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Website: http://mugekofe.web44.net/ (http://mugekofe.web44.net/)
***Note: This posting has been modified to bring the information here up to date***
Hello All,
After one year, we've got over half the roster and a website for the game. I have made it a personal goal to get each and every character finished. What brought this about? I wanted to share what I've been doing privately with all of you and get some feedback and promote more full games (not just compilations). I'm a big fan of KOF and ever since discovering Mugen, I've wanted to create my own KOF game. I've been downloading characters (sometimes upto 3 versions) and modding them. I don't like the flash of dream cancels and XX hit endless chains. I prefer the KOF98/Super Street Fighter 2 style of play. I've also been trying to limit the coding differences between the characters. My idea is to:
64 characters. Sub-bosses will have slightly altered priority, but shouldn't be drastically overpowering. Bosses will have high priority and exceptional abilities, however, in order for them to be beatable, they still have recovery time and plenty of hitby frames.
-Eventually have them all use CCIron Mugen's base as their system (blessing received, thanks CCI).
-Minimize sprite recycling.
-Give each character 5-6 Special Moves.
-2 DMs, 1 SDM version of a DM and an HSDM.
-2 original throws.
-Remain loyal to that character's original design (no Clarks throwing fireballs here), but add a fitting move if, for example, they have a awkward HSDM or only 4 specials.
-Simplify commands so the skill of the game isn't who can do a Raging Storm, but who can use it more effectively.
Characters with beta versions:
Yashiro, Shermie, Goro, Ralf, Clark, Xiangfei, Mary, Ash, Elisabeth, Kensou, Adel, Jenet, Rock, Maxima, Mature, Vice, Yamazaki, Kula, Andy, Robert, Benimaru, Athena, Kyo, Yuri, Jhun, Vanessa, Joe, Ryo, Angel, Kasumi, Iori, K', Leona, Mai, Kim, Whip, Terry, King. Sub-Boss: Mr. Big, Mr. Karate, Geese, Krauser, Saisyu. Boss: Krizalid, Rugal, Chizuru, Goenitz. Final Boss: Zero Single Entry: Ж'
Currently working on: Duo Lon, Chris
Up next: Tizoc
Ongoing project: Raiden
Characters on the to do list:
Lee Pai Long, May Lee, Shen, Billy, Eiji, Gato, Heidern, Ryuhaku, Hotaru. Final Boss: Orochi.
Anyway there's the project. I would just like to add that I have the utmost respect for all the Mugen creator's whose work I've modded. I have noted all borrowed codes and plan to give each modded character proper credit. Something someone said about Mugen creation once, "Mugen would be so much stronger if people shared with each other instead of competed against each other." I agree. Thoughts, comments, ideas, suggestions. I'll continue to throw videos on youtube every time I complete a character. Also, I'm far from a Mugen coding guru, so if you'd like to help let me know. Thanks.
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All I got to say about that is (A) right on, and (B) sounds like an immense number of man-hours.
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Indeed. Its not just a "little mugen project".
It probably took you years to do this! Good luck to you my good man.
That would be an epic release.
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Thanks. I started learning the code and sprite ripping in January, so it's been awhile. I'll try to get at least a couple videos up this weekend.
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King's video is up too: http://youtube.com/watch?v=RKVVbVfrvKI (http://youtube.com/watch?v=RKVVbVfrvKI)
I posted 5 videos without sound (my soundcard doesn't allow sound to record):
Mai http://www.youtube.com/watch?v=0h_jnTnxyxM (http://www.youtube.com/watch?v=0h_jnTnxyxM)
Ryu http://www.youtube.com/watch?v=V1ofSc5Ds1o (http://www.youtube.com/watch?v=V1ofSc5Ds1o)
Maxima http://www.youtube.com/watch?v=FF80Nt6rxcU (http://www.youtube.com/watch?v=FF80Nt6rxcU)
Mary http://www.youtube.com/watch?v=OnPYZWGimrA (http://www.youtube.com/watch?v=OnPYZWGimrA)
Rock http://www.youtube.com/watch?v=2TjE-mlE71Y (http://www.youtube.com/watch?v=2TjE-mlE71Y)
You'll probably notice little changes made to certain animations and moves. The exhibitions are in training mode and show the throws, unique moves, specials, DMs, SDMs and HSDMs of each character. I know super sparks and effects are inconsistent. That's part of what I'm working on fixing. I'll put up a vid of King soon. She's almost finished. If you want to see more character vids, let me know.
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this feels so similar to what I was dreaming a year ago. Except i had a bunch of so called mugen "elites" come in and call me a leech and tell me I could never do what I wanted, and that I was lazy.
1 year later, I've basically turned a lot of heads.
My advice to you is just to take it one piece at a time and eventually you'll get there.
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Thanks for the advice and good luck with your own ongoing project! I'm going to keep posting videos throughout the week. Just search for videos by swipergod on youtube. Leona, Geese, Athena and Kim should go up this week for sure. Just to let you all know, so I don't continue to spam my own topic with "this video is up and that video is up". On a side note, I'm surprised Mai the most popular posted character so far (I figured Ryu would've been) and that Rock's a distant second.
The next step for me is to finish up the universal skeleton to be used by all characters and start porting the character's moves over. After I've done that, I'll start the other characters. If someone has a good way for me to rip orochi shermie's voice from kof 2002 + her striker laugh from 2000 let me know. I've tried with nebula jukebox, but I can't get the mame rom I have to work with it. Neorage a good alternative? Keep the comments, advice and suggestions coming. Thanks.
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want your post to be moved to projects?
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Good fortune on your project, good ol' kid!!
Just like EZ said, "[This is gonna] be an epic release." (Evil Zangief)
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I know I said I wouldn't keep posting when I threw up new vids, but I'd also like to grab a couple of opinions for effects I've added.
I gave Kim his phoenix explode from Real Bout and I think it looks alright, but was wondering what others thought (framerate skips in the vid unfortunately). I'll be posting vids of K', Athena and Yuri today or tomorrow. For K', I've given him a new HSDM along the lines of Freeman "walking counter". Just wondering if it looks alright. Also for King (who I've already posted), what do people think of the Real Bout 2 HSDM effect I threw in?
Anyway, here are the 3 new ones posted so far. After I post the next 3, I won't be able to post anything for a couple of weeks (gotta get ready for my move to a new city). So enjoy these for now.
Geese: http://youtube.com/watch?v=xI4TtZPMmFI (http://youtube.com/watch?v=xI4TtZPMmFI)
Leona: http://youtube.com/watch?v=6nOlMRVzf2E (http://youtube.com/watch?v=6nOlMRVzf2E)
Kim: http://youtube.com/watch?v=rXx3FjOIqdE (http://youtube.com/watch?v=rXx3FjOIqdE)
Edit: Added:
K`: http://youtube.com/watch?v=ED4e-bPa2Lo (http://youtube.com/watch?v=ED4e-bPa2Lo)
Athena (Extremely early alpha): http://youtube.com/watch?v=Y-BOTmGPrPE (http://youtube.com/watch?v=Y-BOTmGPrPE)
Yuri: http://youtube.com/watch?v=KSIRZ6JSarY (http://youtube.com/watch?v=KSIRZ6JSarY)
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I've added Terry to the mix. I basically did a direct conversion from Sander's coding to CCI's coding skipping the alpha phase of the conversion. Took 3 days. I think Terry turned out pretty good. A shame I can't post sound with my recorder. Anyway Beta Terry is up and on youtube here: http://youtube.com/watch?v=1WerYTg8oyg (http://youtube.com/watch?v=1WerYTg8oyg)
I've also posted videos for alpha Benimaru: http://youtube.com/watch?v=vjJ2PbMS_Y0 (http://youtube.com/watch?v=vjJ2PbMS_Y0)
and alpha Kasumi (Still looking to give her her 96 throw): http://youtube.com/watch?v=zXSmfy6-3PM (http://youtube.com/watch?v=zXSmfy6-3PM)
Success with Terry even when trudging through Sander's complex coding to simplify it gives me a lot of confidence with the project. Especially the end result. I'll be hitting up Kyo, Iori and Ash next, if I can't get Orochi Shermie's Voices (I'd like to do her next). As usual, I'll keep you posted.
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heh, sander's terry... i am curious as in what did you change on terry's code, so please elaborate.
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Sander's coding was a nightmare to translate for me because I have just a bit more than basic knowledge. Basically I had to change all the 5000 states (hit states) and block states so they matched CCI's coding (to universalize everything) and re-number all the airs that I needed to use in Sanders animations (78658885 to 220 for a fierce punch for example). I also had to either add or remove variables that existed in Sander's coding that didn't exist or existed as a different variable in CCI's coding (such as the Fvar). I had to change damage, velocities, priorities, poweradd and I removed the Floor coding (admittedly I don't yet understand Floor and Ceil coding). Changed motions, removed a lot of moves (his Terry had like 80 specials), altered a few (slide into power charge!), added some new sprites and sounds etc...
Basically all the Basic techniques (attacks, evades, quick recover, counters, counter throws etc...) are directly coded from CCI with ported animations, sounds, sparks and coding tweeks. All the Throws and Specials/DMs are Sander's code modified to function under CCI standards (removing such coding as !Time = !Stateno so Terry wouldn't pass through the floor when doing a Crackshoot). Unfortunately, this technique removes Sanders excellect AI coding, but once I've finished transferring all the characters, I plan on learning AI programming so I can hopefully fix that. Honestly, I don't expect other characters to be as hard to code. Hopefully that clears things up for ya.
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very interesting and epic project as has been said. if you accomplish even half of it this will be a major step forward for the whole open source movement...which I am in full support of.
A full balanced KOF game using already made characters as a base is just perfect as far as I am concerned.
Much luck on this one.
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I'm a HUGE KOF Fan too ;D
Good Luck With Ur Project :sugoi:
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so, you removed most of sander's code and left most of mine... except for all the specials you removed, of course.
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Translating all the code to CCI's (yours) would just be too much I think. I'm a really big fan of your coding though, which is why I'm trying to use as much of it as possible. I have your code to thank for teaching me how this crazy Mugen world works, so Thanks! Thanks goes out to all those throwing in their support. I've almost finished Mr. Karate. It seems 3 days is the magic number for all these translations. I will most likely finish, just because the results are so promising. I'll have a heck of a time with characters like Kula and Chizuru, which is why I'm leaving them until last. Those will take more than a couple days for sure. When I finish Karate, I'll throw up his Video and a couple more Alphas.
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Okay, finished the Mr. Karate beta. Think he turned out even better than Terry. Lot more original coding from me though. May wind up releasing him a bit earlier down the road so you can get a feel for what I'm trying to do. Would at least like to try and get permission from the relevant parties first though. Honestly, I was disappointed with all the Mr.Karate/Takumas out there which is why I'm considering the early release. The AI is pitiful though.
Mr. Karate:http://youtube.com/watch?v=nSYo8p2MgrQ (http://youtube.com/watch?v=nSYo8p2MgrQ)
Billy Kane: http://youtube.com/watch?v=pndEUlRFQxI (http://youtube.com/watch?v=pndEUlRFQxI)
B. Jenet (yes I removed Rolling Thunder, sorry): http://youtube.com/watch?v=WAVvseiF2RY (http://youtube.com/watch?v=WAVvseiF2RY)
So a few more things I figure I'd share for people who might be wondering what's the difference between alpha and beta aside a little knit-picking. Alpha are characters whose move sets have been altered to fit the image of the character I'm trying to make (removing moves, modifying moves, adding new moves). A beta incorporates more of the mechanics:
Adjusting all shared animations to one standard (basically make everything match).
Give everyone those awesome super explodes for levels 1,2 and 3.
Giving everyone universal rolls and quick recovery from a fall.
Give everyone counter throw animations (giving and receiving).
KOF Style Alpha counters and Escape rolls.
Things that are not in this game: Dizzying (unless it's specific for a move like Ryo's Super Punch), Guard Crush (Never liked this feature in games) and Air Recovery (seeing how this game tries to stay away from the infinite juggling play style, it isn't necessary).
I'm thinking of doing Whip next and then Iori, but I'm gonna take a break for a bit. Once i finish two more characters, I'm gonna convert all the alpha's to beta's before finishing the last stretch. Going from beta to final will be the priority check, two in one programing, hit/guardflag check, poweradd/damage check, attr check and basic AI. That'll be a long time coming. I'll be satisfied if I can just get the betas done for now.
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Sorry for the sudden posting onslaught, but this one is good. I've managed to record videos with sound finally using my microphone (yup I'm an idiot). I've reposted all the beta characters with sound. Won't repost the others until they become betas.
Mr. Karate: http://youtube.com/watch?v=nSYo8p2MgrQ (http://youtube.com/watch?v=nSYo8p2MgrQ)
Terry: http://youtube.com/watch?v=1WerYTg8oyg (http://youtube.com/watch?v=1WerYTg8oyg)
King: http://youtube.com/watch?v=RKVVbVfrvKI (http://youtube.com/watch?v=RKVVbVfrvKI)
The music and stages belong to the characters fighting in them.
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I've completed Whip. Much like the other betas, I'm feeling really good about this one. I've touched up some sprites (I'm not very good at sprite editing, so it took forever) and will be posting those in the resources section. She has a revamped gun attack. It's slow, but unblockable. However the high shot can be ducked, while the low shot cannot hit jumping opponents. ;) . She also has a new throw and her fwd +p attack has been modified into an SDM. She also has her XI DM.
Whip: http://youtube.com/watch?v=Vpbgt-oWUlg (http://youtube.com/watch?v=Vpbgt-oWUlg)
Will need some help with a couple sprites that I simply can't edit (Mary ankle snap animations) and still looking for someone willing to help me with voice ripping, but I'll request those it the request section. Also be posting Kasumi's 96 throw animation in 99 style. Couldn't do anything about the pants unfortunately.
Also, I cut out Ryu from the game in favor of adding Gato, and moved Rugal to the boss section to take his place. I've tuned little things for the betas as well like poweradds, fall.recovers and damage. The balance is great. I'll be editing a couple of the alpha's next (probably Mai and Kim), before going on to Iori.
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curious about your whip, is it based of H's,shingin's or ryukocha's?
also, in kof 99 you can rip the striker action as it seems to be very similar to an unused dmor the sdm you mention.
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It is based off of H's. Off all the Whips out there that I could find, H's was a solid starting point. The SDM I gave her is a lot like the striker action except there's more hits (9-10), the attack doesn't knock you in the air or push you away and it juggles. The video can show you what is tough for me to explain. All vids are just exhibitions of move sets really. If you can't see the vid, I'm planning to do a release of 3 or 4 beta characters once I've finished about 8 or so. She'll probably be one of them.
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I've finished up Kim's Beta. I'll be moving on to Mai (my supposed hottest character) and then Iori and K'. After that I might take a small break to "refuel" so to speak. Still gotta check the Nothitbys and fix the 2 in 1s. I think what I'll do is release all 8 Betas at once and let the community see if they like 'em, like how they play and can find some bugs in 'em. No point in talking about them when nobody can play 'em for themselves. So upcoming betas will be:
Terry, Mr.Karate, Kim, Mai, Whip, K', Iori, King
They'll hopefully be up in 3 weeks (depends how long Iori will take me).
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Alright, Mai's beta is also complete: http://youtube.com/watch?v=MX1KpfW3aV8 (http://youtube.com/watch?v=MX1KpfW3aV8)
Thankfully, now you can hear the sound now. Also forgot to post Kim the last time: http://youtube.com/watch?v=b5EgbkaVWME (http://youtube.com/watch?v=b5EgbkaVWME)
Really diggin' those afterimages. Don't worry, I'm not overusing them. The betas will come out as a pack of 9. That'll be 1/4 the way there. I'm gonna add Kasumi's beta to the mix. Also, I'm working on Rugal instead of Iori. I know I keep postponing Iori, but other characters are holding my interest right now. So Iori won't make the Beta release. :( So, I'm still at 3 characters to go. I hope I can get it all done before the end of the month.
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does kim have his QCB+P x 3 special?
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He doesn't unfortunately. I incorporated the animations into his cd attack and his SDM. Kim was tough to balance and the 3xqcb +p move didn't seem necessary (He's got the qcb +k and B,f +k as advancing moves). When I release him though, you can tell me whether or not the move is missed. ;) I plan on releasing a pdf with each characters the moves to go along with the characters themselves.
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eh I miss it because I like Iori's version
Kim doesn't NEED it there are plenty of times throughout the KOF's that he didn't have it.
I'm still very much looking forward to this game good luck with it
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I removed the Floor coding (admittedly I don't yet understand Floor and Ceil coding).
Do you just mean you don't know what floor and ceil mean ?
Floor = closest integer below the number
Ceil = closest integer bigger than the number
floor(2.26)=2 , ceil(2.26)=3 , floor(45)=ceil(45)=45
Translating all the code to CCI's (yours) would just be too much I think. I'm a really big fan of your coding though, which is why I'm trying to use as much of it as possible. I have your code to thank for teaching me how this crazy Mugen world works, so Thanks!
Not sure if I understood well, but I just wanted to say that CCIronMugen != R[E]ika.
Project is interresting, I'll be waiting to see if you balance everything out like you plan to do, this could be quite nice. :)
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Interesting project, indeed.
Though I personally would prefer it if you stayed more true to the real KOF; I have no objections towards what you're doing now.
Not much to say, videos really don't say much in these cases, I guess we have to play the characters ourselves before we can give some real feedback.
Good luck with this.
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Warbaster, thanks for clearing up Floor and Ceil. I guess the coding people use them for is a little too complex for my mathematically challenged mind. And yes, I'll need to clear up coding credit for release. Was going to PM R[E]ika about it when I take a day (maybe more o_O) to work on the credits for each character and the project in general. I'll be counting on people's opinions after the release to see how balanced the characters actually are because right now I'm doing everything in my head. AI is retarded and I don't have anyone to play with, so there isn't any way for me to pre-test in-game.
DemonicDrPhil, to spice Kim up a bit, I've allowed his Strong Haki Kyakku to hit downed opponents. He and Whip are the only 2 with that ability so far. Right now, the only major character changes are coming from Angel, Ash and Kula. Angel is set to be an almost entirely different character with chain circlet working somewhat like Kyo's Shiki punch chain. The hope is to make her more accessible.
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Hmm Angel kind of got more accessible retroactively since Momoko came out in XI similar kind of stuff going on there IINM.
Although I would be very interested in your take on the character
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Wow, just plowed through Rugal today. Probably'll have to go back and fix something cause that was fast. I'll throw a video up once I've finished Kasumi as well. Won't be for a little bit though. Really need to take a break from Mugen. FYI, I've decided to move the list up to 40 fighters. Adding Andy, Robert, Mature and Vice. To me, that completes the list of must haves, so I figured why not. That mean 10 fighters will be released in the package and Iori's back on the menu. I'm shooting the end of the month, but we'll see. Cheers!
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i got sexy ko edits for several of the female chars, in theory all are complete but the quality varies. let me see if i can put something online soon.
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Hey R[E]ika, that would be fantastic! I'll take whatever you have. Thanks!
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Nice project of a KOF DreamMatch! Keep up the good work!
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Ouff! I just finished revamping Rugal. He wasn't what I was hoping for the first time around, so I really went for it the second time out. He's easily my favorite character. He also caused me the most headaches. I'm still having trouble with the stopsnd command for his godpress run (the computer doesn't want to stop the run snd), but other than that he's awesome. He's basically an all in one Rugal, but stays within the standards of the game:
Rugal moves include:
His tomahawk kick
Genocide 95, Genocide 02 (TLE's Rugal)
Reppuken
A toned down Destruction Omega as a special technique (unblockable)
Dark Barrier with Kaiser Wave as a reflected fireball only
God press
Dark gravity as a DM
That 98 drain move as a unblockable DM (stays in one spot now though)
God Rugal's Level 3 grab super as a SDM
And a crazy mod of Android's Mech Rugal's gigantic pressure as his HSDM (fixing this one was excruciatingly hard).
I'll post a vid soon. I'm burnt out so I'll need a at least a week before I even touch mugen again. Also, hate to say it, but editing Rugal has left me spent for creating betas from scratch so Iori is shelved again. :( The Final first release roster will look like this:
Kim, King, Whip, Rugal, Mr. Karate, Mai, Terry, K', Leona, Geese.
That's it for now. Time for some much needed sleep.
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The link to Rugal's vid: http://youtube.com/watch?v=SRcMejpPmZQ (http://youtube.com/watch?v=SRcMejpPmZQ)
Hope ya like it. I'll get on Leona this weekend I think. I just wanted to give a little insight as to why most character take a little longer than you'd think. In additon to all the converting and move tweeking, I sometimes have characters that are missing full animations and moves that no version out there has and I have to rip sprites or hunt for existing sprites that would make a good animation and code from scratch (I spend a lot of hours here). The other reason is because I'm trying to give every character at least 3 victory poses and special intros. Even after the characters are done, I'll still have credits to make, permissions to seek and special moves to re-tweek. Don't know if I can make the Jan deadline, but I'll try.
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pmed you a link with the sexy kos. note that the quality varies and i mightgo back and retouch some of them.
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PM received R[E]ika. Thanks. Any retouches will be greatly appreciated (should've read this before PM-ing you back). Just so that everyone else knows, out of the final roster mentioned in the first post, Athena and Hotaru will be the only girls without Sexy KOs. They really give this project a more complete feel.
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the reason there is a nude folder is because of the way anonymous and i worked on them; anon would send me the sprites he needed for the sexy ko, then i would take off most of the clothing and send them back. after it he would make two layers, in the bottom one he would put the nude sprite and on top of it the dressed, then he would delete/edit the clothing on the top one so it looks like it is ripped. mai and blue mary were done by anon before i joined the project.
just so everyone else knows what we are talking about.
link to the sexy ko's
they are open source btw, just credit me and anonymous for them, as it was a team work thing.
http://rapidshare.com/files/83365991/sexykos.rar
there was no real reason to pm the link, since they are public as andthe only reason they are not online is because i have been slacking off on my site.
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Well, Leona's finally finished. I'll post her video in a little bit. In keeping with the 98 spirit, I re-coded her X-calibur move to the grab that it was in 98 (as opposed to the 96 version I originally had). 2 characters to go before the first batch is released. I've got some sprite editing to do this weekend(*sigh* ;)), so I won't start on transferring Geese and K' until sometime next week. Then I'll have to do a final check over before release. It's just gonna be the characters for now. I have no screenpack, so I can't decide whether or not to release the stages and music with them for a more KOF feel, or have everyone fend for themselves. If anyone has suggestions here, let me hear 'em. I could try posting links to the stage creator's sites maybe? I'll also be posting a list of remaining resources (pretty much all sprites) that I need to complete everybody soon. There isn't much. Well, just have to wait a little longer. I'm honestly getting pretty excited. Can't waiting to hear some feedback, be it good or bad.
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what's your approach with sparks ?
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Leona Video: http://youtube.com/watch?v=IP0NTVjyy6M (http://youtube.com/watch?v=IP0NTVjyy6M)
CCI King's sparkxys were used for the base moves. I just had to mod the sparkno.s for each individual move. With most of the characters I've edited so far, this looks alright. If the xy looks really noticeable, I change it. Most characters have the base KOF pre-XI sparks. They all blend rather well. I hesitate to use the SP sparks or base sparks because I don't have a main SP of my own yet. I usually leave the default xys for throws and specials for the original source.
As for the DM sparks, I copied the DM and SDM frame by frame from MOTWs. I use a blank hypers.cns template with the effects timing already coded (including the bg invert etc), copy and modify the DM itself into the cns and adjust the xy for the effect so it doesn't appear somewhere weird on the character. So for the DMs, I have an FX folder that had the correct xy and air coding for each part. I add them to each character's sff file and copy and paste. It's tedious, but the efforts are well worth it IMO. The HSDM is the easiest and its air is my own creation.
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This is looks REALLY good! Keep up the good work!!! ;D
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Really nice project. You seem to be attempting what I am! (Although having much more success, heh)
I'm really, really unimpressed by Rugal, though. His custom moves just don't feel like him at all.. Hopefully he plays better?
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I add them to each character's sff file and copy and paste.
Hmm. Why don't you make a fightfx.sff/fightfx.air, compile all the system sparks there (hitsparks, DM sparks, SDM sparks, ground waves, burnt effects and everything) so that you only have to compile it once & don't have to insert them into every single character?
Also, I'd assume all your characters use the same common states?
You should release this with the data folders and everything because it makes it faster and easier. Compile all the effects and junk into one SFF, write all the animations in one .air, have the common.cns in the data folder, put all the system sounds together in one SND, and then you won't have to do it again and again and again.
Just a tip. I guess you'd already known but I don't see any point at all with re-inserting sprites/sounds/animations into every single character when you only really have to do it once if you're making a full game. Also saves space.
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yeah, and will also save you some work in the long run.
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I forgot to ask before...
Do you plan on making this moleboxed or normal files? I really hope the latter, so many nice stuff gets ruined by molebox..
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Missfairy, I'm sorry Rugal isn't what you expected. Just to let you know, with the exception of God End, I wanted to stay away from Capcom's Rugal as much as possible. No Genocide End and the like. Dark Gravity and Gigantic Press are just DM versions of Omega 98's normal moves, while Breath Destruction is just a toned down Omega Destruction. I chose more 98 over 2002 because I don't really like 2002 Rugal. Oh well. I'm not sure what moleboxing is. If you'd like, you can fill me in on that one to see if I'm doing it or not.
I can't win with the regular hitsparks/sounds because I'd either have to recode the basic moves (which I'm doing) or all the ported specials. Not too familiar with the system side of Mugen yet. I don't quite know how fight.sff/snd etc.. works, but I can look into it and see if I can add the DM sparks and save some time. Thanks for the suggestion.
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Sorry for the lack of updates. Discovered Portrait of Ruin for the DS. Fun little bugger. I've completed Leona's sexy KO re-edit based off of R[E]ika's and Anonymous' original. Changed it because she wears a shirt underneath and I wanted the KO to reflect that (I'll send you the sprites soon R[E]ika). I'm starting Geese tomorrow. He'll be done by the weekend for sure. As I work on him, I'll see if I can't incorporate suggestions brought up here. Then, I'll try to do K' right after.
Figured now would be as good a time as any to post the list of resources needed for the project. I'll post pictures for the sprites soon and I'll mark things off as they're completed. It's as much a checklist for me as it is a progress report. I'm capable of doing some of these, but it would be awesome if I could get help. So if you're interested, let me know.
Sounds:
Edit: All sound requests are completed. Thanks!
Sprites:
Robert '99-2k2 sprite to his 2k3 stance:
(http://i270.photobucket.com/albums/jj119/swipergod/rob.gif)
Kyo '99 (hcb + sk) exploding punch converted to 2k3 style Kyo (This is pretty much what's keeping me for doing Kyo)
Diana's version of Foxy's "Kill" type technique (like the one Alex/Tooya0's Diana uses)
Re-edit of K' (f + wk) knee for Kula (Juke has kinda done one with Fliz minus the hair I believe)
Some conversions for Rock's win poses from Garou to his NGBC sprite style.
Blue Mary Leg Snap and Arm Snap animations for Athena EX
Blue Mary Leg Snap and Arm Snap animations for Mr. Karate
Sexy KO hit-ground sprite for Angel
Sexy KO re-edit for Jenet (cover up her breasts a bit)
Sexy KO falling re-edit for Blue Mary
Sexy KO for Hotaru
Sexy KO for Athena EX
There's no crazy rush for any of these as the project will be ongoing for a while. That's pretty much it for right now. As I do more characters something might come up. I'll add them to this post if it does. Post again soon!
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Missfairy, I'm sorry Rugal isn't what you expected. Just to let you know, with the exception of God End, I wanted to stay away from Capcom's Rugal as much as possible. No Genocide End and the like. Dark Gravity and Gigantic Press are just DM versions of Omega 98's normal moves, while Breath Destruction is just a toned down Omega Destruction. I chose more 98 over 2002 because I don't really like 2002 Rugal. Oh well. I'm not sure what moleboxing is. If you'd like, you can fill me in on that one to see if I'm doing it or not.
I can't win with the regular hitsparks/sounds because I'd either have to recode the basic moves (which I'm doing) or all the ported specials. Not too familiar with the system side of Mugen yet. I don't quite know how fight.sff/snd etc.. works, but I can look into it and see if I can add the DM sparks and save some time. Thanks for the suggestion.
I understand. Honestly even though Rugal wasn't quite what I imagined I have to give you major props for putting so much work into that stuff. It's REALLY awesome IMO!
Moleboxing is making the files zipped so you only have access to the exe. Basically people wouldn't be able to adjust commands and stuff if they wanted - Honestly I despise this and I really do hope you don't do it!^^
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Missfairy, I'm sorry Rugal isn't what you expected. Just to let you know, with the exception of God End, I wanted to stay away from Capcom's Rugal as much as possible. No Genocide End and the like. Dark Gravity and Gigantic Press are just DM versions of Omega 98's normal moves, while Breath Destruction is just a toned down Omega Destruction. I chose more 98 over 2002 because I don't really like 2002 Rugal. Oh well. I'm not sure what moleboxing is. If you'd like, you can fill me in on that one to see if I'm doing it or not.
I can't win with the regular hitsparks/sounds because I'd either have to recode the basic moves (which I'm doing) or all the ported specials. Not too familiar with the system side of Mugen yet. I don't quite know how fight.sff/snd etc.. works, but I can look into it and see if I can add the DM sparks and save some time. Thanks for the suggestion.
I understand. Honestly even though Rugal wasn't quite what I imagined I have to give you major props for putting so much work into that stuff. It's REALLY awesome IMO!
Moleboxing is making the files zipped so you only have access to the exe. Basically people wouldn't be able to adjust commands and stuff if they wanted - Honestly I despise this and I really do hope you don't do it!^^
really, if you don't want him to do it, stop suggesting it :P
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Missfairy, I'm sorry Rugal isn't what you expected. Just to let you know, with the exception of God End, I wanted to stay away from Capcom's Rugal as much as possible. No Genocide End and the like. Dark Gravity and Gigantic Press are just DM versions of Omega 98's normal moves, while Breath Destruction is just a toned down Omega Destruction. I chose more 98 over 2002 because I don't really like 2002 Rugal. Oh well. I'm not sure what moleboxing is. If you'd like, you can fill me in on that one to see if I'm doing it or not.
I can't win with the regular hitsparks/sounds because I'd either have to recode the basic moves (which I'm doing) or all the ported specials. Not too familiar with the system side of Mugen yet. I don't quite know how fight.sff/snd etc.. works, but I can look into it and see if I can add the DM sparks and save some time. Thanks for the suggestion.
I understand. Honestly even though Rugal wasn't quite what I imagined I have to give you major props for putting so much work into that stuff. It's REALLY awesome IMO!
Moleboxing is making the files zipped so you only have access to the exe. Basically people wouldn't be able to adjust commands and stuff if they wanted - Honestly I despise this and I really do hope you don't do it!^^
really, if you don't want him to do it, stop suggesting it :P
Haha, I only posted that since he didn't know what it was.
From here on out we'll never utter that word again! (Or think of it) :-X
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BTW, you should go for accurate CLSNs, since I don't trust that every single KOF character you've whipped out and editted so far have accurate CLSNs. If you have accurate CLSNs, not only will the character feel more alike KOF, you won't have attacks that have wrong priority and you will avoid your characters behaving strangely in certain situations.
It's easy, get out Kawaks, run the rom your character is on, turn on debug dipswitch 1-2 for anything from '94-2k2, and 1-4 for 2k3. Pause the game with ENTER whenever you want a certain collision box and SHIFT+SPACE to step frames, and draw it up on FF/MCM/Your favourite third party MUGEN tool.
Once again this is important if you want to stay true to KOF.
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Never, would I ever molebox. I don't bash people who do, but for me, I think the whole purpose of Mugen is it's open source and customizability. So people can learn how you programmed this or that and tweak characters out there more to their liking. We can always use more programmers. :) I look at it as if I were one of you waiting for these characters. I'd hate it, for example, if Reppuken were stuck as a charge move (it's not, but you get the idea). Plus I think it'd be pretty hypocritical considering how much I've borrowed from other people. Plus, leaving it as open source might see some people improve the characters I make. Like I said, I'm not an advanced programmer, but some are.
Now, I'm curious about collision boxes Yeong Woong. I did as you directed and tried with 98. There was a odd colored Kyo that popped up on my screen. I could get him to do moves, but I couldn't see any collisions. You're right, most my mods have edited collisions. They're pretty tight to the sprites, but I have noticed some discrepancies. I was gonna edit priority/hit.priority. Wouldn't that fix the priority problem as well?
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priorities in kof pretty much go like they do in most games. the "priority line" has the same value for all the attacks and the clsns are the ones that define it by using set zones of "infinite priority".
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However, it is impossible to replicate priorities in MUGEN due to the way KoF handles CLSNs.
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However, it is impossible to replicate priorities in MUGEN due to the way KoF handles CLSNs.
I have seen people say that several times, but which of it exactly is impossible to duplicate?
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Now, I'm curious about collision boxes Yeong Woong. I did as you directed and tried with 98. There was a odd colored Kyo that popped up on my screen. I could get him to do moves, but I couldn't see any collisions. You're right, most my mods have edited collisions. They're pretty tight to the sprites, but I have noticed some discrepancies. I was gonna edit priority/hit.priority. Wouldn't that fix the priority problem as well?
Make sure you've turned on 1-2, because anim viewer (the one you activated) is 1-1, which will indeed give you a character on the screen with the palette of the character you're using, which is related to ripping sprites. Which is also not what you want. You can use the anim viewer in conjunction with the CLSN viewer in case you want a certain animation's CLSNs but you find it difficult or impossible to access through normal means. But that's rarely the case.
Here's the dipswitch you should've turned on:
(http://img.photobucket.com/albums/v292/MetalArch/1-3.jpg)
Here's what it will look like in-game:
(http://img.photobucket.com/albums/v292/MetalArch/2-1.jpg)
Notice how I removed the life/superbars. That's quite preferable since you don't want things blocking your view when you're drawing boxes. You press alt+1 in Kawaks to do this. Also, China is very retarded if you want CLSNs so lets hope you get a better stage. One more thing is can you notice that cyan-ish-colored box roughly in the center of Terry's sprite? You'll notice that that box rarely (if ever) actually changes. That's not an actual CLSN box, it's a width box or something. Either way, you don't draw it in.
Also just a notice that usually in fighting games like KOF (especially Street Fighter), CLSNs aren't 'tight to the sprites'. CLSNs most of the time are quite loosely based on the actual sprite, but the CLSNs are drawn in the way the developers want how the character to behave and react during that certain sprite. For example, even if Terry looks like he has recovered from his CD attack, the CLSNs of the sprite where he looks like he's almost done with the attack actually have boxes OUTSIDE his body, so he can still get attacked as if his body was in actuality a few feet in front of his current position.
Another related thing is that it will be very hard to approximate CLSN1s for certain attacks, whilst it should be quite straightforward with normals, usually the CLSN1s for certain specials REALLY need to be what it's supposed to be or else you'll get dodgy things happening that you don't particularly want with a KOF game.
As [E] has mentioned, I've also read somewhere that priorities should all be 4,hit (some people do not use this but that's because they want overall MUGEN compatibility. Since you're on a full game, I'd say definitely use it), save for throws which is IIRC 1,Miss and projectiles which I have no idea how to deal with.
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there was a nice topic about projectile priorities that died before it should in development discussion.
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I understand priorities now and how real games handle them as opposed to Mugen (read the priorities thread in development). I also understand projectile priorities and how to make projectiles swallow other projectiles. There's a lot of work going into redoing all the collisions for all the characters. I had to adjust some for Mr.X-File's Rugal (he did auto collisions for every frame) and that was a real nightmare. I'll see what I can do with some, but I may just release the betas and have people come back and tell me which moves are too low/high priority wise (for example, "Um, swipergod, Rugal's trip beats out everything! Can you fix that?"). That'll probably be a main fix for the final release versions of all characters. I will check to see if some character's collisions are too far extended though. My personal preference is that basic attacks trade hits and it's the speed they come out at that will determine the winner. Specials will be different.
Also missfairy has offer to help me code AI, which should boost the lame AI (default Mugen AI) the characters currently have. Still I'm hoping people who have friends they can play with, go at it and post their videos on youtube so I can see how the characters work in human vs human scenarios. Just to let you know, the game is catering more towards 1 on 1 play or team KOF style play with 2 on 2 simu being more of a novelty. Back to Geese.
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I'll see what I can do with some, but I may just release the betas and have people come back and tell me which moves are too low/high priority wise (for example, "Um, swipergod, Rugal's trip beats out everything! Can you fix that?"). That'll probably be a main fix for the final release versions of all characters. I will check to see if some character's collisions are too far extended though. My personal preference is that basic attacks trade hits and it's the speed they come out at that will determine the winner. Specials will be different.
That's probably the best idea IMO.
You can only determine so much in closed testing, anyway. So it's usually best to reference feedback for final tweaks :D
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Geese Howard is ready to stand toe to toe with the rest: http://youtube.com/watch?v=GMvVZl12BOU (http://youtube.com/watch?v=GMvVZl12BOU)
As a little bonus, here's Geese's '96 Intro with Terry: http://youtube.com/watch?v=LjDIWgB2Wfg (http://youtube.com/watch?v=LjDIWgB2Wfg)
Edit: Although not visible in the video, I changed Geese's throw so the enemy is planted face first to the ground.
Geese is pretty much the prime example of what I'm trying to do with the game and here's why:
The ridiculously difficult to pull off in pressure situations Rising Storm motion has been replaced with the friendlier (d,f,d,f + p). To balance the easy motion, Geese loses almost all invinicibility frames.
The deadly rave has become an auto combo and (gasp!) a level 1. I never understood why SNK forced you to manually input each hit when, say, the Maiden Masher or Dragon Dance did it automatically. I reduced it to a level 1 because Rock's much more flashy Rave will take the Level 3 prize. I've given Geese his RB Rashomon that sucked you in from a distance as his level 3 to compensate for the change.
The Counter System. Unfortunately from what I understand Mugen's reversal.def will not recognize the different between standing moves that need to be blocked high and other standing moves. As such, in an effort to make the counter system more user friendly, I'm gonna downgrade Geese and Kasumi to the Billy Kane/Blue Mary system. Low counter will counter all C attacks and Normal S attacks, while high counter will counter all A attacks and Special and Hyper S attacks. Mid counters will be removed. To prevent spamming, I've added a window before the counter of 4 frames where the character can still be hit and there's a long recovery should they miss. So there's still skill involved in the countering. Once again, with characters like Blue Mary, I don't understand why SNK kept guys like Geese so complex. For hardcore gamers that's understandable, but if you want a buddy to pick up and play a few rounds with you, it'd be nice to have the variation in the moves rather than the motions.
Geese highlights the differences between my Capcom/SNK mixed style and true SNK style, which from what I've played, KOF zillion seems to be doing quite well (XI style anyway). I've also decided against the use of a spark.sff because I think it complicated things too much for people who just wanna open the character's up and play. That'll change once I have a screenpack/final verisons of the characters, but for now, I'll just do the extra work so more people can enjoy. One more character to go! ;)
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Geese had more complex counters, I believe, because they were to be more devastating.
I understand what you're trying to do to prevent counter spamming, but really, all those cautions should be taken by having vulnerable frames AFTER the counter. I think windows of vulnerability before a counter make them TOO circumstantial (se: KOF XI Elizabeth).
Geese's raging storm complex motion seemed to just hang around for traditions sake. While the idea of "complex move in exchange for phat damage" is interesting in theory, it doesn't work in competitive games. I'm glad you see that as it took SNK until KOF96 to start to get it and until MOTW to get the hint with Fatal Fury. I see why you'd change the command of the deadly rave but, well, the inputs are kind of what makes the move stand out from the rest. I wonder how players will take to just another Ranbu. Geese comes off as more of a character with calculated strikes, which is demonstrated through the old deadly rave motion. Honestly, i'm on the fence about that move. On one hand, it's interactivity is an attraction, on the other, what's the trade off for so many chances to mess it up?
You know who has a good example of how a rave should be? Dumb@$$ design or not, Momoko's "forced mixup" style rave (Hibiki also kind of had one in CVS2) seems to be how those moves hsould be... auto combos that have varying hit levels that don't necessarily all combo but force mixups for phat hits.
In the end, though, I think FG's should be about how you USE the move, not how you do them. But how will fans take to an ultimate nerfing of one of the deadliest moves in FG history?
Ha... I like to talk about FG's...
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The deadly rave has become an auto combo and (gasp!) a level 1. I never understood why SNK forced you to manually input each hit when, say, the Maiden Masher or Dragon Dance did it automatically.
I think, they made it Level 3 + manual input because you can let the standard animation run, and continue comboing, making Deadly Rave more varied, in terms of gameplay.
Auto-combos, on the other hand, rarely are able to be followed up on, unless it's a seperate move (Wolfs Bloom following Maiden Masher).
On topic; I'm kinda looking forward to this, but without watching the videos I don't know what to expect, which would be for the best, really. Mostly so it surprises me when released :P.
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What you're doing to Rising Storm is I guess SNK's approach to Rock's Rising (Raging?) Storm: Rock's Storm has the QCFx2+P command, however he seems to get hit out of it a lot more often and it also takes a while before it comes out. Not to mention Rock's storm has bad range compared to Geese's.
Terry's Power Geyser on the other hand has a QCB,DB,F+P command (slightly more complex), however in his more recent incarnations and with the presence of Rock Howard, his Geyser comes out almost instantly. As opposed to Terry's old Power Geyser, which had the same motion, however took a while to come out. In case you don't get my point; they change the character's supers to make the game(s) more interesting and to give characters more depth and learning value compared to other characters. You don't someone to be like 'hey guise I can use Rock so guess what I can use Terry too! Awesome!'
I don't know if you have Rock planned for your game, but if you are planning to include Rock, I suggest you change Geese's super back to its original form or even better, get it from '96. This way their moves have some significant difference between them. Geese's Storm is supposed to feel different from Rock's and each of them have their advantages and disadvantages for good reasons.
Also I don't think Geese's Storm had any invulnerability to begin with. Whilst the cage in '96 and NBC IINM can cancel out projectiles and hit enemies, Geese is still very much hit-able during the entire super. But there is however I guess a very brief period of invincibility every character gets during their superpause as part of the system or something. Not too sure about that though.
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there does not seem to be any invulnerability at all besides what the clsns dictate.
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Hi Dark Symphony. I like talking about fighting games too. I'd like to take a wait and see approach to the opening window for Geese's counters. The moves are pretty good damage and have the ability of countering hypers (thus even countering moves with invincibility windows like Terry's buster wolf for example for the price of nadda unlike the guard counters, which would still go through the move's invincibility). Timing should play a key in countering I think (but not something ridiculous like Heidern's counter). 4 frames is 1/4 of a second I think, so it's not so bad and it forces you to vary your offense slightly, so you're not a turtling Geese. We'll see if that works in practice though.
I'm heavily paranoid about DMs being chainable, because a lot of characters will suffer for their inability to do this. Already, I worry about Leona cause that damn energy ball of hers can be chained into her V-Slasher for close to 8/10ths of your life. Each character has a trade off, and Geese is a pretty powerful character as it is, due to his double air fireball ability and double reppuken. Giving him the ability to "break" the deadly rave, especially at level 1 (for example into fp into a second DR into fp into a RS) may affect balance. So once again, it'll be played on the wait and see.
Yeong Woong, Rock will be in the game. From the alpha of his character I currently have, he's already a much different character (much weaker, which will need to be addressed). The idea is for him to feel slightly like Geese, much like Robert will feel slightly like Ryo. Rock is definitely closer to Geese than Terry though. The difference in their raging storms is that Rock will have some invincibility, but less range, allowing for a more Power Gyser feel and use (minus the distance). At Level 2 Rock can delay his Storm and it is faster and more reliable than Thunder Rain. Thunder Rain, however, is unblockable. There are more minor differences between characters, which should hopefully lend themselves to people preferring one over the other instead of confusing the two. I don't plan on a Rock release for a while yet though, unless it is demanded of me by the community.
I'm trying to make a game that would be simple to pick up one character, but hard to master. There's nothing simple about (db, hcb, df +p), even for a guy who's been fighting since FF Special like me. Motions shouldn't scare you away from a character. My philosophy anyway. I might consider an official change to another, already incorporated, motion like (f,hcf +p) if there's more demand. Worse comes to worse, people can always go into the files and change it themselves. ;) Plus, let's not forget that there will be 40 characters in total, so plenty of mastering to do without having to memorize crazy button combinations etc...
I will finish K' this weekend. There will still be final tweaks and some AI programming if missfairy is still interested before the release. As usual, I'll keep y'all posted.
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I will finish K' this weekend. There will still be final tweaks and some AI programming if missfairy is still interested before the release. As usual, I'll keep y'all posted.
Of course! can't wait. ;)
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I understand.
Still though, whilst db,hcb,df+P indeed looks scary, it's not a hard command at all. For me, at least.
I can pull it off both on pad and keyboard with very little problems. I actually have more trouble with f,hcf+P (I usually go past the time limit you have to input the command or I end up doing something like Zanretsu Ken with someone like Ryo) and qcb,db,f+P (in characters/games without the d,b,f shortcut, I find it quite difficult to input this motion in certain situations, like trying to do jumping Hou'ou Kyaku with Kim). But that's just me.
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Iv'e been checking up on this topic from time to time, So I thought I'd give a little input. The Change to the Deadly Rave bothers me alot more than Raging Storm. Heck, Nightmare Geese by jin has raging storm as a QCFx2 command, and it doesn't bother me one bit. But deadly rave is just more iconic, you only really used it if you knew you could perform the move. It's a show-off move, but thats why I enjoy it so much, he has enough other specials that the Deadly rave is more of a bonus to those who actually learn how to play Geese.
Even so I'm looking forward to seeing how you make these characters play though, so I'll definitely check em out.
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Iv'e been checking up on this topic from time to time, So I thought I'd give a little input. The Change to the Deadly Rave bothers me alot more than Raging Storm. Heck, Nightmare Geese by jin has raging storm as a HCFx2 command, and it doesn't bother me one bit. But deadly rave is just more iconic, you only really used it if you knew you could perform the move. It's a show-off move, but thats why I enjoy it so much, he has enough other specials that the Deadly rave is more of a bonus to those who actually learn how to play Geese.
Even so I'm looking forward to seeing how you make these characters play though, so I'll definitely check em out.
I believe that's what he's trying to move away from, though.
He seems to want to make it so characters don't need to be "learned" In the sense that they have weird movesets or combo DMs you have to know how to preform or you don't get to use them. And instead have it so being good is more based around being good with said character as opposed to being good with said character AND being able to do some weird command.
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My point was that Geese has a large enough moveset where having one difficult to perform SDM isn't much of a detriment to a novice player. I agree that DB, HCB, DF is a pain in the ass to perform, even if you know the motion. The deadly rave however is quite easy to get started with HCB, F, and the followups are easy to perform if you know what they are. Though I think getting bumped down to a level 1 DM is worse than changing the command, as the deadly rave has almost always been Geese's strongest attack.
[Edit] Appearantly there were a few games in which Deadly Rave doesn't require manual inputs, It's just been so long I can't rememeber which ones. So there is precedent for that, I just think it should still be his strongest attack.
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Yeong. Sorry, upon read my response, I think my it might have come off more of a snappy remark than an opinion. I meant no insult. I am listening to all comments and suggestions. Trust me. We'll see if the motions bother you after you've played the characters a bit. We'll be in beta testing for a while I think. As for motions, I've noted that (f,hcf) is difficult to pull off when a character also has a (d,df,f) or even a (f,d,f) motion regardless of what order you place it in. I've noted that a good solution is to remove times for the latter motions. Seems to make the (f,hcf) take priority. All motions will have a 20 frame input time except for charge moves, which will be 15 (seems to make them more crisp). So hopefully there won't be too much struggling with Karate's Haoh.
Missfairy. Great. I'm working on K' right now, but it's gonna take a couple extra days (more to do than I realized). If all goes well, I can send you the first few characters by next weekend.
Shion. The key here is balance. Not just in game, but in terms of pick up and play. All characters have 2 DM, 1 SDM and 1 HSDM. The idea is that there shouldn't be a complex move in the mix that cripples the use of a character and thus limits a player access to a full moveset. I'm hoping you'll give Rashomon a chance. I was incredibly impressed with it in Real Bout 2, and have tried to mimic that powerful incarnation. In terms of flash, the HSDMs are big damage and relatively useful, but the super meter builds slow, so usually in a fight you'll only have one shot at connecting with it (Unless you're playing 5 rounds). So that should hopefully give a player that big feeling of satisfaction when they connect with one. Plus I just think it'd be lame if Rock and Geese both had a level 1 & 2 Rising Storm and a level 3 (Thus 3 out of 4 moves being exactly the same). The differences between them would shrink drastically. And Rock's Shining Knuckle as a Level 3 just doesn't seem to cut it when Terry's more powerful Buster Wolf is out there.
If anyone's curious, Rock's no sound alpha vid is still on youtube along with Geese's vid. Feel free to compare the two.
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Naw, I',m completely willing to test out your revisions, lots of people disagree about semantics, but were all out for the same thing, to have fun. So no worries there. And I completely understand about the variety point. I just look at it from a continuity standpoint, so I see good reasons why Rock should play similarly to Geese. I'll wait till I actually have a chance to play your version of Geese to comment further, which I'm quite looking forward too.
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Missfairy. Great. I'm working on K' right now, but it's gonna take a couple extra days (more to do than I realized). If all goes well, I can send you the first few characters by next weekend.
Alrighty :)
I had a question + suggestion. Are the bosses going to have their original boss syndrome? Or are they going to be more "normal" With high stats, or something.
Also, Kula DM suggestion (Nobody really seemed to do this, so I wondered if it was worth mentioning)
level 1 Dm - her ice world with diana.
level 1 Dm alt - a single diamond spike
SDM - a wave of diamond spikes
HSDM - from 2k2, with foxy, diana, and candy. But maybe edit it a bit so it seems more brutal? -shrug-
Also, I really hope you give her the intros/winposes with her girlfriends. I hate how XI and 2k3 removed them :(
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So far the only official boss character I've done (Rugal) is just gonna have more invincibility windows. His moves are already pretty potent/damaging. I didn't like 2k2 where they had to increase his life/decrease your damage to him to make him challenging. Orochi will be different than the other 3. I've got big plans for him. You and I can talk about it more soon.
Kula is gonna be my toughest challenge and the most radically different character on the roster, which is why she's slated to appear towards the end. I really like Diana and Foxy, so I'd like to put them in. The idea I had was for each one to appear in one of her throws (making the ice cube throw a special throw). And her DMs are going to look like this:
DM 1: Kula calls Diana to dash towards the opponent (like a projectile)
DM 2: Kula calls Foxy to slash the opponent up close and then spikes them with a large ice diamond
SDM: A revamp of DM 2 where Kula instead calls both Foxy and Diana to attack (once again only hitting close opponents)
HSDM: Her ice world super without the Diana pre-attack. (A screen filling super for a non-boss character should be level 3 only).
I've pretty much conceptualized all 40 characters. It's just a matter of making them now. :)
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Oooh, I can't wait to talk about Orochi ^^;
Ahh, that sounds very interesting for Kula!
I have one suggestion for those DMs ~ Maybe have dianna preform a uppercut slash attack if she connects for the first one? (Kind of like Mai's chinese music rush DM) It might make it look a bit more "painful" Then her simply dashing past you. ^^;;
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lol. Actually, because I'm not putting Chris in the game, I was gonna use the fireball sprite from his (d,f,d,f +p) Orochi DM. So it kinda ends up being like Foxy's Suicide SDM, minus the suicide and explosion.
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The Counter System. Unfortunately from what I understand Mugen's reversal.def will not recognize the different between standing moves that need to be blocked high and other standing moves.
iirc, it is clsn based.
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Edit: Here's the K' Vid: http://youtube.com/watch?v=bhzIWFVjTWc (http://youtube.com/watch?v=bhzIWFVjTWc) More updates coming soon.
Happy days are here. K' is finished. I'll post a vid soon. With the prelims done, I can get to tinkering with the priorities, invinicibilities and the dreaded two in ones. Barring that I'll also need to double check all credit and missfairy's gonna try to put some AI into these things. Sorry the delays are stacking up, but we all want a good release and honestly, I underestimated the time it'd take me to do all this. One thing I can assure you is that they will be release no later than the end of Feb. Guaranteed. I'm shooting for 2 weeks though.
Once finished the next batch of 10 will broken up into two releases
The first will include: Iori, Kasumi, Orochi, Ryo, Angel, Benimaru
The second will be MOTW release and will include: Jenet, Hotaru, Gato, Rock
As I will be taking a big breather and letting people throw me some feedback on the first 10, the next release probably won't be until sometime in late April/May. The list is subject to change, especially if I can find the Shermie voices I'm missing or figure out how to rip them (I'm dying to make her).
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Hi Dark Symphony. I like talking about fighting games too. I'd like to take a wait and see approach to the opening window for Geese's counters. The moves are pretty good damage and have the ability of countering hypers (thus even countering moves with invincibility windows like Terry's buster wolf for example for the price of nadda unlike the guard counters, which would still go through the move's invincibility). Timing should play a key in countering I think (but not something ridiculous like Heidern's counter). 4 frames is 1/4 of a second I think, so it's not so bad and it forces you to vary your offense slightly, so you're not a turtling Geese. We'll see if that works in practice though.
Trust me. In fighting games, it's bad to have conflicting elements because you either get overpowered things or useless things. For the latter, think of Elizabeth's counter in XI.
You do not want to tweak a defensive ability (counters) to promote an offensive type of play. If you want to discourage people from turtling with counters, take the counters out. If you want counters to not be overpowered, lower their damage. Don't make their applications too hard otherwise you'll just end up with a bunch of moves that will go unused, which, to me, is like my worst nightmare. It's what I try to avoid the most when making a character.
In CVS2, Geese could counter nigh instantly and he could counter almost anything that wasn't a projectile, even Shin Akuma's MAX super. Yet he wasn't even close to being the best in the game nor were his counters abuseable. The dangers that counter characters present is that you can't be predictable against them and you can't rely on repetitions of moderately safe strings. It's a good danger to present but it's offset, usually, by the fact that you not only have to guess the move, but the height it's hitting at (high, mid, low) AND when it's coming.
WIth a window before the counter, you not only have to know when it's coming, but you have to know it before, so you can't even time it iwth an attack. Any move 3 frames or under can't be countered unless the counter comes out before hand and any move blocked will create uncounterable situations if it leave enough frame advantage to allow for quick follow ups.
Counters should be the bane to predictable moves and strings. If you want to discourage players from sitting back and countering, simply remove the counters. Don't limit them to where they become a novelty rather than a practicality.
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Edit: Here's the K' Vid: http://youtube.com/watch?v=bhzIWFVjTWc (http://youtube.com/watch?v=bhzIWFVjTWc) More updates coming soon.
Happy days are here. K' is finished. I'll post a vid soon. With the prelims done, I can get to tinkering with the priorities, invinicibilities and the dreaded two in ones. Barring that I'll also need to double check all credit and missfairy's gonna try to put some AI into these things. Sorry the delays are stacking up, but we all want a good release and honestly, I underestimated the time it'd take me to do all this. One thing I can assure you is that they will be release no later than the end of Feb. Guaranteed. I'm shooting for 2 weeks though.
Once finished the next batch of 10 will broken up into two releases
The first will include: Iori, Kasumi, Orochi, Ryo, Angel, Benimaru
The second will be MOTW release and will include: Jenet, Hotaru, Gato, Rock
As I will be taking a big breather and letting people throw me some feedback on the first 10, the next release probably won't be until sometime in late April/May. The list is subject to change, especially if I can find the Shermie voices I'm missing or figure out how to rip them (I'm dying to make her).
Yay, nice to see k'.
And of course I'm still willing ;)
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My apologies for such a lack of updates. I have to be honest, I've been wrapped up in another project of mine (a writing thing), and haven't had the chance yet to get to work on those tweeks. I'm still shooting for the end of Feb though. Missfairy you'll be the first to know when the completions start racking up.
Dark Symphony, I will sincerely take your words under advisement. While I have enjoyed Geese as is right now and don't find his counters useless, I could be one among many here. But he'll have to be tested first. I know what you're saying with Elizabeth, but I've made Geese's counter more like Blue Mary's/Billy Kane's/Rock's and I doubt you could say those counters are completely useless. 2 things to understand: 1) Mugen's reversal def doesn't work like CVS2 counter system from what I understand. It groups all Standing normal moves into one category for example and doesn't allow for exceptions unless I make counters character specific and that would take forever to code. 2) Geese only has 2 counters now, not 3, so the amount of guessing the player has to do in anticipating an attack goes down. These factors are part of what I considered when I decided to add the 4 opening frames. For now, only DM Counters will have immediate counter properties.
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Yeah, I get what you're saying. I'm just not sure what you're trying to accomplish. I see many other feasible avenues to take as far as balancing counters.
CVS2's counter system WORKS the same although it might be programmed different. I'm not speaking about the coding so much as the in-game application. Is it your goal to have situations where a move cannot be countered even though you had time to input a counter command in and have the counter execute before you were attacked? And what will a player think when they see the move come out and hear the sound, if any, and still get hit?
Just some things to think about. Counters are weird. People are so used to them working a certain way, you know?
I'm actually just waiting for you to release ther character batches. I'm excited for that.
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I hope they won't disappoint most (can't please everyone ;)). I'm also excited about the release because then I can get some in depth feedback and with a little luck, some more people might take an interest in helping me out (the more help I get the faster I can release new characters).
Okay, so I've completed King's tweaking and 2 in 1s. I now have a blueprint for the others. Now I will place her in the hands of missfairy for a little AI magic. I expect to finish the remaining tweaking in the next week or so. I will keep you all updated.
Edit: Kim is now finished as well.
As for future releases, I think I'll divide the 2 I've mentioned into 3. Less pressure for me and less wait time for all of you. Cheers!
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Terry, Karate, Geese and Mai are on the verge of completion. missfairy has also started on the AI for Kim and King. On a personal victory note, I've managed to solve the sexy ko problems I had with projectiles (formerly a projectile hit wouldn't cause a sexy ko) by changing the line:
enemy, hitdefattr = SCA,SA,HA,SP,HP
to
enemy, stateno >= 3000
There are still problems with bind attacks and targetstate attacks though. I'll have to change all HT to some value that can be omitted by (enemy, stateno <= ), but I have to figure how to do that without screwing up what little organization I have with the characters.
Other bells and whistles I've added are H's flashing red screen KO + sound effect when someone is killed with a DM and the counter spark for counter attacks.
I also wanted to let you know that I'll be adding a little fan fiction in the pdf file. Think of it as an alternate version of the KOF mythos (like marvel's ultimate universe). I love to write and it won't take me long, so hopefully some of you will enjoy the alternate take. For those who don't want to be bothered, the fan fiction will be included at the bottom of the PDF, so that you don't have to read it if you're just looking for moves. The character specific blurbs will be in the profile section though. Sorry. If I can manage to complete the 4 above tomorrow, I should be on good pace to complete them all this weekend. Then it'll be some quick credit roundup, missfairy's AI upgrades and we'll be ready to roll, 1 week late, but at least it's not 2. ;)
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Well Terry, Geese and Mai are complete. Finishing up Karate. Also, after some head scratching and minor bugs, missfairy and I finally got King's AI up and running. Missfairy's got some really good code. It managed to give Sander's Benimaru a run for his money. While some might not be impressed that fact alone, I'd just like to point out that this is a huge improvement over the pathetically sad default AI that King used to have. Once missfairy's finished up the final touches on King and another fighter, I'll post a video of an AI battle. Thank you very much missfairy and R[E]ika for your willful and wonderful contributions to this project. It's really a lot more than it was when I started. Cheers!
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Sorry for the sling of updates, but as we come to the end of prep and towards the beta releases, things are starting to pick up quickly. I've pretty much done Rugal, which leaves only K' and Whip left to tweak. After playing against the final product of missfairy's AI for King though, I've decided to postpone the release until missfairy can give AI to all of them. The code is really good and challenging and really adds to each character. Missfairy's tackling Mai, Terry and Kim right now, so we'll keep you updated as more AI come to completion.
I'll also be posting a video with myself fighting against King. Hopefully I don't embarrass myself. ;)
Edit: Me fighting as Terry vs King with missfairy's AI: http://youtube.com/watch?v=ZqjrGsOr17g (http://youtube.com/watch?v=ZqjrGsOr17g)
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Okay everybody. All characters are completed tweaks and await further testing. Mai and King's AI are finished, so we're just waiting for the final 8. While you wait, I'll be uploading a relatively simple intro for any screenpack. It's a 5 second flash of the SNK logo I made. It's not much, but it's simple for those of you who, like me, currently have no intro (or one that satisfies). It'll be posted on megaupload (I'll post the link once it's up and post it in the releases), so grab it if you want.
Edit: Link here: http://mugenguild.com/forumx/index.php?topic=76515.new#new (http://mugenguild.com/forumx/index.php?topic=76515.new#new)
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While I applaud your efforts, perhaps you would want to have the characters tested for bugs before implementing AI that could have elements based around flawed iterations?
That's the way i've always seen it done...
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should not be too big of a problem, you can see it the other way, teh ai code cna help to stop bugs.
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The reason the wait has been a little long than expected is because Missfairy and I have been tirelessly checking AI for bugs and odd instances. Like R[E]ika mentioned, fighting the AI has allowed me the chance to uncover quite a few things that we missed, and Missfairy will tell you that I can be a little anal when it comes to details like AI producing unnatural moves and combos... Aside for some 2 in 1s that human players won't be able to do, I have let nothing slide, as far I have been able to catch. There will be more, no doubt, but at least there will be less.
An update. 4 AIs are now complete. Difficulty per character varies. I am also slowly making my way through Iori. I do not want to release him without Kasumi, so we'll see if Missfairy or myself finishes first. It might end up missing the initial beta release though. I've put it off for far too long already, so I won't hold back for 2 extra characters that can be released later. Everything else is set. Another week and a bit hopefully. Also, sadly, my fanfic will not be a part of the release. After completing over 20 pages and still not finishing, I feel it's too long for such a small release. Maybe in the future.
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yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
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While the code seemed clear before the AI, Missfairy and I found some things wouldn't trigger, others would get the characters stuck in a loop etc whe the AI used the characters. I've been able to fix behavioral problems caused either by Missfairy trying out experimental coding and forgetting to remove their triggers afterward, my wrong labeling of statenos for AI triggers and the fact that some moves need a special AI variable (9) changestate code to trigger their 2nd or 3rd states.
M:ken, the spinning fan move was originally from RB2 as her P. Power Super. They brought it in for KOF '98 as RB Mai's DM and SDM (the version of Mai where you have to hold start to select her). They also used it in KOF '99 as a main DM. I picked up the code from Jin's Mai (modifying it slightly). The flaming version is my creation and was never in a KOF or FF game. Since the move reminds me of Ken's Shinryuken, I thought the SDM should resemble the strongest version of that move (Capcom vs series).
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yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
link, kthnxplz
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yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
Nah it wasn't with my coding.
It was just I didn't know how to get a few things to work. ;P
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yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
link, kthnxplz
http://www.mugen-infantry.net/forum/index.php?topic=98445.0
http://www.mugen-infantry.net/forum/index.php?topic=98400.0
^^ those problems are most probably sorted by now but this one was the strangest everyone that tried to help cudnt figure it out lol
http://www.mugen-infantry.net/forum/index.php?topic=97228.0
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yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
link, kthnxplz
http://www.mugen-infantry.net/forum/index.php?topic=98445.0
http://www.mugen-infantry.net/forum/index.php?topic=98400.0
^^ those problems are most probably sorted by now but this one was the strangest everyone that tried to help cudnt figure it out lol
http://www.mugen-infantry.net/forum/index.php?topic=97228.0
Those have all since been resolved. (I need to upload those titles)
I wanted to let those interested know, too. That these AIs are supposed to replicate KOF games with improvements. (Lots of evasion, special use, ect) - They're not supposed to play like people. So hopefully nobody takes issue. --;
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The powerdrain issue was actually a coding issue that allowed King to skip the state with the Superpause and negative poweradd and go straight into the move itself. It was discovered that the second state was sharing the same stateno as a random integer for the AI, so I switched the AI numbers. We'll post here and on the help boards here if we run into problems that leaves us stumped. So far the only problem worth mentioning is that we couldn't figure out how to get Rugal to counter fireballs with his barrier, without severely crippling his AI. It's not a big deal though as he's still pretty though as is.
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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.
(http://i270.photobucket.com/albums/jj119/swipergod/rob.gif)
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. ;)
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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.
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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.
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Iori is complete and awaits AI coding from Missfairy. Here's a link:
http://youtube.com/watch?v=ut-C3a3F8fs (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.
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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. ;)
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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.
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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.
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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)
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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
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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
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Understood,good luck.
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Cool project, looking forward to the game.
Yes I posted so I can watch this thread! ;D
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What version will Ryo be based on?
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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 (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.
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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.
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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.
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Yeah that would be totally rad. (http://youtube.com/watch?v=31UL5YLQsKw)
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Yeah that would be totally rad. (http://youtube.com/watch?v=31UL5YLQsKw)
Damn that's cheap
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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.
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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.
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<=== Someone who's obviously never played KOF XI.
So the entire animation isn't CLSNed to parry..
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as you said. from kof 2000 to kof neowave, including kof 2002 it can't be cancelled to another parry or to neutral, only to specials, also it does not add any invincibility to you.
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Headspin with all the Ryo info. I wasn't aware the parry cancel ability. Admittedly, I've played XI very little. I figured it should have some follow up techniques, otherwise you're better off blocking, but I'd have to agree with the post that cancelling into anything has balancing issues. I'll look into it when time comes for Ryo to hit the operation table. Thanks for the suggestion guys.
Wild Tengu, I will look into the sprite sets and see if it's possible to bring NBC Ryo over. I'd have at least preferred to use the 2k1 on sprite set (with feet guards), but I haven't found enough edits for those either. The hcb move will not be included in this Ryo's moveset. Ryo is a very strong character as is with 5 moves. I'll be tweaking the invincibility in the dragon punch to make it even more threatening and yes, both version of the zan retsu ken will have autoguard (he won't have the uppercut version to differentiate him from Karate, but will have a regular and wire hit version). Takuma's versions both juggle, but have no autoguard. Robet's version will do slightly more damage for having no special abilities.
I'm really trying to underline the differences between each Kyokugen fighter, even down to their fireballs. For example, Ryo's fierce fireball has him moving forward to cover more distance, while Yuri doesn't move much at all, but her fireball travels further to compensate. Robert will have a higher fireball and a lower fireball that will both travel full screen at fast speeds and Takuma has your generic full screen slow/fast. Note on Robert, he won't be kicking his fireballs (that looked wrong to an old school fan like me). SNK has done a lot to separate these characters, but not all in the same game (and went a bit overboard with kick only Robert). I'm gonna try and bring the best of all versions into this one game.
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Happy Easter for those who are celebrating it. With the way progress is going, and the fact that missfairy finds next week to be a fair target, I will be releasing the final PDF will accompany my beta release a bit early for those who are interested and want to know the info about the game, credits etc... I won't be posting it in releases, only here on this topic as it will be a part of the official release as well. This is more of a sneak peek. I will complete Kasumi first though. She'll most likely be done tomorrow. For the pdf, feel free to comment, give thoughts etc... That's it for now.
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Kasumi is finished. Iori's AI is more or less done. Look for a link to both Kasumi and the PDF to be posted here some time tomorrow.
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Kasumi's Vid is up here:http://youtube.com/watch?v=nwyq9ORvozE (http://youtube.com/watch?v=nwyq9ORvozE)
As a bonus, I've thrown up a team AI battle here so you can see KOFE in action: http://youtube.com/watch?v=iq9DYpCSK_w (http://youtube.com/watch?v=iq9DYpCSK_w)
missfairy's AI is very tough, but shines more against human players than against other KOFE AI opponents. Note that in this video, you are seeing the unfinished Iori AI and Kasumi AI. We are also working to revamp Whip, which is why she was left out of this video.
I will post a link to the PDF file in a little bit and would appreciate any and all feedbacks, suggestions and comments. Thanks. :)
Edit: Here you are ladies and gents. This is the instructions and credits manual for the upcoming beta release:
http://files.filefront.com/KOFEpdf/;9872872;/fileinfo.html (http://files.filefront.com/KOFEpdf/;9872872;/fileinfo.html)
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This is the 2nd major sprite edit request I have. Converting Foxy to Diana basically. This is what stops me from doing Kula at the moment. I know that Alex and Tooya0 from Mugen Brazil were making a Diana that had this exact sprite edit, but no one seems to have that Diana as it was not release and it seems to have been cancelled. I tried contacting Tooya0, but got no response.
(http://i270.photobucket.com/albums/jj119/swipergod/fox.gif)
NOTE: This isn't the full sized image. That can be found here: http://s270.photobucket.com/albums/jj119/swipergod/?action=view¤t=fox.gif (http://s270.photobucket.com/albums/jj119/swipergod/?action=view¤t=fox.gif)
Here is a link to the Diana that has this sprite edit: http://youtube.com/watch?v=poW_E5ZUej0 (http://youtube.com/watch?v=poW_E5ZUej0)
If anyone has it, it would be a big step forward for this project. Or if someone'd like to give the edit a try, then please.
This request is also being posted on page 3 with the other. Thanks.
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Well just a quick little update. Kasumi's AI will be finished today. That leaves just 2 more to go. Still on track for a release this week. Hurrah!
Also, for those who skip the first page and miss the little updates I post there, I have added Krauser to the mix. I will use his '96 sprites, but try to give him most of his RBS moveset and velocities as that was the better version of Krauser imo. What the hell is he doing cartwheeling all over the place anyway? Wild Tengu is right, Krauser. You got no class. The idea is to make him a boss character truer to his kick your butt FF2/FFS self. Kaiser Wave will rule all. It's big news for me at least, cause Krauser is my favorite boss character and one of my all time fighting game favs. He will join Yuri, Andy and hopefully Robert (pending the sprite edits) to cap off the 1/2 mark of the beta characters. :) That would complete Team AOF (Karate, Ryo, Robert and Yuri) and FF (Terry, Andy, Joe and Mai). The MofW characters will be pushed to a later release. Cheers.
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Everything seems really nice from what I could see. The moveset is okay so far, nothing unbalanced and all characters seem to have decent moves so far. :)
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Thanks VPO. You should be playing them come this weekend. :sugoi: Then, you'll have more to work with and comment on. Hopefully, they'll live up to people's expectations. Missfairy seems to like them at least.
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Official Beta Characters Release: 03/29/08. Well, it's been a long time coming. Hopefully some of you will like the modified old school gamplay. Movesets will are unique to Mugen KOF Edition as are game mechanics. I look forward to feedback. My strength is in move creation, so there's probably a lot of little mechanical issues like corner push velocities and such that will need minor adjustments. Also, because I've been doing 10 characters at once, I have have missed misc things like some guard sounds or hit sparks, so hopefully some people will be an eye out.
Also, I've done my first attempt at remodeling my KOFE version of Kyo. Because the 99-2k2 version has more sprites than 2k3/XI, it'll just be a whole lot easier to use them. What bothered me was the fact that the 99-2k2 version didn't have the sun on his back, so I've added it to make my Kyo unique.
Normal Kyo:
(http://i270.photobucket.com/albums/jj119/swipergod/k1.gif)
Edited Kyo:
(http://i270.photobucket.com/albums/jj119/swipergod/k2.gif)
Any thoughts on this edit, while we wait the last 2 days before the release? I personally don't like the black sun, but yellow doesn't show up so nice on the white jacket.
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Wow that edit is super sexy. <3
I'd just leave it black. Gold/yellow will be hard as hell to see >.>""
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Thanks missfairy. Kyo will be part of the 2 character 3rd release to help celebrate the 1/2 point (when I get to it). It'll be him and Orochi. Hurray!
The betas are ready for downloading and testing. Link to the download thread is here:
http://mugenguild.com/forumx/index.php?topic=77659.0 (http://mugenguild.com/forumx/index.php?topic=77659.0)
Hopefully you guys will enjoy and lets make sure to keep this thread the main thread for big technical issues and discussion. Thanks everybody.
