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King of Fighters E blog (Read 1261453 times)

Started by swipergod, November 14, 2007, 02:53:22 am
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Re: Mugen: King of Fighters Edition
#441  November 23, 2008, 05:00:30 am
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Thanks for the King compliment.  King's actually my best character in real KOF games (pre '03), even though I'm more fond of Leona and Mary.  This whole project actually started with King.  She was the first completed character and the first character I experimented on with editing and special intro additions (King vs Mai was the very first Special Intro in my game), so she got a lot of extra attention.  Surprise Rose's cross up potential can be a bitch at times.  *Sigh*, memories...

Well, I'm open to ideas on an alternative to the roll.  I'm just extremely paranoid that removing too much invincibility will result in a '96 roll system (hard as a bitch to roll past Goentiz' wind wall attack).  There are six hittable frames at the end of the roll currently.  I could knock it down to 8 (this is out of 33 btw)?  I've already experimented with 11, but that felt like too much.  Maybe I can also reduce the roll velocity so they don't roll as far.  Give me some numbers to play around with.  What are the values that you use [E]?  So long as there's consistency with all characters, I don't mind.  As for the afterimage, I can reduce the transparency.  Just throw things out there.  :)  Cheers.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Last Edit: November 23, 2008, 05:04:57 am by swipergod
Re: Mugen: King of Fighters Edition
#442  November 23, 2008, 05:17:53 am
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I use 6 ticks completely vulnerable in the end.
Re: Mugen: King of Fighters Edition
#443  November 24, 2008, 06:18:26 am
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80% chance to roll through an attack if ctrl = 1? Oh my....

I really wish people would stop programming stuff like that. It's just not.. good. It's not ingenious, it's not intelligent, it's just goofy. I'm tired of fighting MUGEN characters that will chain roll through a bunch of things because they're programmed to roll or teleport through most attacks when they start. It's boring. There's nothing fun or challenging about it. It just means they're going to roll. It doesn't really do anything. It doesn't make the game harder since there's nothing I can really do to bait a roll unless I can do a light attack then throw in which case now the game is too easy.

I wish people would try to find better ways to implement things than to throw in things like surefire rolls.

I liked how in CVS 1 and 2, you couldn't roll backwards. I think that that works well since I like how you trade your safety for invulnerability.

Seriously... who ENJOYS fighting roll-happy opponents? 80%? So I pretty much have to go for Counter-Hits or punishes?

I mean, it might just be me, but think about it... is that REALLY challenging? Or fun?

This was more of a rant about rolls in MUGEN as a whole, not just (or even in) this game.
Re: Mugen: King of Fighters Edition
#444  November 25, 2008, 03:37:30 pm
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Unfortunately, I'm not a AI programmer.  All I have to go off of is what Missfairy left me.  Her newer code implemented less rolling, but she hasn't been active on the project since KOF v2.  If I tell the AI not to roll, it become super easy to cornertrap them until you KO them.  We experimented with Ryo.

King would pound Ryo into the corner.  Without the roll, Ryo would attempt to DP.  I would do a quick jab to sucker him into it.  Then I would capitalize until he was dead.  Without a level in his super stock, he can't do the counter attack.  Because Mugen's default AI is simple, we've got to manipulate where we can if you want a fight where you're not 100% guarenteed to win.  Trust me DS.  I'm with you here.  Human vs Human fights are much different.  But without an AI wizard to code multiple possibilities based on positioning, life, priority, etc... This is all I have to work with right now.  I can't even get the AI to reflect projectiles.  Actually, projectiles can be somewhat of a problem.

80% is a number.  Since it's actually triggered by a random value and can be overruled by other moves (ie Ryo is more likely to DP when close than roll), it kinda varries a bit.

Benimaru should be finished tonight.  I'll post the vid when I've got a second.  Also been looking into website help.  Might have a few people interested in helping, so that might go up soon.

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

https://mugenkofe.wixsite.com/info
Last Edit: November 26, 2008, 04:03:54 am by swipergod
Re: Mugen: King of Fighters Edition
#445  November 25, 2008, 07:20:46 pm
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This just keeps getting better & better.
Re: Mugen: King of Fighters Edition
#446  November 26, 2008, 06:42:32 pm
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Thanks Uche.  I didn't get to do anything yesterday because I didn't get home until really late.  I will try for a release tomorrow (I have to update the PDF).  Sorry, this should've been released over the last weekend, but he's coming.

Provided my other project keeps to schedule I'm going to take a break from character programing to design the website.  I use iWeb.  It's simple enough.  Once it's done I'm hoping to find someone to convert it to the 000webhost.com format and activate the links etc... as I don't really have time to reteach myself how to do that.  Things on that front are looking good.  After that, I think I'll start the in game credits.  Since I have potential help with the Robert sprites, I figured I'd let some time pass before starting him up.

Provided the website can get off the ground by year's end.  I may try to blitz near the end of the year to complete Andy, Robert and Krizalid and have them to help launch the site and KOF v4.

I also wanted to point out that the project is indeed a year old now.  Just wanted to say thanks to all those who showed interest and support in the project and stuck around to see the first 24 characters come to fruition.  We quickly approach 30,000 views.  I'm really happy I could keep this going and look forward to completing the beta in the next year.  Hopefully other mugen projects move along and one day, we'll even be able to play online (one can always hope).

