YesNoOk
avatar

King of Fighters E blog (Read 1261235 times)

Started by swipergod, November 14, 2007, 02:53:22 am
Share this topic:
Re: Mugen: King of Fighters Edition
#621  February 22, 2009, 11:07:40 pm
  • **
    • maximoff.alreadyread.net
GmSpectre.  That's an interesting mod.  My concern is that it's probably missing a lot of hitstates and moves that the CVS version has unless there's a lot of custom sprites.  I'd also assume the animation isn't as smooth as the KOF series, although I've never seen that creation before.  It's very interesting though.  How does it play?  If anything it could help serve as a color template. 

Well it's playable but doesn't feel smooth.  But at least it's better than starting from scratch.
Re: Mugen: King of Fighters Edition
#622  February 23, 2009, 01:55:49 am
  • ****
  • Luck can be statistics or superstition.
    • Malaysia
    • http://leagueoflegends.wikia.com/wiki/User:Mineko_Charat_Lucky
Kula looks good.

Well, I'm the opposite of you though. I can draw sprites from scratch but it's quite hard for me to improve sprites drastically. Thanks to Frederica I got a good looking Rena.


I am but a living fossil these days.
Re: Mugen: King of Fighters Edition
#623  February 23, 2009, 04:01:39 am
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
Stage completed and all standard specials except the reflect have been coded.  I've given Ice attacks hits "Ice effects" to match the electric and burn effects in the game.  Kula's moves juggle properly so far.  The possible damage though, means I'll have to code her stun throw to lock her opponent in the air, so juggling potential is less.  It's already possible to do SP Ice breath, into WK tornado, into slide kick, into her DP for DM worthy damage.  I'll post pictures when I get to her DMs since that's where the major changes will be.  She's been a lot easier to code than I thought.  Her special intros will probably give me the most trouble, which isn't saying much.

Also, after giving more thought, I've decided to retain Adel.  I figure I have an Eolith Character in the game, there should be at least one Ash Saga character, and with ties to Rugal, Adel made more sense.  I'd still like to do Raiden and would put KOFE on hold immediately if I were given the chance to collaborate with someone on him, but I'm not sure I know any spriters who don't already have a load of their own projects and this would be a huge undertaking for them.  So, I'll still pursue making Raiden, and make Adel a bonus character if someone decides to help me out with him.  This drastically affects the teams.  I'll post the new teams tomorrow.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Last Edit: February 23, 2009, 05:16:55 am by swipergod
Re: Mugen: King of Fighters Edition
#624  February 23, 2009, 04:11:15 pm
  • avatar
  • *****
    • USA
    • Skype - Uche1234@hotmail.com
Stage completed and all standard specials except the reflect have been coded.  I've given Ice attacks hits "Ice effects" to match the electric and burn effects in the game.  Kula's moves juggle properly so far.  The possible damage though, means I'll have to code her stun throw to lock her opponent in the air, so juggling potential is less.  It's already possible to do SP Ice breath, into WK tornado, into slide kick, into her DP for DM worthy damage.  I'll post pictures when I get to her DMs since that's where the major changes will be.  She's been a lot easier to code than I thought.  Her special intros will probably give me the most trouble, which isn't saying much.

Also, after giving more thought, I've decided to retain Adel.  I figure I have an Eolith Character in the game, there should be at least one Ash Saga character, and with ties to Rugal, Adel made more sense.  I'd still like to do Raiden and would put KOFE on hold immediately if I were given the chance to collaborate with someone on him, but I'm not sure I know any spriters who don't already have a load of their own projects and this would be a huge undertaking for them.  So, I'll still pursue making Raiden, and make Adel a bonus character if someone decides to help me out with him.  This drastically affects the teams.  I'll post the new teams tomorrow.
Eolith?
Re: Mugen: King of Fighters Edition
#625  February 23, 2009, 11:08:21 pm
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
Eolith characters from the Eolith phase of KOF (when SNK went bankrupt).  In my own head I refer to 2k1 and the original 2k2 as Eolith games (although 2k2 didn't introduce anyone new).  Angel, K'9999 and May Lee are the Eolith crew.  Foxy was technically introduced in 2k, so I don't count her.  Angel's in my game as the Eolith rep, so I figured, why not have an Ash saga rep as well.

Here's the deal.  If I can find someone to collaborate with Raiden, then I'll make another character for KOFE (so the total would be 52).  Since WH is represented with Neo-Dio, maybe I'd make Shiki or Nakoruru to rep SS.  It's a thought, since it's a bonus character.  Or maybe Ash or K'9999.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#626  February 23, 2009, 11:15:33 pm
  • ******
    • Philippines
    • https://web.archive.org/web/20181226221429/http://moogen.piiym.net/
Wouldn't NESTS Saga be more appropriate instead of Eolith?

Okay nvm. I didn't notice May Lee.
Last Edit: February 23, 2009, 11:19:49 pm by Znebgm
Re: Mugen: King of Fighters Edition
#627  February 24, 2009, 07:33:45 am
  • avatar
  • *
Yay Heidern!!  Something that bugs me is your lack of a joke/fun character to break to seriousness of everybody else; Shingo!  Why isn't Shingo included?  He isn't THAT bad of a character. :p  Also, I'd much rather see Daimon in the game instead of Raiden, I got somewhat Team Japan loyalty.