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Preliminary feedback.
K' created a clone when hit out of his SDM Heaven's Drive by a projectile.
Guardtimes seem too long on some special attacks (noticed on Iori), as if they were coded for DOSmugen.
King and geese AI is a bit projectile spammy, Terry AI seems to abuse rising tackle in corners.
That's all I noticed so far, But I thought I'd post to let you know. I'll add more feedback when I get a chance to play with them longer.
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Hi Shion. Good to hear from ya. So that K' clone issue still exists huh. I thought I got rid of it. It has something to do with the sunglasses helper I know (using a code or animation that doesn't exist). Guess I fixed the wrong code. Hard for me to test all by my lonesome. Guardtime will be examined. I've fixed Terry, but other will be looked into. AI issues come from missfairy still learning the ropes with some code executions (I have very limited AI knowledge myself). I'll pass on the info. Missfairy's already working on a new AI base for future releases, so that should hopefully help out a bit. Thanks for the info. Look forward to hearing more.
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Preliminary feedback.
K' created a clone when hit out of his SDM Heaven's Drive by a projectile.
Guardtimes seem too long on some special attacks (noticed on Iori), as if they were coded for DOSmugen.
King and geese AI is a bit projectile spammy, Terry AI seems to abuse rising tackle in corners.
That's all I noticed so far, But I thought I'd post to let you know. I'll add more feedback when I get a chance to play with them longer.
Geese is supposed to use reppuken quite a bit.
King is supposed to use projectiles as distractions/cover fire. Or spam them for people who try to hang back too much.
Not sure if that's what you mean, though. If it's something else let me know^^
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I'm a little disheartened that I didn't receive much of any feedback save from a few people (although a few have told me their feedback is coming). Oh well, c'est la vie. My project continues on. I've almost recharged my battery and will be ready to take on the next 4 characters in about a week or so. Actually Chizuru's already started, but just the preliminary stuff. She's gonna be one of, if not THE hardest character to mod. Sander's Chizuru is the model. I'm hoping to make her more horrifying than her '96 days. With Rugal's success, I'm sure it'll work out.
I will keep you all posted, as I always have and will continue to patiently wait for suggestions, feedback, etc... If all goes according to plan, the next 4 will be ready for download somewhere around mid May. Missfairy's still gonna be doing the AI and she's hoping for a little feedback herself. Look for more updates soon.
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For K's clone problem, try either removing the sunglasses Clsn2, or give the sunglasses a nothitby, if they don't already. Make sure that they aren't hit by projectiles with NP, SP, or HP. The latter is probably the better option.
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Thanks. I remember having this problem when I was fooling around with a few screenpacks. Helpers would pop up for first attack and could be "hit". zzzasd put a reversedef instead of a nothitby and for some reason I thought it'd work if I had hit trigger a new state that I had created. I was wrong. Ishida-Uryuu, your plan B sound like a mighty fine idea. Because it's such an obvious problem I'll re-release K' once it's fixed along with the other 4 characters.
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Chizuru should be done sometime tomorrow I'm thinking. She was a real beating to edit. I created a new SDM from that took a whole 7 hours to program correctly. Definitely grown at a programmer a bit, cause there'd have been no way I coulda done that a few months back without yanking out all my hair. Sander's code was really clear on how to do all the mirror images. I created a new teleport style move similar to Maki's from 03 minus the reflect ball at the end. Well, I'll update this post when I've got a vid. Should be in the next day or two. I'll be starting Ryo in a few. He'll be my breather cause he shouldn't be too hard to manage. Then I'll do Angel and Joe. Cheers. ;D
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Doesn't seem like theres many people testing this, you should probably use the releases section for feedback on your next release, since it seems like more people check there.
Anyway, I couldn't find any more bugs. But I do have a definite impression of your characters now.
After playing quite some time I started disliking the Fatal Fury supersparks, just doesn't feel like KoF.
I think the AI on the whole is a little to "perfect", Some characters Roll too much, and it's almost impossible to even hit them once. I don't know if you like AI that hard, but it can get annoying after playing against them a while. I'll go over each character individually with what particular things I dislike, and what I feel are problems.
Rugal: Well, you've emulated SNK Boss mode here quite nicely on both AI and Move fronts. He's fine I guess, since he is a boss, so you should probably leave him as is.
Geese: Easier than Rugal, doesn't overuse roll, so thats good. Spams Repuken's alot at range, and doesn't use Jaeiken very much. Deadly Rave does too much damage for a level 1 super IMO, halving the last hit would be perfect.
Kasumi: Her unblockable auto-combo is pretty cheap, which isn't helped by the fact that the AI spams it on cornered opponents. Also her DM Unblockable command grab could use some sprite edits as it looks kind of funky.
King: King has a lot of auto-combos and the AI uses them a lot, also she uses roll way to much. The projectile use is less a problem then I initially thought as she won't use them up close, instead she'll just spam roll until she can get an auto-combo off. Smart play from a human opponent, but not well suited to an AI that can do it reliably all day long.
Mr. Karate: Pretty balanced character here, Only have 2 problems with him. He uses Zanretsuken to much trying to get falling opponents. Secondly I'm not liking the Hadouken sprites for the Haohshouken.
Mai: No problems here, can be quite tough to beat sometimes, but doesn't rely on any one move more than others that I've seen.
Kim: oh boy, this guy abuses his ground stomp, he uses this way to much, followed by his rising attack. If you can get him to vary his moves a bit more I think he would be great.
Terry: As I mentioned before he uses Rising Tackle to much. I think he'd be great other than that.
Whip: Played fine to me, no suggestions I can think of.
K`: K` uses his "roll" a little bit to much, no other problems
Iori: Nothing stood out here, seems okay.
These are my personal opinions of these characters, a lot of it is subjective, so keep that in mind.
Also, I want to add that I like what your doing, and look forward to your next release.
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Hey Shion. Good to see ya again. And thank you for taking the time to write such a large response. Personally, I love the MotW sparks. I'm not as big a fan of the RB HSDM spark, but I've gotten used to it, and it's the only thing out there that I can think of that is "bigger" than the garou P.Power spark.
I also wasn't big on the Shinkuu Hadouken being Karate's big fireball. I really do want to keep the fireballs different though. I'll see if Marco's S.Power Haoh fits better. I was also thinking about the Kasumi DM grab. I realized after I coded it that the DM freeze happens at the wrong moment. I'll fix it for a future release. As for the Rave damage, all DMs range from the 310-270 damage range (out of 1000) depending on the character and the ability of the DM itself. I believe Geese's is 305 total for the Rave, so it isn't more overpowered than any other DM in terms of damage. Maybe it has too many invincibility frames? Unblockable Autocombos are basically throws with a couple of differences. The biggest ones are that they can be dodged and the character using them becomes hittable after the first hit of the attack.
I'll direct the AI stuff to missfairy. She's actually been working on a new AI system, so some of your concerns might be addressed. I unfortunately did Kim and Karate. Karate seems okay, but Kim is crazy. My lack of experience in this field is most likely to blame for that. When missfairy has time, she might go back and correct my mistakes.
Thanks for all the comment/opinions Shion. Just to let you know, I welcome opinions, so long as they aren't intentionally meant to be demeaning/insulting. I can't expect everyone to think like I do after all. Makes for a good window into the preferences of others. I am also glad you enjoyed the releases. Thanks again. More to come soon. :)
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Thank you so much for leaving Feedback, Shion! (I really wish more people did)
The evasion/throw/move spam issues are (hopefully) going to be corrected in the next version of my AI. I've been trying to find ways to make AI function more intelligently without having to depend on move spam and stuff like that. - We'll see how things go^^
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swipergod. its niwaniwa the sexy ko advocate champion. my input is this.
the game is great. i don't have aproblem with the ai because i read that you're tweaking it.
maybe roll could be toned down a little?
and be sure to make chizurus sexy ko especially sexy!
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No problem Swiper and Missfairy, I think your both doing a great job so far. After all I couldn't find any bugs besides the K` thing. And the AI is pretty good, for a first draft, I'm sure you'll Iron all the bugs out ;)
Keep up the good work.
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lol. Chizuru's sexy KO will be Anonymous' and [E]'s. It's very well done and fits the game well so I didn't even have to mod it. :) Thanks again Shion. I'm just glad to hear some input.
I've finished Chizuru, although I'm not as happy as I could be with her. I can't figure out how to "powerseal" Specials and DMs. Sander's version would have the opponent get hit every time they tried to attack with one. The problem there is if an opponent is invincible they won't get hit and their move won't get "sealed". I've tried a couple things, like a bind state and targetstate changes when specials are activated, but with no success. So the alternative I've come up with is that Chizuru's powerseals (Level 1 and 3) merely drain 1 or 3 Levels (getpower = -1000 or -3000 respectively) if they connect. Like I said, I'm not big on that as I'd prefer the actual powerseal, but it's a decent replacement I think. If anyone has power seal suggestions, please post 'em, cause I'm stuck.
I'll post a video some time tomorrow.
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there are plenty ways to seal special moves! but you would have to code them in all of your characters seperate.
maybe you can have something from a -3 state trigger a target change state whenever an opponent enters a special move state number after getting hit by the super. like if you hit with the super then for the next 10 seconds if the opponent tries a special move it pops them into a state to nullify it
otherwise you would need to go to each character and put something in the trigger to make it to where in order to do the move at all they can not have been hit with chizurus move.
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another way i think of is also requiring you to program it into each charater seperately. so when chizuru hits them with the move, they enter a state which can be set to trigger a var. then you can have one of the triggers for each special move be "var(xx) != (whatever you assigned)"
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I agree with you niwaniwa. I figured a -3 would cover it (kinda like the way sexykos are programmed). I was hoping to avoid that because I've already released 12 characters and they wouldn't be compatible with the move. I'll probably add the code in after I test it a bit for a future release (final release?), but unless there's a way of programming it specifically into Chizuru only, I'll have to use the level drain for now instead. Actually, the reason I'll be doing Blue Mary as one of the least characters is because of that same reason. I'll have to go into every character and give them arm and leg snap animations. It'll be fun! ......
Here's the Chizuru vid: http://www.youtube.com/watch?v=8qvzgT0Ac6c (http://www.youtube.com/watch?v=8qvzgT0Ac6c)
You'll notice a couple of changes. I tried to blend her with Maki a bit to make her boss worthy. The teleport and the SDM are Maki style moves. I've made her drill leap a "seaking" move to save from having 4 separate commands for one attack. She returns to her '96 style roots, but her illusions DM is 2K3 style (no following up). It's actually a lot scarier than you think, because none of Chizuru's illusions count as projectiles and her DM illusion can't be hit. So, for example, Geese could do a Rising Storm, Chizuru could do her illusion dance and if Chizuru's main body is out of range, the illusion will go through the storm and hit Geese. All for the sake of making her a boss. Rugal had his cheap grab you out of a roll throws and barrier DM, so this should match hopefully.
I'll get the next character done this week. Ryo or Angel. Not sure yet.
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Jin's Ash Crimson has a seal move, perhaps check his code. His characters are open source too, so If it works there should be no problems using it.
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Thanks Shion. Was trying to figure out what other characters had seals. I'll check it out.
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Who's Joe are you planning on using later on?
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I have H's Joe. I think it had a good alternate RB style version in addition to the KOF style. And I really like his work (although I'm personally not big on the "chose your mode" thing). I like the explode he has on the tiger kick. I'll have to add a couple sprites from what I remember, including the RB style tornado for his HSDM (I love it. It just looks so massive). I've been reading up on the post you made for your Joe. I haven't tried your characters yet (I'm over 6 months behind on my mugen creations). Once I do, I have no doubt that I'll probably learn something from them though. My Joe will play differently, but I'll probably be able to pick up some of the more technical aspects you mentioned in the character release post.
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lol. Chizuru's sexy KO will be Anonymous' and [E]'s. It's very well done and fits the game well so I didn't even have to mod it. :) Thanks again Shion. I'm just glad to hear some input.
I've finished Chizuru, although I'm not as happy as I could be with her. I can't figure out how to "powerseal" Specials and DMs. Sander's version would have the opponent get hit every time they tried to attack with one. The problem there is if an opponent is invincible they won't get hit and their move won't get "sealed". I've tried a couple things, like a bind state and targetstate changes when specials are activated, but with no success. So the alternative I've come up with is that Chizuru's powerseals (Level 1 and 3) merely drain 1 or 3 Levels (getpower = -1000 or -3000 respectively) if they connect. Like I said, I'm not big on that as I'd prefer the actual powerseal, but it's a decent replacement I think. If anyone has power seal suggestions, please post 'em, cause I'm stuck.
I'll post a video some time tomorrow.
her sexy ko needs to be sexier (i saw their edit)she should loose the belt too
thanks for your comments on my ideas. hopefully you find a good way to make it work!
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For your characters (I didn't look when I tested them), did you standardize all the state numbers?
If so, then abolishing special moves with Chizuru might be far easier than it seems.
It looks like, from the video, you're using the Maki 2K3 style "quick" special move seal?
In my opinion, that should only be a lvl 1 super. Make it something that Chizuru would be looking to spam to keep her opponent on lockdown. Maybe giver her other ones that abolish different abilities?
All I know is draining 3 lvls of super from someone could be deemed rather harsh. I could almost say the same thing for lvl 1's.
Does she actually drain and keep the super or do both characters lose the meter?
I also saw a new super you gave Chizuru. It looks pretty flashy but I think it makes some of her other ones obsolete at that level.
I like the idea of a homing image attack but maybe you can give her also ones that can be sent to specific areas as when I play Chizuru I often use that move to create fear and control space on top of just trying to hit the opponent.
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I think you should just use a var-counter for that. and check for it in the cmd.
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All states are standardized for the most part. Ie) Projectiles are [1000,1099] and specials are [1000,1999] and so on and so on...
[E]. I'd tried using the var counter included in Sander's code already, but just tried to change the effect in the helper. For some reason, I could only get the hitdef method to work and that method isn't very reliable. Not sure if you have any suggestions as to what the var should trigger. targetstate didn't work, I can't bind the character. I'm thinking I'll have no choice but to add a seal code to every single character.
Dark Symphony. I also assumed that it would be a simple fix specifically because I coded for simplicity, but I'm still out of my league in terms of getting the code to seal moves properly. I am in the middle of coding Angel at the moment. Once she's done, I will return to Chizuru and see if I can figure out a way of making some type of persistent interruption, but unless there's some code out there that can give me an idea of how to proceed, I may be stuck. I'll have to check Jin's Ash and a few others though.
I reanimated Chizuru's seal to cut out useless frames (make the animation smoother), but keep the pose I preferred ('96-'97 as opposed to '98). The attack and movement are the same, the animation is just different. And it is a level 1. To be honest, Chizuru's already pretty cheap as it is without super pumping her even more. The new teleport I added, really tips strategy in her favor. Missfairy initially thought herself that Chizuru might be a bit too weak to be a boss, but after getting used to her control, she agreed that Chizuru may already be cheaper than Rugal as is, which is pretty damn cheap.
The powerseal move as it is right now is intended to be balanced regardless that she's a boss. At level 1, she does less damage than regular level 1s and it only seals 1 level. At level 3, it deals less damage than other HSDM and can be airblocked (rare for a fullscreen DM), and removes all 3 levels. I feel that it makes it somewhat of a gamble to use, but the payoff is huge. Both only drain the level, they do not absorb them. Still pretty scary in my book. I don't feel her SDM makes other DMs obsolete. It's fast, but rather easy to dodge from a distance and leaves her wide open for quite a few ticks. It also doesn't control position the same way the illusion dance does with all the multi-hits pushing power. That move is far better for getting out of a corner situation for example. And it doesn't drain any levels from the opponent.
I personally also like the position control aspect they introduced in 2k3, but giving a player 4 choices for 3 of her moves makes her overtly complex in my opinion and the idea of this project is to simplify gameplay a little. Before making Chizuru, I played through '96 quite a few times as her to get a feel for the cheaper boss version of her and she didn't require positioning. Chizuru has 6 moves and each one of those moves goes beyond the simple slow/fast or short/far mechanics, with one technically being a projectile, while the other is technically a rush. In the end, I may even need to tone her down a bit.
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Quick FYI update. Angel's at 85%. I'll probably have a vid up by the weekend. Would've finished her sooner, but Naruto is such an addictive series. She's pretty complex. Even with the revamped move list. When I throw up the video, I'll appreciate any first impressions people can give me as she's the first radically different character. After she's done, I'll recheck Chizuru and see what I can do with her and then move on to Ryo. Ryo should be a breeze because I've already did most of the changes I wanted to do with the alpha version. He won't have his Mr.Karate sprites because after a thorough inspection, I noticed he uses way to may that are just Takuma with a Ryo head. Joe will be last. Chizuru's AI is not yet complete, so I think, realistically, the next 4 won't be released until the end of May. I'll work on trying to get it done sooner though. Cheers.
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Angel: http://www.youtube.com/watch?v=BJ8bdgEN78E (http://www.youtube.com/watch?v=BJ8bdgEN78E)
She's the most different from her original counterpart than any other character I've made so far. I've made her circlet commands and branches follow Kyo's Firepunch style. However in keeping with the circlet original ability, portions of the weak chain can be comboed from other moves, and her DM will also chain. You'll see in the video a few combos. I'm not very good at this style of play, so I botched a couple combos, but you'll get the idea. Even though it doesn't look it, her HSDM is actually a throw, not a rush. Anyway, Ryo on the way. Let me know what you think.
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well....I like the HSDM, it's creative...but I'm probably not best person to comment about this because Angel is one of my favorite characters, And I've mastered her style of game play and like it a lot...So I'm quite biased.
So my honest first impression: I'm very dubious about changing her unique moveset, She's one of the most unique and fun characters I've ever played in Fighting games. BUT, I'll wait until I get hands on with the character to make any real statements about her game play.
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Well if you're a big Angel fan, then you might be more qualified to answer this question than I am. Let's say you have a friend who's more used to the Shotokan style of playing, but is looking to branch out and try new characters. They think Angel is interesting, but hard to figure out how to play. As Mugen allows you to program characters, you are able to remedy this. How would you make Angel more accessible for your friend. Honestly, I'm still a little concerned about how Angel turned out because I think she's still a little tough to play well (kinda like Whip) and I think I stayed a little to loyal to her old format.
I'm trying to give new players to the series a break and old players a little twist on the styles they're used to so my game isn't just rehash, but something new. A new style to master, if you will. Easy to pick up, means more people will challenge you with different characters (I once went to a SFA2 tournament where over 50% of the players used Akuma). I know there are super hardcore people out there don't really like something different and would rather play the same old Iori again for the 50th time. They've already let me know and that's fine. Some people spend thousands of dollars repairing the first car they ever owned instead of buying a new one. Nostalgia, familiarity, comfort. Hard things to replace. But really, no one ever said you have to get rid of the old one. Anyway, as an Angel player, feel free to to tell me some of the things you feel I should tread carefully with. No harm in listening on my end. :)
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You might want to add those intros/winposes, i ripped them using the debug.
(http://i158.photobucket.com/albums/t117/maximilianjenus/anchanintro.gif)(http://i158.photobucket.com/albums/t117/maximilianjenus/pulldownanim.gif)
slightly nsfw, this happens after you get too many of the first two.
Spoiler, click to toggle visibilty
(http://i158.photobucket.com/albums/t117/maximilianjenus/accident2.gif)
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I see what you mean about simplification, Swipergod, but perhaps you can leave a little room for those who want to make things more complex?
I think one of the most prevalent misconceptions going on right now is that simple games cannot be complex. The whole competitive nature of fighting games is the basis of simple games becoming complex. You can see this with numerous games. Black jack, checkers, pinball. Some people just hit until they're at a certain number in blackjack. Others take into account where the dealer must stand and what cards are on the table. Some people just move pieces to the end in checkers to get king'd. Others fortify positions and create mistakes. Some people just hit the ball in pinball. Others hold the buttons down at all times they're not swiping at the ball to create a smaller area for the ball to go through in case they can't react in time.
I think the key to fresh games is creating something simple that allows room for complexity. It gives people both a chance to have fun and a window to get into something deeper if they desire. Many developers right now are trying to lock out advanced tacticss and high level play because their quick fix for the dreaded "skill gap" is to just lower options and give advantages to losing players, which creates a conflict of interest as the players should be seeking to win.
Just something to keep in mind. A homing image with Chizuru would be cool because an opponent knows that at any time, I can throw an image right where they stand and that creates a mind game. But a lot of that game is lost if I can't fake them out and throw one elsewhere. It's not necessarily "complex." It's just two moves with different properties. But I, as the player, can make them as simple or as complex as I want them to be. The complexity comes from the application, not the execution.
Which brings us to Angel... I don't like characters who lack rhyme or reason, and she did big tyme. Too many moves that came out in arbitrarily placed situations that required too much memorization.
If I controlled the chain circle combos, they'd be far simpler.
I'd either limit the openers and really make Angel work for this canned devious mixup
or
I'd give her simpler openers and make the chains more about harassing and whittling down an opponent.
I'd give her 3 attacks max in a chain and then a finisher. The finishers would do more damage depending on how far into the chain you are as you've taken more risks of your opponent escaping. They'd also do more damage depending on how many hits you've landed.
With 4 attack buttons, each one would do one command in the chain. One would do an overhead. One would do a low. one would do a quick midlevel attack and one would do a throw.
The overhead, of course, to hit low blockers. The low to, of course, hit standing blockers. The mid to interrupt slow attacks and stuff jumpers and the throw to chuck rollers.
Each move would be given phat lag afterwards to keep Angel from linking non-chain circle normals. She could still cancel them into other chain attacks for combos.
The overhead would be slowest, invulnerable to low attacks.
The low would be average speed. Invulnerable to highs. Can link from the overhead for a guaranteed hit.
The mid would be relatively quick. Quick enough to stuff most attacks if you're coming in with some frame advantage from another attack and quick enough to hit jumpers. The move cannot be airblocked and knocks down but creates no juggle opportunities. You just get to restart the guessing game if you score a knockdown with it. Again, it only knocks down airborne opponents. It can be linked from both the overhead or low for a combo.
Again, you can use any combination of these 3 moves up to three times before the chain will end.
The final button, the throw, simple does a throw that has a bit of startup. one reason is so people can react to it if they expect it, the other is so that people have enough time to escape blockstun and roll. So basically, you use it to chuck blockers and rollers. It should be slow enough to allow people to leave hitstun so they can get thrown but quick enough to grab people out of guard cancel rolls (I can't remember if you had those in your game).
You'd also use that button to execute finisher commands. One is just a phat hit that links off of any successful chain circle attack. One is a counter with quick startup but big recovery. The point is to give Angel mad control but not too much if the opponent is patient but still enough to maintain a bit of control over an extreme turtle.
The counter is there to prevent a universal escape for any character as some characters will have moves that will most likely straight up eat any chain circle move due to quick start up and invincibility (see: Uppercuts).
I'd give her two supers out of it. These would not scale depending on where she is in the chain. One is just a move for damage. I hate Ranbu supers as they are overdone, but that's what she had before.
The other would be kind of a low damage super that would be safe on block. It allows her to opt to burn meter for a safe exit out of the chain. The super meter requirement would keep her from abusing it.
Chain circle attacks would give no meter on whiff, very little on block and a normal amount on hit.
Sounds complex (because every character is) but the applications are simple enough to where anyone can use it and accomplish something. You have the simplified commands that use only face buttons and no directions. Anyone can simply go into a high, low game until one lands and then do a finisher and still get most of the effective purpose out of the move.
Others have the option to really get into it and find out which chains link into others and can start baiting counters and rolls to improve their game.
So beginners can immediately see the brunt of the results of effectiveness and advanced players can start min/maxing their game plots.
I don't know if I wrote this more for you or for me...
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Hey [E]. Thanks for the additional sprites. :) A little fun for everyone's favorite abandoned character. I'll see if I can fit them in somewhere. Missfairy's still working on Chizuru, but once she's done and she does a prelim AI for Angel, I'll forward Angel your way.
Dark Symphony.
:o Wow, and I thought my posts were long. :)
Guess I should've been a bit more descriptive in what exactly I did with Angel. ->
-Chain Circlet -> d,df,f + wk (hits low) -> d,df,f +wk or d,db,b +wk
-From d,df,f +wk -> d,df,f +wk (M block but more range) or d,df,f +wp (must be blocked low) -> d,df,f +wp -(finsh)
-From d,db,b +wk (this is a trip) -> d,db,b +wp (elbow drop that hits downed opponents)
-At any point you during the second phase of the circlet or later you can press wp+wk to do her dodge
This is what I meant by Kyo style branching. Very, very similar and accessible.
Fierce Chain Circlet is an unvarying combo that crouching opponents will have a hard time hitting you out of.
-F. Chain Circlet -> hcf +sk (hits high) -> hcb +sk -> d,df,f +sk -> f,d,df +sk
Off her rush "spear attack and her weak force punch she can link Phase 2 circlet moves. The circlet DM will also chain at any point after a Phase 2 move. If you watch the video, you can see all the adjustments made and all the circlet moves in action.
Thing is Angel doesn't have to rely on her initial circlet as much anymore. She can do the leap grab outside of a circlet, and the Circlet DM as a regular rush DM if you so choose. There's a lot of variety. What worries me, mostly, is balance. I think the risk and lack of speed Angel has offset her damage. But honestly, she can do a lot of damage, and pretty easily at that, should she connect.
Generally though, it seems we agree on idea behind Angel's modifications Dark Symphony, although the end results are different. So that's reassuring. :)
Well, we'll see how she plays for ya when she's released. Don't forget to post feedback if you can.
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Lots of text in only a few posts, lol. Anyway, I'll hold of comment until I can actually play your version of Angel. I'm trying to be open minded about your revised gameplay. I don't however think you should make the DM useable without being a chain circle finisher, IMO it might overpower the character somewhat, but its hard to tell without actually playing as and against her.
I still think your doing a good job with this, even if we have some ideological differences, I look forward to seeing your Chizuru and Ryo as well.
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Thanks Shion. I tend to agree with the DM situation, but I don't like limiting it to a circlet combo (and a successful one at that). What I've done is taken away its ability to juggle. So it'll hit ground and air opponents, but not falling ones. That tones it down a lot. Also, the strong circlet combo cannot be varried, so the DM cannot be executed during that move.
I'm at about 50% with Ryo. I'm gonna look at Chizuru afterward. Since doing Angel, I've caught a few errors with all the characters and their hit states, so I've had to fine tune a few. Also gave Karate the Marco Haoh Sho Ko Ken. It looks nice. K' stupid clone issue is still giving me problems even with a nothitby SAC added in. I'll figure it out though.
What I'm gonna do is post 6 vids for extreme combos that my characters can do. Some take more skill than others. These exist even in the current releases, but I figure for those who like this kinda thing and haven't found them yet, I might as well show the few "forbidden techniques". I'll post the links once they're up.
Edit: Keep in mind these are tough to do in a real battle (they're hard to do in training mode).
Chizuru: http://www.youtube.com/watch?v=Gzn1MignYTY (http://www.youtube.com/watch?v=Gzn1MignYTY)
Angel: http://www.youtube.com/watch?v=sP3EY9JiekM (http://www.youtube.com/watch?v=sP3EY9JiekM)
Rugal: http://www.youtube.com/watch?v=KtlwA5GGKYQ (http://www.youtube.com/watch?v=KtlwA5GGKYQ)
Kasumi: http://www.youtube.com/watch?v=9ro_Nzm_QmU (http://www.youtube.com/watch?v=9ro_Nzm_QmU)
Terry: http://www.youtube.com/watch?v=LBhyQgMOqec (http://www.youtube.com/watch?v=LBhyQgMOqec)
Leona: http://www.youtube.com/watch?v=4u-tXgpDo4I (http://www.youtube.com/watch?v=4u-tXgpDo4I)
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About those hit states, If your planning on doing Clark or Daimon or any other grappler, you might wan't to get them ready next, since you'll probably have to do more fixing for the other characters hit states and such. It might cut down the work you have to do in the future if you make your characters compatible with the grapples now...I think...
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Indeed. I've tried to universalize since the beginning, but I caught 2 major problems while doing Angel that I missed. Some characters' 5000 & 5010 spirtes were numbered 10,1,20 instead of 10,20,30. This was bad. Other weird numbers included 5111 instead of 5112 and so on. Not that I wanted to leave them, but more that I forgot to change them. I also had to remove states 5091 & 5092 which were cause invisibility glitches and weird states.
Unfortunately, Goro will not be in my game. Clark will be. He's in the works for the 4th wave. Other issues will come up, like Blue Mary's limb snapping and new special intro for pre-existing characters, but I'll get to them as they come. I'll overload myself if I have to concern myself with everything at once. The reg states have been changed though, so I'll have to update the original 12. Sucks, but c'est la vie. If anything, I can add Chizuru's power seal to everybody as a back up if people don't like the current power drain thing.
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Okay, I don't pay enough attention and didn't check this topic, so what I posted in the release topic, I'll copy-paste it here.
First link sends me to front page, second links leet me download the chars pack only. Can't get the chars+bonus pack. Apparently you still haven't quite fixed that, I thought your April 27 edit meant you did.
bridge_evening by その他
o_O その他 means "others". It's the download type. If you check, all the stages are labelled as "stage (others)".
Also the "direct link" on that stage doesn't work : the site is a dynamic news site, the "direct link" you give definitely isn't going to show the stage you meant to link to. You should link to the actual page, which would be a link such as this one (http://mugenchara.blog.shinobi.jp/Entry/474/).
I'm not exactly sure I should be allowed to juggle Rising Tackle over 3 times for over 460 damage.
Legs of Conquest (d,d +p) sk version
Also the Buster Wolf command says 2qcf+2P but it's 2K.
Whip : can't do String Shot ; Assassin Strike and Desert Eagle command as given in the PDF overlap (can't get DEagle)
Some debug text (Whip's Whip Shot for instance gives a "truncated to integer" error, I think there are some "missing required anims" too) etc.
"K' (Prime)" ? No it's dash, not prime.
K''s "Plus attack" after Crow Bite doesn't hit Rugal. His Blackout just doesn't come out. PDF says Air Trigger is qcb+P, but it's qcf+K.
Leona's Earring Explosive is written as qcb+K but it's qcb+P.
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Super huge thanks Baiken. This is good feedback.
I will check the PDF and correct all the bad inputs. Those inputs are the original inputs from the conception stages. Since creating the characters I've changed a few.
Don't know what's up with the missing animations. I'll check whip out. To my knowledge though, there are no missing animations with any character in terms of attacking.
K' is now known as K dash, but his original name was K Prime. He's the first/main Nest creations that other Nests creations were based off of. I remember the name K Prime appearing in promotional materials for KOF 1999, meaning in reference to Krizalid he was the main K as opposed to the "other K" or K clone. I believe I've seen wikipedia and a few other sources stated the names K Dash and K Prime as being interchangeable. I'm not creative enough to start making up character names.
Missing collisions could be the result of the K'/Rugal glitch. I'll look into it. Thanks again for all the bug/mistake catches.
News:
Ryo is finished: http://www.youtube.com/watch?v=9jhIu4d1bwo (http://www.youtube.com/watch?v=9jhIu4d1bwo)
He's nothing fancy, but pretty balanced. Works as a punishment type character that can unload massive damage at once if your opponent starts getting greedy. Ruben's allowing me to upload the newer version of characters up at http://www.mugenhistory.com (http://www.mugenhistory.com). I haven't uploaded them yet, but that'll be the place to upload the 4 new characters and the less glitchy versions of the original 12 once they're finished. Also, Walt's going to help out with the Robert sprite request I posted a while back, provided I give him the proper materials for the conversion. Last, but not least, missfairy has completed a newer, smarter version of her AI with Chizuru. It's actually quite good at making comebacks if you start to slack.
Joe will probably be finished by next weekend-ish. Missfairy will probably need another week or so to wrap up the other AI's. Angel's won't be a cakewalk after all. So expect the next release to be somewhere around May 24th-ish.
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Don't know what's up with the missing animations. I'll check whip out. To my knowledge though, there are no missing animations with any character in terms of attacking.
The missing animations seemed to be for pretty much everyone... checking...
Geese, K', Mr Karate, Kim, Mai, Rugal, Terry, Whip are missing animation 5200.
Iori, Kasumi, King, Leona don't have that problem.
Similar to Terry being able to chain Rising Tackle ad vitam eternam, Mr Karate can chain "Rising Dragon" (I suggest looking for the real names once your near completion, because this isn't it :P ) three times in a row (in the corner, like Terry) for nearly 800 damages.
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nearly 800 damages.
in your 50 MUGENS and +9000 INTERNETS. lol.
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*ouch* that'd be one steaming pile of pain. Gonna have to readjust the combo counter to fit in all those hits. (starts grumbling).
I may need to be corrected if I'm wrong here, but isn't state 5200 the capcom style midair recovery? ie) I hit a few buttons, my character flips and is ready to airblock? That's the impression that I'm under, while 5040 is the flip if I got jab punched in midair state. If so, my game doesn't use the capcom style recovery, just the KOF style quick recover as you hit the ground. If 5200 is a state that I should have, I can easily add it. I was going to add 5091 to everyone anyway, so it's just a few extra minutes per character.
I've fixed most of the problems you mentioned. K'/Rugal is fixed. Leona's motion has been changed (was supposed to be dcb +k). Terry is fixed. Fixing Karate. PDF will be up to date for next release.
K's blackout works. hcf +k. or qcf +p then quickly b +k.
Once again, thanks a lot Baiken. This has been a really big help.
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(edit - speaking about the missing anim 5200) Yes, but even if you don't use it, you should still put in (at least) some blank animation with that number ; otherwise it shows on the debug screen as a "missing required animation". It would be better to make it so that the debug screen is clean.
hcf +k
??? Why did you make it an hcf instead of the usual qcf ?
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Thanks for the tip. :) Guess I made it hcf cause I always assumed it was cause Athena's was. I don't think it cripples K' really.
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Read character faqs and play alot with the characters in KoF itself to avoid this sort of thing.
I thought you had changed the commands on purpose :P
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about Angel, Angel is Angel and she's meant to play like that, she's already easy to use with 1direction + p/k commands...and the DMs are better played like that, or else it's only disgusting to see someone want to pull out her DMs that bad without even the required conditions
that's the essence which makes things what they are, you can change whatever you like in a blackboard, color, matter, or size etc. but if you remove its use from it, it's no longer a blackboard
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Thanks for the comments. I find that limiting Angel to one instant access DM and a counter one at that does not do well to balance her out with the rest of the characters. Why should I have to do a few moves first before popping out my DM? Fair to say that's the essence of what Eolith was trying to do with her character and design. Worked in 2002 from what I've seen in videos. However my game doesn't focus on combos. Specials cannot be interrupted into other specials and you cannot continuously juggle characters until the end of time. Plus most characters have more moves than they did in KOF 2k2. Look no further than Kim to see what I mean. Rather than reduce other characters movesets for the sake of balancing Angel out, I removed some of her restrictions. I still tried to retain most of her essence though.
Look at it through your analogy. If you insist on writing on a blackboard, you may. But there are other tools that have the same uses it does and some are more simple and less limiting than others. While the results will vary, the essence of what you were doing is the same. Writing a word, drawing a picture, using it to hang something, or whatever. I didn't remove the uses, just changed formats so to speak.
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Update:
Joe's at 30%. Hopefully he'll be done by Wednesday. Missfairy's still working on Ryo's AI. I decided to coincide the release of the newer beta characters and the updated ones on mugenhistory, that I'd take up everyone's advice and make a screenpack and include a copy of Mugen pre-packaged. I had some friends who were confused with my first release and I realized not everyone who wants to try the characters understands things like screenpacks and even things like stage additions and/or wants to spend time with them (as simple as they are).
The screenpack is going to be simple and probably somewhat ugly because I really don't want to put all my effort into it at the moment. I still have close to 30 characters to complete, so it'll be pretty basic. Because I'll be releasing this as a game package, I will be switching to the games internal spritepack to create super sparks, hit sparks, shockwaves etc... This means that the character's effects may not animate correctly outside my screenpack. This will save me time, but will also enforce the fact that these characters should really only be played against each other and not against Ahuron's or Juke's for example as glitches will most likely occure.
Also, I'm adding Vanessa and Kensou to the roster, making the total characters playable in this game 43. 36 regs, 3 sub bosses (Geese and Takuma were a little tougher than the rest), 3 bosses and 1 Orochi. Expect the updated release at towards end of May. The 3rd wave of characters will include Yuri, Athena, Kensou and finally Kyo. Due to the work involved with each though, I may release them one at a time though, instead of a pack of 4. That's it for now.
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Yipes. Well, i'm not surprised....
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Making a screenpack was a nice break from the constant character programming I do. The screenpack is finished. I'll try to get missfairy to take a pic or 2. It mixes a touch of KOF '96-XI (excluding the aesthetically deprived '97 and 01). It's nothing special, so I'll wait until I finish Joe to show it off in a video. The idea is to simply download and play without hassle. However, everything I do for this project is with love for SNK, so all music is from SNK games and there are only SNK stages. Feel free to customize everything once it's released though. I won't mind. I have yet to program the credits screen, but there will be one in the future.
Because I've been programming/learning how to code a screenpack, Joe was put on the back burner. I'll pick up on him again tomorrow, but he probably won't be finished until the weekend. In other great news, [E] has donated the last of the sexy KOs to the game. Now every female character including the newly announced Vanessa will have a sexy ko.
Still have a few other things to do before the next release, including the collision fixes K.O.D. suggested and hitspark recofig. Those might have to wait until the 3rd release though as life's starting to get a bit busier.
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The screenpack is finished. I'll try to get missfairy to take a pic or 2. It mixes a touch of KOF '96-XI (excluding the aesthetically deprived '97 and 01).
97? but but but... they had those nifty KOF 3D logo animations and the world maps :'(
I thought those were nice.
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Yes that's true although the animation doesn't do me much good unless I'm going to fight in Korea or Bali. ;P Still, I take it back. '97 had Yashiro's stage after all and that's my all time fav (but lets forget about the char select screen okay?).
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News:
Joe is scheduled for completion Saturday. I talked with missfairy and we're still looking at a release for next weekend-ish. I've been doing a little more non-character related work. I created my first stage, which is a mod of Sela's old FF3 Hon Fu stage. I always liked and wanted a warehouse background, so I fixed positioned it. It'll be released with Vanessa some time early next month.
I've also been getting a couple of inquiries about character specific releases. Here's how you should look at it. I'll be doing characters in waves of 4. After 4, I take a break before I move on to the next wave. You should look for one wave per roughly 1 1/2 months (could be less, depends on the help I receive). I'm basing the waves around the release of the remaining main KOF characters. I'm trying to make this as realistic as possible:
Wave 2: Ryo, Chizuru, Angel, Joe (This month)
Wave 3: Kyo, Vanessa, Kensou, Yuri (Mid July)
Wave 4: Athena, Benimaru, Maxima, Andy (Early Sept)
Wave 5: Rock, Hotaru, Jenet, Gato (End of Oct)
Wave 6: Ralf, Clark, Vice, Mature (Early Dec)
Wave 7: Ash, Goenitz, Yashiro, Shermie (End of Jan)
(I'll need the Orochi Shermie 2k2 samples by this point to do this wave)
Kaiser Wave a.k.a Wave 8: Krauser, Mary, Billy, Yamazaki (Mid Feb)
(hopefully at this point KOF '98 UM screenpacks will be available for the Mary leg snaps and Krauser)
Wave 8: Kula, Robert (Mid March)
(These 2 characters need actual sprite edits to be completed. I've given Robert to Walt, but I'm wondering if anybody knows how to get in touch with Li-Kun as Alex hasn't responded to my e-mails about the Diana edit)
Final Beta release: Orochi (End of March, one year after the first release)
Final order of business are screenshots of the KOFE screenpack as it is now (taken by the wonderful missfairy). Screenpacks aren't my strong suit and I have no idea how to do high res stuff, so I just ripped graphics from KOF games and edited them. There are also some influences from BrokenMugen and MugenPower screenpacks in the design. I'll try to improve it later on, but this is what it is now. If anybody wants to modify it to make it better, your help is welcome.
Title:
(http://i270.photobucket.com/albums/jj119/swipergod/titlecg5.jpg)
Background made to flicker from time to time, other than that, nothing fancy.
Character Select:
(http://i270.photobucket.com/albums/jj119/swipergod/selectkf6.jpg)
Fully animated background and character select bar. The bar, yellow, can be changed to purple or silver (that's the color I use).
Vs Screen:
(http://i270.photobucket.com/albums/jj119/swipergod/vsym5.jpg)
Scrolling background.
Lifebars:
(http://i270.photobucket.com/albums/jj119/swipergod/matchml1.jpg)
These are zedzdead's bars. There have been some modifications to the fight.def, I've added missing stuff like the XI double KO screen and voice, XI timeover screen and reduced the number of victory ball things in the life meter to 2 for the simul-team and one on one battles. I'm also using XI sparks for the fightfx pack. There's a lot cause I included stuff like grab sparks and my super screen sprites.
It'll also include my SNK logo. That's all for now.
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Make up teams, so the characters are in teams of 3 or 4 in the select screen, even if the teams are senseless like shingo-kula-saisyu it does not matter; it just hurts me seeing a kof select screen without teams.
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Already planned out teams for the game:
KOFE Teams:
Hero Team: Neo Cartel:
Kyo, Iori, Ash, Benimaru K', Kula, Maxima, Angel
Fatal Fury: Justice Soldiers:
Terry, Andy, Joe, Mai Athena, Kim, Kensou, Hotaru
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, Kasumi Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
King, Mary, Vanessa, Jenet Yashiro, Shermie, Vice, Mature
Howard Legacy:
Rock, Gato, Billy, Yamazaki
Just for you [E], I'll rearrange the blocks to separate the 3 teams per row into 3 columns. ;) I'll just remove the boss blocks and make them "hidden".
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What i mean is tha the select screen should reflect those teams, even if you just put place holder chars/icons in the meanwhile.
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Interesting idea. I suppose because I have the screenpack set to not move onto unused cells (so the bosses can be selected off screen), I could use random select as a placeholder. That'd be a lot of random selects though. I'll give it a go though.
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No offense, but those teams don't make much sense. Iori and Kyo hate Ash. Angel is most likely hated by Kula because she and K9999 tried to kill Foxy. The Justice soldiers team is...strange, but it still makes some sense. Kasumi hates the kyokugen dojo. For the Orochi Disciples...where's Chris? Thats just strange to have Yashiro and Shermie without Chris. Finally for the Howard Legacy team, Rock doesn't like Billy Kane.
Thats my blunt opinion. I can tell your trying to do something different, but some of those choices just don't make any sense in the context of the King of Fighters storyline.
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I agree with Shion.
Finally for the Howard Legacy team, Rock doesn't like Billy Kane.
That's only in the Another Day anime though, which is not canon.
Also, Angel's (and K9999) mission is to kill K' as well as to kill Kula (at the end though)
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Finally for the Howard Legacy team, Rock doesn't like Billy Kane.
That's only in the Another Day anime though, which is not canon.
Well, Rock hates his daddy and hates being linked to it, and Billy worships Geese. those are both canon, so Rock... probably hates Billy. You may find it odd that Rock is in the Howard Legacy when he rejects it, that's all.
Kasumi hates the kyokugen dojo.
Agreed. For the Orochi Disciples...where's Chris? Thats just strange to have Yashiro and Shermie without Chris.
Well I suppose if Orochi is planned as a boss, considering Orochi possesses Chris, you may just say Chris is already in another "team" (boss team).
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Interesting idea. I suppose because I have the screenpack set to not move onto unused cells (so the bosses can be selected off screen), I could use random select as a placeholder. That'd be a lot of random selects though. I'll give it a go though.
Use "blank".
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I agree with Shion.
Finally for the Howard Legacy team, Rock doesn't like Billy Kane.
That's only in the Another Day anime though, which is not canon.
Also, Angel's (and K9999) mission is to kill K' as well as to kill Kula (at the end though)
I actually thought Another Day was canon.. ah well, can't win them all ;)
Also I didn't mention Angel's mission because I figured they pretty much went rogue themselves when they tried to murder Foxy, thus they wouldn't care about completing their mission. Although I think K9999 would attempt to kill K' regardless of if he were ordered to do it or not.
Well I suppose if Orochi is planned as a boss, considering Orochi possesses Chris, you may just say Chris is already in another "team" (boss team).
If Chris(Orochi) gets to be on the boss team, Yashiro's gonna go emo and start cutting himself. :sugoi:
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Hero Team: Neo Cartel:
Kyo, Iori, Rock, Benimaru K', Kula, Maxima, Hotaru
Fatal Fury: Justice Soldiers:
Terry, Andy, Mary, Joe Athena, Kasumi, Kensou, Kim
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, King Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
Mai, Angel, Vanessa, Jenet Yashiro, Shermie, Vice, Mature
Howard Legacy:
Ash, Gato, Billy, Yamazaki
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Neo Cartel:
Hotaru
Howard Legacy:
Ash
How do these fit in?
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Ash fits in a similar way as gato.
About hotaru... swap her and vanessa, it should be more fitting.
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Hotaru is not gorgeous. :P
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The gorgeous refers to women always putting "Gorgeous" or "Beatiful" in front of their team names,etc.
which also applies in real life as well.
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Hotaru is not gorgeous. :P
That only leaves two options
Hero Team: Neo Cartel:
Kyo, Iori, Rock, Benimaru K', Kula, Maxima, Vanessa
Fatal Fury: Justice Soldiers:
Terry, Andy, Mary, Joe Athena, Kasumi, Kensou, Kim
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, King Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
Mai, Angel, NO NEED FOR MORE PEOPLE, Jenet Yashiro, Shermie, Vice, Mature
Howard Legacy:
Ash, Gato, Billy, Yamazaki
UGLY LOLIS TEAM
Hotaru
or
Hero Team: Neo Cartel:
Kyo, Iori, Rock, Benimaru K', Kula, Maxima, Vanessa
Fatal Fury: Justice Soldiers:
Terry, Andy, Mary, Joe Athena, Kasumi, Kensou, Kim
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, King Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
Mai, Angel, Ash, Jenet Yashiro, Shermie, Vice, Mature
Howard Legacy:
Hotaru, Gato, Billy, Yamazaki
FIXED
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LOL ;D.
Now swipergod has a good reason to use your off-topic entry for the boobs contest ! :)
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Man, did I ever get a good laugh over this one. Ash is probably the most "gorgeous" of them all. If the team names don't work, I can always change them. Well, here's my reasoning, but I'm not married to them.
Kasumi: I'm not sure, but I thought her grudge against Kyokugen was over. In '99 she bows to the Kyokugen fighters out of respect in their intro pose. Plus, in XI, she seems more interested in finding her father than getting even with Kyokugen.
Rock: My MotW memory is fuzzy, but didn't Rock agree to go with Kain at the end and ditch Terry? I took that to mean it was the first step towards Rock following in Geese's footsteps.
Chris: Chris = Orochi. The only time you'll see Chris in my game is the 3 seconds before he turns into Orochi. Chris isn't a playable character.
Angel: What is Angel without K'9999? Just another former Nests member. Angel is dirty, but I didn't think she was pure evil. I dunno, maybe K'9999 ditched her and K' and the gang decided to give her a second chance. Piccolo used to be obsessed with killing Goku, but who really remembers that? Though I'm not really opposed to switching Angel with Vanessa.
Ash: I could rename it "Shady Team"? I was shocked when Iori and Kyo turned up on the same team in XI? I mean, didn't Iori have a blood hatred for Kyo? And yet SNK themselves made Kyo and Iori team up after years of purposely keeping them separate. Ash is another main character somehow liked to Orchi and the mystic flames that Kyo and Iori use. I thought it made sense to stick him with the others to fight against Orochi. Teams don't have to be without animosity. Plus, who really knows Ash's motives at this point anyway?
Boobs contest: Mai won, Earthquake came in a close second, Angel was disqualified for getting too rowdy, Hotaru was too embarrased and ran away, King claimed she was a man and wouldn't take off her shirt, Yuri smacked Robert for peeking, Mary was too busy dissing Terry for not putting her on his team again, Shiki was ignored, and Ash and Benimaru tied for last place, dispite their protests.
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It's only K9999 or K49 for short, not K'9999 ;)
Yeah, Angel was not a psycho like K49 was, and wouldn't want to continue her mission since now NESTS is gone and K49 would rather kill K' and Kula for the..err.."fun" of it/whatever kind of grudge he has.
Spoiler, click to toggle visibilty
Rock only joined Kain at the end since Kain promised him information about his mother.
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kyo and iori are rivals, that can be ok if they teamed up for a short time...but team up with a whore that seeks their power and they know it?
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Rock: My MotW memory is fuzzy, but didn't Rock agree to go with Kain at the end and ditch Terry? I took that to mean it was the first step towards Rock following in Geese's footsteps.
Ash: I could rename it "Shady Team"? I was shocked when Iori and Kyo turned up on the same team in XI? I mean, didn't Iori have a blood hatred for Kyo? And yet SNK themselves made Kyo and Iori team up after years of purposely keeping them separate. Ash is another main character somehow liked to Orchi and the mystic flames that Kyo and Iori use. I thought it made sense to stick him with the others to fight against Orochi. Teams don't have to be without animosity. Plus, who really knows Ash's motives at this point anyway?
Rock being part of "Howard Legacy" Seems really strange to me, too. Rock hates Geese (and geese never cared about him) whereas Billy worships Geese. So them teaming up is sort of impossible to believe going by KOF storyline.
SNK never decided what they wanted with Kyo and Iori. In some games they were portrayed as rivals but not exactly enemies, either. In some Iori disliked Kyo and wanting to defeat him. And in others Iori had a scathing hatred for Kyo and flat out wanted to murder him. So them being on a team isn't too difficult to believe.
Ash on the other hand is pretty impossible, too. Ash stole Iori's power, he also stole Chizuru's power. And presumably in XII he's going to try to/take Kyo's power. So Ash being on a team with them is really weird.
You could always make Ash a single entry, anyway. Since he never care a damn about his teams anyway and just used them.
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My MotW memory is fuzzy, but didn't Rock agree to go with Kain at the end and ditch Terry? I took that to mean it was the first step towards Rock following in Geese's footsteps.
Exactly, except Kain wanted to ruin Geese's legacy and take the city for himself. Also rock did it for his mother, not for the looting and ruling ; but Billy won't team up with Kain, so Billy and Rock won't team up either because rock still doesn't like Geese while Billy worships him.
Iori and Kyo have some constant rivalry. At first, Iori wanted to kill Kyo, until KoF 97 happened. Iori still has a grudge against Kyo, but that's just exactly the same as Goku and Vegeta, the "I'm the one who will kill you, nobody else can" rivalry.
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Well it seems like Ash and Rock's placings are currently unforgivable. So after some musical chairs, we arrive at this:
KOFE Teams:
Hero Team: Neo Cartel:
Kyo, Iori, Benimaru, Angel K', Kula, Maxima, Vanessa
Fatal Fury: Justice Soldiers:
Terry, Andy, Joe, Mai Athena, Kim, Kensou, Rock
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, Kasumi Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
King, Mary, Hotaru, Jenet Yashiro, Shermie, Vice, Mature
Villains Team:
Ash, Gato, Billy, Yamazaki
You take villains team '03 and add Ash, who appears to be a villain himself and that = team. To fill the gap in the Hero's team you put Angel in his place and let them deal with her reform. You take Vanessa as [E] mentioned and toss her into the Cartel and finally you take Rock (who feels more at home with at least one other Fatal Fury character and can't join the women's team) and have him boot Hotaru out of the justice team to the women's team. Work better?
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Well it seems like Ash and Rock's placings are currently unforgivable. So after some musical chairs, we arrive at this:
KOFE Teams:
Hero Team: Neo Cartel:
Kyo, Iori, Benimaru, Angel K', Kula, Maxima, Vanessa
Fatal Fury: Justice Soldiers:
Terry, Andy, Joe, Mai Athena, Kim, Kensou, Rock
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, Kasumi Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
King, Mary, Hotaru, Jenet Yashiro, Shermie, Vice, Mature
Villains Team:
Ash, Gato, Billy, Yamazaki
You take villains team '03 and add Ash, who appears to be a villain himself and that = team. To fill the gap in the Hero's team you put Angel in his place and let them deal with her reform. You take Vanessa as [E] mentioned and toss her into the Cartel and finally you take Rock (who feels more at home with at least one other Fatal Fury character and can't join the women's team) and have him boot Hotaru out of the justice team to the women's team. Work better?
See, at this point I think it's time to concede that you can't make sensical teams out of this roster. Angel on the Hero team? Rock a justice fighter? Rock, the guy who willingly decided to join Kain R.? (by the way, Rock is all about his mothers lineage, not his fathers')
Kasumi on the AOF team isn't too far off. According to the KOF 66 drama CD where she gets drunk and hits on Ryo as well as her v ery obivous antics of such at the end of Art of Fighting 3, it's obvious that it's just one of those anime-japan-weirdness inspired "hatreds." Note she doesn't even mention it in XI.
Just the existence of the Orochi characters is a contradiction. Wy are they back? And if they're back, will Yashiro and Shermie be in their Orochi forms? The only reason they weren't in 97 is because they didn't even know they were Orochi. Now that they're with V&M, shouldn't they be aware of their whatevertheheck and just plain be in Orochi mode? You notice that Vice and Mature don't "un Orochi" themselves.....
KOF has always produced some pretty contrived fanmade teams. Nature of the beast, I guess. It's easy to take characters who lack strong, solid motivations and relationships and throw them together. I always thought KOF was great because they USUALLY avoided weirdness (at least the old SNK did).
MY suggestion would be to consider teams of 3 and embrace single entries. Characters with strong ties should be kept together. Those who don't you kind of have room to play with.
Again, i'd just look at single entries for some because it's obvious your roster wasn't carved out of the story stone 9which is a good thing. I'll take diversity and gameplay over a story based roster).
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I'd like to try and stay away from single entries for programming reasons. It'll make the character select screen I have now look like an absolute mess. Plus I've already got 7 characters who aren't even on the visible screen (bosses). It'll just become confusing. If the teams don't get over I can change the screen in a later release.
Okay, swap Vanessa with Angel. Vanessa and Iori have teamed up before anyway. As for the controversial Team Justice, look at it from the Naruto perspective and compare it to Team Gai.
Gai = Kim, the crazy hyper motivator full of burning passion for justice (instead of youth)
Tenten = Athena. Although Athena is way more relevant to the story. Athena is all about Justice too.
Rock Lee = Kensou. I mean, if you don't consider the clothes or fighting style, Kensou kinda looks like a mini Kim. Plus he also seems a little off his rocker like Kim (thanking dead people that are alive???)
Neji = Rock, the outsider who just doesn't seem to fit in initially, but can slowly bond with them over time. Plus Rock's a prodigy of sorts like Neji.
If you look, all of the Disciples of Orochi are dead. There are actually only 8 "real" teams. The 9th (Orochi team) is more of a bonus team of sorts.
You can also screw the story and just think of it as a dream match. I mean Shingo and Eiji on the same team doesn't really make sense does it (KOF 98 UM). Just an "Edit" team.
News: Joe's at 60%. Still on schedule for a completion late this evening.
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It's late, I'm pooped and Joe's finished. Will post video tomorrow.
Also, I'll be releasing my very own stage tomorrow too. It's Hon Fu's FF3 stage (sunset version) and unlike my other work, it's pretty much all mine. It doesn't animate like Sela's version with the moving lift, but I've animated the water and tried to give an accurate delta value for all the layers, so it's still pretty nice. To my knowledge there hasn't been a version of this stage made yet (which is why I made it). It'll be used as Vanessa's stage in the KOFE game. Anyway, I'll post the link when I put it up.
And finally, missfairy got bumped up to contributor today. I is so proud of hers. :D For us lowly users, that's great stuff. Go team! :sugoi:
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Joe is up: http://www.youtube.com/watch?v=fQiPTBwF2Mk (http://www.youtube.com/watch?v=fQiPTBwF2Mk)
You can see my screenpack in the video. Like I said before, nothing special, but at least it's something. Joe's also the first character to completely use the fightfx from the pack. I'd say the trial was a success. A note on Joe's DMs. The Golden Tiger Kick is mainly your anti air weapon and is good for close up damage as I've limited it's range. It *should* also eat small fireballs. Haven't been able to test that yet. The punch barrage is usually what you want to hit standing opponents with because the damage is more reliable (with the majority occuring at the end of the combo unlike the GTK). You can also see on the multi punch follow ups that I've give Joe that shin kick. This must be blocked low, unlike the overhead elbow follow up which must be blocked high. Good for mind games I figure. Also Golden Heel does 3 hits to large characters or airborne opponents.
Also, my first stage (and first original work) is up. You can find it here: http://mugenguild.com/forumx/index.php?topic=80269.0 (http://mugenguild.com/forumx/index.php?topic=80269.0).
I've been looking everywhere for this stage as it's my favorite from FF3. Sela made one, but I preferred the sunset version, plus I wasn't a big fan of the moving lift (although it's a nice animation). I like the gritty look of the warehouses, so I made the stage stationary and added the water to the background to give it a more harbor feel. I hope you all like it.
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The Golden Tiger Kick isn't supposed to cancel projectiles.
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I am aware, but I'm try to diversify 2 DMs that relatively do the same thing (attack while traveling straight forward) by diversifying the situations in which you would use them. The projectile cancelling is limited only to about 6 frames or so. So basically, once the nothitby SCA wears off, he's still invincible to projectiles (non-DM ones mind you) for a few more frames. Makes things a little more interesting in a fight I think especially against projectile loving characters like Geese.
When I conceived Joe, I was pretty worried that there'd be no point in having the 2 DMs when Golden Tiger is so much more useful, so I've tried changing it up. Shortened its range, removed its ability to be comboed into, made it more of a defensive weapon, as opposed to the rush. The projectile negation is a part of that. Plus it kinda makes sense considering his whole body in momentarily covered in energy.
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The Golden Tiger Kick isn't supposed to cancel projectiles.
I think one good thing to remember is these characters aren't supposed to be like an official game. (The game itself isn't, either)
So technically nothing is "supposed" To be anything. Unless it was something so over the top, I guess? Like Iori with a flight mode.
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I try to keep things as loyal to the actual moves as I can, but the main rules are variety, simplicity and balance. However, to restrict myself, I try to make it fit within the confines of what that character is. So I wouldn't give Blue Mary a fireball because that doesn't seem to be what that character is about, so to speak.
Anyway, I'm going to be posting an all AI tournament with my characters on youtube throughout the week to generate some interest for the game and mugenhistory.com before the release. Missfairy is still working on some AIs, so I only have the preliminary AIs for Joe, Ryo and Angel, but this is just for fun, so they don't have to be in top form. I won't be posting match links, but you can check my profile here for updates if you're interested in watching:
http://www.youtube.com/user/swipergod (http://www.youtube.com/user/swipergod)
I do this now, cause I'm gonna have limited access to the internet for a little while starting this weekend.
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I will be delaying the release of the updated beta by about a week so that I can universalize the hitsparks, add a code to all throw states that should hopefully negate the weird problem of reverse velocities when you grab someone who isn't facing you. It's in trial right now. Plus, I'll be correcting the collision differences in guard and dodge states that K.O.D suggested. Figure I should get everything up to speed now, so I can address new issues should they arise.
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I like this mugen!:)
but I can not download KOFE.rar,it says“Your download has failed. There were no available download servers."What's wrong?help me please
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Filefront gives you a 5 second warning before deleting your files. I'm at work, I get the e-mail. I get home, poof, file's gone. Here's the deal. I'll be releasing the newer updated beta versions of all characters, plus the screenpack and 4 new characters in about a week. I no longer see a point in reposting on filefront. I will edit the release post to point everyone to: www.mugenhistory.com (http://www.mugenhistory.com) where the new file will be available shortly and suggest that the mods lock that topic. I'm glad you're interested in this beta superyuzqy, so I hope you can wait just a bit longer for the better version to be posted.
Once again, the quick version: Wait 1 week, www.mugenhistory.com (http://www.mugenhistory.com), games, KOFE.
I apologize for the inconvenience and filefront's dirty tactics.
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Thank you!:)
Wait for the new release,come on man :D
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Lucky, I've retained my access to the internet somewhat. KOFE has jumped a few steps beyond where it was during the first release. I'm still waiting on missfairy for the final date (she's coding Angel's AI at the moment), but it'll be this week for sure. Since I won't be releasing an updated log in my pdf, I'll just note some of the changes here:
-Now comes with copy of Mugen complete with a KOFE screenpack
-4 New characters (Angel, Chizuru, Joe, Ryo)
-Universalized hitsparks, guardsparks and grabsparks.
-Fixed most normal throw glitches for all characters
-Added burn sparks to all fire moves (so getting burned isn't just a palfx)
-Fixed a few missing collisions and states for some characters.
-As per Shion's request fixed Takuma's Hao Sho Koken sprites and animated Kasumi's DM grab execution to more accurately mimic XI.
-As per K.O.D's request, I've made all dodge state collisions a single default one (will do same for guards in next release)
-As per Baiken's request, I've added a state 5200 to all characters to shut up the debugger.
-Hopefully fixed K's sunglasses helper glitch (it hasn't occured in testing)
-Added new sprites and animations for new special intros (like King and Ryo for example)
-Will be adding modified stages that all scroll in the same manner to give the game a more universal feel.
There's a bit more I think, but there's a big difference between this release and the last one and I think you get the picture. As for the release itself, it'll be on the assumed basis of download and play. No editing required. This mean, despite how much I'll be hated, I will be adding all the music in addition to the stages screenpacks and characters. There's no point in releasing solely characters anymore because they require the screenpack to work properly. I apologize in advance. Future releases will be much smaller.
*Special note. When UM comes out and sprites become available, I will be changing Kasumi's f,d,df +k attack to the anti air slash (a la Ryuuhaku) that she has in that game. Means I'll be modifying the sprites. I find Kasumi's balance slightly off and feel this change will help tone her down a notch.
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I Think you should keep the Music a seperate download. The stages and characters are fine, but music isn't necessary to actually play the game, and would add a large amount to the file size. Plus I would imagine alot of us already have most of the KOF OST's already. You can still write the filenames for the music in the stage.def's but just include the music folder as a seperate download concurrent with the SP/Char/Stages download.
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I'll see what Ruben will allow me on his site. If I can do a release with music and one without, then I will. If not, I'll have to go with music. I agree that most people here probably already have most of the KOF music (though it might not be edited the same way through volume increases etc...), but I don't think Mugen Guild members are the only ones downloading.
The first release had approx 300 downloads in total and about half downloaded either the full version or the extras pack (the non character stuff). Tells me there are a lot of people looking for the complete game, without the hassle. Plus, I post links to my files through youtube, so brings a few extra people in. I do this basically because I had a couple friends who tried to download and play and the last release, but didn't because it was just too much for them. We're not all computer proficient after all.
I'll contact Ruben and give an update when more is known.
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Support your works as before.
expect your new version's coming.
I think It has better be a full game.
stages and musics could be uploaded to a netdisk,such as fs2you, zshare, frontfile and so on.
thanks for your great work again. and wait...........
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While conversing with a well known retired Mugen contributor, I was taught the secret people seemed to shy away from sharing (or maybe I just posted the requests in the wrong section...). I finally know how to rip voices and sound effect from KOF games. I posted a topic in the development help section here:
http://mugenguild.com/forumx/index.php?topic=80764.0 (http://mugenguild.com/forumx/index.php?topic=80764.0)
Hopefully it'll keep people out of the same boat I was in. I can finally X off O.Shermie's 2k2 voices from my requests list. Now only the Diana sprites and Robert sprites remain. :)
I am still working on the polish of the next beta and missfairy's still working on the rather difficult to program AI for Angel. Hopefully we can make it a weekend release. Stay tuned.
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Expecting the release to be sometime tomorrow. Missfairy's almost done with Angel and I'm gonna pull an all nighter to get 'er dun. I should note to save for any misconceptions, that while a lot of bells and whistles and glitches are being fixed in this release, the original 12's movesets are the same. Kasumi's gaining her fierce punch from XI (how did I miss that?), Leona's earring move is now qcb +k (the PDF has been tidied up), but not much else has been changed in terms of playability.
Also, while doing final checks of the screenpack and taking [E]'s character select screen into consideration, I've slotted the characters according to their placing in respects to team grouping and placement. I've also add another row, so no characters will be "invisible" during selection.
This leaves leaves 5 empty slots with my current roster, which means there's room for 5 additions. I'm not 100% confirming this yet and while I have 5 characters in mind, nothing's official. So if you think there are holes in my roster, feel free to input your selections/opinions. I've considered some, like Shingo due to their long standing with the franchise, but I'd probably be changed "clones" like that drastically to keep them a bit more different. Someone I'm really interested in is Lee Pai Long. Giving him a Vega(Balrog)/Gen wall jump blend would make his style stand out in this game. There are others, but I'll listen before I make any choices.
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K9999, Lin, Shen Woo, Kusanagi, Eiji Kisaragi.
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Goro Daimon, May Lee, Wolfgang Krauser, Oswald & whoever. Lee Pai long would be fine in the last slot.
May lee could go on the justice team instead of Rock. Goro would boot angel off the hero team. Dunno about the rest, I just like them.
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you can either use the rest spots to fix up the teams or to fill up gameplay holes. SinceI consider gameplay important I am refraining from suggesting characters until I play the latest beta, so I can see which gameplay styles can add more to the game.
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Shion, Krauser's already in. Rock's out of the Justice Soldiers currently (undisclosed replacement). And I believe, it's Vanessa currently on the Hero team (Angel got moved back to the Cartel). ;)
I wouldn't worry about making characters that would make a good team member "storywise". I don't know about you, but when I play KOF, I never touch Chin or Choi (not that there's anything wrong with them). I don't want to have a game where there are characters that no one will ever pick, but just look nice with the rest of the team. We'll fit any character in somehow. I just want you to play them. I'm makin' em after all. :)
The release of the beta's a bit late. Missfairy's swarmed with non-Mugen stuff, so I'll be picking up the slack and finishing up Angel AI. It won't be pretty, but at least it'll be something. Hopefully Ruben will be checking his e-mail tomorrow, cause he'll be the one posting the game on mugenhistory, so even if I'm finished, nothing happens until it goes up. I'm hoping for tomorrow. Everything else is finished.
I'll keep the unnamed 5 open for discussion for a bit. No rush to pick them after all. I'll hit a 2 week break and be back with Vanessa after the release, although I'll still be checking the forum and stuff. The plan is to release the 4th wave as individual character releases, so you guys aren't kept waiting for me to finish 4. We'll see how that goes.
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You can try http://www.fs2you.com/en/
This is a good place to upload the game. ;D
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Thanks for the suggestion superyuzqy, but I'll probably stick with mugenhistory for now. All my youtube videos point to that site so it's easier for non-mugenguild members too.
Everything's done, just waiting for Ruben to get back to me and I'll post in the release section. Angel's AI isn't terribly difficult, but I'm still very limited in AI programming. I'm sure missfairy will go back and take a look at it later when she has time. There will be 2 versions released. One with music and one without. All the music is from AST of Fatal Fury/KOF/AOF games and have been edited to be louder and "battle ready". Not hard to do yourselves, but it saves you the trouble. The full version is about 277 MB. The game includes special edits of stages because in my game all stages must bindhigh at -10 (for those who know what that means), so in quite a few cases I have to add 10 pixels worth of graphics to "extend" the backgrounds and allow them to scroll better ('96 stages especially). It also includes a scrolling version of Station Obsolete from SVC that I made because I couldn't find one (Cirios doesn't). I'll be releasing it as a seperate release for those who're just interested in the stage.
Hope I didn't forget anything. If I did, let me know. Baiken will probably point out if I botched the pdf again. Least, I hope so. Thanks and enjoy.
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Ruben is slow :(
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He's probably busy with other stuff. Don't worry, I'll post as soon as I know it's up.
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Wait and wait .
expect its uploaded.............
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After a long wait period, the game in it's current form is up:
http://mugenguild.com/forumx/index.php?topic=81092.0 (http://mugenguild.com/forumx/index.php?topic=81092.0)
All information relative to the actual release that hasn't already been posted on this topic, has been posted there. I'll be reading both the release thread and here. I prefer this thread for deeper discussion, but I won't tie your hands. Enjoy!
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My download got interrupted and resuming gave an error, so i went to redownload and noticed there's a 1 download per user limit (from Mugen History, No Music Version)
Only the PDF file was complete, so here's what mistakes i found in it :
-K''s theme is KD-0079, not KD-0097.
-Joe's QCF,QCB + P move name is Explosive Hurricane Tiger Heel not Exploding Tiger Slash.
-Joe's Screw Upper as a HSDM is a very bad idea since its a necessary Joe staple move which he has had it since forever, you should've made his Golden Tiger Kick as a HSDM which would fit better.
-K' (Dash) not (Prime)
-You didn't give K''s One Inch and Knee Assault their names in the Command Moves.
-K''s Minute's Spike follow-up name is Narrow Spike, not Low Kick.
-K''s Crow Bite follow-up name is Tsuika Kougeki, not Plus Attack.
-K''s Blackout is meant as a move to be quickly executed with a QCF, making it a HCF move removes the very little usefulness it has.
-K''s SDM name is Chain Drive, not Heaven's Heat Drive (i think i said this before in previous feedback)
-Also include Iori's Movelist in Japanese as well, since most people (like me) know it by their original names.
Real feedback tommorrow since thats when i can download it :P
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Sorry you had problems downloading it K.O.D. I didn't realize there'd be a limit. :(
1. - Aw nuts, course I had to spell that one wrong.
2. - Move's a little different. He does the Tiger Heel on the SDM version only. DM version does the RB Tiger
Slash as the finish.
3. - I think this is personal preferrence. The Screw upper is huge (RB version) and covers a good chunk of
the screen. Looks like more of a "big" attack. Gameplay wise, I'm hoping the differences between his
two current DMs compensates for the projectile loss. Plus, I changed this for Goentiz' sake who will have
Joe's KOF style Screw Upper tornado 2 as a DM (the non-full screen travelling version). Gotta keep
characters different and varied.
4. - Okay, I give up. Everyone wants it to be dash, I'll switch it to dash for the next release.
5. - I don't name unique moves. It's too hard to find their english names.
6. - Thank you. I find it hard to hunt these names down.
7. - Trying to keep everything universal. Personal pref of mine. I'd prefer all names to be in Japanese
myself, but I can't translate the English ones. Do you know the correct English translation for this one?
8. - Okay, if it's a control issue, I'll switch it for the next release.
9. - Thanks, I'll change it.
10. - See 7.
Once again, sorry for the downloading issues. I hope this doesn't become a big problem... I look forward to gameplay feedback.
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I also couldn't download it from Mugen history, the download ended at 5%ish and I checked the archive and got a "Unexpected end of archive" error. Then I couldn't redownload because it says that I've reached my download limit for this file.
I'm currently downloading the one w/ music from filefront (ugh)...
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(Sigh)... Well that just sucks... And mugenhistory's download screen looks so nice...
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But whatever mugenhistory or filefront, downloading is so hard.
except someone who have finished downloading could upload to some other space. such as fs2you and so on .
So far ,it is too difficult to download.
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This should be the only file of this size until the next big update. That's at least 2 waves away. It'll be just character by character for a bit. Smaller files. Come the next update, I'll look into splitting the rar files to make them smaller. Don't know how to do that right now, so I'll have to read a quick tutorial on it. Don't really have much more I can do at the moment. File sharing places in general are slow. Plus this really isn't my area of expertise. Sorry guys. :-\
I'll try uploading to this fs2you after work. Just the music version though. Hopefully that'll be faster for the Chinese downloads anyway.
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Thanks a lot!
waiting for your fs2you downloading site
It is a very good free netdisk,
and it could preserve the data for a longer time.
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I like fs2you too! The speed is fast :)
Thanks swipergod!
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Sorry guys. fs2you doesn't work well for me. I don't know if it's because I'm in Canada or not, but it's super slow and I can't get the uploader to function on my computer. Do you have any other suggestions? Does anybody? I feel really bad that people can't download this game properly. Sorry guys. :-\
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I finishde the download :sugoi:
The game is so cool,every char seems very clever and strong!
