lot less range than the SDM version and does less damage. Im leaving the other DM to Swiper for now. Going to finish up some things on Tung then move onto Tizoc's basics.
Also, I have done Tung's command moves, snaps, and I need to standardize his throw. Im waiting on Duolon or Chris for feedback on command moves and I dont have the XI snaps. Well back to work
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Hmmm, looks like I miscommunicated a couple things. Sorry LA.
Fireball in shot 3 should be saved for his new command throw
Fireball in shot 4 should be his shou ha
There's another fireball in his sff that should be used for his DM.
On my Mac right now, so I can't say the exact group.
Will wait for more progress for more.
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Special fixed. Modded my other post. Back to work
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Tizoc's basics are done outside of snaps and guard crush as well as testing. At least Tizoc's stuff on my end is pretty much done. Swiper's job wont be as easy
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I'll check on Tizoc's guard break. Should be in 03. I can send you the required sprites for all that stuff. I have his XI rips.
Tizoc will be getting some new stuff... :S More spriting for me...
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Oh right, I keep thinking he was one of the XI only guys. Thanks. Will Tung's size screw with the snaps? I never unlocked him in XI(if I did I never used him). So I dont know how it would look in game.
Wish I could help, but I can barely frankensprite and even then its not that great. Sorry man.
I still havent touched Billy yet. I will get to him eventually(last time I kept laughing at his taunt voice). Tomorrow afternoon/whenever I wake up I will probably be working on my own stuff. Next planned kofe day is Monday. Hopefully I can pick him up then and maybe do one of the booster's basics(Im to the point where I can have them prepped for porting in a few hours)
Personal request. I want to keep Tizoc's blue pallet as his secondary if its ok with you. He has some nice pallets outside of the blue one also if you are still shooting for 6 pals per character.
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The official p2 palette for Tizoc will be grey and yellow. Don't worry, we should have a total of 8 colors per character for 1.0. The palette teams been good with cranking them out. I'll try to throw up a few more characters for them to do later today. You can always keep blue as your personal p2 color. I've got a personal Ralf color that I'm using, but his official color scheme will be more towards the '98 color scheme. ;)
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Ah, works for me. I think I had all 6 from the original in his pal folder(kofe). I'll just have to remember to save it lol. I didnt really care what color/button it was assigned to just so long as it was in lol. Heading to bed for now though(maybe... I got woke up by a cat being freaked out by its shadow last time)
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Tizoc has been sent, but is far from perfect. A fairly early Tung beta has also been sent. I'll start Billy sometime soon(might be tonight if I ever find my original copy... damn yahoo)
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Sounds good. Plan on finishing KOFE v0.9 this weekend. Will get to your characters soon. :)
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Do you still have the 03 Billy? If you do can you email just that(you sent me a 3 pack before but Im out of data and plus yahoo isnt letting me fully download it. It does this part file crap at 17.8ish mbs). Sorry for the inconvenience, I deleted him before cause I was sure I was done with him lol. I still have the kofe basics one and the one with the funny taunt. Just need the 03 one.
On a side note, good to hear about the progress. My internet doesnt reset till the 20th so I wont be able to check for bugs till then. I never got around to giving Mary feedback yet(she's out of date so it would be kind of pointless anyway). Im heading to bed for now though. Its almost noon
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Sounds good. Plan on finishing KOFE v0.9 this weekend.
Win
And since i haven't commented on your work yet LA: Great stuff here. I'm liking the look of Chris.
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Im going to be pretty busy with the holidays coming up. My internet resets on the 20th. Im going to grind out as much I possibly can till Xmas. The goal is to get Billy and possibly a couple others done during that time. Ive been pretty busy lately.
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Good luck
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I'll post pics once Swiper updates the .9 release. I restored my comp and it killed my .8(I was about to update, but he announced the .9 update so I waited).
but here is what I have done:
Hotaru:
fireball (Hakki Shou)
anti air (Tenshin Shou)
shining kick move (Kobi Kyaku)
Dive kick (Rengeki Shou )
Dance combo (Soushou Shin)
special throw (Shinjou Tai)
This list isnt final and will likely be changed. Her special throw might become her second throw. Her shining kick might lose its additional stuff. I'd like to see it either reflect or nullify projectiles personally, but we'll see what Swiper says on it(as of right now it does not, but I left its follow up options that its original had).
Once Swiper approves an actual movelist, testing will follow, then Gato. Billy has been delayed for now. Back to work on the rest of the stuff.
To Swiper: If her special throw remains, do you want me to leave the dive kick follow up in it(I left it in Chris too for one of his moves. Forgot which though)?
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No reflect. Special throw stays. Should be a knock down. No, the dive should not be able to cancel off it. Too much like Kensou. She'll have another move as her basic p throw.
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If it knocks down then there is no point in the dive kick cancel. It will be removed.
You're the boss so no reflect/nullifier.
So... what move gets dropped?
Starting her DMs. I can reorganize the moves later.
Dms done. Though Im not sure whether or not they will stay DMs. She only seemed to have 2 supers(that werent alternate inputs) that didnt use Gato in some way. Unless I missed something. I have to fix a couple of things in her basics. Cant wait for the new .9
To Swiper again(on Gato):
Am I porting his ex mode specials also?
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Gato:
rising bike kick
air projectile = done in air as independant move
fist strike. sp version can be followed up with thrust
I'll do the hooligan style move and counter
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About Gato, are you going to keep his 'Jump Into air With Four Follow-up Options' special the way it is in the games, and if so, are you going to include the other version of the move (the one with the additional follow-ups,) from the KoF games? Not that I'd mind--I've always preferred the Garou moveset myself--but I'm still curious.
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Up to Swiper on that one. He just said he's taking that move lol. I plan to study it anyway.
Stomp->dash move is done. Trying to figure something out on the side, but I'll try to get the other two specials done tonight.
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Hotaru never really did have a lot of supers or specials to begin with ._., the only thing she had going for her was those multi stances she could pull off which allowed her to combo in a fluid manor (KOF XI version not her MOW version)
And considering that your game limits combos, how will her gameplay come to be?
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She loses her dance moves from what I remember.
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I'm not sure what dance moves are.
Hotaru will be more like her MOTW self with '98 style play instead of a NGBC self with XI style play.
Also may end up replacing a move because she's too similar to Kensou at the moment.