Also, a decent idea might be to make an Oyaji team consisting of Heidern, Saisyu, Takuma/Karate, and Chin.  If you did that you'd have room for Adel on the Sub-Boss Team, Ikari Team still has Whip, and everybody wins! =D  Just an idea.
Re: Mugen: King of Fighters Edition
#628  February 24, 2009, 07:36:28 am
  • ****
  • Luck can be statistics or superstition.
    • Malaysia
    • http://leagueoflegends.wikia.com/wiki/User:Mineko_Charat_Lucky
Speaking of Joke characters I'd wish Hyena was made 2D by SNK.


I am but a living fossil these days.
Re: Mugen: King of Fighters Edition
#629  February 24, 2009, 10:23:17 am
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
No joke characters.  I thought about Shingo a while back, and Duck King was going to be in the game, but decided against it.  Others deserve the spot.  I'm not big on Saisyu.  He feels like a blend of Iori and Kyo rather than his own character.  Don't like Chin, Chang or Choi.  No interest in coding them.  Daimon might make more sense cannon wise, but Raiden's a more interesting character to code and play as (in my opinion).  Daimon's just throw, throw, throw.  I don't even think he has a move that you can chip damage someone with.

Team changes are as follows:

MotW breaks up ->

Adel, Rock, Angel and Jenet
Kyo, Iori, Benimaru and Vanessa
King, Mary, Xiangfei and Hotaru
Billy, Yamazaki, Eiji, Gato
Heidern, Leona, Clark, Ralf
K', Kula, Maxima, Whip

Kula's reflect is complete.  Just need to do her new throw and DMs.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#630  February 24, 2009, 12:33:55 pm
  • ****
  • Luck can be statistics or superstition.
    • Malaysia
    • http://leagueoflegends.wikia.com/wiki/User:Mineko_Charat_Lucky
Doesn't Daimon have an earthquake move?(that's the only ranged move he has anyway)

I don't think so too, Daimon's a super-melee Krauser anyway. swipergod what are you going to do next once Diamond's completed?


I am but a living fossil these days.
Re: Mugen: King of Fighters Edition
#631  February 25, 2009, 04:34:49 pm
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
Daimon's Earthquake doesn't do chip damage, it just hits you if you're standing as an unblockable attack.  After Kula, I'm going to do Adel and get him over with before I end up changing my mind about him again.  Once he's done he's done.  :)

Major coding question:

I'm doing Kula's Ice throw and using a helper to create the Ice Cage explosion since the opponent stay frozen in it for about 20 ticks after Kula's animation for the move ends.  In order to switch the frozen cage explosion helper into the "Shattering" helper, I used the "p2stateno !=" trigger in the change state code.  So everything works well in a one on one battle, but in a simultanious battle, the move & helper only work correctly with p2.  When player 4 is frozen (second opponent on the team), it uses the shatter animation immediately since p2 is not the one being frozen.  Is there another trigger I can use?  The move currently is supposed to shatter after the opponent is hit out of the frozen state or after a certain amount of time.  Anybody?

Kula's Diana "Projectile" DM is complete.  I'll post a photo later.  I probably won't be able to complete the Foxy DM until tomorrow.

New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#632  February 25, 2009, 04:52:55 pm
  • ******
  • [E]
    • Mexico
change the trigger to enemynear,stateno ; it's a bit more reliable. though personally I would just coordinate a explod.
Re: Mugen: King of Fighters Edition
#633  February 26, 2009, 01:16:49 pm
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
I considered enemynear, stateno, but in a fight, both characters are usually nearby so, it only seems to buy a few extra ticks.  I can't exactly coordinate an explode because the "break" time of the cage varies depending on when the opponent is hit.

I'll play around a bit more.  One solution that I can figure is that I can make the ice cage a sprite in the fightfx.sff and have all characters pull it from there.  The obvious downside is that the sprite won't activate for those people who prefer to use my characters outside KOFE, which seems to be a lot more than I give credit for.

I plan on doing foxy's DM today, so I'll post both Diana's and Foxy's DM pics after that.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#634  February 28, 2009, 02:08:40 am
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
I haven't been able to come up with a solution to the Freeze cage simul glitch.  Things like this really make me want to turn the game into a tag event since there you don't have to worry about simul glitches as much and that where most glitches come from.

Here's Kula's new DMs:

Diana is called to slash through opponents.  Works like a DM projectile, but doesn't hit up close (since she's phasing in)


Foxy is called to cut up opponents.  Is an anti air of sorts.  Comes out faster than Diana, but has short range.  Foxy won't execute the second, bigger, slash if the first one is blocked or whiffs.  The pic shows the second slash.