I upload it on fs2you,the download link is
http://www.fs2you.com/files/f5153a0a-320b-11dd-b643-00142218fc6e/
if someone can download ,please tall me ;)
thank you!
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It is very kind of you ,finally ,I get it!
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I'm glad you guys were finally able to download it. Enjoy. Since it was a little difficult for me to recall all the feedback for the first release, I've decided that this page in the topic will be dedicated to people's feedback on technical issues and fixes. I will not ignore personal opinions, but I will wait for gameplay arguments and multiple complaints before considering them. It will be easier for me to use as a reference when I start fixing these issues. I will not post repeats of the issues I've already identified in the release post as I am already aware of them.
-K.O.D. caught errors in the pdf that need to be resolved.
-K.O.D. strongly suggests changing K' blackout to a qcf motion
-YagamiC4 noted a problem with the super sparks that needs to be resolved
-YagamiC4 has some issues with the charge D, u motions. Is this an issue for others?
-Iced suggested Special KOs for male characters
-Baiken suggested shortening the godpress changestate time stemming from issues in Geese's stage.
-Baiken strongly suggested making Ryo's parries cancelable only if they connect.
-Baiken strongly suggested changing the voice for Kim's HSDM
-Several people are looking for more moves/follow ups for Kim. Although I think Kim is very strong as it is and extra moves might throw off his balance.
-People miss Iori's f +wp,wp. Although I don't find the move necessary from a gameplay standpoint considering the animation copies Iori's far strong punch initially.
-[L] noted I missed someone in the credits and his own name was misspelled. Will most certainly change that.
-[L] strongly suggested switching Iori's crossup kick to f +wk while in the air.
-[L] suggests standardizing special and DM velocities. Creating a universal y accel for these moves could help.
-[L] strongly suggests universalizing feel/frequency of the characters to make them feel more like they're from the same game. Any further input here would be appreciated. Which characters feel most out of place in this game and why.
-weakinall notes Terry has a running glitch most likely caused by a duplicate variable.
-weakinall isn't a big fan of Sander's Chizuru throw b and requests the animation change.
-"Unique chains system" to be implemented for the next release.
-[E] noted a problem with character abilities to do crouching basics while running. Big problem that needs to be fixed.
-[E] suggested increasing the hitby value at the end of rolls
-[E] caught a glitch that doesn't allow Ryo's parries to block fireballs. Needs to be fixed.
-[E] sees a problems with ground to air hitting. Will have to test to determine a solution.
-[E] noticed a sexy ko glitch with diagup animations. Will look into it.
-[E] caught an infinite with Angel's qcf +sk. Must fix.
-[E] believes K's damage is off. Will test and confirm
-[E] caught a throw error with some characters. Will look into move activation permissions for throws and close up attacks
-Adjusting close attacks so they trigger at < 20 not <25 like before.
Anyway, that's it for now. I look forward to hearing more input/issues and thank everyone for downloading and trying the WIP out. :sugoi:
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-People miss Iori's f +wp,wp. Although I don't find the move necessary from a gameplay standpoint considering the animation copies Iori's far strong punch initially.
One of his most renowned combo is : cross-up Yuri Ori, land close LK, Yumebiki, Aoi Hana * 2, Ya Otome. See how the lack of cross-up Yuri Ori and the lack of Yumebiki severely break Iori's entire offense. I don't think it would be right to replace it with HP since the damage will be different and changing the commands around just for that doesn't really seem like a conscious, educated tweak.
-[L] strongly suggested switching Iori's crossup kick to f +wk while in the air.
While crossing up. That is, when he's in the air and going behind the opponent (or in other words, with the opponent behind him). It still needs to stay as b+LK when the opponent is still in front of Iori and not behind, so that you still can do the "fast backdash" trick (dashback and in the middle of dashback, hit LK, he'll do Yuri Ori and fly backward way faster since he's not slowed down by the regular dashback velociy)
-YagamiC4 has some issues with the charge D, u motions. Is this an issue for others?
I haven't tried Terry, but I didn't notice anything off with Kim's Hien Zan. @YagamiC4 : are you using the keyboard or a gamepad ? I'm using keyboard here, sometimes it makes a difference. But I don't know how that difference is fixed most of the time...
And of course, like the first time in the WIP topic, I still heavily suggest just keeping what the original game has (K' Black-out and Air Trigger commands, Saika, general movelists...) but that's just repeating myself.
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The issue to me here seems to be Iori's lack of the ability to chain his close lk or perhaps the hitstun delay of the crossup itself (it's useless if you can't combo from it, that's what I'm getting).
Most weak attack can only chain into specials/DMs. Why you ask? Well, you're considering Iori well enough, but what about a character like Whip? Allow Iori to run a rampage with basic techniques and specials for bigger damage without forcing you to store up a DM cripples other character's effectiveness. Whip has no real defense against someone who can just consistently chain basics. Once Whip's competency lowers, balance is broken. At the moment, none of my characters weak attacks chain is to strong attacks. Forces you to rethink your strategy and gives slower characters more of a chance to play their keep away game. I may not be explaining this as clearly as I'd like, but hopefully the point is coming across. I personally don't see the problem with Crossup, Standing SP, qcb +p x3 or for more damage Maiden Masher. Thus forcing you to use a DM to deal the bigger damage and keeping the game more level. Iori is one of the few people currently that I'm able to beat Rugal with, so I don't think he's weak or useless by any stretch.
So I should leave the crossup command as is?
I use a Sega Saturn pad when I play, and I do alright. Seems Keyboard's okay as well. I don't know how it works with an arcade stick though. Anyone with an arcade stick or gamepad like to comment?
K's blackout motion will be changed.
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The chaining comment is not like that.
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This is what I understand from the chaining comment.
In KOF games, a classic Iori combo is:
Crossup with f+wk,standing wk, f +p,p, qcb +p x2, qcf,hcb +p
I make the argument that you can simply do:
Crossup with f+wk, standing/crouching sp, qcb +p x3 or qcf,hcb +p (or combine the 2, I'm not opposed to that).
The major difference is about 60 points of damage. I make a response to that above. The fact that once you connect with the cross up, you can combo doesn't really change. It remains a combo starter. It's not necessary to do a wk of f +p,p, it's only preferred. It technically doesn't affect gameplay or Iori's offense, it's just for nostalgic flair.
I posted earlier on this board, I don't like recycling animations unless I absolutely must, so if I can get away with finding a way around it without majorly affecting gameplay, I will. Kasumi's an example of a character where that's unavoidable. People haven't noted that I've done the same type of move removal for Chizuru and her hoping lk or Whip and her f +p,p,p,p,p move. Most seem to like Whip because the move isn't really missed except by a few. Both Whip and Chizuru have moves that compensate for these losses and I'd note that Iori does as well. If the move functioned differently, like it an autoguard or something, I probably wouldn't remove it, but it's just an sp with an extra hit tacked on the end.
That said, I have no issues with you adding it in to your downloaded version. The animation is still in there. I never completely remove animations specifically for that reason. The game's for you pleasure and free to be customized by you (it's not moleboxed after all), and if Iori's f +p,p is a must, by all means, please add it. I just don't see the point of adding it for the official releases.
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1,terry, after starting D, F, D ,F, a or b to hit p2, he can not run after that.
2, Chizuru_Kofe, when starting F or B, b....... to put p2 to the ground,
the p2 state is strange........could you modify it?
thanks
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I am using a gamepad. I'm not saying the charge down moves are incorrectly programmed in the cmd or anything, I've just noticed that simply defining a command as ~20$D, U, b in a mugen cmd produces much harder to perform moves than in the original game. It's mugen's fault not swiper's.
With that in mind I've noticed some creators use different coding tricks to remedy this. If i'm not mistaken I believe vyn might know what I'm talking about.
One more question, do I just really suck or is Iori unable to chain air strong kick to crouching strong punch. Not saying he should be able to just asking. Which KoF's is this chain present in anyway?
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Terry's gotta var problem huh? I'll test it out. I remember Mai having a similar problem after you did deadly ninja bees. That one's fixed though.
Not a fan of Sander's b throw animation? My friend used to joke that it's the best animation in the game. :D I can change it to actual KOF animation though. Not a big deal for me.
Naw, that's alright YagamiC4, I'd blame myself for that one. If there's a code that can improve D,U commands, then I should be using it. [E] made a suggestion in a developmental topic to add state 40, I believe, to the triggers of D,U moves so they could be executed in the pre-jump phase, giving the player more time to do the move. I'll check it out. I don't see how it could hurt to add it in anyway. If all else fails, I'll ask vyn about it.
I'll test out Iori a little more. It seems, through demand, that his combo-ability must increase. I might add more basic moves from which he can combo from. The hitstun may not last long enough for the two to combo. But, from what I remember, I could do a 5 hit sp chain no problem. And jumping sp and sk have the same hitstuns. If you're referring to the crossup combo, I believe the combo is present in all KOF's from '97 on, but I could be wrong. Feel free to correct me. YagamiC4, I believe the debate is about the crossup combo though, not sk. Give that one a go. You should be able to chain from that (currently it's b +wk in the air). If not, a longer hitstun might help. More testing underway...
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"Not a fan of Sander's b throw animation? My friend used to joke that it's the best animation in the game. I can change it to actual KOF animation though. Not a big deal for me."
HA,I am really not. the actual KOF animation is best to me.
could you modify the b throw, and terry's running problem and send the patchs to me first?
I am working on modify the sparks to fit on my XI full game..... and require your perfect characters
thanks a lot!
email: weakinall@yahoo.com.cn
Your full game is best, come on!
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Hey weakinall. I'm actually taking a coding break for the next week and a bit. I'm working on another non-Mugen related project and just taking an all around breather. I worked on Mugen for 2 months straight, so I really need to catch up with other stuff. So the fixes will be a little while longer.
Also, upon re-reading [L]'s post on the release topic and Iori comments here and playing '98 again, I realized that the standing/crouching unique moves do, in fact, have a quick animation that allows them to chain from a jab hit. While that chain system in implemented in my game, the animation isn't quick enough for the unique move to "combo" from the first hit. This should be an easy fix that I can implement into the next game. While I still don't see the point to Iori's f +wp,wp, I can easily make his overhead kick chain in the same manner. For characters without standing/crouching unique moves (like Whip), I will have to come up with a counter measure to balance this out. Something like a unique chain without the actual unique move. That'll be implemented for the next major release.
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I don't get what you mean by unique moves.
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Following his .pdf, what he calls "unique moves" are the command moves (hold a direction + attack, like K's One Inch, Iori's Yumebiki etc.)
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I get it; what happens here is that some if not several of those unique moves have different animations and properties depending if you use them standalone or you cancel to them. Most of the time they become/stop being cancellable or lose their overhead properties.
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yup, yup! ;D And with some (like Yashiro's) they lose their knockdown ability. I'm researching. I'll start implementing the changes with the new characters and slowly work backwards.
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Just make them two different states to avoid headaches.
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[E] Agreed.
This next part is a response to the tier comments from the release topic:
http://mugenguild.com/forumx/index.php?topic=81092.20 (http://mugenguild.com/forumx/index.php?topic=81092.20)
There is a good point being made there. But here's some of the issues that have forced me to cut from the upper tier characters rather add on to the lower tier characters. If you've noticed, I have been adding to the lower tier characters. Whip has a new unblockable straight shot move and a wider ranged SDM with good juggling ability. If you look at Angel, she one of the few people with 6 specials movelist (and then some). It has expanded on their gameplay. The reason I can't really do more than I have is because:
a) I'm trying to stay loyal to the characters, by not giving them wild new moves that don't make sense character wise. Angel doesn't need a dp and Whip doesn't need a hurricane kick.
b) Sprite limitations. I've said it before, I'm a sprit-dicap. I've managed a few edits, but working from scratch is like me walking into the mouth of hell. It's a doomed venture. Characters, especially the newer ones or ones that have been redrawn several times, just don't have enough sprites to new stuff. Still, I do what I can. It's for these reason's that I'll be using Kyo's 99-2k2 sprites. His newer rendition just doesn't have enough.
So I add to the lower, but only being able to do so much, I remove some from the higher to maintain balance. For example, Ryo's qcb +p move was removed because it's functionality already existed in 2 other moves. The autoguard exists in zanretsuken and the advance in the wk version of hien. I enjoy making you think more while you play, so if you can't do the one move that has both advantages, you'll have to further analyze the situation before picking which one to use. If you're pressured, you may have to guess, which could leave an opening for big punishment, but that's all part of fighting gameplay. :)
In another example though, I gave an already high tier player a sixth move. Terry has his slide in this incarnation. I gave it to him because I think it really add something to his gameplay without damaging the balance. After all it, like most of his advancing attacks are a touch slower than most. And I believe it complements the crackshot. I'm trying to make characters fresh by making some of the gameplay fresh, but not removing everything you know and love (just a couple). So returning to Iori or Kim or Ryo, I felt they were much more complete as is. Adding more isn't always the way to change up a character. Sometimes removing something to make you focus on other moves works just as well. As I mentioned before, I feel there's a heavier favor upon a close game with Iori now, which wasn't present in KOF and personally I think it makes him a bit scarier. You've gotta get past the "it's not precisely like the real games", because you're right it's not. It's not supposed to be. If you think something should be a certain way, give me some examples as to why. If I agree, or can't defend my choices, I'll change it.
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Kyo 98 is better, you can also add his 182 shiki using SvC sprites (like im doing with my Kyo)
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Totally agreed there. I personally hate 99-2k2, but I'm also thinking the hcb +k moves. Hopping punch explode thing and the standing explode punch thing. For the hop version, I'll be giving him the 2k version as the weak version, and the '99 version as the strong version. The standing explode punch thing will work as a separate counter move. Really gives interesting possibilities to Kyo. It's a compromise, but that's why I'll be adding the sun onto his back for all sprites. I really think he needs that. He'll be up next after Vanessa.
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In the last relese I said that I saw where this project was heading to; it's ncie to see that it still is going in that direction. Now it feels more like a new game than a "let's put kof characters together with all their moves and call it a day". That being said, there will always be stuff to point out.
I ill use kof key style while talking about the buttons.
Some of the chains are irregular, like terry can chain his fwd+A after a crouching C, but not after a standing C, it happens with other characters and other moves too.
Some chars can chain weak moves after strong ones, namely whip and kim; that feels like it was not done on purpose so I am reporting that.
I still can't see where are you going with the ground to air interaction (i.e. a character in the ground hits a character in the air), if you are going for something new, it's ok, if you want to keep it like kof, there is a lot of fixing to do.
I won't report changes from kof as this is supossed to be different.
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Hey [E], glad to see I'm improving. Thanks.
The irregular chain thing was done on purpose, but in light of all the discussion here, I'll be completely revamping the 2 in 1 system to something more universal. Of course the Unique Chains will play a part in that.
I'll need a little more with the ground to air thing if you can offer it. Are you referring to the type of juggle system the game currently has the pop up system (like Angel being able to combo her dash throw from the weak circlet finish)? I can tell you that there probably are some juggling glitches in the game. Baiken pointed out some big ones in the first release.
What has been done on purpose is that projectile have unlimited juggle (i.e. juggle=0), except in broken cases like Geese's Thunder break.
Something that hasn't been done on purpose, but that I've been unable to fix is something like Chizuru's jab DP. I can't make it recognize the juggle =10 variable it should have. It's a helper so it separates itself from the base character's juggle count (like projectiles do) and it doesn't want to activate variable I try to use to trigger the juggle state in her non helper state.
Just wanted to point out that I'm really glad there seems to be a lot more interest in the release this time and I've having a great time hearing you KOF view and giving more insight on the project. Last time only 300 people download the characters period, but with this release, after just one week, over 450 downloaded them (215 without music and 235 with music) and that's not counting the China sites superyuzqy posted the full game at. While, this might be a small figure for some, it's a very big accomplishment for me as I was hoping for 600 in total and it looks like I might surpass that. And the roster's only 1/3 complete. Thanks for all the interest and playing the game. I'm still hoping some of the regular board visitors will post their comments/feedback too (where did you go Shion?)
Cheers :sugoi:
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I'm here and I finally got it downloaded, but I've been really busy lately, so I havn't gotten a chance to play it much, although I did check out Angel....just not enough to make a comment. You will get feedback from me though, it just might take a while.
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By ground to air game I mean both juggling and air recovery. More importantly for me now is the fact that rolls are very dominant in the game, mostly because they have a lot of invincibility in the end, I think they should be much more vulnerable in the end, even if that ends up weakening the ais now, it looks like they are going to be recoded anyway.
[EDIT]
ryo parry can't block projectiles, it should.
cancel frames of crouching c feel off-late
Some moves do a diagup animation and end in sexy ko, so fix your sexy ko code
Holding down + weak punch with leona shuld trigger the crouching punch
Whip's crouching C won't trigger while running
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For ground to air, opponents hit in the air should flip after getting hit by basic attacks and attacks with no airfall or fall coded into them. The recovery animation might be too long though and I'm not sure if you can control your character while they're in the flipping state (5040) and thus block. I'll have to check. However, there is no Capcom SFZ3 style manual airflip recover state (5200) in this game. I'm really not a fan of that.
For juggles, all variable have been set to 15 and most attacks should do 10. The more juggleable ones do 5. I know in 2 player simultaneous, these variables are kinda up in the air because if p1 hits and then p2 hits with a follow up, the counter just keeps getting reset. That should only be in 2p simultaneous though.
Rolls. Right now both forward and backward rolls are 33 ticks for all characters. Out of the 33 ticks, only the last 3 are hittable. Do you suggest I double this value and make it 6? I think 8 would be too much. I'll play around with them a bit.
All autoguards should block fireballs. If Ryo's doesn't, it's a glitch and I'll definitely fix it. We'll see if Ryo's cancel frames are still off after the new chain system is implemented.
I'll check out the sexy ko glitch.
The last two shouldn't be happening. I'll test and get back.
Thanks for the update [E]. Let me know if you find any other glitches. Man, my list of things to do sure has gotten big. Gonna have to prioritize. I'll probably start next weekend.
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Well, I got bored and looking at the list of glitches/fixes, I saw there were quite a few character specific things that solve pretty quick. If you check out the list on the previous page, you'll see what fixes have been done.
The Iori Crossup's seems to have issues when you try to changed the command when you've jumped over a character cause the moment they turn, the p2bodydist code becomes neutralized and the move fails to come out at all. Therefore, right now, it'll stay as b +wk to prevent further glitching.
[E] glad you found that running state glitch with Whip and Leona. Turns out a lot of the characters had that glitch. Shame I didn't catch it before the release, cause that's a big one. Oh, well. Fixed now.
No worries Shion, reply when you can. Just saw a whole page go by without a post from you, which is rare nowadays. :D
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You probably already know, but Chizuru's FDF, LP + F, LP is an infinite. It took me a few try's before I got the timing down, but now I can easily do 100% life with it.
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Yeah, I just can't figure out how to correctly add the juggle to weak dp. Each time a new helper appears, the juggle count resets and variable triggering doesn't seem to work. As a temp solution I may have to make the weak dp impossible to chain into. Doesn't stop you from abusing it as a combo starter though...
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About ground to air.
In kof it works like this: either your attacks allow p2 to fall into his feet or to fall to a liedown state. regardless of how you fall you won't recover control until you hit the ground. the balance seeems to be achieved by juggling.
About jugling.
There is a fundamental error with this theory, though it is related to strikers so it should work well if there are no strikers present.
When you hit an oponent in to the air you are given a set amount of juggle points that depends on the attack you used to launch the oponent and whether or not you got a counter hit. The points get reduced with time, so it is good to assume one point per tick. once the juggle points hit 0 you can't juggle anymore unless you use a move that does not require any juggle points (like oswald's ldm, mary's rpd follow up in 97,2001). some moves can't juggle in regular conditions (like kyo's qcf+D, ie. the striker bug).
How I implemented those was simply using the nojuggle check to allow my char to juggle, while giving the char, 7 juggle points in the cns as opossed to 15 and making all the moves use 10 juggle points. Then I set a var when a move hits and decrease it over time.
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About ground to air.
That's how it should be working. The 5040 state has it's animation end with a -1 so control shouldn't resume until the player hits the ground unless the attack is canrecover, in which case, hitting a+x will do the recovery roll at Pos Y > 30 (20 was way too tight). I should point out that when the AI is controlling the characters certain things happen that shouldn't because the AI "cheats" a little in this regard. For example, AI ignores the fact that laydown time = 60 ticks. It's been kinda a pain because some moves lose effectiveness when the AI immediately pops up after being knocked down. It's something I can mention to missfairy. I'd say test ground to AI with P2 as a human and see if the same issues persist. If not, it's an AI issue. If so, then I'll need to recode 5040 for everyone.
About juggling
Okay I alway though the cns value (set to 15 in all my characters) was the marker and if a move had a value of juggle 10 then it'd remove 10 from that marker (making 5) and thus only moves with 5 and below would hit. So it's a time thing then. So basic attacks should be lower and highly juggleable moves should be higher instead of the other way around. Okay I'll test it with Vanessa once I start her. Juggling effectively will be crucial to Kyo's gameplay, so I should try to get it right before starting him.
This still doesn't solve the Chizuru problem, but it's a good start.
Thanks [E]
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No, what I said is how it "works" in kof, not mugen, since mugen's system feels broken to me I stopped using it completely and changed to a custom juggle system.
About liedown times, they should be around 11, but in mugen you can cheat and get up faster by tapping buttons.
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Mmm... I see. I do use the nojuggle check for some things and most specials juggle the way I want them to now. I'm just not too fond of how the basics juggle.
So you can cheat? Is there any way of disabling that? If not, I'll have to force people to lay down like I do in Angel's elbow drop follow up. Not really a must fix, just annoying I guess.
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I think it's hardcoded so yeah, you have to use custom states/code.
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Wow, over 10000 views. I feel special. Thanks for taking an interest everyone! :) I find myself bored and I really have an itch to finish the next wave as soon as I can (Kyo especially, it'll be good to get all those sprite edits behind me). So I'll start Vanessa tonight. Sexy Ko first. If that goes smoothly, hopefully a weekend finish is possible. If not, mid next week. Then I'll wrap up the rest of the easy fixes (Charge fix, hitby addtional ticks for rolls, etc...) The bigger fixes like the unique chain and chain corrections and error in special bindstates will come later on.
After much debate with myself, I've decided to put Mr. Big into the mix. He'll fill the empty sub-boss slot (creating a boss team KOFE)! That leaves 4 available slots left. There's some demand for Eiji, so he's a strong candidate. That's it for now.
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Besides any posssible juggle infinites that I will be ignoring, after some play tests I found angel, kasumi and K to be particularly strong. K does too much damage currently, kasumi's unblockable chains can be done while forcing the oponent to block, angel is overall strong, but mostly she has an infinite do stand C, qcf +B, stand C again, it requires relatively tight timing and to start at a close distance.
also, and this might relate mostly to kasumi, the ai is able to do combos the human can do, mostly because it can cancel out from certain attacks, but I will wait for the next version that should fix most cancel problems before being more specific with this.
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Thanks a lot [E] for all the in depth coverage. I will check all throws and close up combos for missing "do not execute while opponent is blocking" code. Moves become far too broken if opponents can force characters into their combos at will.
K's damage will be re-evalutated. Thanks
I will tighten the timing of Angel's qcf +b to remove the infinite. Since I lack the skill to do infinites in the real games, it's hard for me execute and catch them in my game as well. If you find any other infinities/broken/unbalanced combos, let me know.
Kasumi should be toned down substantially once I replace her f,d,f +k move with her anti air slashing attack from KOF '98 UM. Have to wait for the game to come out first though. With that move, I should be able to tone down her arsenal and bring her down a couple ticks in terms of power (I agree that she's slightly higher tier than the others currently which is the main reason for the change).
AI revisions are being worked on by Missfairy in passing, but I'll let her know that Kasumi is particularly cheap.
Vanessa is going slowly, mostly due to the amount of OT I'm doing at work. I'm hoping to finish this weekend now, with a release sometime next week, depending on Missfairy's availability.
Thanks again [E], hopefully the next major release will be one step closer to some more solid gameplay.
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Thanks a lot [E] for all the in depth coverage. I will check all throws and close up combos for missing "do not execute while opponent is blocking" code. Moves become far too broken if opponents can force characters into their combos at will.
I will tighten the timing of Angel's qcf +b to remove the infinite. Since I lack the skill to do infinites in the real games, it's hard for me execute and catch them in my game as well. If you find any other infinities/broken/unbalanced combos, let me know.
About that, you can make teh chars unthrowable while on some of the guard states, to make your life easier.
About angel, I think it's better if you make the hittime of the qcf+b smaller, so only the next part of the chain can hit after it, even if it means making the second part of the chain faster.
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Thanks again [E]. If there's more please let me know. I'll update the glitches section later today or tomorrow.
I figured I'd do something a little different this time as it seems as though, questions arose as to what exactly do I do with these characters. Could be seen as a little developper's journal I guess. As much for myself as for anyone else who's interested in modifying things, but need some kind of start point. Also, people are free/encouraged to pick out flaws in the system I currently have and suggest alternate methods that might improve speed or quality. I'll just do this with Vanessa seeing how this'll probably be difficult with my limited picture creating ability. I'll continue to update it here on this reply only.
Start:
Friday June 13, 2008
Conceptualizing Vanessa's balance and moveset. Compare them to all moves she's had in all games and to all characters currently in KOFE via computer print outs of skills list (as seen in the pdf). Look for things like damage, invinicibility frames, move types, blockability, etc...
Saturday-Sunday June 14-15, 2008
Vanessa is a female character, thus she gets a Sexy KO. Due to the fact that there isn't a pre-existing Sexy KO for her, I have to make one. [E] has provided me with all nude templates from which to from. Normally doing the 5 sprites required would take me 1 day, but I'm pretty worn out this week and it takes longer. I use King's sexy ko as the sample from which to base my shading and shaping on. I decide, Vanessa will have a more Yuri style KO where only the top rips apart.
Wednesday June 18, 2008
I've been number crunching like crazy at work all week, so I had no energy to work on Vanessa until now. Now that I have the Sexy KO sprite, I move on to the conversion phase. The Vanessa that I'm using is the one from Ahuron because it has the XI sprites. I transport the AIR, SND and SFF files over to the template folder and change the blank .def file to reflect these changes. Once she's set up, I use Fighter Factory for most of everything else. Since I use a modified version of CCI's base and gameplay and that doesn't mech with Ahuron's characters, I have to double check that all basic states are correct. Things like state 40 for pre-jump or 100 for pre-run, 170 for time over and so on. Basically all these states must be universal. 100 = pre-run, 101 = running, 102 = run stop for all characters for example. 360 = dodge back, always.
I also have to add state some states like 950 and 20000 usually (small hop and SP KO screen respectively). Guard states and back hop usually need to be modified from an animation standpoint so they don't glitch up (characters getting stuck in guard stun for example). Once all the basic states are correct and matched, I do a check for sound. Sound is the most inconsistant thing in Mugen files I find. People just number them however they want. Base sounds are always numbered the same. jump = 0,0/run = 0,3 and so on. I also add the correct sound to the special KO and the dodge voices.
I also have to make absolutely sure that the dodges are all 33 ticks. No one gains an advantage by have a longer dodge or a far travelling dodge. it can have as many animations as it needs, but will always last 33 ticks. The back hop is similar in this regard. Back hop always travels the same distance for all characters. While running is different, back hops felt like they needed to be universal to maintain balance, so I've programmed them that way.
Next I quickly check the throw state animations to make sure there's only a single 1 tick throw activation with no body collision (to avoid bind state glitches) and that the throw at no point has a collision that allow it or the opponent to be hit while it's underway. I must also create throw cancel states. Since Vanessa didn't have the appropriate sprites for this (same as guard crush), I have to rip them. Normally I use Kawak for missing sprites (sometimes there are other base sprites missing too), but because this is an XI character I require Wuwo's rips at mugenchina. I download the pack, pull the sprites I need and modify them in Photoshop so their palettes match (depending on the pallette, this can take a long time to index correctly).
That's as far as I can get today. Normally I can combine this with the hitstate check and wins/intros mod and the basic attacks programming, but I'm too tired.
June 19, 2008
Before I can start playing around with the attacks and do in game testing, I've gotta program all the hitstates. This is the part that can get pretty long, depending on how the original author formatted them. I've got a template with every single hit state marked on it and every single character must have, not only the animation number, but the corresponding animation to that number (state 5052 being air spin hitstate for example). All sprites used in the hitstates have to be the exact same number across the board as well. If they're not, they'll screw up bind states like throws which call upon these states in the changeanim2 statetypes that use specific sprites (Rugal's SDM for example). I note that Vanessa's missing her wire attack hit animation which I use as the hit.type = up animation, so I go into KOF 2k1 and rip them. Once all the hitstates are correct, I add in the sprites and animations used for her sexy ko.
Last thing I do is check the rest of the sounds to check for any glaring omissions. Ahuron's Vanessa doesn't have gethit sounds (hit grunts and moans), so I journey over to Galbadia Hotel to rip them. Bad news, Galbadia is down. So I check to see if another version of Vanessa has the sounds I need. Vanessa 2000 by [Vanessa] has them. I rip them. This alone give [Vanessa] a contribution credit, regardless if it was one rip or three. Vanessa also doesn't have hitsounds consistant with the other characters I made, so I add some of those in as well.
Last thing on the agenda today is fixing up Vanessa's portrait and mini portrait. I use 2000 when I can because I love that art style, but not everyone in my game was in 2000. Lucky for me Vanessa is. I rip the portraits and convert their palettes. I do one last scan of the animations. I realize Vanessa doesn't have a counter attack animation that I like (the alpha counter style attack). Vanessa's short on unique animations as it is (using the same animation for both far and close strong kick attacks). I pull 1/2 the animation from her weak teleport follow up. Now she's ready for intro/basics and initial testing. But, I'll do that tomorrow...
June 20, 2008
Not really all that happy with the speed at which Vanessa's progressing considering she's a relatively simple conversion (unlike a Chizuru for example). My new job's just wearing me out to the point where I come home tired and brain dead. Oh well.
I immediately go to work with the intros. Usually this is simple. There's no gameplay mechanics to fix, so I just port over the original code and that's it. Ahuron's timing for voices and the length of the intros are awkward though, so I touch them up. I noted the head scratching intro and blow a kiss intro for Vanessa. Since those will be used with Mary and Benimaru (no Ramon in my game) respectively, and I haven't started them yet, I don't touch those for now. I then go to the win poses. These are all done well. I'm not a fan of the blurry voice currently being used, so I might grab some more from [Vanessa]'s version. That'll be a final touch up though.
I go to the basics, which is already in a pre-constructed format and start editing. Since all basic values are already inputted, all I need to do is, check the hitdefs to make sure the triggered time corresponds to the animation (jab animation hits on elem 3, so I swap), I check to see if the basic is a 2 hit attack (and add an additional hitdef + a velocity edit so both hits can connect correctly), adjust the spark xy, if there is movement in the attack, I add the appropriate velset or posadd values and now since the sparks are finally universalized, I just change the sound effects. Since there are plenty of sound effects that are unique to certain characters, I haven't bothered to universalize them. Vanessa has some KOF XI fx that I'm looking to keep for example.
Getting to the close strong kick attack, I decide I really don't like the way it's currently set up (a quicker version of the far strong kick), so I give her the f +wk animation. Thus I'm removing her overhead unique attack. I make the decision in this case because she already has 2 special attacks that can function as overheads if I need them to and because I'll still use the animation for Vanessa's unique chain, so there's no real gameplay lost here. I will complete the crouching and jumping attacks tomorrow. My energy's on fizzle right now. I quickly go in to KOFE and test. I go to arcade mode and use the f1 (instant kill opponent key) to check the winposes. They're good. Really not liking the sound though. I go into watch to check out the special leap in intro created by Sander and used by CCI for team battles. It activates properly. I use f2 while the computer has Vanessa in a DM to drain her life and see if the sexy ko works. It does. Test 1 is successful. More to come tomorrow.
June 21, 2008
Spending the day with Vanessa today. I immediately finish up the rest of the basic attacks and test her out. After adjusting a few sparks and sounds, I play around a bit with her new close strong kick. I make it an air.fall on the second hit. Happy I do a few more adjustments to the rest of her including making her jumping strong punch a 2 hitter like it was in 2000 and move on to the throws. Once again, this is basically a copy and paste affair since Ahuron did a good job with them. I adjust the punch version to do an extra hit (I removed the button mashing ability from all moves in my game cause I don't like it) and I test the throw cancelling. A few position fixes to a couple moves and basics are done. Breather, then onto special attacks.
There are some big changes here. First, I'm removing the wavering stance (the semi-sidestep stance), because the gameplay I'm going for doesn't include sidesteps. Mary's sidestep and Shermie's will also be removed. However, the counterpunch follow up remains as it's own move. It works very similar to Takuma's, except the autoguard doesn't last as long and cover as many frames. I port over my modified autoguard code that all autoguard moves use and set up the move. Since the move has a heavy autoguard, the punch itself will no longer snuff fireballs. That makes the move way too versatile and broken.
Next I fix up the cross punch. I give the strong one a slight delay, but it moves forward. Since the counterpunch lost it's anti fireball hit, I give it to the cross punch here. It makes sense since it creates a type of "projectile" as well. Since I like the way Ahuron coded the charging uppercut attack, I leave it more or less intact aside from the smaller variables like damage, poweradding, etc... For the body shots special, as mentioned above, I'm removing button tapping from my game, so here the extra hits are automatic. Adds some risk to the move, but it's still effective at its close range game and it has good juggling properties. WP hits for 4 hits, SP does 6.
Last move in is Vanessa's "teleport" type move. Both retreating and advancing version retain their punch follow ups and I alter the input code to make them easier to execute. I figure I'll try out Ahuron's collision reduction over a nothitby code, since only low hits should connect. This makes the move more KOF accurate anyway. I add an extra tick of animation so the teleport covers slightly more ground. I touch up a few more collisions and animations and I'm finished the specials.
I test her out and make a few adjustments for hit times/velocities. The biggest change I make though is removing all the nothitby codes Ahuron had in these moves, to balancer Vanessa out a bit more. I do however, give a nothitby code to her strong cross punch for the initial startup to make the move slightly more useful. Also, Vanessa's teleport startup cannot be hit by jumping attacks. Gives it a few more possibilities. As I test, I realize that I still need to give Vanessa her stage and music. I made my newport stage especially for her (was release about a month ago). For KOFE the stage needs to be modified. Once fixed, I pick her music. Since all music levels are far too quiet, I have to go into Cooledit and pump them up. I use Elizabeth's theme from XI. It's battle ready, so I don't need to do any further editing.
I start the DMs. First up is her crazy puncher (have to check the names for all these moves), the close up attack. I don't like the way it looks in KOF, so I mod the second hit to something more savage looking. There are some timing issues I touch up. Biggest problem though is Ahuron didn't create a state for the last hit (opponent flies into the air and twirls until they hit the ground). So I go in and make it. I do her Ranbuu next. This one was coded pretty well, so I just touch up a few timing issues, damage and shorten the miss animation lag. For her SDM, I decide to go with the XI version of the LDM ranbuu. I create an animation that quickens the third last hit of the regular attack, then automatically interrupt the move with another super pause into the LDM "tack on" Ahuron's already coded. There's some glaring damage issues that take me a while to figure out. I add the SDM bgfx and call it a day.
June 22, 2008
Since Vanessa's almost done, I'm happy and I decide to take her for a couple of rounds in KOFE. She feels good, although I'm not a strong player of her style (anticipation type defense/offense style). I'd say she's an intermediate character like Whip. As I play, I note a few glitches. She's going into hitstates that don't exist, making a lot of them look funny. I go in and delete all non-essential hitstates. I keep playing and discover a glitch with Kasumi's high counter that causes it to animate funny with all characters. I go in and fix that. Everything else looks good, so I start the HSDM.
The HSDM from 2k2 was animated poorly in my opinion and Ahuron's copied it to a T. I'm gonna change it up a bit to give it more umph. First, I rip Nyankoro's Krizalid longer range wave instead of the short one Vanessa uses and borrow the axis. I adjust for Vanessa and remove the explode codes Ahuron made for the move, replacing them with a large projectile that travels. This way, even if you don't hit up close, the projectile has good range and can hit for modest damage. To counteract the damage segregation and to make the move look more painful, I add an extra hit. Vanessa now hits with the straight punch before the projectile comes out (only if the up close punch connected though). I think it looks way more HSDM worthy now. I adjust the hit velocities and change p2's hitstate animation for the rise up after the initial hit and take her for a test run. Since I used sprites and not animations for the hitstate change I immediately notice a mistake. Not everyone has a wire attack hit sprites (2 of them). I use the wire hits for the up animation, but the actual wire hits 6005,0 & 6005,1 aren't always used for none 2k1 characters like Kasumi and Chizuru. I have to go into each and add/adjust these sprite for everyone now so this move will work and to universalize something I missed up until now.
Now that all the moves and touch ups are complete. I go in and implement the new combo system implemented below. To give a better idea of how it works, I showcase it in the Vanessa video I create for youtube. A brand new Unique chain is added (state 250). I test, it works. I remove the SDM's ability to chain due to the heavy damage that can be inflicted (600+ damage). She's done. I rar her up and send her over to Missfairy for AI coding and wait for her to finish. If anyone bothered to read all this, I salute you. It's pretty damn long and it doesn't even cover everything. Well that's the general picture of a KOFE mod. Hopefully you'll enjoy Vanessa once she's released. Cheers!
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Final say on KOFE's combo system:
As I work on Vanessa, I've been conceptualizing the combo system for the game as suggested by others. Personally, I hate combos and was happy with basic two in ones and jump attack started combos. But you've asked for more so I've developed a system I'm happy with. Like the DM/SDM/HSDM system, I'm going to lock it in as a KOFE gameplay standard so I don't have to debate about it anymore and just call it part of the game.
2 in 1 system:
This is the basic attack -> special/DM combo system. Some complained about being able to chain a close SP, but not a ducking one. The old system had specific attacks that would 2 in 1 and wouldn't generalize any SP attack for example. Simple is better in this case and I've listened. From now on, if close SP chains, then crouching SP will chain as well. Makes it easier for people to remember. Characters that can chain with close SK cannot chain with a trip however. Also as a rule, far strong attacks cannot chain except in exception cases (like Whip and Iori). You'll have to test characters to see which of their moves can combo cause that's too much for me to put in the PDF.
Unique Chain system:
This is a unique combo that ALL characters will have. It links a single basic weak attack to either a "chaining version" of a unique move or a strong basic move that can then be linked to a special/DM. This does not function like a 2 in 1. There is only one weak attack that will start the chain. I.E. If standing far weak punch is the chain starter, then close weak punch and crouching weak punch will NOT chain. The chaining part of the attack (second attack) comes out quickly and recovers quickly and will be easy to combo out of. Opponents hit by this attack will have their hit velocities severely reduced to simplify combo-ing into the special/DM. This is the easiest way to link to your specials/DMs, but is restricted to the sole starting point. Also note, like with 2 in 1s, not all special/DM moves can be comboed into. In fact 95% of all HSDM cannot be comboed into.
Examples of Unique chains: Iori: close lk, -> sp (far sp animation), -> Maiden Masher
Vanessa: far lk, -> sk (XI overhead animation), -> her Ranbuu
Same chain system:
Some weak attacks can combo into themselves again or other weak attacks. Rapidly tapping wp for Terry, for example, will see his close jab chain into another close jab, a far jab or crouching jab. Not all characters can to this, but balance it out with other advantages (Whip's range is one example). In combination with the unique chain system, this can tack on a couple extra jab hits to your combo. Hey, every little bit helps right.
That's it for the combo system. Comment now if you have other ideas or a change or two to suggest, because once it's implemented, it's final. I won't go back and re-edit all my characters 20 times over after all. Also note that I'm not a fan of XI or a huge fan of 2k2 and do not like move "cancelling", so dream cancels and so on won't be seen in my game. Sorry. :( I'll start this combo system with Vanessa onward. Since I'm not releasing an update of my main game this wave, these changes won't be happening with the current roster yet, so no patches, just patience.
Other news: Duck King, Eiji and Xiang Fei are now a part of the roster. Only one spot remains. I'm replacing Kensou this wave with either Billy Kane or Yamazaki because they already have alphas and it's less work for me to do. Next wave, I'm replacing Andy with Blue Mary. I want to implement her leg snap and arm snap animations for everyone sooner rather than later. Andy will have to wait until after the MotW Wave.
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Short & Sweet. Vanessa's done. Just sent her over to get some AI from Missfairy. While we wait, I'll post her video:
http://youtube.com/watch?v=4yOdPdiDqmc
At the end, you can see the Same Chain system at work and the Unique Chain system. If all is well, she should be released this week.
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My apologies for not updating this topic as regularly as I usually do. I'm pretty much drowning in another project at the moment. I'm still doing this project though and am confirming that Jhun Hoon will be the final entry into my roster. In fact I was working on him for most of the past week and only have the SDM and HSDM to complete. However that won't happen until next weekend probably.
For those that are interested Jhun's style, like Angel's has been heavily modified. The stances have been removed, Kusajin is a f,d,df +p move, I've turned the kick slashes into their own move that work like a combination of Whip and Yamazaki's qcb +p attacks. And for those people who complained that Kim didn't get his qcb +p x3 move, well Jhun has it now, so it's still in the game so to speak. Plus I've given Jhun May Lee's "Big Kick" DM as a grab DM. You'll see everything in the vid next weekend.
Finally, this is the final team roster. If you hate the fact that Ash is teamed up with Kyo and Iori or anything else, my suggestion is to go play KOF '99, select Xiangfei and hit the start button during play, cause that pretty much how I feel about changing this at this point.
Edited (swapped Ash with Duck):
Hero Team: Neo Cartel:
Kyo, Iori, Benimaru, Duck K', Kula, Maxima, Angel
Fatal Fury: Justice Soldiers:
Terry, Andy, Joe, Mai Athena, Kim, Jhun, Kensou
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, Kasumi Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
King, Mary, Vanessa, Xiangfei Yashiro, Shermie, Vice, Mature
Villains Team: Young Wolves:
Ash, Billy, Yamazaki, Eiji Rock, Gato, Hotaru, Jenet
Sub Bosses: Bosses:
Krauser, Geese, Karate, Mr. Big Orochi, Goenitz, Chizuru, Rugal
More updates next weekend. I'm just too busy right now to do more.
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Why is Duck King on the villains team? He's not a bad guy.
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True, true. I think from the many posts before, the general idea was with the roster I have it's pretty much impossible to make every team a logical one. I just grouped Duck King with other FF/AOF characters, same as Ash with other KOF characters, Vanessa with other women, Angel with other NESTS story characters, etc... When you play the game feel free to change up the roster to suit your own tastes. I just need something to work with so I can arrange the slots in my game.
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Swap Duck with Ash and there we have it.
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Done. Also Jhun is done aside from testing and the like. Missfairy's still working on Vanessa, so Jhun will probably be a next week thing. I'll try to post a vid on Friday.
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Keep at it
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lol. I love the sig pmc1416.
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Silly me forgot that today would be my nation's national holiday. So squeezed in a little bit of time to post Jhun's vid:
http://www.youtube.com/watch?v=SZOwU_iEduk (http://www.youtube.com/watch?v=SZOwU_iEduk)
Have to add the chain system then it's off to Missfairy for AI coding. I'll probably start Yuri sometime this weekend. I've decided to go with her '99 look because I can get the most special intros out of it. That means there's gonna be a lot of sprite ripping since I'm using Juke's XI Yuri as the template. Shouldn't be too bad though. She's take a little longer to do, that's all.
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The same chain system looks like it will guarantee a very combo heavy, combo-centric game. You might end up with something closer to marvel than KOF. Not that that's a bad thing. Were those chains going to be cancellable?
And why eliminate all the fun character specific features like stances and sways? Just curious....
(Forgive me for my criticisms, I like to say constructive things).
After viewing Vanessa's video I think the game is coming along nice. It's good that things will be universal. The Rick Stroud SDM/HSDM/whatever it is looks weird with the hit pause being so long before the wind kicks in. It kind of makes the wind come off weak. The multi-hit DM where she teleports back and forth... maybe she can finish the super on the front side of her opponent so she isn't uppercutting the back of someone's head at the end which just looks weird?
Another tiny nitpick... why the swaying before the big super?
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I always enjoy topical discussions like this and your comments in general DS. Let's see:
Same chain system will vary from character to character, but there will always be some kind of weak linking. With Vanessa, for example, to balance out all the chaining she can do with weak attacks, she can't 2 in 1 a weak attack into a Special or DM. That's when you have to same chain into a unique chain. Other characters may or may not depending. System's still in the test phase. I added this combo system because of the high demand of people that wanted combos. I'm still limiting the game's juggling values when I can though, so it won't feel too much like MVS. ;)
I think after discussing this I realized when I say I'm trying to simplify gameplay, what I mean is reduce the initial learning curve so all characters are accessible to new KOF players. Stances, while great in technically heavy games feels too complex for the kind of system I'm trying to achieve. Instead, I'm trying to expand on things that already exist such as adding a third counter system for Kyo and Xiangfei or Air to Ground throws for Mary, Clark and Yashiro. There's already so much variety in KOF gameplay (which is why it's my fav fighting franchise). I also find cancellable sidesteps to be extremely unbalanced in this kind of gameplay with dodges because you basically choose the amount of your nothitbyframes and where you want to end up.
Yah, I was thinking that after watching it a few times. I'll see what it looks like with the windwave ignoring the hitpause. The SDM looks weird, but I'm pretty sure that's how it was in XI (she used to grab in older versions). I'll check it out.
She sways cause both her and Rick swayed before doing their respective versions in the game as the DM start up (I'm 90% sure on this). It's just more noticeable in my version cause HSDM pauses are so long in my game. Plus, it makes sense cause she can't be hit while starting up/in the sway, so no biggy.
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Looking at how fast you are doing your "edits" of existing MUGEN characters - I would be surprised if the quality will be good. Did you go in and check that every animation, alignment, clsn, velocity (X and Y), damage, damage multiplier, Hit and Guard pauses, Priority, Hitvels, Powergain, cmd cancels, combo limitations, chains etc... are accurate (or at least close to it..) for all the characters on your roster? And also which KOF did you use as your base, cause each one has very subtle BUT gameplay changing differences.
If you did check everything and made sure they are accurate for all of them, then you need to get a life :ninja:, kidding aside, if you did that, you have just allowed me to re-retire in peace. - If not, then I go :'( in my little corner. If you are just aiming to do minor edits to existing characters to match your "tastes" then forgive me for being a hardcore KOF freak.
Also how much of a KOF player are you, do you play competitive games, or at least challenge some 8 year old kid at arcades (do they still have arcades o_O;), or do you just play at home vs ai..? If you at least play VS games with other players and win some decent games then cool, if not - I have to stress that you need to listen to [E]'s blabber more about gameplay and combo issues, cause he is usually right with that.
At least you have [E] to guide you, you can be sure he knows his KOF stuff, which is reassuring. Hope that you know your stuff too - Good luck with your project.
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Since you used Jin's Iori as a base, I think you should check the alignment. Last time I checked, the sprite alignment for most his characters are incorrect. Also, I hope you recoded most (if not all) his HitDefs because once again Jin does not have accurate HitDefs. He also doesn't have accurate velocities. And one last thing which is also important is that Jin's characters don't have accurate CLSNs, you're going to have to draw the CLSNs yourself for everything that come from KOF94-2003. But for any moves from XI or NBC I guess you can't do much about that. I guess this goes for every Jin base you used.
My bad if you already addressed this, but in my opinion, it's better to take a base when it's a solid base. CCIronMugen's characters are solid bases (the ones currently available from his site, don't use his outdated characters). But when there are no solid bases, you should rip the sprites with correct alignment, and start from the beginning yourself.
The thing with taking other's work and trying to expand on them or fix them is that it can get very tedious; looking for the used and unused variables, taking away the current system and replacing them with your own, fixing or changing chains and HitDefs and the like, there is a pretty big chance you will break something else on the way. It's much more convenient if you coded everything yourself from the getgo, that way, you know what you coded and when something goes wrong you can troubleshoot the problem easier.
Also when there are moves with weird properties, that don't knockdown or hit like normals, you should take the data from the real game using ArtMoney.
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Thank you both for your deep insight.
There have been complaints already that some characters have been bad/not game accurate. Although I believe the correct wording was "laughable". I chose the base from a pre-existing characters, so I don't have to throw together an air and sff because I know how time consuming that is and would most likely double the time it takes me to make a character if not triple. I've put aside another year and a bit to do this project, but 2 or 3 years is pushing it. I'm doing most stuff on my own (except for AI which is all Missfairy). Things might change if I can get more help. The project's only 7 months old, so there's still plenty that can happen between now and then.
I do go in and adjust values like poweradd, juggling, blockdamage, high/low/mid/air/couch blockable, posadd, velsets etc... From what I've been told, priorities should all be the same and it's collision boxes and nothit defs that'll determine the game's priority. That's the system I'm using anyway. Works pretty well and makes the bosses cheap without hiking their life and power levels. I do go in and adjust animations and axis when I test out a character and notice that something looks/animates oddly. To be honest, there are times when the animation looks like crap in a KOF game as well though (compare Yuri's SDM version of her multi-kick ranbu to weird looking LDM in XI), so I try to fix up that stuff so the animation looks smoother, velocities make more logical sense or hit impacts give more "umph" when needed. I know there's a big movement out there for KOF acuracy in Mugen, but sometimes (varying on personal opinion of course) it feels like they miss the boat on some things. I'm sure when you've played a KOF game you though, "well this move could work better like this" or "this move is so useless, why didn't they do it like this". Maybe you didn't. I could be reaching here.
The project is still a beta, so I'm just trying to get characters out there first to find out if there's major gameplay/balance issues. Once they're resolved, I'll start with the hitbox sizes and axis positioning type of stuff as that's the kind of stuff that I'm probably going to struggle through for the first little bit and will need a touch of guidance with.
I had no real challengers in Winnipeg, where I grew up. I was a very good street fighter/darkstalkers player, a mediocre VS series player and SNK wasn't big on people's list of competitive gaming. Such a shame. I beat on plenty of 8 year olds hoping one day they'd come back to whoop me. Hasn't happened yet. I have horrible dexterity, which is why I hate combo heavy games, although I also find it a waste of someone's quarter to have them stuck in the air getting juggled the whole match, just so someone can show off how good they are at finding things gaming testers missed. I feel for the little people, who'd at least hope to have a bit of fun off that quarter before dying. Hardcore gaming may be no place for cubs in some people's opinion, but it's that mentality that caused most of my fellow Winnipegers to get scared away from some really great games.
[E] is fantastic and I'm glad he's helped me as much as he has so far. Sorry my skills aren't good enough yet to re-retire you Sander. Maybe, 1 day there'll be someone who does take up that call. I'm just trying to get people interested in the full game aspect and sharing benefits Mugen aspect with this project to give a glimmer of what can actually be done with this ancient tool instead of making a few characters that don't mesch with the rest of the characters in a franchise made by another creator.
ArtMoney. I'll look into that. I've never heard of that program before. Thanks again.
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I can rip sprites with perfect alignment from KOF'94 to KOF2002. It's not very difficult (http://xgargoyle.mgbr.net/tutorial/). So if you need anything in that department I'm happy to help out.
I can find some velocities as well. Keyword: some, not all. & I'm happy to beta test or check your characters for anything.
So I'm here if you ever need me for those things.
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the 80% and the 90% accuracy techniques for hitdefs are rather simple and fast, they could be used.
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I'm glad you're open for discussion swipe!
I agree that taking preexisting work and editing it can make a project take far shorter. It's rare in actual development that a programmer would ever even touch an actual sprite as far as creating it. And a character programmer probably never touches a stage.
As far as your philosophy on "simple", oversimplifying for beginners leads to things like Smash Brothers Brawl. A game so simple and neutered that it homogenizes the skill levels of the practiced and the practicing. This is what they were going for with that game and it pleases new players who don't know better but angers both those who were skilled in the previous version (melee), those who started brawl with more skill than others and those who attempt to get better but find their progress artificially hindered by the game.
Fighting games have never been "friendly", much like FPS', due to, well, just how they are. They are competitive by nature. They put you, one vs one, directly against someone else. Even worse, there's often no group to roll with or other allies that can carry you. As a result, "accessibility" is always an issue. Some games try to artificially acknowledge this (like Smash) by adding a lot of randomness and zaniness. Others, like Tekken 6 and SF4, have added specific in-game features tailored to assist the losing player for the "comeback" which creates a weird cycle because now the less skilled get an advantage and have increased their chances to win... until, of course, they become skilled.
The people who will spend time on your games will not appreciate these things.
I use this philosophy: Attract non-competitive players (the ones who do not like the hard things) with looks and features. Flashy moves, cool characters... things like that.
Attract the competitive players with the deep stuff. I think you can have technical things and not throw off new players. I take tricky things like, say, Jhun's stances, and I simplify them (I don't remove them). Much like 2003 did. I agree with you that things shouldn't be tricky to do.Or too tricky to defend against. 99-00 Jhun's stances were tricky because you had to hold buttons and, depending on your controller, that wasn't even practical.
2K3 simplified it I would have simplified it a tad further because I believe, and this is key, that difficulty should come in application, not execution. So things, like the Break Spiral command or the Raging Storm command, have to go. I think you did that. Which is good. Just apply that philosophy to everything. You can control how good Vanessa's sway is and how limited or not she is in her follow ups. You can choose how you want Jhun's stances to affect his game. I currently tweak them to function as 1: Some hard counters to some very specific things in specific situations, 2: A way to create some frame traps to force a roll to counter, 3: A fun way to do a few juggles.
I know that things like that are what keep my attention and when I see stuff like that in a game (think Hwoarang in Tekken 5 as he plays a lot like that.... mad frame traps) I look and I go "I want to do that."
In the end it's your call... just leave SOME things in there for those who want to take the time to do it.
Be careful with the same chain. It's those types of things that sneak up on developers and end up being abused and making other aspects of the game obsolete. ROTD had it's crazy CD attack combos... SFA had the chain combos... KOFMI2/2006 had low Sabaki. All it takes is a simple chain starting off with a light attack that can be linked once or twice to verify and then completed into a decent damage combo to completely break and also kill the depth of a character.
Sorry for the long rant.
Real quick... three more things i'm big on, especially after the atrocities of KOF 2001 and 2002... These are just general statements and not too much based on your game (things to look out for).
1: Be cognizant of how a move feels and comes out. Make sure moves look painful and the damage occurs when it should. You don't want to end up with crap like Shemie's 2002 Stunner where they take damage in the middle of the move and not at the end. Note how NGBC fixed it. They made the actual throw part execute quicker and made the damage occur when she actually does the stunner.
2: Try not to add two moves that do the same thing, if you can help it.
3: Consider the victims. One cool thing that the SF3 series did was keep their moves short. A ranbu doesn't have to be 30 hits (in fact, it looks less painful that way). You don't want the flow of battle interrupted by soda intermissions like the Running THree or May Lee's stupid@$$ whatever the heck garbage crap move she had (what a terrible character).
I think i'm a little hard on you because your game actually has promise. Let's collaborate in the future.
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Based on your reply, I can tell that this project is more based on how you "feel" rather than putting in hardwork to get the numbers right. The easy route is to say "this feels better, animation is smoother, you are missing the boat here, SNK should have done it my way etc.." The hard route which only a few follow is keeping true to the game, to try to get the "real feel" of the game by getting the numbers down.
Looking at some of the feedback that was given here, I can see that getting accurate KOF data now is a lot more simpler than back in the days when I was still active. I haven't even heard of some of the tools they are mentioning.
I guess it depends on your goal - are you aiming to create a MUGEN KOF game that has solid KOF gameplay with extended roster? Or are you aiming to have a KOF game that fits your tastes (and a few others here that give you feedback)?. Or maybe you want a KOF game that fits your tastes but has solid KOF gameplay?
Your project is still young and has lots of potential. Just showing you your options. Personally I would say that you get the accuracy down FIRST, then move on with tweaking stuff to your liking (though if you tweak I still :'(), but that's just silly old me.
Again good luck, sorry if I can't beta test / download cause the game is too big... if you can get some characters available for download maybe I can check em out. Though it maybe months again before I post here :P, or not depending on how bored I am.
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Indeed these things mentioned by all of you are things that I can't say I've had much feedback on because only [E] has given my game in depth testing/feedback, while taking the goal of the project into consideration. Most people just ask me why I took out move X replaced move Y, which is mainly based off of their personal prefs and how they'd like to play the character. I would agree though that there's a lot of personal pref that goes into something like this because it is a lot of work and you don't want to do it twice over (your way and the exact way).
If you look at KOF'98 vs KOF'98 UM, it seems like more moves have been added than removed. I haven't played UM yet to see how that'll affect balance, but I'm floating on the same kind of principle. For characters who have a few moves (Ash), I plan to give them more, while characters with so many might find their movelist a tad shorter. Observant people will notice the gameplay itself does lend itself slightly towards a KOF98, SFA2 mix due to the DM system, where there is no POW meter and not EXTRA style charging. Just a 3 level raising stock. That was intentional. I did it because I love the unpredictability vs a POW style giveaway. Things like that scream personal pref and do point towards the game being something a little different that your typical KOF game.
All that said, I would like it if Iori's walk velocities, fireball velocities and the sort were game accurate. Absolutely. And Leon Belmont, I would appreciate any help with the stuff you've mention. I think what I'll do is finish the last 2 characters of this wave (Yuri and Kyo) and combo systems and then step back and take a look into making the accuracy adjustments that I'm capable of. Probably a month and a bit away, but if you're still willing to help, I'll contact you.
[E] which techniques are you referring to and in regards to what exactly. Vels or rips?
I a lot of respect for [E], but I also have a lot of respect for you Sander and actually feel somewhat honored that you posted here. Yours are some of the first characters I downloaded when I first got into Mugen. While I'd love to hear your feedback, I'd hesitate to give you a current build of some of the characters because I still need to implement some of the improvements brought up during the last beta test (namely the combo system fix among a couple others). Although that said, since your Terry and Chizuru were base models for the ones found in my game, they are at your full disposal here:
http://files.filefront.com/Terry+Koferar/;10937024;/fileinfo.html (http://files.filefront.com/Terry+Koferar/;10937024;/fileinfo.html)
http://files.filefront.com/Chizuru+Koferar/;10936993;/fileinfo.html (http://files.filefront.com/Chizuru+Koferar/;10936993;/fileinfo.html)
Have to warn you though, Vans hated what I did to your version of Terry, so a heads up.
Dark Symphony, I will have to disagree with you on one point. I don't like luring people in with flash, coolness etc... because when they play it and find it hard/impossible to do moves they saw in the videos it's a big turn off. I'm not big on say luring someone into SF2 cause they thought Zangief was so cool, but end up only using Ryu and Ken cause Zangief's too hard to use. I want to encourage people to use Angel or Jhun cause they look cool, have cool moves and hey, you can do 'em. The depth of any game I believe is how skillfully you use the moves at your disposal not how many stances you've got or how fancied up a move is with multiple follow ups. Plus this is KOF, so you should readily be able to use 4 characters in the case of 4 on 4 team battle. If you devote all your time to one or two, it makes that type of fight less interesting cause then the other 2 on your team become "fillers" instead of fights. And can you imagine going through 4 fights like that with opponent using the same 4 over and over again. That's a yawn for me.
I'm hoping actual testing with people who use combos systems in fights will tell me if my Chain systems are broken or energy sappers. In this department, my skill is minimal so I'll be looking to others for help. I don't think you're being hard. If you see some past posts on the release forum, those were rough. You're just offering your own fighting game experiences and that's always welcome. I may take a breather after the 1/2 point to try my hands at something none KOFE related. In cases like that collaboration is always good.
Thanks a bunch everyone.
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Based on your reply, I can tell that this project is more based on how you "feel" rather than putting in hardwork to get the numbers right. The easy route is to say "this feels better, animation is smoother, you are missing the boat here, SNK should have done it my way etc.." The hard route which only a few follow is keeping true to the game, to try to get the "real feel" of the game by getting the numbers down.
Looking at some of the feedback that was given here, I can see that getting accurate KOF data now is a lot more simpler than back in the days when I was still active. I haven't even heard of some of the tools they are mentioning.
I guess it depends on your goal - are you aiming to create a MUGEN KOF game that has solid KOF gameplay with extended roster? Or are you aiming to have a KOF game that fits your tastes (and a few others here that give you feedback)?. Or maybe you want a KOF game that fits your tastes but has solid KOF gameplay?
Your project is still young and has lots of potential. Just showing you your options. Personally I would say that you get the accuracy down FIRST, then move on with tweaking stuff to your liking (though if you tweak I still :'(), but that's just silly old me.
Again good luck, sorry if I can't beta test / download cause the game is too big... if you can get some characters available for download maybe I can check em out. Though it maybe months again before I post here :P, or not depending on how bored I am.
Well... it's already MUGEN. It's already NOT a KOF. I don't think accuracy is that big of a deal. The KOF games themselves change things between games. When MI came out, you had a totally different ball game with hit properties and priorities. Same with CVS. Same with KOF characters who come from other games and have different feels. Same with characters between SVC Chayous and NGBC.
Some games (guilty gear) have longer hit pauses than the average. Others have faster moves than the average. It all changes game to game. In my opinion, there is no "right" way as long as it's consistent and works good. I don't need Iori's cr. b to be EXACTLY like it was in KOF. I could always, you know.... go play KOF.
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Dark Symphony, I will have to disagree with you on one point. I don't like luring people in with flash, coolness etc... because when they play it and find it hard/impossible to do moves they saw in the videos it's a big turn off. I'm not big on say luring someone into SF2 cause they thought Zangief was so cool, but end up only using Ryu and Ken cause Zangief's too hard to use. I want to encourage people to use Angel or Jhun cause they look cool, have cool moves and hey, you can do 'em. The depth of any game I believe is how skillfully you use the moves at your disposal not how many stances you've got or how fancied up a move is with multiple follow ups. Plus this is KOF, so you should readily be able to use 4 characters in the case of 4 on 4 team battle. If you devote all your time to one or two, it makes that type of fight less interesting cause then the other 2 on your team become "fillers" instead of fights. And can you imagine going through 4 fights like that with opponent using the same 4 over and over again. That's a yawn for me.
I'm hoping actual testing with people who use combos systems in fights will tell me if my Chain systems are broken or energy sappers. In this department, my skill is minimal so I'll be looking to others for help. I don't think you're being hard. If you see some past posts on the release forum, those were rough. You're just offering your own fighting game experiences and that's always welcome. I may take a breather after the 1/2 point to try my hands at something none KOFE related. In cases like that collaboration is always good.
Thanks a bunch everyone.
I think you misunderstood. I'm not saying lure them in with flash and then give them a hard game. I'm saying leave things in for people who want depth and those who don't give them flash and cool. That's just the way it goes. If you see a feature that's too complex in your opinion, try to simplify it rather than remove it. People who get into your game are going to be looking for more challenging things as they get into it. They don't have to be HARD> They just have to be there.
Zangief's 360 is stupid. I hate 360's. My approach, however, would not be to remove it because it's hard or tricky. I'd simply simplify the motion. Now the players who base their game around getting in and getting the throw still can and newer players can practice application more than execution.
I'm just saying that little things like stances or sways can spice up a game a little bit and give someone something to diversify themselves with. You should also allow players to decide whether or not they want to take time to do things. Artificially encouraging them to learn X amount of characters with anything beyond the number of characters in their team is going outside the scope of what a developer should be doing.
Also don't forget that this is someone else's baby. You remove Jhun's stances and people will notice. To some, it'd be like removing Zangief's pile driver or Ryu's hadouken. I, myself, wonder if you are not for things like stances, why put a stance based character in the game?
Why not just make them simpler to use if you think they're too tricky?
When will you release Vanessa and Jhun, by the by?
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Missfairy's been pretty busy I guess. She's only at 50% with Vanessa, so I haven't even sent her Jhun yet. I may have missed this, but do you have the full game DS?
I understand where you're coming from. I think the stance play style for me is off. I don't like being forced to do one move in order to do the actual move I want to connect with. Best marked under personal pref with a hint of balance. We'll see if Jhun can cope with the loss. Here, the leg slashes are instantaneous, but can be delayed for "mindgames", they give good projectile like range to his attack and can be comboed into. His other sweep projectile works differently. It can't be combo'ed into, but is a combo starter, it can banish fireballs and the delay in the hit is great for screwing up attacking and rolling opponents. Just cause I remove something, doesn't mean I don't try to add something else.
Should note though that these "rules" and "programming choices" I follow are for KOFE only. During my KOFE break, I'm planning to do a revamp of the psycho weapon Cammy that doesn't play like MVC on steroids and has a few less supers (ie more SFZ Cammy-ish). That'll be a totally different philosophy cause I'll be focused on the character and not a game that demands balance (so she won't be playing like KOFE either). Should be fun. Still don't know what to do with her entirely yet, but I've already converted all the missing Cammy sprites in her SFF to the Delta form. Cammy is my favorite gaming character ever, so when the time comes, hopefully I won't butcher her.
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For all those people who tout 100% KOF accuracy, I would just like to show you this from the brand new KOF 98 UM:
http://youtube.com/watch?v=y_uUAo7XmDE (http://youtube.com/watch?v=y_uUAo7XmDE)
Now that's disgusting. I'm all for accurate collisions, axises and vels, but there's no way I'd allow something like that massacre into my game willingly even if it's an official combo. When I say balance, part of it includes trying to avoid stuff like this by removing cancels, pow damage, juggle you all day long values, even if it means toning down/butchering (depending how you look at it) some characters in the process. There are more 100% combos on youtube, but this one didn't seem to need an awkward startup.
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Make everything accurate, when an infinite comes around; get around it. That's it. Plus, you weren't going to have anything like MAX mode in this game anyway?
Characters don't need a huge tone down just because of something like that.
Vanessa had an infinite in XI, but that doesn't stop Kula, Gato or Oswald from wiping the floor with her.
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"For all those people who tout 100% KOF accuracy" - wanted to stay off this topic but I couldn't resist the urge to reply - just so you get WHY people bug you for accuracy - last effort :P.
Some facts:
- Infinites and other bugs have been found in almost every KOF release.
- SNK games are not perfect, yep not even KOF.
- Even if there are infinites, and even if some would say SNK suck, I believe that there is no MUGEN creator or MUGEN editor of existing works around here that can make a better "KOF game or character".
- Which goes back to me pleading that you still stick with the basics and good stuff and try and keep away from the imperfections.
"but there's no way I'd allow something like that massacre into my game willingly even if it's an official combo."
Releasing statements like this is bad, I'm sure SNK felt the same way about juggles/infinites, until some smart aleck cracks one or some lousy programmer lets one slip. If you have the likes of K_Kusanag combo testing your character - guys that always seems to find some impossible juggles and pull them off - you will understand what I mean.
Edit:
After seeing the 98UM videos - I suggest you totally disregard that game o_O; too many 100% combos there. >.<
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Agreed, agreed. That's kinda the idea here. Staying away from the imperfections. Just giving a little picture and having a bit of fun with it at the same time (couldn't resist after I saw those videos). That's what I mean by 100%, cause then we're not really going for 100% when we start leaving stuff out right.
No need to put any effort in convincing me about other accuracies like axises, clsns and vels. I've been sold since I started and will try my best to fix what I can.
Thing with SNK characters is that there's so many variations for some that it becomes hard to pick which, moves/version to go with at times.
I don't claim to be SNK and I love their stuff more than pretty much anything else out there, but sometimes, despite the fact that their SNK, I still find myself shaking my head at their choices. See Krauser RBS vs Krauser '96. Felt like RBS was the best feeling Krauser out there with moves that seemed to suit him very well. Krauser '96 felt like a mockery, like SNK was turning him into a joke character. I don't apologize for this comment as it's simply my opinion. So given the choice, I'd much rather try to do a Krauser '96 with RBS moves than a Krauser '96 with '96 moves, despite inaccuracies that may come up. That character may not meet SNK standards, but if even if another Mugen creator else made him and did a fantastic job of converting his '96 sprites to RBS, I'd be a very happy fan and in that case, would say that they made a better Krauser than the '96 version that's out there. That's just me though. And yes, I'm happy '98 UM Krauser has a lot more RBS style moves. That said, I'd also say that there are some Mugen version of characters that I find just as fun to play as to play as, as their real counterparts, if not more. In the end, having a good time playing the game is all that matters. That's my take at least.
If Mugen could go online, I'd be far more sticky in terms of accuracies, because then my game could possibly be used competitively and that's when ever detail counts for sure. And I use the term "my game" to differentiate between the KOFE characters and their original Mugen/official counterparts. It's not meant to be disrespectful or to claim that I am the new SNK. Not even close. It's just to point out a game that uses play mechanics I've settled upon. When you think about it, everything in KOFE is owned by SNK save the Mugen engine itself, and that's the way I like it. :)
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I guess we differ. I am not bothered by having to do one move to do another. It's no different than any chain punch series with Kyo or Iorip's QCB+p series. Just more options. I always wanted to see a Jhun based around active stance changing (like how he could stance out of wk Mangetsuzan). I don't think blatant stance changing for the sake of it is the way to go. Imagine if he could do his conquest kick into a stance that gives him a quick high or slow low option. It's really not much different than Kyo doing a punch special into canned mixup only the Jhun player has a couple more options at the expense of canned payoffs.
I don't know. It's just me.
As far as that video link you made... you CAN'T do it. You just can't. Things like that aren't done on purpose. 98UM has so mnay 100%ers because they added so much with the characters and custom modes. You can only do so much playtesting. That's why there are so many SF2s and Guilty Gears and Tekken 5's. Because the player base is the harshest and most efficient play testers you'll ever get. And they WILL find things. Trust me. It will happen with your game to.
The smallest thing could end up being the biggest. Do you think the Terry extra mode infinite was intentional? Of course not. And how in the world would you find that while making a game? Would would think to go into Extra mode, do a power charge and then do a quick attack and cancel into thep ower charge to override the juggle check...
Vanessa's infinite in XI was simply possible because a move was used to hit in a way the devs never intended it too. The last tip of the hellion. The Devs made the move thinking' This "this will hit twice and the juggle checks will keep it from being comboed into infinitely." It took a player to set up the juggle infinte. That's why most infinites (outside SVC Chayous) have such weird set ups. They're all about breaking the game open.
Luckily for you, you can just fix it. But you've already had to fix things. Imagine if you had to have it released by the end of this month and after that, no more fixes. Yipes!
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Well, hopefully as the project gains more steam, more people will test and find more glitches/give more gameplay feedback. As [E] and I discussed earlier, the juggling system Mugen uses has some problems that may not be avoidable, but I'm sure there's plenty of other stuff to fix.
So far the project's been downloaded 1200. Considering how big the file was, I'd say that's over double my highest expectations.
Got me thinking; once I've hit the 1/2 way mark, I might be interested in porting the project to Shugendo. Has anyone here have any insight on this. I haven't had a chance to test it yet, and my stupid Intel Video card is picky when it comes to programs requiring pixel shading, so I worry a bit. Seems to be the only alternate engine still in progress with potential networking capabilities. Is it too early? Anybody willing to share their experiences with that system. I'm also kinda skeptical cause I wouldn't want to port it and then it dies out like Infinitycat did (at least that's the assumption at the moment).
Yuri progresses slowly. Since I'm ripping a good chunk of the sprites here, the progress is crawling. I'd say I'm at about 35%. Few basics to rip to go and a few sprites to convert (using her 2k1 intro for the non-leap in, but the shoes are the crappy ones). Might try to convert a few 2k3 ones to '99, but that depends on how far my skills can go. She *might* be finished next week. Kyo will take even longer. I may take a break and do Kula in between. Re-conceptualized her movelist so I no longer need the Diana "kill" sprites.
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Well, hopefully as the project gains more steam, more people will test and find more glitches/give more gameplay feedback. As [E] and I discussed earlier, the juggling system Mugen uses has some problems that may not be avoidable, but I'm sure there's plenty of other stuff to fix.
Just do away with mugen's juggle system.
I will post more info later in kof style ground to air and juggling, probably including code.
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That would be most appreciated, o helpful one.
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Ok, first you have to pay special attention to air recovery and whether it is allowed or not, if my memory serves me right you will use a fall.recover value of 6 ticks. All basic attacks allow for air recovery, all dir +button or special attacks don't; projectiles have to be handled case by case.
You will need to edit the air recovery states so they are automatic, no extra velocities are applyed and you don't recover control while in the air, in kof you won't recover control until you land, while air recovering you can be hit by anything, it's just a matter of juggling.
Juggling is a more complex matter, I will explain the basics first, note that this is not the exact way it works, as helpers in some kof versions create some exceptions, but I am pretty sure it aproximates it rather well.
To juggle someone in kof you have to launch him in the air; The amount of juggle points you get depends on two factors, the first one is which attack you used to launch the oponent and the second one is if you got a counter hit. The juggle points will decrease automatically one unit per tick and once they reach 0 most attacks can't juggle. Also, juggle wise, you have 3 types of attacks; attacks that require at least one juggle point to juggle (the majority), attacks that can't juggle (mostly the launchers) and attacks that will always juggle (normally just one per char, though there are chars that don't have those types of attacks and there are chars that have more than one).
The way i found to code this in mugen is the next.
1. Make all your attacks require 10 juggle points.
[Statedef 210]
Type = S
MoveType = A
Physics = S
Ctrl = 0
PowerAdd = 0
Juggle = 10
FaceP2 = 1
HitDefPersist = 0
MoveHitPersist = 0
HitCountPersist = 0
SprPriority = 2
2. In your cns file give your character only 8 juggle points.
;_________________________________________________ __
;
[Data]
;_________________________________________________ __
Life = 1000
Power = 3000
Attack = 90
Defence = 80
Fall.Defence_Up = 0
Liedown.Time = 10
AirJuggle = 8
SparkNo = 0,7
Guard.SparkNo = 0,20
KO.Echo = 0
Volume = 0
IntPersistIndex = 0
FloatPersistIndex = 0
a) what you have achieved now is that your character can juggle properly if p3 launches p2, but he won't be able to juggle at all if he launches p2, no problem, there is more to this code, but first.
* mugen has a bug in which you can't even do ground combos if you don't have juggle points, so you want to put in st-2 an assertspecial with nojugglecheck if enemynear, statetype !=A; to allow for regular ground combos.
;_________________________________________________ __
;
;to allow ground combos
[State -2, ground combos]
type = AssertSpecial
triggerall = NumTarget
trigger1 = Target,StateType != A
flag = NoJuggleCheck
3. make sure to have section of the cns for st-2 and juggling system, as you can put most of the juggle code in there to make it easier to edit amongst several characters.
4 After we have taken care of the bug we reserve a var to act as the juggle points , in this case var16, since kof always counts down on the juggle points as long as you have some, we decrease one unit per tick.
;_________________________________________________ __
;
; Kof Style Juggle System
;_________________________________________________ __
[State -2, juggle decreasing]
type = varSet
trigger1 = var(16)>0
var(16) = var(16)-1
ignorehitpause = 0
5. Now, we have to set the juggle points depending on which attack is hitting the oponent and counter conditions, I suggest to use several sctrls instead of trying to optimize and make the code hard to read, Though using a simple ifelse expression for counter hit checking should be pretty easy to understand, my counter hit check var is var(15), if it is 1 I got a counter hit.
;_________________________________________________ __
[State -2, juggle set basics]
type = varSet
triggerall = movehit = 1
trigger1 = stateno = [200,999]
var(16) = ifelse(var(15) = 1,6,0)
Basic attacks normally do not let you juggle afterwards, but if you get a counter hit you are allowed to juggle for about 6 ticks.
[State -2, juggle set CD]
type = varSet
triggerall = movehit = 1
trigger1 = stateno = 1350
trigger2 = stateno = 1360
var(16) = ifelse(var(15) = 1,60,0)
In this case I check for both standing and jumping CD, since both give you the same juggling points, no juggle if you hit normally, and a second if you get a counter hit (actually the 60 ticks value here is wrong, you can either try to count ticks in the game or play around with the value until you get the proper feeling/value)
[State -2, juggle set powercharge98 ]
type = varSet
triggerall = movehit = 1
trigger1 = stateno = 4300
trigger2 = stateno = 4310
var(16) = ifelse(var(15) = 1,120,12)
This is a very interesting case, pretty similar to the B shikikai case, in kof98 terry's power charge can only be followed up by a jumping attack or a cancelled raising tackle, but if you get a counter hit you can even do a ground attack or power geyser as a follow up (again, play with the actual values to get a proper feeling).
[State -2, juggle set powercharge97 ]
type = varSet
triggerall = movehit = 1
trigger1 = stateno = 4400
trigger2 = stateno = 4410
var(16) = 120
And this is a simple launcher case, like kyo's D shikikai you can always juggle with pretty much everything after this move hits, regardless of getting a counter or not.
Note that it does not matter if the juggle var last until-after the p2 hits the ground, after all it will be reset once you launch p2 again.
6. Now that we have set our juggle points properly, we just need to add the juggle checks, depending on the attack being used we have three categories so this is just a list.
;_________________________________________________ __
;
;juggle checking rutine, there is some stuff that never juggles
;_________________________________________________ __
;
;to allow ground combos
[State -2, ground combos]
type = AssertSpecial
triggerall = NumTarget
trigger1 = Target,StateType != A
flag = NoJuggleCheck
See the note in point 2a.
[State -2, juggle checking regular stuff]
type = AssertSpecial
triggerall = var(16) > 0
trigger1 = stateno = [200,999]
trigger2 = stateno = 1350
trigger3 = stateno = 1360
flag = NoJuggleCheck
This is a list that includes pretty much most attacks.
[State -2, juggle checking always juggle]
type = AssertSpecial
trigger1 = stateno = 1500
flag = NoJuggleCheck
1500 would be a move that always juggle, somethignlike oswald or kula's ldms in kof xi, beni's sdm in kof2001, mary rpd follow up in kof 97 amongst other stuff.
stuff that never juggles is simply off the list.
7. About projectiles. I suggest using helper projectiles, so you can add code to them. in the juggle check code you can use helper(X), redirection to set the juggle points and in the helper's code add parent,var(16) > 0 triggers to allow juggling. I am skipping coding that step explicitly because that is rather simple if you understand the previous code and should be seen as an exercise.
I hope I did not forget anything.
This code is provided to be free of use and I take no legal responsability of what is done with it; if you manage to kill yourself using this code I am not to be held responsible.
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Thanks again [E], really appriciate all the contributions you've put in to this project. Think I'll be bumping you up in credits. The code makes sense to me. I think what I'll do is finish Yuri as is and implement this juggle system with Kula for the test drive. I'm pretty sure it'll mesch better, so after that I'll work backwards, implementing it with the chains system.
I think I'll still leave the projectiles as no juggle limit, because I don't forsee it leading to infinites and it's good tack on damage. If I'm proven wrong, then I'll change it. Only moves like Thunder Rain have projectile juggle caps at the moment.
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hahaha, limit them now as it will be pretty easy to be proven wrong for that :P
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I don't have much to do with this project, but just dropping my thanks to [E] because that stuff comes in handy for me. :)
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Always great to thank [E] for his many contributions!
Okay, so after going through the list of this I need to do for this project, I realized that I have only one sprite edit outside of my capabilities left to go (with KOF 98 UM having the rest). Big thanks to [E] for the rest. It's for the Robert '03 stance conversion to '99 sprites. I did request help from Walt on this and while he did agree that he was capable of doing the edit, he did not specifically commit to doing it. I can understand seeing how Walt gets many requests and isn't always in spriting mode. So just seeing if anyone else'd like to bite and put the last non-technical request for this project to rest, I'm reposting the request.
I've done what's within my capabilities here:
(http://i270.photobucket.com/albums/jj119/swipergod/rob-1.gif)
The work that's still required is the addition of the vest and pendant, the change in his collar (from v-neck to round), the removal of his arm strap thing and his belt (shirt's tucked in). Here are some samples of how SNK did it to give an idea of how to proceed:
(http://i270.photobucket.com/albums/jj119/swipergod/rob2.gif)
I'd appreciate any help here. Even if you're just capable of removing the arm straps or fixing the collar.
Missfairy is trying to work on AIs, but has found herself a little caught up in other things. So after I finish Yuri, I'll stop, do the AIs for Vanessa, Yuri and Jhun and then release them right after. Don't expect much though, as I'm definitely not a skilled AI coder. So far, Kim, Karate and Angel are the only AI I've put together (using Missfairy's template). Although Missfairy helped with Kim and Karate. I'm going to post a revised "to do" list, but I've gotta be honest, doing all these characters' coding is really burning me out so I may not be able to implement everything for the next release. Right now, the chain system is the priority because it's already been implemented in some characters.
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Why not just release the characters without AIs initially so we can test how they play? You can always add AI later with the benefit of having some feedback to work with.
Hey, it'd give you a break.
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That seems a little dangerous to me, because the character outside of training mode would be full of glitches. For example, currently Jhun's Cresent Moon Kick goes through floors and teleports when the AI does it, because it can currently interrupt any air attack into it. This is not a human controlled problem, but without a character specific AI you can't really fight against them in Arcarde mode or any other mode for that matter because their triggers are bogus. I don't want to release a character that's for human vs human play only. It shouldn't take too long. Angel's AI took me about 4 hours to program, but I'd really like to finish Yuri before I go on a AI spree.
If I end up doing the AI, it will just serve as filler for now until there's more time to revisit and tweak it. Several AI codes really need to be fixed as is anyway (Kim being the predominant one here). The main things I've noticed with the AI that needs to be fixed:
Some characters throw unlimited projectiles. I need to block this in the projectile's triggerall with a projnum blocker.
As [E] pointed out characters should not be able to attack while in state 5040. Humans can't, but the computer can.
[E] also pointed out that the computer can grab you out of a block or hitstate. Humans cannot.
Yuri's tentative for a next weekend finish. So all 3 should be good to go around Monday or Tuesday after that.
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I guess...
I think i'm the only MUGENer who programs with human comp in mind. Humans are the ones who do the gamebreaking things with characters, not AI. AI doesn't use Magneto infinites or that Kyo 100%er you were so worried about.
I spend most of my MUGEN time in practice mode testing things out. I don't know... to me, "good AI" comes WAY after making sure the character basics are in order.
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Human players are first and foremost and from other projects I've read a few others share that mentality, but as many people pointed out, not everyone has a gaming buddy to sit down and play with. I'm all alone up here in Ottawa, for example, so the only way I can test out my characters in actual combat is via AI. Plus I don't like releasing add ons to my project unless they've met a standard. Right now all other characters have AI, so to make an official release for a character without AI wouldn't meet my standard. Seems you're pretty eager to test out Vanessa and Jhun though. I'll PM you.
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Word. I just respect your undertaking. I could tell that you're in the same boat as many MUGENers (including myself) where there isn't much to do with MUGEN OUTSIE of fighting the AI. So I get that sentiment. In my experiences, a good solid character comes from a good solid base that a player can work with.
I'm working on a game outside MUGEN. We're trying to introduce a lot of new elements and features and some of them are pretty risky. We can't design AI around any of them because if some of our ideas end up being trash, we'd have to change the AI's approach.
To be specific, it's a tag game. AI programming for Tag games is always tricky if you have any sort of health regain option because, in every tag game i've played that didn't have that stupid "lose one character and lose the game" approach, I could usually beat the computer simply through better tag management, giving myself almost a 50% health advantage since I could actively make sure I was regenning when I needed to. We're considering some features that let you tag out without losing 'red health' for a period of 5 or 6 seconds. This allows for tag combos to occur without sacrificing life. We'll be designing AI to try to take advantage of this. But we don't want to do it and then have a human find an exploit that makes it broken and thus removed. You see?
I would simply consider finding a few close sources (maybe [E]?) and letting them test the foundations of your characters before adding the AI. To smooth out some snares a little bit. Just some quick once overs can do wonders.
This coming from a developers perspective.
I am just a big fan of any MUGEN project that has any sort of consistency between characters, which is why I have an eye on yours and all the promise it has.
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Thank you for such kind words DS. I can attest that this project is a definite undertaking and a test of will. Without a team, it's really hard to put something of decent quality out there.
Just imagine if there was a spriter, a coder for basics, a coder for specials, an AI coder, a balance checker, a collisionist, etc... The quality of the game would go up 10 fold (barring incompetence of course). When you're on your own it's tougher, because maybe you screwed up a couple of specials, which caused you to overlook some basics. Plus you're keeping track of multiple characters at once, so giving character x move a may screw over character b (SF2 E.Honda vs Balrog syndrome). I can't even count how many times I've gone back to the original 12 to change one thing or another.
I at least enjoy the fact that Mugen allows you to select 1vs 1 and KOF team style and encourage people to use those modes when playing the game. Simul is a blast, but there's a lot of game breaking issues that happen in that mode that are pretty unavoidable. I do like how one well placed HSDM can still win you the match despite the handicap odds though. I did consider implementing a VS series tag in mode, but Zillion uses a KOF tag in system and I'm trying to be an alternative to Zillion.
I wish you luck on your AI endeavor. You undertaking sounds massive.
I add the AI currently because I like to have placeholders and Missfairy's template is the base template for the game. AI programming is a weakness I have, so in the end, it's doubtful my AI will be that good without Missfairy's help no matter how much time I wait. I'm mainly a conceptualizer who knows how to or learns how to implement his stuff. Thankfully computer code is logic based else this project may not have ever gotten off the ground.
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My work has become sparse on KOFE this past week and things aren't going to get better anytime soon. My job is becoming really demanding and is interfering with all my personal projects. Since Jhun and Vanessa were finished awhile ago, I figured I throw a generic AI together and release them in the meantime. The release topic is here:
http://mugenguild.com/forumx/index.php?topic=83613.0 (http://mugenguild.com/forumx/index.php?topic=83613.0)
I'm still hoping to complete Yuri by the end of the month, but I just can't guarantee it at this point. Do NOT take this as "the project is dead" or "the project's in limbo" etc... I'll still be around here and there, but my Mugen time has been severely limited, so I just won't be able to hammer out the updates and edits like I used to. At least for the next month or 2 anyway. With K.O.D's slew of characters and Sander's return, there should be plenty of KOF action to keep you all happy regardless.
Cheers.
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Wow. I've ripped so many sprites my head's all dizzy. Anyway, Yuri is about 75% done now. I'm just finishing up the reflect then I'm on to DMs. I'm shooting for a Wednesday release. I'm hoping to release her together with an updated Ryo. He'll share a special intro with Yuri and some of the changes implemented to the more recent characters (less invulnerability when dodging, the chain systems, etc...)
Off topic, since Mugenchina's KOF XI spritepacks have disappeared, I was wondering if anyone has Duck King's and Eiji's kicking about? If you do, I'm willing to give credit to you if you're willing to share. I have the rest of the packs I need from XI. Thanks.
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Blah! No point in sending you my tidbits on Jhun and Vanessa since you've released these new version. I'll give them a go and delete any tidbits that may not apply anymore.
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Well, I still haven't done anything retrospectively (fixing the original 16), so I still await any tidbits that may apply. Probably won't go back until I've finished Mr. Big. So there's still time for more comments and feedback. I've done a bit of sprite editing for Yuri's Shin. I should also finish the kicking DM today. Can any well versed programmers explain or point me to a topic that explains how to rip sprites or spritepacks from PS2 KOF games (like XI and UM) so I can do it myself and not have to rely on others? I have XI so if there's a way to grab some stuff off there, that'd be great.
Thanks and stay tuned.
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Yuri's pretty much complete except for her AI and chain system. She and the updated Ryo should still be on schedule for tomorrow. I'll try to post the video and a few pics later this evening.
***UPDATE***
Here's the youtube video: http://youtube.com/watch?v=2La1zV7W91Y (http://youtube.com/watch?v=2La1zV7W91Y)
And, for the first time ever, a few pics. In case you missed me mentioning it before, I used Yuri '99 sprites, but I did edit a few XI ones so I could use them (Reflect looks better in XI for example). Big thanks to [E] for telling me how to take screenshots. Simple stuff I just overlooked.
Yuri's special Intro with Ryo:
(http://i270.photobucket.com/albums/jj119/swipergod/yuri2.jpg)
Yuri Shin Chou Upper sprite edit by me. Just changed her face so the eyes and mouth weren't so big.
(http://i270.photobucket.com/albums/jj119/swipergod/yuri3.jpg)
Yuri doing her Denji style Shokoken. I've changed the sprite because I thought the real version looked weak.
(http://i270.photobucket.com/albums/jj119/swipergod/yuri4.jpg)
Hopefully she'll be release tomorrow. Stay tuned.
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Yuri's been released here.
http://mugenguild.com/forumx/index.php?topic=84330.0 (http://mugenguild.com/forumx/index.php?topic=84330.0)
I'll post more later.
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Seems like you've been working and learning a lot. :P
Feel free to use or check my works for reference. (My Eiji's pretty complete and has accurate alignment to boot, so that might help you there.)
Good luck.
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:beamgoi:
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Thanks guys and thanks [Jimmy], I'll definitely check some more of your stuff out. :) Once I've fixed Terry, I'll move on to Mr. Big. I'm using CCI's, so things shouldn't take too long. I'll keep you all posted. Feel free to leave more feedback as it comes and thanks again.
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Sorry for the long lack of updates. Trying to clean up some non-Mugen business. My laptop also no longer has a functioning battery, which becomes a pain for coding from time to time (whoops, you tripped over my plug and now I've lost everything).
I've updated Terry to make him compatible with Yuri's throws. As I was doing some last minute testing I noticed that Yuri and Ryo's chaining systems weren't working properly, so I went in and fixed those as well. I'm re-releasing the Yuri package with Terry and the updates on the original topic later today, so I'd suggest deleting your old Ryo, Terry and Yuri and downloading this new package. Sorry, if I knew how to program a patch this would be a lot easier I guess.
I've also noted a glitch with Vanessa's close up DM in Simul mode. I corrected the binding, but you'll have to wait until the next big release for the updated Vanessa. I've also done minor fixes to Joe's Hurricane HSDM, expanding the clsn box for an extra hit if you catch someone up close, and as a result a little more damage. Another fix I've done is increased the recovery time on Geese's Reppukens. Just a few ticks to even out the balance.
Once Mr. Big is complete, I'm going to finish touching up the remaining 14 characters, giving them chaining systems, reducing the invincibility of dodges, changing the close attack distance limit, fixing binding issues with special grabs and adding CCI's electric effects to all electric attacks. Then I will do another big release. So now's the time if you see any other glitches within the characters, to bring them to my attention. There are some other changes that'll happen later on. [E] has given me a new juggling system to try out and implement, but I don't have the time currently to revise all the special moves needed for this change. A few other to do's will also miss the boat for now.
I don't think I can get the new version of KOFE out before the end of the month, but early Sept is definitely a possibility. Mugenchina says the KOF 98 UM character sprites are coming, so hopefully they'll be around when this project finally hits the 1/2 way point. Thanks to everyone for bearing with me and I'll try to get back on this as quickly as I can.
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After playing through a bit more, I noticed that Rugal a mid x,y glitch, Terry had a sprite glitch and Iori had a sprite glitch. I've corrected those. I've also finished Mr. Big's stage and music edit. I'll hopefully start on him sometimes this week. I talked to Missfairy a few weeks ago and she said she might be able to do the AI for him, so we'll see what develops. Cheers.
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Found another couple of glitches. Mr. Big's at about 40%. I'm currently editing his overhead sprites from XI (they aren't shaded the same as in 96). This isn't my strong suit so it's gonna take me a bit to get it right. Once they're finished I should be able to cruise to the DMs. Gonna push his release back another week. Once he's finished, I'll go back and finish upgrading the other characters and re-release KOFE and re-release each character individually as well, so if you already have the system, you can just download the updated characters. More as it comes.
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Alright, so I'm just finishing up Mr. Big's DMs now. Once that's done, his chain system should be easy since he's not going to be much of a chainer. Then I have to do his AI and he should be good. Hoping by Wednesday the lastest. Once the DMs are done, I'll grab a few screenshots.
For those interested, I've given him an overhead (from XI minus the first hit) and his Jumping SK animation from XI as well. I made his Viva throw a special move since it never felt like much of a DM and his spinning lancer attack (spinning clothesline type move) doesn't reflect fireballs, but does go through all of them. I did this because his SP version of California Romance has autoguard during the run portion of the move now (like in XI) and I think that's already plenty of leverage. I've also fix his stage ('96 boatride from Dustplace) so it scrolls correctly and characters bob up and down with the boat.
Another major development is that I'm removing Duck King from the list and adding Adel instead. He'll take Duck's place on the Hero Team. I was conceptualizing Adel and realized that I can translate him into KOFE character despite the massive lack of animations.
Once Big is finished, I'll revamp the remaining roster and fix a few more compatibility glitches and re-release KOFE. I will include new Electric effects to the fightfx.sff & def and try to figure out a better way of making it download friendly.
Here's what I'd like to get done by the end of the year:
Revamp
Kula
Kyo
Benimaru
Maxima
Here's icing on the cake:
Kasumi UM air slash added to KOFE Kasumi
Athena
Kensou
Goenitz
Adel
There it is. Expect a Mr. Big update soon.
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Alright, I've got some pictures. Still have another DM to do, so the video will be coming later.
Don't worry, cause I'm using CCI's Big as the template, Mr. Big's still got his hoes:
(http://i270.photobucket.com/albums/jj119/swipergod/big4.jpg)
Viva! Albeit, a somewhat queer Viva...
(http://i270.photobucket.com/albums/jj119/swipergod/big3.jpg)
Mr. Big's overhead. Since KOF Zillion already had this animation, I traced the correct shading to save quality and time:
(http://i270.photobucket.com/albums/jj119/swipergod/big2.jpg)
Mr. Big's new HSDM. I'm thinking of naming it "Starduster":
(http://i270.photobucket.com/albums/jj119/swipergod/big1.jpg)
Stay tuned for more.
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Finished the DMs. Video's up now here:
http://www.youtube.com/watch?v=1KNTo2DY9UU (http://www.youtube.com/watch?v=1KNTo2DY9UU)
Feel free to comment. I'll post again when I release Mr. Big's. Just have to do the AI and chaining system. 20 down and 28 to go.
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Will hte next big update include the rolling and juggling fixes ?
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The rolling fixes will be implemented. Much more fair now with the 6 tick lag now. The juggle fixes require a lot more time because I'd have to go into each individual move and implement your juggle fixes depending on what the move does according to your directions. It's just been hard for me lately to find free time. I will have to go back and revisit characters for yaccel correction and adding the leg and arm snap animations for Blue Mary's attacks so I should be able to do more fixes then.
Currently the revamp will include:
Rolling fixes
Electric spark adds to electric attacks
Glitch fixes for characters I've caught so far
Plus most of the stuff I struck out on the old list a couple pages back (removing Angel's infinity for example)
Implementation of the chain system
Changing the distance that close attack activate
Little things to make the gameplay more solid.
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The changes done to individual attacks are just changing the juggle points to 10, most of the work goes in st-2 and analyzing the character's moves. that ebing said, it is indeed a lot of work.
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No worries. I'll get to it eventually. :)
I've released Mr. Big here:
http://mugenguild.com/forumx/index.php?topic=86351.0 (http://mugenguild.com/forumx/index.php?topic=86351.0)
That bring me up to 20. I will finish updating the remaining characters and re-release the game in about two weeks. If you've caught any more glitches let me know.
I'm also switching the next 2 waves' order a bit because I really want to do Adel next. So I'm pushing Kyo and Kula to wave 5 and bringing Athena and Adel into wave 4. Adel's next after the fixes.
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So I'm 50% done the character upgrades (10 more to go). Really happy with some of the possibilities in here with the chains (even though I don't use them that much). Example chain combo: Iori: Jumping cross up kick -> ducking wp -> close wp -> Unique chain (f +wp) -> Maiden Masher. Unfortunately I personally lack the skill for this combo, so a video won't be coming, but I've successfully pulled off this combo after 50 attempts, so I know it's doable. Other characters have other interesting possibilities too.
I've also fixed the Dizzy/No sexy KO glitch that Ryo and Yuri had with their HSDMs and I've implemented the electric hit effects. I think what I'll do though is do Kyo after I've updated everyone so that the next big release has KOF's main character. The tradeoff is that I won't be able to draw the black sun on his back in time for the release (time is limited still). I will, but in the meantime, at least you'll be able to use some form of Kyo.
The rest of the wave will be Adel, Maxima and Athena. Benimaru, Goentiz, Kula and Kensou will follow.
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I've taken a breather from revamping to start Kyo. He's at about 20%. I have to be honest, it's pretty tough for me to go back and add new things to old characters. I get into tackling a new character more. I'll probably finish Kyo before finishing the other 10 characters, but he won't be released until KOFE v1.3 is released. I'll keep you posted.
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İ know what you mean with adding new stuff to old Characters. İ still have 3 un-updated Characters waiting. The updates and involved Characters to the game is awesome. İ like it alot and for sure.
This might be a early quesiton to ask but what type of music will you add? Did i miss something?
Keep up the awesomeness going on man. :)
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sorry, but i cant download from filefront.com, because filefront baned Ip from Vietnam, :-X
Can you reupload to mediafire.com or 4shared.com?
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Glad you like what you see so far DJ Track. I'm trying to make this an all SNK game. The stages are all from SNK games and the music is all from AST of SNK games (mostly KOF, but there's a few exceptions). For Kyo, he'll have the '98 Esaka theme that I've edited to extend the length (like I did with Rugal's).
titytity, hopefully you can hold out a bit longer until the next big release (end of the month I'm thinking). There's too many changes now (v1.3) which makes downloading the old version (v1.2) useless. I've got to find a good site to upload this to and a good way of splitting the files so it's manageable. I'll check out the sites you mentioned. Hopefully they work well.
Kyo's progressing well. All the basics are done. A few special intros, special moves, DMs and AI are all that are left.
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Well I don't know what the $#@! happened. Never in my coding has this happened. I was at 80% with Kyo, just had to add DMs. I go to do some more work on him today and everything is wiped in his cns files. Gone. His air, gone. His sound file, corrupted. Only his sff survived. A whole week's work gone. I spent hours testing out the right velocities. What a piece of %#$@ing garbage. Needless to say, this pushes me back a week at least. I'm just pissed. I don't want to do anything right now. Maybe on the weekend I'll start him up again. Zzzasd's Kyo is so messed up, it took me such a long time to fix. Just bullshit.
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Hey, I'm havin trouble downloading your game from filefront. would it be possible if sum1 uploaded it to sumwhere else? (like filecloud?) if so, thanks in advance, and keep up the good work :)
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I'm sorry about the trouble rzx150. I'm really disappointed people had so much trouble downloading it last time. I'm working on getting a web page just to upload the updated version of the game. Give me another week or 2 to finish the current build and to throw it up. I'll PM you to let you know when it's ready.
The plan is to have:
A characters only download
A stages only download
A sound only download
A system only download
An all in one download
Just need to find somewhere that'll let me set up the website. It won't be anything fancy. Just a page with all the download links.
I pretty much hardcored it the last 3 days and Kyo is at 90%. Just an SDM, HSDM and AI left to go. He's a blend of 98-2000. Also included with Kyo is a revised version of Fyro's KOF'97 Japan stage. The background now lights up correctly (although not 100% game accurately cause that'd be 80+ frames of animation to rip) and scrolls up correctly. Don't think you can find a KOF'97 Japan stage out there right now like it. I won't be releasing it on it's own though since the SVC stage I released didn't get downloaded that much. Only for KOFE.
Anyway, expect pictures of Kyo soon.
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OK. thanks for the heads up :)
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No problem. ;D
Edit: Youtube vid: http://www.youtube.com/watch?v=hUph86pS4kk (http://www.youtube.com/watch?v=hUph86pS4kk)
Kyo just requires his AI now. I'll post a video soon. Keep in mind that Kyo will be released with the KOFE update and not before mainly because he has 4 special intros currently (not counting Benimaru's) and it'd be a bit of a bother to repackage him with those 4 updated characters. Here's some pics for now:
Kyo's special intro with K'
(http://i270.photobucket.com/albums/jj119/swipergod/kyo0.jpg)
Kyo's 2000 hcb +sk move now works like a counter in the first frames of animation.
(http://i270.photobucket.com/albums/jj119/swipergod/kyo2.jpg)
The move Mugen Kyos are always missing. His hcb +sk from 99.
(http://i270.photobucket.com/albums/jj119/swipergod/kyo4.jpg)
By default, Kyo's HSDM. Only the first 5 hits made the cut.
(http://i270.photobucket.com/albums/jj119/swipergod/kyo7.jpg)
Feels really good to have Kyo finished. KOF's poster boy always had me a little worried, but he feels really solid. He sacrifices some speed for pure power. A new counter type that he, Xiangfei and Gato will be using debuts with him. He's got his dragon punch, hoping punch, red kick and flame punch combinations. Hopefully I can finish the rest of the original characters so I can release him and the update soon. Cheers.
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Any plans to add the new system stuff from kofxii ?
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Haven't heard about the KOF XII stuff. Just saw the original trailer vid with Benimaru and Athena. I'm curious. There a thread about it or a good place to check out the info?
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I reccomend the thread at the mmcafe, though the thread in this forum is also pretty decent.
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good kyo ;)
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Thank you superyuzqy. I'm really proud of him.
Unfortunately I've run into another problem. In addition to the Robert stance sprite edit I need, I just realized that Rock doesn't have the Blue Mary leg and arm snap animations (6 in total). Since that's another bunch of drawing I'm incapable of doing, that may push Blue Mary all the way back to the final release. If there's a spriter out there willing to help make those six sprites, it'd be very much appreciated.
Update-wise, I've got 8 characters left to update. I'm also hoping to fix the throw/block and attack out of state 5040 AI glitches that the computer seems to be abusing. All in all, I'm hoping for a Sunday release provided I can set up a website. Anybody know a good freeweb type site with about 500 megs limit?
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I'll be finishing up the remaining updates today. Tomorrow I'll work on the AI fixes and the bind errors (the ones that I can remember). I still don't know a good place to set up a domain for downloading and I'm definitely not gonna use these file storage sites (after the last horrible experience). Bear with me while I search the web for something suitable. So the release gets pushed back a couple of days.
Once everything's done, and the update is release, I'll start on Athena.
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Alright. All characters are updated. I'm fixing the AI bugs. I'll have to test quickly to see if they fix. I think the combo system works pretty well. I don't have the mad skills to pull them off in a real fight (remembering multiple motions in a quick couple of seconds makes me dizzy), but they worked in training mode. Those who can do them will reap some nice rewards. I'm adding Kyo and a combo section to the PDF. Once that's all done, I'll look into a website. I'm thinking geocities. Nothing fancy, just somewhere to post a few download links. Stay tuned.
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use uploadjockey to upload the game's files.
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Websites are a bust unless I'm looking to spend some cash. I tried Uploadjockey [E], but it limits me to files 100mb and under. I'm trying badongo right now. Hopefully this site doesn't suck as much as the last. There will be 6 downloads in total. The complete game at 281 Megs, and the game split up like so:
System and Stages - 26 Megs
Characters pt1 - 47 Megs
Characters pt2 - 46 Megs
Sound pt1 - 92 Megs
Sound pt2 - 80 Megs
If this site sucks, warn me now. I've uploaded the system and am currently uploading some sound folders. I'll upload the whole game and the characters tomorrow. I'll post the links once I have them.
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The KOFE update including Kyo is up. Go here: http://mugenguild.com/forumx/index.php?topic=87440.0 (http://mugenguild.com/forumx/index.php?topic=87440.0)
Hopefully it'll generate some feedback/comments like the last one did. There's still a few binding issues and I can't seem to stop characters from attacking once their state 5040 animation reaches -1. I'll start Athena soon. Very tired and can't think of anything more to say for now. Enjoy!
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since you change the download site to badongo.
It is too hard to download for us chinese except hongkong and taiwan.
so can you present another download link, such as filefront and so on?
thanks
I like your game very much.
;D
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Okay, I uploaded the full version to filefront. It's a large 289 meg file though, so I suggest you leave the computer on for a bit without doing other stuff on it, keep your brower open only to filefront (no other windows or tabs) and make sure your computer doesn't put itself to sleep. I posted the filefront link in the release topic above.
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Thanks
At least , I finally can download it now.
no matter how slow the speed is.
::)
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nice game. didnt work right until i realized that you had your own seperate game for the characters
love the sexy kos. except vanessa is noticibly.. smaller during hers.
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Thanks. Yeah, Vanessa's sexy ko comes from her pre-XI days. She got a lot "bigger" in that game. I'm planing to upload to uploadjockey over the weekend to make it more accessible for others. Don't forget to download both character packs and the stage and system pack. I'm currently starting on Athena and doing some work on Krauser. I won't be able to complete Krauser since I'm awaiting his UM sprites, but I'll post a separate topic about that later. That's all for now. Hope everyone's enjoying the game.
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you can use jin's krauser sprites, it is open source ;)
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Wow this is fantastic! Thanks Kenshiro-Sama! Anyone who hasn't downloaded Jin's Krauser should. It's great to use Krauser that feels complete! I'll still need a spritepack whenever it comes out since I'll still need Krauser's arm and leg snaps for Blue Mary though. Since Krauser is my favorite character, I'll be rushing to complete him with Athena simultaniously (I've already started sprite editing [E] sexy KO for her). In the spirit of KOF in general, I'm using Athena EX as the base for KOFE since it's a "new" costume for a new game (even though it's been around the KOFE community forever). Also Krauser will be getting a new Mozart Requiem piece as his theme for KOFE. I see no point in releasing Benimaru alone, so I'll complete him after finishing those 2 and release all three together along with Kyo (since right now he's only available via the larger character pack). This will complete the 1/2 way point of the game. :)
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I've posted uploadjockey links on the release topic. While I haven't tried it out myself, [E] says it make life easier because it lets you choose a mirror to download from (megaupload, filefront, badongo, etc). When [E] speaks, I listen. Hopefully this will facilitate things for overseas players. :sugoi:
I'm working away on Krauser. He's at about 70% and should be done by the end of the week. Athena will resume after he's completed (just have too much Krauser love). So I'll be releasing Krauser all on his own. I'll post a pic or 2 in a little bit.
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What a crazy week. Krauser's 95%. Just have to do his combo stuff and his AI. I'll post again to add pictures and the video link, but I won't be able to make the vid until later in the evening. Krauser plays more like his Real Bout self, which is what I wanted since that's my preferred version of Krauser. He loses his drop kick and suplex, but gains a qcf x3 and punch attack inspired from the Real Bout combo that ended in a multi-punch. It's hard to say how boss like he is or how fair the cheapness factor is at the moment. His HSDM (the wave) is unblockable, but is hard to time since it doesn't come right out after the super pause. To compensate for the loss of the dropkick (although it's a finish to the sp version of the qcf x3 combo), I've give him invincibility in the leg tomahawk startup. The tomahawk can still be air blocked though. He's got a lot of priority, but is slow. Will have to test a bit after the AI is done.
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Didn't even realize that the views have surpassed 20000. Thanks everyone for your interest. Here's the Krauser vid: http://www.youtube.com/watch?v=Y7G25M1OoPg (http://www.youtube.com/watch?v=Y7G25M1OoPg)
Just wanted to point out that the stage being used is a modification of P.O.T.S. RB Krauser stage (with his permission). P.O.T.S. did an amazing job updating a lot of the effects to high res (the clouds look beautiful in his version), but it didn't fit the "32 bit" theme of the remaining stages, so I converted it back to its original effects. I did keep the rain though. Anyway here are some pics:
This is a SHOWDOWN GEESE!... Humph! You are history!
(http://i270.photobucket.com/albums/jj119/swipergod/kras1.jpg)
Krauser's original "face smash" Phoenix Counter from RB, modified from J.Lee's code.
(http://i270.photobucket.com/albums/jj119/swipergod/kras2.jpg)
Krauser just 2 ticks away from connecting with the finish to his new 3 hit combo move.
(http://i270.photobucket.com/albums/jj119/swipergod/kras3.jpg)
Krauser's finish to his SDM version of Unlimited Desire. Wasn't a fan of the UM version. Turned that into a victory pose instead.
(http://i270.photobucket.com/albums/jj119/swipergod/kras4.jpg)
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looks awesome so far, btw shouldn't you be contributor now? :P
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lol. Thanks. Well, I've always said that my game takes priority over myself. King of Mugen nominated me a few week ago, but because I don't really venture outside my topic that often, not too many people know me that well. Not sure if the fact that I'm a modder has anything to do with it either. I've only released a couple of unique stages, made a basic screenpack and only really ripped 1 character (Yuri) close to her entirety. Plus I don't really want to push it if others don't think I should be.
Krauser should be released this afternoon. I'll post the link when he's ready.
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Krauser's release topic:
http://mugenguild.com/forumx/index.php?topic=87985.0 (http://mugenguild.com/forumx/index.php?topic=87985.0)
I've updated his SDM and DM versions of Unlimited Desire so they scroll better. Foxy created the multi-punch animation from Real Bout Special, so I added it into the SDM version for extra flare. Well, as usual, let me know what you think. 2 more characters until the 1/2 way mark. I'm gonna take a short breather before resuming Athena.
Mental note on things that need to be fixed:
Geese's Raising Storm doesn't completely disappear if he's hit out of it.
Joe's Screw Upper needs to be switched over to a projectile. It's too broken as a helper.
Rugal's Gravity shield needs to be changed from a hitoverride code since that doesn't allow big projectiles to get through.
All projectiles and explodes need the "ownpal" code applied so they aren't affected by palfxs.
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Projectiles are always affected by PalFX. You'll need a helper to prevent that.
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Good to know. I'm thinking about it. Especially with Krauser's high Blitz Ball. The issue has become more glaring. That'll be for the next overhaul though. Thanks Vans.
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I applaude sir for you do what i strive to do
Huge KOF fan
maybe we could merge one day on a project
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Good to know. I'm thinking about it. Especially with Krauser's high Blitz Ball. The issue has become more glaring. That'll be for the next overhaul though. Thanks Vans.
No problem. My characters handle projectiles using helpers, in case you want to check it out.
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Will do Vans.
Thanks PsychoDynamic, hope you're enjoying the game. Projects outside of KOFE won't start till next summer at the earliest, since that's the pace this things been going at, but it'd be fun to do something with a group or in a team for a change. Was planning on taking a breather from KOFE after the halfway point to make a bonus character that could be used outside KOFE, but I think it's better to just soldier on and finish the project first.
Cheers.
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What someone should do is make KOF 2002 (best year for me)
online on either the ps3 or 360 shop
is that possible
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very offtopic. head to gaming discussion there is a kof 2002um topic in there.
Talking about the game, I have been a bit busy with mine lately, but now that I got an alpha out I can give some time to testing other stuff. That being said, expect some comments soon.
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Congrats on your release [E]. :) As always, I look forward to hearing from you. You have been a big help to this project. In your last feedback, you caught a lot of bugs and solidified gameplay. I hope others will also leave some feedback too. I think the roll fixes and new combo system have helped the game's advancement (hoping there's no infinites).
Keep in mind there's still some work to do with the AI who still "cheats" a bit in its chaining. That'll be a fix for the next release, along with the proj helpers.
Just to follow up a bit on the bonus characters thing. I will probably at least do one once the project is finished although I have 4 in mind: Neo Dio, a Nakoruru using NGBC sprites, Shiki and Gouki (I have a template from way back when Ryu was a part of the KOFE project). They'd probably follow different mechanics than the KOFE batch, but since it's a long way away, I'm not really thinking about it too much. Just something different.
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Well, depending on how much fixing is need for the next full release, what I may end up doing is creating an intro story and credits. Got inspired after listening to '98 UM's closing theme. Intro story be pretty simple and use limited graphics, but'd get the point across. I'll try to release the next update before next year, but we'll see. After Athena and Benimaru, I'm still trying to figure out the best choice for the next wave. Kula would be for sure, but I'm thinking Yashiro and Shermie, although I still need to rip Shermie's 2k2 voices and then maybe Goentiz. I'd like to complete that wave, whatever it may be before another big release. I'll sort it out during my break.
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Shermie got some new cancels in kof02um that make her more noob friendly, I am also interested in kula and yif you are using iron's I hope you give her her juggling back.
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I'm actually dying to play 2k2um. I haven't been this excited for a KOF game since the original 2k2 game. Shermie will be heavily influenced from her Orochi version and will only retain a few command throws. I'll be honest [E], you may not like what I have in store for Kula, even though I'm using CCI's as a base. Along with Angel, she was one of the big changes coming to this game. She'll juggle, but she'll be different...
I've posted a Robert sprite edit help topic in the classified here:
http://mugenguild.com/forumx/index.php?topic=88200.0 (http://mugenguild.com/forumx/index.php?topic=88200.0)
I'd love to be able to do him and Andy before the end of the year, but that really depends on whether or not I can get help with this. If you know any spriters who might be willing to give it a shot, or you are a spriter willing to give it a shot, please let me know. I'll probably start back up on Athena this weekend in the meantime. Cheers.
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Well, I just got all sentimental since it's been about a year since I unofficially started this monster of a project. Playing around with CCI's code, modifying King to the lovely fighter in KOFE that she is today. Modifying the characters still found in the "alpha" section on the very first post of this site. *sniff*.
Anyway, there's still two more months till the official one year mark and I find myself needing to plan the year end up a bit more. So here's the deal. Athena is at 20% right now, but since I've finished her sexy KOs and a couple of sprite edits, she should be good to go for next weekend. Next in line is Benimaru. Why? Because he "rubs" you! I will be doing Robert and Andy next to wrap up the Garou and AOF teams. I'm hoping someone will answer the Robert sprite request call, but even if I finish Robert first I will continue to seek out an editor to fix that ugly non-'03 stance of his. That's all the characters you can expect this year. After that, I'm gonna do the intro and credits. Designing the credits will be a particular pain in the butt since I plan on having screenshot of characters in their team. Plus there's a lot of people to credit.
By the way, I notice the number of view for this thread always jumps quite a bit with each post I do (sometimes by a couple hundred). Yet almost no one posts anything here now except for me. I'd like to hear more from those who keep up with this forum, just to know who's actually interested in the project. Even if it's just to say hi. Be interesting to know who's watching/playing the project and what tastes they have (ie, don't normally play KOF, but interested in the game or play KOF all the time, etc...). I won't bite. :)
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Wonder no more, swipergod. There is somebody who shows interest in your project. "Who" you ask? Why it ME, Uche_of_MFG.
Spoiler, click to toggle visibilty
I just wish this forum had the "Woot" emoticon.
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Welcome Uche1234. Nice to see you making the transition from youtube over here. I'm trying to join your chess game as we speak, but you seem to be AFK... Guess I didn't take all the guest views into account. So let me know what you think of the game so far. Remember only having a brief chat a few times on youtube.
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Welcome Uche1234. Nice to see you making the transition from youtube over here. I'm trying to join your chess game as we speak, but you seem to be AFK... Guess I didn't take all the guest views into account. So let me know what you think of the game so far.
The game is great so far, except that Kim Kaphwan's AI spams that Ground Pound and Somersault Kick. Whoever gave the AI coding to you should bettter incorporate other moves. The same goes for Jhun Hoon as he uses the same moves over and over again.
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Glad to hear you're enjoying the game. Unfortunately Kim and Jhun shared the same AI base that was modified by myself and not Missfairy. It was my first crack at it. Lowering the random occurrences would probably help. Since Missfairy hasn't been active on the project for awhile (I've been coding since Angel), it might be a little tricky for me since no new AI code is being developed, just modified. I don't find Jhun as bad as Kim though. He seems to use more variety since I based the moves more on positioning than just states and random triggers.
Once Athena's done, I'll be doing a test screen for the end credits before jumping to finish Benimaru. Expect an Athena update within the next couple of days.
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you cna use the cyanide ai coding style and just make some right movestrigger at some right times while having everything else handled by the mugen default ai.
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I think that's close to what Missfairy was using. I'll post some sample code later on, including Kim's currently spammed moves, and see if anyone can offer pointers.
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Boy, I'm late with this. Here's Kim's Fierce stomp AI code:
[State -1]
type = ChangeState
value = 1501
triggerall = p2stateno != 5040 && p2statetype != A
triggerall = var(9) = 1 && statetype != A
triggerall = roundstate = 2
trigger1 = (p2bodydist x <= 60) && p2statetype != A && p2statetype != L && p2stateno != 5201 && ctrl && random <= 100
trigger2 = stateno = 500 && animelemtime(4) >=0 && animelemtime(5) < 0 && movecontact && random <= 400
trigger2 = stateno = 235 && animelemtime(7) >=0 && animelemtime(8 ) < 0 && movehit && p2statetype !=A && random <= 100
trigger3 = stateno = 320 && animelemtime(3) >=0 && animelemtime(4) < 0 && movehit && random <= 100
trigger4 = (p2bodydist x <= 60) && p2statetype = L && ctrl && random <= 50
I added the random to trigger4 just recently so it should help lower the spam.
Fixes: I've had to correct some nothitby states, so that they weren't completely invincible (ie they can still be thrown). Mai, Joe and Leona's jump velocities have been corrected. Kim's stomp has been changed to a crouch attack so only low counters can catch it (until now all standing counters caught it). I've also fixed Mai triangle jump so she can grab the wall behind the opponent as well.
I'm strongly considering adding Krizalid to the mix. He'd replace Orochi as a Boss and Orochi would become the Final Boss.
Athena's at 50%. I've completed here stage (Chizuru '96), but am still undecided as to what music to give her. Her '97 theme or the XI Wounded Moon theme. Back to work...
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Man, I haven't checked back here in a while. I got all your files mixed up with other MUGEN stuff so I'm going to go back and redownload the full thing.
Athena's theme... Eh.. I thought 97's was boring and I think that theme and it's versions are kind of old. I've heard, what, the Arcade version (J), Arcade version (E), KOF 94, KOF 96, KOF 97, KOF 2002, KOF Kyo version 1, KOF Kyo version 2... a lot of them.
The XI theme is OK, but it's just trying to be KOF 2000's Will theme so why not use that?
Or you could be REAL cool and sue Shuddering Gong... The best Psycho Soldiers theme of all time that you could actually take them serious with...
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I'm still thinking up better ways at making the next full download easier than this. The good news is that the music files will be substantially smaller next time around. That'll get rid of a good 100 megs of space.
XI's Kizu Darake No Blue Moon is my favorite Psycho Soldier theme and I'd like to use a theme with lyrics. I liked '98s version of Shuddering Gong, but they never arranged it (I'm using Arranged music only) and it doesn't fit Athena's pop starlet image as well. '97s theme just fits the stage better though). *shrug*
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Athena's up around the 75% mark. I'm currently trying to fix the mess that is the reflect. It wasn't coded correctly and projectiles don't always reflect the way I need them to. I'll be grabbing Rugal's reflect code fro this one. I've got pics of where I'm at so far. If you've already played with EI's athenaEX then you know what to expect in terms of how moves look, so I'll just show the edits.
Added dress flapping animation for this version of the reflect (it didn't have it before). 1 of 2 new sprites.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen3.jpg)
Since KOFE is using the Unique fireball reflect system (to avoid proj problems), I grabbed the reflect from '97 and made it Athena's reflected fireball. Thinking of making it more pink.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen10.jpg)
Sexy KOs for all girls and Athena's no exception. This is the first frame.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen5.jpg)
Since I've got a headache from this damn reflect business, I'm gonna take a breather and finish it off later today or tomorrow. Then I'll do the DMs and the AI and that should finish up Athena. Cheers
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Fans of KOFE: :2thumbsup: :beam: :suttrox: :lugoi: :charming: :glasses2: :gossip: :grin3: :guitarist: :drummer: :kiss2: :hump: :smiley2: :smile:
Yes, swipergod. They are estatic as we are when you unveiled Athena. Maybe now, we can get a respresentative from the Psycho Soldier Team.
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Chizuru's mirror can be breaked up by some persons(such as Krauser and kyo). I think this is a big bug to her.
(http://laiba.tianya.cn/laiba/images/690911/12250805450561534288/A/1/m.jpg)
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Holy cow! That's a huge bug. Thanks for posting superyuzqy. Can you offer more info? Can you tell me when this occures or what move Chizuru/Kyo/Krauser was doing when it happened. I'll see if I can replicate the issue and figure out a fix for it. Clearly, this has something to do with the helper states since Chizuru's coding is full of them and I'm guessing this glitch doesn't happen with others. I can't look at it today, but I'll check it out tomorrow. Any more info would be appreciated and I'll release a fix for her when I release Athena.
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Holy cow! That's a huge bug. Thanks for posting superyuzqy. Can you offer more info? Can you tell me when this occures or what move Chizuru/Kyo/Krauser was doing when it happened. I'll see if I can replicate the issue and figure out a fix for it. Clearly, this has something to do with the helper states since Chizuru's coding is full of them and I'm guessing this glitch doesn't happen with others. I can't look at it today, but I'll check it out tomorrow. Any more info would be appreciated and I'll release a fix for her when I release Athena.
I think Chizuru spouts multiples of herself when she's thrown into from a corner of any stage.
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Chizuru's Guardian’s Judgement (f,d,df +wp) can be caught by Krasuer's Phoenix Thrust (f,d,df +p) Type 2 counter. You can see the AI match, chizuru's Essence of Infinate Rites (d,df,f x2 +k) mirror also can be caught by Krasuer, then she can not move. Silent Prayer (d,df,f x2 +2p) mirror can be caught in the same way.
Kyo's Demon Scorcher (f,d,df +p) can destroy Chizuru's Guardian’s Judgement mirror as well. Other people like Geese's Counter (d,db,b +wk), kasumi's Peach Tree Defense (d,db,b +wk) Counter also can caught chizuru's mirror.
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I may not reply this topic due to time constraints, but I constantly check your updates and wholeheartedly support your project! Keep up the good work!
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I'm still thinking up better ways at making the next full download easier than this. The good news is that the music files will be substantially smaller next time around. That'll get rid of a good 100 megs of space.
XI's Kizu Darake No Blue Moon is my favorite Psycho Soldier theme and I'd like to use a theme with lyrics. I liked '98s version of Shuddering Gong, but they never arranged it (I'm using Arranged music only) and it doesn't fit Athena's pop starlet image as well. '97s theme just fits the stage better though). *shrug*
Well, I hadn't seen what your Athena looked like so I must say that Shuddering Gong wouldn't fit too well, yeah.
Want to blow some minds? Use one of the KOF KYO versions of Psycho Solder.
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I'm strongly considering adding Krizalid to the mix. He'd replace Orochi as a Boss and Orochi would become the Final Boss.
What?! o_O All due respect, Orochi was sealed away by the Sacred Treasures Team back in 1997. How did the seal get broken if Orochi is the final boss?
Yes, I know it has taken too long for me to notice this, but I was occupied with my thoughts at the time and didn't think about this very much.
Back to what I was saying: If anything, Kain R. Heinlin should be the final boss.
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I'm strongly considering adding Krizalid to the mix. He'd replace Orochi as a Boss and Orochi would become the Final Boss.
What?! o_O All due respect, Orochi was sealed away by the Sacred Treasures Team back in 1997. How did the seal get broken if Orochi is the final boss?
Yes, I know it has taken too long for me to notice this, but I was occupied with my thoughts at the time and didn't think about this very much.
Back to what I was saying: If anything, Kain R. Heinlin should be the final boss.
He is adding Orochi as the final boss because this is a dream match.
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Well, if you think about it, Yashiro, Vice, Shermie, Mature, Goentiz, Rugal and Krizalid are all dead, but are still in the game (Geese's death is apparently not KOF cannon). It's a dream match, but there's a story behind it (simple, nothing mind blowing) that'll I'll be putting in when I do the intro and credits later on. It "might" have to do with the 50th and as of yet unannounced character, but I'm not sure if I want to add anyone else at this point. The 49th, Krizalid, is himself still up in the air...
Don't worry, Kain will be represented even though he's not in the game.
KOF Kyo Psycho Soldier? Haven't heard that version. I'll download it and check it out.
Thanks for the shout out Ebichumaru.
superyuzqy, thanks for catching this major glitch. I see it's reversal defs that bind that seem to be causing the Chizuru problem. It should be a quick fix. I'll look into it some time tomorrow.
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Chizuru has been fixed. 8) Hitoverrides were missing for some of the helper moves. She now goes through counters, which can be devastating, but since she's a boss, I can live with it. Helpers are such a pain. The coding seems incomplete in some ways. I'd much rather have the helpers getting grabbed = Chizuru getting grabbed, but I'm not sure that's possible without cloning occurring.
Character update news. I'll be completing the reflect issue with Athena today. That'll just leave the DMs and AI. I will be adding Krizalid to the list and one other. Initially I wanted to add Neo Dio, but conceiving his moves has been a nightmare. There were other possibilities, but I've got to be honest here. I'm running out of moves to give characters. Plus I've been itching to do an SFer. Those who know about the early days of the project know about Ryu KOFE who was removed soon after his announcement. Well, as KOFE's only bonus character, Gouki will be making it into the game. Send your hate mail now. He will use the template set by the Evil Ryu I was working on. He'll have 6 special moves (including his hooligan combo type move) and 4 DMs (like Rugal). Instant Hell Murder will be instant death. If I can find a spriter for this project, he may not last, but as it stands right now, those are the 50 official characters.
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Chizuru has been fixed. 8) Hitoverrides were missing for some of the helper moves. She now goes through counters, which can be devastating, but since she's a boss, I can live with it. Helpers are such a pain. The coding seems incomplete in some ways. I'd much rather have the helpers getting grabbed = Chizuru getting grabbed, but I'm not sure that's possible without cloning occurring.
Character update news. I'll be completing the reflect issue with Athena today. That'll just leave the DMs and AI. I will be adding Krizalid to the list and one other. Initially I wanted to add Neo Dio, but conceiving his moves has been a nightmare. There were other possibilities, but I've got to be honest here. I'm running out of moves to give characters. Plus I've been itching to do an SFer. Those who know about the early days of the project know about Ryu KOFE who was removed soon after his announcement. Well, as KOFE's only bonus character, Gouki will be making it into the game. Send your hate mail now. He will use the template set by the Evil Ryu I was working on. He'll have 6 special moves (including his hooligan combo type move) and 4 DMs (like Rugal). Instant Hell Murder will be instant death. If I can find a spriter for this project, he may not last, but as it stands right now, those are the 50 official characters.
SF, huh? You don't say. You got my support and the support of your fans. Isn't that right?
:kugoi: :suttrox: :lugoi: :2thumbsup: :afro: :crowngrin: :hair: :hair2: :thumbsup: :wideeyed: :wink3: :wiseguy: :wry: :gugoi: :nutrox: :yeses: :yesgoi: :hump: :yugoi: :beamgoi:<=====Fans of Swipergod: (cheers and applause)
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Just want to wish you luck on your ambitious project and report a bug i found on Mr. karate. There was a few times he would clone himself, mainly on recovery rolls. Anyway, great job so far, good luck.
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Thanks Shaggy. That glitch occurs because you may have modified the KOFE Mugen system or maybe aren't using it. The recovery rolls had a helper called "tech bonus" that would've popped up every time you recovered, but I nixed it. The code still exists in the characters, but only as an unhittable helper. If you use a non-KOFE character, or have modified the engine I included with the release or the character code, that may be triggering your cloning issue. Other than that, I can't duplicate this glitch, so I'm not sure what else it could be.
Thank you kindly Uche.
Athena's just got her SDM and HSDM to go. She'll be a Sunday release for sure. I'm thinking of skipping Benimaru for Andy and coming back to him after. I'd like to finish a team and nothing's really stopping me from doing Andy.
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Edit: Athena's vid here: http://www.youtube.com/watch?v=SVd7wGvBLtc (http://www.youtube.com/watch?v=SVd7wGvBLtc)
Athena's moveset is now complete. Like Iori, I wanted to make her HSDM interlude something different then the norm. I've included a pic below to show what the result was. Looks better when animated. I'll be post a vid in a little while so, check back soon.
Major changes done to Athena:
Stabilizing the Phoenix arrow and fang arrow moves. The number of hits were so random depending on how big your opponent was and how far you were. Now, there's a ceiling for each (3 hits for weak, 5 for strong, 12 for DM and 21 for SDM) and Athena's more likely to get the full amount of hits now.
The juggling for Shining Crystal Bit has been reduced. It now only does 2 hits. This increases its reliability. Since most of Athena's other moves are relatively weak, SCB is one of the strongest HSDMs in the game.
Psycho Shot is a DM and has pop up properties. With some skill, you can chain the slow PS into the SDM Fang Arrow for some sweet damage. You can also chain the weak PS into a strong PS.
Athena has 2 reflect effects. Her weak one reflects fireballs, her strong one absorbs fireballs, filling a bit less than 1/3 of 1 level.
Changed her classic "sneeze taunt". I'm not really a fan of it. She now wishes her opponent good luck and winks at them.
She'll be released tomorrow after I finish her AI. I'll also be releasing a fixed Chizuru (I've also fixed the animation for her P throw) and an updated Vanessa in the pack.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen0.jpg)
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Edit: Athena's vid here: http://www.youtube.com/watch?v=SVd7wGvBLtc (http://www.youtube.com/watch?v=SVd7wGvBLtc)
Athena's moveset is now complete. Like Iori, I wanted to make her HSDM interlude something different then the norm. I've included a pic below to show what the result was. Looks better when animated. I'll be post a vid in a little while so, check back soon.
Major changes done to Athena:
Stabilizing the Phoenix arrow and fang arrow moves. The number of hits were so random depending on how big your opponent was and how far you were. Now, there's a ceiling for each (3 hits for weak, 5 for strong, 12 for DM and 21 for SDM) and Athena's more likely to get the full amount of hits now.
The juggling for Shining Crystal Bit has been reduced. It now only does 2 hits. This increases its reliability. Since most of Athena's other moves are relatively weak, SCB is one of the strongest HSDMs in the game.
Psycho Shot is a DM and has pop up properties. With some skill, you can chain the slow PS into the SDM Fang Arrow for some sweet damage. You can also chain the weak PS into a strong PS.
Athena has 2 reflect effects. Her weak one reflects fireballs, her strong one absorbs fireballs, filling a bit less than 1/3 of 1 level.
Changed her classic "sneeze taunt". I'm not really a fan of it. She now wishes her opponent good luck and winks at them.
She'll be released tomorrow after I finish her AI. I'll also be releasing a fixed Chizuru (I've also fixed the animation for her P throw) and an updated Vanessa in the pack.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen0.jpg)
I look forward to trying out the latest version of M.U.G.E.N. KOFE.
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Athena has been posted here: http://mugenguild.com/forumx/index.php?topic=89047.0 (http://mugenguild.com/forumx/index.php?topic=89047.0)
Last second fixes include changing her stage music to the XI special theme (Wounded Blue Moon) and giving her a special intro with Kyo.
Also included in the package are small fixes to Vanessa and Kyo (a super spark fix and special intro addition), plus Chizuru's major bug fix pointed out above plus cleaner animation for her P throw.
It'll be a little bit for I start up with Benimaru. Until then, enjoy!
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Great work! :)
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support your project forever.
thanks for your hard work
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Athena has been posted here: http://mugenguild.com/forumx/index.php?topic=89047.0 (http://mugenguild.com/forumx/index.php?topic=89047.0)
Last second fixes include changing her stage music to the XI special theme (Wounded Blue Moon) and giving her a special intro with Kyo.
Also included in the package are small fixes to Vanessa and Kyo (a super spark fix and special intro addition), plus Chizuru's major bug fix pointed out above plus cleaner animation for her P throw.
It'll be a little bit for I start up with Benimaru. Until then, enjoy!
What are your plans for Benimaru Nikado?
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yah, his kof xii dm should be easy to recreate.
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Has anyone noticed this bug?
(http://i101.photobucket.com/albums/m50/Uche1234/Temporary%20Album/KOFEGlitch.png)
It occureed when Kyo interrupted one of Leona's DM/SDM/I don't know what kind of M(I really don't).
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mayb a nothitby is needed?
usually thats what happens when your helper is hit, or you accidently added a blue collision to it
if your talking about the clone...
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Thank you all for your kind words. We're only a character away from the official 1/2 point now.
Uche, I'll need to know which move you did. As far as I remember, Leona doesn't have helpers coded into her DMs. She has a helper for her earring attack and her balic launcher attack. There's probably a hitoverride needed. I'll test, but if you can remember the move, it would help out a bunch.
Blue collisions are needed so helper projectiles can hit reg projectiles. That's how the reflects work anyway. Problem is when the helper being hit isn't destroyed when it "reels from an attack". That's why hitoverrides are helpful. To my knowledge through, this cloning issue only occurs when the helper is a projectile and not a hitdef.
Benimaru... It's tough to say. I had planned on going one route and making him a combination of '98 and '99, but those who know the style I'm going for with this game, know that I like to stay away from repetition and blend as many incarnations as I can. So far, I'm thinking this (sorry, too lazy to look up the real name right now):
Specials:
Lightning fist (ground and air)
His '98 Electric Flip kick (either the stand alone or the combo 3 attack version)
His electric grab
His spinning kick
Dashing attack (his super from CVS, but toned down)
DMs:
Super lightning fist
(SDM) LDM Super lightning fist
Electrigger (HSDM)
Genri Hurricane
I like the DM from XII, but I'm saving that concept for someone who is short on DMs and could use one (like Mature), since it's pretty simple to give anybody (minus the electric effects). I never got the knee attack, so I'm not sure if I should let him keep it. Traditionalists will fight me to the bone, but what does it do that a regular close up attack doesn't?
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which knee attack ?
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To my knowledge through, this cloning issue only occurs when the helper is a projectile and not a hitdef.
I think its actually the other way around. hitoverides are not needed for projectile sctrls with blue clsn, but projectiles that have blue clsn using hitdefs actually need hitoverrides, use" ignorehitpause=1" in the "Hitoverride" to be safe as well.
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Rajaa. I think we agree here, I just may have been somewhat vague. I meant when a helper is an explode with a hitdef code as opposed to a projectile defined hitdef. Both "hit", but in my game, the cloning problem only seems to arise when the helper has defined it's hit as a "projectile and not a "hitdef" in the type line. I'm only speculating at this point though, since this problem seems to just be popping up now.
[E], the knee I'm talking about is Iai Geri (d,df,f +k). I just don't get that move. They tacked on a follow up in '99, but the initializing move isn't anything special and the tack on looks awkward. Plus the lightning fist attacks close already. It's only somewhat slower, but can still combo. So I don't see the point of that knee.
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I play regularly with benimaru so I will tell you that it is a very important move after 97. In kof 97 you can combo a hcb+punch after a crouching weak kick, after that game you can't longer combo it, so tyhe qcf +kick (and the dp in the few kof games he has it) is the only move that can combo from a crouching weka kick. In the later kof games that have super cancel it becomes even more useful because you can easily combo a super from it ( kof xi, crouching b x2, qcf+ kick, qcf-qcu +kick triggers the follow up, qcf+ punch triggers the super cancel, qcf +E triggers the ldm).
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Hmm... Sounds like a unique chain move in the KOFE system here. A move that chains into other moves, not really an ender like lightning fist. I'll make it Benimaru's unique chain. That way it'll still do what it did in actual KOF games, just with a different input and less damage.
I will check on the cloning glitch over the weekend. Let me know if there's any other issues. I'll let you know when I start Benimaru.
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This may turn out to be the most unique King of Fighters we ever played. By the way, I snook a preview a Robert Garcia in the Development Resources section of the Mugen Fighters Guild forum. Is it true that he will have his King of Fighters: NESTS Saga attire, but will fight like he was in The King of Fighters 2003?
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While the posting in the development section is just looking for help to sprite the stance, in a sense, yes. His Hien Shippu Kyakuu will be a (qcb +k x4) move and he will have a high and low fullscreen fireball instead of a slow and fast fireball. He will not be able to delay his Haoh Shokoken though since Yuri and Karate already do that. He will retain his dragon punch though. Robert will the last character release of the year, after Benimaru and Andy are completed.
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I was checking Athena's clone issue. In this case the Shining Crystal Bit helpers do not need Clsn2s because they aren't supposed to be destroyed unless Athena is hit. I'll still need to look at Leona. if you want to quick fix Athena, delete the Clsn2default from the 3052 animation (not the Clsn1default). This should stop her cloning and the helpers will still hit projectiles. If this is too complicated you'll probably have to wait until Benimaru's release.
Edit: After playing with Athena a bit more, I realized that part of SCB wasn't hitting. As I corrected it, I realized that there's a huge damage fix I need to make. Might be worth waiting for the fix after all.
Speaking of Benimaru, I've given him his CVS dash attack as a non-DM move and it feels pretty good. It doesn't "playerpush" so it's a bit different from moves like burning knuckles. I'm also giving Benimaru the flip lightning kick as a part of the 3 part combo only. I'll start converting him next weekend. Cheers.
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Well, I guess I was way too quick to release Athena. As I fixed the damage problem, I realized there was a new problem when she tried to reflect Hyper Projectiles. I've now fixed this issue as well. All should be well with her now.
Despite telling myself I wouldn't, I did start Benimaru anyway. Just bare basics. Guess I'm really anxious to hit that 1/2 point. Below is a photo of his new move. This is still an alpha, unlike most of my photos, so there aren't any electric palfxs and this isn't the correct screenpack pictured.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen6.jpg)
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An excellent start to an excellent character. Your King of Fighters "Dream Match" will win the most unique King of Fighters Dream Match award yet.
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Simple update. Work and other projects have kept me really busy. I managed to complete Benimaru's basics. So it's on to Specials and DMs. Not too complicated, but a release probably won't happen until next weekend.
I've also found a webhosting site for the project (thanks to BigBoss for the tip). Now I'm going to have to recall my website creation 101 so I can make the page and upload the game to a permanent home. This is good for several reasons. Now when a character is updated I can just post the updated character online, instead of repackaging them over and over again. I'll launch the site with the updated system that includes the intro and credits next year at some point (I just don't have time right now). It'll be super simple.
Homepage w/News (Welcome to KOFE, here's what's new)
Downloads -> Char packs + Game System + Full Game downloads
If you'd like to help coding the page, just let me know. I could use the help. Cheers.
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JOOC, what tools/programs are you using (if any) to assist you with this project?
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This is the site I was given:
000webhost.com (http://000webhost.com)
All I've done at the moment though is created an account and looked over some info briefly since I don't have the time yet to read through and figure out if I can port webpages or if I can only use templates provided by the site and other such details.
A website will be very beneficial to the project for sure and once it's created I'll just need to update it with the latest releases and news, so it's the getting there that'll be the "time and effort". After I've finished Andy and Robert and update a few characters, I'll give more on the status of the site. Really, it should just take a weekend to set up, but it's finding that weekend right now that's the problem.
After that, I'll create the intro and in game credits and have a nice happy launch (maybe save Andy and Robert for the launch or launch with Krizalid, not sure yet).
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I must congratulate you on your progress, swiergod. Let's face it: M.U.G.E.N.: The King of Fighters Edition is...
Dy-No-Mite!!!! :woot: :woot: Dy-No-Mite!!!! :woot: :woot:
Dy-No-Mite!!!! :woot: :woot: Dy-No-Mite!!!! :woot: :woot:
Spoiler, click to toggle visibilty
Man, oh man do I wish this forum had Woot emoticons.
Be sure to put a list of your WIPs, the percentages of colmletion, the current characters, stages, etc.
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My apologies for the lack of updates this week. My other project outside Mugen has been consuming most of my free time. I've completed Benimaru's specials. Now he just needs his DMs and AI. I have to jump back to my other project for a bit, but I'll see if I can't do more tonight. I'd like to get Benimaru out there because he signals the 1/2 point in terms of characters, I can plan out the website a little bit more and Athena glitch fixed version that will be bundled with him is also begging to be released.
I'm still holding out to get Robert and Andy out there this year. We'll see if I can get some help with the website and if I can set aside a weekend to work of the credits screens. I'll keep you updated. I can confirm that the next release fullgame release will have Krizalid, but it might not be out until some time in January.
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Alright, I downloaded the game. Here's some of my thoughts.
Far as the presentation goes, looks pretty good I suppose. Gonna need to eventually get your own lifebars though. If you want, I have some KOF95 lifebars that could be used for it. They look pretty rad and old school, I also have KOF94 lifebars laying around somewhere, but they need some fixing up.
Anyways, getting into the system itself, I like what I see so far. Old school KOF gameplay mechanics, no super canceling or anything fancy. However the rolling REALLY needs to be fixed, they are far too spammable. I noticed the CPU loves to spam rolls and it makes them very difficult to hit. I also don't like how rolling leaves those bold dark shadow trails, maybe lighten them up some?
First character I picked was Ryo. I see you removed Koho Shippuken and Kyokugen Renbuken, cutting his combo capabilities in half, although he can now juggle with a Haohshouken after a Zanretsuken which now wires. He also can't chain light punch into itself anymore. Close strong kick isn't cancelable, so I can't combo it into Hienshippukyaku. Close hard punch can't combo into Zanretsuken. Crouching weak kick should also chain easier into crouching hard punch, I had a helluva time connecting those together.
Overall, it feels kinda stiff and it's hard to do even the most basic combo's. Needs some serious tweaking I think. I also think it could use some different DM/SDM effects, I don't think the MOTW and RB2 effects fit too well with the KOF sprites.
I also question which authors creations you used to edit, such as zzasd's Kyo and K', and Ahuron's Vanessa.
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Thanks for giving the game a whirl Wild Tangu. Presentation is very simple at the moment. Everything in the screenpack is ripped from the game with the exception of the lifebars. I'm particular though. I'm looking for lifebars that have the super meter right below it. I would make some, but that'll probably be later on. In game credits are the number one screenpack priority at the moment.
The roll was taken from CCI's system. All characters roll the same and cover the same distance. So no character has the edge over the other in terms of a longer roll or whatnot. I've cut down the invincibility by quite a bit at [E]'s request already. The only reason it appears spammable is because the AI Missfairy created is programed to read the initiation of an attack and roll to avoid it 80% of the time if their ctrl = 1. Kinda cheap, but it's to make the AI more challenging. Without it, I'd get complaints that the AI is too easy. Human players will be more hard-pressed to roll at the right moment, unless they anticipate an attacks coming. I'll log the roll issue though and see if it comes up again.
If your a hardcore SNK fan and you have a few characters you've mastered, you will find that their play control has changed. K.O.D. mentioned somethings about the K' in this game, Vans talked about Terry and several people mentioned changes about Iori and Kim. The thing is, I'm setting out to try to balance out as many characters as I possibly can with sub bosses and final bosses being the only "unbalanced" characters. When I'm making one character I've got to consider many, else people will just pick the strongest 4 all the time and it would've been a waste for me to make the other 45 characters. It's really that different between making a single character and a game with numerous characters. I can see why SNK has changed up so many characters movesets between each game now.
For comboing, the 2 in 1 system is now the norm for all characters. Crouching SP and close SP chain into most special moves and some DMs. Each character also has a unique chain as well. For Ryo I believe it's his close WP that chains into f+wp, which can then chain into a host of moves (Hien, his dp, Ranbu). Hard for me to guess without playing or looking at his cmd. I've purposely avoided chaining SDMs and HSDMs because of the near 100% combos that would unleash. For combos it's a question right now of exploring the game to see what chains. Some old schools are still in, but most are out for balance sake. Ryo's pretty hardcore though. His parries can be cancelled out of when they connect with a move and, yes, the wire ability was given to his SP Zan. When he's closer to the wall, you can also chain Hien and Kou from the Zan, so positioning with Ryo is extra important to taken solid command in a fight.
Someone else mentioned the DM Sparks in the past, but I really don't know what other sparks there are. The old KOF DM sparks are far too ugly. And I have vowed to try my best not to use any Capcom FX in this SNK tribute. People have also questioned the authors I use. Mainly due to the incorrect axis and clns boxes (since I do a lot of velocity and timing corrections with the characters I use). Thing is, if I did my own ripping and axis correcting, this project would go on for 5 years, maybe longer. I've tried with Yuri, this is how I know. I ripped about 70% of the sprites used for this Yuri and because the Axis and frame rate were different than XI Yuri (I used Juke's), I had to do a lot of correcting. In the end, she took me about 3 weeks to do and that wasn't even starting from scratch. Don't forget, I'm working all by my lonesome here. People who've offered to help in the past, have shied away after realizing how much work there is to do. Can't really blame them. Playing games is one thing, but making them just isn't for everybody. Don't worry. These aren't the final versions of the characters. Once all 49 characters are done, there will be a final rebalancing. Hopefully I'll get some input from the community for that so that broken characters can be fixed and glitches, frame counts, hitdef etc can be corrected.