Edit: Loses command throw. Gain 'reflect' kick. Kick negates projectiles as you requested LA instead of reflecting them. You can make the command throw her p throw now.
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He means the alternate stance moves. Where if you input certain commands during moves she'll change stances/attack.
Had a feeling you would do that. It just made more sense in general since she currently has 6 moves. I've been busy the last couple of days, but the plan is to add the changes to Gato and Hotaru today.
Do you have a standard nullifier?
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Spoiler, click to toggle visibilty
Hakki Shou : command = qcf+p. Button determines speed.
(http://i1044.photobucket.com/albums/b443/lost_avenger/e4a46469.png)
Soushou Shin: command = qcb+p. Button determines hit count.
(http://i1044.photobucket.com/albums/b443/lost_avenger/a750982d.png)
Tenshin Shou: command = DP+p. Button determines hit count, height, etc
(http://i1044.photobucket.com/albums/b443/lost_avenger/c8bf8c1a.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/dbde90b8.png)
Rengeki Shou: command = qcb+k. Button determines range.
(http://i1044.photobucket.com/albums/b443/lost_avenger/487d50ac.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/9b8b29b5.png)
Kobi Kyaku: command = qcb+k. Button determines speed atm. nullifies projectiles(once I double check some things)
(http://i1044.photobucket.com/albums/b443/lost_avenger/388b53b3.png)
DM/maybe SDM?
(http://i1044.photobucket.com/albums/b443/lost_avenger/1019269a.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/553f0b6a.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/515650e7.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/3cb2410b.png)
It combines her Soushou Shin, Tenshin Shou, and Rengeki Shou
(http://i1044.photobucket.com/albums/b443/lost_avenger/f70548a7.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/28caaae8.png)
That's what Ive got done on Hotaru. I'll do Gato pics in a bit.
Changes Ive made: The slide state is closer to Adel's now. I dont know if it was a standard or not
Had to fix a couple of sounds that were moved around by standards.
Fixed her kick throw sprites. There is still one I cant get right, but its close.
I need to tweak a couple of things on her punch throw.
Nullifier:
Spoiler, click to toggle visibilty
(http://i1044.photobucket.com/albums/b443/lost_avenger/0cf8ce83.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/2d405ff0.png)
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Gato:
rising bike kick
air projectile = done in air as independant move
fist strike. sp version can be followed up with thrust
I'll do the hooligan style move and counter
Which hooligan move? He has 2(8 moves possible). The punch version is the closest to Cammy's.
Im not sure what you mean by bicycle kick.
Spoiler, click to toggle visibilty
Shin-ga: command = qcf+p. follow up with fwd+punch(changed it for testing purposes).
(http://i1044.photobucket.com/albums/b443/lost_avenger/d782efd7.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/e51f8265.png)
Kou-ga: command = qcf+p. command determines where the projectile lands.
(http://i1044.photobucket.com/albums/b443/lost_avenger/d085f129.png)
Alrighty so Im posting this a tad early and these are still pretty early in development.
Booster Pack Characters:
Malin:
Spoiler, click to toggle visibilty
Suzume Bachi Taikuu: command = qcf+ punch. I havent gotten around to the follow ups yet.
(http://i1044.photobucket.com/albums/b443/lost_avenger/4fb4631e.png)
Onigumo: command = qcb+punch. button determines range.
(http://i1044.photobucket.com/albums/b443/lost_avenger/20711499.png)
Doku Sasori: command = qcb+kick.
(http://i1044.photobucket.com/albums/b443/lost_avenger/aafb1bbe.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/75b60d3d.png)
Notes: I havent coded the follow moves yet. Also I havent changed her shocks to match the palfx of Benimaru's just yet. Im guessing he is a standard. She only has one throw atm. She isnt too far along yet.
Ryu:
Spoiler, click to toggle visibilty
hadouken: command = qcf+punch. Button determines the speed and the projectile. Heavy knocks down.
(http://i1044.photobucket.com/albums/b443/lost_avenger/7ea31093.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/9b6c30f3.png)
Shoryuken: command = DP+ punch. Button determines height. Currently light is one hit, 2 for the heavy. I think it was 3 hits for both originally.
(http://i1044.photobucket.com/albums/b443/lost_avenger/9b6c30f3.png)
Tatsumaki Senpuu Kyaku: command = qcb+ kick. button determines range. Both are only 1 hit currently. Can be done in the air
(http://i1044.photobucket.com/albums/b443/lost_avenger/33208bc4.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/33208bc4.png)
Notes: Im still undecided on his other moves. Im leaning toward his teleport and his air fireball.
His current state has him being closer to his regular self. Swiper's version was much closer to Akuma. Im going to try and mix the two together without favoring one over the other(hopefully). Right now his shoryuken is a little floatier than it should be. I also sped his throws up a bit since the old ones look kind of odd. Life portrait is a placeholder.
Im thinking of possibly letting his Tatsu juggle like what Akuma/Evil Ryu can do. If I can find his side kick from SF3, then the air fireball will just be another version of a special like his air tatsu is. If he gets the side kick then his heavy tatsu will be 2 hits and wont juggle. Nothing is set though
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Thats quite impressive LA
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I thought Swipergod didn't want Ryu in KOFE. ???
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I thought Swipergod didn't want Ryu in KOFE. ???
It's called a Booster Pack for a reason. ;)
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The Ryu base Im using was the one he originally had in one of the early Kofe rosters but was dropped. There is a video of the original Kofe Ryu in one of the first posts in the main blog. Granted he doesnt play like that anymore though.
And booster pack character have no teams, story, stage, music, etc. They are like hidden characters or whatever. Shiki wouldnt need too large of a patch to be playable in .9 so maybe we can get her back in as a booster. As of right now the .8 Shiki would disappear during certain moves(Clark comes to mind). The snaps could be done like Rock's and just be filler/placeholder.
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the booster pack idea is genius :sugoi: ! i look forward to these great developments LA. have you ever considered Freemen from Mark of the wolves?
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Its been on a "Create as I go" basis. There was going to be a poll originally, but I scrapped that since my free time kind of went away. So these are all low priority. Freeman would have problems with not having snaps. I'll consider it though. I need to ask Swiper about a couple of changes he made when he added Shermie and Clark.
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Just want to point out that Freeman isn't a KOF or NGBC character so the sprite will look out of place in KOFE. Not that that really matters if standards are ignored.
