@COLOSSE:
>> u could think on making crouch & jump attack with sprite editing
I am no spriter so it is impossible. Just leave it to those Pros ;P
>> also should we expect a dark ash with the same sprite style?
No, not from me at least. Saiki is my first and last KOF attempt. To me, KOF chars. mugenization is out of this world. I did Saiki all because he is a boss, and I just love to have/make all bosses for MUGEN! And I took a risk to do Saiki too :ninja:
@BoyBoyz:
>> 1. The fireball saiki throws forward has a hit animation with his hand. His hand swiping outward can negate projectiles and hit enemies, and the move will land a 2-hit combo up close.
Oh I didn't notice that in the first place! I think I can add this feature back....
>> 2. He has a second super (powered up version of counter)
Can you tell me how to perform this super move? I need to do so in order to get the sprites.
>> 3. His counter move can negate all projectiles with the black flame rising from the ground too.
I guess this feature is already there for d,db,b a/b
>> 4. He walks much faster and his movements are more fluid and easily cancelable. It's like he is in permanent hyper drive mode.
His walking animation has 10 sprites and I gave each one 10 ticks long. What would you suggest to change?
>> 5. His fireballs can be chained one after another infinitely, and they travel across the screen slightly faster.
This is a no-no. Infinite things are not welcomed in MUGEN, ask those MUGEN Pros. :P
Yet, I can make the fireball travel faster........ :o
>> 6. The 'stun' frames after the fireball hits should be slower
If not long enough then I can make it longer.......... :o
>> 7. The standing grab (HCB+Punch) has a much further reach, exactly the same as walk-and-grab.
I used d,db,b x/y instead of HCB x/y. Actually when Saiki is performing standing grab he will change instantly to walk-and-grab when he is close to P2. Well, the standing grab itself doesn't have red hit box as big as that of walk-and-grab. I can increase the box size according!
>> 8. His standing Hard Kick moves him forward a bit to foot-swipe enemies
Oh I didn't notice that in the first place! I think I can add a posadd to it.......
>> 9. After being 'stunned' by his fireballs, if saiki is close to the enemy, performing the rock throw move (QCF+light kick) will cause him to leg sweep the enemy instead of throwing a rock.
Yes, this time I knew about this one in the first place and this was already included!
>> 10. His fireballs cannot kill, even if the enemy has 1 HP left. Also, his grab move only kills after all the punches land.
Oh I didn't notice these in the first place! I think I can use kill = 0 for the mentioned moves' HitDefs........
@Cybaster:
>> During Throw stone, why does the stone go through the ground instead of bouncing and fading off. Or at least disable the shadow so we don't see a shadow flying through the sky.
I think this is how the stone behaves in the source game. (A thrown stone can really fade off???)
And about the stone shadow, how can I disable it when the stone is off screen?
[State 1600, stone]
type = Helper
triggerall = var(59) = 0
trigger1 = NumHelper(1601) = 0
trigger1 = animelem = 20
helpertype = normal
name = "stone"
ID = 1601
stateno = 1601
postype = p1
pos = 50, -90
facing = 1
ownpal = 1
size.xscale =0.40
size.yscale =0.40
persistent = 0
ignorehitpause = 1
................
[Statedef 1601]
type = S
movetype = A
physics = S
anim = 1688
ctrl = 0
;velset = 8, 1.5
sprpriority = 7
[State 3010, 4]
type = velset
triggerall = root,var(34) = 0
trigger1 = time = 0
x = 8
y = 1.5
[State 3010, 4]
type = velset
triggerall = root,var(34) = 1
trigger1 = time = 0
x = 24
y = 4.5
[State 3010, 4]
type = veladd
triggerall = root,var(34) = 0
trigger1 = vel x < 8
x = 8
[State 3010, 4]
type = veladd
triggerall = root,var(34) = 1
trigger1 = vel x < 24
x = 24
[State 1601: ScreenBound]
type = ScreenBound
trigger1 = 1;(BackEdgeBodyDist <= 0) || (FrontEdgeBodyDist <= 0)
trigger1 = random <= 499
movecamera = 0,1
value = 0
[State 1601: PosSet]
type = PosSet
trigger1 = (BackEdgeBodyDist <= -5) || (FrontEdgeBodyDist <= -5)
trigger1 = random <= 499
x = IfElse(BackEdgeBodyDist <= -5,150,-150)*(Facing)
y = Pos Y
[State 1601: VelSet]
type = VelSet
trigger1 = (BackEdgeBodyDist <= -5) || (FrontEdgeBodyDist <= -5)
trigger1 = random <= 499
x = Vel X
y = Vel Y
[State 3010, 4]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1601
[State 210, 2]
type = HitDef
trigger1 = time >= 0
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, NA
animtype = Hard
damage = 57
guardflag = MA
pausetime = 0,12
priority = 5,Hit
sparkno = 1
sparkxy = -10,-18
hitsound = S5000,90
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1
forcestand = 1
ID = 1601
[State 40, 1]
type = changestate
trigger1 = movecontact
trigger2 = movecontact = 1
value = 1602
ignorehitpause = 1
[State 40, 1]
type = DestroySelf
trigger1 = pos y >= 100
>> Insanius just released a set of common sparks from KOF13, you may find something you like inside, but yeah, change the hitsparks please.
Thanks for your cool tip! Finally some KOF13 sparks for Saiki! And thanks Insanius too! :D
@Nameless353 & Shin Anigans & COLOSSE
I know Saiki can jump when he is controlled by human in the source game. But the jumping animation only uses a single sprite and when you press x/y/a/b during the jump Saiki will disappear. I don't want my Saiki behaves like this in MUGEN.
The jump and jump land animation of my Saiki is used in a custom A.I.-only super move:
Jump-up-and-down-hit super (power >= 1000 && life > 200) - I used Saiki's not-so-useful jumping animation for this move. He jumps up fast then lands and hits P2 fast. This is a unguardable/unblockable super move >:D
(http://page.freett.com/werewood/test/saiki_custom_super2.png)
@Revanto:
The biggest Saiki body sprite is 254x350 so not hi-res absolutely hence no hires icon :book2:
And.......
If anyone really wants to help me improve Saiki please visit my new "An A.I. question and a throw question" topic in MFG Development Discussion forum.
This deals with the major bugs shown in this video.
"An A.I. question and a throw question" - http://mugenguild.com/forumx/index.php?topic=131187.0
Thank you in advance.
The sparks need to use additive transparency, Werewood.
Oh thanks for your reminder! Will fix it ASAP! ;)
@Nameless353:
>> Hitsparks appear even when the enemy isn't hit.
Oh my bad, the spark trigger I used is:
trigger1 = (enemy, stateno = [5000,5999]) && (timemod = 10, 0)
A quick fix: trigger1 = (enemy, stateno = [5000,5050]) && (timemod = 10, 0)
>> I dunno how, but the A.I. stays on the air floating sometimes. I'm using the infinite projectile CMD.
Damn! Still this kind of air bug! Oh this should have nothing to do the infinite projectile CMD because the A.I. has its own way to use the projectiles.
But! You know in all of my A.I. changestates I already included something like:
triggerall = statetype != A ;;;;;;;;;;;;; A.I. cannot perform this move in air
Maybe in P1 throw and P2 thrown states I should include a posset or posfreeze:
[State 825]
type = posset
trigger1 = 1
y = 0
[State 825]
type = PosFreeze
trigger1 = time = 0
value = 1
Fixing.....................stay tuned............... :sugoi: