The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => King of Fighters E => Topic started by: swipergod on May 27, 2010, 06:56:53 pm

Title: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on May 27, 2010, 06:56:53 pm
To ensure that this kind of information doesn't get lost in the blog topic as it so easily has in the past, I'm asking that feedback for the latest release be posted here so I can better keep track of it and log it in a list to be fixed in v0.85 or v0.9 (depending on the size of the fix).

So far, here's what still needs to be done:

- AI fixing
- Rugal and Krizalid clns box fixes
- Story Intro and Ending.
- Blue Mary arm and leg snap animation adds (Over half done!)
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on May 27, 2010, 07:19:24 pm
Are people having some of the same issues pointed out by Alpha in his vid here:

http://www.youtube.com/watch?v=rkXOSpGrafo (http://www.youtube.com/watch?v=rkXOSpGrafo)

Andy fighting in Krauser's stage?  Neo-Dio apparently has a broken snd file and his stage isn't displaying properly?  Seriously, I'll never use winrar again...
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on July 17, 2010, 04:37:59 pm
Well the glitch reporting topic is kinda a flop, but I'll use it to keep track of things I need to fix for the next release:

Rock's AI glitches causing him to pass through floors etc... [fixed]
Adel's punch throw pos is off when executed by the AI [fixed]
Binding moves like Zan Retsu Ken need hitoverrides to avoid character floating on hit exchange.
Binding Ranbuu DMs need to snap as characters sometimes freeeze in midair during the move.
Chizuru's lifebar portrait needs color correction [fixed]
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on July 29, 2010, 09:16:20 am
I dont know if you caught this yet or not, but Iori's 2qcf+p(close) super occasionally doesnt bind right in the corner. The purple flame pillar misses and they just fall to the floor. It doesnt seem to happen all the time though.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on August 01, 2010, 03:08:25 am
Purple flame is a projectile, not a bind.  It probably misses because of the screenedge.  Giving the move width should correct.  Thanks for the catch.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on August 02, 2010, 02:22:38 pm
As I'm creating a new special intro for Angel and Kula, I noticed that I hadn't delivered the paletted colors for Foxy as promised.  Will do for the next release.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on August 07, 2010, 02:06:53 pm
Not sure if this is a bug or not, but whenever I get a double ko, it only counts it for one person on your lifebars(turns mode). It has happened more than once now so I thought Id mention it

Krizalid is also in need of the same fix as Ryo and company. You probably found that by now though.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on August 07, 2010, 03:02:19 pm
I think we can add Angel to the hit override list.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on August 07, 2010, 03:08:46 pm
It is a fairly long list. Half the roster?
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on August 07, 2010, 04:03:36 pm
Not even close.  Maybe 1/5.   S'okay, bugs happen.  At least we're catching them in the alpha builds. :)
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on August 07, 2010, 05:12:02 pm
Still a lot though. I'll keep playing and try to catch some more. There was something wrong with Rugal's throw but it only happened once(the opponent was bound way up in the air). also the players shadow during the lift them up in the air throw super for Rugal looks weird. Where the shadow is up in the air itself. I dont know if that is just a Chizuru's stage thing or a rugal thing. cosmetics.

Btw, how big of a nerf is Ash getting? His heavy sonic boom should probably be made less spammable. Karate, Geese, and Mature have similar fast projectiles so I dont know. If this post should be going into the blog itself, I apologize.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on August 08, 2010, 04:07:31 am
Don't worry about Ash right now.  You can't forget you're talking about a character that hasn't officially been released yet.  His projectile isn't necessarily the problem since the AI is just stupid when it comes to projectiles in general.  I played against my friend and can't spam him like I can the AI.