Shermie, Mary and Clark modified head pos for all characters, new binding sprites for head and body pos, snaps and some character specific code that needs to be watched. The glory of fullgame binding. I plan on revisiting Vice's gorefest binds too. You can PM me for more specifics.
Just to warn you for Shiki, her grab may not bind properly as a result of my modifications. I planned on revisiting Shiki and Silver in the post 1.0 release. All I really need from her would be arm and leg snaps. I'd also need to change Zero's HSDM... That's not a guarentee that I'd do anything with them aside from revisiting them.
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I didnt play MOTW that much. How much did Hotaru change? Aside from the stance moves.
Pm being sent.
I'll wait till you decide on what you're doing/till I find out some additional changed stuff. I plan on porting Silver's specials eventually. We could potentially team up on him later? I can cut down on the creation time a tad.
Gato stuff:
Spoiler, click to toggle visibilty
Zero Kiba: command = 2qcf+punch
(http://i1044.photobucket.com/albums/b443/lost_avenger/d5d879b3.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/b649ec38.png)
Tatsu Kiba: command = 2qcf+kick (effect will possibly/probably change). 9 hits
(http://i1044.photobucket.com/albums/b443/lost_avenger/293fa16c.png)
Zero Kiba(SDM version): command = 2qcf+2 punches
(http://i1044.photobucket.com/albums/b443/lost_avenger/9ae1dd0b.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/67212aad.png)
Ten-Ryuu Retsu-Kiba: command = 2qcb+punch
(http://i1044.photobucket.com/albums/b443/lost_avenger/03e6cb44.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/c24d8b07.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/404ab0ed.png)
HDSM can only be used up close and is unguardable. I forgot how I did it on Chris though so I'll need to double check the distance. The last 2 hits will hit no matter what(assuming the first hit hits anyway). I put a little more impact on the last hit and changed out the sound(Swiper can change it back if he wants. Its bighit3 to Swiper. Just seemed to fit imo)
Im having an issue with the head position binds for the neck snap DM(It hasnt shown up in his SDM yet). It currently works on most characters(though he binds a tad low). I might need to adjust the range possibly as a fix.
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I started Eiji's specials and Im doing it without an actual movelist so anything I do might be redone. His projectile reflector can do some odd things(Like being able to reflect Rugal's projectile shield)
Im devoting most of today to Kofe. I need to add the new required sprites to Gato, Eiji, Silver, Malin, and Ryu. Among other things. Malin will get another throw, Silver will get his specials ported. That's the plan at least. I might revisit some stuff on Chris also(fixing my crappy projectiles lol).
Checklist:
Gato, Eiji, Malin all got the updated sprites. Havent gotten around to Ryu and Silver yet
Malin's specials and sff were fixed(I guess it didnt save last time). It took me a while though.
Eiji and Gato stuff today. Hopefully.
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Just want to point out that Freeman isn't a KOF or NGBC character so the sprite will look out of place in KOFE. Not that that really matters if standards are ignored.
Easily solvable problem with the use of a palette change. Or atleast it would blend in more.
(http://img696.imageshack.us/img696/5975/asdasdasbv.png)
Also, Don Drago made some sprites of Ryu's Donkey Kick, or that one kick that bounces you off the wall if you use the EX version for those who don't know what i'm talking about. Perhaps those might be useful.
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No one calls it one specific name, but that is the side kick I was referring to(where he kicks you in the side lol). Are the sprites still around?
Also: Ive been taking a short break from kofe since Swiper is probably busy. I'll be resuming sooner or later.
And that pallet blends a little better, but the pants seem a tad to bright maybe? I'll look into it later. Ive been kind of busy
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Yup. He used them for his Ryu:
(http://img805.imageshack.us/img805/2558/asdasi.gif)
Freeman's pants are white, but I can see where you get that from. I'll fix it a bit later.
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Has it really been a month since I posted here? Wow. Well I had a lot of personal issues the last few days or so, but they seem to be more or less under control. Its not perfect by any means and I might not post as frequently as I did before(which might by music to some people's ears --; ).
Where I am at:
-I havent touched my kofe wips in almost a month. Swiper hasnt come back from his break yet so it should be ok.
-Im ripping/paletting Ryu's side kick.
-Im changing Ryu's fireball back to blue cause I personally think the purple one is ugly. I'll leave the sprites and animation in there(renumbered) in the event people want the only one back.
-Im going to allow his fireball to hit up close/the corner. It didnt for some stupid reason in SVC(at least from what I have seen)
-Tatsu wont juggle
-shoryuken coding has been changed from the alpha because... I didnt like how it was done.
Since Swiper said he wanted to revisit Shiki and Silver, Im going to port Silver's specials/supers and leave him alone till I get word on it.
I havent touched the others yet. I wont be able to post as many pics for a while. My break is now over.
Alrighty so I finally got a chance to look at svc clsn boxes and... they are pretty ugly so I might just stick with what I have on Ryu(what was in the alpha that was sent to me).
Edit:
Spoiler, click to toggle visibilty
New fireball
(http://i1044.photobucket.com/albums/b443/lost_avenger/5f92046b.png)
Side Kick(might be a touch too fast overall).
(http://i1044.photobucket.com/albums/b443/lost_avenger/554e9dfa.png)
Teleport(DP/B,D,DB + k) The kick determines the range and the command determines direction
(http://i1044.photobucket.com/albums/b443/lost_avenger/c7381999.png)
(http://i1044.photobucket.com/albums/b443/lost_avenger/e41c47f4.png)
Aerial Hadouken: Its a quick move and I suck at taking screenshots...
(http://i1044.photobucket.com/albums/b443/lost_avenger/dcbdbfd5.png)
I redid quite a few things. Apparently the Alpha was pretty old. Most of it was reorganization/clean up. The air fireball is blue now, but can be turned purple again if people want it that way(I prefer blue since he isnt exactly Evil Ryu). I counted air tatsu and air fireball as alternate versions of their ground moves so that he would still be within the 5 special limit.
Im leaning toward this as his super movelist:
DM1: Shinkuu Hadouken
DM2: Shinkuu Tatsu or Akuma's rising tatsu from Third Strike
SDM: Metsu Hadouken
HDSM: Shin Shoryuken
He's not Evil Ryu so SGS would look kind of odd imo. His pretty much insta kill super in CVS2(as Evil Ryu) would fall into the same category. Im not really sure which shin shoryuken to go with atm. Im also not sure if his SF4 Metsu(Japanese voice) would fit with his SVC/CVS2 voice. Anyway, that's all for now. Im going to wait a bit before doing his DMs just in case. I might even add a poll or something
Edit(as of 4:40pm):
Changelog/updates:
Spoiler, click to toggle visibilty
-Heavy fireball is now 2 hits instead of 1. Regular fireball does less damage now, but travels a tad bit faster.