I'll be working on Kula's intros and vic poses tomorrow.  If they go smoothly, I'll also get her SDM done as well.  Cheers.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#635  March 01, 2009, 01:38:37 am
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
As expected, coding all the victory poses and special intros has taken up the whole day.  I had to add a whole crapload of sprites to CCI's Kula since his was very bare bones and I had to do a lot of sprite edits.  I'm happy with the results, I just hate it when I do a whole bunch of work and the gameplay itself isn't affected.  Anyway, there's still one more victory pose to code, but I'll do that tomorrow or Monday.  I want to code the SDM now.  In the meantime, here's some of Kula's newest stuff.

Here's the classic Kula vs K' intro.  Nothing new here:


Here's Kula's new intro with Whip.  Foxy warns Whip to goes easy on Kula before waving goodbye.  Kula stands confused by the exchange.


Here's Kula's intro with Angel.  In KOFE Angel is Kula's rival dating back to their former NESTS days.


Since Foxy isn't a playable character, I wanted to use her more in Kula's poses (hence the throw).  Here she replaces Diana in the head rub victory pose.


Additionally, all characters being touched up for special intros will have that nasty glitching helper code removed from them.  K' will have his juggle fix (thanks Cybaster) and Kim & Leona will have minor glitches addressed.  More as it comes.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#636  March 02, 2009, 07:11:34 am
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
Kula's just missing her 4th victory pose and her combos and AI now.  I'm not 100% happy with the SDM and HSDM.  I'd have preferred not to make the Raging Claw a transparency, but it's the only way to hide the Geese animation inside it.  I'm not the biggest fan of the color scheme I ended up with when I modified the petrified sprites.  I might go back and revisit them later.  If anyone's got a good blue version that'd work well with Kula, let me know.

Ice claw.  Much more threatening SDM than her regular ice spike.  Hey, Geese wasn't using it...


Changed her fullscreen so that it animates using Mukai's petrify.  Since Orochi's fullscreen comes from the sky, I figured why not have Kula's come from the ground.


I'll post Kula's vid tomorrow.  With Ash out of the game, Kula is the most drastically changed character in KOFE.  I'll make sure to illustrate all the main changes in the vid.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#637  March 03, 2009, 01:39:36 am
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
Kula vid:

http://www.youtube.com/watch?v=Wo_JcT03plE

List of changes:

-New jumping wp
-New close standing wk
-df +sp command move is now CD attack and has shorter range and more lag
-New jumping CD attack
-New sp throw with Foxy
-Old sp throw now a command throw that "air stuns" an opponent.  Grabbing animation works like Iori's Scum Gale.
-New f +wk rising knee attack a la K'.
-New Diana DM
-New Foxy DM
-New Ice Claw SDM
-Altered Fullscreen HSDM.  Slow start up and different explode.
-Other misc changes like victory poses, intros.

I'll release by Friday.  That way I don't have to stress out about getting the rest done quickly.  The next thing I plan to work on will be the in game credits.  I really want to credit everyone who helped in game so someone doesn't need to look through a PDF to see all the hard work that went into the game.  Then it's Adel and Krizalid.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#638  March 03, 2009, 01:08:26 pm
  • ****
  • Snake Eater
    • mgmod.com/mugen/
Kula vid:

http://www.youtube.com/watch?v=Wo_JcT03plE

List of changes:

-New jumping wp
-New close standing wk
-df +sp command move is now CD attack and has shorter range and more lag
-New jumping CD attack
-New sp throw with Foxy
-Old sp throw now a command throw that "air stuns" an opponent.  Grabbing animation works like Iori's Scum Gale.
-New f +wk rising knee attack a la K'.
-New Diana DM
-New Foxy DM
-New Ice Claw SDM
-Altered Fullscreen HSDM.  Slow start up and different explode.
-Other misc changes like victory poses, intros.

I'll release by Friday.  That way I don't have to stress out about getting the rest done quickly.  The next thing I plan to work on will be the in game credits.  I really want to credit everyone who helped in game so someone doesn't need to look through a PDF to see all the hard work that went into the game.  Then it's Adel and Krizalid.

Oh, Im liking the looks of this.
Interactive Stage W.I.P Click Below


--------------


I give my life not for honor but for you
Re: Mugen: King of Fighters Edition
#639  March 03, 2009, 11:44:30 pm
  • avatar
  • *****
    • USA
    • Skype - Uche1234@hotmail.com
I can tell that you were able to give the other fighters the frozen state, swipergod.
Re: Mugen: King of Fighters Edition
#640  March 04, 2009, 01:44:12 am
  • avatar
  • ****
  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
Well, the ice cage glitch still exists.  I don't know how to work around it.  All I can suggest is to ignore it when playing simul.  Simul has been a headache and a half.  I may attempt to develop or use a tag code and implement it into the game.  That would eliminate most current existing glitches that have me shaking my head and shrugging my shoulders.  I've completed the AI and combo system for Kula.  Now it's just the one victory pose and she's pretty much done.  Still looking like Friday for a release.

I was wondering if someone could explain the Hitoverride code to me.  I've seen it and used it for helpers and understand it's basics, but if I wanted to use it to override hits when you exchange with a grab hit, would that work?  I want to try and eliminate bind errors by having binding hits override in an exchange.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info