Mugen doesn't scale shadows depending on high to my knowledge, so I can't really fix that issue.  It just uses a set "mirror" technique.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: paulo2007 on August 11, 2010, 05:31:43 am
I really like your project but i think you must conserv the 3 players Team :sugoi:

If you play all KOF games (like me ;P) you can see only KOF1999-KOF2000-KOF2001 have 4 Players Team

3 is the perfect number for KOF in my fan opinion.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Blazing Ace on August 11, 2010, 07:39:30 am
I really like your project but i think you must conserv the 3 players Team :sugoi:

If you play all KOF games (like me ;P) you can see only KOF1999-KOF2000-KOF2001 have 4 Players Team

3 is the perfect number for KOF in my fan opinion.
I'm pretty sure that swipergod has played every King of Fighters game out there, much like you and me. You gotta remember, though, the story for KOFE (I'd like to call it "KOF Exceed") is pre-2003, I think pre-2002. Meaning the 4-person teams will still be in effect for this one. IIRC, there's an option to keep your team down to 3 or less (like in KOF 2K1).
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: paulo2007 on August 11, 2010, 08:22:59 am
Pre2002 in that case i still prefer the 3x3 fights only my fan opinion

PD. I really hate the unlimited combos of the Stikers..
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on August 14, 2010, 05:43:40 pm
I also don't like strikers.  Only Kula has striker like moves, but they more are "projectile" like moves and cost a full DM and do not allow for juggles or follow up combos.  Mugen allows up to 4 characters per team.  Since this is a KOF game for mugen, I must also allow for that limit.  That's why there are 4 characters on a team.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: paulo2007 on August 15, 2010, 12:37:21 am
mmm ok we need to thinks in new ideas.

Jeeejejej in curious note every weekend i have a meeting with my friends(GameFreaks) and talk about of KOF future and in a votation we see that many like the 3x3 battles, no strikers, 3 power stock, HDM, SDM, KOF98 advance style, no armor mode(fucking clark, chang, mary), no max mode(fucking K, Chris) for a perfect KOF.

And for the story i can make a cusious information of interviews of many authos of games(source gamefreak, 1UP, GAmeSpy, Shoryuken magazine forums) they say his formula for a new game(SF4, Blazblue, KOFXIII) is:

1. Define all the posible cast and chars they can do(the programers).
2. Make votation for the Fans and ask posibles preferences
3. ADD/Remove fan chars, create posible new chars
4. Make the writers think in the story and fill all the posible holes in the canon history.

A example is Gesee. In the FatalFury RB series the authors asegure he died was defitive. but later when SNK wants to do KOF96 and the boss team they ask the creators for use geese in the team and they modify the fate of gesse saying (Geese was actually alive, apparently thanks to the secrets of a Chinese scroll in his possession. The scroll, called the "Phoenix Scroll", was later discovered in Geese Tower; it allows the user to speed up their recovery rate) :-\ thats meens Inmortal Geese(Nightmare Geese???) as he say in KOFXI quote to terry after defeating him shows him wondering why Terry is so surprised to see him, claiming that he already told him that he's immortal. :sugoi: --;

A well in any case i like geese as the evil boss his always hard to defent, decent final boss ;P
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: MDD on August 15, 2010, 12:49:55 am
Dude, this isn't your game. Stop trying to convince him to change it completely to fit your personal wants.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on August 15, 2010, 01:18:22 am
Kofe isnt moleboxed. If you want to make them 3 man teams then change the roster around in your own copy. The current system and roster are fine. 4 man teams are easier for story purposes anyway imo.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: paulo2007 on August 15, 2010, 04:42:49 am
Dude, this isn't your game. Stop trying to convince him to change it completely to fit your personal wants.

Mmm i never put DO IT 3x3 >:D  I only say sugestions. I only want to express my point of view. Sorry for my bad english in fact i dont talk english. Sorry for the incovenients :S

In any case i download the game when it finish i love all the fighting games  :sugoi:

And i really bad with the mugen code is very dificult to me :'(
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on August 15, 2010, 01:51:03 pm
The roster is more or less locked as is 4 member team.  I had a few polls in the past.  Eiji's inclusion, Saisyu's addition and the 60 character roster in general was due to community input.  With v0.9 coming out, it's a bit late to make changes.  LA and I have already done work on 50 characters, leaving 10 others and I simply don't have the time or the will to make another 20.