-Air fireball's damage was increased slightly(back to what it was in the alpha). Hittimes are now closer to K's air fireball to allow for combos.
-Added Unique chain, I went with his toward+medium punch(the two hit). I think I did it right. Unique chain is Standing close light kick -> forward+lp(his forward medium in CVS2). You can add a crouching light kick at the start for an extra hit(possibly 2).
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-removed AI changestates in moves I dont have... cause it saves space on my debug.
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-Extended hitboxes back a bit in most of his normals(red clsn) since he was having width issues against a lot of characters. I also reduced the overall number of boxes dramatically. I also increased the range a tad on a couple of his moves.
-Tightened the timing on his crouching light kick and light punch for the rapid fire chaining. I might end up making only one of the two rapid fire.
-Fixed his kick throw binds. The Alpha didnt include binds for him pulling back on his opponent as he threw them. It looks a lot better, but it looks bad on certain characters(Kensou and Mary come to mind. Mainly people with weird 5010.10 sprites)
-Adjusted vels a tad on his tatsu and his side kick
Hotaru:
-Fixed a typo that sent her into her dive kick animation at the end of her projectile nullifying move.
-I increased the damage on something by like 5, but I forgot what it was tbh. Nothing major.
To-do list for the rest of today:
Spoiler, click to toggle visibilty
Ryu:
Check on his metsu sound.
Try to settle on his supers. I might need to find/rip shinkuu if I go with the movelist I already had.
Get Shin Shoryuken(I guess I'll go with his cvs2 version)
Hotaru:
Fix the slide sounds in her custom states. Double check a lot of things(since its been a while since I checked her).
Fix the throw counter bug for her new throw. For whatever reason Ryu countered it on the last hit...
Tighten the timing on her nullifying move. As of now, I left the cancel coding for a possible follow up. I might leave that and just limit when you can set it up.
For whatever reason, his AI randomly gets an error in state 121. I saw it in beta testing before so if you come back on Swiper, can you tell me how to fix it? Id rather not mess with the actual AI just yet.
Also... Rugal badly needs clsn fixes. I dont know what base was used, but the clsn are ugly. His cd has around 12 boxes when it could easily get away with 3. Its been a long day so far
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Alright so I ran into a fairly large problem. His voice changed dramatically from CVS2 to SF4.
So:
-I either drop the move completely.
-let the sounds clash and just make him sound pissed
-use his SF4 Japanese voice(for everything)
-or just not make him say metsu and go with a roar sound
I cant add a poll cause Swiper made the topic(unless I missed something).
Shin shoryuken is done in the meantime.
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Can't you at least ask someone in the community to try to get Ryu's CvS/SvC voice for "metsu"?
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The only metsu I found for Ryu was his evil voice. Im using a mix of cvs sounds atm and it fits it fairly well. Im leaving the move in for now.
Edit: Shinkuu and Metsu are done.
Changes(cause Im bored and thought Id post it):
Spoiler, click to toggle visibilty
Decreased hadouken damage again, down to 70 from 80.
Increased Shoryuken damage on both forms by 10 points.
Increased damage on side kick by 5, changed the animation
decreased tatsu damage by 10.
Decreased damage on metsu and shinkuu, if timed right, you can juggle off of metsu into shinkuu
increased damage on shin shoryuken
changed jump in intro
redid the coding a bit on his teleport
Fixed the tech hit bug(where he would knock them into the air). I havent seen it happen since then, but it was the AI that did it before anyway.
I went with a different projectile that the purple version of shinkuu. It might not fit, but I'll use it for now. If I get enough complaints I will switch it to the larger purple version of shinkuu
Pics:
Spoiler, click to toggle visibilty
shinkuu hadouken
(http://i1044.photobucket.com/albums/b443/lost_avenger/c3af7912.png)
metsu hadouken
(http://i1044.photobucket.com/albums/b443/lost_avenger/5d3f7be8.png)
New Side Kick:
(http://i1044.photobucket.com/albums/b443/lost_avenger/2e4490d3.png)
Shin Shoryuken(hitvels are based off of Karate's so it looks a little odd in screenshots). Its a mix of the SF3 and CVS2 versions.
(http://i1044.photobucket.com/albums/b443/lost_avenger/93751d00.png)
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Sometime in the next few days my internet is getting shut off and will likely be off for around 2 weeks. We've had financial issues for a while now and we almost had everything cleared up, but we're fairly close. I wont be able to post any updates during that time, but I will be working on the kofe stuff I have on me in the meantime.
As for Ryu, I added some invincibility on start up for his side kick(it has low priority atm, but I might adjust that). His teleport is pretty overpowered(even though it shouldnt be... I might make him vulnerable sooner or add more recovery. Meh.). I shall return as soon as possible.
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Haoh Sho Ko Ken FX looks meh.
Also, did you edit the new sprites for Ryu's Joudan Sokutou Geri, which is he offical name BTW, yourself or did you just randomly happen in find them on the internet somewhere?
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Im thinking about switching it over to the bigger purple shinkuu. -shrug- someone pointed out that the outline looked terrible on it and now I cant look at it without staring at the outline forever. Meh.
I went with shinkuu tatsu since Akuma's rising tatsu doesnt quite fit kof vels. It would lose half of the hits(or I could make a rising version of Ryu's shinkuu tatsu, but I said screw it and went with the ground version)
I found them in another Ryu(by complete accident since I was looking for the blue shinkuu since the Alpha didnt have it). I cant sprite at all. They came from zsabre's Ryu(and based on the readme, I guess they came from Pots and Tmasta.) And side kick is just what I call it to save typing time. Just like I generally call moves by general things(fireball/projectile, anti air, etc)
Edit: Wow, the sprite order in the original alpha is freaking horrible. He already had the blue hadouken and air hadouken, but they were in random places(all together at least). So I went through the hassle of finding and adding/adjust(for the air hadouken) for nothing. For whatever reason the purple shinkuu is missing(I could have sworn it was there before). I also need to repalette his side kick and his charge sprite for the metsu because they only work with his main palette. I guess the cream color wasnt the same in the other sprites. Its a quick fix though.