I do appreciate all comments though, and hopefully you have more, or would like to respond to the ones posted. It's critical posts like these that I'd like to throw up on my website once its made to entice conversation and see what people are thinking about the game. Since it's been a year since the project has started, it's come a long way, but there's still a ways to go. Thanks again!
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Honestly, I wouldn't use the roll from CCI's system. Problem is, it results in BS like characters rolling in and out of moves. Example - Geese does a Thunder Break, Terry rolls INTO it, but then he safely rolls out of it. Total BS. I had some trouble going through an arcade run with Ryo when the CPU would run into my Zanretsuken, then roll away. Pissed me off beyond belief, until I finally nailed them with it and Haohshokouken'ed them in the face. :P
Anyways, keep up the good work, at least you seem to be pretty dedicated to this full game idea. The thing I like about it is the consistency is really good. I was also toying around with King and noticed you gave her the Surprise Rose DM, good choice, good choice. I like it alot.
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Honestly, I wouldn't use the roll from CCI's system. Problem is, it results in BS like characters rolling in and out of moves. Example - Geese does a Thunder Break, Terry rolls INTO it, but then he safely rolls out of it. Total BS. I had some trouble going through an arcade run with Ryo when the CPU would run into my Zanretsuken, then roll away. Pissed me off beyond belief, until I finally nailed them with it and Haohshokouken'ed them in the face. :P
After 4 years, finally found someone who agrees with me on that.
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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.
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I use 6 ticks completely vulnerable in the end.
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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.
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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.
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This just keeps getting better & better.
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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.
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Again, I and every supporter of this project wish you the best of luck with your projects.
Spoiler, click to toggle visibilty
Now if only somebody could make a King of Fighters version of Jubei Yamada, Hon-Fu, Mickey Rogers, Lily Kane, Hwa Jai (I mean a really good one), Richard Meyer, & Bob Wilson, then any King of Fighters game would be complete.
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Benimaru as promised:
http://www.youtube.com/watch?v=0SSjdkXQPeQ (http://www.youtube.com/watch?v=0SSjdkXQPeQ)
I will work hard to complete him today for a release tomorrow. 1/2 way point attained. Yay!
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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.
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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. :)
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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?
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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.
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Benimaru release:
http://mugenguild.com/forumx/index.php?topic=90141.0 (http://mugenguild.com/forumx/index.php?topic=90141.0)
This will be the last time a character for KOFE will be released in this fashion. KOFE will evolve to celebrate it's second year. I've already blabbed enough. Enjoy.
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Benimaru release:
http://mugenguild.com/forumx/index.php?topic=90141.0 (http://mugenguild.com/forumx/index.php?topic=90141.0)
This will be the last time a character for KOFE will be released in this fashion. KOFE will evolve to celebrate it's second year. I've already blabbed enough. Enjoy.
Does that mean we will be seeing your website soon?
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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.
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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?
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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. :)
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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.
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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?
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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.
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OK, good thinking, swipergod. One more thing, Rugal Bernstein plays like Omega Rugal Bernstein. Was that intentional or was it the fact that nobody made the original Rugal Bernstein from The King of Fighters '98?
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Intentional as I wanted to make him more boss like since he's a boss character in KOFE. Omega Rugal has a lot of unique moves that I though could serve him pretty well (Dark Gravity for example), but I wanted more of a blend than a straight O.Rugal. If O.Rugal had been a direct translation to KOFE, he'd have been rediculously unbalanced compared to other bosses and characters (idea is he's a strong character, but beatable).
Rugal, so far has been the second hardest character in terms of pure coding, since I did a whole whack of coding for him and a lot of modifications. Very proud of the way his beta turned out. ;D
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hummm very very great projet :) more and more good ;)
we offer our help to do a screenpack for you ... PM sent
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I have accepted Lucius' gracious offer. We are working out the details of what the look of the final product will be. There are some good ideas on the table for sure. We're talking about some animations and touchin up the lifebars to be more KOF style. Most of the details will be worked out over PMs, but I will definitely keep you all updated. Stay tuned.
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Ladies and gentlemen, KOFE has turned into a team-project!!
:2thumbsup: :afro: :alien: :antlers: :army: :artist: :baby: :bandana: :kugoi: :suttrox: :beatnik2: :biker: :disguise: :elf: :elf: :elvis: :hair: :hair2: :hat: :hat2: :helmet: :indian_brave: :indian_chief: :drummer: :guitarist: :karate: :santa2: :stooge_curly: :stooge_larry: :stooge_moe: :sultan: :nutrox: :borg:<===Fans of KOFE: (wild applause & cheers)
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lol, thanks Uche.
KOFE was already a collaborative effort. Missfairy developped the AI that I'm currently using and is listed as a co-contributor even though she's no longer active on the project. [E] has made a large portion of the sexy KO sprites and has done some thorough play testing and will be listed as a associate contributor in the next KOFE release.
I do appreciate the help on the screenpack a lot though. The beta I was given looks very promising. It will no doubt be far better than what I've currently got.
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Okay, here's a couple of shots of the basic website design. Yes it's ugly, simple and you can tell it was done with iweb in like 10 minutes, but it does the job it needs to. Remember that A, this isn't a part of the game so quality is minimal and B, the site is mainly a place to download the game and characters.
(http://i270.photobucket.com/albums/jj119/swipergod/hme.jpg)
(http://i270.photobucket.com/albums/jj119/swipergod/inf.jpg)
Anyway, I'm since the only page left to do is the downloads page, I'll be starting Orochi.
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Okay, here's a couple of shots of the basic website design. Yes it's ugly, simple and you can tell it was done with iweb in like 10 minutes, but it does the job it needs to. Remember that A, this isn't a part of the game so quality is minimal and B, the site is mainly a place to download the game and characters.
(http://i270.photobucket.com/albums/jj119/swipergod/hme.jpg)
(http://i270.photobucket.com/albums/jj119/swipergod/inf.jpg)
Anyway, I'm since the only page left to do is the downloads page, I'll be starting Orochi.
:2thumbsup: :afro: :alien: :antlers: :army: :artist: :baby: :bandana: :kugoi: :suttrox: :beatnik2: :biker: :disguise: :elf: :elf: :elvis: :hair: :hair2: :hat: :hat2: :helmet: :indian_brave: :indian_chief: :drummer: :guitarist: :karate: :santa2: :stooge_curly: :stooge_larry: :stooge_moe: :sultan: :nutrox: :borg:<===Fans of KOFE: (wild applause & cheers)
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Work has started on Neo-Dio. Orochi will be pushed to the final release slot. This means Zero is out. I just find Neo-Dio more flexible to work with. Unless SNK does something amazing with Zero in 2k2 UM, that it. I still haven't completed all the basics yet, so I'm not sure if he's missing any required sprites. I've given him a dodge where he melts into the ground and pops up further ahead or backwards. The mechanics are a little different, but the vulnerability is the same. Call it a final boss speciality. Orochi's dodge will be similar.
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support your NEO-DIO, one of my favorite characters in NBC.
good idea for its "dodge".
expect its new super or max moves and its releasing.
by the way , why not also edit a Shishioh of NBC ?
thanks for your hard work.
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You need a better webdesign.
I may be able to spice it up a tad if you want to stick to that design pm me.
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Read again :
Okay, here's a couple of shots of the basic website design. Yes it's ugly, simple and you can tell it was done with iweb in like 10 minutes, but it does the job it needs to. Remember that A, this isn't a part of the game so quality is minimal and B, the site is mainly a place to download the game and characters.
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Read again :
Okay, here's a couple of shots of the basic website design. Yes it's ugly, simple and you can tell it was done with iweb in like 10 minutes, but it does the job it needs to. Remember that A, this isn't a part of the game so quality is minimal and B, the site is mainly a place to download the game and characters.
Yes i read that and i was asking if he wanted me to make him one free for the heck of it reread.
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Okay, gentlemen. Let's not fight amongst ourselves.
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I think the website is perfect. I wish more MUGEN websites were that simple and straightforward.
Half the time, I can't even find where to download characters so this is great.
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I'm definitely for a basic and simple website, but I've got to admit that it graphically looks a big steaming pile of you know what, so I've taken BigBoss up on his offer. It'll still be simple, but hopefully he can a least make the title graphics and whatnot somewhat nicer. Whenever help is offered, it is always appreciated.
Thanks weakinall. Neo-Dio is going to be a lot of fun to make. His basics are already more or less complete. He'll keep his rush DM (now unblockable) and gain a new DM, SDM and HSDM. For the most part his special moves will be tweaked for his Final Boss status, but will be more or less the same aside from that. I didn't make Shishioh because I prefer Neo-Dio more and Dio's got more creative versatility. The 50th character was a toss up between Dio, Gouki and Zero, but since there's a serious lack of Neo-Dios out there, I thought this would be a good opportunity to create another and he just looks so threatening and Final Boss like.
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Once again I stand by these words:
"This is going to be the most unique Dream Match ever!"
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I just currently finished my site and am working on the kof site.
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I just currently finished my site and am working on the kof site.
Good luck, BigBoss.
Let's hear it for the KOFE Team, everybody.
Team Members:
swipergod
[E]
LaMissfairy
D. Demianoff
Lucius Vorenus
BigBoss
Aren't they a big help? Let's give them a round of applause.
:kugoi: :guitarist: :drummer: :singer: :suttrox: :nutrox: :karate: :bandana: :army: :hair: :hair2: :egypt: :gorgeous: :kid: :hat: :hat2: :stooge_larry: :stooge_moe: :stooge_curly: :indian_brave: :indian_chief: :cowboy: :clown: :ears: :jester: :joker: :juggle: :juggle2:<===audience: (applause)
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You have a great future as an MC for private parties.
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You have a great future as an MC for private parties.
Thank you, Mr. Scruffy Detective.
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lol. Well I'm really excited about all the KOFE developments myself, so much so that I put my other project on hold so I could focus more on Mugen. Version 4 will definitely be the biggest release since the initial release. Neo-Dio, Andy and Robert, the Kasumi upgrade I've been promising since version 2 and a new screenpack + credits (possibly an intro, but it might get pushed back) to celebrate the KOFE site launch. The only thing I can ask for now is patience as other team member work their magic. Everyone's working, but nothing will probably be released until next month at the earliest. Cheers!
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I started thinking, which I sometimes hate. I started becoming conflicted with not adding K'9999 into this game. I will not go over the 50 mark. I simply won't. But I'm now considering something I've never considered since I ditched Ryu: Stopping in the middle of a character and replacing him with another. I'm conflicted, so I'll let everyone here have their say and help me out:
Neo-Dio (would be a Final Boss)
or
K'9999 (would be a teamless character)
Who would YOU rather see in KOFE? I'd like to start or resume whichever character on the weekend, so I'll leave this open for a couple days. Eiji is in this game because of an overwhelming response to add him. Now people get to have their say again. Please help me out and vote.
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Neo-Dio.
K9999 sucks the salt right out of my sweaty nut drip. [/jason]
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Preview for the new website, Still a work in progress but its nifty so far.
(http://img399.imageshack.us/img399/954/previewjz4.png) (http://imageshack.us)
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Running total:
Neo-Dio = 1
K'9999 = 0
I think it looks great BigBoss. Thanks again for helping out with this one. I may start initial work on both Andy and Robert while I wait for the results the Dio-4nine poll. Rush to get those 3 finished as quickly as possible since the website seems to be progressing and I don't want to lag behind too much. Please don't forget to vote. :)
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Running total:
Neo-Dio = 1
K'9999 = 0
I think it looks great BigBoss. Thanks again for helping out with this one. I may start initial work on both Andy and Robert while I wait for the results the Dio-4nine poll. Rush to get those 3 finished as quickly as possible since the website seems to be progressing and I don't want to lag behind too much. Please don't forget to vote. :)
This is one of the projects i am actually looking forward too, glad to help.
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Neo-Dio
BigBoss, why is Kusanagi and Wild Wolf on the banner? They are not in the game.
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Neo-Dio
BigBoss, why is Kusanagi and Wild Wolf on the banner? They are not in the game.
Thats Garou Terry, and Kusanagi.
Im also pretty sure there both relevant to the King Of Fighters series.
(http://hg101.classicgaming.gamespy.com/fatalfury/garou-terry.png)
Also i was given a picture of Kyo Kusanagi from swiper so i assumed he was in the KOFE Game.
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K9999.
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K9999
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K9999
so 3 hit combo ;P
Neo-dio is not a kof fighter for me (personal opinion)
what about Oswald ? (KOF XI new fighter incarnation for me :P)
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Current total:
Neo-Dio = 2
K9999 = 3
Both have the potential to be solid characters, but there can only be one. Oswald and Elizaeth were strongly considered for the project, but I opted to pass in the end. I could easily have a 64 character game, but I've needed to set limits. I really didn't want to go past 48, but it's not a huge deal. Depending on the success of the final product though, I may end up adding a few more characters into the mix.
You'll be happy to know SophieX that I'm starting on Robert today. I spoke with Thedge and he might be doing the sprites I need for the new Robert stance very soon. I don't expect him to take too long either. Since I'll be doing Robert, I'll let the voting go a little longer.
Cheers.
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Neo-Dio.
K9999 sucks.
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Neo Dio because... He'd make a hell of a boss.
The only good part of K999 would be making him like a Shin version with white hair.
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Current vote
Neo-Dio = 4
K9999 = 3
Starting Robert...
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Might as well vote Neo Dio
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I know I have voted already, but I have something to say about Robert. This is practically the most unique version of Robert Garcia I have ever seen!
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Vote tally so far:
Neo-Dio = 5
K9999 = 3
Robert won't have move or anything that you haven't seen before. He'll just be blended like many of the other characters on the roster. Mai and Rugal are good examples of this since there are so many version out there. Robert should have a different feel from the other karate users and '03 hi/low fireball and qcb +k x4 motion really helped I think. Finishing the non-attack basics today. Might also do the same for Andy afterward so I can get straight to the coding.
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Neo-Dio
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K9999 is dragging its feet behind Neo-Dio.
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How do you guys dare preferring a stupid alien-like guy to the awesome Tetsuo !!?! >:(
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How do you guys dare preferring a stupid alien-like guy to the awesome Tetsuo !!?! >:(
(http://ssusy.hp.infoseek.co.jp/K9999.png)
Hmm because he's nearly the same damn thing last i checked.
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Tetsuo is awesome and he has never been in a fighting game before 2k1.
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Neo Dio = 6
K9999 = 3
Well I won't count my chickens before they hatch, but Dio's got a solid lead. If you're a K9999 fan, now's the time to show it. We'll make the cutoff Monday. Just an FYI, if K9999 does win and I go ahead with him, he'd lose the giant gross arm attack. Feel it's only fair to warn in case that's the reason for K9999 love or hate.
Robert's basics are complete except the special intro. Gave him a revamped taunt complete with snapping sound. Oooooo. I'll finish his basic attacks and throws today and work on Andy over the weekend. Considering we're only 1/2 through December, there is a strong possibility that they could all be finished for New Year's day. We'll see what happens.
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Robert's basics are complete except the special intro. Gave him a revamped taunt complete with snapping sound. Oooooo. I'll finish his basic attacks and throws today and work on Andy over the weekend. Considering we're only 1/2 through December, there is a strong possibility that they could all be finished for New Year's day. We'll see what happens.
NIIIICE ! :) what about Robert's moves ? i hope he have these air LDM from 2K3 !
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Only a few things I wanna see...
Heavy D! 'cause he was the ONLY awesome char from the sports team
Rick Strowd from Fatal Fury
Leona needs an SDM where she goes Orochi for a moment.
Kyo needs Kami Kura(not Kami Gomi)
Iori needs his San Shingi no Ni(holds by throat, purple flame pillar)
Saisyu Kusanagi, hes just too awesome
Iori needs to not be on Kyo's row/team :p, It should be Kyo, Benimaru Nikaido, Goro Daimon, and Shingo Yabuki XD
Vanessa could use her teamates Ramon, Seth, and Lin, but you should do those last since nobody cares about them :p
Yashiro, Chris, Shermie, and Goenitz need their team around, especially with them being able to activate Orochi form mid fight >.<;
I'd love to see a special Adel/Rugal intro
Well, goodluck with all this. XD
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Neo Dio = 6
K9999 = 3
Robert's HSDM will be a modified version of his '99 air multi kick.
Well I've stated before that you can edit the KOFE character as you see fit if you're not a fan of their current movesets.
Certain characters were excluded and had their moves stolen to fill up the movesets of the others. Heavy D! and Chris are some of these casualties.
I don't plan on putting effort into creating and editing characters just so they can be filler (characters like Seth are just embarrassing) and I won't be making characters for the sake of team structure. I'm interested in some characters like Goro, but that's not a certainty and comes after the 50 are complete.
Other characters like Rick Strowd and Hon Fu from other games have been excluded because their sprites don't mix with the KOF sprites well and they're missing certain hit animations and frames.
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Neo Dio = 6
K9999 = 3
Robert's HSDM will be a modified version of his '99 air multi kick.
Well I've stated before that you can edit the KOFE character as you see fit if you're not a fan of their current movesets.
Certain characters were excluded and had their moves stolen to fill up the movesets of the others. Heavy D! and Chris are some of these casualties.
I don't plan on putting effort into creating and editing characters just so they can be filler (characters like Seth are just embarrassing) and I won't be making characters for the sake of team structure. I'm interested in some characters like Goro, but that's not a certainty and comes after the 50 are complete.
Other characters like Rick Strowd and Hon Fu from other games have been excluded because their sprites don't mix with the KOF sprites well and they're missing certain hit animations and frames.
...and besides the roster has been finalized. No more roster suggestions please and let the KOFE Team finish this project.
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NEODIO, I don't like k9999 ;P
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Neo Dio = 6
K9999 = 3
Robert's HSDM will be a modified version of his '99 air multi kick.
Well I've stated before that you can edit the KOFE character as you see fit if you're not a fan of their current movesets.
Certain characters were excluded and had their moves stolen to fill up the movesets of the others. Heavy D! and Chris are some of these casualties.
I don't plan on putting effort into creating and editing characters just so they can be filler (characters like Seth are just embarrassing) and I won't be making characters for the sake of team structure. I'm interested in some characters like Goro, but that's not a certainty and comes after the 50 are complete.
Other characters like Rick Strowd and Hon Fu from other games have been excluded because their sprites don't mix with the KOF sprites well and they're missing certain hit animations and frames.
...and besides the roster has been finalized. No more roster suggestions please and let the KOFE Team finish this project.
Why are you telling the creator no more roster suggestions? None of your post have made much sense anyways reworking some things on the mugen king of fighters edition site.
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Although it looks like Neo Dio's going to win I'll vote for K9999, the bootleg Tetsuo.
Awesome job so far with everything else you have made for this game, this is my favorite Mugen project.
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Current Tally:
Neo-Dio = 7
K9999 = 4
Thanks GMSpectre. Still another day and a half of voting left. In the meantime, I continue to work on Robert and will leave Andy for later. I should get to Robert's specials today, but I also need to do his stage today, so we'll see.
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Will somebody tell me who is Tetsuo?
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http://www.absoluteanime.com/akira/tetsuo.htm (http://www.absoluteanime.com/akira/tetsuo.htm)
Even the voice actor (Nozomu Sasaki) who did Tetsuo did K9999 as well.
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Well, not that I'm calling K9999 a lost cause since there's one day left of voting, but I've gone back to Neo-Dio and did a little more work on him, plus I've completed both his stage and Robert's stage. However, should K9999 pull ahead of the votes by some miracle tomorrow, then I'll throw Neo-Dio into the vault with Ryu, for a post KOFE release. Both characters are ready for special move programming.
What I could really use help with is if somebody knows how to rip from KOF 98 UM or know somebody who does. I've been dying to update Kasumi and posted a request here for help, but it hasn't gotten many views.
http://mugenguild.com/forumx/index.php?topic=90759.0 (http://mugenguild.com/forumx/index.php?topic=90759.0)
I know mugenchina has people skilled in this, but I don't know who's doing it now or if there's anyone else. It'd be great to update Kasumi for the v4 release, but it's nothing urgent. Cheers.
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Since it's pretty dead right now, I figured I'd just show the progress of the 2 characters I've been working on so far (since I didn't take any pics of Benimaru). I'll be starting Robert's Specials after lunch.
Please note, despite the following pictures, you can still vote for K9999 if you want him in the game. Voting still goes until the end of the day today. He's only trailing by 3.
New characters on the now out of date select screen. Once SophieX is ready, well show the new one.
(http://i270.photobucket.com/albums/jj119/swipergod/title.jpg)
Robert vs Robert '99 style intro.
(http://i270.photobucket.com/albums/jj119/swipergod/vsr.jpg)
Robert vs Yuri. Oh Yuri, will you ever be serious...
(http://i270.photobucket.com/albums/jj119/swipergod/vsy.jpg)
Neo-Dio's new victory pose (he needed at least 3 and only had 2)
(http://i270.photobucket.com/albums/jj119/swipergod/nwin.jpg)
Still hoping to hear from someone concerning the Kasumi sprites. Just putting that out there.
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Robert's specials are complete. His hien works exactly like the '03 version, except the weak version only does 3 hits, but pops up the opponent (different animation was used for the final kick). I'm gonna take a breather and start Neo-Dio's specials on Monday. I've officially given up on K9999 so the voting's now closed.
From the sounds of things from both SophieX and BigBoss, we might still be on schedule for the launch in the first week or two of Jan.
What you can expect:
-A brand new screenpack from SophieX
-3 New Characters (Robert, Andy and Neo-Dio). Robert will have his '03 stance, '02 style courtesy of Thedge.
-Major and minor updates to most characters.
-And of course, a website to facilitate downloading, news updates and character updates for future releases. ;)
What I'm hoping to include:
-Kasumi's update with new move from 98 UM. Just need the sprites for it.
-In game Credits. This is getting iffy since I know this is going to take a lot of time to do. Might have to wait until v5.
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So no Saisyuu Kusanagi? ;_;
Also, something I've noticed is that Kyo doesn't have his QCF(D DF F) K -> K, which was a great Serpent Wave set up. Any reason to take that out?
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Sorry about Saisyu. He, Goro, Heidern and K9999 were all characters I would've liked to add, but they were very difficult to conceptualize and the roster's already full. I was also considering either Nakoruru or Shiki and of course, Gouki. When the game's roster is closer to completion. We'll see if there's room for more, but for now, I make no promises.
Kyo still has the d,df,f k +k move, but it's now done by simply doing f +wk. I've removed the overhead kick as a command move and it's now a unique chain move only.
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:( on Bad news; :) on Good News
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...I was also considering either Nakoruru or Shiki and of course, Gouki.
:o please no capcom chars !!! it's a SNK KOF game ! ( playmore is just tolerate :P)
;D
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I wonder if somebody made sprites for NeoDio's inner beast DM from world heroes with his SNK sprites. Hmmm.
It would be really interesting if you could add that, though. NGBC butchered the fuck out of that DM.
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Hi Missy! I missed my favoritest Mugen buddy of all time! Diggin' the new profile pic! Glad to see you're still checking in on the game every now and again. Couldn't have gotten this far without ya.
I agree that the inner beast was freakin' awesome, but it doesn't seem like there are many Dio's out there, just Jin's or copies of Jin's. So I don't think there are many sprite edits. Neo-Dio actually needs Blue Mary arm and leg snap animations, so those have to come first. He should still be interesting with the new DMs I'm giving him. Make him a really fearful final boss. Give Chizuru a run for her money. :)
SophieX, don't worry, I won't be adding Gouki now. I was just throwing names out there at the time. I'm holding off on even guessing if there'll be any more characters until 2k2 UM comes out. I really want to see what they do.
Actually I was playing 2000 the other day and really got into Lin. If combined with some of Lon move, he might make for an interesting character. He's got a ton of animation. But, we'll see. No more talk of additional characters for now.
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Thank you :)<3
Glad to see things are doing so well!
I hope Dio is done soony. I'd love to see what take you have on him. :D
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Thank you :) <3
Glad to see things are doing so well!
I hope Dio is done soony. I'd love to see what take you have on him. :D
...and while you're at it, can you please update the AI on the fighters as well?
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LaMissFairy might do a few characters should time permit, but to revamp all is a lot of time I doubt she has. I'll be happy if she's able to help in anyway she can, but expecting her to jump back on full time is not realistic. Even part time isn't likely. More like casual. A lot of people will tell you that I'm nuts for modding as many characters as I am for this game. It's a lot of work, so it's understandable.
Anyway. Neo-Dio's specials are complete. I'll start on his DMs tomorrow. I expect a finish at some point over the weekend. Thedge is currently working on Robert's new stance. I'll finish up Robert before Christmas hopefully. I'll start Andy first thing after the New Year and the site will launch shortly thereafter.
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If I may make a greedy request, though it pains me to see Saisyu missing, could Leona still get an SDM or an HSDM form of "Rebel Spark" where she temporarily goes Orochi like she does in KoF98. And another request if your willing to induldge, could it be possible to make Kyo's 182 Shiki's lp form do the KoF99 version? Just throwing out ideas to help make the game better.
Also, another character idea if you get an open spot: Reiji Oogami. He came out in KoF EX2 but was a surprisingly amazing character. Though he had the same feel as Chizuru, he was distinctly different and his character itself was great. If you could manage to get some decent sprites for the character, I'd probably pay real money to see him in this kind of game.
Also, something I've noticed is that the AI on Hard 8 are cheaper than they are skillfull. Every person I fight(especially Mai), all the enemy ever does is roll. Its gotten to the point where I don't even enjoy fighting Mai anymore because it feels like I'm playing against the chumps I know in my town that hardly use the directional buttons and just roll everywhere so I just press F1 everytime she comes up.
Potential Bugs: Kyo's sp Night Flare doesn't seem to be counterattacking
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I'm sorry Rikimaru, I don't mean to sound rude here, but "better" is a relative term. Leona is controlling her Orochi powers in KOFE storywise. I didn't make a SDM version of rebel spark since the explosion effects is the same. It doesn't make sense for me that her howl will suddenly make the bomb more powerful and I liked the SDM explosion of the anti-grav spark better. Plus it separates her gameplay wise from characters like Iori and Robert who have SDM versions of a ranbu style attack (dash and attack DM) by making her SDM an anti air attack.
Kyo's 99 version of the 182 Shiki looks weaker than the SK version the Iron Dash since that move powers the opponent into the air first and then blows them up with an exploding punch. The animation used is relatively the same as well and I'm trying to avoid re-using animations when possible.
I can look into Mai's AI. MissFairy developed a code later on that cut down on rolling for certain characters. The problem is the character may not compensate well without it (making a gap in the AI that might not be filled properly). I'll test it out.
Kyo's Night Flare is a type 3 counter. Type 3 counters only currently counter moves from standing positions (ie they don't counter air attacks and crouching attacks). This is to balance out the fact that they still attack if they miss, leaving the counterer less open to attacks. Krizalid and Xiangfei will also have type 3 counters. The counter animation is at the beginning, not while the attack is coming out. All counters in KOFE have 4 ticks of vulnerability prior to triggering the counter to make their use more strategic and less spammable.
Neo-Dio's DMs and SDM are complete. Since Dio has taken Zero's spot and needs to equal Orochi in power, I've given him Zero's full screen DM. His DM projectile is also a beam, making it way harder to avoid. The DMs really give him a Final Boss feel. Other changes that I didn't take photos of include the 5 spike projectiles he shoots out now form a wall going up and down as opposed to just up. His grabbing helper now rises from P2 x position, making it harder to avoid. It's also a grab so you can't roll away from it. Anyway, enjoy the pics:
Neo-Dio's new intro. He shows off his power as electricity surges through his body
(http://i270.photobucket.com/albums/jj119/swipergod/dio1.jpg)
Neo-Dio's new DM projectile. It cuts through all DM projectiles except HSDMs like Kaiser Wave
(http://i270.photobucket.com/albums/jj119/swipergod/dio2.jpg)
Neo-Dio steals Zero's full screen DM. I've balanced the move so the hits are more reliable (there are 8)
(http://i270.photobucket.com/albums/jj119/swipergod/dio3.jpg)
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Also, something I've noticed is that the AI on Hard 8 are cheaper than they are skillfull. Every person I fight(especially Mai), all the enemy ever does is roll. Its gotten to the point where I don't even enjoy fighting Mai anymore because it feels like I'm playing against the chumps I know in my town that hardly use the directional buttons and just roll everywhere so I just press F1 everytime she comes up.
That's weird. That was supposed to have been fixed a long time ago. :S
I do know my AI rolls more than KOF AI did (since the little it rolled at all was very thoughtlessly). Maybe it's just that? Not sure.
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You fixed it for newer characters, but older characters like King and Mai, still have the old rolling code. Not a big deal, I'll get to it before v4's release.
Neo-Dio's moveset is complete. Expect a vid tomorrow. His HSDM is too complicated to show images of. The idea is he paralyzes you with his shadow (yes like Zero), then dashes in to do the Hibiki style fatal slash, resulting in bloody death. The move is instant kill. The shadow cover the length of the screen. It cannot be rolled past. I can only be avoided by jumping, but it's extremely fast. It's the HSDM that makes the Final Bosses so powerful. With the proper AI, he'll be a tough cookie. Since Neo-Dio has never appeared in a KOF game, he's KOFE's official End Boss. Orochi's just a bonus fight.
I'm gonna take a quick day or two break to start prepping the site, then I'll come back to finish Robert. With those 2 done, I'll go back and touch up a few more characters, before getting to Andy. I'll launch the website after that and release the 3. Keep checking back.
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With Neo-Dio in this game, you should throw in Hanzo and Fuma as guest characters. Maybe they could be hidden or something.
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...I was also considering either Nakoruru or Shiki and of course, Gouki.
:o please no capcom chars !!! it's a SNK KOF game ! ( playmore is just tolerate :P)
;D
Don't listen to him, he's hearing voices in his head! Put in as many Capcom characters as possible!(jk)
Though, if Akuma were in the game, then Neo-Dio's HSDM could be avoided with an Ashura Senkuu.
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True. Teleports and moves with long invincibility frames will avoid the shadow since it only lasts 8 ticks on the ground. It's a great move to do as someone's landing from a jump since Dio is completely invincible when the shadow is coming out.
Dio's vid: http://www.youtube.com/watch?v=7UF4GnannX4 (http://www.youtube.com/watch?v=7UF4GnannX4)
I'm passing Dio along to MissFairy for coding, so hopefully he'll become Final Boss worthy.
Actually Wild Tengu, that's not a bad idea. Maybe I'll add another 2 slots (although if I made bonus non-kof characters Nakoruru would be front in the running). This would be a post 50 thing though, so I'm not making any commitments at this point.
I continue Robert today. I expect his DMs to be completed later tonight. Cheers.
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I thought Neo-Dio had his own DMs, SDMs, & HSDMs.
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He does. Only the rush DM is from World Heroes/NG Battle Coliseum. Neo-Dio never had a beam attack, a full screen attack or a shadow/kill slash attack. Those are all my gifts to him to make him most fearful and boss worthy.
I'll definitely take it as a compliment that is was difficult for you to tell that they were KOFE exclusive moves though. Means I blended them in well. Thanks. ;)
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I'd enjoy seeing Moriya or Kaede from The Last Blade if you'd throw in non-KoF characters.
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True. Teleports and moves with long invincibility frames will avoid the shadow since it only lasts 8 ticks on the ground. It's a great move to do as someone's landing from a jump since Dio is completely invincible when the shadow is coming out.
Dio's vid: http://www.youtube.com/watch?v=7UF4GnannX4 (http://www.youtube.com/watch?v=7UF4GnannX4)
I'm passing Dio along to MissFairy for coding, so hopefully he'll become Final Boss worthy.
Actually Wild Tengu, that's not a bad idea. Maybe I'll add another 2 slots (although if I made bonus non-kof characters Nakoruru would be front in the running). This would be a post 50 thing though, so I'm not making any commitments at this point.
I continue Robert today. I expect his DMs to be completed later tonight. Cheers.
Wow, that Dio looks awesome, love his new intro. The beam super is way better than that fireball thing from NGBC(reminds me of Guyver's chest cannon thing oddly, which is awesome), the black hole super oddly fits Dio VERY well, and that shadow blade HSDM rocks too(much much cooler than that weird morriganesque move he had with Geegus). One suggestion I have is to maybe alter the ending to that rush super so when he does that uppercut that launches you maybe have it launch you up much higher, so that way they really fall down hard onto Dio's head spikes to really look like he's impaling them(maybe have a spurt of blood too like Sam Shodown style to sorta add to the brutality of the attack). The coolest part of that super in World Heroes besides that beast form he had was also how brutal it looked, cuz he just knocks you way up then you fall right onto him like a bed of spikes, it was awesome.
Do you plan on using his theme from NGBC or another one? A more sinister theme may fit him more, since he has a rather demonic appearance and all lol
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Thanks KaiserPhoenix. The blood's kept to a minimum in this game so that Dio's moves with the super blood spill makes way more vicious. I'm using the AST version of NGBC. Keeping the music within the AST SNK realm.
Robert's coming along, but I'm gonna take a breather for Christmas. That's it for now.
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Merry Christmas, KOFE Team. :santa: :reindeer:
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Well, Robert was corrupted for no reason whatsoever. I'm pretty pissed. This is the second time this has happened. I think it's a glitch with Fighter Factory. The Backup files that was in the folder belonged to Ryo which made no sense whatsoever. I'm going to deal with the website right now. Maybe I'll do the launch instead of starting Robert anew tomorrow. I'm pretty mad since I had to do some of my own sprite editing and all that stuff is now deleted. I'll pick him up again in the new year.
Merry Christmas to all.
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So I couldn't help getting Robert back to where he was. I'm 2 specials away now. Shame that I lost 2 days though. He'd have already been finished by now...
Worked on the website, fixing little spacing issues etc... I'm just touching up the downloads page. Will probably need BigBoss' help for that. I wouldn't be surprised if I launch the site on the 3rd or 4th of Jan.
Hope you're all enjoying the holidays. Cheers.
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:santa: :reindeer:
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Thanks Uche. I hope you're enjoying the holidays.
Robert's HSDM is complete, so all that's left is to do his DM ranbu and SDM ranbu (I'm coding them so they bind as opposed to hit). I'll post vids soon.
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Thanks Uche. I hope you're enjoying the holidays.
Robert's HSDM is complete, so all that's left is to do his DM ranbu and SDM ranbu (I'm coding them so they bind as opposed to hit). I'll post vids soon.
Boy, do you work quick. One day you lose Robert as well as all of your hard work on him; the next thing we know, your nearly complete.
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take it easy. Everything will be fine ;) Good luck!
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Thanks for the support guys.
Big Update:
Website is now ready enough for viewing.
http://mugekofe.web44.net/ (http://mugekofe.web44.net/)
It just gives an idea of what's going on with the project right now (a kind of KOFE central). There's no forums or anything since that will all stay here. The links for downloading aren't up yet, but I'll keep you posted as things start to finalize. The download section itself will have the characters broken into teams (which it isn't currently). Website should be up to 100% in another week or so.
I've posted some more sprites to be shared from the project done by myself:
http://mugenguild.com/forumx/index.php?topic=91908.0 (http://mugenguild.com/forumx/index.php?topic=91908.0)
Should give an idea of what Robert's new HSDM is. Thedge let me know that it shouldn't be long now before the new Robert stance is complete. I'll hold off on posting a video until I've added the new stance in. Other than that Robert is done. So should be starting Andy soon.
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Thanks for the support guys.
Big Update:
Website is now ready enough for viewing.
http://mugekofe.web44.net/ (http://mugekofe.web44.net/)
It just gives an idea of what's going on with the project right now (a kind of KOFE central). There's no forums or anything since that will all stay here. The links for downloading aren't up yet, but I'll keep you posted as things start to finalize. The download section itself will have the characters broken into teams (which it isn't currently). Website should be up to 100% in another week or so.
I've posted some more sprites to be shared from the project done by myself:
http://mugenguild.com/forumx/index.php?topic=91908.0 (http://mugenguild.com/forumx/index.php?topic=91908.0)
Should give an idea of what Robert's new HSDM is. Thedge let me know that it shouldn't be long now before the new Robert stance is complete. I'll hold off on posting a video until I've added the new stance in. Other than that Robert is done. So should be starting Andy soon.
:afro: :bandana: :singer: :guitarist: :drummer: :nutrox: :suttrox: :karate: :kugoi: :army: :stooge_larry: :stooge_moe: :stooge_curly: :hat: :hat2: :chef: :egypt: :balloon: :balloon2: :balloon3: :gorgeous: :hair: :hair2: :kid: :baby: <==KOFE Fans: (wild applause)
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simple and nice website :)
for the sp we don't have many time at the moment sorry sorry ... but we can accelerate this weekend ;P
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After a quick discussion with SX, I've decided that I'll start uploading characters (like Neo-Dio and Robert) before the new Screenpack is completed. The KOFE v4 fullgame upload will wait until they're done, so there doesn't have to be as much pressure. I have lots of rips I'll need to give them as well. So it could be awhile.
In the meantime, some good news: I've discovered Ahuron's Billy 03 and it has tones of edits. Save for a couple of victory poses, it's all I need for Billy, so I'll be adding '03 look Billy to KOFE instead of the 97-02 version I had planned. Personally, I love the new WA look to that old RB look anyway. It'll go good with Ryuji's '03 look. Billy isn't planned until some time after #30, but I thought I'd just let you all know.
I've fixed several game/character issues and posted them in the news section of the KOFE site. I plan on finishing a few more by the end of today. Uploads to the site will probably start later on in the week, but should be done by the weekend. I'll start working on Andy tonight or tomorrow. Once he's done, I'm gonna take a breather from characters and focus on v4's release.
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I've completed all of Andy's non-attacking basics. I'm using TB's Andy which was missing a lot of hitstates including diagup animations and lying face down animations. Didn't know of another 98-00 styled Andy out there though so I use what I have. His stage and music are also done.
I've also been working on finishing the last of the glitch issues. Noticed some bigger state conflicts brought up buy Yuri's multislap move. Joe and Rugal's helpers are the only helper issues left that I currently know of. Once all the glitches are done I will start the uploading process. To shrink the character packs, there will no longer be a pdf added to the character only downloads. It can only be downloaded via system download, fullgame download or the separate pdf download. I'm also lessening the music bitrate from 320 to 192, which should cut the music size in half.
I'll upload Krauser first since he has been the fighter with the most fixes. If you play simul a lot, I suggest downloading his update which fixes the huge Gigatic Cyclone glitch he had. Look for him in the next couple of days. MissFairy is working on Dio's AI. Once it's done, I'll package him up as well. Cheers.
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1st Team complete: Sub-Boss Team
2nd Team complete: Art of Fighting Team
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I can't see Andy taking longer than a week to finish. I've finished off his basic attacks already. I'm gonna take a break from him for a couple of days and work on the PDF and Vanessa's sexy ko fix.
On the bad news front, the whole reason I was looking for a website was to upload files for people to download. Now I have a site, but the limit is 5 megs per file, which is far too small. I'll probably end up uploading everthing to filejockey and link everything to the site. It's not ideal, but at least there will be one central site for everything.
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I can't see Andy taking longer than a week to finish. I've finished off his basic attacks already. I'm gonna take a break from him for a couple of days and work on the PDF and Vanessa's sexy KO fix.
On the bad news front, the whole reason I was looking for a website was to upload files for people to download. Now I have a site, but the limit is 5 megs per file, which is far too small. I'll probably end up uploading everything to filejockey and link everything to the site. It's not ideal, but at least there will be one central site for everything.
:( on bad news, worse off >:( at bad news.
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Sorry for the lack of updates. Been pretty busy since the last weekend with non-mugen stuff. I did post the first upload on the website. It's the PDF which includes the movelists of the new characters. I need to update Mai, Joe and Terry for their special intros with Andy. Neo-Dio is waiting on AI and Robert is awaiting his new stance sprites. The rest will start being uploaded in a day or two. I'm just working on finishing Vanessa's sexy ko fix. I'm tearing up her pants a bit to make it more King-like. The remaining fixes that I wanted to do for v4 were completed. I'll pick up on Andy over the weekend. Cheers.
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I've finished Vanessa's sexy KO and have posted her, Krauser, Geese and Yuri up on the website ready for downloading. These were the characters that had the biggest updates (although all characters have had minor ones). Joe also had a big update, but I'm not posting him until I've done his special intro with Andy.
If you don't know what website I'm talking about, check my sig.
Since these are just character updates, I won't be posting in the release section. I'll start posting more tomorrow. Try to get about 1/2 uploaded. No word yet on how the team's progress is going, I'll check in with them tomorrow. Later.
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I've finished Vanessa's sexy KO and have posted her, Krauser, Geese and Yuri up on the website ready for downloading. These were the characters that had the biggest updates (although all characters have had minor ones). Joe also had a big update, but I'm not posting him until I've done his special intro with Andy.
If you don't know what website I'm talking about, check my sig.
Since these are just character updates, I won't be posting in the release section. I'll start posting more tomorrow. Try to get about 1/2 uploaded. No word yet on how the team's progress is going, I'll check in with them tomorrow. Later.
Now that is how to get people attracted to a website, swipergod.
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Don't worry, more are coming later on today. I'll upload 4, finish up Andy's Special Intros and then upload Joe, Terry and Mai. I've finished all of Andy's other basics. Andy's SP throw slams opponents face down as it does in real KOF games. You'd be hard pressed to find an Andy that does that currently for regular Mugen. Here's a pic:
The benifits of making a full game
(http://i270.photobucket.com/albums/jj119/swipergod/and.jpg)
I haven't heard anything yet from the rest of the team, so I can't give an update there. I'm hoping to have most characters up by the end of the weekend.
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5 more characters are up now. Ryo has new animation for his SDM. Mr. Big's stages has been fixed so it doesn't reset after every KO. Chizuru and Angel are also up. I've uploaded Joe as well. Two of his animations were missing his armbands so I added those and I've fixed his HSDM so it acts like a projectile. It'll now lose out to Kaiser wave, but should still eat up most anything else and the damage is more consistent.
I continue to work on Andy's special intros. Hopefully I can upload a few more people today and start working on Andy's specials tomorrow.
Here's where the team is at: Missfairy is about 1/2 done Neo-Dio's AI, SophieX is finding time hard to come by so we'll push the new screenpack to the next KOFE release (v5) so there's no pressure on them. Thedge is just touching up details on Robert new stance. A release next week is possible.
More as it comes.
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Andy's Specials are done. I'll probably finish his DMs tonight. Unfortunately uploadjockey is down. I hope it's fixed soon so I can upload the rest of the characters. I need to reupload Geese and Ryo and I caught errors in the PDF, so I'll have to reupload that as well. Here's a couple more pics.
I'll kill you Geese! Hrmph, come on!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen0-1.jpg)
Hishoken '96 is Andy's SP hishoken. Geki is now a DM.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen2.jpg)
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Could be my computer, but the site doesn't seem to be working... as far as downloads go.
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Yes the uploadjockey site is still down. I'm thinking of just uploading to megauploads unless someone has a better site. Filefront doesn't work because people in Asia seem to not be able to download from there. I'll give it another day.
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The uploading site is up and running again. I've uploaded the fixed version of Geese, Ryo and Joe (he had a helper glitch before). I'll upload Terry, Mai, Kyo, Iori and the fixed pdf before I go to sleep.
Here's a pic of Andy's SDM Geki Hishoken. It's actually Kikosho, but since Chun Li isn't in this game I figure that SVC anim was up for grabs. Nothing fancy. Just creates an SDM wall. I'll do his HSDM tomorrow and post a vid by Tuesday.
Geki Hishooooooooooooooken!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen4.jpg)
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Andy's vid: http://www.youtube.com/watch?v=tyqOBIY4onc (http://www.youtube.com/watch?v=tyqOBIY4onc)
I'll upload the remaining old characters in the next 2 days or so. Andy will join them. Neo-Dio and Robert will follow shortly.
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Man, do you work fast, swipergod!
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:) Well I'm gonna slow down for a bit after the fullgame is uploaded. Take a week or 2 breather before jumping on Krizalid.
Andy is released. You can download him at the website. Been about a month since the last release. Don't think I'll be posting on the release thread. I'm pretty sure that people who are waiting for downloads check here anyway and will probably frequent the site from time to time.
All other characters are up except for Neo-Dio and Robert who are still awaiting final touches from KOFE team members.
I'll throw up the system tomorrow. The full game will go up when Robert and Dio are ready for downloading. Cheers.
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:) Well I'm gonna slow down for a bit after the fullgame is uploaded. Take a week or 2 breather before jumping on Krizalid.
Andy is released. You can download him at the website. Been about a month since the last release. Don't think I'll be posting on the release thread. I'm pretty sure that people who are waiting for downloads check here anyway and will probably frequent the site from time to time.
All other characters are up except for Neo-Dio and Robert who are still awaiting final touches from KOFE team members.
I'll throw up the system tomorrow. The full game will go up when Robert and Dio are ready for downloading. Cheers.
Speaking of which, do you have Robert's video on YouTube yet?
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Not yet since the new stance isn't completed yet. I'd like the vid to show the new stance.
I'm taking a breather and waiting for the last 2 characters to go up. I'll jump on Kriz at the end of the month. I'll post here when Dio and Robert are ready.
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Robert: http://www.youtube.com/watch?v=6WAgLNxi9Eo (http://www.youtube.com/watch?v=6WAgLNxi9Eo)
Robert's ready for downloading on the KOFE site. Thedge has done a fantastic job with the new stance. Here's a pic:
(http://i270.photobucket.com/albums/jj119/swipergod/rstand.jpg)
Andy's also been updated to fix a few glitches I've caught. Once Neo-Dio's AI is completed, I'll post him and the full game up on the site. I think before I start working on Krizalid, I'm going to do the in game credits. I really want them in there to showcase everyone's hard work in game.
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Dy-No-Mite!!!! :woot: :woot:
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Tell Thedge that looks hella sexy.
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Hi everyone. I'm taking my partial break now, which explains the lack of updates, but there's a couple things to fill you in on.
First, MissFairy thinks Dio's AI should be completed by the weekend. He'll be posted as soon as that happens.
The other big piece of news is that Wolf over at Mugen China has provided me with Kasumi '98's sprite sheet (yay!). Super big thanks to Wolf for helping me out. The reason the spritesheet isn't an official release yet is due to color separation problems the Mugen China team's been having with certain characters (Kasumi's projectiles are all skin colored for example). Anyway, this mean I'll be able to create Kasumi's new ('98) Anti-Air projectile and remove her current Anti-Air attack. There's a few sprites to modify, but I'll see what I can do this weekend.
The fullgame will be released on the website once these modifications are done. I'll keep you posted.
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That sounds good, I will be atent. I also plan to test more when there is a newer official full release.
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Lack of Chris makes me sad. T_T Also, something that occured to me(dunno how I missed it) was Rugal's lack of Kaiser Wave, which goes against the ideas that Rugal was founded upon. When Rugal came out in '94, he was supposed to be the ultimate boss having learned the arts of Hakkyokuseiken and Stroheim, it was supposed to be like fighting Geese+Krauser but worse. Just voicing a thought. Also, not sure if this was intentional but Jhun's Tiger Ambush Attack catchs out even while rolling and the game isn't picking up my double half-circles and I know it isn't just me, after I noticed they werent picking up I jumped over to MugenChina's KoFZ and they worked just fine sooo....yeah.... XD
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As always [E], you play testing and ensuing comments will be most appreciated. I haven't been able to play test the newer characters as much as the older ones, so an infinite or two may have snuck in.
Rikimaru, I'm sorry, but the roster is locked. For Chris, Krizalid will be gaining his Orochi fireball, Kyo already has serpent wave, Yashiro's moveset is already in the same vein as some of Kris's moves. There's already plenty of teleporting characters. And Xiangfei's SDM will be similar to O. Chris' ball DM. So there'll be plenty of influence from Chris even though he'll only appear in Orochi's intro. Rugal doesn't have a traditional Kaiser Wave, it's now the fireball that comes out of the reflect, but he still has it. I'm not giving moves to characters just for the sake of giving them moves. I saw more benefit in giving Rugal a DM fireball than just giving him a big normal fireball like I gave to Takuma. Jhun's DM is a leaping grab, so it is supposed to grab out of rolls. It's slow, so I had to give it some edge.
I'll take a look at the hcb x2 commands. Sometimes it's where you put it in order sequence with other command moves in the cmd, or that the move is too tight (the input time might be too quick). I'll check it out.
On to Kasumi...
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Here's Kasumi's '98 anti air slasher converted to '99. As with the last conversion I did, there's nothing I can really do about the pants. Still, when using it in game you hardly notice. Since this move is ripped from a non neogeo system game, I couldn't use the debug or frame by frame pausing to get an accurate animation output. So I guessed. I think it looks pretty good though. The major reason for the move change was to rebalance Kasumi, who feels very unbalanced currently with her old anti-air pop up attack.
vid:
http://ca.youtube.com/watch?v=R2NC5O7PLq0 (http://ca.youtube.com/watch?v=R2NC5O7PLq0)
pic:
(http://i270.photobucket.com/albums/jj119/swipergod/kasp.jpg)
I'll let everyone know when Dio is done and the complete new game is ready for downloading. Thanks.
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Nice, I'll be waiting for it. :)
BTW, it's possible to get accurate animation output by recording the game in 60fps, then by playing the video frame by frame. Dunno if you have access to the game to record it though.
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There's an easy way to get 100% accurate timing from PS2 KoF games (XI, 98 UM, NGBC, etc.) using the PCSX2 emulator (I learnt this from Vans myself)
1.Limit maximum FPS to 60.
2.Use either the GSdx 0.1.13 or ZeroGS KOSMOS graphics plugin.
3.Press F12 during gameplay and use Microsoft Video 1 (GSdx gives a Save To option while ZeroGS saves in emu folder)
4.Press F12 again to stop recording.
Use any video editor with a frame step option (eg. Virtual Dub) to step frames.
I was typing this before Cybaster posted :P
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I heard that some game don't play well on PS2 emulators. Either that or they need bios updates for newer games. Does PCSX2 play UM? EBgames says UM won't be available in Canada until March (I'm ripping my hair out over that). When I get it, I can see if I can modify the animation to equal it. Won't be exact since '96 Kasumi has more frames in her slash than '99 Kasumi. I'll have to compensate by increasing/decreasing ticks. Thanks for the info though.
Kasumi's fix has been uploaded to the site (for those who won't be downloading the new fullgame). I don't necessarily recommend the fullgame download, unless you haven't been keeping up with character updates, since character bug fixes has been all that's really changed. Fair to say that there's been A LOT of character upgrades and fixes, but the system itself has no new features. SophieX' new SP is set for the next upgrade and the in-game credits have been pushed to the next upgrade as well.
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You can divide the animations in 3 parts, prehit frames, hit frames and Idle frames, as long as the timing of those parts match, the gameplay will be good; after you match that timing you only need to edit the individual frames so the move looks fluid.
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Right now it's running off the same animation/hit pattern as the regular piled hitter. Everything down to the number of frames and the triggers. Weak goes nowhere and is fast Strong takes a step forward and is slower. Both cannot be air blocked. Until I get UM though, this is the best I can do for now.
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Neo-Dio and the Full Game are ready for downloading at the site: http://mugekofe.web44.net/ (http://mugekofe.web44.net/)
The Full Game is split into 3 parts.
Part 1: Game System with all characters and stages (90-ish Megs)
Part 2: Sound folder 1 (60-ish Megs)
Part 3: Sound folder 2 (70-ish Megs)
You will need to be able to unzip 7z files to access part 1 though. I know it's zipped within a rar file, but uploadjockey doesn't allow 7z files to be uploaded and I needed to zip as 7z to compress the game under 100 Megs.
Neo-Dio's AI is still being worked on by MissFairy. I've only created a placeholder AI, so people could start downloading the full game now to take pressure off MissFairy. When she finishes, the update will be uploaded to the site.
As a completely and utterly useless Easter Egg, I've given Andy, Mai's theme and given Mai the Image Album version of her Dragon God theme. Exclusive to the full game download only (whoop-di-freakin'-do!).
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Hey swipergod:
I'm loving the project so far.
I was a little uncomfortable with Iori at first, but I actually really like what you did by limiting his front-lp combo; making it a follow-up-only to close lk balances him out really well.
I mentioned it a while ago, but the garou super sparks are still partially cut-off at the bottom. On top of that to be honest, they don't fit too well, which is a shame because game-play wise everything is balanced and fits beautifully. I would love to see kof 98 (that would be amazing) or kof xi super sparks in their place... but that's just me. ;)
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Thanks C4. I think the unique chain system really does help maintain balance, while allowing players to get their combo fill. The super spark fix is in the works for a future release (it's on the to do list on my website).
A few people have mentioned their preference of KOF sparks, but to switch them over at this point would require fixes to the timing of a lot of DMs. Plus I like the fact that the high level DM you're performing, the more risk you'll be taking because the pause is longer and allow your opponent more time to think up a counter if you wiff. I do like the Battle Coliseum sparks. I'll think about it.
I've corrected K's juggling glitch and a glitch I found with Kim after being thrown by Andy's punch throw. Those two characters will be updated, but I'm waiting to see if there's more fixes to be done before I upload them to the site. MissFairy's still working on Neo-Dio as well.
In the meantime. I think most of KOFE is holding its own right now with 27 characters, so I'm going to take a longer hiatus for the moment. I'll still be around for character fixes and stuff, but I won't be starting anything new for about a month. I really need the break. Keep playing and let me know what else needs fixing.
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This Full Game is... Superb!!
I can see that this game has been put in a hefty bulk of effort. However, I suggest that you should also update the first page, for convinience.
I did not see all the posts, but does Iori and Kyo have a special intro against each other?
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When you return, swipergod, please fix Yuri Sakazaki. She spams her grab and mulit-slap attack (I don't know what it is called.).
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I like the game a whole lot but one thing caught my eye; Kaiser Wave! ITS BEAUTIFUL! Thank you soo much for doing Kaiser Wave great justice, I cannot wait to see your adjustments to Orochi, Krizalid, and Goenitz. Just a minor comment, I know versions of Shermie, Chris, and Yashiro have the ability to turn Orochi for a short time for 1 special bar, is it possible you could be creative and think of something that involves Goenitz going Orochi? Its sad to see the best of the 4 Holy Knights without his greatness.
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Thanks Lucky charat and thanks for reminding me to update page one. I totally forgot to post the website's link there. Kyo and Iori have their 2000 special intro, but say different things. It roughly translates into Kyo saying, "I knew it was you.." and Iori mockingly replying, "You're not dead (yet)?" and then both of them saying, "Let's get it on!"
Uche. Yuri makes me pull out my hair too sometimes, but the thing is, her AI is really solid. She uses most moves when she's supposed to. That's why she's so tough (unlike Robert...). You have to keep pressuring her and try not to roll too much or she'll grab you right out of it. Honestly, I think Vanessa's way more spammy with her close up DM. She always hits me with it.
Rikimaru, Krauser is my favorite fighter. I just had to make the Wave as scary as I remembered it in FF2. It's like you start crapping your pants that he's got a full meter. That's why I made it unblockable (although I balanced that out with a slight delay). You'll see Krizalid soon. Shermie and Yashiro will have mainly their Orochi moves balanced with a couple of normal mode specials. I'm excited to do them, but they won't be done until more towards the end. Goenitz will be hard. He's getting a new move that I'm looking to add to his cheapness (since he's losing his infinite DMs). He's roughly 2 waves away, give or take. Orochi needs to balance with Neo-Dio, so he won't be ridiculously cheap. An unbeatable boss is a waste of gameplay IMO. His soul crusher move will be instant death however, so be afraid. Be very afraid...
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Orochi needs to balance with Neo-Dio, so he won't be ridiculously cheap. An unbeatable boss is a waste of gameplay IMO. His soul crusher move will be instant death however, so be afraid. Be very afraid...
OHKO? That really is a boss. Is it OHKO even if you set to more than 100%HP? The only 3 other beatable characters that I know also have OHKO attacks are:
Miku Hatsune by Yu-Toharu: D,D,D + ABC during Shin Burst
Hitsugaya Toshiro Bankai by isaiah: D,D + S at less than 500HP
Parace D' La Sia from Arcana Heart, not yet mugenised: Unknown, because she is a secret boss.
Don't mind me, I like detailed explanations. Hope your bosses are cheaper than Mouri Motonari, I'd like it. I'll download the game after it is completed though.
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Well, Guilty Gear and Hokuto no Ken chars also have a OHKO. Same will go for Ralf in his KOF2k2UM version. ::)
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Ralf's Galactica Phantom SDM is a OHKO on counter hit.
edit : fixed V
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Ralf's Galactica Phantom SDM is a OHKO on counter hit.
Fixed. :)
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Ralf's Galactica Phantom SDM is a OHKO on counter hit.
Fixed. :)
And that's how it should be (as a Ralf fan...)
I mean, he's winding up for so long... why aren't you going to roll by it?
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becareful, you dont want to combine Yashiro's/Shermie's moves with their Orochi's too much, it may leave a gap in the fluidity of their style. :p
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I have tried the latest version, and some of your characters play the same way. Other than that, it has improved greatly. What will we be expecting in future versions?
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I was wondering where did Mukai go?
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Sorry I've been away so long. Just have a lot of things going on. I'm finishing up planning for a Euro trip in May and I"
Uche, many characters have their final movesets and are just getting bug fixes/vel fixes. A major move change like the one done to Kasumi is rare. I don't anticipate it happening in the future unless 2k2 UM has some moves that can be implemented without destroying the balance.
Future version will have a new Screenpack, In Game credits and hopefully the game intro. New characters added will be Kula, Krizalid, Rock, Jenet and Billy. I don't know when that release will be. I'd like it to be before my trip, but it depends how much time I can find to do everything.
Lucky, um, Mukai wasn't in the game. He's not on the roster for this game.
I'm slowly starting to work on Kula. She will be the biggest challenge and like Angel before her and Ash after her, she will be noticeably different than the incarnation we're used to in official games. I'll start posting more when work on her starts picking up. In the meantime, if anyone has anything feedback about the current build of the full game, I'd love to hear it
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Okay, I think it's time I stopped being a jerk. There is currently a clone issue that happens when you play outside of KOFE with KOFE characters. After watching this vid:
http://www.youtube.com/watch?v=lUtkVfdl-rk (http://www.youtube.com/watch?v=lUtkVfdl-rk)
I felt like I shouldn't stop people from using KOFE characters in their own Mugen if they want to. It was nice to see a youtube vid of a KOFE character that wasn't from me. Plus the 800 clones in that video were just silly.
Here's how you fix it:
-Go into a KOFE character's "king.cns" file (every character has one).
-Search for statedef 370 (it's labeled "recovery")
-Find this line:
[State 196, Pheonix Explod]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Tech"
id = 371
;postype = p1
;pos = 15,159
stateno = 371
removeongethit = 1
keyctrl = 0
ownpal = 1
-Delete it.
Clone issue fixed. That line was implemented to create a "Tech Bonus" helper, but I decided not to add it in the end. I will delete this code for all characters in future releases, but if you want it fixed now, just follow the instructions.
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Okay, I think it's time I stopped being a jerk. There is currently a clone issue that happens when you play outside of KOFE with KOFE characters. After watching this vid:
http://www.youtube.com/watch?v=lUtkVfdl-rk (http://www.youtube.com/watch?v=lUtkVfdl-rk)
I felt like I shouldn't stop people from using KOFE characters in their own Mugen if they want to. It was nice to see a youtube vid of a KOFE character that wasn't from me. Plus the 800 clones in that video were just silly.
Here's how you fix it:
-Go into a KOFE character's "king.cns" file (every character has one).
-Search for statedef 370 (it's labeled "recovery")
-Find this line:
[State 196, Pheonix Explod]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Tech"
id = 371
;postype = p1
;pos = 15,159
stateno = 371
removeongethit = 1
keyctrl = 0
ownpal = 1
-Delete it.
Clone issue fixed. That line was implemented to create a "Tech Bonus" helper, but I decided not to add it in the end. I will delete this code for all characters in future releases, but if you want it fixed now, just follow the instructions.
Tech Bonus?
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Why dont you put in Alba and Soiree and also Rock Howard I would also like Freeman
It would make the game better
but its just a suggestion you do not have to do it
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okay
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Why dont you put in Alba and Soiree and also Rock Howard I would also like Freeman
It would make the game better
but its just a suggestion you do not have to do it
If he did Mukai would be in. Alba is still in the alpha phase. There's no Soiree Meiraa in 2D, let alone Mugen.
[size=5pt]I'd wish somebody made a Duke or Jivatma[/size]
Rock Howard... yeah I was wondering.
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I'm sorry, but I'm going to have to be a bit of a jerk here. I'm already committed to modifying 50 characters. I'm not committing to any more. I know what it's like to be on the other side wishing a game maker would add your favorite character, but there's already plenty of variety. KOF the franchise has something like 90 characters. You can then tack on characters used in SVC and NGBC since their art style is the same. I can't commit to making everybody, I just don't have the time or the will to do it. Nothing stops you from adding your own characters into KOFE. There are reasons I didn't molebox it after all.
If you need to know who's in the game visit the first page of this topic or my website. Know that the characters you see there are the only characters I have committed to making. Wait until they're done before requesting others please. I have mentioned that I am interested in doing others once the project is completed, but ONLY when the project is completed. I apologize for my stern attitude here, but I've been hearing this tune for about a year now.
Rock Howard's in. He'll be added to the game after Kula, Krizalid and Billy are. I actually finished up an Alpha on him about a year ago. You can see it here (there's no sound):
http://www.youtube.com/watch?v=2TjE-mlE71Y (http://www.youtube.com/watch?v=2TjE-mlE71Y)
Uche, Tech Hit or Tech Bonus, etc was a little visual aid that pops out from the side of the screen (like the combo counter) that tells you, you successfully quick recovered from an attack. Some Capcom games used the indicator. Ultimately, I thought it was a little extra that wasn't worth the time so I never made the sprite for it, but forgot to remove the code. In KOFE, the invisible helper activates in the default.def and is triggered to be untouchable. So you never realize it's there. In non-KOFE mugen, the helper is not defined 9 times out of 10, which causes the glitch every time a character quick recovers.
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you should find a better way to put them on download
My Google Chrome/Internet Explorer does not download it
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Can you be more specific? Do you get to the links page? Your browser doesn't allow downloading from sites like Megaupload? I know a Chinese friend of mine couldn't access the sites uploadjockey forwarded him to. I need more details though so I can help you.
I've finished the biggest part of the sprite edits for Kula. It's K's knee attack (edited from Juke's Fliz). Here's one of the frames:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen17.jpg)
I still need to touch up the shoes, but it's functional to start coding with.
Since I've mentioned that Kula will be quite different, I'll jump into a little detail:
-Kula gains K's knee command attack.
-Kula will lose both her slide and ice spike command attacks
-Kula will gain the ice spike as her CD attack, but the range will be shorter.
-Kula's punch throw will now feature Foxy.
-The Ice prison throw is now a command throw that stuns the opponent (like scum gale)
-Kula's DMs are all completely different. One has her call Diana to dash at the opponent (DM projectile). One has her call Foxy for an anti air (very short range). Her SDM will feature Geese's unused Claw Raging Storm. Her HSDM is her full screen attack, but there is no Diana pre-attack. It will leave her open in the initial start up (like Whip's HSDM), which should allow you to see it coming. I may also make it air blockable to further balance it out.
I'll start coding Kula next week. Considering all her special intro and modified victory poses, she'll probably take awhile.
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same prob as your chinese friend
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Can you be more specific? Do you get to the links page? Your browser doesn't allow downloading from sites like Megaupload? I know a Chinese friend of mine couldn't access the sites uploadjockey forwarded him to. I need more details though so I can help you.
I've finished the biggest part of the sprite edits for Kula. It's K's knee attack (edited from Juke's Fliz). Here's one of the frames:
(http://i270.photobucket.com/albums/jj119/swipergod/knee.gif)
I still need to touch up the shoes, but it's functional to start coding with.
Since I've mentioned that Kula will be quite different, I'll jump into a little detail:
-Kula gains K's knee command attack.
-Kula will lose both her slide and ice spike command attacks
-Kula will gain the ice spike as her CD attack, but the range will be shorter.
-Kula's punch throw will now feature Foxy.
-The Ice prison throw is now a command throw that stuns the opponent (like scum gale)
-Kula's DMs are all completely different. One has her call Diana to dash at the opponent (DM projectile). One has her call Foxy for an anti air (very short range). Her SDM will feature Geese's unused Claw Raging Storm. Her HSDM is her full screen attack, but there is no Diana pre-attack. It will leave her open in the initial start up (like Whip's HSDM), which should allow you to see it coming. I may also make it air blockable to further balance it out.
I'll start coding Kula next week. Considering all her special intro and modified victory poses, she'll probably take awhile.
I lol'ed a bit at this but... If she keeps her weak kick attacks, her strong DP, her cice breath and the weak version of qcb+K she will feel exactly the same for me.oh, and close C.
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it was really hard for me to download because of that jockey thing
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You need to explain your downloads problems more, what went wrong with it ? since what UJ does is upload the file to 4 or more different places so people with small upload bandwidth can provide with more mirrors.
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Let me know what you would like to download and I'll direct you to a mirror you can try. Do you want all 3 parts of the game, or just the game without the music?
[E], I can tell you're a Kula fan. I remember reading bits and pieces you've write about her earlier in the topic. I'm using CCI's Kula as the base. Point out any problems you noticed and I'll see which ones I can address.
All Kula's basic attacks shouldn't change. Her 4 classic specials shouldn't change either (dp, ice breath, reflect and tornado kick). The only thing that I've noticed is that the slide follow up to the tornado kick doesn't allow for juggling (I might be wrong) and I think it should (slide into dp if I'm not mistaken).
Her new command throw will add to her close up game a bit since it'll allow for guaranteed DM connection. More as I start to code her.
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iron's har got broken juggling.
the slide should allow for anythign to juggle after it, including her qcb+kick. her qcf+X should allow for anything to juggle after it. actually, she can pretty mugh juggle after everything with everything, it's just a matter of falling vels.
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I would like to download Ryo Sakazaki
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I sent you a link ARCoolguy.
I was doing some major thinking since I was bugged about the roster. Something's been bugging me about it for a while. Came to the conclusion that I'd rather not have characters from the Ash saga (Ash and Adel). So I'm replacing them.
The list is no longer final, since there rests a few possibilities now.
Heidern is going to be added for sure now. I spent the day conceptualizing him for KOFE and was satisfied with what I came up with. This leads to musical chairs. Heidern replaces Whip, Whip replaces Angel, Angel replaces Adel, Adel is out. His inclusion will change Leona's X-Calibur attack from it's '98 style to it's '96 style.
As for Ash spot, what I'd really like to do is add in Raiden (a Raiden, Billy, Yamazaki, Eiji team makes sense). The problem here is pretty evident. There is no Raiden sprited in the KOF style. What I'm proposing is to collaborate with a spriter to port over the CVS Raiden. I think it's clear what's in it for me here, but as part of the collaboration, I'd be willing to code a separate Raiden (non KOFE) for regular Mugen in any fashion the spriter wishes using their sprites. He could play XI style with Dreamcancels or '98 advanced or extra system or even Street Fighter Zero style. Raiden's a grapple character that interests me and since he's in XII I figure why not. I'm reaching here, but my project's going to go on for another year at least, so I have time. I'd like to finish up Kula before making a call for help outside this topic. If you know anyone who might be interested, let me know.
Obviously if I can't find any spriters to help with Raiden, then I'll need a back up. Chances are, that'll be K'9999, but I'm also considering May Lee. She'd need a lot of sprite editing though.
Anyway, this means that only 49 characters are now confirmed and Ash and Adel are out.
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thx it worked
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Ash is out?!
Never mind though, I like and had fun using Ash in KOF, it's your project so I have no say in it. :)
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I do not really like Ash so i dont care if shes in or out
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Out of the main 50 lineup. Since I just started thinking about it the other day, it wouldn't necessarily mean they're out for good. I may eventually make an Ash, Adel, K'9999, Angel team as a special team and maybe make May Lee or a Samurai spirits character (Shiki?) take Angel's spot on the Hero team after the main batch is complete. I'd still like to do Ash and Adel. I'd just rather do other characters first. Heidern's omission really bugged me. I just couldn't figure out what to do with him move wise. That's solved now. I also think Raiden gets the short end of the stick sometimes. He'd be a more interesting addition than Daimon who revolves too much around his variety of throws. Just for fun, this is how Raiden would work in KOFE:
- Headbutt would be a command overhead
- For specials he'd have an exploding Powerbomb, his poison mist, his charge, his unblockable flying clothesline and a sledge uppercut (think Brian) with autoguard points.
- For DMs he'd have an exploding leaping Powerbomb (think Zangief's crusher), an earthquake move that releases a shockwave that would have to be blocked low (kinda inspired from Wild Ambition), his leaping throw with seated senton finish and his Firebreath (would work like Chin's SDM version).
I'm coding Kula's basic attacks. All her non-basic attacks have been completed.
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As for Ash spot, what I'd really like to do is add in Raiden (a Raiden, Billy, Yamazaki, Eiji team makes sense). The problem here is pretty evident. There is no Raiden sprited in the KOF style. What I'm proposing is to collaborate with a spriter to port over the CVS Raiden. I think it's clear what's in it for me here, but as part of the collaboration, I'd be willing to code a separate Raiden (non KOFE) for regular Mugen in any fashion the spriter wishes using their sprites. He could play XI style with Dreamcancels or '98 advanced or extra system or even Street Fighter Zero style. Raiden's a grapple character that interests me and since he's in XII I figure why not. I'm reaching here, but my project's going to go on for another year at least, so I have time. I'd like to finish up Kula before making a call for help outside this topic. If you know anyone who might be interested, let me know.
There is actually a Raiden creation that used the Big Bear sprites from Fatal Fury 2 with a head swap. The sprites look like they would fit in with a little recoloring. The only problem is that since I got it so long ago, I can't remember where I downloaded it from. There is no webpage or e-mail in the text files and the only thing the .DEF lists as an author is "7777" so I don't know who to ask for permission. Infact the files were made in 2005 so I am not sure if the webpage even exists anymore.
(http://i78.photobucket.com/albums/j102/gmspectre/RAIDENS.png)
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I'm actually not a very good spriter. I'm only decent a modifying some stuff. Juke drew that Kula/K' knee attack. I modified the sprite.
(http://i270.photobucket.com/albums/jj119/swipergod/kula.jpg)
The original is on the left, my modification is on the right. I fixed the shoes and used various pre-existing hair to switch the "Fliz" hair. I'd never be able to draw from scratch. If I could, I'd make my own Raiden. :)
GmSpectre. That's an interesting mod. My concern is that it's probably missing a lot of hitstates and moves that the CVS version has unless there's a lot of custom sprites. I'd also assume the animation isn't as smooth as the KOF series, although I've never seen that creation before. It's very interesting though. How does it play? If anything it could help serve as a color template.
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Basics for Kula are done with the exception of special intros and victory poses. I've changed her jumping CD attack to the windmill kick she uses to launch her air projectile since she doesn't have that move anymore. As I was working on Kula I realized that she doesn't have a get up animation from laying down on the ground, so I gave her one. I've also implemented her new throw. Here's a pic:
(http://i270.photobucket.com/albums/jj119/swipergod/fox-1.jpg)
I'll probably work on her stage today and start some of her specials. She should be finished for next weekend.
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GmSpectre. That's an interesting mod. My concern is that it's probably missing a lot of hitstates and moves that the CVS version has unless there's a lot of custom sprites. I'd also assume the animation isn't as smooth as the KOF series, although I've never seen that creation before. It's very interesting though. How does it play? If anything it could help serve as a color template.
Well it's playable but doesn't feel smooth. But at least it's better than starting from scratch.
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Kula looks good.
Well, I'm the opposite of you though. I can draw sprites from scratch but it's quite hard for me to improve sprites drastically. Thanks to Frederica I got a good looking Rena.