Geese just isn't final boss material here.  Nor is Krauser.  I'll admit, FF bosses are some of the cooler ones, but from a story sense where we're dealing with gods and world syndicates, there are more imposing foes.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on September 11, 2010, 10:59:49 pm
Here's some bells and whistles fixes I've done.

- Jenet, Jhun and Karate have new p2 palettes.
- Saisyu now has his 4th victory pose.
- Andy has a new jump in intro
- Andy and Joe have a new special intro.
- Iori now uses his '98 theme instead of his 2k theme.
- Yamazaki has a new stage.  He gets the '98 Trainyard.

Some gameplay fixes:

- There is a bigger variation between Mai's weak and strong firetail (in terms of time)
- The lag recovery on Athena's strong reflect made it almost useless.  Time reduced.
- B. Jenet has lost some invincibility on the strong Harrier for balance.
- Joe loses his DM version of exploder punch and regains the Golden Tigre kick. (Since Hwa's out)
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on September 29, 2010, 01:19:31 pm
Were Rugal's super grabs listed in Rugal's clsn fixes? cause they cant hit in a corner
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on October 04, 2010, 02:26:29 am
The DM grab can't hit up close (right next to the opponent).  Rugal needs to be about a step away from the opponent.  That's intentional.

Fixed a glitch with Robert's throw that put the opponent into his state 5100 instead of their own.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on October 04, 2010, 06:29:51 pm
Disregard this, Zero has no jump in intro. I thought it was something more serious.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on October 05, 2010, 04:29:22 am
Never saw the original message.  Zero does have jump in intro, but only when facing an opponent he has a special intro with (Kula, K', Nameless, etc).  Don't worry about intros and KOs with the new guys since you still have old characters that don't have the new intro inserted.  When you get the update, you can test that out better.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on October 05, 2010, 09:14:16 am
I figured it was that mine was outdated. It screws up with Kula. Nothing to worry about
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on October 08, 2010, 12:48:18 pm
Switched Saisyu's music to the master's team from '98.  Suits him better.

Also fixed airthrow glitch where character velocities would screw up if an airthrow whiffed.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on October 17, 2010, 02:43:23 am
Ash possibly has an AI bug. Are you supposed to be able to follow up his light projectile with his heavy projectile while the light is still on the screen? I rolled under his light one and he hit me with a heavy one while the light traveled over me. If that is supposed to happen, then ignore this.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on October 17, 2010, 04:25:23 am
Ash is a cheap bastard, and no, that's not supposed to happen.  Sounds like the AI ignoring its triggerall command.  I'll look into it.  Kensou did the same thing to me yesterday during testing. 
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on October 17, 2010, 06:11:54 pm
My Nash's AI does it also. So when you fix it, let me know how you did it. It has a numprojid triggerall and it still does it.
Title: Re: KOFE v0.8 comments, glitch reporting and other issues/helpful hints
Post by: swipergod on October 30, 2010, 03:15:02 pm
From reports, these are the biggest bugs I need to fix.  If I'm missing something, now's the time to let me know.  I will be working on bug fixes tomorrow:

- Ryo, Robert, Angel... binds don't have hit overrides leading to opponent float on hit exchange.

- Leaping grab attacks don't grab blocking opponents.  Opponents shouldn't be blocking.

- Helpers like K's sunglasses don't have hit override states that's leading to cloning...

- Certain bind ranbuus aren't binding correctly to air opponents like Ryo's and K's.

Bells and whistles:

- Joe's getting a new taunt
- Kula needs to include Diana and Foxy in her palette
- So it's consistent with Goro, Kim's weak Haki Kyaku shockwave will change
- Fix Athena' psycho sword hit sparks
Title: Re: KOFE v0.9 comments, glitch reporting and other issues/helpful hints
Post by: Lost_Avenger on March 01, 2012, 04:11:52 am
xiangfei: invalid state 3300