Also I fixed/adjusted some of his juggle points. Now metsu can still still be juggled with shinkuu(as a follow up if you time it right). You can also follow up shin shoryuken with a regular shoryuken. He's been moved from Alpha status to beta for now since he now has all of his moves done. He needs snap fillers and some bug testing. Also, I added a bit more priority to most of his normals and to his side kick. Now it functions like a poor man's anti air in some instances.
Edit: Fixed Hotaru's slide state sounds, throws, and removed the majority of her clsn standards(green boxes) so that the last few frames didnt have like 14 green boxes. Fixed and explod issue and a linked sprite I messed up. Ive done everything I was supposed to do on her as far as I remember. I'll just unlink her last couple of linked sprites and send her off.
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Hotaru has been sent. Now I just need to actually get back to Ryu's sprite fixes and the binds for his shin shoryuken(had to fix a p2 aerial problem).
After that Im going to revisit Gato and Eiji. Then I will work on Malin and the other booster pack wips.
Ryu's sprites and binds fixed. As well as a couple of other small things. All that is left is his unique move(his hop kick) and his snaps. As well as bug fixes and some other things.
Im not sure how the hell I missed that, but I forgot to add the new sprites when I sent Ryu. Also, I changed his 5040.20 sprite(as well as the corresponding 5041 and 5042.20 sprites). It should make landing on Clark's shoulders look better. The bounce away part looks a tad odd though(so do most Clark related things so its not that surprising). I did no testing with Mary or Clark so I guess that was why I missed it.
Eiji update:
Spoiler, click to toggle visibilty
qcf + p
(http://i1044.photobucket.com/albums/b443/lost_avenger/a73044a1.png)
Dp+p. Reflects projectiles.
(http://i1044.photobucket.com/albums/b443/lost_avenger/0bea9fbb.png)
qcb+p.
(http://i1044.photobucket.com/albums/b443/lost_avenger/878d91fd.png)
hcb+kick: Dashes forward and knocks down.
(http://i1044.photobucket.com/albums/b443/lost_avenger/a1a68d24.png)
qcb+k: Warp
(http://i1044.photobucket.com/albums/b443/lost_avenger/06967059.png)
DM1: Projectile. It has two speeds based on input. This will probably change.
(http://i1044.photobucket.com/albums/b443/lost_avenger/474c8d5d.png)
DM2: 10 hits. Personally I think the last hit should be a big slash. It seems like it would fit the move well. Just an idea.
(http://i1044.photobucket.com/albums/b443/lost_avenger/5ccdc7d8.png)
I went with easier commands for half circles and his current DM's. He has 5 specials and 2 dms so far.
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Haven't posted here in a while have I?
Anyway, Eiji looks great!
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What happened to that move where he jumps and goes 'HO! HO!' ?
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Im stuck on one of Eiji's moves atm. I have trouble hearing his voice so Im not sure which move you mean. I'll double check some stuff though.
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Im revisiting Chris a bit since I found some stuff I messed up(not counting the ugly projectile mess up). When I added his hunting air sprites, 2 of them didnt get added for some reason, that has been fixed. I wasnt satisfied with my vel guesses so I started getting the actual vels, but then Jz point me to Scal's Chris and now they have been fixed.
I also repaletted one of his hunting sprites since his hair messed up for some reason. I also changed his default vels for his jumps and stuff. I need to check a couple more things(hopefully Swiper didnt do too much with him just yet. The stuff I changed can be ported if need be). Its been like two weeks since I posted here so I thought I would update
Edit: Turns out it was only 7 sprites that needed fixed and only 2 might even be used actually. I also removed another 100 extra sprites >:D. Back to work
Added a jump in intro. Adjusted his damages a little. Im not sure what kind of damage his follow ups should do(esp if the first hit misses). Fixed his light projectile a bit(widened the clsn to fix corner and close ups. Added a little width just in case). I changed his commands a little, making his projectiles half circle forwards. I also changed the commands on the his DM and SDM to make more sense.
And after I spent 2 hours working on him, I noticed... I updated the wrong one after all of that. I updated the coding on one and damages and clsn on the other. But it should all be fixed. Meh.
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Copy that. I'll stan by for the revised version. Since I'll be working on Orochi then finish up Duo Lon, I probably won't touch Chris until closer to the end of next month. I've only taken a look at him and provided some feedback, I haven't actually started coding with him yet. I'll get in touch with you soon LA with more in depth update.
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Good to hear. He feels a bit better now. I'll wait for the update before I post too much new info. Ryu feels weak as hell to me after I played him in game for a bit. Im going to nerf his air fireball a bit or something and maybe pump him up a bit in other places.
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If I may make a suggestion, perhaps it'd be a good idea to follow MVC3's example and make his DMs slightly stronger than other character's to make up for some weakness in some other places.
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His DMs are actually fairly strong as is. Close to the general damage range of their respective move types(DM, SDM, etc). I was thinking about adding auto guard(at least I think it is called auto guard) to his side kick. I'll wait till I get some feedback from Swiper before doing much to him.
His basics are a bit weak and have fairly low priority(he will kick K's low priority normal's ass all day though lol). Also, his specials do fairly high damage as well(within the template obviously). His teleport makes up for some of his shortcomings though.
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:necro:
After looking through a couple things, Ive noticed some characters that dont have shared fx, sparks, etc. Shiki, Iori, etc. If you want, I can switch them over to KOFE standards(Aimed at Swiper)?
Im going to update Ryu and some other stuff. I dont have a specific plan atm.
Edit: I just noticed that its almost been a year since I joined the team. How time flies
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Normally I would just hit edit post, but Im 1 post away from a level up.
Planned changed on Ryu:
-aerial hadouken is broken. Im changing some stuff on it.
-Im going to get accurate vels where possible. If nothing else Im going to do some studying of how vels were altered for the various characters compared to their other KOF appearances. I guess Kyo and Ryo would be pretty good references.
-I saw Ryu's SVC clsn, they suck. So Im going to adjust them a bit more possibly. His side kick will gain more priority
-Adjusting some poweradds since I know what the template is for them now lol.
-fixing a couple of bugs. You could link his hop kick->some light attacks. That will be fixed.
-adjusting some pause and hittimes using my non kofe methods.
-fixing some hitvels also.