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Stage completed and all standard specials except the reflect have been coded. I've given Ice attacks hits "Ice effects" to match the electric and burn effects in the game. Kula's moves juggle properly so far. The possible damage though, means I'll have to code her stun throw to lock her opponent in the air, so juggling potential is less. It's already possible to do SP Ice breath, into WK tornado, into slide kick, into her DP for DM worthy damage. I'll post pictures when I get to her DMs since that's where the major changes will be. She's been a lot easier to code than I thought. Her special intros will probably give me the most trouble, which isn't saying much.
Also, after giving more thought, I've decided to retain Adel. I figure I have an Eolith Character in the game, there should be at least one Ash Saga character, and with ties to Rugal, Adel made more sense. I'd still like to do Raiden and would put KOFE on hold immediately if I were given the chance to collaborate with someone on him, but I'm not sure I know any spriters who don't already have a load of their own projects and this would be a huge undertaking for them. So, I'll still pursue making Raiden, and make Adel a bonus character if someone decides to help me out with him. This drastically affects the teams. I'll post the new teams tomorrow.
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Stage completed and all standard specials except the reflect have been coded. I've given Ice attacks hits "Ice effects" to match the electric and burn effects in the game. Kula's moves juggle properly so far. The possible damage though, means I'll have to code her stun throw to lock her opponent in the air, so juggling potential is less. It's already possible to do SP Ice breath, into WK tornado, into slide kick, into her DP for DM worthy damage. I'll post pictures when I get to her DMs since that's where the major changes will be. She's been a lot easier to code than I thought. Her special intros will probably give me the most trouble, which isn't saying much.
Also, after giving more thought, I've decided to retain Adel. I figure I have an Eolith Character in the game, there should be at least one Ash Saga character, and with ties to Rugal, Adel made more sense. I'd still like to do Raiden and would put KOFE on hold immediately if I were given the chance to collaborate with someone on him, but I'm not sure I know any spriters who don't already have a load of their own projects and this would be a huge undertaking for them. So, I'll still pursue making Raiden, and make Adel a bonus character if someone decides to help me out with him. This drastically affects the teams. I'll post the new teams tomorrow.
Eolith?
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Eolith characters from the Eolith phase of KOF (when SNK went bankrupt). In my own head I refer to 2k1 and the original 2k2 as Eolith games (although 2k2 didn't introduce anyone new). Angel, K'9999 and May Lee are the Eolith crew. Foxy was technically introduced in 2k, so I don't count her. Angel's in my game as the Eolith rep, so I figured, why not have an Ash saga rep as well.
Here's the deal. If I can find someone to collaborate with Raiden, then I'll make another character for KOFE (so the total would be 52). Since WH is represented with Neo-Dio, maybe I'd make Shiki or Nakoruru to rep SS. It's a thought, since it's a bonus character. Or maybe Ash or K'9999.
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Wouldn't NESTS Saga be more appropriate instead of Eolith?
Okay nvm. I didn't notice May Lee.
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Yay Heidern!! Something that bugs me is your lack of a joke/fun character to break to seriousness of everybody else; Shingo! Why isn't Shingo included? He isn't THAT bad of a character. :p Also, I'd much rather see Daimon in the game instead of Raiden, I got somewhat Team Japan loyalty.
Also, a decent idea might be to make an Oyaji team consisting of Heidern, Saisyu, Takuma/Karate, and Chin. If you did that you'd have room for Adel on the Sub-Boss Team, Ikari Team still has Whip, and everybody wins! =D Just an idea.
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Speaking of Joke characters I'd wish Hyena was made 2D by SNK.
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No joke characters. I thought about Shingo a while back, and Duck King was going to be in the game, but decided against it. Others deserve the spot. I'm not big on Saisyu. He feels like a blend of Iori and Kyo rather than his own character. Don't like Chin, Chang or Choi. No interest in coding them. Daimon might make more sense cannon wise, but Raiden's a more interesting character to code and play as (in my opinion). Daimon's just throw, throw, throw. I don't even think he has a move that you can chip damage someone with.
Team changes are as follows:
MotW breaks up ->
Adel, Rock, Angel and Jenet
Kyo, Iori, Benimaru and Vanessa
King, Mary, Xiangfei and Hotaru
Billy, Yamazaki, Eiji, Gato
Heidern, Leona, Clark, Ralf
K', Kula, Maxima, Whip
Kula's reflect is complete. Just need to do her new throw and DMs.
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Doesn't Daimon have an earthquake move?(that's the only ranged move he has anyway)
I don't think so too, Daimon's a super-melee Krauser anyway. swipergod what are you going to do next once Diamond's completed?
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Daimon's Earthquake doesn't do chip damage, it just hits you if you're standing as an unblockable attack. After Kula, I'm going to do Adel and get him over with before I end up changing my mind about him again. Once he's done he's done. :)
Major coding question:
I'm doing Kula's Ice throw and using a helper to create the Ice Cage explosion since the opponent stay frozen in it for about 20 ticks after Kula's animation for the move ends. In order to switch the frozen cage explosion helper into the "Shattering" helper, I used the "p2stateno !=" trigger in the change state code. So everything works well in a one on one battle, but in a simultanious battle, the move & helper only work correctly with p2. When player 4 is frozen (second opponent on the team), it uses the shatter animation immediately since p2 is not the one being frozen. Is there another trigger I can use? The move currently is supposed to shatter after the opponent is hit out of the frozen state or after a certain amount of time. Anybody?
Kula's Diana "Projectile" DM is complete. I'll post a photo later. I probably won't be able to complete the Foxy DM until tomorrow.
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change the trigger to enemynear,stateno ; it's a bit more reliable. though personally I would just coordinate a explod.
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I considered enemynear, stateno, but in a fight, both characters are usually nearby so, it only seems to buy a few extra ticks. I can't exactly coordinate an explode because the "break" time of the cage varies depending on when the opponent is hit.
I'll play around a bit more. One solution that I can figure is that I can make the ice cage a sprite in the fightfx.sff and have all characters pull it from there. The obvious downside is that the sprite won't activate for those people who prefer to use my characters outside KOFE, which seems to be a lot more than I give credit for.
I plan on doing foxy's DM today, so I'll post both Diana's and Foxy's DM pics after that.
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I haven't been able to come up with a solution to the Freeze cage simul glitch. Things like this really make me want to turn the game into a tag event since there you don't have to worry about simul glitches as much and that where most glitches come from.
Here's Kula's new DMs:
Diana is called to slash through opponents. Works like a DM projectile, but doesn't hit up close (since she's phasing in)
(http://i270.photobucket.com/albums/jj119/swipergod/kula2.jpg)
Foxy is called to cut up opponents. Is an anti air of sorts. Comes out faster than Diana, but has short range. Foxy won't execute the second, bigger, slash if the first one is blocked or whiffs. The pic shows the second slash.
(http://i270.photobucket.com/albums/jj119/swipergod/kula1.jpg)
I'll be working on Kula's intros and vic poses tomorrow. If they go smoothly, I'll also get her SDM done as well. Cheers.
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As expected, coding all the victory poses and special intros has taken up the whole day. I had to add a whole crapload of sprites to CCI's Kula since his was very bare bones and I had to do a lot of sprite edits. I'm happy with the results, I just hate it when I do a whole bunch of work and the gameplay itself isn't affected. Anyway, there's still one more victory pose to code, but I'll do that tomorrow or Monday. I want to code the SDM now. In the meantime, here's some of Kula's newest stuff.
Here's the classic Kula vs K' intro. Nothing new here:
(http://i270.photobucket.com/albums/jj119/swipergod/intk1.jpg)
Here's Kula's new intro with Whip. Foxy warns Whip to goes easy on Kula before waving goodbye. Kula stands confused by the exchange.
(http://i270.photobucket.com/albums/jj119/swipergod/intk2.jpg)
Here's Kula's intro with Angel. In KOFE Angel is Kula's rival dating back to their former NESTS days.
(http://i270.photobucket.com/albums/jj119/swipergod/intk3.jpg)
Since Foxy isn't a playable character, I wanted to use her more in Kula's poses (hence the throw). Here she replaces Diana in the head rub victory pose.
(http://i270.photobucket.com/albums/jj119/swipergod/vick.jpg)
Additionally, all characters being touched up for special intros will have that nasty glitching helper code removed from them. K' will have his juggle fix (thanks Cybaster) and Kim & Leona will have minor glitches addressed. More as it comes.
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Kula's just missing her 4th victory pose and her combos and AI now. I'm not 100% happy with the SDM and HSDM. I'd have preferred not to make the Raging Claw a transparency, but it's the only way to hide the Geese animation inside it. I'm not the biggest fan of the color scheme I ended up with when I modified the petrified sprites. I might go back and revisit them later. If anyone's got a good blue version that'd work well with Kula, let me know.
Ice claw. Much more threatening SDM than her regular ice spike. Hey, Geese wasn't using it...
(http://i270.photobucket.com/albums/jj119/swipergod/kua2.jpg)
Changed her fullscreen so that it animates using Mukai's petrify. Since Orochi's fullscreen comes from the sky, I figured why not have Kula's come from the ground.
(http://i270.photobucket.com/albums/jj119/swipergod/kua1.jpg)
I'll post Kula's vid tomorrow. With Ash out of the game, Kula is the most drastically changed character in KOFE. I'll make sure to illustrate all the main changes in the vid.
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Kula vid:
http://www.youtube.com/watch?v=Wo_JcT03plE (http://www.youtube.com/watch?v=Wo_JcT03plE)
List of changes:
-New jumping wp
-New close standing wk
-df +sp command move is now CD attack and has shorter range and more lag
-New jumping CD attack
-New sp throw with Foxy
-Old sp throw now a command throw that "air stuns" an opponent. Grabbing animation works like Iori's Scum Gale.
-New f +wk rising knee attack a la K'.
-New Diana DM
-New Foxy DM
-New Ice Claw SDM
-Altered Fullscreen HSDM. Slow start up and different explode.
-Other misc changes like victory poses, intros.
I'll release by Friday. That way I don't have to stress out about getting the rest done quickly. The next thing I plan to work on will be the in game credits. I really want to credit everyone who helped in game so someone doesn't need to look through a PDF to see all the hard work that went into the game. Then it's Adel and Krizalid.
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Kula vid:
http://www.youtube.com/watch?v=Wo_JcT03plE (http://www.youtube.com/watch?v=Wo_JcT03plE)
List of changes:
-New jumping wp
-New close standing wk
-df +sp command move is now CD attack and has shorter range and more lag
-New jumping CD attack
-New sp throw with Foxy
-Old sp throw now a command throw that "air stuns" an opponent. Grabbing animation works like Iori's Scum Gale.
-New f +wk rising knee attack a la K'.
-New Diana DM
-New Foxy DM
-New Ice Claw SDM
-Altered Fullscreen HSDM. Slow start up and different explode.
-Other misc changes like victory poses, intros.
I'll release by Friday. That way I don't have to stress out about getting the rest done quickly. The next thing I plan to work on will be the in game credits. I really want to credit everyone who helped in game so someone doesn't need to look through a PDF to see all the hard work that went into the game. Then it's Adel and Krizalid.
Oh, Im liking the looks of this.
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I can tell that you were able to give the other fighters the frozen state, swipergod.
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Well, the ice cage glitch still exists. I don't know how to work around it. All I can suggest is to ignore it when playing simul. Simul has been a headache and a half. I may attempt to develop or use a tag code and implement it into the game. That would eliminate most current existing glitches that have me shaking my head and shrugging my shoulders. I've completed the AI and combo system for Kula. Now it's just the one victory pose and she's pretty much done. Still looking like Friday for a release.
I was wondering if someone could explain the Hitoverride code to me. I've seen it and used it for helpers and understand it's basics, but if I wanted to use it to override hits when you exchange with a grab hit, would that work? I want to try and eliminate bind errors by having binding hits override in an exchange.
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I'd say, for the time being, to just eliminate the the explod in simul mode. Yeah, it will seem goofy, but not as goofy as the spark going off before intended.
Also, you could always make the ice cage and shatter animation one animation so you don't have to use a trigger for the shatter.
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Actually, that wouldn't make sense since the explosion occurs when she breaks it. I was thinking of her ice cage throw...
I don't know.. eliminate the move? I don't see why Kula would need a freeze into free eats...
I'd have to see how it's coded... is the cage a helper with it's own state defs? I should probably go back and read exactly what you said...
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Well, the ice cage glitch still exists. I don't know how to work around it. All I can suggest is to ignore it when playing simul. Simul has been a headache and a half. I may attempt to develop or use a tag code and implement it into the game. That would eliminate most current existing glitches that have me shaking my head and shrugging my shoulders. I've completed the AI and combo system for Kula. Now it's just the one victory pose and she's pretty much done. Still looking like Friday for a release.
I was wondering if someone could explain the Hitoverride code to me. I've seen it and used it for helpers and understand it's basics, but if I wanted to use it to override hits when you exchange with a grab hit, would that work? I want to try and eliminate bind errors by having binding hits override in an exchange.
Try to post your doubts in dev help. Just a tought, though.
About the cage helper, try saving the player's ID in a var and the use that to bind.
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Hey DS, haven't heard from ya in awhile. I'd rather keep the move. Kula is powerful, but slow. Her strength comes from linking moves together. Individually, they don't do that much (she has one of the weaker DPs). I balanced adding the command throw in by removing her invincibility in other non-dm moves. She feels solid right now.
I'll give that a go [E]. I'll post in the dev section later today if I can't figure it out.
I'm heavily leaning towards adding Shiki into the game as a SS rep. I've done some conceptualization for her moveset. Nothing's official though. But I'd really like to put in someone and it'd be a toss up between her and Nakoruru. I like Shiki more and I think she fits KOF better. Might decide against it in the end. Since Dio made it in, I'm having a harder time justifying not putting her in though. Waiting for Dr. H's release to get me inspired.
How about I ask the people? Would you like the game to stay Simul or would you rather it have a tag feature? Put it to a vote. I want to maintain balance and avoid possibly creating infinits, so the tag feature would possibly steal a level from the super bar (although maybe I'd just put it on a timer instead), there'd be no calling for help during a move (only when states = ctrl) except maybe while blocking, and no striker system (which has been broken as heck from what I've seen in 99-01). I'll take thoughts and tally a vote. Close it off before the next version release and implement the changes if the response if "for" instead of "against".
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I can't run mugen properly right now as I don't have the time to search for new drivers around the net, so Shiki is currently on stand by. If I don't manage to fix that in a week, I'll send it to you in her current state and will be at your service to help with any Shiki related stuff. ;)
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Tag is always better than simul (And if there's a way to add tag to MUGEN, I need to know about it).
Tag allows you to stay in control of your project because balancing one character is hard enough. Balancing that character for all the possibilities that open up when there's two fighting at once creates a whole new bowl of soup.
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Dr. H. That's great! I will be more than happy to give her a go. I'm pretty sure I'll be adding her in. Thanks. If you'd like me to help you finish her for your release, let me know. I'd be more than happy to help you out. I'll be finishing my Kula this week, so I should have time to help out next week.
DS, I agree, but it'll be a big fix and I understand some people like simul, so I'll let the masses speak before making a final decision. If you youtube mugen tag you'll making tag is possible. KOF Zillion also makes use of tag. You have to use dedicated states for every character for when they're active (fighting) and passive (off screen). I'd have to see more coding to understand more. I'll put a tick mark for tag though.
Tag = 1
Simul = 0
KOF 98 UM finally came out in Canada. The French instruction manual even got color (usually it's black and white). I'm loving it. Once I've unlocked everything, I'll throw the game on watch mode and finish up Kula's victory pose.
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Oh, so you are form Canadia...
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I'm voting for tags. Yeah, strikers should be off during tags.
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Yup, yup. I'm Canananadian. lol. I found it hilarious that "counter jump attacks with Raging Storm" is a challenge in 98 UM. Challenges are a lot harder than in XI. If you want to see something really funny pit Robert vs Goro in an AI battle in the Practice mode and see if the fight goes anywhere. :P Anyway, back on topic. I've completed the last victory pose for Kula. It'll just be the PDF and me trying to fix the ice cage now.
Tag = 2
Simul = 0
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A tag Mugen exists.
I have found, a few month ago, someone who was making a Mugen game using this "add-on".
Once I find it back, I'll tell you (if I remember, this person is french speaking).
EDIT:
I have found: the addon is from AnkokuAsura (http://ankokuasura.ya.st/), and the game using it is KoF-Ultimate (http://kof-mugen.blogspot.com/)
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I vote for simul, since it's a different experience, as a real simul fight just consist on bating for that one infinite.
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I vote for Simul. Don't give up on it, swipergod. You'll let the error win.
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I haven't tell...
I'd prefer Tag system.
I think simul doesn't really fit KoF gameplay and is better for Capcom VS Games.
Oh... and thanks for this game swipergod.
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I alos prefer tag
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I vote for a happy medium, Tag + Simul 2 versions could be better for the fans.
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Thanks eldarion! I'll check out the game and see what they're using.
BigBoss, that's too much coding and recoding. If the game had 20 characters, I wouldn't mind, but with 51. That's a lot of characters to filter through so I'd prefer to do one for now. Maybe once it's complete I can off an either/or fullgame. There's no rush on the final decision since the next system release probably won't be until after May.
Yes, Shiki is now official.
I'll be uploading the new K', Whip, Angel and a Kim fix tonight. Kula will probably be on Saturday since I'd like to try to fix the cage glitch before release.
Leona will undergo a special move change and her special intro with Rugal will be removed. This will happen around the time of Adel's release.
I like the way K's HSDM looks in 2k2. I may switch over if the 2k2 sprites for it become available when I have to release him for Kriz' special intro.
Tag = 4
Simul = 2
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So, was it clear how to fix that thing. players have unique IDs, so the cage helper can save that ID (something like targed, ID) into a var, then later search for the player that has that ID ( hopefully by using playerd(varID) ) .
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That's coding I've never come across before, so I'm not too familiar with it. I can give it a shot though. I'll post in the dev help section if I can't make it work.
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That's coding I've never come across before, so I'm not too familiar with it. I can give it a shot though. I'll post in the dev help section if I can't make it work.
Oh i was aware that, the MVC team posted a autoit application for tag must be mistaken.
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Sorry BigBoss, I was referring to [E]'s post about my ice cage glitch. Unfortunately I won't be able to do any Mugen this weekend. Since the glitch isn't a big one (the cage shatters 20 ticks prematurely, but is only noticeable for about 10), I've released Kula in her current state so you can all have fun playing as her. I'll try to fix her for the next KOFE full game release.
Download Kula at my site: http://mugekofe.web44.net/ (http://mugekofe.web44.net/)
I'll be doing credits next. So nothing too exciting for the next couple of weeks. Credits shouldn't take more than a full day to do, but I'll probably spread it out over a week. Depending on what happens with Dr. H's Shiki, I may do Shiki next before Adel.
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There've been problems downloading Kula so I've posted her on filefront as well. Obviously life will be easier once the game is complete and I can just post the one file on several different severs. Until that day...
http://files.filefront.com/Kularar/;13425166;/fileinfo.html (http://files.filefront.com/Kularar/;13425166;/fileinfo.html)
Also, I've started work on the credits. The first few screens are basic text highlighting KOFE's major contributors and screenpack credits. Then we get into the characters. This is a sample page of what it will look like:
(http://i270.photobucket.com/albums/jj119/swipergod/cred.jpg)
It's inspired from 98 UM. They'll be one for every team and for the bosses w/ Shiki. After that I'll just have to do stage credits and music credits and a thanks for playing screen. That's all for now.
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Finally Kula is released
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Finally Kula is released
(http://i584.photobucket.com/albums/ss284/MuriloGuilty/captainobvious.jpg)
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IIRc benimaru should also credit deuce, as sander's is an update of his.
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Right, I've added Deuce. I also changed Sander's name (71113). What I'm doing is putting the full name of the name of the "main" original creator and short name for contributors (since space is limited). I've finished 3 so far. I'll do another 2 or so today. It's weird, but I'm actually enjoying making the credits. Does that make sense?
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Swipergod: Do you plan to give Shiki's grab SM it's proper effect, or will you give a custom one?
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Well KOFE's simplified mechanics, a SM throw probably wouldn't have any type of complex effect. Maybe a lifedrain (like Heidern) or an energy drain (like KOFE's Chizuru). It could also be interesting to do something like "defense down" where I'd add a variable to all Shiki's moves so that if the throw connected they'd do more damage than normal (then I wouldn't have to play with other character's defs). Depending on how the other moves would function though, this might unbalance her so she might not get the throw. Still thinking.
I'm thinking about other things with Shiki as well since she'll most likely be midboss status like Geese or Krauser. Things like making her teleporting dash attack invincible during the teleport and making the air dash have a teleport dash effect as well. Shiki currently has 7 SMs and 2 DMs. I'd remove the flipping kick most likely. I was thinking of giving her a throw move like Lin's 2nd DM from 2k (the neck cut), make Shiki's DM neck cut the SDM and something like Basara's fatality as the HSDM (I've already conceived how to get her to "sink" into the ground with the opponent).
Did you manage to fix your Mugen? Does it look like you'll be releasing Shiki after all Dr. H? Remember, if you need any help with your more game accurate version, I'm more than willing.
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Yeah, I did for one of my pcs... but will go through a week or two of exams in college, so I won't be able to finish her for now anyway. :P Will fix the most basic errors and send to you the unfinished version anytime soon.
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lol. Well, best of luck with your exams. I patiently await her. With any luck, I might even finish the KOFE version of Shiki before your exams are done. :)
Credits are going really smoothly. For characters that haven't been made yet, I'm just pointing out the Mugen versions that I'm planning using. They'll be subject to change depending on what happens when I get to them. I expect the credits to be done today.
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I have to say, you need to find a better host... this... Uploadjockey likes to make us take the round about way too often. And pop-up spams me, even though I have a pop-up blocker... (who doesn't, though)
EDIT: I'm speaking about your site in general. I already got Kula, who is rather awesome.
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Little question about Kula, where do you plan to place her in the select screen?
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The select screen is going to undergo a bit of a change. For example, Vanessa is joining Kyo's team (see credit screen above). For right now though, Kula goes in the slot right beside K'.
QoH, I'm working on different possibilities in terms of hosting. Manlettuce offered a upload site. Waiting to hear back from him. If that doesn't work, I'll give mediafire a go. Does mediafire work in China? I expect to start shifting sites in about a week or so.
Glad you enjoy Kula.
Credits are almost finished. I can't remember which KOF has a thanks for playing screen... I tried to check '97 but somehow Orochi kicked my ass. I never lose to that guy...
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For the "Thank you for playing" screen, I'm searching in the WWW.
I only found kof2002um screen (I never saw it on my PS2)
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I took the one from RB 2. Just have to finish coding it now. Probably tomorrow. I will see if I can post a vid of them. Depends on the quality. No point if you can't read the names... Then I'll take a little breather, while I wait for Shiki. I'll probably do someone easy afterward. Like Mature or Maxima.
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I'm still shocked that you're adding a charater from Samurai Shodown 64 into the mix!!!
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I think Shiki will be a good fit. She's got a good look and her gameplay isn't outrageous. Storywise, her soul has been tainted by demonic power (by Yuga), so it's not a completely difficult notion to believe she'd still be alive after all this time. Still finalizing her moveset.
Credits are done. They run very quickly (1 m 20 s). Kinda sucks because I wanted to use 98 UM's end theme for them, but it doesn't mix very well. I'd need to add two more credit screens at the beginning and there isn't really any use for them. I'll see if I can figure out some way to make the music sync without making the images stay on the screen for too long or I'll find new ending music.
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For me, Shiki's presence in a KoF game isn't a problem, as long as there's only a few "time travelling" character.
Don't forget we have Hanzou in KoF2006, Kaede/Nakoruru as strikers in KoF2000, 3 SS chara in SvC, etc...
If you want worst, look at NGBC, where SS/LB chars can fight Marco from MS
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also nako in kof95.
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Proof or it didn't happen
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http://www.gamefaqs.com/portable/gameboy/file/562647/12036
http://www.youtube.com/watch?v=OmiANgsiZKE
http://hg101.classicgaming.gamespy.com/kof/kof6.htm
Could not find a picture, only videos.
(http://hg101.classicgaming.gamespy.com/kof/kofr2-2.png)
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If you want worst, look at NGBC, where SS/LB chars can fight Marco from MS
But then again that's a crossover game with no relevance to time and plot. KOF has a story and is set in today's age so the appearances of characters from ancient times doesn't make sense unless they're immortal or got resurrected or something.
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Who the hell is the badguy who resurected Shiki? Rugal is testing resurection in case he would die?
Or is it a clone of Shiki? What is NESTS thinking?
It is always possible to find a reason for the appearance of a character.
Can't wait to see her.
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Wow a Gameboy "port" with cool extra stuff, impressive. Look at that Mr Karate.
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The gameboy KOF's sucked, cool in concept but ugh the gameplay :P
NGPC KOF's were awesome though.
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Sended Shiki to you, will not hold a character that I probably won't be able to touch in the next couple weeks any longer. :P
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Shiki received. I think I've finalize conception. I'll start working on her this weekend. Thanks Dr. H.
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Noticed one similar thing in all KOF games? Mai's breasts goes up and down even on Gameboys and 8-bits ;P
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Another Tag Mode from AeroGP if you are interested:
http://mugenguild.com/forumx/index.php?topic=39468.0
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who are you working on since you finished kula
You are getting REALLY obnoxious.
READ the damn thread before you think in posting stupid questions.
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Sorry for the lack of updates. Life is getting really busy for me with about a month and a bit to go until I'm off to Europe. I'd like to try and hit the 30 character mark before then, so I'm going to forego Shiki for the moment and focus on Yamazaki and Maxima who are pretty much straight conversions from their Alphas. Everyone else requires too many sprite rips or edits and I don't have the time right now. I probably won't start them until Friday.
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Sorry for the lack of updates. Life is getting really busy for me with about a month and a bit to go until I'm off to Europe. I'd like to try and hit the 30 character mark before then, so I'm going to forego Shiki for the moment and focus on Yamazaki and Maxima who are pretty much straight conversions from their Alphas. Everyone else requires too many sprite rips or edits and I don't have the time right now. I probably won't start them until Friday.
Wha?! Did you say Yamazaki?! :shocked:
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I played around with Rugal and Geese, here's what I have to say:
Rugal has a clone bug:
(http://www5.picturepush.com/photo/a/1498088/640/stuff/mugen43.png)
(http://www4.picturepush.com/photo/a/1498087/640/stuff/mugen45.png)
Geese seems heavily based an another Geese character (the SFF and AIR are named N-Geese). He uses the same voice samples and sprites as that other Geese.
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Rugal's clone bug should have been addressed earlier in the topic. Since you're using KOFE characters outside the KOFE system, I always warn that there is bug potential. For now, if you try deleting the helper found in state 370 in the King.cns, that should relieve the clone issue caused by quick recovery.
Geese is based off of N-Geese. It says so in the credits. Minor tweaks have been done. Depending on the KOFE character there are small changes or vast changes in order to maintain gameplay balance. Geese has dissipating air fireballs (both single and double), slightly slower reppukens with slightly more lag time, only a high and low counter as per the KOFE counter system, strong jaienken automatically does the lightening toss. Deadly Rave is an auto combo and Rashomon sucks in opponents from further away. Then there's always the basics which have been redone (hit times/velocities, hitstates, rolls/dodges, etc) as per the KOFE standard. I also added a couple of custom sprites for special intros.
The whole idea behind KOFE was to take characters out there and mainstream them into one game, while trying to maintain balance. That's why I'm able to say I'm going to do 50 characters. Considering 90% of the modification work is being done by me, if I had to rip all sprites (I did a lot for Yuri) and sounds myself, I wouldn't finish for another 2 years minimum. You can find tons of information in the history of this topic, although I don't see why you'd hunt through all that. :S
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which 50 are you doing
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which 50 are you doing
http://mugenguild.com/forumx/index.php?topic=69500.0
1st post of the thread.
EDIT:
Swiper, there are 51 characters in your initial post
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Shiki's kinda a bonus character since she has no team and isn't really a boss. ;D
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Started Yamazaki. Gathering up all necessary sprites. Once Yamazaki's done, I might do Mature or Maxima for the big 30. I'll keep you posted.
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I just hope you're doing Vice as well. you cannot have Mature without Vice.
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I checked out your Robert and liked it alot
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If I end up doing Mature instead of Maxima, I'll have to start Vice at the same time (some hit animations), so once Mature's done, she'd probably be done next. But that wouldn't be until I got back from my trip most likely.
Glad you enjoy Robert. I talked with manlettuce and he's going to let me use his webspace to post downloads, so I think with the 30 characters, I'll re-post the fullgame up there and remove the clone glitch from all characters for that package. I'll probably release Yamazaki and the 30th character on his site as well and slowly port over the other characters if downloading works for everyone.
Shiki will be # 32 if I end up doing Mature/Vice. Else if I do Maxima, she'll be #31
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Yamazaki's non-attack basics are complete. I figure he'll be finished by next weekend. I'm really feeling the need to do Shiki now. Really think it'll be a lotta fun making her, so it'll either be her or Maxima for number 30 depending on time.
Gameplay changes to Yamazaki will be minor. Instead of being able to absorb attacks into his super meter, he'll be able to return the projectile he reflects at slow speed or fast speed. Also, his sk version of his dust kick will negate projectiles (like Mai's firetail). You'll still be able to chain it into the snake fists though. You also won't be able to charge Yamazaki's DM throw. It'll be a standard attack for the DM version and SDM version.
SX has written me to let me know they won't be able to make the new screenpack for the game. At least not right now. SophieX is always welcome back to finish their work whenever they feel inspired to do so.
I'm happy to announce that Mugenchina has posted all 98UM sprites they've ripped except Eiji (who hasn't been ripped yet). I'm half tempted to download them all and save them to disc so they'll always be around. Anyway, I now have all the non-edited sprites that I need from the KOF series. The only thing that stops me now from doing Blue Mary is the need for arm and leg snap animations for Rock, Neo-Dio and Shiki. Karate and Athena also need them, but I should be able to do those on my own.
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Trip planning is interfering with my mugen schedule, but I should be able to make up ground on the weekend. 50 000 views. Way to go everybody. Thanks for the support.
Talked to King of Mugen. Will be uploading the fixed Kula to his server sometime tonight. From there, all new updates will be going up to his server. That should hopefully fix the downloading issues everyone's been having.
Well I couldn't help myself and started Shiki even though I'm still working on Yamazaki. They may end up being a simul release, depending on how challenging it is to do all of Shiki's new moves. A special note, Shiki won't have a sexy ko upon release (unless you've got one hiding somewhere [E]). I plan to give her one in the future, but because of the last second addition, nothing's ready right now. After Shiki and Yamazaki are done, I'm strongly considering Ralf and Clark, won't be until June though, after I get back. I'll keep you posted.
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Well, you probably don't like me anymore because of my requests/suggestions but I just felt like throwing this out there. The music on Kyo's stage seems kinda stale so I replaced that stages sound with Tears, Kyo's theme from KoF99 and it seems alot better. Keep up the phenominal work!
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Well I couldn't help myself and started Shiki even though I'm still working on Yamazaki. They may end up being a simul release, depending on how challenging it is to do all of Shiki's new moves. A special note, Shiki won't have a sexy ko upon release (unless you've got one hiding somewhere [E]). I plan to give her one in the future, but because of the last second addition, nothing's ready right now.
Don't have it, but it has been requested before so I don't mind getting started one one. Do you remember how to proceed?
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Well, you probably don't like me anymore because of my requests/suggestions but I just felt like throwing this out there. The music on Kyo's stage seems kinda stale so I replaced that stages sound with Tears, Kyo's theme from KoF99 and it seems alot better. Keep up the phenominal work!
What was the point of posting this?
And Tears is so... boring. Good song, but there are better fight songs.
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Hi DS, always great to see you making an appearance on the board. I remember you were heartbroken that Athena didn't get Will. Well, Hotaru will be so there ya go.
I don't hate you Rikimaru, everyone is entitled to their opinion. The whole point of keeping KOFE open source is so that you can make the changes to the game that you want (your music, your stages, your specials, etc...). It also lets you look at the way KOFE characters are made so if you want to make for your own version you can. Just because the official version is set in stone, doesn't mean your private version has to be. Obviously my focus on the official version to maintain balance wouldn't be maintained in those cases, but that's fine. Why stop you from having fun. If Mugen or a clone ever goes online, I may lock the game so that everyone playing KOFE isn't slammed with Orochi Kyos and God Ioris though.
[E] sent you a PM with the gif. No worries if it can't make version 0.5. I know she'll get it eventually.
Version 0.5 fixes will include the new team arrangement, in game credits and DM spark fix.
Version 0.6 will be the big fix. This will include Blue Mary's leg and arm snap animations and the tag code (if implemented). Right now, it looks like more are in favor of a tag system. Honestly, if I want to maintain balance in all modes, tag should be the way to go. I'm still on the fence though since simul is such a unique Mugen experience (not counting GG Isuka).
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Shiki will have a sexy ko for her first release. Thanks to [E] for the amazingly fast job he did on her.
Edit: Also an fyi. Between all of Yamazaki's moves, his dust kicks felt like overkill after some initial testing. I've removed them as specials. The 2 hit is now a unique move (f +wk) and the sk version is his guard counter attack.
Shiki's also getting a touch up, but more on that later.
Kula's update is up on KOM's site now. Thanks KOM. The link is on my website (just click the kula gif). Let me know if there are any download issues.
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No problem with DL
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I remember you saying that the game should be about whoever can do moves skillfully instead of just being able to do them(I.E., Geese's Raging Storm), and I've been testing the half-circle movements on KoFE against those of other MUGEN/KoF engines and I found its not me or my keyboard, the pick-ups on the double half-circles seem to require it to be a little bit too precise. So to remedy this situation, why not change Benimaru's/Geese's/etc's HSDM to be a double-quarter circle backwards instead of a double half circle backwards? By, I look forward with GREAT anticipation to see your take on Krizalid and Goenitz!
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Glad the download is working. :)
Kriz will be far more "changed" than goenitz. Since KOFE bosses don't rely on infinite supers or boss scale damage ratio (low hit, high deal), Goenitz will undergo mostly timing changes to make him more challenging. A faster teleport, faster recovery on his wind pillars etc...
You have a good point there. While x2 hcb is traditional, it might be a bit of a challenge to pull off. Does anyone else have something to add here? A suggested alternate method? DM throws are pretty powerful moves, but other moves such as Iori's and Vanessa's moves are equally devastating and only require a qcf x2 command to be inputted. I'd prefer DM throws to have their own command. I've never been a big fan of the hcb, f for regular throws. If I simplified the characters that use this motion (Benimaru, Iori and Yamazaki so far I think), I could make that the new motion. Any thoughts?
I won't have much to show off with Yamazaki since he isn't getting much stuff you haven't seen before. Here's his one special intro against Kim
"I will never forgive your evil!"... "tsh!"
(http://i270.photobucket.com/albums/jj119/swipergod/mugen0-2.jpg)
Working on Shiki, will try to finish her basics today. Pics will be up tomorrow hopefully.
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Well, I have absolutely 0% problem with the single hcb but when we make it a double hcb it gets kinda buggy, so don't do away with the beloved hcb entirely XD. I was also thinking of a way you could include Orochi Leona and I found in NeoWave Leona has a command that cuts her health in half to turn her into Orochi Leona and it was a regular move. I just wanted to throw this out there, I'd still love to see Orochi Leona get some air time. ^^
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I'm personally not a huge fan of secondary versions of the same character. Unless it's a gimmick of the fighting game. GG X2 and SS IV are good examples of that. SFZ2 just started a trend that I find annoying, so I wouldn't give Leona an Orochi version for KOFE. Anyway in KOFE, Leona more or less has her powers under control. Like her '99 version, her hair doesn't change color anymore. She has a special Orochi intro with Iori, but that's pretty much it.
Shiki's basics are complete aside from her kick version throw. Much like Neo-Dio paid some homage to Zero, Shiki will pay some homage to Basara in her SDM and HSDM. Now that her basics are done, I'm going to finish up her stage and then move back to Yamazaki for his specials.
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Well, the whole reason why the riot of blood happens(from the material SNK has layed out) is due to increased Orochi activity. Goenitz was present so Iori rioted out and killed vice and mature(also an orochi presence). The New Faces team + Orochi were present in 97 so they actually had them as characters. The Orochi seal was damaged in '03 and Leona berzerked out and beat clark and ralf half to death. XD Just saying since Goenitz, Yashiro, Shermie, and Orochi himself are in the game it'd match up for characters like Iori and Leona to have some Riot of blood action. Not trying to force you to, just putting my reasoning out there.
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Fair enough, but as I stated Leona's far more in control of her Orochi power than Iori is at this point in KOFE. Not to mention the driving force behind this storyline isn't Orochi, it's Neo-Dio. I'll get to creating the intro at some point, but basically Dio's appearance has caused an imbalance that has the dead rising from their graves and has broken Orochi's seal. And as I've previously mentioned, I'm not going to add an alternate version of a character. The moveset the character starts with at the beginning of the round will not change. KOFE is about simplicity and that would ruin balance.
I have a treat for everyone. I'm not sure if it exists or not, but I'm working on making Zankuro's SS3 "fire" stage as Shiki's stage. I'm adding the top pixels required by the game. Once it's done I'll release a pic.
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Fair enough, but as I stated Leona's far more in control of her Orochi power than Iori is at this point in KOFE. Not to mention the driving force behind this storyline isn't Orochi, it's Neo-Dio. I'll get to creating the intro at some point, but basically Dio's appearance has caused an imbalance that has the dead rising from their graves and has broken Orochi's seal. And as I've previously mentioned, I'm not going to add an alternate version of a character. The moveset the character starts with at the beginning of the round will not change. KOFE is about simplicity and that would ruin balance.
I have a treat for everyone. I'm not sure if it exists or not, but I'm working on making Zankuro's SS3 "fire" stage as Shiki's stage. I'm adding the top pixels required by the game. Once it's done I'll release a pic.
At least it explains Shiki's involvement into KOFE, but the broken seal of Orochi? Does that mean we will be seeing Orochi anytime soon?
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Here's a pic of Shiki's stage. It's a blend of Zankuro's stage (final battle), but uses the SS IV color scheme. I think it suits Shiki better. I've fixed the Y pos since taking this pic (so the shadow won't split from the character anymore).
(http://i270.photobucket.com/albums/jj119/swipergod/shiki.jpg)
Orochi will be the game's final character to celebrate the beta's completion.
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So... new things planned for Shiki?
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Quite a bit actually. Here are the bigger changes:
Her dash super will no longer have the follow up. The follow up animation is being used for the jumping CD attack.
Like in NGBC, she no longer has her ff +wp or wk combo attack special.
She loses the poison kiss as a special. It is replaced with her throat cut (no longer a DM).
Poison kiss becomes a DM. As she kisses her opponent a column of purple energy saps their life. If you've seen Zelgadis' Shiki, you already know this move.
Shiki cannot get hit during the time she vanishes in her rush DM.
Her SDM has Shiki lowering herself into the shadows then popping out of the ground 3 times doing her dp (A la Basara). The last one will have flaming effects. Shiki cannot get hit until she's out of the ground for each dp during this move.
Her HSDM will be an unblockable, but slower rush that will end with her doing a move that is identical to Basara's SSV Fatality.
Shiki was really low on DMs, so by splitting up several other moves, she can now be a full KOFE character. I'll be going back to Yamazaki for awhile. I'm still waiting to see what others think about the hcb x2 motion. Cheers.
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I just thought of a decent idea. Why not have Leona/Iori have a special intro with Orochi related characters (Yashiro/Shermie/Goenitz/Orochi) where they partial Riot out then regain control or have it be a victory pose where they Orochi out. Just an idea. Also, Im voting for Tag battle.
Also! Please change file sharing sources! UploadJockey has some viruses floating around.
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If you notice, all KOFE intros have both character involved doing a unique intro (no rehashing the standard intro). Characters like Orochi and Goenitz don't have enough animations to make that work (although I am planning special intros for Iori, Leona and Chizuru vs Orochi).
As I mentioned above, stuff will slowly start moving to KOM's server. With this new virus out there, I wouldn't want anyone to download from uploadjockey anymore and will be taking the links down until they're moved.
Ryuji's specials are all done. The only difference between KOFE and reg are an explod for the proj reflect punch (which I might not keep), and that his snake fists can be charged like RB.
I will be moving back to Shiki now to do her specials. I hope to be finished by the weekend.
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If you notice, all KOFE intros have both character involved doing a unique intro (no rehashing the standard intro). Characters like Orochi and Goenitz don't have enough animations to make that work (although I am planning special intros for Iori, Leona and Chizuru vs Orochi).
Leona? Isn't that blank space be Kyo instead? The trio guardians?
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Nope. Leona and Iori go Orochi when in Orochi's presence and Chizuru has her 97 special intro with Orochi, while Orochi has one reaction to all 3. I wouldn't be opposed to Kyo's 98UM intro with Orochi, but I don't have the required sprites (since I'm using the 99-02 sprites).
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Id be perfectly happy with Leona having a riot-based intro with Orochi. Also, if you need ideas for Kyo's intro with Orochi, you could use Muzichi's voice from NGBC(that way it is said in a different tone from his DM/SDM) to say,
"Sa, mu ni kaerou..." Translated: Come, let us return to oblivion.
and have Kyo respond with Shin Kyo's KoF99 intro vs Iori.
"Temee no tsugou de ikichaneeyo!" Translated: I'm not going to live at your convenience!
I replayed NGBC and Mizuchi actually has some REALLY good which can be easily converted to look like Orochi, which I believe MugenChina has already done for kofz. Looking forward to your Krizalid! =D
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I'm actually mad about this new virus. Are we never to be safe from thes hackers?
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I'll consider a Kyo vs Orochi intro. But, Orochi's a long way away (next year seems likely), so I'm in no hurry to resolve that.
Viruses are like crimes, they'll never go away so long as there's people out there willing to do them. Anyway...
I've gotten a little annoyed at always having to add the "cut" hitsparks to characters so I've put them in the fight fx. For Shiki, this means if you use her outside of KOFE, she won't have hitsparks. I'll probably give her, her own cut hitsparks, but only if I'm not pressed for time before I leave on my trip, otherwise she'll be updated with them later. For testing purposes right now I guess. I expect to have Shiki's specials done today with the execption of her new command throw, which might take a while to program (might not, who knows).
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Finished up all of Shiki's specials except for the new throw. I completely forgot about her air DP, so I put it in. She won't have her air teleports though. Hoping to finish the new throw and Yamazaki's LV1 DMs today, maybe even his SDM. If all goes well Yamazaki should be finished tomorrow. Shiki will be trickier, since there's still some sprite editing to do.
Edit: Now I feel like an idiot. Dr. H already made the exact same throw I was thinking of making. I don't know how I missed that in my initial trial of his Shiki. Shiki's specials are complete.
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so, what is she lacking ?
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DMs, Unique Chain (which will be something similar to her ff +wk attack from SVC), sexy KO (haven't started sprite editing the clothes ripping yet). That's pretty much it. Her DMs will be easy, her SDM will require me to create sprite edits of her sinking into the ground and then dp-ing back out. Her HSDM will require me to port over blood and a background from SS. Really, she should be ready by next weekend the latest. I have 4 days off that weekend so I should be able to get her done in there.
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Other than Shiki, is anyone else coming back from the dead?
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Technically:
Vice, Mature, Geese (FF continuity, KOF he's still alive), Yashiro, Goenitz, Shermie, Krizalid, Rugal.
Outside of KOF, I'm not sure. I'd like to have 52 characters, but I have no one right now that I decided on. I'm actually not very big on Nameless, who would've taken that 52nd slot. To me Shiki works as a undead warrior. Someone like Haomaru or Kaede seem like overkill. I was considering Gouki for the project, but I'm not sure yet.
Yamazaki pretty much done. I'll post a vid tomorrow. With any luck he'll be downloadable tomorrow too.
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Yamazaki's vid:
http://www.youtube.com/watch?v=NgzbP6RvlxI (http://www.youtube.com/watch?v=NgzbP6RvlxI)
He's also 100% complete so I'm just waiting for KOM to upload him so that I can post him up on my site. Interesting side note. As I was playing, I noticed that the hit Yamazaki does in his counter acts like a pop up due to its current juggling ability. I liked this so I didn't change it. For example, you can now counter and chain it into his Guillotine DM.
Been doing some thinking and in the tag vs simul, I'm 90% sure I'd like to implement a tag feature. Most of the 8000 states are free in all KOFE characters, so once a code is conceived, it'd mostly be a copy and paste job. I just hate it when I'm the last fighter left and a team juggles me for 85% of my life. If the juggling in Mugen was universal (applying to both helpers and players), then it'd be more acceptable. Just another reason to switch over.
I ripped Shiki's background explode for her HSDM from SS3. If anything, you have to admit SS3 has nice backgrounds. :) I'll be taking a day or two off before trying to cram Shiki for next weekend. Nothing else to report at the moment.
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Nice Yamazaki vid, I am truly a fan of your works
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Technically:
Vice, Mature, Geese (FF continuity, KOF he's still alive), Yashiro, Goenitz, Shermie, Krizalid, Rugal.
Outside of KOF, I'm not sure. I'd like to have 52 characters, but I have no one right now that I decided on. I'm actually not very big on Nameless, who would've taken that 52nd slot. To me Shiki works as a undead warrior. Someone like Haomaru or Kaede seem like overkill. I was considering Gouki for the project, but I'm not sure yet.
Yamazaki pretty much done. I'll post a vid tomorrow. With any luck he'll be downloadable tomorrow too.
Gaira caffeine (samsho 2) would be pretty interesting, though his shading is pretty off.
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Technically:
Vice, Mature, Geese (FF continuity, KOF he's still alive), Yashiro, Goenitz, Shermie, Krizalid, Rugal.
Outside of KOF, I'm not sure. I'd like to have 52 characters, but I have no one right now that I decided on. I'm actually not very big on Nameless, who would've taken that 52nd slot. To me Shiki works as a undead warrior. Someone like Haomaru or Kaede seem like overkill. I was considering Gouki for the project, but I'm not sure yet.
Yamazaki pretty much done. I'll post a vid tomorrow. With any luck he'll be downloadable tomorrow too.
Make Freeman
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I love SS. I played SS4 at regional level. I like the different style of fighting game that they are. Unfortunately SS doesn't mix with KOF, else I probably would have made a SS team. I'd love to put Hanzo in. If only he'd been selected for NGBC...
No, I will not add Earthquake.
I'm not really interested in adding any more MotW characters. Besides Freeman is very similar to Mature in a lot of respects.
I'd have loved to do a Metal Slug character, but IMO they didn't do a good job with Marco. He feels like more of a gimmick than a fighter. Fio from MI2 feels more solid.
Gouki is a very strong contender, since the idea of a bonus character is someone who doesn't normally fight in KOF. Thinking back to SVC and NGBC (the only KOF compatible games), there isn't much else... Then again, I might just stick to 51 characters...
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Get a character whose sff is very versatile, I mean, that you can make tons of original things with existing resources. Shion comes to mind.
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I wouldn't mind seeing Duolon, but since this is a Fighting Tournament, why not Ryu? Wandering around fighting is kinda Ryu's MO, though I would much rather see Goro Daimon(with your touch to him) and Shingo added. Shingo had nice aspects, kinda like the one dude that doesnt know sit going out amongst other people with actual skill/experience. Also, going back to Saisyu, he would be an interesting character to put in. He could be a sub-boss, a boss, and a special character all at the same time. Well, theres my 2 cents. Duolon, Daimon, Shingo, Saisyu, Ryu. Bonus points if you use them all :p
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swipergod, previously you said that if KOFE characters are used outside KOFE they tend to become buggish right? Now I'm curious, what happens if you used characters not from KOFE and puting it into KOFE? Example, adding additional KOF characters like Ash, Shen Woo and Bao?
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Dr. H. I usually wouldn't work with a character that doesn't have versatility. Honestly, this is why I cut most XI characters. It's to difficult to shift them over to KOFE. Elizabeth is a good example here. She just didn't have enough moves, or moves that were interesting enough for me to put her in. Silver is another character that got cut for the same reason. I think Silver is awesome, but he just doesn't have enough sffs to make a full character, although if someone out there can suggest a KOFE standard for him that works (5 specials and 4 DMs) I'd be very interested in doing him. Shion is so much fun to use in XI. There was a point where I considered her, but for some reason I can't recall at the moment, I decided to pass.
Rikimaru. If you watch my vids on youtube, you'll see at the very beginning, Ryu (or evil Ryu) was on the KOFE roster. I had made him very Gouki-like so he wouldn't be too similar to Ryo and Robert. Realized if I was making him Gouki-ish, why not just use Gouki and save from having to do sprite edits. I've also been playing around with the idea of adding Nakoruru and making the two bonus characters SS. Nakoruru gains considerable powers at the end of SSV, so it's makes sense storywise. I think I've confirmed the actual KOF fighters roster for now. If I were to add another, it'd be bringing back Ash. As I mentioned before, after the initial beta is done, I might be tempted to do another team (Ash, K9999, May Lee and someone else). I don't like Duolon or Shen Woo and would much rather do someone like Lin who has a wealth of moves to choose from.
Lucky C. There are 2 main reasons why KOFE characters are buggy outside the KOFE system. One is because they use the fightfx.sff that comes with KOFE. Without it, hitsparks (including fire and lightning effects) and supersparks will most likely be missing. The second reason is because I've developed a specific definition for the hit states. Unfortunately Mugen creators never universalized hit states which becomes annoying, especially in binding states. If you were to bring characters into KOFE, you wouldn't suffer from problem one, although the characters would probably feel a little out of place since they might not have everything the KOFE engine incorporates (throw counters and guard crushes being the obvious examples here). The major problem would be with the hits and binded states. Because outside characters haven't be conformed, chances are really good that they'll end up doing weird things like attack when they're supposed to be taking a punch or just vanish during a throw. It doesn't actually affect gameplay (mostly), but will look very weird.
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Wow, that explanation was heavy.
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Doesn't matter. I like detailed, very detailed explanations. I read books that go hundreds of pages talking about one thing, something like Seven Deadly Colours : The Secret of Nature's Palette and How It Eluded Darwin.
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Just thought it would help if I was clear.
Yamazaki can be downloaded now at my site.
Let me know if you find any problems (within KOFE please). Shiki's L1 DMs are done. I'll probably post pics at some point tomorrow.
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:omg: Read the front page before saying anything that's going to make people kill you.
There will be no such characters in this full-game. swipergod has explained why like a hundred times.
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lol, I don't expect people to go that far back. I swear there's over 30 responses at least of me saying the same thing over and over. I kinda expect it. Plus it helps clear things up for those who just jumped on the KOFE bandwagon.
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Some photos of Shiki's progress. I may have a new follow up for her dash slash, but I'll need to play around with her sprites a bit.
The finish to her Rush DM. I worked hard to make the velocities as close to SVC as possible:
(http://i270.photobucket.com/albums/jj119/swipergod/shi03.jpg)
Her new command throw makes an "X" slash across the throat (Modified from Raposo's new move):
(http://i270.photobucket.com/albums/jj119/swipergod/shi02.jpg)
Her new Death Kiss DM (modified from Zelgadis' Shiki):
(http://i270.photobucket.com/albums/jj119/swipergod/shi01.jpg)
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(gulp) This could mean trouble for the other teams willing to prove themselves in KOFE.
Spoiler, click to toggle visibilty
I only hope that Asura, Shiki's lover, doesn't get involved in this as well.
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I don't know/forgotten if you have mentioned this, swipergod. But will the spark and other problems be fixed to allow KOFE characters go outside KOFE and other characters go inside KOFE?
Doesn't matter if that is going to be fixed for the next three months, or until this project finishes, because I'll only wait for the completion of KOFE before I download anything.
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I will most likely correct Shiki's cut hitsparks before she's released. As for supersparks, I won't be doing anything about that. When you activate a DM outside KOFE the screen just goes black. For the characters you want to use outside KOFE, it wouldn't be hard to fix this problem for them though (just add in the sprites and animations copied from the fightfx).
Asura isn't going to be in. I like his design, but he's severely lacking in moves and unique animations. Shame because the animations he has are really fluid. Nothing yet on the 52nd character. Probably won't figure that out for awhile yet.
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I have a question. I know it's dumb, but it's been driving me nuts. Is there really a way for mugen to recognize 'teams'? I mean, whenever I do any sort of team battle, it's always random. Is there a way to make it so mugen recognizes teams, selecting those that are supposed to be grouped together and if so, will it be implemented in your game?
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To my knowledge there is no way of locking in teams. I could give each team a number, but this would mean that you'd always fight the same team first and the same team second, etc., which could get pretty boring after the first few times.
Right now you fight 4 random teams, the boss team and final boss team (although their team isn't finished yet). I'll be able to play with this a little more when I'm closer to completion, but the idea is to pick between 2-3 teams at each level. Thing is, the characters may still get mash up regardless (as it will still be random between those selected). This issue is something that you could mention to those people making new mugen-like engines.
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Still, you can "pretend" you are playing a selected team. Use watch button. Select the character you want to use, select your support, select your opponents. When the battle starts, enable debug keys and "Ctrl+1".
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You're right! Or do versus mode and press Ctrl+2. Wow, it really works...
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Yes, but this is not a real Arcade mode
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the other way would be to make the teams as individual characters that are playable only against in arcade mode.
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I know people have done that before, but I'm not sure how to code that... I'll have to figure it out though since I will most likely be switching Simul over to Tag.
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that's a different matter to tag, though.
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To my knowledge there is no way of locking in teams. I could give each team a number, but this would mean that you'd always fight the same team first and the same team second, etc., which could get pretty boring after the first few times.
One thing that you could do to make arcade mode tiers based on groups of 4-6 characters to get matching teams and mix things up. For example, 1 would be Fatal Fury characters (like Terry, Andy, Joe, Mai, Blue Mary so you would play against a team of 2 or 3 chosen at random), 2 would be Art of Fighting characters, 3 would be Nests era characters, etc. The teams would still be random but have a bit of consistency between them.
Just a suggestion :)
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Yeah, but you'd still fight fatal fury first, art of fighting second, and all that stuff if you did that.
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Still GM spectre's idea isn't a bad one. Doesn't really apply yet since there's still so many characters missing.
Okay finished Shiki's SDM. It turned out beautifully. I added Fuuma/Hanzo's dragon effect to the final dp for more show (in Shiki pink). The move juggles well and looks nice when animated. Hard to show all three dps for you to get the idea, but here's the last one with the effect:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen8.jpg)
I've also finished the new PDF to include Kula, Yamazaki and Shiki. I'll upload it soon.
I have to tidy up Shiki's stage since it's not animating the way it's supposed to, and I'm going to see about giving her dash a new follow up. Work on the HSDM should start today. Happy Good Friday to those celebrating!
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Shiki's HSDM is complete with the exception of the blood hitsparks (from SS). That'll take a while to do. As I was testing Shiki, I noticed that a lot of characters have bad measurements for their head pos. I will fix this for those who need it and make sure to keep an eye out for it with future characters. Shiki's still gonna be at least another week out since I have to do the sexy ko before she can be released. Everything else will be finished tomorrow.
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Really glad to see the project coming along so well! Hopefully you're holding up well, too.
Sorry for being out of touch. Had computer issues and until recently more RL drama. -sigh- I just don't have enough time for fun anymore.
I'm still trying to work on Dio's AI, if you want it. I had my old data saved to disc so I didn't lose track of it. Thankfully.
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Missfairy, you never have to apologize to me. ;) You and [E] are KOFE senior contributors. Means your help is always appreciated without question and I stop the presses whenever you have something new to add to a release. Any AI you want to do would be a great help. Neo-Dio could certainly use some because he's not very hard right now. Maybe you'd like to give Shiki a go? I'll PM to see how things are going and catch up more.
Here's Shiki's vid:
http://www.youtube.com/watch?v=re39UkZOF2E (http://www.youtube.com/watch?v=re39UkZOF2E)
Coding her HSDM reminded me of way back when I had to do Rugal's. I think it was about 6-7 hours of work start to finish (including sprite rips and everything). Once her sexy KO is done, I will focus on the full release and get it up before my trip hopefully. I'm going back now to Leona to switch her X-Calibur from the '98 grab to the '96 leaping version.
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Ha, you made use of that stand slash attack I made as a Qcf+P follow up... that was supposed to be her far C in early stages, but I ended up scraping the idea. Nice seeing that the effort ended up not being in vain.
Awesome new DMs, well done.
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Thanks Dr.H. I just changed the legs on the sprites you made for the follow up. You'll see quite a few new sprites in your old sff file. Because I was pressed for time, they aren't organized as nicely as yours were, but no biggie. I've been playing with her a lot. She's a lot of fun. SVC Shiki always felt so incomplete to me, so I never used her that much.
Fixed all characters head pos x & y and removed the helper in 370. PDF is complete and will be uploaded some point today. All that remains is Shiki's Sexy KO. Once that's done, I'll throw everything up. I doubt it'll happen until mid next week.
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Missfairy, you never have to apologize to me. ;) You and [E] are KOFE senior contributors. Means your help is always appreciated without question and I stop the presses whenever you have something new to add to a release. Any AI you want to do would be a great help. Neo-Dio could certainly use some because he's not very hard right now. Maybe you'd like to give Shiki a go? I'll PM to see how things are going and catch up more.
Here's Shiki's vid:
http://www.youtube.com/watch?v=re39UkZOF2E (http://www.youtube.com/watch?v=re39UkZOF2E)
Coding her HSDM reminded me of way back when I had to do Rugal's. I think it was about 6-7 hours of work start to finish (including sprite rips and everything). Once her sexy KO is done, I will focus on the full release and get it up before my trip hopefully. I'm going back now to Leona to switch her X-Calibur from the '98 grab to the '96 leaping version.
Aww thank you. And I might be able to! I think I made AI for a shiki a long time ago so I might be able to borrow from that. Heh~
Shiki looks awesome! Can't wait to try her :D
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Thanks MissFairy!
I've been thinking about what Rikimaru had mentioned awhile back about taking out the hcb x2 motion. I have to admit that I struggle with this motion myself. It has become especially apparent with Yamazaki and Shiki who both have DM throws. None of the other DMs have a motion this complex, which almost makes it unfair to those using Geese, Krauser or someone else with a super throw. Karate, Vanessa and Iori all have close unblockable DMs that are simply qcf x2 and p.
I've decided to try out replacing hcb x 2 with hcb,f. This would also go for non-throw moves like Athena's Shining Crystal bit. We'll try it out for a bit and see the reaction to this major gameplay change. Characters with this motion for special throws right now (Iori, Yamazaki, Benimaru and Kula) will have their throws simplified to a dp motion or hcf/hcb motion.
I was also wondering if there are those out there who play right now, who have no problems beating the game in Single Player mode? A few friends tried the game for the first time and couldn't even beat Vanessa. I have no problems beating the game (although I usually at least continue once). Just curious.
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Lots of corrections today. Kula had explod glitching for Foxy and Diana. Yamazaki had a sexy KO glitch with his SDM. I had to trade off the binding hits that H did with real hitdefs. Not really a big deal since the game's simul will eventually move to tag. Removed the Athena/Kyo special intro and switched all throw commands I mentioned above. Example: Benimaru Collider is now f,d,f +p. This puts the skill once more in how you use the move than whether or not you can pull the move off.
The other big news is that I've finalized the last character more or less. You may have heard that I'm looking to start a KOF Raiden and I'm very serious about that project, but I know it's a tough task and people might not be up to it (I need a spriter). Besides that, even though I'd put Raiden in KOFE, I'd make an actual KOF Raiden using the KOF system complete with POW and perhaps super cancels and it might take a while. So in the meantime, the slot will be going to Saisyu. He'll be a hybrid of sorts of Iori and Kyo in terms of DMs. His addition rearranges the teams once again. The MOTW team will reassemble, Angel will move to Billy's team, Vanessa to the Women's team and Saisyu will lead the Hero team and Adel becomes the 2nd Bonus Character.
Once Shiki is done and I return from my trip I still plan on doing Ralf and Clark. Once they're done the next wave will be Saisyu, Maxima, Mature and Vice. Then, I'll look at implementing the tag system for the next release. I would appreciate anyone who would be willing to code a basic tag code that I can add to all characters. I am capable of doing it, but it would save me a lot of time and allow me to focus on the characters. You would get full credit for the code. I'm looking at simply being able to press a button and character x leave (being fully invincible) and character y flying in like in NGBC. A tag could only occur if the character is standing still or ducking. That's it for right now. No strikers, guard into tags, dual attacks, etc... Cheers.
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Raiden is a good choice, don't expect much positive reaction about this choice though.
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I think people need to see the potential in a guy like Raiden in KOF. He was one of those character in FFS that made you crap your pants when you were about to fight him. He's getting a lot of heat for being in XII when people like King and Adel were left out. Provided XII plays as good as it looks, I think Raiden might finally gain a few more fans. Raiden's move design is a lot more interesting than... say a guy that spins around and piledrives people (who seems to be quite popular in his current incarnation from what I've heard).
I'll wait. I don't expect someone to jump on the Raiden bandwagon tomorrow. Might be a few months before I find someone willing to convert his sprites, if at all.
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Yo There is a glitch in your Terry
(http://foto-uploaden.nl/upload/6df1a1d87e0572b3aa504306ca01bc87.png)
and why dont you put in Ryuhaku Todoh
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Sorry ARCoolguy, but I've explained this glitch a hundred times already. It happens because you're using Terry outside the KOFE system (ie your personal mugen). In King.cns find the helper in state 370 and delete it. That will fix this glitch. When the newest version of the full game is released, this glitch will no longer exist for all characters.
The SNK Raiden topic's been a bit of fun:
http://mugenguild.com/forumx/index.php?topic=96912.0 (http://mugenguild.com/forumx/index.php?topic=96912.0)
I may put KOFE on hold when I come back so that I can program an SNK version of Raiden complete with SNK sounds. For now, he'd still use the CVS sprites and would be missing some moves, but it'd give an idea of how he'd play.
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Shiki's HSDM is awesome. Really has a nice Sam Shodown feel to it too, and that bg with the cherry blossoms rocks.
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Currently have a glitch with the bg when playing simul. While you're slaying your opponent, your partner and their opponent scroll the background off. I'll have to fix it. Glad you approved though. I created it so that all characters that Shiki grabs would disappear under the ground (the bg is actually 2 explods).
Kula, Yamazaki and Shiki will be released as single characters and in the full game. The rest of the characters, with all their fixes will be available in the full game only. I've run out of time. Everything has to be done this coming weekend. I'll be able to do more when I come back.
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I'll wait. I don't expect someone to jump on the Raiden bandwagon tomorrow. Might be a few months before I find someone willing to convert his sprites, if at all.
For me, the appeal of Raiden is because he was based on old school Big Van Vader.
http://www.youtube.com/watch?v=sTR8RYxbCuk
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I've been wondering if you could use another file-uploading site for your stuff. With Uploadjockey, I've been getting tons of virus and spyware alerts.
Wait, did you post about this already?
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I've been wondering if you could use another file-uploading site for your stuff. With Uploadjockey, I've been getting tons of virus and spyware alerts.
Wait, did you post about this already?
Do you use a stable Anti-virus system? (Not saying you aren't, I've never dealt with that upload site before. So I have no idea how safe it is..)
Sendspace is by far the best one, IMO. It's stable and safe to use.
Rappidshare and Megaupload are both pretty good, too.
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Sorry, I've been meaning to delete those links, but just don't have the time right now. Please wait for Shiki to be completed and the full game to be uploaded. I'm using King of Mugen's server, which people are saying works well. Once it's up, I'll PM you. Thanks for your interest.
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Hm, good project.
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Do you use a stable Anti-virus system?
Just to say, this isn't the right question. The site gives virii etc. so it should already be ignored, he shouldn't need to fix his side for this, the DL site shouldn't have those problems to begin with.
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Thanks. c00per has made a great base for the Raiden conversion at the SNK Raiden topic. Check it out:
http://mugenguild.com/forumx/index.php?topic=96912.0 (http://mugenguild.com/forumx/index.php?topic=96912.0)
I am now committed to bringing Raiden to KOF and KOFE. Saisyu is out. I won't be able to do anything until I get back from my trip in June, but Raiden's KOF coding will be the priority. As for his spriting, it will probably be an ongoing thing, while I work on other KOFE stuff, so don't worry KOFE won't be put on a long term hold. At the same time, don't expect a Raiden release anytime soon. Many spriters are busy with their own project and there are a lot of sprites to convert. Cheers.
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Thanks. c00per has made a great base for the Raiden conversion at the SNK Raiden topic. Check it out:
http://mugenguild.com/forumx/index.php?topic=96912.0 (http://mugenguild.com/forumx/index.php?topic=96912.0)
I am now committed to bringing Raiden to KOF and KOFE. Saisyu is out. I won't be able to do anything until I get back from my trip in June, but Raiden's KOF coding will be the priority. As for his spriting, it will probably be an ongoing thing, while I work on other KOFE stuff, so don't worry KOFE won't be put on a long term hold. At the same time, don't expect a Raiden release anytime soon. Many spriters are busy with their own project and there are a lot of sprites to convert. Cheers.
That's wonderful news, swipergod. This is now the unique King of Fighters ever seen on M.U.G.E.N. because it is the only one to ever have Raiden.
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Do you use a stable Anti-virus system?
Just to say, this isn't the right question. The site gives virii etc. so it should already be ignored, he shouldn't need to fix his side for this, the DL site shouldn't have those problems to begin with.
Oh I know. I was asking if he was using a reputable anti virus since some of the lower quality ones can give false positives for websites like that. (As I said I've never used the site, so I wouldn't know)
Apparently the site is in fact dangerous, though. So my question was moot.
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when will you finish Rock I am waiting for him alot
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Rock could probably replace Saisyu now since Saisyu's out of the game in the next wave.
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Apparently the site is in fact dangerous, though. So my question was moot.
Yeah, I guess that is why scanslators stoped using it.
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I have updated my website and removed the links to uploadjockey. For now the plan will be for me to just upload the full game and the newest wave of characters as the only separate characters (in this case Kula, Yamazaki and Shiki). I still have all character packed up. Just don't have the time to upload them, so if you're looking for just one specific older character, you'll have to PM me for the time being.
Sexy KOs for Shiki are done, so I'm just finishing up the KOFE full game split for uploading. I'll post the links once KOFM has uploaded them. Please note the credits are a work in progress. They don't show the current team line up and more names will be added as coding continues. Just wanted to acknowledge the people who made this possible in game. Cheers!
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Just waiting on KOM to upload the files for your downloading pleasure.
Long version:
FYI, this will be the last time you will be able to upload Angel. I am removing her from the project and KOFE. This is the first and hopefully only time that I will be doing something like this as she took a lot of work to modify, but I feel like in terms of roster and overall fit, Saisyu deserves to be in KOFE more. This does not mean that if someone requests her that I won't make her available, it just means there will be no more future updates/fixes for her, she will not get her Mary arm and leg snaps programmed and she won't get the eventual tag code. If in the future, once KOFE gets to version 1.0, I decide to make a new team including Ash, K9999/Nameless and another, then I'll bring her back. Since I've already made a stage for her and music, I'll simply port that over to Adel since both suit him well (the music is his XI theme after all).
Short version:
Saisyu is replacing Angel. Adel will gain her stage and music. :sugoi:
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What?! No NESTS Team?!
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Never was a NESTS team. Only Krizalid returns. Mainly because he has a lot of sprites to work with. Neo-Dio replaced Zero because Zero was severely lacking in animation variety. Just look at his jumping attack animations. He's only got 2. :( Foxy joined with Kula.
It's more like no more Eolith. Like I said though, once the project finally hits v1.0, I may bring her back.
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You will remove her even as "single chara" download?
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Yes, since I won't be updating her. She's a beta like everything in KOFE so she'll still need work and I won't be doing anymore on her. the one included in v0.5 is the final update for the time being. If anybody wants her though, I'll post her and make her available, I just won't advertise that she is available anymore.
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So who else is out? And didn't you say Saisyu Kusanagi was a mixture of Kyo Kusanagi and Iori Yagami?
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No one. 52 characters, same as always. Like I said, don't wanna make a habbit of this since it's a lot of time lost per character. Angel on the roster always bugged me a little. Now that she's out and Saisyu's in, I feel a lot better about the line up.
Well technically Saisyu is already a go between in KOF. Just taking it a bit further. His SDM will be Iori's lost Wine Cups SDM and his 3 hit DM will now end off with the same fire column as Iori's close up DM. He retains serpent wave DM and his HSDM would be a Dragon Punch variation of Kyo HSDM. He'll be up in the next wave after Raiden programming is coded.
I'm also thinking of exchanging K's HSDM with Crimson Star Road since I like what they did with it in 2k2 UM. I like the MotW explosion sparks better though, so I'd keep those and it would remain a moving counter. ie) The look changes, but the mechanics stay the same.
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Nooooo, I have a "lot" of friends that love K' and use him all the time and the ONE move they hated the most was Crimson Star Road and when I showed them K's HSDM that you made, they wanted to know why it wasn't in an SNK made KoF yet.
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what is the eta on shiki :)
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@ Rikimaru. Really? It's pretty much a copy of Freeman's, K' style. Well maybe I'll try to touch up the current one a bit then. I coded it when I was still pretty new to binding and there are some things about the velocities that bother me. Maybe I'll give the final punch the black and white effect. We'll see.
@ niwaniwa. Just waiting for KOM. We'll see if he gets a chance to upload it by tomorrow. If not, maybe I'll release the temp link to her while we wait. :)
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Too be honest, all my friends kinda hated that his Chain Drive got turned into a LDM in KoF XI but they "loved" how it looked when he elbowed them in the stomach, held there for a sec, combo'd, faded backwards to a black screen, and then ended with a heat drive. BUT! What you could do is have it be an "invisible" rush move where he strikes a taunt then fades away while he invisibly does a Ryuku-ranbu(Ryos rush) type rush where he starts with the stomach elbow, combos, slide fades backwards, appears behind them, and does the somewhat lame thumbs down. Just a creative idea.
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That'd be too much like the SDM he currently has. I think the thumbs down is anticlimactic of a rush and would make more impact as a stand alone. I'll see what I can do with an edit of what I have now. It'll be changed for the v0.6 release.
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Indeed, I kinda see your point. Well, how about changing K's SDM to be more like that of his KoF XI LDM? Also, if your looking for inspiration to make DM, SDM, and HSDMs flashy/unique you can watch the HSDM Expo. Vids of the new KoF 2k2 UM. I think Nameless and/or Syo Kirishima(Kyo's Original Concept, KoF 2000 Striker) would be a great addition. Also, just throwing this out there, I "do" have Nameless and I'd be more than happy to share him if I can see a KoFE version of him in the near future.*cries a little*.
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Just quoting myself here:
If in the future, once KOFE gets to version 1.0, I decide to make a new team including Ash, K9999/Nameless and another, then I'll bring her back.
Nameless is a possibility, although I'd personally prefer K'9999 since the only thing I find cool about Nameless is his cape. I'd like to bring Ash back and keep Angel, but I'd prefer for right now to keep the total at 52, so no promises. We'll see how the Raiden project goes first.
I'm still standing by for KOM who's working on the full game and Shiki upload. Would really like to give out official links instead of temp ones. If he can't manage by today, I'll release the temp link for Shiki.
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Ah, I'd forgotten entirely about that. Well, if you tweaked the moves around on Nameless or K9999, why not make the Ash/K9999/Nameless Team? I've been playing KoFE for the past...2 hours?...and I've so far tested every char against nameless and he seems pretty solid, just need a "bit" of tweaking on where the movies hit. Why not throw the guy doing Raider Nameless aswell? But ya, I rather enjoy K9999 myself, all his pissed off yelling and what not but both him and Nameless in the same game would be amazing.
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No offense Rikimaru, but you're being a little dense.
He's going to finish 1.0 first and THEN consider more characters.
And if K's LDM or HSDM is of that much concern to you, tweak it yourself.
Now chill out a little because every time this topic comes back to the top of the page I get excited at the possibility of a Shiki release. --;
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I'm just assuming you misread something somewhere in the last few posts. Swiper was commenting on changing K's HSDM and I was merely giving suggestions if he had wanted to change it, not whining about how its not good enough already even though it is already amazing. I'm not really making any requests, just suggestions. Btw, I was thinking about it and, if I may make a comparison, putting in Shermie and Yashiro without Chris is like having 3 feet and missing a shoe. :p But then again I don't know what team your throwing yashiro and shermie on.
