I'm interested in doing something. I'd have to change a couple of basic attacks to switch him up from Ryu (a la SNK). Could work though. MW has been pretty busy though. We'll see what we can do as a special release. Glad people are interested.
The only things that I can think of is that might be causing the assumption of a lack of combos is that the hitstun for jumping attacks might be a bit low and that weak attacks from a distance don't chain. The latter is KOF XIV style though.
Agreed. Not saying there's anything wrong with the feedback since it is feedback. Just need specific examples to see what part doesn't work for someone and if it's intended or not by me. Game feels smooth to me so saying it's clunky makes me scratch my head. Just trying to see it from someone else's perspective; For example when Kyo does x and not y, see KOF '99 for reference. That's a big help for me to "get it".
Heidern got the same glitch as Leona. Fixed, but need to add it to the patched characters pack.
Constructive criticism is always welcome. The game has revamped many times thanks to the feedback of folks. The combo system has progressed because of feedback. That said, gonna need more specifics. As I've mentioned before, best way to help me understand what you're looking to improve is to provide examples. KOF XIV combos weak attacks into unique attacks which chain into DMs or specials, as this game does. Is it the timing that you're struggling with? Or what is comboing and what isn't?
Some characters are more combo heavy than others, but the game is built to be more old school by design. If you look at KOF '98, there's similarities with this approach too. This game is less similar to KOF 2k2 or XI. As this game blends SF style with KOF style to deliver a unique experience, it leaves out some things like the "pow" system. And I've already tried inserting dizzy attacks. They break the game with infinites. This was the balance that I found, but maybe there's more that can still be done. Let me know.
Angel 100% combo fixed Chun-Li lightning leg end animation added Gato jumping sk adjusted Yuri knockback adjusted Nameless special intro with K` sound fixed Mature glitch in state 5051 fixed
Not all of these are in the latest patch, just found some of them myself
New one to add to the longer term fixes includes Chris' 100% fix
I definitely appreciate it. The latest patched characters and game release also fixes Angel and Chun-Li. I realized that I hadn't given Chun-Li an ending animation for her lightning leg. Chris is going to be a bit trickier because projectiles tend to reset the juggle counter. I'll have to use a var and possibly a helper. I still have spriting to do for Orochi, so his fix will come later. Keep 'em coming if you find more.
KOFE 2019 trailer is out. Not the greatest work, but I didn't have much time and I'm still learning the editing software.
Also note that if you downloaded KOFE a couple days ago, you will have characters and two statges that will require patching. You can download this rar file and replace the chars and statges with the relevant files. If you are downloading as of today, you don't need this patch.
So I'm in the process of doing my promo vid and learning how to use Adobe Premiere's more intermediate functions. I'm being flagged of more gameplay issues (100% combos), so I'll keep releasing fixes until I reupload a fixed version of the game. Hope you're having fun with the game. More custom character news coming soon.
Thanks to everyone for the feedback flagging glitches and conversion errors. Keep 'em coming. Here's what I fixed so far:
Leona's rebel spark fixed (bad code in the hitstate) B Jenet's projectile longevity has been adjusted Kula's grey box for her SDM has been removed Benimaru's color separation for his 3 kick combo has been fixed Kyo 100% combo fixed
So played with my friend the other day and busted out the long forgotten Gouki. It wouldn't take much to get him up to current standards and maybe change the fireball effects. Any interest there in seeing a special updated release? Nothing official. He's not a park of the official roster. Just something extra to enjoy. Thoughts? Here's his video as a reminder of what he was like:
Thanks for this feedback. Scarborough, can you tell me what your graphic settings are in the loader options and which stage you're doing the move in?
RagingRowen. Geese, Krauer, Angel, Iori and Duolon have a special "distance throw" that has a longer range than regular throws. You don't need to be right next to the opponent. The trade off is that the move won't activate unless the situation is right. So you can't grab a person landing from a jump for example.