Im basically going to rebuild him from the ground up in places. I also have his snaps now and will need to palette them. I forgot I even had them.
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Normally, Im a Capcom guy. Ive studying Alpha 3 quite a bit vel wise. So naturally when I finally dive into SNK vels, I was semi horrified. The friction doesnt bother me so much as how badly they butchered the SF cast. Anyway, I gathered the notes I wanted on Kyo for his 98 self. Next will be his SVC to compare.
Also, I have already changed several of Ryu's vels. I got some feedback on him and Im going to fix those problems as well as a few others I found while working on him. Im redoing the majority of his vels.
And at Swiper, I resent Gato and Chris. If you cant find the Hotaru that has her specials, I can resend her as well.
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Strongly suggest not using SVC anything. Good plan to compare to '98 and then '98-ize Ryu.
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They make ok base values/filler values. They are better than the guessed values that Ryu initially had. Once I find some more time I'll get them completely done. I have so much stuff I need to get done at some point.
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Well that was a complete waste of time. At least for the Kyo study. SVC uses his 98 vels lol. At least with the movements and animations I checked(walk, jump, light dp). Ryu's SVC vels would pretty much be 98 vels. I guess you learn something new everyday.
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That's unfortunate. I don't think they tried hard at all with capcom characters. None of them feel solid like a KOF character. Too floaty. You'll have to make up your own.
Have you figured out Hinako?
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About it being too floaty...
Kyo's neutral jump: 0, -9.64063
Kyo's jump forward: 3.028, -9.64063
Kyo's jump back: -3.028, -9.64063
yaccel of .61719
Kyo's DP+lp:
x = 4.27078(might be 5, My table was acting weird). Velmul of .854156
y = -5.57422(might be -6, My table was acting weird). YAccel of .42578
Kyo's DP+hp:
x = 4.27078(might be 5). velmul of .854156
y = -7.574722(might be -8). yaccel of .42578
Ryu(SVC):
Ryu's neutral jump: 0, -9.64063
Ryu's jump forward: 3.082039, -9.64063
Ryu's jump backward: -3.082039, -9.64063
yaccel = .61719
Ryu's DP+lp:
x = 3 : velmul of .8125(I need to double check this, this is where my table stopped working)
y = -4.5 : Yaccel of .4375
Ryu's Dp+hp:
x = 8 : velmul of .8828125(this might be wrong)
y = 8 : veladd of .4375
Pretty similar. Kyo being floatier in this instance lol. I dont have the vels for his shin shoryuken yet since my table locked up or something. It started displaying everything as 3.082blahblahblah. Capcom characters are supposed to be floaty(Dhalsim lol). I'll make some tweaks and send him at some point.
I also changed his unique chain. He gains collarbone breaker. Collarbone breaker has more priority, but more start up. Hop kick has faster start up, but is less safe and has more recovery. Both are currently overheads. Shinkuu tatsu will be upped in total hits. Its 10 now, it will go up to 12.
She needs some tweaks, then I'll send her your way. I need to drop her 7th move, do her unique chain, and some other things.
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You "should" be comparing Ryu to Ryo, since they are more similar. Kyo's has more animation in his dp, so the "floatiness" is masked. The vels make sense for Kyo based off his style. Ryo in KOF alway felt heavier, so I'd assume Ryu would have been more similar. That's the expectation anyway.
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lol, I can make tweaks. I dont want Ryo and feel exactly like Ryu. The point wasnt that Kyo was floatier, it was that SVC and 98 are about the same.
Which reminds me, I havent touched Dhalsim in SVC, I wonder how bad they messed him up. -crosses fingers-
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Im going to be out for about 2 weeks. I'll touch up Hinako and finish the Ryu update in the meantime.
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Right, Ive been back for a couple days now.
So Ive seen a couple of booster questions again. I would edit the first post, but I cant since Swiper made it. So I will try changing the name.
Who has work done so far?:
Ryu(playable beta). Tweaking. Needs his snaps.
Hinako(playable beta). In testing.
Malin(semi playable alpha). I need to study some stuff from 98 after I got some advice on a move of her's.
Tung(semi playable alpha). Havent touched him in a while. In fact I dont even have him at this point, only Swiper does lol.
Booster Pack limbo(characters I considered, but might not have the time for):
-Lin
-Chin
-Ken. iffy
-Shingo. iffy
-Seth
-K9999. iffy
-Ramen
-Silver. I dont like Ahuron's. Swiper keeps putting him in and out of the roster. I think he is still in roster limbo.
-Foxy. unlikely
-Takuma. unlikely
Who wont be in?:
-Gai. Because of the snaps.
-Most if not all KOF bosses not already in Kofe. Dont ask me why.
-Chang and Choi. They were bounced around initially as a single character, but I scrapped it.
-Orochi anything(as separate characters. Orochi Iori, Leona, Ash, etc). alternate versions of a character(Kusanagi, Maki, etc), no gods anything.
-Jazu. Hate his design. He's kofXI.
-alternate outfits(even though I prefer Terry's 03/XI self, NGBC/XI Robert and XI Athena). Swiper didnt want them in.
-nothing from ROTD
-Bao.
-USA team. Hate the design.
-Most if not all kof edits.
XI characters would be kind of an issue since I can get their velocities, timings, etc, but not their clsn. I considered attempting Silver though. Probably wont.
On the 10 maybes. Im considering a poll. Id rather not make the entire roster. I have too much to do. I considered 6 total. So 3 would make it. maybe. Not sure
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Erm , i dont think Foxy should be included since Kula has a grab and a DM Sprite of her .
But i want Bao in :3
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She is extremely unlikely. As most of them are. Ive been waaay too bbusy. I might not have the time to do more than 6. I might even have to draw it back to just 4
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IS THAT KEN? MOAR SHOTO PLEASE.
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Ryu without Ken has never felt right. He probably wont make it either. I probably need to edit that post lol
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I think it has been more than 30 days. Oh well.
Ive been mostly busy with my own stuff, but on the side I did play around with some stuff. I have Ryu's snaps now(I forgot I had the sheet).
Im going to change some clsn on him. I have his sf4 voice, but I may just stick with his cvs2 voice. I considered dropping metsu hadouken for a level 2 shinkuu tatsu instead. not sure.
I dont remember what else I did. Its been so long. Anyway, dont expect any more screenshots from me. I have no internet. Also, updates will be rare(I have only one upload method)..