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Nameless and K'9999 are too similar. There would only be one. Once again, not committing. In fact, I'm stealing one of Ash's moves already and giving it to Orochi. Depending on how things go, those characters might end up being too purged to use (like Elizabeth is now). If I feel good about their chances, I'll make an official announcement. Right now the chances of making it in are 40%.
End of day, me tired. Here's Shiki:
http://www.sendspace.com/file/w5fstv (http://www.sendspace.com/file/w5fstv)
This is not an official release. This is simply a treat for those who follow the project and the forum here. The official release will be once KOM has completed the uploading to his server. If you can't upload from sendspace, you'll have to wait until KOM does his thing. Please note that there is a glitch with her HSDM when playing simul mode. The shadow she disappears into does not scroll. It needs to be turned into a helper. So if it's scrolled off the screen the blood and enemy will pop up from the middle of the stage. This is not a problem in single battles/team battles, since the camera locks positions, so it's a glitch that can be fixed at a later date. I don't have the time yet and Shiki's other last minute fixes took me 6 hours to do on Sunday and I'm kinda pissed off at her because of it.
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YES! finally, I've been following this Shiki ever since Dr.H opened up her wip topic. Thanks for finishing her up swipergod.
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If you're choosing one, go for K9999. Nameless was the King of Fighters 2002: Unlimited Match replacement, and I always say "Originals are better than copies."
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I used most of what Dr. H had given me, but it's not the SVC accurate version he set out to do. KOFE means KOFE coded after all. Hopefully you still enjoy using her.
I'd kinda put it this way. Look at the stances between K9999 and Nameless. Which one is cooler? K9999 just has attitude and moves with style. He'd also only need one sprite animation edit, whereas Nameless would need multiple. Plus I hate the glove concept behind Nameless. The Omni power of K9999 allow for more things to play with. Nameless isn't a bad character, but just seems like a sissy when put beside K9999. Part of what will make or break the Ash/K9999/Nameless decision will be how Ash turns out in XII. If he doesn't inspire me then that's pretty much it. No Ash, no K9999/Nameless. Anyway, that's all I'm going to say about this. My focus for now is on Raiden and his KOF conversion.
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Will you consier adding the Kyo Clones into KOFE?
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Kyo clones are kinda fun, but theres no real room for them. As for Ash, I bet there are TONS of things you can do with him. After all, he does have Iori's Flames and Kagura's Mirror. As for the glove, yeah even I gotta admit its kinda stupid but Nameless has the intimidation factor; black/red flames, the Krizalid suit, Kyo/K' hair. But ya, can't wait to see Raiden, even though I was never a fan of him I'm sure you'll do something to make me add him to my favs as per usual. :p
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Plus I hate the glove concept behind Nameless.
? It's a mix of K' and K9999.
In fact, I'm stealing one of Ash's moves already and giving it to Orochi.
Which one ?
Too bad if Angel gets removed as a single download too :/
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Plus I hate the glove concept behind Nameless.
? It's a mix of K' and K9999.
No, I mean the removing and quickly putting back on. IIRC K' and K9999 use the glove to control the power level, not completely nullify it.
Ash was going to have a large pillar of energy/fire as an HSDM. Now Orochi will have this as a regular DM. I plan on using Terry's LDM Geyser for Orochi (wasss power!).
Just don't want the burden of updating Angel at the moment. I feel like if I release something and continue to advertise its release, i should be dedicated to fixing it should someone find a glitch. She can still be requested, but she will no longer be KOFE.
Kyo clones = no way. I will never even consider it. Diversity is what Iori and Saisyu are for. I have stated many time in this topic that I'm not a fan of alternate versions of a single character. My philosophy is to pick one and give them the moves that they need. If you can't fit them all into one, give them to other characters whom they would suit. I personally think Kyo, Clone 1, Clone 2 and Kusanagi is just stupid. Move tinkering is just lazy. SNK should've made Syo and brought back Saisyu if they wanted to do stuff like that.
Raiden in a KOF world might be more interesting than Raiden in a Capcom world. Honestly while CVS was fun, the Capcomized characters didn't feel like they were doing justice to their SNK counterparts. They felt slower and weaker. Just an opinion though. Exceptions for the Haohmaru, Nakoruru and Hibiki whose slower gameplay felt a lot friendlier in CVS.
Nio's working on Raiden's SNK stance. It's looking great so far. Really gets me pumped to make Raiden.
Chris isn't in because he's Orochi. I've ripped apart most of his unique moves anyway and gave them to other characters. Yashiro and Shermie are teaming up with fellow zombies Mature and Vice to form the New Orochi Team.
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No, I mean the removing and quickly putting back on. IIRC K' and K9999 use the glove to control the power level, not completely nullify it.
Oh right, that, yeah, heavily agreed. I think it might not be too hard to edit the glove back on his hand, though. But then again, it's probably more work than you care, so whatever :P
Chris isn't in because he's Orochi. I've ripped apart most of his unique moves anyway and gave them to other characters.
His normal mode or orochi mode you mean ? Or both ? Sounds interesting, any example of which moves went to who ?
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Will you consier adding the Kyo Clones into KOFE?
Kyo clones = no way. I will never even consider it. Diversity is what Iori and Saisyu are for. I have stated many time in this topic that I'm not a fan of alternate versions of a single character. My philosophy is to pick one and give them the moves that they need. If you can't fit them all into one, give them to other characters whom they would suit. I personally think Kyo, Clone 1, Clone 2 and Kusanagi is just stupid. Move tinkering is just lazy. SNK should've made Syo and brought back Saisyu if they wanted to do stuff like that.
Speaking of Syo, Ahuron made a version of Syo Kirishima. If you want to add him into KOFE, that's a good place to start.
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Yeah I kinda figured you had Vice and Mature in mind. Though I'll only somewhat miss Chris, you got a good valid reason. Just on a personal note, I think Shiki's HSDM is a bit of overkill. I mean, she freakin' kills the person basically. XD
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Well kinda a mix of both Chris and O. Chris:
Out of the more unique moves:
Teleport belonged to Goenitz
Yashiro has the rush attacks
Krizalid gets the 3x flame shot
Xiangfei's SDM will be similar to the Fireball Rush DM
Comparisons to Kyo are obvious
Similar moves:
Ryo's leaping chop is similar to the leaping fire attack
Several characters have a close up attack similar to O Chris' and diving attack.
Mature will use the slash effect from N Chris's rising kick in her SDM
Adel's SDM will mirror Chris DM rising kicks somewhat
No one gets the Up/Down rush attacks (no one has the animation for them)
No one gets the Sp version of his DP or the '97 dp +k
Phew...
Syo will not be in since SNK never gave him an official move list, so he's not an official SNK playable character (like Diana for example).
Shiki's HSDM is supposed to harken SS. I really toned down the blood and hits though. Just seems savage because it's a lot of cutting. :)
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Hey about deleting the helper in state 370... is this the case for Shiki also?
[mcode];Recovery
[State -1]
type = ChangeState
value = 370
triggerall = var(9) = 1
triggerall = stateno >= 5030
triggerall = canrecover
triggerall = alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30[/mcode]
Where is there a helper here?
I may just be so ignorant that I can't recognize a helper when I see one, if that's the case my apologies in advance. :P
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Nope that's AI coding. That's how the computer quick recovers from attacks where it's free to do so. Anything with var(9) = 1 is AI since var(9) is the AI variable. Thanks for checking though C4, I'm sometimes in such a big rush that I can miss things.
Here's the official release topic.
http://mugenguild.com/forumx/index.php?topic=97469.0 (http://mugenguild.com/forumx/index.php?topic=97469.0)
Links may change if KOM can get the uploads up to his server.
FYI, for those who care, Saisyu's SDM will be changed. He'll now do that fire stream that one of the Kyo clones does as a DM in 2k2 UM.
This will be my last day on the Mugenguild for at least 6 weeks. Clearly, that means the project is being halted for the time being. Feel free to report bugs and chat, but know that I won't have access to a computer so I won't be able to get back to you all until I return.
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Have a good journey Swiper, and thanks for the releases
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good luck with Raiden he is looking pretty cool
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hi guys. Ive recently downloaded your KOF version of Mugen and its pretty cool. I wish it'll be completed much sooner. Anyway I have a question. Is it possible to disable the game's Debug mode? I tried editing the mugencfg file inside the data folder to disable it but it didnt work. are there other ways to do this? Thanks
Edit: What I'd like to do is Disable the buttons (Space bar, F1, F2) that restores the HP back to full and kills your opponents instantly.
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Hi all. As I enjoy free internet at my hotel in Athens, I feel the need to update my topic with some brief info and assure you that the project isn't dead. I will be working on Saisyu as soon as I get back before jumping onto Raiden. I want to have that magic 30 number for characters since Raiden will take a while to complete I think.
I will also be fixing up Mai. She will lose her 3 fan DM and gain a diving DM (Midare Zakura). I also don't like the Ash flames for her Kagero no Mai, so I'll work on shrinking her actual ones and swaping them. K' HSDM will probably get minor tweaks. I'm gonna play with some pal fx and vels and see if I can make whatever it is that's bugging me about the move disappear. Both characters were done while I was still new to modding, so I'll see if I can't put my current knowledge to use to touch them up.
I was going to do Ralf and Clark as I worked on Raiden, but this sudden revival of Mature in KOF XII has me wanting to do Vice and Mature first. Krizalid will also be thrown in between the two groups. This is the plan for the summer.
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Yeah, Good to have news from ya.
For Mature et Vice, good news ;)
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finally you've come back i was waiting for new characters
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So glad your back, even more excited to hear that 4 of the best KoF Chars(Saisyu, Krizalid, Vice, and Mature) have been moved to the front line. If I bring up an old subject, were you going to swap the double half-circle back movements to double quarter-circle backs? I've experimented with the double hcb's on different keyboards, they have weird pick-ups.
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Not quite back yet. Gimme another 2 weeks. Just filling you in with updates on what I'm planning to do when I get back. I'm getting really pumped for Raiden. I'll be working progressively the way c00per has suggested me to do. Resizing and flushing the colors out. First I'll start with the basics and move on to specials etc... Watch for the SNK Raiden topic to be moved to projects once the core basics are redone.
Rikimaru, I'm guessing you didn't download the newest version of the game? All special throws with hcb,f + p or k have been replaced with hcf or dp + p or k and DM throws now use hcb,f +p or k. This is a trial phase for this new motion.
With any luck Saisyu, Mature and Vice will be completed this month. We'll see...
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Not quite back yet. Gimme another 2 weeks. Just filling you in with updates on what I'm planning to do when I get back. I'm getting really pumped for Raiden. I'll be working progressively the way c00per has suggested me to do. Resizing and flushing the colors out. First I'll start with the basics and move on to specials etc... Watch for the SNK Raiden topic to be moved to projects once the core basics are redone.
Rikimaru, I'm guessing you didn't download the newest version of the game? All special throws with hcb,f + p or k have been replaced with hcf or dp + p or k and DM throws now use hcb,f +p or k. This is a trial phase for this new motion.
With any luck Saisyu, Mature and Vice will be completed this month. We'll see...
Can't wait for you to be back!!!
You need to send me Kula again. I lost the files unfortunately >.O Luckily I have most of her AI, though. So jumpstarting it will take no time at all.
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To be honost, I didn't bother downloading the new version since I'd always kept up with the updates. :p I am now though
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Since I'm approaching the under 20 characters left mark and there isn't much system tweaking left, I don't think I'll be releasing another fullgame release until the end. I can't 100% say for sure, but I don't really see the point at the moment. Most characters are all tweaked up.
Although I'm not yet officially back, I did finish Mai's update. There will be a video that will go up for the updates at some point. Just switched the fire for her D, u +k move and gave her the air dive DM.
Missfairy, I'm glad that you're still up for doing some AI. I'll get Kula to you as soon as I can. And yes, you better believed that I missed you too. ;)
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Okay, back from my trip and got hooked up with internet a lot faster than I thought I'd be. I'll slowly start getting back into my project. Mai's update is complete like I said. She can be downloaded from my site.
Here's a vid: http://www.youtube.com/watch?v=7Ag3yC5DBeM (http://www.youtube.com/watch?v=7Ag3yC5DBeM)
I'm almost finished Saisyu. Just have his HSDM left to finish. Expect a vid in the next day or two. Once he's done, I'll begin my Raiden project. He's gonna be covered in his own separate topic, but just to explain the KOFE version, here's what I'm looking to do with him:
Command attack:
Step Headbutt
Special attacks:
Leaping Release Powerbomb (I will try to SNK-ize the velocities)
Poison Mist (Using Lin's poison breath effect)
Leaping Headbutt Explode (This was a move in FFWA)
Should Tackle (Will be SNK style where he switches shoulders upon contact)
Flying Clothesline (Will try to SNK-ize this one too)
DMs:
Thunder Fist (Creates a current of electricity that runs along the ground. A mod of his FFWA move)
Rolling Thunderbomb (Does that roll from XII before leaping and powerbombing)
SDM:
Rolling Thunder Crusher (Rolls into a leaping toss that'll resemble Hugo's Megaton Press)
HSDM:
Fire Breath (Will work like Chin's SDM version from KOF)
I'm still looking for a spriter to help me convert the CVS to SNK too. If you want to help or know someone who'd like to help please get in touch with me. Thanks!
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YOUR MAI IS VERY COOL :o
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When will Raiden be completed
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Thanks for the Mai compliment. I thought the new DM would suit her better.
I can't really put a timeline on Raiden's completion since I don't have a committed Spriter. Without someone to convert the sprites there really isn't much point in releasing him. I'm not too concerned about that, but I do expect it to take a long while. Since I'm doing some sprite conversion it'll take a lot longer than simple programing does. My part will probably be a few weeks depending on whether or not I stop to do Vice and Mature before completing his programming.
Anyway...
Finished Saisyu: http://www.youtube.com/watch?v=eIvxdzxCGN4 (http://www.youtube.com/watch?v=eIvxdzxCGN4)
It's standard KOFE fair at this point. New DMs, few changes to specials and so on. A thing that I would like to point out is that is kick special and punch DM have autoguard and his SDM is in fact 2 projectiles (second one doesn't come out if he's hit out of the first one). I'm sure you can see the "in between" gameplay I was going for between Iori and Kyo. Hope you like him.
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Hmmmm, what are you going to do with vice and mature? =o
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Not too much is going to change with them. Vice will get a brand new HSDM and use Mithan's Robe as an anti-air throw. She'll lose her standing Blackend grapple, but will be able to chain Gore Fest into her Mithan's Robe instead. Mature will lose her decided and gain a new DM. Heaven's gate will be upgraded to an HSDM. Both's SDM will be slightly modified. That's pretty much it.
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Not too much is going to change with them. Vice will get a brand new HSDM and use Mithan's Robe as an anti-air throw. She'll lose her standing Blackend grapple, but will be able to chain Gore Fest into her Mithan's Robe instead. Mature will lose her decided and gain a new DM. Heaven's gate will be upgraded to an HSDM. Both's SDM will be slightly modified. That's pretty much it.
Hmmm. Does Mature really need nerfed like that?
I await them both. :P Throw me a pm when you're free and let me know what's up with stuff, too. (If you like :)
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WOW! Just.... WOW! Your Saisyu is amazing. Please tell me when can I download it? xD
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PM thrown. How could you doubt that I would like Mugen Queen. ;) Not really nerfing Mature. You'll see when I start working on her. She still fits the KOFE requirements and will still feel very Mature-ish. SNK nerfed Mature in XII a lot worse.
Glad you like Saisyu. He will be released over the weekend. I'm switching gears to Raiden for a day or two to figure out how much I can output from him following c00per's advice. I'll get back to Saisyu and finish his AI after that. Then he'll be good to go.
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Saisyu release topic: http://mugenguild.com/forumx/index.php?topic=100303.0 (http://mugenguild.com/forumx/index.php?topic=100303.0)
Go get him!
Working on Raiden right now. Have some non-KOFE related issues I'm sorting out, so his progress isn't moving that quickly. Hope that'll change for next weekend. Also changed Rugal's reppuken. Now uses the KOF 2k2 UM Normal Geese reppuken sprites. Gives him a little '94-'95 feel I think. Haven't posted the Rugal update yet though...
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TO be fair, you can't really say someone is nerfed until you've seen how they perform in game compared to other characters. Taking away moves =/= nerfing as Foxy could have dominated KOF 2001 with, like, 4 moves. And that includes normal attacks.
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My understanding of nerfing was removing something to lessen the effectiveness or desirability of a character (taken straight from wikipedia lol). Toning them down as it were. Removing moves, to my understanding, is nerfing as the more moves a character has, the more effective they can be. This isn't to say that that character isn't still going to be a bitch to fight against with less moves or that they won't be effective in general, just that they'll be less effective then they could have been. So in KOF XII, SNK nerfed a lot of characters in comparison to other KOFs. Hopefully for balancing issues, or perhaps to return to the basics. Then again, they just may have run out of time to make more moves for everyone. :sugoi:
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So here's the good news. Missfairy's been developing a new AI system. It makes more use of the strengths of the moves and spams the rolls less. It helps make it smarter. We've tested it with Rugal so far and it's been great. The idea is to implement it in all the characters and have more balanced fights and less "cheapness" and less frustrating for players. :) This should also fix the characters that were using hybrid AIs. Way to go Missfairy.
I'm still working on Raiden's sprites for basics. Week's really slow thanks to overtime at work. I'm hoping to finish all the resizing and basic coding this weekend. Then I'll have something to show in the SNK Raiden topic. Note that the non-KOFE version of SNK Raiden will be based off of KOF '98 advanced style mechanics. I'll used '98 Goro to assist with giving me an idea for 2 in 1s and throw ranges.
Cheers.
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Looks like Raiden and KOFE are heading our to a good start. Excellent work, swipergod. We're rooting for you!!!
:afro: :bandana: :army: :biker: :drummer: :guitarist: :singer: :sultan: :sultan: :indian_brave: :indian_chief: :toff: :hat: :hat2: :helmet: :stooge_curly: :stooge_larry: :stooge_moe: :karate: :kid: :hair: :hair2: :baby: <====KOFE Fans: Horray for the KOFE team!!!!
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Well, posted the Raiden topic. His basics are almost done. Once I've completed them, I'll work on his gethit sprites. When those are done, I'll take a break and come back to KOFE to do Mature (most likely) and possibly Vice right after, before I start Raiden's basic attacks. Once those are done, I'll focus on Goentiz.
I found a glitch in the common1.cns for KOFE that allowed characters to attack while doing a back hop. I've eliminated it. Other than that, all the focus is on Raiden at the moment.
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My understanding of nerfing was removing something to lessen the effectiveness or desirability of a character (taken straight from wikipedia lol). Toning them down as it were. Removing moves, to my understanding, is nerfing as the more moves a character has, the more effective they can be. This isn't to say that that character isn't still going to be a bitch to fight against with less moves or that they won't be effective in general, just that they'll be less effective then they could have been. So in KOF XII, SNK nerfed a lot of characters in comparison to other KOFs. Hopefully for balancing issues, or perhaps to return to the basics. Then again, they just may have run out of time to make more moves for everyone. :sugoi:
We both know this is harmless nitpicking so I'll add some more...
Removing a move isn't a nerf. There are actually situations where removing a move can be beneficial (see: Overlapping commands. Man, it would ahve been cool if Nina didn't have that taunt in DBD that kept interrupting my movements).
Also, if a character loses moves but gains new ones in return that make the character better, even if they have a lesser number of moves, it's not a nerf.
Nerfing is also relative. No character in KOFXII is nerfed because KOFXII is the first game using those iterations of those characters. You can't compare 95 or XI Kyo to XII Kyo because XII Kyo is dealing with a completely different set up than those characters.
What if we, say, remove all of Joe's special moves but make his jab unblockable and instant kill? Is he still nerfed because he lost all of those moves?
Nerfing is relative and considers the game as a whole. Nerfing has nothing to do with "desirability" as that is an abstract/objective concept that oft times isn't based on in-game prowess.
Nerfing is simply taking a character, comparatively speaking, and making them worse compared to comparable standards previously set. Because XII is a revamp, we can't really compare the characters to their other selves. And top match play hardly ever uses all moves anyway... Unles they have very few (K9999).
My little input...
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I agree that nerfing is relative, but to your point about revamping making it difficult to compare, I'd point this out. Everyone knows Gouki from Capcom. If SNK had ported him over to KOF, gave him crazy priority, but removed some of his trademark moves like the Raging demon, regardless of the fact that he'd be in a new environment, I still think people would feel he was nerfed. I can't see someone like Mature thriving with such a limited arsenal. Sure the system is new, but I think that the more moves you have at your disposal, the more varied your fight can be and the more jams you can fight your way out of. That's kinda the basis behind KOFE's balance. Removing as many limitations as possible. I think SNK would have given some characters more moves if they'd had more time, which is why this'll probably be like KOF '03 in terms of a starting point, but the end result means that characters aren't what they could've been and thus, are nerfed.
I will be focusing on my Raiden project, which means that Mature and Vice will probably have to wait until next month to get done. Kinda excited about bringing Raiden to KOF. So hopefully that'll translate into a quicker completion time for his resizing and programming. :)
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Hi Swipergod, first, excuse my english, is poor :'(, But well, i just want to say thank you for those great chars, i have all of them (like everybody i think.. :)) and well, keep going that way, we'll been waiting more chars, and if you can include Gouki, i'll appreciate, or better, Shin Gouki :sugoi:
Anyway, thanks, and CONGRATULATIONS!!!, You are the best.
Note: Raiden is a great char, and you are doing a great job with him, Congratulations too.
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Thank you Margouki. Those are some really nice words. :D I had considered adding Gouki into the project twice, but ultimately decided against it for now. With all the special entries (Shiki and Neo-Dio), Gouki isn't a complete cast off, but it depends if I can find another character to round off the roster again. With KOF XII around the corner, I have the urge to re-add Ash to the list, but I won't commit to any more characters at the moment.
Keep checking the Raiden topic for more Raiden info.
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I would like to ask how much progress is there in Rock Howard I would like to see a good Rock Howard in Mugen since I do not like any of the other Rock Howards
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Wait... What?
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I'll be basing my Rock off of Jin's. It's a decent Rock. There's a vid of the alpha of Rock on my youtube page if you want to see him (did him a long time ago), but I probably won't be finishing him now until more towards the end. Aside from Orochi and possibly Adel, the MotW characters will be done at the very end.
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I agree that nerfing is relative, but to your point about revamping making it difficult to compare, I'd point this out. Everyone knows Gouki from Capcom. If SNK had ported him over to KOF, gave him crazy priority, but removed some of his trademark moves like the Raging demon, regardless of the fact that he'd be in a new environment, I still think people would feel he was nerfed. I can't see someone like Mature thriving with such a limited arsenal. Sure the system is new, but I think that the more moves you have at your disposal, the more varied your fight can be and the more jams you can fight your way out of. That's kinda the basis behind KOFE's balance. Removing as many limitations as possible. I think SNK would have given some characters more moves if they'd had more time, which is why this'll probably be like KOF '03 in terms of a starting point, but the end result means that characters aren't what they could've been and thus, are nerfed.
I will be focusing on my Raiden project, which means that Mature and Vice will probably have to wait until next month to get done. Kinda excited about bringing Raiden to KOF. So hopefully that'll translate into a quicker completion time for his resizing and programming. :)
I totally agree that people would think an Akuma without the Raging Demon = nerfed Akuma.
However, them thinking that just means they're thinking that and they're wrong. People really have to stop looking at number of moves to mean anything. If a character has 20 TERRIBLE moves and crappy normals etc., the character is terrible. With that established ,we can see that it's not about the "number of moves."
SF's Guile has survived, really, on two special moves and really stumps people as to what he possibly could be given besides those moves that wouldn't be useless filler since those two moves pretty much cover all the bases (no pun intended). K9999 may not have been the best in the games he appeared in, but he wasn't a slouch and didn't need more than 2 then 3 special moves to hand out packages of grade A grief. In fact, he relied mostly on command moves to do so.
Having a lot of moves that provide options over a number of situations DOES make a character better, but it's the effectiveness of those moves that determines that, not the number. Because there's nothing that says one move can't do many things. Dragon punch moves in many cases (particularly with the light versions) serve as both a good anti air, good combo filler, a good defensive move to counter rush AND good wake-up.
You COULD spread that over 4 moves but the character wouldn't be any more effective. In fact, they'd be LESS effective because that's 3 extra things the brain has to register.
I guess my point is that it's not about the moves or number of moves but how effective what the character has is. There is absolutely nothing that won't allow Mature from dominating with two, even one move.
I think, in the community of MUGEN, the common consensus is that more moves = better. I am just trying to show that there's a disconnect between # of moves and effectiveness and that a characters ability isn't proportional to the number of moves they have. A good right amount of Mugen characters (not speaking of present company) are directionless simply because they just... have things. There's no thought into purpose.
And lastly, more moves = harder to balance. So you have to find the right balance between effectiveness and interest. A character still has to be interesting.
I think that the quicker a person realizes that moves can be added to a character for "fun factor" the better.
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Having a lot of moves that provide options over a number of situations DOES make a character better, but it's the effectiveness of those moves that determines that, not the number. Because there's nothing that says one move can't do many things. Dragon punch moves in many cases (particularly with the light versions) serve as both a good anti air, good combo filler, a good defensive move to counter rush AND good wake-up.
Agreed. Never any disagreement there. More effective moves a character has, the better. We're looking at this fact because SNK removed a lot of useful moves from characters in XII.
Games and balance in general in my view rely on a more complex "Rock, Paper, Scissor" theme. See, if I made a Rugal and took away all his moves except Gen Cutter, but made it completely invincible on the way up, he wouldn't be as effective regardless because every move has a weakness. In this case Gen Cutter has wiff that can be capitalized on. To "play it safe", someone would need a projectile to throw him off and limit his cutter and suddenly they would have the advantage. But, if Rugal had a projectile, then the playing field tips in his favor. You continue the cycle from there. A game with good balance will return full circle. When you just have hadokens and sonic booms, yes the game is balanced in accordance to its own limitations, but you negate the other scenarios you fighter could find themselves in, making that balance superficial and gameplay "lower".
More moves != better. A more balanced moveset = better gameplay. The problem I have with Mugen is that some creators will give a character 3 different close attacks that all serve the same function. This breaks the circle and makes the additional moves superficial. That's what I'm trying to avoid with my game, but keeping characters movesets limited to one or two moves, still limits their gameplay, even if those moves are good enough to complete the circle "on paper". It's a step back when you evolve gameplay to a point and then start taking away from everyone.
In the end though, it seems that this is just a case of opinions. My opinion of balance and efficiency differ from yours. I claim that characters in XII were nerfed. Just a claim, that's pretty much it.
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that reminds me of kof2k1 foxy.
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I agree that nerfing is relative, but to your point about revamping making it difficult to compare, I'd point this out. Everyone knows Gouki from Capcom. If SNK had ported him over to KOF, gave him crazy priority, but removed some of his trademark moves like the Raging demon, regardless of the fact that he'd be in a new environment, I still think people would feel he was nerfed. I can't see someone like Mature thriving with such a limited arsenal. Sure the system is new, but I think that the more moves you have at your disposal, the more varied your fight can be and the more jams you can fight your way out of. That's kinda the basis behind KOFE's balance. Removing as many limitations as possible. I think SNK would have given some characters more moves if they'd had more time, which is why this'll probably be like KOF '03 in terms of a starting point, but the end result means that characters aren't what they could've been and thus, are nerfed.
I will be focusing on my Raiden project, which means that Mature and Vice will probably have to wait until next month to get done. Kinda excited about bringing Raiden to KOF. So hopefully that'll translate into a quicker completion time for his resizing and programming. :)
I totally agree that people would think an Akuma without the Raging Demon = nerfed Akuma.
However, them thinking that just means they're thinking that and they're wrong. People really have to stop looking at number of moves to mean anything. If a character has 20 TERRIBLE moves and crappy normals etc., the character is terrible. With that established ,we can see that it's not about the "number of moves."
SF's Guile has survived, really, on two special moves and really stumps people as to what he possibly could be given besides those moves that wouldn't be useless filler since those two moves pretty much cover all the bases (no pun intended). K9999 may not have been the best in the games he appeared in, but he wasn't a slouch and didn't need more than 2 then 3 special moves to hand out packages of grade A grief. In fact, he relied mostly on command moves to do so.
Having a lot of moves that provide options over a number of situations DOES make a character better, but it's the effectiveness of those moves that determines that, not the number. Because there's nothing that says one move can't do many things. Dragon punch moves in many cases (particularly with the light versions) serve as both a good anti air, good combo filler, a good defensive move to counter rush AND good wake-up.
You COULD spread that over 4 moves but the character wouldn't be any more effective. In fact, they'd be LESS effective because that's 3 extra things the brain has to register.
I guess my point is that it's not about the moves or number of moves but how effective what the character has is. There is absolutely nothing that won't allow Mature from dominating with two, even one move.
I think, in the community of MUGEN, the common consensus is that more moves = better. I am just trying to show that there's a disconnect between # of moves and effectiveness and that a characters ability isn't proportional to the number of moves they have. A good right amount of Mugen characters (not speaking of present company) are directionless simply because they just... have things. There's no thought into purpose.
And lastly, more moves = harder to balance. So you have to find the right balance between effectiveness and interest. A character still has to be interesting.
I think that the quicker a person realizes that moves can be added to a character for "fun factor" the better.
Indeed, less moves can very well take away from a character as far as how interesting that character is. But then again, you think of the staple Guile and how he really doesn't need much else.
Giving Rugal only the Genocide Cutter isn't a nerf. Giving him no way to deal with projectilers would be the nerf. Because we could easily make the Gen Cutter be invincible to and reflect projectiles.
Or he could very well lose all moves save for he G Cutter but be put in a game where there are no projectiles.
I guess that's the case with XII... It's new with a whole new build and thus no previous iterations of the characters really mean anything because you can't have XI Kyo in XII. XII could be put together in such a fashion that a character with two moves could dominate better than a character in XI who has 7.
A character's effectiveness is simply relative to his competition. I mean, XII Duo Lon, on paper, basically lost his least useful move and had it replaced with a far more practical version. But the changes to the properties of his existing moves didn't allow him to run rampant over the cast like he could in 03.
Malin had the same deal. Even though her shock stix were made better, not being able to have two Yo Yos and losing that ridiculous jump nerfed her ability.
I guess my point is that it absolutely has nothing to do with number of moves. As such, no one was really nerfed in XII due to their movesets because there is no other versions of those characters in their current forms and capability is relative to competition.
Back on topic.... Do you still plan to use Hotaru? That was the character I was most interested in seeing.
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MotW team: Hotaru, Gato, Rock, Jenet ;D
I'm starting to see a big demand for the MotW characters. I was planning on working on them last, but perhaps after I do Ralf, Clark, Mature and Vice, I'll get to them. Can't give a timeline yet as I am committed to finishing Raiden's programming first. My guess would be in the fall though. Both Hotaru and Jenet require edits to their Sexy KOs, which will also take me time.
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Did minor tweaks to Benimaru and gave Mr. Big a new jump in intro (for team battles) that looks pretty cool. I'm feeling the strong desire to complete a character now. I think I'll finish Raiden's SP basics and then start on Mature. Raiden's still got a ways to go and I want a new roster member in the meantime.
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Screw it. Got impatient and started Vice. Her basics are already finished. :P
Will get back to Raiden once she's done. Just want to play a new character and Raiden's gonna take another couple of weeks at least.
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I could tell. That post took a lot shorter than the last one.
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Screw it. Got impatient and started Vice. Her basics are already finished. :P
Will get back to Raiden once she's done. Just want to play a new character and Raiden's gonna take another couple of weeks at least.
So where are screenshots and/or video
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Just the basics are done right now. Nothing to write home about. I usually only take screenshots of specials and DMs or special intros. Never post a vid until a character is done. Raiden's an exception because he's more a ground up creation as opposed to a mod. I'd expect Raiden's basics and Vice (all) to be done by the weekend so expect vids by then.
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Hmmmm I hope they are done fast so that you can get to the Garou team
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Garou Team isn't likely until the fall. There's no fast way to do Raiden with my current schedule. Still have to do Mature too and possibly Maxima (I just want to get him done).
Since I've done a couple of updates, I figured I'd share the pics of them. First, Rugal's Reppuken has changed (as I mentioned before). Wk and Sk versions are different sizes, but only have differences in damage and velocity. I pretty much worked all day on sprite editing Karate. I created a new intro (his neck cracking one from '98 onward) and took the old intro and made it into a special intro with Mr. Big. I conceived a special intro for every character now since a few characters had no special intro. Big was one of them. Rock and Jenet (for Jenet) will now have a special intro with each other, I'm thinking Eiji and Gato (for Eiji) will have a special intro and Raiden and Billy (for Raiden) will have a special intro. Also released an update of Mai a while back with a new DM and fire effect for her column. Just figured I'd post a pic since it was an update an all.
Once I get further along with Vice, I'll post picks. Just fyi, I'll been using some '96 sprites for both Vice and Mature to further accent the differences between them.
SP Reppuken by Rugal. I love the 2k2 UM Reppuken sprites! WP is smaller. Adel will use Rugal's old Reppuken sprites.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg)
Art of Fighting Fans rejoice! As Krauser and Geese have a special intro now so do Big and Karate!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen5-1.jpg)
Mai's old school flames replace Ash's style. Shrank the column a bit from DM size.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen6-1.jpg)
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Garou Team isn't likely until the fall. There's no fast way to do Raiden with my current schedule. Still have to do Mature too and possibly Maxima (I just want to get him done).
Since I've done a couple of updates, I figured I'd share the pics of them. First, Rugal's Reppuken has changed (as I mentioned before). Wk and Sk versions are different sizes, but only have differences in damage and velocity. I pretty much worked all day on sprite editing Karate. I created a new intro (his neck cracking one from '98 onward) and took the old intro and made it into a special intro with Mr. Big. I conceived a special intro for every character now since a few characters had no special intro. Big was one of them. Rock and Jenet (for Jenet) will now have a special intro with each other, I'm thinking Eiji and Gato (for Eiji) will have a special intro and Raiden and Billy (for Raiden) will have a special intro.
Once I get further along with Vice, I'll post picks. Just fyi, I'll been using some '96 sprites for both Vice and Mature to further accent the differences between them.
SP Reppuken by Rugal. I love the 2k2 UM Reppuken sprites! WP is smaller. Adel will use Rugal's old Reppuken sprites.
http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg (http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg)
Art of Fighting Fans rejoice! As Krauser and Geese have a special intro now so do Big and Karate!
http://i270.photobucket.com/albums/jj119/swipergod/mugen5-1.jpg (http://i270.photobucket.com/albums/jj119/swipergod/mugen5-1.jpg)
DDDDDUUUUUUUUUUUDDDDDDDEEEEEEE!!!!!!!! JUST soz i'll turn capz off *ahem* that is fucking amazing (also soz for language but it's worht it even if i get banned...) that must've taken atleast almost 2 years i mena you WORK right? and you got family aswell? i mean WTF THIS IS AWESOME and espicially you've been doing this for probably hours a day (most likely 6 lol) and wtf!? amazing az bro lol same life bars as me hehe :)
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This November will mark the 2nd anniversary of this project. I'm hoping by the 2nd anniversary of the 1st release of the project next May to have the first beta completed and ready for full scale testing. It's possible, but really depends on a lot of things. Typically I work on this project about 4 days a week and average out about 4-5 hours a day. Sometimes though, I don't touch it in a week at all. Depends. Sprite work is a killer for me as it absorbs so much time. I've ripped over 1500 sprites for this game alone the old fashioned way and edited probably over 100 (not counting Raiden). I'm sure my time consuming technique could be cut, but I have no idea how, and I'm comfortable with it. I can't say I've done this project alone, but the vast majority of programming and such is done by me and takes a bit longer due to my need to create a satisfying character and eventually a satisfying full game.
I'm just glad my efforts are appreciated by so many people. Thanks everyone :)
P.S. The lifebars will be replaced. Not any time soon, but they will be. Not very KOF imo.
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This November will mark the 2nd anniversary of this project. I'm hoping by the 2nd anniversary of the 1st release of the project next May to have the first beta completed and ready for full scale testing. It's possible, but really depends on a lot of things. Typically I work on this project about 4 days a week and average out about 4-5 hours a day. Sometimes though, I don't touch it in a week at all. Depends. Sprite work is a killer for me as it absorbs so much time. I've ripped over 1500 sprites for this game alone the old fashioned way and edited probably over 100 (not counting Raiden). I'm sure my time consuming technique could be cut, but I have no idea how, and I'm comfortable with it. I can't say I've done this project alone, but the vast majority of programming and such is done by me and takes a bit longer due to my need to create a satisfying character and eventually a satisfying full game.
I'm just glad my efforts are appreciated by so many people. Thanks everyone :)
P.S. The lifebars will be replaced. Not any time soon, but they will be. Not very KOF imo.
wow time consumer lol anyways i realy appreciate this and i will download this straight away you know :) and anyways you work so much ;)
P.S i like the way those life bars Glow one of the best in Mugen Virtua Fighter 5 Inspired i believe ;)
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A few things to touch up on. Vice's basic attacks are now complete. I'll work on her intros, victories and throws next. She'll have a special intro with Iori and Mature. Gonna have some fun and say that Vice and Mature don't get along anymore since Iori kicked their asses (since I guess he didn't kill them), and base their intro on that. :)
Have to touch up a new Mr. Big intro and might be switching Benimaru's moves around a bit. He'd lose the Genri Hurricane, his lightning dash would be bumped up to a DM like in CVS and he'd gain his Slash special from '03-XI. This change would dampen his juggling ability, so I'm not sure yet. Kinda prepping for Ash, since I probably will re-add him to the mix along. Still not sure yet... XII is just getting all pumped up for KOF again.
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A few things to touch up on. Vice's basic attacks are now complete. I'll work on her intros, victories and throws next. She'll have a special intro with Iori and Mature. Gonna have some fun and say that Vice and Mature don't get along anymore since Iori kicked their asses (since I guess he didn't kill them), and base their intro on that. :)
Have to touch up a new Mr. Big intro and might be switching Benimaru's moves around a bit. He'd lose the Genri Hurricane, his lightning dash would be bumped up to a DM like in CVS and he'd gain his Slash special from '03-XI. This change would dampen his juggling ability, so I'm not sure yet. Kinda prepping for Ash, since I probably will re-add him to the mix along. Still not sure yet... XII is just getting all pumped up for KOF again.
I realize this is far offtopic, But what lifebars are those?
Also is there going to be a No-Masked Mr. Karate?
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Currently using the Virtua Fighter 5 inspired lifebars. I realize they don't suit KOF. I'll change them eventually.
There won't be any alternate versions of characters. I picked the Tengu mask version because this is Takuma's boss incarnation. My preference for KOFE's Rugal would've been his Omega Rugal look, but there's a lot of sprites that Ahuron didn't convert, so it stays as his '94 look for now. :-\
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Also is there going to be a No-Masked Mr. Karate?
Without the mask he would just be Takuma. Mr. Karate w/o a mask would be older Ryo.
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Also is there going to be a No-Masked Mr. Karate?
Without the mask he would just be Takuma. Mr. Karate w/o a mask would be older Ryo.
I don't care enough to tell the difference between the two.
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Well alternate attires is something to consider (alternate SFF). Maybe I'll do that later on. Thinking characters would play the same and maybe just have 1 intro and 1 victory pose. Characters with alternate attires that I can think of would be:
Terry, Ryo, Kyo, Iori (Orochi or Another?), Benimaru, Karake (Takuma), Andy, Robert, Leona (Orochi), Athena (98?), Kensou, King, Billy, Yamazaki, Geese (I think there's a Nightmare KOF version out there), Rugal (Omega), K' (? Think I saw a shirtless K around somewhere).
Ralf and Clark
Yes they do, but I hate their old look.
Don't have time right now, but once the roster's a little more full, it's something I'd consider. Working on Vice and finished 2 specials:
WK version of her Decide. New animation (from zzzasd's version). Has less range, but is faster than the SK version (has original animation).
(http://i270.photobucket.com/albums/jj119/swipergod/wee.jpg)
Gorefest. Benefit of a fullgame allows me to have Vice scrape the opponent's face like in KOF. :)
(http://i270.photobucket.com/albums/jj119/swipergod/drag.jpg)
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Vice's specials and 1 DM are done. Her HSDM will take a bit since there are sprite to rip for it. Next weekend she should be finished. Then I'll start Mature. Raiden will chug along. I'll do his dropkick and basic throws next and then do his anti-air grab. :)
Note that Vice won't be released until Mature is done. Why? Because I'm a big meanie. :sugoi:
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Vice's specials and 1 DM are done. Her HSDM will take a bit since there are sprite to rip for it. Next weekend she should be finished. Then I'll start Mature. Raiden will chug along. I'll do his dropkick and basic throws next and then do his anti-air grab. :)
Note that Vice won't be released until Mature is done. Why? Because I'm a big meanie. :sugoi:
Nice lie, swipergod. You're a softie at heart. Vice can not go without Mature. It is just impossible.
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Hmmm you cannot download Nio- Dio in your website
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Yeah, I haven't uploaded the new links yet. Mainly because I don't have the time to reupload everyone. If you need Neo-Dio I'll post him up on my site later this week.
I don't plan to do any full scale project things until I complete the following:
Update Benimaru with new moves
Finish Vice
Finish resizing and programming Raiden.
Finish Maxima (already started him...)
Finish Mature
I have a big exam to do on Thursday, so nothing's really going to happen until then. Once all this is done (probably a month or so away), I plan on re-uploading the site stuff, updating the PDF and updating the game credits. Then it's break time! Then Goenitz. After summer's over I'll start the MotW team. Cheers.
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So Benimaru is getting new moves? What is changing? Also, HUZZAH Goenitz! If only I could find a way to fight Goenitz only. xD Everytime I play I set it to 3man teams but I dont like facing 3 bosses, not conventional KoF lol
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Read reply 866 above to see what changes will be occurring with Benimaru. I'll being revising him on the weekend and releasing the update shortly after. There's no AI changes that need to happen since the moves are pretty similar (unlike Mai's DM change).
Made the Bosses in KOFE with that in mind. If you could have a team up on one character situation in arcade mode, I might have tried to make them cheaper (perhaps increase their armor). Still personally keeping an eye out on the mugen related engines being constructed out there. As soon as one has reached a complete version release, I'll try to port the game over. I'd love to have online play and an option for 4 human players in simul/tag mode. Sigh, one day...
Speaking of Tag. Since I haven't been coding these past few days I've been conceptualizing KOFE's tag mode. I'm definitely trying to stay away from infinites and trying to be lighter on the combo side than XI. Here's what I'm thinking:
Tagging in and out will cost 1 super. This way tagging will be used sparingly instead of abusively. Plus there will be no chance to do a massive combo into an HSDM. I think that'd be too broken.
Tagging itself would be an instant escape for the player leaving the fight as they would become invincible. The player coming in would do a jumping attack that knocks the opponent into the air for a quick juggle. The kick would have high priority, but the player coming into the fight can be attacked. In the event that a player dies, his replacement would leap in without an attack (since that could be easily telegraphed).
Life will recover at about 1/100 of a bar a second.
While I have no interest in doing strikers as I just find such a system too broken, I may go the XvsSF route where you could bring in a partner in via a counter attack at the cost of an the cost of 1 additional super or via dual attack at the cost of all 3 supers.
I think it would make for a great alternative gameplay, although I'm not sure how to make both characters in simul playable by the same player in a 1 player game. Any suggestions are welcome. I might give this code a shot after I finish Mature.
I welcome thoughts on this.
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Benimaru's updates are almost finished. Just doing some spite editing from his 03 to his 02. I figure the changes should be finished tomorrow. That'll give me the weekend to finish Vice and work on Raiden a bit (finish dropkick and throws). Right on schedule. :sugoi:
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Benimaru's updates are almost finished. Just doing some spite editing from his 03 to his 02. I figure the changes should be finished tomorrow. That'll give me the weekend to finish Vice and work on Raiden a bit (finish dropkick and throws). Right on schedule. :sugoi:
Speaking of Raiden, will he have any special introductions?
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Benimaru's updates are almost finished. Just doing some spite editing from his 03 to his 02. I figure the changes should be finished tomorrow. That'll give me the weekend to finish Vice and work on Raiden a bit (finish dropkick and throws). Right on schedule. :sugoi:
Hmmm at least the garou team will be released at the start of school
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Benimaru's update is done. His 03 move is slightly different in KOFE. The weak version doesn't release a spark, but is very fast. I think Benimaru's overall power has weakened because of the change (no pop up juggle), but he does feel more solide than before. Less cheap. DM is the CVS one, pretty much as Sander coded it. Slight modifications.
Vid: http://www.youtube.com/watch?v=H4rIGIP75hI (http://www.youtube.com/watch?v=H4rIGIP75hI)
Raiden will have a special intro with either Billy or Terry. Not sure yet, but he'll have one. In normal mugen, I'll try to give him one with Tizoc as well. Will work on Vice's DMs tomorrow. Sleep now...
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Hi swipergod, nice updates.
Is it possible to show the chars you updated since 0.5 in your DL page? (like you did in red with 0.4)
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By the way... (back from a long absence) I hope you're not frustrated to answer this again, but is the "out of KOFE system bug" still exists?
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YO SwiperGod can you upload Neo-Dio to your website
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I'll touch up the website a little bit later on today. Upload the updated characters and Neo-Dio.
eldarion, characters are constantly being updated. Kyo was updated for his special intro with Saisyu. I just did a group update to fix air blocking animations for 80% of the characters. I'll be releasing a huge update for KOFE v0.6 which "should" include the new tag feature, if it's ready. I'd wait until then to get the newest version of characters.
The only characters with major upgrades to their moves is Mai, Rugal, Leona and Benimaru. Karate and Big only got new intro animations.
Lucky, what screenpack are you using? I can't seem to create a clone situation outside KOFE either since KOFE characters carry most of their hitstate defs within the character. Remind me again, when does a clone appear? The only other bugs that will happen outside of KOFE is that it will use your screenpack's sparks instead of KOFE sparks (so DMs might not have sparks, hits might not have sparks, etc...).
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First, Rugal's Reppuken has changed (as I mentioned before). Wk and Sk versions are different sizes, but only have differences in damage and velocity.
First off, why does Rugal have Geese-like Reppuken(s)? The fact that Rugal uses only single Reppukens with velocity differences keeps his attack from being a carbon copy of Geese's. Second,...why does Rugal have weak and strong KICK Reppukens?
SP Reppuken by Rugal. I love the 2k2 UM Reppuken sprites! WP is smaller. Adel will use Rugal's old Reppuken sprites.
http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg (http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg)
Those Reppuken sprites come from Fatal Fury 3...
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Not sure I understand your comment Vegeta. But I'll try to respond:
1. KOF '94/KOF '95 Rugal had "Geese-like Reppukens". In fact they were just blue colored power waves. In CVS he used "Geese-like Reppukens" except they were purple. Both KOFE versions do one hit and can be negated by single fireballs (unlike KOFE Geese's double). The only difference is size (weak size vs strong size). The velocities remain as they were for Rugal. Since Geese in KOFE uses the RB Reppukens which look totally different, there's no harm here in saying each character is using different types of Reppukens. Plus this is Rugal B. not Omega R. so I was going for a more '94 feel with the projectiles.
2. Don't understand "kick reppukens", the fireballs are launched with a punch.
2. True, the large one does, but not the small one, which looks different. I took both from the Geese 2k2 UM spritesheet though.
Oh, after some thinking and conceptualizing, I'm around 80% for re-adding Ash and bringing in Elizabeth to complete the Shiki/Adel edit team. I've mentally reorganized some moves so that it's possible. I blame XII for making me want to add them...
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which team is Raiden in
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T_T Your taking away the Genei Hurricane, sad facing. As for the tag mode, why not simply just take out the tagging tech. Have the tag take 1-2 seconds to occur before the characters switch and disallow the super-tag combos. Simple and balanced.
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Raiden is on Billy's Team
Genei Hurricane is out of Benimaru's inventory because I might give it to Elizabeth instead if I do her. Um, if I work on her... Um, never mind. She's lacking in moves for KOFE, so I thought that might be a simple solution to image recycling that would work well with her.
1 vote for variable tag (instead of super meter tag). I'll post later when the website has been updated.
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I'll touch up the website a little bit later on today. Upload the updated characters and Neo-Dio.
eldarion, characters are constantly being updated. Kyo was updated for his special intro with Saisyu. I just did a group update to fix air blocking animations for 80% of the characters. I'll be releasing a huge update for KOFE v0.6 which "should" include the new tag feature, if it's ready. I'd wait until then to get the newest version of characters.
The only characters with major upgrades to their moves is Mai, Rugal, Leona and Benimaru. Karate and Big only got new intro animations.
Lucky, what screenpack are you using? I can't seem to create a clone situation outside KOFE either since KOFE characters carry most of their hitstate defs within the character. Remind me again, when does a clone appear? The only other bugs that will happen outside of KOFE is that it will use your screenpack's sparks instead of KOFE sparks (so DMs might not have sparks, hits might not have sparks, etc...).
Umm... no, you misunderstood my question. I did not download the game at all, I am just asking if the game will still be buggy when you put the characters outside of the KOFE system. The last time I recall, you said the characters will bug (clones, sparks, etc.) if used outside it.
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When will Neo-Dio be available for download
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Sorry ARCoolguy, website host is down for some reason. The updates will have to wait until the host is fixed. He's the Neodio link:
http://www.sendspace.com/file/ticvg1 (http://www.sendspace.com/file/ticvg1)
Hey Lucky, I'd just give 'em a go. I've tried to remove most cloning issues. Spark issues should be a big deal since most screenpacks have the basic sparks. Although that's also a simple fix (just go into your mugen's fightfx.act and renumber the attack and block sprites).
The only glitching that I have no control over is in some binding states, characters may go invisible or do weird things because KOFE uses it's own hitdef base. For example, if you hit someone with Vanessa's HSDM, they'll go into state 5051. In KOFE that's an upwards hit, but if you're using Vegeta, he might not have that state and will become invisible. I tried to base most of my hitdefs on CCI's mugen characters, but there's a few like the wiredamage hits which are numbered differently.
I'm working on Vice's HSDM. She should be finished tomorrow I'm hoping. I'm pausing right now to redo some credit screens.
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Thanks for Neo-Dio by the way which game is he from
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World Heroes.
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Vice. Not quite finished, but enough for a movie:
http://www.youtube.com/watch?v=_o4xCd3iWSQ (http://www.youtube.com/watch?v=_o4xCd3iWSQ)
You can see her HSDM has changed quite a bit. It's now a diving throw that must be done in the air. It's unblockable, but will not grab jumping opponents. I stayed away from the Raging Demon style HSDM from 2k2 UM because it would just be a combination of K's and Shiki's HSDMs, plus a diving air grab is very unique. She also has an anti-air grab, but it won't grab standing opponents.
I would really like to finalize this roster, so I don' want SNK to go and make me want to put more characters in. :P
So far:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen5-2.jpg)
Yes, I know my character select screen sucks. Help me make a better one. ;)
Angel's back and in a team with Ash, Elizabeth and Adel. They're the Post 2k team. Angel trumps K9999 and Nameless because she's already finished. Note that the Final boss/Sub boss row has the random select (also ugly). That's it, no more characters.
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Yes, I know my character select screen sucks. Help me make a better one. ;)
The only problem I've had was with the positions of the characters, with having to go an unusual path with the horizontal and vertical positioning but that's easy to fix. What I do with the select.def you've done, is reorganize it into 3 man teams for every group of four blocks is so that you can easily go to your character. It's a nice temporary solution sine the problem will be no more in the final release.
Here's what I currently have (and a good copy and paste template for anyone who wants to mess around with it).
Spoiler, click to toggle visibilty
randomselect
/
/
kyo_kofe, stages/KOF97-JapanStage.def, music=sound/kyo.mp3, order=3
iori_kofe, stages/KOF96-YagamiStage.def, music=sound/iori.mp3, order=3
benimaru_kofe, stages/KOF99-Park-Rain-Stage.def, music=sound/benimaru.mp3, order=3
4
/
terry_kofe, stages/usawharf.def, music=sound/terry.mp3, order=2
andy_kofe, stages/china.def, music=sound/andy.mp3, order=2
joe_kofe, stages/XIcambodia.def, music=sound/joe.mp3, order=2
4
/
ryo_kofe, stages/XIjapan.def, music=sound/ryo.mp3, order=2
robert_kofe, stages/KOF96-RyukoStage.def, music=sound/robert.mp3, order=2
karate_kofe, stages/KOF98-JpnTempleStage.def, music=sound/takuma.mp3, order=2
4
/
/
/
/
/
/
/
/
king_kofe, stages/king-96.def, music=sound/king.mp3, order=1
yuri_kofe, stages/terry_ff3.def, music=sound/yuri.mp3, order=1
mai_kofe, stages/garden.def, music=sound/mai.mp3, order=1
4
/
k_kofe, stages/sewer.def, music=sound/k.mp3, order=3
kula_kofe, stages/kulafactory.def, music=sound/kula.mp3, order=3
whip_kofe, stages/trainyard_svc.def, music=sound/whip.mp3, order=3
4
/
kasumi_kofe, stages/ssvspbridge2.def, music=sound/kasumi.mp3, order=1
athena_kofe, stages/KOF96-ChizuruStage.def, music=sound/athena.mp3, order=1
leona_kofe, stages/KOF96-IkariStage.def, music=sound/leona.mp3, order=1
4
/
/
/
/
/
/
/
/
kim_kofe, stages/kim_rbs_03.def, music=sound/kim.mp3, order=3
jhun_kofe, stages/KOF96-KimStage.def, music=sound/jhun.mp3, order=3
vanessa_kofe, stages/newport.def, music=sound/vanessa.mp3, order=3
4
/
krauser_kofe, stages/Mittelbirge.def, music=sound/krauser.mp3, order=4
geese_kofe, stages/rbff1-tower.def, music=sound/geese.mp3, order=4
mrbig_kofe, stages/Boat96TX.def, music=sound/mrbig.mp3, order=4
4
/
neodio_kofe, stages/KOF11-TheDifferentSpaceStage.def, order=5
chizuru_kofe, stages/svc_sanctua.def, music=sound/chizuru.mp3, order=5
rugal_kofe, stages/Rugal_Omega98bg.def, music=sound/orugal.mp3, order=5
4
/
/
/
/
/
/
/
/
angel_kofe, stages/svc_nude.def, music=sound/angel.mp3, order=4
yamazaki_kofe, stages/MOTW-DongHwanStage.def, music=sound/Yamazaki.mp3, order=4
shiki_kofe, stages/redsky.def, music=sound/shiki.mp3, order=4
4
/
saisyu_kofe, stages/storm_arena.def, music=sound/saisyu.mp3, order=3
2
3
4
/
1
2
3
4
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Honestly, I'd like to be able to fit the top part into the body. I will probably end up redoing the entire select screen though, but not until a while from now. There's no point for me to re-organize the teams and redo the sprite boxes in the select screen since new characters are always being added and there would be a constant shuffle for me.
I've been told by the host of my site that I need to use an FTP client to update my site now. I've never used one before. I'm sure it's not hard, but I can count that as a day just for updating my website... I'll do that once I finish Mature.
Speaking of Mature, I've completed her basics, so she's good to go. Mature will be using '96 sprites to perform her throws which are slightly different than the '98 animations. Mature blocks differently than Vice and both have each other's defeated poses from '96. More as it develops.
Oh, and the random select box is being replaced by Gouki. Yes, Gouki. Hate all you want. Complain that Goro, Shingo, K9999, etc... aren't in the game, but a Capcom character is. He's the only semi boss with plenty of animations that fits the slot. Storywise he fits due to the dimensional rift caused by Neo-Dio and represents SVC. Plus, his Mary leg and arm snap animations are already done! :)
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Hey there!
I've been playing the game for a long time now and have to say that I really like it a lot - to say the least.
However I have found some minor bugs:
*If Chizuru is hit while using one of her moves that creates a clone (mostly the DM ones) she might be hit while the clone just stays where she was.
*Some Characters can use moves or even stand in the air - this mostly happens to Andy's Super Swirling Bullet.
By the way - increadible project and I'm looking forward to every single of those characters yet to come (mostly the Garou ones ;))
So, keep up the great work.
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Thanks Hellkite for the info.
Can you tell me the specifics behind the Chizuru bug? I know she used to have a problem with cloning vs reversaldef until I gave all her moves hitoverrides, but maybe there's something else I missed. If you can tell me what character vs what move, I'd be much obliged.
That glitch seems to happen with AI controlled opponents on rare occasions. I've seen Saisyu do it and Kim do it. I'll have to look at the AI triggers.
Garou characters will be #37-40 (we're on 33/34 right now).
After furiously scratching my head, I've manage to conceptualize Nameless. In the end, I failed to escape making a Nameless/K9999 character... Nameless will replace Gouki and slide into Adel's slot. Adel will move to midboss status. Expect Nameless to play very different a la Angel. He will lose his red fire so that he can take advantage of other fire sprites.
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add sopme code to the helper's so they check the parent's state.
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I think it happens when she's hit while doing her Essence of Infinite Rites.
Also I once had her stuck midair unable to move or be hit - She used Essence... and Rugal used Rugal Execution.
Hope I was able to help.
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Lol, I don't even know the names of moves I made up...
Okay, I'll check out the defs and see what I can come up with. I might have missed something. Adding the parent state line to the destroyself, shouldn't be too hard, but there's a lot of helpers to add it to so it might take awhile.
Mature's basic attacks are almost done. I feel this need to do Nameless next, so I think I will. I hope to have Mature done this weekend. Raiden's still got some work left on him as well. That's all for now. Cheers.
Edit: One major thing that I will be doing is making all cut hitsparks derive from the fightfx.act I added the KOF XI cut sparks and I'm tired of having to heavily modify characters to have cut hitsparks if they're missing or using the older ones. For the sake of consistency, I have to do it this way to save myself time in the long run. I'll also be changing the afterimage for the rolling from CCI's to a more KOF accurate one (like Raiden has).
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Just a pic to show the little added difference between Mature and Vice:
(http://i270.photobucket.com/albums/jj119/swipergod/vicmat.jpg)
Mature gains her '96 throws (which also happen to be her XII throw).
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Here's one thing I'm wondering, Swiper.
Are you going to make the same mistake Eolith did and NOT put the American Sports Team in the Game?
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Are they really this important?
By the way, I read that you considered secondary versions for some Characters so I was wondering because I'm quite a fan of the character: will there be a Kusanagi_kofe?
I know it would be another flame wielding character but I think it would be awesome.
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I think SNK/Playmore made that same "mistake" ever since '98. ;)
No, I am done adding characters. No sports team, no chang, no chin, no goro. I think I've got a good balance and a good representation of 94-XII (along with some SS and WH for flavor).
There won't be secondary versions of characters, just alternate "attires" and voices. They would play exactly the same as their current incarnations. If I do decide to do this, Kusanagi would just be an alternate look you could select. I'd have to see since I don't know if some (like KOFZ Nightmare Geese) are publically available. Either way, alternate attires would be something I'd add in the second fully completed beta along with play test corrections.
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Gonna be doing some major clean up with the characters. Something I haven't done since last year. There's been continuous updates as I found them, but now I'll be going in to each character to look for specifics and change a few universal things. So I'll release a more solid version of KOFE the fullgame after I've completed Mature, Goentiz and the Tag System. Things
I've already done:
Updated the PDF
Updated most of the credits
Vice (Yay!)
Things I'd like to have done for the update:
Most yaccel velocities will be corrected. Some may remain (depending on what the move requires).
Mature and Goenitz (duh). This'll bring the total up to 34 characters.
Tag Mode (I really hope).
Cutspark fixes to all characters.
Afterimage roll fix.
More hitstate uniformality (crucial for the eventual KOFE Raiden release).
Chizuru HSDM change (Elisabeth needs hers back).
Finish credits fix.
Change the ground sparks to KOF style in the KOFE sff.
Lots of stuff, that's why I'm stopping at Goenitz for the moment. It'll be a huge release, but it'll also make character usage outside of KOFE even more incompatible (without modification). There's also some news regarding Nameless, but I'll wait until next post.
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Mature's almost done (just in time for XII). She'll be ready for a vid tomorrow. Here's some pics of her new DM and updated SDM finisher:
New DM. A standing cutting whirlwind.
(http://i270.photobucket.com/albums/jj119/swipergod/mat1.jpg)
SDM finish. She does the whole Nocturnal thing, but finishes with this move instead of the 3 hit tears. Just found that redundant.
(http://i270.photobucket.com/albums/jj119/swipergod/mat2.jpg)
Tomorrow's a big day for KOFE. I'll try to update some of the character's fixes mentioned above, plus going into Raiden overdrive now that the spriter's academy has offered to help convert Raiden. :)
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Mature's vid:
http://www.youtube.com/watch?v=ix0kphnCO8Y (http://www.youtube.com/watch?v=ix0kphnCO8Y)
Edit: Mature's sp sacrilege has been changed to the air juggling version from 2k2 since I made the vid.
Also forgot to mention that Kasumi's stage has changed. I'm now using KOF '98 UM China (Great Wall) at sunset. Suits her a lot better, plus I get to throw in a nice UM stage too! Most of them don't blend in well, but this one is nice.
Some more pics of stuff:
Mature bows to Rugal
(http://i270.photobucket.com/albums/jj119/swipergod/mat5.jpg)
Vice can't stand Mature's face anymore. Mature taunts in return. Base off of the :< face when you had both on the same team in '98
(http://i270.photobucket.com/albums/jj119/swipergod/mat4.jpg)
96-98 blended Heaven's Gate. Vice shouldn't have spit...
(http://i270.photobucket.com/albums/jj119/swipergod/mat3.jpg)
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Wow, that looks great.
Can't wait for them to be released.
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Well, here's the scoop. I've gotta do some Raiden stuff for the spriting team. Then, I've gotta change Chizuru's HSDM (I'll fix Chizuru's bug then), then I've gotta touch up the entire system. I'm also planning update the AI with Missfairy's latest AI for all characters and remove the ability for the cpu to make combos that human's can't. I'll never promote KOFE's combo system otherwise. I've been avoiding this because of the massive work involved (That'll mean a combo check for all characters). Once that's done, I've still got Goenitz to make.
Once that's all done, I'll release the latest version of KOFE. It'll be the most technical update ever released for the game and the biggest since I added the screenpack over a year ago. Obviously, this means that I won't be able to implement tag this time around. For testers, it mean they can finally get serious about testing the game's mechanics and such. I'd just ask that they stay away from Simul mode.
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If you've been keeping track, I've been busy with Raiden the past week, so I haven't touched up much in KOFE. One thing that I have figured out is how I want anti-air throws to behave. Clark, Vice, Raiden and Maxima all have them. Due to balance, I try not to vary throws too much between throw characters. There are a few types of throws in KOFE:
Instant Throws (Throw occurs on first tick). Balance is that whiff animation is almost the same for all IT characters (relative to damage)
Delayed Throws (Throws occur on the 9th tick). The character has limited invincibility for the first 8 ticks (they can still be thrown)
Running Throws. Characters can't be hit by low attacks during the run. There's a small delay in the the actual grab (a few ticks) to allow for jump escapes
Air to Ground Throws. Not sure if I'll be keeping these. Might be switched over to leaping throws.
Leaping Throws. Character leaps to grab opponent, but can only grab grounded opponents. weak and strong variations are more visible than Anti-Air.
Anti-Air Throws. Can only grab aerial opponents. Character spends a couple ticks on the ground and then leaps into the air. Once in the air, the character has an 7 tick grab delay. Variations between velocities with weak vs strong are minimal.
I'll be working on Chizuru's new HSDM later today.
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Chizuru's new HSDM stolen straight from K9999. Fits her pretty well I think.:
http://www.youtube.com/watch?v=hWmrO9iRxZs (http://www.youtube.com/watch?v=hWmrO9iRxZs)
Move still steals power like the old one did. Here's a pic:
(http://i270.photobucket.com/albums/jj119/swipergod/smash.jpg)
Also should have fixed Chizuru's glitch. There were already root triggers in the destroyself, but no hit overrides. I added them. Working on other fixes today.
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You ever thought of using Jesuszilla's Lifebars? Demonic Kirishima made a whole pack for them and I think you can use it for your fullgame.
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Great pics.
It's each time better.
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Thanks guys.
Revisions are going well. So far I've completed about half the roster and here's what I've done:
Chizuru stuff mentioned above
Fix to Andy and Mai's DMs
K's HSDM was touched up to make it look a little nicer
Iori and K's yaccels fixed on some moves
Character's afterimage while rolling is more KOF now (clear instead of blue)
All characters gained a -2 state that prevents afterimages from lingering if they get hit out of an afterimage move
Cut animations are being standardized.
K' and Angel lose their special intro.
Special intros will only occur between p1 and p2 now.
After this I've gotta go through one more time to fix the 5060 sprites, check hit defs and touch up the AI a bit. Still, might be lucky enough to get Goenitz started this weekend. ;D
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When you gonna release Mature, Vice & Raiden and update KOFE?
Also, are you still considering using Jesuszilla's KoF XI Lifebars?
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First round of fixes done. A lot of touch ups here from characters as far back as King, but it's tough to catch them all since there's 33 characters now. o_O
Mature and Vice + Goenitz will come out with KOFE v0.7. Probably 2 weeks if all goes well. Just finishing the last of the credit revisions. Here's a couple of samples:
Note: Subject to change without notice
(http://i270.photobucket.com/albums/jj119/swipergod/second.jpg)
Note: Yes this will be Nameless' standard color and he will be named J' since I can't get the Ж character to work in Mugen
(http://i270.photobucket.com/albums/jj119/swipergod/first.jpg)
Don't expect Raiden any time soon. We can hope for a release this year, but the Spriters Academy crew are very busy as it is right now. Plus I'm the one that will be color flattening and I will probably only be able to produce about 10 sprites a week.
I can't use XI lifebar because I'd have to edit all the portrait to be circular and that's extra work I'm just not interested in right now. I'm thinking of using something old school yellow, but the lifebar revisions will come in another release.
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.. why did you say ahruon KOD's and Vans's version has nothing to do with ahuron
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because he's using stuff from both versions, so they are both credited.
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.... Why? Vans and KOD's is superior in every aspect (well KOD still needs to fix the stupid things the AI does...)
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lol. Don't worry, the first person credited is the template that I use. With Nameless, the reason Ahuron is getting credited is because his color separation was different than KOD/Vans', which made it easier to switch the colors of his DMs (using orange flames, not red). I give credit for every small detail, even if it's just for a couple of sprites. 8)
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FYI, I have decided that I will be using KOF '98 UM lifebars. I need to modify them so that they behave the way I want them to. Nothing else about my screenpack will change. This'll be part of the v 0.7 release.
Edit: Got really into it and, well here's the results so far. You'll probably notice some small differences from Mista-Mu's:
(http://i270.photobucket.com/albums/jj119/swipergod/life.jpg)
Bad example, but the back of the bars is filled black for more solid color. The color scheme is more KOF (yellow life, green super). Other changes will happen to the team's and simul bar since I'm not a fan of the variations that currently exists. So far, so good anyway.
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The lifebars look really good - a lot better than the ones you're using now. :sugoi:
btw why no special intros against an ai controlled opponent?
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Thanks. btw, the combo counter will remain the XI one. The image above was just for testing.
No special intros for p3 & p4 because now they'll have a generic intro and leap off the screen (XI style). Only the characters starting off the fight will have a special intro with each other.
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New Lifebars for KOFE completed and integrated. Definitely more KOF feel now. You can see the combination of XI and UM in the pics:
Singles bars:
(http://i270.photobucket.com/albums/jj119/swipergod/sing.jpg)
Simul (eventually Tag) bars:
(http://i270.photobucket.com/albums/jj119/swipergod/sim.jpg)
Team bars (used the little X from the VF5 spritepack):
(http://i270.photobucket.com/albums/jj119/swipergod/team.jpg)
I'll have to re-standardize everyone's 9000,0 sprite unless there's someone who's been collecting them? I'll take any combination of SVC, 2k2 UM and/or 2k. I have all portraits from 98 UM. Cheers!
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Too much color variation between the bars and text IMO.
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Should of kept 98UM's combo counter, XI's counter looks bad, same for the rest of the animations.
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I'll add a light trans effect to the letters. That should give it a nicer effect.
Wild Tengu, you don't like the XI lettering? I thought it went better with these bars. Maybe I'm just used to them after using them for over a year. :P
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So I'm in the process of redefining the AI. Gonna start a couple characters today to "test". I've implemented the new AI to Raiden. His reaction is decent, but his specials need more polish in their definition.
What I plan to do is touch up the random close attacks and if the character uses a chain starter as that random close attack, to define the chain along with a random finish. This way, the CPU won't be able to do anything that a human player can't do.
Also figured out how to input Ж character into fonts for Nameless. I have to give it a different originating character (I'm thinking of using ®). This won't make sense from a coding perspective (character name and display name), but it'll make sense in the game. I'll have to modify all the fonts that the game uses to display names though (currently 4).
Everything else is done. Credits, PDF (thanks Byakko!), other misc fixes. I hope to get through Goenitz next week and have an official release by the 21st. We'll see.
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Can you program the A.I. to be changeable according to difficulty?
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Hi!!
Long time I haven't read here!!
About Nameless, you can insert the Ж letter, as you're using your own graphic environment.
If I remember correctly, there's a "fontmaker" executable for mugen. Just use a letter you don't need and tell Mugen it is a 'Ж' (use µ or § for exemple)
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Just noticed something after playing a bit.
Is the Sexy KO animation supposed to proc whenever they are defeated by a super?
If so, in team mode, I've noticed that unless the person is the last one on the team the sexy KO animation will never occur.
Just wondering if it's a bug or not, but keep up the good work!
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Uche, unfortunately I don't have the AI skills for such programing. FYI the difficulty will be "lower" after the fix since the AI won't be relying on "cheating" to create combos. It's also set to block a little more and roll a little less, thus behaving more "human-like". Still, if it catches you in a real combo starter, you'll be looking to take some heavy damage.
eldarion, glad you're still checking things out. Yup, that's the plan with the fonts. I'll be lightening them up and using a placeholder for Nameless' character. Even though Nameless won't be in this release, the fonts will be set up for him.
Omegaspirit, unfortunately to my knowledge, this is a limitation with team battles. They work off the round system like a single battle does. Letting a sexy KO occur every round would transfer to the singles fights as well. I can see if a team mode trigger can solve this problem, but I can't make any promises.
Started work on Goenitz. He'll combine 2k2 UM and '96. A couple differences. He'll have a new DM that'll pretty much work like Joe's DM weak tornado upper. KOFZ sorta did this, except they made it homing. I won't. Also, his new throw from '98 will be modified into a close attack (like King's hcf +p). The SVC DM and SDM version of his rush will be merged together for his SDM. That's preety much it.
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Goenitz is at 50%. Too lazy to post pics though. :P
New special intro with Leona.
He uses some of the new '98 UM sprites for close attacks and his new strong punch (far). Specials should be done tomorrow. Stand by for a potential v0.7 release in the next 2 weekends.
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New Lifebars for KOFE completed and integrated. Definitely more KOF feel now. You can see the combination of XI and UM in the pics:
Singles bars:
http://i270.photobucket.com/albums/jj119/swipergod/sing.jpg (http://i270.photobucket.com/albums/jj119/swipergod/sing.jpg)
Simul (eventually Tag) bars:
http://i270.photobucket.com/albums/jj119/swipergod/sim.jpg (http://i270.photobucket.com/albums/jj119/swipergod/sim.jpg)
Team bars (used the little X from the VF5 spritepack):
http://i270.photobucket.com/albums/jj119/swipergod/team.jpg (http://i270.photobucket.com/albums/jj119/swipergod/team.jpg)
I'll have to re-standardize everyone's 9000,0 sprite unless there's someone who's been collecting them? I'll take any combination of SVC, 2k2 UM and/or 2k. I have all portraits from 98 UM. Cheers!
Very very nice.
It would be better if only both tag and simultaneous can be implemented together, but it sounds impossible in MUGEN.