Regarding the DM/SDM/HSDM thing, the decision was made to try to help balance characters and diversify the movesets at the same time. With 16 characters, I don't have to care as much about 2 or 3 characters having the same move because there's enough flexibility. When I look at Shining Crystal Bit, it's a "shield" DM. It's similar to Raging storm, Mai's Fire DM, Oswald's card DM and Nameless' DM. Not exact, but similar, but when comparing it to other level 3s it's more unique. I also looked at her remaining moveset and said Crystal Bit works better than Phoenix Arrow as a Level 3 or Psycho shot and I decided not to go with Psychic 9 as a move in her repertoire because there's a lot of rush DMs and HSDMs already (plus it doesn't feel 'big'). Lastly I am trying to add a bit of a personal spin to some characters to change up how they work a little bit so it's not the same old. It's a minor change but I can tell you that when I'm playing against a friend and I have a level 3, he's pretty scared to move it, so it create some nice tension. Anyway, there'a glimpse into some of what I've gone through when building each characters super moveset.
Thanks for flagging the command bugs. I'll have to do a scan of those and correct it.
BahamianKing Gaming, the combo system is more classic style. I drew inspiration from Kyo in KOF XIV which was kinda a return to roots. It feels rigid because you can't "pow" and cancel moves like you can in KOF. You can two in one from crouching and close sp into specials and supers or use the unique chain for characters. Some characters like K' and Elisabeth rely more on launchers, some like Lee and Iori have stun moves while other characters like Angel and Xiangfei are very chain based. Kyo and Maylee are more mixed. Their combo system and juggle potential in addition to their moveset is supposed to make them unique to each other. Actually put a lot of thought into it while trying to keep the balance of the game. Feel free to head to the KOFE forum and let me know what characters you're using and what's not working for you and we can discuss it there.
@PeXXeR, That is an odd thing to happen. There isn't any viruses in the exe. I can say that the exe was altered to allow the reshade.ini to access the program so that it can apply the graphic enhancements. If your computer is giving you problems with this version, delete the exe and grab the vanilla 1.1 version and replace it in the folder (just the exe). You won't have access to the reshader, but the game should work fine. Let me know if that works.
@AerosMugen Hey buddy. I'm curious to know if your computer supports openGL. It's the best way to experience mugen in my opinion because I find that the in game effects work better and the screen resizes to fit the display, but I don't know if everyone is capable of playing this way. Try turning it off and see if that lets you game.
I am curious to know how these turn out as it may signal to me that I need to rethink the default settings for the release to a non-openGL approach.
PM sent Umezono. Sorry for the confusion. Just an update for KOFE, not a final release yet. Getting closer though
Working with MW right now to finish Morrigan's basics. Just a couple more animations left (her blowbacks). I'll post a new video soon.
After than, we plan to do some more Cammy animations (walking and jumping) and probably do a vid of her.
Also Thedge has been hard at work making some great progress with Raiden and Todo. We're just about at the basic attack phase, which means we're really close now. John will be catching up soon. I'll be working on the KOFE promo vid this weekend, but after that, I want to get Todo's sff made so I can post a vid of him to. There's so much excellent work being done by the spriting team. Way to go guys!
Lol. Thanks for the feedback. The select.def has Raiden, Morrigan, Guile and some other characters I'm slowly coding. Morrigan's coming soon, so hang tight
There are combos system in the game and the decision for movesets was decided long ago. Characters are 100% as they were intended. Game's been worked on for 10 years. A couple years after I started, I indicated that the style that I was going for (a more classic style that is more accessible) wouldn't be everyone's cup of tea. If you're experiencing glitches, let me know some of the details so I can correct them (71 characters are a lot to play test, so I'm sure I missed something).
I will change the state of the taunts to correct the blocking glitch for the final release. Cheers
Hi all. Some of you may know about KOFE, a full game that looks to blend the KOF franchise style with some Capcom systems. The game includes a 71 characters, a fully functional tag mode, a minimum of 9 specials and supers per character and a lot of custom sprites. You can see all the details on the game including the download link here:
You can check out youtube vids by looking under swipergod there. I admit that I probably won't be checking this topic much. Just wanted to announce this to everyone so that you had a chance to check it out if you're interested. I hope you'll enjoy!