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How long ago was this?
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was what?
also, I scrapped my old Ryu design for a new one. Now he is no longer a Ryu/Akuma hybrid. He loses the air fireball and teleport for his half circle hadouken.
-hadouken heavy is a faster version of his light
-hcf hado is the red one. Light is one hit, heavy is 2.
-Ai was updated(I barely attempted it before)
-metsu hadouken animation was extended for now. It was waaay unfair before.
-shoryuken p2 vel for y was increased
-side kick damage increased a bit, heavy does more than light now
-width was changed on hadoukens
-damage and poweradds changed on hadoukens
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possible/likely changes:
-auto guard for his side kick
-level 2 swap
-more ai tweaks
-other stuff
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That means Ryu plays like his original self.
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Yep. I dont know why I forgot his half circle for the 5 special minimum. I didnt like the hybrid and I wasnt the only one.
Changes:
-shinkuu tatsu has more start up invincibility. clsn for the first hits was extended downwars. It stands up crouching opponents now.
-Ai was adjusted to spam shoryuken less.
-shoryuken landing animation was reduced by 2 ticks.
-adjusted some stuff that I forgot
Hinako is next. I forgot what she had left.
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Is Ryuhaku Todoh still in KOFE project ???
There is no news about him...
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He's not a booster so you would have to ask Swiper, sorry. He was waiting on a spriter before iirc?
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Ryuhaku is still in for now. LA, did I ever send you the feedback on Hinako? I'll PM you about the rest of the stuff you PMd me about. lol.
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Did I even send Hinako? lol. I cant remember. Getting old sucks
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How's the progress on ryu?
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I dont have his snaps in yet, but Im sending Ryu and Hinako later. Hinako has no Ai and needs some more tweaking. Ryu still needs an impact spark for his hdsm.
It will be through the same method as before for my characters, Swiper. Assuming mom's security still lets me that is.
edit: I forgot. From now on, boosters will have both input styles(easy and regular. D,F and qcf. etc) Though qcf shouldnt be a problem. When I play with my pad, simple commands dont come out right sometimes.
Next booster character update wont be until probably Sunday(I will probably have surgery on Friday if all goes well. damn swelling).
Im going to start Hinako's Ai once I get some feedback. I wasnt able to get Hinako's snaps in time.
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Hey LA. Sorry for the lack of PMs. I will send you something this weekend for sure. Planning on some more mugen stuff. Got a question for ya. Interested in maybe making an SF team for KOFE? Since you've already done Ryu? Since they're just booster, they wouldn't need standard stuff. But that would be pretty interesting. Chun Li, Guile, maybe Cammy? Giver her the Raiden treatment. Let me know what you think.
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Did Cammy get kof sprites? Those Karin sprites on china looked pretty good(I assume china?)
I have Ken. I need to check Guile and Chun. Guile and the 5 special minimum... kind of bothers me.
I have movelists for Chun, Ken, Ryu(duh lol).
Guile?
-sonic boom
-flash kick
-moonsault
-high counter
-low counter
Super:
-Total Wipe out
-Double sommersault
Sdm:
-Flash Explosion
Hdsm:
-sonic hurricane
I will need some things though. I will need mediafire links for Guile and Chun Li. I can recolor my Cammy for now. If need be.
Guile would have his ae english voice. Chun would have her cvs2 one. Ken's can be cvs2 for now, Ryu's might end up being his sf4 japanese voice(my cap Ryu has this already).
Did you test kofe Ryu? Also, Yun and Ken's links were updated. Had to fix some quick bugs for Ken and slightly update the still far from finished Yun.
I can get it done. Its something to do while I heal anyway.
Edit: didnt see the lack of Ken. either way lol. I can only do
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on Ken, Ryu, and Cammy for now. I need those links by next Wednesday. If Don Drago made Chun Li, then get that one. Guile doesnt matter as long as the sff is aligned(same for achun too in a way).
thanks. Send any betas that way as well. Preferably in one big pack(I dont need the old stages and music for .9's cast either. That should help..
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I got a little work on Cammy done. She has all of her get hits, normals, 2 specials(trying to decide how much of its floatiness to lose. She falls 25% faster with about the same height for now. stuff: (i seem to have no enter key now). She.s fast, but doesnt hit too hard. Her cancels have to be done quickly(unique chain as well). (i may slow down her close hp a bit to make it easier). Unique chain is her cvs2 close mp btw. She has no face down sprite(so she bounces face up but backwards. Kind of like raiden). About half of her left(Damn hooligan)
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update: starting Cammy back up shortly.
On the betas. Ive set the tag code to only work when the partner is mine. Im also fixing some debug flood(thanks to 2 and cy). Ill send you the updated tag code later(not sure when). Also, Jz seemed like he would be ok with helping you get .95 and the characters to me.
I feel.. Bleh. I guess its cause Im medicated. Sedation was nothing. My body has top tier immunity to useful things I guess. So if my posts seem... Weurd or offensive the next few days, try not to hold it against me
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my phone time runs out on Thursday. Im hoping to get more time added. Anyway.
I found an impact spark for Ryu(didnt notice it in his sff before). Im adding it to his hdsm in a sec. Im still undecided on the sdm.
Swiper, how does your ai handle normals? I saw the state 2000, but I dont see it being used anywhere. If its ok with you, can I go ahead and start using 1.0 ai in the boosters? I can adjust it easily if need be. Let me know
Edit: impact spark is done. Wiff shin shoryuken is 5 hits now. Metsu hadouken was fixed. Ai was tweaked. Fixed a numproj that I just added. Fixed joudan's air.hittime. Added a juggle. This all being for Ryu of course.
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I got a little work on Cammy done.
Wait, what? Is this just a Cammy for MUGEN in general? Or a Cammy for the KOFE Booster Pack?
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I have 2 Cammy's. My SFE and my KofE one. The SF one is up to her supers. The KofE one is up to her throws and specials
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I have 2 Cammy's. My SFE and my KofE one. The SF one is up to her supers. The KofE one is up to her throws and specials
Oh. That's... unexpected. Does she have a KoF-style graphical effect, or does she still look like she does in Alpha/MvC/CvS?
Also, by 'SFE', is that just a general MUGEN version, or is there some SF project I'm unaware of?
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she is like Raiden atm. A darker resized sprite until I get sprites.
