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King of Fighters E blog (Read 1240842 times)

Started by swipergod, November 14, 2007, 02:53:22 am
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Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#101  March 13, 2008, 01:17:05 am
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As I find myself working with a lot of sprites with Iori, I've decided to post the main sprite request for my project.  I will post this further back on the "required" list on page 3 and in the paint request section, but if there are any good artists looking to take up this challenge here, your help would be much appreciated as this is far beyond my skill level.



I'd say Iori's about 30% right now.  AIs are approaching 50%.  Kasumi should be a breeze, so we'll see who ends up beating who. ;)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#102  March 17, 2008, 02:33:49 am
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Quick progress report:

AIs are roughly at 70%.  Once Geese and K' are finished, only Leona, Karate and Kim will remain.
Iori is at 65%.  There are a lot of sprites missing and it's gobbled up a lot of time hunting them down.  Things should pick up in the next day or so.

Just an fyi for all the people waiting for the betas.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#103  March 19, 2008, 03:46:56 am
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Update:

Iori and Kasumi will officially be joining the beta line up for a total of 12 characters.  I've made you wait far longer than you should have, so why not reward you all for your patience.  I was prompted to this decision by my extreme joy with the way Iori turned out.  Look for a video some time tomorrow.  AIs near 80% completetion.  New ETA:  Mid next week.  Hang on just a little longer folks.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#104  March 20, 2008, 09:56:14 am
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Iori is complete and awaits AI coding from Missfairy.  Here's a link:

http://youtube.com/watch?v=ut-C3a3F8fs

Kasumi's already 35% done and now only Kim, Karate, Iori and Kasumi remain to be AI coded.  Still looking like a release next week.  I will be posting the 2 other major sprite requests for my project in the next couple of days as well.  If there are any artist out there looking to lend a hand, please contact me.

Because Iori and Kasumi are coming out with the rest of the group, the next update pack will include Angel, Chizuru, Ryo and Joe.  I won't be starting that until sometime in April (ready need a Mugen breather).  I will post again when Kasumi's complete.  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 (A Little Mugen Project)
#105  March 20, 2008, 10:15:36 am
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Looks nice.

Watching the video, I saw that the last HDSM Iori performed gave him back some power. Since this is really a common mistake and easy fix, I'd advice you to check all the characters and perform all the DM/SDM/HSDM to see if they don't give back power to the character. ;)
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#106  March 20, 2008, 04:07:17 pm
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I don't think you should be using zzasd's k',since its inaccurate on many points and has alot of standard k' combos missing,unless you fixed them.

Also,Sniper Side shouldn't knock down and Heaven's drive is missing.
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#107  March 20, 2008, 06:06:04 pm
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I don't think you should be using zzasd's k',since its inaccurate on many points and has alot of standard k' combos missing,unless you fixed them.

Also,Sniper Side shouldn't knock down and Heaven's drive is missing.

Heaven Drive wasn't a good DM, anyway.

K' is one of the nicest ones I've played. (I was never a big K' player, but even I was doing some real fancy stuff with him) - He's absolutely a keeper as is.
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#108  March 20, 2008, 06:14:55 pm
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K' is one of the most technical characters (a top-tier character when utilized by a skilled player) and zzasd's k' is very unaccurate on some vital points which affect gameplay by a large degree.

I am coding a k' myself because of the lack of an accurate k' and i am a skilled k' player,i should know :P

Heaven's drive is a very useful DM (making it 100% safe when super-canceled from a crow bite)
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#109  March 20, 2008, 06:30:08 pm
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VPO Cybaster.  Thanks.  I assumed I missed that on a few characters.  I'll do a final roundup and make sure that glitch is corrected.

K.O.D.  I only use zzzasd's code as a blueprint for animations, sounds and some attack parameters.  None of my characters are close to their original, but because the original author is the original author, they get credit for that.  So none of the glitches transfer because states have been altered, moves have been altered, commands have been altered, triggers have been altered etc...  I do a lot of work on these, I'm not just taking the base and tossing them into some random game with new moves.  That's what separates my alphas from my betas.  I kept all the DMs that I thought worked well with K' and added a new one.  I'm not a fan of Capcom style supers when a character does 3 specials in a row.  I find that to be lazy and uninspired on their part.  I like KOF more because the DMs were so different (a least earlier on.  The newer KOFs seem to have taken a step backward).  Sniper Side isn't in this game.  I used its animation for his CD attack  These are all artistic liberties done to create balance and out of personal preference.  I'm not making game accurate characters (that's why they called KOFE instead of XI or '98), I'm just trying to replicate the feel of KOF gameplay.  There are plenty of game accurate attempts out there already.  All characters are new and some (not all) are very different.  Though, you are always welcome to change the character to suit your own needs if you don't like how they come out. ;)

Please note:  I am trying to remove "tiers" as part of the balancing.  Ideally any one character should be able to beat another depending on the player's skill.  Tiers are broken features in fighting games that balance in favor of certain characters and I don't what people not picking Whip because K' can kick her butt 9 times out of 10.