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
#447  November 26, 2008, 09:29:13 pm
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Again, I and every supporter of this project wish you the best of luck with your projects.
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Re: Mugen: King of Fighters Edition
#448  November 27, 2008, 12:58:05 am
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New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#449  November 27, 2008, 01:10:23 am
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Benimaru as promised:

[youtube,425,344]0SSjdkXQPeQ[/youtube]

I will work hard to complete him today for a release tomorrow.  1/2 way point attained.  Yay! 
Looking good so far. I bet Goro Daimon will look even better.
Re: Mugen: King of Fighters Edition
#450  November 27, 2008, 02:01:28 am
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Goro won't be making it into this project.  I couldn't conceptualize him very well.  Adel has taken his place (actually Duck King took his place and Adel took Duck King's place).  You can see the full confirmed roster and current status of the project on the 1st post on the 1st page of this topic.

Guys like Goro, Saisyu, K'9999 and Heidern got the short end of the stick.  There were plan for them, but I just couldn't figure out what to do with them/make them stand out.  Plus I needed to give myself a cutoff or I'd be working on this project forever.

I actually decided to put Krizalid in because Nameless (from 2k2 UM) reminded me of him a bit (look-wise).  I played with Krizalid and realized that I couldn't make a decent regular character out of him, but I could make a good boss character with him.  Else I wouldn't have added him to the roster.

Roster talk is fun. :)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#451  November 27, 2008, 03:12:25 am
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Goro won't be making it into this project.  I couldn't conceptualize him very well.  Adel has taken his place (actually Duck King took his place and Adel took Duck King's place).  You can see the full confirmed roster and current status of the project on the 1st post on the 1st page of this topic.

Guys like Goro, Saisyu, K'9999 and Heidern got the short end of the stick.  There were plan for them, but I just couldn't figure out what to do with them/make them stand out.  Plus I needed to give myself a cutoff or I'd be working on this project forever.

I actually decided to put Krizalid in because Nameless (from 2k2 UM) reminded me of him a bit (look-wise).  I played with Krizalid and realized that I couldn't make a decent regular character out of him, but I could make a good boss character with him.  Else I wouldn't have added him to the roster.

Roster talk is fun. :)
:evilgrin: Say, if somebody were to rip the sprites of Nameless, could you use those to make him into your project?
Re: Mugen: King of Fighters Edition
#452  November 27, 2008, 04:11:56 am
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I would strongly consider adding a Nameless/K'9999 blend character to this project if the Nameless spritesheet were ripped, but that'll be further down the line either way.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#453  November 28, 2008, 03:14:40 am
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New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#454  November 28, 2008, 04:28:29 am
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Re: Mugen: King of Fighters Edition
#455  November 29, 2008, 04:17:39 pm
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It's at least a month away, if not a bit longer.  It really isn't too much to get excited about as it will probably just be bare bones.  It should just make downloading/upgrading characters a whole lot easier.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#456  November 30, 2008, 12:15:32 am
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It's at least a month away, if not a bit longer.  It really isn't too much to get excited about as it will probably just be bare bones.  It should just make downloading/upgrading characters a whole lot easier.
Did you at least update your KOFE?
Re: Mugen: King of Fighters Edition
#457  November 30, 2008, 12:59:20 am
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There have been a lot of minor character updates since v3.  Things like velocity fixes and some glitching that occurs when fighting simul fights, but no major changes to the system yet.  If you go back a few pages you can read some of the fixes that have been done.  The intro and credits will be done more towards the end of the year.  For now, with Benimaru out, the focus is on getting this website up.

One thing I was thinking of doing for v4 was giving all characters their arm/leg snap animations for Blue Mary's attacks, but I'm still waiting on '98 UM sprite packs, so I can get Mr.Big's, Krauser's and Goenitz'.

Big thanks MFG for the upgrade to Contributor.  I am humbled. :)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#458  December 02, 2008, 06:29:26 am
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Big change in plans.  Krizalid will be pushed back a bit.  I am confirming number 50.  Since the number of characters in this project keeps going up, I'm sure no one will believe me when I say, "This is it for additions," but 50 is a nice round number for me.

I know I was playing around with idea of Gouki making it in, but he's getting the axe.  I've finally conceptualized Neo-Dio into a format that will work for KOFE.  He will be the alternative final boss.

Since #25 will now be the 1/2 way point, I will make one of the Final bosses as a celebration of sorts.  I'm not sure who since the other final boss will be the final release of the beta game.  My focus is still the website at the moment, but just to fyi you all, it might be a week or two until the next update as I'm eye deep in my other project at the moment.  Stay tuned.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Mugen: King of Fighters Edition
#459  December 02, 2008, 06:35:25 am
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Big change in plans.  Krizalid will be pushed back a bit.  I am confirming number 50.  Since the number of characters in this project keeps going up, I'm sure no one will believe me when I say, "This is it for additions," but 50 is a nice round number for me.

I know I was playing around with idea of Gouki making it in, but he's getting the axe.  I've finally conceptualized Neo-Dio into a format that will work for KOFE.  He will be the alternative final boss.

Since #25 will now be the 1/2 way point, I will make one of the Final bosses as a celebration of sorts.  I'm not sure who since the other final boss will be the final release of the beta game.  My focus is still the website at the moment, but just to fyi you all, it might be a week or two until the next update as I'm eye deep in my other project at the moment.  Stay tuned.
I look forward to it, swipergod. For final bosses, may I suggest the Original Zero?
Re: Mugen: King of Fighters Edition
#460  December 02, 2008, 02:13:53 pm
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In the early stages of the project, I was going to put Zero in.  I conceptualized his moveset, but since he had no variety of jumping attacks and no ducking attacks, there isn't much I can do with him, so he got nixed.  Depending on what SNK does with him in 2k2 UM and if he gets any new moves, he may trump Nio-Deo and make it in, but that's still a while away.

I will be doing KOFE's Orochi as the next character and wait until the end to see what SNK does and if I feel like changing the second choice for final boss.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info