And yes, the other is from a full game Im working on. Only a handful of people have the private betas. Every time I go to announce the game, my connection screws up. Its not the cfj thing btw
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she is like Raiden atm. A darker resized sprite until I get sprites.
And yes, the other is from a full game Im working on. Only a handful of people have the private betas. Every time I go to announce the game, my connection screws up. Its not the cfj thing btw
Interesting. Well, good luck on both of your projects; I look forward to them. ;)
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thanks. They are progressing. The inability to post screenshots doesnt help any lol
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Don't want to derail the thread, but will the other characters in your SF game play like your Ken.
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yep. Same system. Is that bad?
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Nope, it isn't. I was just wondering.
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no worries. I pretty much use this as a multi wip topic.
As far as the SFE game goes. Its a 30ish character roster and about half of the roster is playable/complete. It will probably end up being about 25 characters(once I drop the filler people like Juni/Juli, Deejay, and the ones Im iffy on). The roster expanded when I added tagging(giving some people the nod for partner purposes). Teams arent final of course.
Edit: next kofe thing I do is tag related. My booster pack wont be as large as some people seem to think it will be. It will be an even number(probably 8)
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no worries. I pretty much use this as a multi wip topic.
As far as the SFE game goes. Its a 30ish character roster and about half of the roster is playable/complete. It will probably end up being about 25 characters(once I drop the filler people like Juni/Juli, Deejay, and the ones Im iffy on). The roster expanded when I added tagging(giving some people the nod for partner purposes). Teams arent final of course.
Edit: next kofe thing I do is tag related. My booster pack wont be as large as some people seem to think it will be. It will be an even number(probably 8)
So... what's the gameplay of your SF game like? Is there parrying, focus attacks, dashes, (unlike 2 and Alpha which had none,) etc? What's it like?
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It has the same system as my Ken(plus a tag system). Parry, safe fall, no air guarding, SF3 ish styled supers, ex moves. I dont like focus attacks.
Im going to finally work on Hinako's AI. She has been using the default ai for a while. I should be able to port a lot of it from her source character.
Id like to implement(sp?) scalable AI in my characters. It wont take me long, I just need to do it. It will need to be 1.0 ai so I need to double check for crashes(while kofe plays on 1.0, the characters arent set to 1.0)
Btw, I have no spell check on my phone lol
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I'll try to code/sprite some stages for your boosters. Hinako = FF3 aquarium, Tung = KOF'95 Waterfall?, Malin = Not sure, could do Italy XI
Might be picking up Silver and Oswald after the main cast is out. Add Hwa and Shiki and that's my 4 character booster. lol
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I thought about doing an intro with Ryu and Kyo and release a patch with him. I use Ryu's sf2 stage for his(sf4 theme though). I still dont have Tung lol. Back to work
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ok... Overdid her ai and now Im toning it down a bit. She's a little spammy atm.
Her damages might need adjusting. Mainly her grabs. I have the damage template in my docs somewhere. I thought she had AI before(cci's), but that was a patch I put on her.
Also, I might need to change her UC. The current one looks odd.
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In addition to the official release of KOFE v0.95, LA has given the all clear to release his first booster character. I'll be updating the website soon, but you can download him here:
http://www.mediafire.com/?m5aas82z3yaxry9 (http://www.mediafire.com/?m5aas82z3yaxry9)
Please pass LA you feedback. I'll do the same later on today. Cheers!
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ok... Overdid her ai and now Im toning it down a bit. She's a little spammy atm.
Her damages might need adjusting. Mainly her grabs. I have the damage template in my docs somewhere. I thought she had AI before(cci's), but that was a patch I put on her.
Also, I might need to change her UC. The current one looks odd.
Who are you talking about?
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Im holding off on Hinako atm since she doesnt feel finished(she needs some situational tests and she has a messed up clsn(accurate iirc, but it could have been a nhb). Its a command normal though(uc iirc). The one I uploaded has no AI yet(Ryu's sucks atm for that version)
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Try doing Mary's spider on Ryu and see what happens ::)
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its because he doesnt have his snaps yet. I forgot to add filler sprites. My bad
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Its ok , your Ryu is awesome btw ;)
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Ryu needs combo system fixing , his unique chain combos into everything
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Sorry, my phone was off for a week.
Into everything? Specials/supers or other things too? Iirc, it should be able to combo into specials/supers? Unless Im understanding it wrong?
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I think it should be into specials and DMS only ( Like all characters ) , but it combos into his SDM and HSDM
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Odd. I guess Im just used to capcom games lol. I'll fix it then. I wont be able to reupload until Tuesday at the earliest(If Im lucky). Plus I'll need Swiper to swap the public one out.
Edit: Ive fixed it in the AI too. I'll need to fix it for the other boosters too.
Other than that, where is he at balance wise? I still need to finish his AI, but he should be waay toned down from his older selves
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Other than that Unique chain thing , Ryu is well balanced ; )
His AI is not so bad compared to other KOFE characters .
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So who is your next booster and when is it going to be released , i cant wait ;D
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Ñext one is Hinako. She is a beta in her current form(like Ryu) and she wont have snaps or the UC fix yet(the Hinako I uploaded before).
I wont be able to use mom's internet till next week if even then.
Posted: October 12, 2012, 05:39:12 am
Anyone know if the snk styled Karin is any good sprite wise? Making her vels kof shouldnt be that hard.
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Stupid merge post thing I keep forgetting.
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I CANT BLOODY WAIT FOR HINAKO 8D
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Here's the plan as of now. Im going to finish my side character(non CFJ2). Then Im going to take a break from CFJ2 and finish Hinako and update Ryu. The next planned booster was going to be Malin or Shingo. But now Im considering someone else. Just depends on what I have base wise
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I will update the KOFE website to feature your characters. Sorry I've been away for so long LA. Tackling this project when I can.
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its all good. Ive been really busy myself. I still need to add those snaps to Ryu. Or filler sprites or something.
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Hi LA !
As KOFE is back in the works, what about the pack ?
Will Ryu be compatible with KOFE1.0 ?
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I'm not here, I'm a ninja.
I'm recoding Ryu using a newer base since the old sff wasn't aligned. I have 2 or 3 options now. I'll recode Malin also. Hinako is already up to date iirc. I'm going to do this over time since there is a lot going on right now. I'm planning 4 character ports(dlc).
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Welcome back LA. I'll PM you soon about testing. In the meantime, good to see you've got a plan of attack. Looking forward to seeing your progress.