Missfairy, be nice. :)  You're the only one who has actually played the characters.  Let others speculate and voice concerns now and we'll see if they still have those concerns later on. :D
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#110  March 20, 2008, 06:32:11 pm
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Missfairy, be nice. :)  You're the only one who has actually played the characters.  Let others speculate and voice concerns now and we'll see if they still have those concerns later on. :D
Oh, I was.

I just figured I'd throw my input in ;D <3
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#111  March 20, 2008, 06:39:20 pm
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Understood,good luck.
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#112  March 20, 2008, 06:55:10 pm
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Cool project, looking forward to the game.

Yes I posted so I can watch this thread! ;D
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#113  March 20, 2008, 06:55:57 pm
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What version will Ryo be based on?
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#114  March 20, 2008, 08:00:26 pm
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Since Mr. Karate (Takuma version) is going to be in the game and for the sake of variety between the 4 kokyugen fighters, Ryo will maintain his '98 version 1 (the one without long range fireballs).  He will, however, have his autoguard unique moves and his Super Punch will work more like it did in CVS (the first one).  More damage off the bat, but even more if it hits an attacking opponent.  I would have loved to use his Mr. Karate NBC sprites, but they're missing too many animations.  Cirio's Ryo is pretty solid so if you have that one, you'll have an idea of what to expect from mine.

Glad your looking forward to this devilmanozzy.  I'm looking forward to the release myself.  There'll be a lot of bug caught and such, but I think most people will enjoy these characters.

I'm considering releasing the PDF early so people can take a look and see what kind of game they can expect and what moves to expect from the characters.  Like a preview.  I have to check on progress with missfairy first though to make sure that next week is a viable release time.

To better illustrate the style of gameplay I'm leaning towards ('98), I've posted this video:

http://www.youtube.com/watch?v=2imtjUst3bM

Note that there are no Dream Cancels or long chain combos.  Just simple 2 in 1s and strategy is based more on effective uses of moves.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#115  March 20, 2008, 08:12:36 pm
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V.F made some edited NGBC Ryo/Mr.Karate that includes some extra animations, you might wanna take a look, its in the sprite resources section towards the bottom I believe. I'd love to see Ryo with his NGBC spriteset. But anyways, Cirio's Ryo is pretty good and works well. One question though - Will his Kouou Shippuken (HCB+Punch) have autoguard properties?

I also like the fact your keeping the gameplay 98-like, since thats my favorite KOF.  No overwhelming combo's or cancels, just good old fashioned brawling with alot of focus on proper timing.

I'll be keeping my eyes on this project, it has me interested.
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#116  March 20, 2008, 08:35:19 pm
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ryo would be interesting as long as he keeps his fwd and downfwd + B parries, preferably as they wre in kofxi. i.e., cancellabel to any special attack on success, cancellable to another parry if pressing fwd or dwnfwd+ B, cancellable to standing if only pressing B, giving you a few ticks of invulnerability in the non-special cancels.
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#117  March 20, 2008, 08:40:57 pm
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Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#118  March 20, 2008, 08:44:35 pm
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Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#119  March 20, 2008, 08:48:13 pm
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nah, the risk is VERY high, the parry is not insta parry, it takes a few tick until it can actually parry, you are also vulnerable after it, time wise  let's say you are 30% vulnerable, 50% parry, 20% vulnerable.
Re: Mugen: King of Fighters Edition (A Little Mugen Project)
#120  March 20, 2008, 08:51:33 pm
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It's Hard as hell to do, and you still take block damage for it. The timing is very strict, and you gotta be quick if you wanna follow up the parry. Some of Ryo's other moves that have some autoguard in them like his Zanretsuken is even harder to time right, although in some games like SvC Chaos, Kouhou Shippuken had tons of autoguard, you could ram straight through some attacks with it.