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If you REALLY wanted to give this game a real KOF feel, you should use a set of burn anims instead of palfx - the Neo Geo had special palettes for burned states where the colors cycled through the shades (I'll post an example later), and while you can't do that in Mugen, you can do the next best thing - use sprites that use those palettes for burn anims. Unless they stopped doing that after KOF left the Neo Geo, I don't see why you can't add this.
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If I'm thinking about the same way you're describing, that's a lot of additional work. I'd basically have to convert all character's hitstates to a "fire palette" and animate them to cycle through the correct colors. I know the effect well. I tried very hard to gain something close with Kula's freezing hits, which do the same thing, but with whites and blues. Must not forget that there's also Iori's purple fire and Ash's Green fire to convert. It's a novel idea though and a nice way to implement some better fire effects (I actually never thought of it), but I've gotta pick my battles and this is beyond me and my one man army. :-\
Speaking of KOFE effort, this is a good time as any I suppose to announce my hiatus. I've been slaving away at this game and mugen for 2 years. Some days have been nothing, but Mugen. It's been a daily part of my life. I've taken breaks, but I've always been conceptualizing or making fixes. This has been a huge task to accomplish and I'm getting tired. I'm actually struggling with Goenitz because I'm losing the motivation to complete him. I need a reboot. Not just a few weeks. Longer. I plan to finish Goenitz this weekend I hope and do some minor AI fixes. Don't think I'll be able to do a full AI combo fix. I just don't have it in me. Sorry guys. I'll release v0.7 for sure next week and then take the rest of the year off. I still enjoy visiting the site, so I'll still pop in to visit and post here and on other posts (enjoy the forum for a change). Hopefully I'll get some feedback off v0.7. I definitely need it.
I'll keep you posted on the planned release. Cheers to you all.
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Well, your decision is correct.
A person once said: "If you have lost even a bit of motivation in something, take a break from it, or you will be bored and will abandon it forever."
So, take a break until you feel like it.
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He's completely right on that.
Take all the time you need, we'll be looking forward to your new creations. ;)
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swipergod
I'm rooting for you mate. There are very few people that share this passion for KOF, have fun and we'll be waiting for you when you come back.
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Thanks everybody. I'm glad I was able to do as much as I have before needing such a break. When I come back, hopefully I'll be able to pump out characters with less whining. :D Not quite finished yet. Still have Goenitz and v0.7 to deliver.
Since there hasn't been any pics of Goenitz yet, I thought I'd share a few:
Goenitz' new DM. Doesn't work like the KOFZ version. wp version basically stays in place to discourage dodgers. sp version basically covers 1/2 screen.
(http://i270.photobucket.com/albums/jj119/swipergod/go2.jpg)
Special Intro - Leona: I will complete my mission. Goenitz: Shame of you not to know your place! (Even edited Goenitz' sprite just for this intro)
(http://i270.photobucket.com/albums/jj119/swipergod/go1.jpg)
Tentative release for the latest KOFE will be Thursday. My friend is flying in and I want to have it all done so we can enjoy a couple games together.
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I guess that means that will be the last stable release for hte ret of the year, I will get some testing done.
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Will we ever see you again, swipergod?
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Thanks [E], if you could also check the AI behavior in your testing too, that would be awesome. I'm looking to get rid of as much AI cheating as possible.
Yeah, Uche, I'll be back. I've committed to finishing this project and I'm a man of my word. I just need a real break, where I can forget about statedefs and clns and ticks. Unlike before, I'll be forcing myself to not do or think Mugen. That way I'll come back refreshed like I was when I first started the project. I'll still come to the forum regularly though, to check other topics and see if there's been any gameplay feedback for v0.7. I'm just not gonna code for awhile.
The game must have a more or less solid system by v1.0 and I've just been burning myself out trying to fix all the little issues that still exist. Raiden has also been a killer because he's been so much work. I just need to breath and focus a bit more on my non-Mugen projects.
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I wish you good luck on all non-Mugen stuff you'll be doing. I'll test v.0.7 for sure, and see what I can find. Thanks for doing so much work for a KOF fullgame. :)
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Thanks Cybaster! I'm looking forward to the feedback.
Goentiz is 90% done. Just needs the combo ability added, AI and his special intro with Rugal.
I'll post a vid later on today. Here's a pic of his revamped HSDM:
Move now creates a mini storm and electrifies!
(http://i270.photobucket.com/albums/jj119/swipergod/goe.jpg)
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Wow I just cant wait for the release and go ahead take a break I take alot of breaks
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Goenitz is done:
http://www.youtube.com/watch?v=9SL2WKp8220 (http://www.youtube.com/watch?v=9SL2WKp8220)
All that is left is to do the preliminary AI fix for all characters. Looking at a Wednesday release.
About Goenitz. Without his infinite DMs and the weaker dodges in '96 (that made it harder to miss his wind column), he did feel quite up to snuff. His new move is '98UM inspired, but works like King or Chris unblockable "near opponent" auto combos. This give Goenitz an edge against close opponents. When you teleport, you have the choice of full invincibility (low version) or to break off and attack (high version). His DMs have invincibility frames, SDM can hit before he actually reappears from the teleport and HSDM wiffs during the super pause, meaning there's no vulnerability if he misses it (like '96). This should bring him up to Rugal and Chizuru's level of difficulty. An AI test will give a better idea.
Cheers!
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Goenitz looks very good.
I hope you are able to balance him well but I'm not too worried about that ;)
Oh by the way is Krizalid still planned?
I becoming interested in the char.
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Do remember to update first page.
By the way, who is >K' ?
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Hellkite, Krizalid will be more towards the end. There seems to be a bigger demand for MotW characters. My initial thoughts on characters when I return are Maxima, Rock, Jenet, Nameless, Adel. Hopefully, during that time I can also have the release of Raiden, but we're most likely talking next spring or so.
I've been doing the last of the final touches to the KOFE combo system. I've noticed imbalances in chaining ability. Characters like Andy and Benimaru had no poke potential, which I think is vital to any KOF game. I'm going through every character now and creating a combo sheet and checking for imbalances at the same time. I'll include the sheet in the pacakage. It won't have every combo available, but give a good idea in case people are interested. Here's a sample:
Saisyu:
poke: Can chain low wps
*chain: low wk, close wp, uc, d,db,b + p, d,db,b,d,f +p
Kyo:
poke: close wk, low wk, df +sk
chain: low wk, close wp, uc, any dm
Iori:
poke: can chain low attacks
chain: crossup b +wk,low wp, close wk, uc, d,df,f,d,b +p
Benimaru:
poke: low wp, low wk, close wk, wk
chain: low wp, close wp, uc, d,df,f x2 +p
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Wow, really been going at it. Don't usually give all the old creations a full test (since time isn't always available), but I'm hunting for infinites and am finding some really interesting chains here. Some take a lot of skill (I can't really do them outside of the training mode).
Here's one for Kula:
close wp, close wk, uc (unique chain), d,db,b +wk, f +sk (slide follow up), close sp (for the juggle), d,df,f x2 +k (2 in 1 from close sp).
:sweatdrop:
Really rewarding to hit, but really tough to execute. I'm sure the testers will have a lot of fun with all the available characters to try out.
I've completed 16 characters so far (quick combo test and AI fix). I plan on finishing most of the others tomorrow if all goes well. Wednesday is still looking like the day. :D
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Wait, did you mention that Raiden is released or not released?
Also, I thought Goenitz was supposed to be a boss?
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On Goenitz's level :
This should bring him up to Rugal and Chizuru's level of difficulty.
On Raiden's availability : Hopefully, during that time I can also have the release of Raiden, but we're most likely talking next spring or so.
@swiper : what do you call unique chain ? Haven't tried the game much since I'm waiting for a release that'll last long enough (as opposed to you putting up an update right the next day I DLed it :P) so I haven't checked if it's a system you made up yourself...
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Right, the Unique Chain's definition probably got lost somewhere earlier in this topic. It's exclusive for this game and was created to balance out characters' combo potential, while satisfying the need to chain specials and DMs from weak attacks. Actually, iirc yours was one of the voices that initiated the system way back in the v0.2 or v0.3 release when only 2 in 1 system existed (wanting Iori's close wk to chain to his f +wp)
The purpose was to satisfy the combo players while eliminating the poke into special tactic common in KOF games. ie) Ducking jab until connection followed by special/DM for good damage minus the skill. With some character's, you can still initiate a combo with a poke, but you'll have to chain it into another specific weak attack first, removing button mashing.
The Unique chain system is the game system for advanced users. It's actually beyond my skill level, so I'm hoping others will test it in actual battles to see how it works. Feedback so far has been positive with the balance I'm seeking being maintained.
The actual definition of KOF's combo system are all in the PDF that comes with the game.
Looking forward to you feedback as well Byakko!
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Okay, ran into a big problem. When the AI controlled opponent blocks, they sometimes slide across the screen. I'm not sure what triggers it. It's like they get stuck in block until the attack that made them block is finished. This only happens to the AI so it has to do with the need to dictate a var(9) trigger (that's the AI var). Other than that, I'm pretty much done...
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Good news, bad news.
Bad news first. Can't figured out what the heck is wrong with the AI blocking. Sometimes the glitch happens and sometimes it doesn't. Since it's the AI, there are a lot of random integers involved. I'm still working on it. :(
Good news. Well, since I've been using Raiden KOFE for awhile in my KOFE, I really don't see any point in not releasing his gameplay beta along with v0.7. Note that this is Raiden KOFE, not Raiden SNK, so he'll play with the default KOFE mechanics in place. SNK Raiden will require more work. Therefore, don't expect Raiden to work properly outside of KOFE. He won't, I can promise you that for sure. That's what SNK Raiden is for, but we won't see him for awhile. Also note that none of the graphics have been converted to KOF style. He's resized and all his KOF mechanics and moves are programmed, but he's still an incomplete character. Since there have been several people interested in doing beta testing for the game, I figured I might as well get some feedback on Raiden at the same time. It also gives spriters access to a fully functional Raiden with all the required sprites to convert in case they'd like to do some work on him while I'm gone. I strongly suggest talking to Nio and the spriter's academy first though since I'm passing the project along to them during my absence.
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I start my hiatus tomorrow. I will just post the game and c'est tout!
I have fixed the AI block glitch and all the combo checks. Wrapping everything up tonight. Posting tomorrow. Done. Look for it tomorrow. Cheers everybody and thanks for your support. Would've never gotten as far in this project without your feedback and interest.
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KOFE v0.7 release topic:
http://mugenguild.com/forumx/index.php?topic=103908.0 (http://mugenguild.com/forumx/index.php?topic=103908.0)
Sorry I couldn't fix everything I wanted to. Ran out of time. :S
Enjoy. Please post feedback here and not on the release topic if you remember.
Thanks.
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Goenitz's tornado DM is pretty cheap, too much invul frames and is kinda unfitting of him. Why not make his HSDM a DM and use his 2k2 UM HSDM?
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Well Goenitz' tornado DM shouldn't be quite as fair as other character's moves since he is a boss character. It is balanced out by its slow delay (kinda like Raising Storm). I don't get the unfitting part, as it's a wind technique and you are asking me to put in his 2k2 UM HSDM which uses the same tornado (except for all the pre move fluff and the full screen range).
Well, I'm not back. Still enjoying my time off, but I saw a real big need to fix the AI blocking glitch that currently existed in the game, so I took the time today to figure it out and correct it. I modified the Common1.cns, so it's a simple download fix. Apparently the AI need a separate 151 state from a human one, so I gave it one. You can download it at my site (which I finally got to updating):
http://mugekofe.web44.net/ (http://mugekofe.web44.net/)
Hopefully fixing this big glitch will encourage more people to play and offer more feedback. It's been over a month and I haven't seen any game testing feedback. :( I hope to hear more from y'all. Cheers.
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Testing stuff at random without thinking too much about it, just the noticeable things.
Even if it's a choice you made, the low damage dampening leaves too big stuff like how Saisyu's jump HK, cHP, qcb+HPx2, qcfx2+2K (or even Orochinagi instead of the HSDM) do a shitload of damage. Meanwhile, the loss of a DM Hou'ou kyaku for Kim loses him a BnB combo he had as LK, Neri chagi, light Haki Kyaku, DM Hou'Ou kyaku. (I don't really see the point of making Haki kyaku done as d,d+P instead of d,d+K, BTW)
Iori can't do the Maiden Masher from qcb+P,qcb+P ? I remember you removed his f+LP,LP but inserted it back just for his bnB combo (Yuri Ori, close LK, f+LP,LP, qcb+Px2...) but I don't know why you would remove the qcb+Px2 into Maiden Masher. Apparently you don't like to make easy the old B'n B combos involving basic-command-special-super :P
Raiden's HSDM gives him a *huge* advantage... It's litterally a wall that takes half the screen - and holy shit HALF A LIFEBAR of BLOCK damage. Isn't it a awful lot ? Other than that Raiden's nice.
Joe's qcf,hcb+P DM gives a juggle opportunity - into stand LP->qcfx2+K. It's weird that he's the only one (amongst the normal characters, not counting boss-tier) to get this sort of big advantage as far as I have seen (looked at about half of the cast)
Jhun has a mistake in his movelist, it gives two moves with the command qcf+P (one of them should be qcf+K). Yuri has one too, her "ultimate upper" DM is noted as 2qcf+K when it's +P. same with Raiden, who has two hcf+P moves and one qcb+P move (it should be one hcf and one hcb, and one dp).
Rugal has a huge lot of clsn boxes o_O
Last thing, the musics are much louder than the voices, you should try and make them even by default.
Rest is good for a random test.
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Fantastic feedback so far Byakko. Thank you.
Admittedly, Saisyu feels a lot stronger than most normal characters (sub boss strength like Geese or Krauser). Certain characters have the ability to sneak in an HSDM into their combos (Robert and Leona come to mind). Perhaps in order to maintain balance, dampening may be an absolute requirement. On average HSDMs deal about 60% life, but to my knowledge there is no combo that does 100% life currently.
I can change the motion for Haki Kyaku. Did it to have all motions that use the d,d command be in sync, but I'm not married to it.
I have intentionally removed specials being able to combo into DMs to avoid heavy damage from all characters, except in cases where the move is a pop up or launcher. This may play to the point of needing a dampener, since I currently find Iori to be quite balanced as is. Only Angel can chain her DM from her specials, but that's due to their weak initial damage.
Raiden's still in need of a lot of work, but this is great feedback to have. The blocked HSDM shouldn't take off more than 10% life, if that. That's a fix that needs to happen. The move works much like Chin's move. Perhaps a delay or long recovery time will make it feel more fair. I generally tried to make HSDMs good in this game so you didn't feel like you were wasting your full meter for nothing. Glad you enjoyed the rest of Raiden.
There should be no juggle opportunities after DMs. The fact that Joe has one will be a feature of his DM that I will definitely remove. Thanks for finding that one.
To my knowledge, the movelist in game is clean. Are you referring to the pdf? I'll check and make the necessary changes there. If there's an in game issue, please let me know which ones those refer to.
Rugal is courtesy of Mr. X-File who used the auto collision feature. :\ I have known that ever since I worked on him, but will need to find the time to go into the act and repair the required animations. It'll be fixed eventually though.
About the sound. I'm not sure what to say. When I play the game they're about equal. I purposely raised the game music because the mp3 volume adjust doesn't work like the wav one does. You may need to turn up your wav balance to compensate.
Thanks again for the feedback. It's noted and will be worked on when I return next year. What a time to take a hiatus too. I heard Elecbyte is back and Mugen's getting updated. All I can say is I hope netplay becomes a reality. I don't know how my code will stand up to the updated engine. I'll have to keep my eyes on things. Heard about an AI code (which is great!!!!). Hopefully more details will come. :)
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the movelist in game is clean. Are you referring to the pdf?
Oh, there's an ingame movelist ? Hadn't noticed. Yeah, I mean the PDF (that also explains why I think I didn't find Rugal in it yeah nevermind)
Alright for the rest, and nevermind about the sound if it's just me.
Don't worry about the new Mugen - yet, they want to keep compatibility with the current version as much as they can for this new version they're still tweaking ; only the "impossible commands" AI detection will be gone (I see that's what you used). Speaking of which, the new AI thing is a direct trigger to check the level of the AI selected in the option (difficulty 1 -> 8, you can just switch your impossible commands with only that and be done with it), that's a simple shortcut, but a pretty big one, and that's about it on that point.
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I was thinking that since Iori's HSDM involves him Rioting, why not do something similar for Leona? All we get to see of Riot Leona is a single intro. Something I liked about Neowave was that Leona could trigger Riot mid-game.
As for the Goenitz topic, if you remember in KoF96, Goenitz was so powerful he destroyed a stadium with tornadoes which is why I think the huge cyclone he does in 2k2 UM is worth being his HSDM. His current DM cyclone, from my observations, is boarderlining on extremely cheap. Its invul frames are more than broken considering I watched it ignore multiple DMs, SDMs, and HSDMs. Also, his current HSDM just doesn't seem brutal enough for an HSDM in my opinion.
Something I've noticed is that when the AI has 3 bars, it almost never uses an HSDM. In Goenitz's case he just always uses the invul-framed Cyclone.
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I appreciate the feedback Rikimaru, but I think we've already discussed Orochi Leona several times in this topic. According to the in game story, Leona has the ability to repress the Orochi lust now. Even SNK backed away from using her until 2k2. I plan giving her an Orochi special intro with Orochi, but that's it. She's a complete character as is. Unlike Iori who has several animations that rely on the Orochi part of his personality, Leona has no real unique Orochi moves which makes her Orochi version a filler for flavor.
It's the same cyclone animation isn't it? He just throws it differently. I don't understand what the aesthetic difference is. I have a hard time finding the move as cheap as you say. Anyone else seem to find this move as cheap? Terry has invulnerability when doing Power Gyser, Geese has a lot of invulnerability when doing Thunder Break which is an unblockable attack as well. Goenitz' tornado is slow to come out and blockable (unless you're in the air). If you're close enough, you can even sidestep it. It doesn't travel full screen. I don't really see how it's that cheap. I have more problems coping with Goenitz' teleporting when I fight him, than his DM.
I agree about the current HSDM not feeling brutal enough. I may add some additional sound effects or stage effects to add more to it. I'm also thinking gameplay when I chose it though. As a boss, it's an extremely effective HSDM because it's a throw with great range and instant recovery if it misses.
The AI will usually use the first free opportunity to use whatever DM suit the scenario. Therefore, unless you're close up, the computer usually doesn't like to do Level 2 and 3 throw DMs. It's not like a human player who's waiting to finish you off with flash. It'll use a DM if it makes sense to do so. Still, let's no forget that the AI still has more modifications coming though. 8)
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Well, Leona does of atleast one Orochi-type move. The voltec launcher where she howls like Orochi Leona but I get your point.
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Baltic Launcher has nothing to do with her Orochi side, she's had it since forever even when there was nothing going on about Orochi. Just because she yells doesn't mean she's using her Orochi mode :S
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Okay... I'm still on hiatus, but with all this Mugen 1.0 business going on right now, I figured I'd take my game and throw it into the new exe and find out what happens. You have to forgive me, but I haven't been able to keep tabs on the Mugen 1.0 topic, so some of these issues may have already been discussed.
- Sound has changed big time. MP3s sometimes work fine. Other times their tempo is off. Issue seems to be specific to the MP3 as a stage with little resources demands like Mai's has heavy tempo. OGGs also seem to have issues. My stage select music is fine, but the VS screen and Title screen music is butchered with squealing noises and sound skip.
- I lowered the resolution of the game to 640 x 480 since KOFE is clearly not HD. For some reason, the screen edges push differently with moves like gorefest. I think I saw something about this in a post, but I'm not sure.
- Doubleres no longer seems to do anything (makes sense), so I've scaled down most of my screenpack texts. No big deal here.
- Random hitsparks and supersparks seem to have issues. Some appear and some do not depending on the character. My game characters take their sparks from the fightfx.sff and air and it always been consistent. Not sure what going on... One problem I can replicate is the supersparks. The SDM and HSDM sparks do not trigger. DM spark triggers, but causes massive game slowdown (I do not suffer game slowdown in any other case except this one).
I'd like to release a KOFEv0.75 that would port the game over to the new Winmugen (and maybe add another character as a bonus). If anyone knows the cause to any of the problems listed above, it'd be great to hear from ya.
I'm also finally working on packaging up SNK Raiden for the Spriter's academy team. I'm still not back, just prepping for my return. ;)
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I still find cloning from time to time - Especially when using a chain-drive with K' and being hit while performing it.
I don't think Goenitz is overpowered - compare him to Kagura, Rugal or Neo-Dio. ;)
By the way this is still one of my favorite passtimes, even if Raiden doesn't blend in all too well yet. ;D
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Wow, thanks a lot Hellkite. Glad you've been enjoying it. :D
I might have to redo K's chain drive from scratch. I have no idea why that's occuring. Could be a reversdef or hitoverride issue. I've gone in and "repaired" that issue several times, and it still seems to be happening. I'm assuming you have the most recent fullgame (and you didn't replace the common1.cns in the data file)?
IMO, Chizuru is the most difficult boss. Neo-Dio definitely has the potential (final end boss cheapness), but his AI makes him far less challenging currently.
So, still hoping for more feedback along with any potential clues to the 1.0 issues raised above. Please keep them coming!
In other news, May Lee is coming to KOFE. Initially it was going to be Goro Daimon, but May Lee's more interesting. She'll replace Saisyu and Saisyu will replace Shiki, removing her from the current game. If Elecbyte ever adds a secret character mode to Mugen, I'll bring her back for that. This balances Saisyu's sub boss like power.
So here's the deal. I'll be touching up the SNK Raiden I've been promising to the Spriter's Academy team forever before the end of the month. I may release two-three more characters before the end of the year. I will do nothing to the system unless I can get the kinks worked out of the 1.0 conversion. So it'll stay at v0.7 or upgrade to 0.75, but that's it. So I'm switching states from Hiatus to Limbo. In case you were wondering, the characters I plan to work on this year are Rock and May Lee with a possibility of Nameless. No promises aside for SNK Raiden though. Hence Limbo...
Cheers!
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Wow, thanks a lot Hellkite. Glad you've been enjoying it. :D
I might have to redo K's chain drive from scratch. I have no idea why that's occuring. Could be a reversdef or hitoverride issue. I've gone in and "repaired" that issue several times, and it still seems to be happening. I'm assuming you have the most recent fullgame (and you didn't replace the common1.cns in the data file)?
IMO, Chizuru is the most difficult boss. Neo-Dio definitely has the potential (final end boss cheapness), but his AI makes him far less challenging currently.
So, still hoping for more feedback along with any potential clues to the 1.0 issues raised above. Please keep them coming!
In other news, May Lee is coming to KOFE. Initially it was going to be Goro Daimon, but May Lee's more interesting. She'll replace Saisyu and Saisyu will replace Shiki, removing her from the current game. If Elecbyte ever adds a secret character mode to Mugen, I'll bring her back for that. This balances Saisyu's sub boss like power.
So here's the deal. I'll be touching up the SNK Raiden I've been promising to the Spriter's Academy team forever before the end of the month. I may release two-three more characters before the end of the year. I will do nothing to the system unless I can get the kinks worked out of the 1.0 conversion. So it'll stay at v0.7 or upgrade to 0.75, but that's it. So I'm switching states from Hiatus to Limbo. In case you were wondering, the characters I plan to work on this year are Rock and May Lee with a possibility of Nameless. No promises aside for SNK Raiden though. Hence Limbo...
Cheers!
That's all well and good, (Seriously, it is. :)) but with these changes in the roster, could you please put out the current list of planned fighters, both those already in the game and those to be worked on?
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First post of the topic (waaaaaaay back on page 1) has the list you are looking for.
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Thanks. :)
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Are you finished your vacation I cant wait for your next release
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So you are going to do Rock now?!?
Awesome! :sugoi:
And as to the Goenitz topic - compare him to Rugal, Neo-Dio or even Chizuru.
He does really good but he certainly is not overpowered.
By the way, Iori's close DM doesn't work properly when the opponent stands with his back to him.
And I think Terry and Krauser should have a special Intro because Terry beat him when he was holding the KOF earlier.
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Hi There!
Your KOFE is Great.
I Play it again and again...
Well... what about Blue Mary?
Are you forget her?
I think that Mary Ryan is most interesting than May Lee.
Please!
I been waiting for your Mary's Release! (And her Sexy K.O. ::))
(Maybe this deal about the Sexy K.O. in all KOF girls in your KOFE is The KEY )
Thanks!
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Great to hear from all o' ya. ;D
I'm still not finished my "vacation" yet. I'm just saying I may end up doing some stuff before the end of the year. Not promising though. Although I'm getting that "itch". We'll see.
The Iori problem lies with Mugen's difficulty in handling "turning" within a bind. Might just be my lack of coding knowhow, but I've implemented in all my basic throws and still, sometimes it works and sometimes it doesn't. This issue gets really buggy in Simul mode, but even in 1 vs 1 it still exists from time to time. Mugen engine limitation as far as I've seen.
Sorry. I go by the RB non-cannon storyline since it's more of a "redone" story of FF. Plus, KOF doesn't follow FF or AOF since Geese is still alive and Ryo and friends are young etc... Plus, I'm all out of Special animations for Terry and Krauser. :S
I have decided to stop the sexy K.O.s for now. They take up too much work from me. If someone wants to help with them, by all means do. [E] and Annonymous have provided excellent templates. These are what I have been using. Once everyone is done, I'll go back and add the sexy KOs to all those missing one. I won't remove the ones that exist. I just won't be adding new ones unless they're already completed (Shermie and Xiangfei for example). Women who will be with Sexy KOs for awhile include Hotaru, May Lee, Blue Mary, B. Jenet.
Blue Mary will definitely be in the game. She, along with Leona, are my fav women. Blue Mary will be one of the last ones though, since I will have to add the Arm and Leg snap animations to all characters when I do her (making the most work for me). Some characters like Rock Howard and Neo-Dio, don't even have these animations at this time. :(
Glad you're enjoying the game.
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Can you please not include sexy KO for Hotaru, May Lee, and all the kids and teenage girls?
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Can you please not include sexy KO for Hotaru, May Lee, and all the kids and teenage girls?
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I want to comment, I just... No, I can't do it.
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Sexy KOs will be "turned off" from now on, but they will still remain in the SFF. That includes all female characters (except the ones I have yet to modify). Some people use them. So they can "turn them on" if they want. SNK gave Yuri a Sexy KO and she's a teenager, so everyone is fair game. I'm not really thinking about them at this point. If I pick them up again, it probably won't be until closer to the projects completion.
I am a "sharer", so I leave anything I do out in the open. Whether it be code I've made or sexy kos I've edited. You'll have to manually delete them yourself from the SFF if you don't want them there. Sorry. :\
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Sexy KOs will be "turned off" from now on, but they will still remain in the SFF. That includes all female characters (except the ones I have yet to modify). Some people use them. So they can "turn them on" if they want. SNK gave Yuri a Sexy KO and she's a teenager, so everyone is fair game. I'm not really thinking about them at this point. If I pick them up again, it probably won't be until closer to the projects completion.
I am a "sharer", so I leave anything I do out in the open. Whether it be code I've made or sexy kos I've edited. You'll have to manually delete them yourself from the SFF if you don't want them there. Sorry. :\
He means not to put them in AT ALL. =P
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I know, and in the nicest possible way I'm saying they're staying in. 8)
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Okay, so actually sat down and thought about the project after all those months away from it (working on Raiden helped a bit). I've developed a more coherent plan:
- Currently working on finishing some things with Raiden.
- Also Maxima's basics are done. That said, I'm probably gonna take my sweet time with him. He won't be released until v0.8.
- I couldn't remove Shiki from the game. She's one of my best edits. ;) She'll be a secret character and won't have a slot on the select screen. Her HSDM is also an instant kill now...
- I've implemented the quick fixes that were required for the feedback Byakko gave. I could really use more feedback/game testing. I don't believe that there are no other issues with the game and we're getting closer to the KOFE v1.0 release...
- Off topic for a moment: Mai's HSDM... should I leave it as is or change it to the leotard version? I'm kinda not sure at the moment...
- KOFE v0.8 will only be a port to Mugen 1.0. if I can figure out the current major glitches I'm dealing with right now (sound issues and the fact that the new exe refuses to recognize certain enumerations in my fightfx.air).
- Characters planned for the release include: Maxima, Rock, B. Jenet, Nameless, Kensou and May Lee.
- Misc fixes will include font changes (that I didn't get to do the last time) and new mini-portraits for everyone.
- I'd like to implement the tag mode in this incarnation, but I'm not going to promise it at this point.
- Will most likely add some kind of damage dampening mechanism to reclaim some of the balance thrown off by comboing HSDMs as per Byakko's feedback.
I need to learn more about 1.0, I just need to find the time to search all the boards. Once I'm up to speed, I'll see how (if anything) can be used to KOFE's advantage.
I'm officially off Hiatus. However, to avoid burnout, I plan on working very, very slowly. I'm planning v0.8 for a end of January release, but it could end up being later. Deadlines killed me the last time I tried to adhere to them. :behead:
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Good game, but Sendspace is shitty ;P, use megaupload :sugoi:
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Good game, but Sendspace is shitty ;P, use megaupload :sugoi:
They both suck massive loads, MASSIVE LOADS.
Anyway, I'm going to be open about this, and say that the AI pisses me off a lot. It does some cheap shit sometimes. --;
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I need my own server to really eliminate the issue. Also plan to shrink down the size in the next version (I was really pressed for time during that release).
home32, I agree, sometimes the AI makes me hate the world too. Especially when I'm playing poorly (there's no reason to lose a fight when playing as Neo-Dio). That said, I'm hoping the AI level fix in Mugen 1.0 will fix this issue a bit so that the difficulty can be set. I still need to look into it a little more, but that's one of the main reasons I'd like to port over to 1.0 sooner rather than later. I simplify the gameplay to attract more players, but when the AI dominates, it can be a hair-puller for some. Don't worry MissFairy, I'm still madly in love with your AI regardless. ;)
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I need my own server to really eliminate the issue. Also plan to shrink down the size in the next version (I was really pressed for time during that release).
home32, I agree, sometimes the AI makes me hate the world too. Especially when I'm playing poorly (there's no reason to lose a fight when playing as Neo-Dio). That said, I'm hoping the AI level fix in Mugen 1.0 will fix this issue a bit so that the difficulty can be set. I still need to look into it a little more, but that's one of the main reasons I'd like to port over to 1.0 sooner rather than later. I simplify the gameplay to attract more players, but when the AI dominates, it can be a hair-puller for some. Don't worry MissFairy, I'm still madly in love with your AI regardless. ;)
Mediafire is an ok placeholder for now, duncha think?
Sometimes I die because KOF moves in general are impossible half the time. Most of the time, the AI just unleashes the same combo on me in a corner for the whole match... And Andy's lvl. 1 super is a bit overpowered, the one with the flying fire kick. :S
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Hmm... It's fast and juggles well, but it shouldn't be too overpowering. Kinda works as an anti air, but from med distance you can see it coming a mile away and it does the same damage as the rest of the DMs. I'll take another look though. Between Raiden, Maxima and my non-mugen project I'm all over the place, so I haven't done much testing.
AI can be tough. Especially characters like Kasumi and Vanessa who spam their close unblockable attacks (key to countering is to roll away). Hold tight for the next release. The AI range from 1.0 should allow for difficulty adjustment.
I'm using sendspace since everyone including my Chinese friends can download the game. Other sites like Mega Upload are non-China friendly. It might be slow, but at least it's downloadable by all. :)
Kinda getting excited about finishing up Maxima and doing May Lee. She'll be a nice go between for Kim and Jhun. I already edited her music (Kim '98UM AST) :)
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Hmm... It's fast and juggles well, but it shouldn't be too overpowering. Kinda works as an anti air, but from med distance you can see it coming a mile away and it does the same damage as the rest of the DMs. I'll take another look though. Between Raiden, Maxima and my non-mugen project I'm all over the place, so I haven't done much testing.
AI can be tough. Especially characters like Kasumi and Vanessa who spam their close unblockable attacks (key to countering is to roll away). Hold tight for the next release. The AI range from 1.0 should allow for difficulty adjustment.
I'm using sendspace since everyone including my Chinese friends can download the game. Other sites like Mega Upload are non-China friendly. It might be slow, but at least it's downloadable by all. :)
Kinda getting excited about finishing up Maxima and doing May Lee. She'll be a nice go between for Kim and Jhun. I already edited her music (Kim '98UM AST) :)
I think Andy's super was always overpowered, even in the actual game... Tell you the truth, a lot of people are overpowered in KOF 98. O_o;
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Andy's super is strong but I don't think it's overpowered - the AI just uses it very well.
The AI can be quite challenging but once you found out how it works you can be a little more cautious of the character's specials. And what would be the fun if you could defeat them easily? ;)
I, for example, can take down Rugal pretty easily now using Kyo because I know exactly when to strike.
Kasumi still beats my ass though...
Good to see you back Swipergod :D
Try not to overdo it this time - it seems like you again have a lot of projects.
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Well to tell you the truth certain AIs like Rugal suffer against projectile attacks. For example, if you're Geese, you can pretty much double reppuken Rugal to death. :( That's because MissFairy and I couldn't figure out how to get the AI to reflect projectiles using their reflector. No idea how to tell a trigger that there's a projectile, so reflect it.
I think MissFairy did the best job with Chizuru's AI. It's balanced and hard. Plus spamming projectiles doesn't work against it. Don't forget that I'm looking for AI issues too. So if you notice that you can "cheap" an AI opponent to death, it's definitely something to fix.
I'm back part time. I haven't really touch Maxima for awhile now. Another friend of mine is coming down from my hometown and wants Rock done, so I'll be doing him next. After that, who knows.
I don't suppose anyone up to date on the Mugen +1.0 happenings knows if it offers a simpler way of implementing a tag team mode?
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That's because MissFairy and I couldn't figure out how to get the AI to reflect projectiles using their reflector. No idea how to tell a trigger that there's a projectile, so reflect it.
Hm ? you're making a full game, so you know who's who and their projectile ID. p2name = Geese && enemynear, numproj(Reppuuken's ID) or numhelper. If you make the projectiles as helpers, you can also memorize the helper's ID which will allow you to check its position.
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Andy's super is strong but I don't think it's overpowered - the AI just uses it very well.
The AI can be quite challenging but once you found out how it works you can be a little more cautious of the character's specials. And what would be the fun if you could defeat them easily? ;)
I, for example, can take down Rugal pretty easily now using Kyo because I know exactly when to strike.
Kasumi still beats my ass though...
Good to see you back Swipergod :D
Try not to overdo it this time - it seems like you again have a lot of projects.
Notice why almost all the projectiles are crippled in some way? That's why, to remove projectile spam... [size=5pt]Fucking Athena...[/size]
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Good game, but Sendspace is shitty ;P, use megaupload :sugoi:
Medeafire and spendspace are the only two non sucky hosting sites now.
Megaupload is okaaaaay though. (sometimes)
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Sendspace sucks quite a lot. There's an annoying free-download slots limit and it would take a miracle for me to finally download.
It's either Mediafire or Zshare. Plzkthnx.
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Megaupload and Mediafire are the two best ones IMO. I can DL at more than 1MB/s with Megaupload on my office's computer. It takes less than 5 minutes for a 700MB movie ! :ninja:
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well I plan on watching Lord of the Rings tonight, so I'll go ahead and mirror it. I'll post it on both, that way everyone wins. ;)
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well I plan on watching Lord of the Rings tonight, so I'll go ahead and mirror it. I'll post it on both, that way everyone wins. ;)
The whole trilogy? :o
Oh, and yay for the mirrors! Sendspace is indeed not all that great.
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well I plan on watching Lord of the Rings tonight, so I'll go ahead and mirror it. I'll post it on both, that way everyone wins. ;)
The whole trilogy? :o
Oh, and yay for the mirrors! Sendspace is indeed not all that great.
I've done that before. >.>
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well I plan on watching Lord of the Rings tonight, so I'll go ahead and mirror it. I'll post it on both, that way everyone wins. ;)
The whole trilogy? :o
Oh, and yay for the mirrors! Sendspace is indeed not all that great.
I've done that before. >.>
Ever done the extended editions in one go? Because let me tell you, that is exhausting. :S
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well I plan on watching Lord of the Rings tonight, so I'll go ahead and mirror it. I'll post it on both, that way everyone wins. ;)
The whole trilogy? :o
Oh, and yay for the mirrors! Sendspace is indeed not all that great.
I've done that before. >.>
Ever done the extended editions in one go? Because let me tell you, that is exhausting. :S
You're right - As much as I like the movies and the books but I really couldn't have done that...
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Okay, back to KOFE. Finished up Raiden for the Spriter's Academy. What'll happen here. I'll bring all the new clsn from SNK Raiden to KOFE Raiden along with the HSDM damage reduction. The rest of the changes don't affect KOFE Raiden.
I also fixed some major glitches with Athena, Leona, Shiki, Jhun, Joe (Byakko) and K' (hellkite), removed sexy kos, made Shiki's HSDM a OHKO, corrected the pdf (Byakko), switched Hakki Kyaku's motion (Byakko) and switched Vanessa's music.
Since everyone want this to be uploaded to Media Fire, I'll rename this release v0.75 and post it on Media Fire with all the corrections including the fixed common1.cns file. Not a major upload since there's no one new and nothing big has changed. So if you already have v0.7 it's not really worth downloading v0.75. This is more for the ease of everyone else.
Raiden tired me out. I probably won't get back to Maxima until the weekend. He should still be done before the end of the month. I'm shooting for a character a month right now. Next up is Rock.
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why you remove sexy kos?
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You should host this on a file hosting site that is world friendly and is approved by the M.U.G.E.N. community. As for me, I prefer Sendspace.
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... He already talked about that.
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Sexy KOs = Too much work right now. I might get back to them sometime next year, but since I want to do May Lee and B.Jenet and don't want to edit their KOs right now, I've cut the rest out. You can turn them back on if you want though. Just find the sexy ko trigger in the king.cns
For those who wanted the Media Fire upload. You're gonna have to wait a little while longer. I plan on releasing Maxima as a part of v0.75. If you downloaded v0.7, don't worry. There's not major system changes and the glitches that were fixed don't majorly impact gamplay for the most part. It's really only worth downloading v0.75 if you're a big fan of Maxima or haven't downloaded 0.7 yet.
Maxima's basic attacks are done. Specials, DMs, AI and Intros remain.
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What the difference between your Maxima and one that we'll probably find in a website?
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The fact that this one will work in this full game ??
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Anyways, Swipergod, do you have a video ready?
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Why do you want one ? He said only the basics were done. Stop throwing empty posts.
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If you dowloaded v0.7, you'll see Maxima's movelist in the pdf (as he was planned for v0.7, but I ran out of time).
Things that will change from that move list include:
- He will have autoguard on his CD attack (like in '99)
- His SDM will be an SDM verson of Bunker Buster.
Don't expect him for a little bit though since I won't have much mugen time this weekend. Within the next two weeks probably.
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Good news just got better. I tried out RC3 EX + alpha and KOFE is almost working at 100%. There are some wave issues and minor work arounds I'd have to do (replace all oggs with mp3s), but I may just port this sucker over to +1.0 for the 0.75 release. I'll do some work on it tomorrow and see what I can come up with.
One big obstacle in the port is being able to tell the gamesystem that I want it to display in low res. Things like the option menu, gamemakeanims, and screen edge pixel counts seem to be off because its assuming I have a high res game. Anybody know if I can do something about this?
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So I couldn't help myself. I got all into Mugen +1.0 and seeing how close I could get to matching beta with KOFE. So I fooled around a bit even though I don't really have the time. This is what I found:
- Sound is much improved! Whatever output they're using now is far superior to the one in the beta. Everything sounds more crisp. You can adjust the mp3 volume vs the wav volume. This is just awesome. Now I can calibrate!
- Character explodes have palette issues (known issue)
- Multiple wave issues including, random wave skipping, no looping (known issue), and no individual volume control for characters
- Hit override deals damage (known issue)
- fall.yvelocity doesn't seem to work properly for characters with these in their hitdefs (I'll fix this by removing them)
Pretty minor if you ask me. So the v0.75 release will be with Mugen +1.0. I've changed the oggs to remove that sound issue already and will fix the continue and option screens. I'll have to remove the gamemakeanims as well unfortunately. More work. Ho hum.
Also, I've finally started using FFU. I like it. I'm gonna finish Maxima off with it. Only specials and DMs left.
Did his special intro with K'. :)
(http://i270.photobucket.com/albums/jj119/swipergod/kmax.jpg)
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So v0.75 will be worth getting after all. Mostly all the bugs I noticed are being worked out for the next Ex + a release (so R has said). I'll wait for it's release and then drop this sucker. I've already stopped using the beta, but since I'd like to "not" re-release this until next year, I'd like to have a more definitive version to give you all.
Maxima's HSDM. Looks better when it animates since the stand alone sprites look ugly. Supposed to be a blast instead of a beam, that's why I used Yuki's instead of Tung's.
(http://i270.photobucket.com/albums/jj119/swipergod/beam.jpg)
(http://i270.photobucket.com/albums/jj119/swipergod/beam2.jpg)
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Maxima is done. Just waiting for RC4 Ex + a to release this updated KOFE. With RC4 already out, it shouldn't be too long.
SDM version of bunker buster. It's hard to get a good picture since it's so damn fast. I'll post a vid tomorrow.
(http://i270.photobucket.com/albums/jj119/swipergod/ball.jpg)
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It's hard to get a good picture since it's so damn fast.
Pause, frame advance ? ???
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I use a mac and don't have a "pause" button. :-\
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How come you don't have Kusanagi, or Kyo-1, Kyo-2? At least have one of their DM's. :sugoi:
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Bec. having 4 Kyos is completely redundant.
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Agreed. Although Saisyu gained the ground firewave DM as an SDM in KOFE.
In case anybody noticed, Silver (Silber) has joined the cast, making for a full second sub boss team:
Saisyu, Shiki, Adel, Silver.
Mix and match with the other sub bosses for best results:
Krauser, Geese, Mr. Big, Mr. Karate
Krauser, Geese, Silver, Mr. Big???
Mr. Karate, Saisyu, Adel, Shiki???
Since Silver's severely lacking in moves, he will be very simple. He'll still have the 5 specials, 2 DM, 1 SDM, 1 HSDM standard. You'll see what I mean when I get to him.
I'm taking a breather and waiting for the RC4exa release. Posting Maxima vid later today.
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RC4EX+a was released.
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Downloaded, tested, loved it. Done!
All of the visible glitches are gone. It now feels like a better version of beta (as far as I can tell so far), with the exception of looping the title music in the demo even though I've disabled it. The port is already done. What I have left to do is touch up the options screen so it isn't so tiny and fix the characters with the fall.yvel since it was replaced by another code. Expect a Sunday release.
I'll also "try" to implement a new special KO screen for DMs (the screenbreak from 2k2 UM). I don't know how to how i'll go about this yet (all DMs or HSDM only?). Shouldn't be anything to sweat about coding wise though.
Sorry, no time for Maxima Vid today. Tomorrow for sure, using +1.0. :)
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Maxima:
http://www.youtube.com/watch?v=Elhvp5Yb2sk (http://www.youtube.com/watch?v=Elhvp5Yb2sk)
Can't change the option menu. Didn't know that, but it means I'm all done. Intro loop turned out to be a CPU glitch on my end, so the system should be optimal. I've got a busy couple of days so I'm still looking to post the game on Sunday. For those that downloaded v0.7 and noticed some annoying glitches, now's the time to tell me so I can implement fixes before the release. Cheers.
Edit: Looks like I'm porting to RC5 EX + a now. I think elecbyte did that just to stay consistent with the reg RCs...
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Kyo updated. Pics taken straight from the RC EX +a pngs. Sexy.
This is how I intended Type 3 counters to work. Counter activates, if no counter perform attack, if counter switch attacks into a diffent move. Gato, Krizalid and Xiangfei will have this type of counter. Kyo already had it, but both version used the same animation before...
Missed counter:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001.png)
Countered!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002.png)
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Just jumping around elecbyte's forum. Never realized that there'd be so many people who be adamantly opposed to online mugen play. :S
Anyway, I've finished uploading v0.75. I'm an idiot and forgot to include the PDF, so I'll have to post that separately. I also didn't switch over to RC5 EX + a since there was not real major changes. I also caught a bug after I finished uploading. Maxima's dangerous arch doesn't force the opponent to turn if they're facing the wrong way. Makes the move look a little weird if you grab them from behind.
Sorry about the size. I'll make it my goal to shrink this sucker down for the v0.8 release.
http://www.mediafire.com/download.php?tw0jnwzmyym (http://www.mediafire.com/download.php?tw0jnwzmyym)
http://www.mediafire.com/download.php?znnnutvnyny (http://www.mediafire.com/download.php?znnnutvnyny)
http://www.mediafire.com/download.php?mtx2zeymo1z (http://www.mediafire.com/download.php?mtx2zeymo1z)
http://www.mediafire.com/download.php?ylmwynjzywj (http://www.mediafire.com/download.php?ylmwynjzywj)
http://www.mediafire.com/download.php?wzjgvizwewm (http://www.mediafire.com/download.php?wzjgvizwewm)
http://www.mediafire.com/download.php?jgm1hduoui1 (http://www.mediafire.com/download.php?jgm1hduoui1)
More Kyo updates: I didn't like how both of his DMs felt very similar, so I changed them a bit.
For the "super punch" the ring of fire hits making the move a more effective close up attack. The ring also hits low fireballs, offering Kyo some protection. However Kyo himself has no invincibility.
For the "fire wave", Kyo now has a lot more invincibility going into the wave motion, making it a more effective counter attack option.
These changes should really help give Kyo a little more depth. Anyway, enjoy v0.75!!!
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Sorry about the size. I'll make it my goal to shrink this sucker down for the v0.8 release.
One thing about it you really should do is, put the songs in a separate archive. stages could be the same, although they don't take any space so it doesn't matter. Those who already have most of the songs (except the newly added ones when there is any) shouldn't have to redownload them all - they weight 310 MB (at least they did in 0.7), it's a pretty big part of the archive, that's pretty annoying, especially considering they're really not top priority.
Downloading now, feedback later.
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With all the porting I've done (Rc2 to RC3 to ex +a v1 & v2), there may be some duplicate materials in the KOFE folder or useless items. I've wanted to chop down the size of the mp3s as well, but all that work is an extra day's worth and I didn't have the time at the moment. My goals is to get it to around 400mb. But that won't be sometime until next release. I add the music since I level all music in the game so that they're roughly the same volume (not counting editing, Vanessa's edit is new to this version). I try to take care of every detail from characters, to stages, to music.
Sorry Byakko, I know I said that v0.7 would be the last release of the year, but I blame Elecbyte for making a comeback and driving me to port to an optimal version of mugen. Thanks for testing it out. Running on mugen +1.0 may mean that there are new potential glitches, but I didn't find anything major.
2 things to note. The 2k2 background shatter didn't make it in. Fixing Kyo took up my spare time. Also, the new mugen seems to respect clsn boxes more. You won't jump behind a cornered opponent (pushing their box out of your way).
There will be no further release this year. I don't care if elecbyte makes a huge change to the system. Keeping up would be a fulltime job. When v0.8 is released next year, there'll be 6 new charcters, some more system fixes and we'll try to add something new for fun.
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Speaking of the mp3s, I keep getting a message that certain files are corrupt when trying to extract them after the DL. First it was "Chizuru.mp3" then "Joe.mp3". Basically leaving me being unable to seamlessly extract everything to the folder.
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ummm... shit, that's not good. Those files shouldn't be corrupt since I use them and they work fine. Must've been a problem when they were rar'ed. *Sigh*. Unless someone tell me they had no problems unrar-ing the files, I'll have to pull down the link and try again next weekend. I'm sorry about that. So much for that...
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ummm... shit, that's not good. Those files shouldn't be corrupt since I use them and they work fine. Must've been a problem when they were rar'ed. *Sigh*. Unless someone tell me they had no problems unrar-ing the files, I'll have to pull down the link and try again next weekend. I'm sorry about that. So much for that...
Well, I had this same problem with The Black Heart, and it was just because it wouldn't download the whole thing. I'd just keep retrying until it works.
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Hello there, been long time since my mugen days but this project in particular got me interested again (at least to have mugen in my pc) And most of all I'm a big KOF fan, and as disappointed as I was left with the newest SNKP game I went and did a "pallete swap" for the KOFE Iori, giving him crimson flames instead of purple, like it should have been in KOFXII, instead of being a freeman clone he should have kept the ability to cast flames...
Anyway, I thought I'd share this edit on the char, has a different finish in the HSDM and some minor tweaks
http://www.storage.to/get/Y4m3mXHM/Iori_kofe.rar
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any other download links for 0.75?
such as megaupload or frontfile.
o_O I can not download it.
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Yay an alternate version of Iori for KOFE. Look forward to checking him out 0010100110001101010110010.
If anyone ever has the urge to go in and modify a KOFE character to give them different moves or pallettes, please don't hesitate to post them here. It's nice for other to have an opportunity to try something different from the same old stuff I'm making. lol. Who knows, if it's balanced enough, I can even make it official content.
weakinall. Sorry, I though mediafire would work for you. I'll be shrinking the size over the weekend and releasing KOFE v0.75 on both mediafire and megaupload. I forgot to put the pdf in the last time. So that should solve that issue.
Lastly, I will now confirm that there will be 60 characters in KOFE. Since the sub boss team 2 didn't feel right (why are Saisyu and Adel hanging out?), I've thrown in Lee Pai Long and Duck King to bring the last of the balance to the roster and make it a nice round number. I'll post a nice big fat gif later today with all the final teams list.
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I'll be shrinking the size over the weekend
And split it so that the musics are in a separate archive >:( I insist again because I only just finished downloading all the parts earlier today. Since the musics take half of the space and aren't necessary, you really should allow to get the system and characters without getting the sounds, only in a separate zip.
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I'll once again give the optional download of with or without music. I see no point in just having a music only download item. You'll either want KOFE with music or KOFE without.
Teams! Yay! (Sorry, could gigure out how to user the table feature for displaying this...
(http://i270.photobucket.com/albums/jj119/swipergod/t1.gif)
Hero Team
(http://i270.photobucket.com/albums/jj119/swipergod/t3.gif)
Fatal Fury
(http://i270.photobucket.com/albums/jj119/swipergod/t4.gif)
Art of Fighting
(http://i270.photobucket.com/albums/jj119/swipergod/t2.gif)
Neo Cartel
(http://i270.photobucket.com/albums/jj119/swipergod/t5.gif)
Ikari Warriors
(http://i270.photobucket.com/albums/jj119/swipergod/t6.gif)
Psycho Soldiers
(http://i270.photobucket.com/albums/jj119/swipergod/t7.gif)
Team Justice
(http://i270.photobucket.com/albums/jj119/swipergod/t8.gif)
Gorgeous Fighters
(http://i270.photobucket.com/albums/jj119/swipergod/t9.gif)
Villains
(http://i270.photobucket.com/albums/jj119/swipergod/t10.gif)
Heralds of Orochi
(http://i270.photobucket.com/albums/jj119/swipergod/t11.gif)
Mark of the Wolves
(http://i270.photobucket.com/albums/jj119/swipergod/t12.gif)
Anti-Hero Team
(http://i270.photobucket.com/albums/jj119/swipergod/t13.gif)
Boss Team
(http://i270.photobucket.com/albums/jj119/swipergod/t14.gif)
End Bosses
(http://i270.photobucket.com/albums/jj119/swipergod/t15.gif)
Final & Special Bosses
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I would swap Mai and Mary, but i guess you made it that way since Mai is more of a veteran.
I'll once again give the optional download of with or without music. I see no point in just having a music only download item. You'll either want KOFE with music or KOFE without.
But what if i want to play KOFE while i download the hueg music file?
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Maylee and Xiangfei in Psycho Soldier Team?? o_O a new name for that team could be better
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Weird, I'm between want to download and wait till full release.
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We'll see about the music package. I don't have that much time and uploading that much variety of stuff will take me the whole day...
The only changes I'm thinking about right now is taking Karate and putting him in the AOF team, taking Kasumi and putting her in the women team, taking Elisabeth and putting her back on the Anti-Hero/Rival team, then either taking Adel or Silver and putting them on the boss team (if Silver joins then Adel would be the special boss). Since Saisyu and Heidern are with their separate groups, it feels wrong to have Karate away from the AOF team.
Called it Psycho Soldier Team for tradition sake (Athena's team). Not sure what else to call it. 3 girls and a Kensou?
Lucky, I won't be finished for a long time. Not even next year probably unless I get help coding. So I'd give v0.75 a go since there won't be an v0.8 until March or so.
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What about this :
- Takuma joins the AOF team. Kasumi gets out.
- Kasumi joins the Gorgeous team. Elizabeth is out.
- Elizabeth joins team justice. Raiden is out.
- Raiden takes the empty slot in the boss team.
And BINGO! everything makes sense now.
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Since Raiden is in his Masked Wrestler persona, he won't make sense being in the Boss Team. He becomes a villain only when not wearing the mask.
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Really? I always thought it was the other way around.
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Change Psycho Soldiers to High School Team and walah! Instant fix.
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Really? I always thought it was the other way around.
Don't worry, you're right. As Raiden, he's a villain. He worked for Geese as this persona in FF1. As Big Bear, he plays the role of a hero instead, showing off his face, and not wearing his mask.
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I think the basic idea was the way FFWA retold the story. Raiden worked for Geese, but was disgusted by his actions and threw away his mask signaling the end of his villain days. Since we all know KOF exists in a different continuity, my guess is that Raiden's kinda like Gato or an Anti-hero. He does bad things, but is a good guy deep down.
KOFXII was planning to have Raiden on Kim's team along with Hwa (before SNK dropped the ball). So I figure he was a good fit on Kim's team in KOFE.
I think I'll go with Adel as the other solo boss entry (along with Shiki) and throw Silver in the vacant boss team slot.
Um... didn't Athena graduate by now? Wasn't she in the same classes as Kyo? Maybe I'm getting my stories crossed.
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Um... didn't Athena graduate by now? Wasn't she in the same classes as Kyo? Maybe I'm getting my stories crossed.
She was in the same class as Kyo for a short while. But since KOF characters haven't aged since '97, who knows if Athena's still in high school or not? :S Kyo's only not in school because he kept flunking 12th grade and didn't have much motivation to finish in the first place, and once he got kidnapped, well, he couldn't really make up for all of those missed days, could he? ;)
I'd say that since the little details of KOF continuity are screwy, don't bother with them, and just go with general stuff.
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I'd say that since the little details of KOF community are screwy, don't bother with them, and just go with general stuff.
nice slip up, you do mean continuity right?
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I'd say that since the little details of KOF community are screwy, don't bother with them, and just go with general stuff.
nice slip up, you do mean continuity right?
Yes. Yes I did. --;
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Kasumi joining with a bunch of Kyokugens? :woeh:
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She becomes a bit more friendlier to Ryo in AOF3.
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Kasumi's a part of the Woman's team now. Karate's leading the AOF team and taking her slot.
Revising the roster and the teams now has me revising the characters slated for the next release.
Rock is still next, the other 4 will include Heidern, Duck King, Kensou and Blue Mary. That's gonna be a lot of work to go in and give everyone their arm and leg snap animations. Might as well get it out of the way now. As a result, v0.75 will be the last release with Beta Raiden until his spriting is completed. Since I'm revisiting the v0.75 release, I'll try to sneak in the new HSDM KO screen effect. No promises.
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AFAIK Lee is actually a good guy who quited the world of fighting after AOF events to dedicate his time to medicine.
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And he's a friend of Mr.Karate, isn't he ?
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And he's a friend of Mr.Karate, isn't he ?
Actually, he has a rivalry with Takuma.
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Whoops. For some reason I thought he was an assassin. Always thought he was cool, but never beat AOF2 with him. Well that makes things interesting...
Lee joins Athena and kicks out May Lee, thus becoming team china.
May Lee returns to her mentor Kim and kicks out Raiden.
Raiden returns to the Villains team.
That should balance things up.
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I spent all day today (and I mean it literally) preparing v0.75 for upload. Last second tweaks and glitch fixes, sound adjustments, clean up, etc... It was worth it though. Better release with some nagging problems fixed (Leona and Yuri's throw animations for example). I also shrank down the size considerably to 350 Mgs. I'm currently waiting for the darned thing to upload to Mediafire. Once I get this sucker uploaded, that's it for me for this month. i've spent way too much time on Mugen lately.
This will be the biggest KOFE release yet and also its last release of the year. I'll post in the +1.0 release section when it's up and ready. 2 things: I wasn't able to fix the name overlap issue on the Vs screen during simul. Not because I don't know how, but because I need to go to sleep already. Also tried implementing a glass shatter Special KO screen for HSDMs but it looked awkward, so it won't be put in.
Media Fire will host the 3 uploads possibilities (KOFE no music, Music Only and KOFE full). Mega Upload (for those that can't use MF) will just have the full game. If you've been waiting for an opportune time to download KOFE, now's the time. It's on Mugen +1.0 and has been modified to take advantage of the sound options the EX +a sub-release set has to offer. More tomorrow.
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Release topic: http://mugenguild.com/forumx/index.php?topic=108097.0 (http://mugenguild.com/forumx/index.php?topic=108097.0) :D
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"KOFXII was planning to have Raiden on Kim's team along with Hwa (before SNK dropped the ball). "
Where did you hear about this?
(And, personally, I don't think SNK dropped the ball with XII's roster).
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In the game's leftover data. It had set teams in it and characters like Hwa Jai, Yuri, Mai and even Dark Ash.
EDIT: Here's the list.
http://mugenguild.com/forumx/index.php?topic=75580.msg942896#msg942896
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The game is "incomplete", that's the ball being dropped. It's a reference to KOF XII in general, not solely the roster. I'll be holding off my KOF dollars for XIII, since the KOF XII that could've been (the list Mgbenz provided) will probably be the KOF that is KOF XIII.
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I noticed to things with athena : she keeps her own FX during Shining Crystal bit and Phoenix Arrows is listed a QCB+P in the movelist, when it's actually QCB+K.
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Thanks for the pdf catch. Gotta stop copying and pasting when adding new characters.
Own FX for Athena are completely intentional. Actually added them to her myself. Certain character have HSDM sparks intended to stand out. Currently (if memory serves me right) Iori, Kula, Athena and Shiki have their own special effects. Nameless, Gato, Duck King, Krizalid and possibly others will also have special HSDM activation. Also fun to note that some characters HSDM FX don't activate immediately even though the move has already started and the powerbar has been drained. Whip, Kula and K' are good examples.
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Is there any chance of you adding Hwa Jai into the mix?
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Look at how many tims he has tweaked the character lis-- wait has Hwa Jai even ever been seen in KoF style ?? :omg: It'd require as much work as Raiden.
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Actually, a lot more of sprite work.
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Actually, a lot more of sprite work.
Or not. It'd depend. You see, Miasmu made a bunch of custom KOF style characters a while back, which were based upon KOF2000 strikers. Hwa Jai was one of these characters. So, if Swipergod wanted, he could use that Hwa Jai, and go from there. (Though I don't see why. Unless SG radically tweaked Hwa Jai, he would pretty much be an EXJoe gameplay-wise.)
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Yeah and that still requires to edit all the sprites. And since a mere EXJoe would royally suck, one would need a character with heavier edit to get something decent, worthy of taking an additional character slot. and that would require that many more sprite edits. Just because there are one or two sprites of Hwa Jai's head going around, it doesn't mean those two head sprites will fit all the moves.
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Slots = 60 = full. 8)
I can tell you that Raiden is a lot of work. Easily 10 times the effort of anything else I've worked on. We've got a lot of sprites to go through. Although I'm not sure if it's still the case, Nio wanted to give Raiden a new head which would involve re-drawing as well. Everyone on that spriting team (including myself as a color flattener) are really busy with other projects, so Raiden isn't even a priority at the moment. I don't think I could convince anyone to do more of that kind of work.
Personally if I were going that route, I'd much, much rather add Richard Meyer and give KOF some real capoeira flavor (instead of stupid Momoko). Even conceptualized a move list for him back in the day. He'd replace Duck King baby! Maybe someday... ::)
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KOFE v0.75 Glitch report:
- Raiden DM chaining (reported by Cybaster)
- Mr. Big vs Rugal California Romance vs Projectile DM hitoverride (known glitch)
- Shiki HSDM sliding blackhole (known glitch)
- Joe & Angel not screenbound on throws (reported by me!)
Please add to the list if you find more. Thanks!
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KOFE v0.75 Glitch report:
- Raiden DM chaining (reported by Cybaster)
- Mr. Big vs Rugal California Romance vs Projectile DM hitoverride (known glitch)
- Shiki HSDM sliding blackhole (known glitch)
- Joe & Angel not screenbound on throws (reported by me!)
Please add to the list if you find more. Thanks!
Rugal cannot for the life of me deflect projectiles. When I play the 1st antagonist of The King of Fighters, I get dominated by Gesse's spammming Repuken and 2X Repuken attacks.
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While there's nothing wrong with the reflect, Geese's projectile is going a little bit too fast for my liking. I'll look into this and play around with their velocities.
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I tried to download it but I think there was some problem with the connection, so I cannot give you too much review yet. :(
Strangely Maxima works pretty well even on my old version and he seems quite decent. ;D
If I find a bug or something I'll report it right away.
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Elecbyte did a great job on the "backwards compatibility" front. At least for my game's requirements. :sugoi:
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Did L@ M|ssF@iry change the AI in accordance to the reqiurements of the Release Candidates?
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That's actually my job. MissFairy will help revamp actual AI code, if she has time.
Since this is a 0.05 release and not a new beta release, the only thing that I was concerned about was porting over to the new Mugen and effecting some long overdue sound changes. I'll begin to implement more fixes like the AI conversion for v0.8
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:)
Rose: Dearest Brother, what happened to our little furball?
Adel: It looked at me funny so I threw him off the sky ark...
Swipergod: Good riddance. That cat bugged me.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-1.png)
Note the modified Sky Ark based off of a gif I found on the net. Also revamped the second part of O. Rugal's '98 theme into its own 3 min track just for Adel (the '95 remix part).
Adel won't be released until next year in version 0.8
He's undergoing a big change (a la Kula, Angel, Shiki) to overcome his limited and very Rugal oriented moveset. He has new hitstates, basic attacks, throws and specials/DMs. Some are based off of Jin's version of the character.
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No spamming intended. Just finished Adel's new move surprisingly quickly. Think Jaguar Kick from SFZ series.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-2.png)
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A downward Genocide Cutter-exsque move?
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"Think Jaguar Kick from SFZ series" sounds pretty explicit to me.
Good thing, Adel just seems to be heavily lacking in variety. And not making him a Rugal clone is a good idea.
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Much like SNK did with Rock vs Terry vs Geese and what I've been bringing out with Kyo vs Iori vs Saisyu, Rugal and Adel are similar, but different. Rugal is a boss character, Adel is a sub boss. Big difference in terms of balance in KOFE. Here's the plan for Adel:
Ruppenken (or whatever it's called) stays the same
Dark Barrier stays the same (execpt is doesn't reflet a giant projectile like Rugal's does)
He completely loses God Press. Turned the animation into a basic throw.
This new variation of Final Cutter pictured in my last post
His Veir Combo is now a close up attack a la King's Mirage Dance
He gains a high/specials counter. It's a weaker variation of Rugal's God End SDM
Genocide Cutter is still a DM
Kaiser Wave is still a DM
Loses Gigantic PressurI
God Rugal (CVS2) Double Genocide Cutter is his SDM
Breath Destruction (CVS2 version) is his HSDM
Spent a crapload of time editing Rose. I wanted to have a victory pose where she had her umbrella:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen003.png)
I stil have to do his special intro with Rugal, but i'll probably do that last since I've had enough Rose for now.
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Great! I was hoping you would be creative on him!
Just as long as he isn't a complete Rugal clone :sugoi:
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I took him out for a test run since the specials are almost complete. Since people seem to be interested in the Rugal/Adel gameplay differences, I thought I'd comment on it.
The big difference in play is the lack of a Genocide Cutter as a special. Adel relies more on his counter, which is far less safe since it'll leave him more open. His reppukens don't have the position control that Rugal's do (Adel's are more like powerwaves). His offensive game is stronger though I think. His new kick move that I have dubbed Falling Grace is a great foil for projectile spammers and a good all around advancing move (Rugal has no such safe advancing move). His close kick combo also give him something better in terms of a close game that Rugal doesn't have. Rugal has a lot of unblockable attacks, but he needs distance to work effectively.
All that to say Rugal's main strength is his defensive capabilities, while Adel is more offense oriented. ;)
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:2thumbsup:
Great brainstorming. You came up with nice ideas. :yes:
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I got more feedback on Raiden. The HDSM ends like this:
(http://i49.tinypic.com/2cgy3gk.png)
...and to me, it seems awkward. Caould you make it more like this?
(http://i46.tinypic.com/314ouaq.png)
(I sort of took this a split-second too late, but you know what I mean, don't you?)
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He's right, it looks as though Raiden's sitting on his enemy when he should be performing a Piledriver.
Maybe you could fix it until he's released
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The move is taken from XII.
http://www.youtube.com/watch?v=aw7mZpL1cSM (http://www.youtube.com/watch?v=aw7mZpL1cSM)
You'll notice that in the vid, Raiden sits on his opponent in his DM. That's what I was going for. The piledriver is a separate anti-air move. Thedge has mentioned he might change the sitting sprites.
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Adel's almost finished. I should be posting a vid soon. Just have his HSDM to do.
For a special Christmas release, I was thinking of asking which stand character would you like to see released and added to v0.75?
Here's the line up for characters being released in v0.8 so far:
Adel, Rock, Jenet, Mary, Silver, Duck and possibly Billy.
Raiden and Mary need to wait for v0.8, but which other one (only one) would you like to see released before v0.8? Or is there a demand for another character? You can't ask for Orochi or Raiden, but anyone else is fair game.
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Eiji.
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Yashiro.
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One name, one wierd spelling: Silber
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Here's the line up for characters being released in v0.8 so far:
Adel, Rock, Jenet, Mary, Silver, Duck and possibly Billy.
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He's German so Silber is technically right I guess, but he'll be Silver in KOFE. ;P
Adel:
http://www.youtube.com/watch?v=Ef7MK1VoBlc (http://www.youtube.com/watch?v=Ef7MK1VoBlc)
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the only thing that bugs me is his throws.
everything else looks great man
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What's buggin' ya about the throws? :)
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Adel's almost finished. I should be posting a vid soon. Just have his HSDM to do.
For a special Christmas release, I was thinking of asking which stand character would you like to see released and added to v0.75?
Here's the line up for characters being released in v0.8 so far:
Adel, Rock, Jenet, Mary, Silver, Duck and possibly Billy.
Raiden and Mary need to wait for v0.8, but which other one (only one) would you like to see released before v0.8? Or is there a demand for another character? You can't ask for Orochi or Raiden, but anyone else is fair game.
Rock Howard
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Here's the line up for characters being released in v0.8 so far:
Adel, Rock, Jenet, Mary, Silver, Duck and possibly Billy.
I can't be the only one who reads, am I ? :blank:
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Adel's almost finished. I should be posting a vid soon. Just have his HSDM to do.
For a special Christmas release, I was thinking of asking which stand character would you like to see released and added to v0.75?
Here's the line up for characters being released in v0.8 so far:
Adel, Rock, Jenet, Mary, Silver, Duck and possibly Billy.
Raiden and Mary need to wait for v0.8, but which other one (only one) would you like to see released before v0.8? Or is there a demand for another character? You can't ask for Orochi or Raiden, but anyone else is fair game.
I am just replying to his question
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Okay, is it me or is it everyone else ?
"Adel, Rock, Jenet, Mary, Silver, Duck and possibly Billy" are already scheduled for v0.8.
Swipergod asked which "other" one we would want.
I understand that as in, someone else *other than* Raiden, Orochi, Adel, Rock, Jenet, Mary, Silver, Duck and possibly Billy in the original list of characters - that is, someone in Lee Pai Long, Ж', May Lee, Elizabeth, Ash, Eiji, Xiangfei, Kensou, Gato, Heidern, Yashiro, Shermie, Hotaru, Clark, Krizalid.
Or does the "before v0.8" mean there will be a character released separatedly before v0.8 ?
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Sorry for my cryptic post. v0.8 won't be released until March of next year at the very earliest. I'm asking which character would you like to see released before/around Christmas as a bonus release. You can choose from the v0.8 cast or someone else. I've switched Billy for Eiji in the v0.8 line up just for you Byakko. :) Feel free to revote if you'd like.
You can't choose Orochi (he'll be the last release of KOFE), Raiden (due to spriting), Mary (arm and leg snap animations need to be added to the entire cast) or Adel (just found a issue with sprite 5041, 20 that I missed with some characters that doesn't show up unless your using Adel, my bad).
Vote so far:
Silver 1
Eiji 1
Yashiro 1
Rock 1
On another, unrelated note, I've decided to take away the modification to Kyo's flame punch DM. It doesn't seem necessary. Will implement in v0.8. Don't forget to forward any other glitches/issues/comments about v0.75. Thanks.
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Krizalid.
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Adel's almost finished. I should be posting a vid soon. Just have his HSDM to do.
For a special Christmas release, I was thinking of asking which stand character would you like to see released and added to v0.75?
Here's the line up for characters being released in v0.8 so far:
Adel, Cock Howard, Jenet, Mary, Silver, Duck and possibly Billy.
fixed, now finish raiden already :V
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Ugh, you have got to be kidding me.
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My vote : Gato with more MOTW influence in the comboing style.
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this game is great, and its surely a great hit, not many games usually come this far. Most games gets quited or left in a couple of days. But you keep going, its interesting. And one thig too is that you let the people in the team choose wich bonus char you should have. Also very rare. I like it, it shows that you have kindness in your heart ^^
ohh i vote for rock btw.
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Wow, thanks ariel887. Those are some very nice words. :) Don't worry, this project still has a ways to go.
Cybaster, are you referring to the juggle ability or the FF style canceling. The later would break him in KOFE. I can definitely look into some juggles though, as long as they don't infinite. I was thinking of making MotW team in one shot for a bit. If I did Gato, I probably would.
Silver 1
Eiji 1
Yashiro 1
Rock 2
Gato 1
Krizalid 1
Cock Howard 1 (wayda sec! He's not in KOFE!)
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Well, I was thinking of it as a whole, as long as it doesn't become unbalanced and stays in KOFE's spirit. Looking into the juggle system would indeed be a good start.
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He could probably be a more combo friendly character like Vanessa, who pretty much same chains into everything. I still would need to look into him a bit more. 8) I honestly haven't looked at or touched the MotW cast that much since I did Rock and Jenet's alphas. Looks like I might have to if Rock's next up...
Now's the best time to get someone who I wasn't planing on doing for awhile done. Rock will be done in March, but Heidern may not be done until the end of next year. Christmas gift means potentially sneaking in another character into version 0.8. Up to you guys though. ::)
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Hei, i am just wondered if you it is possible for anyone to make the game only one part? cause i installed windows 7, and i accidently deleted windows.old folder, the speed of the computer works great, but when it comes to downloading it takes foreva!,
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???
Making 1 or 786 parts isn't going to make the download time shorter.
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Check the release topic. RaiN is hosting the complete one shot download on his site.
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I'm not sure whether I should say Rock or Krizalid, but I say Krizalid - just for the hell of it ;P
By the was Adel sure looks great! Can't wait for March.
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actually yes it will go faster :P, because 1 part for me is taking ruit now 58 minutes. for ONE part, its the downloading speed that chooses how fast or slow it will finish not how much kb, mb or gb its taking...
I hope rock wins, because he is great!
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My votes are for:
- Silver
- Rock Howard
- Saisyu Kusanagi
- Shiki
- Mature
- Vice
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Saisyu, Shiki, Mature and Vice have already been released.
So far it looks like there's a three way dance with Rock, Krizalid and Silver. Kriz is the only one not scheduled for v0.8. Interesting...
I'll keep this going for another week or so... Then I can get started...
Finished Adel's special intro with Rugal. Will post a pic later. Just have his AI to do. I'll make a vid afterward. Rugal vs Adel. Place your bets. ;)
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I'll withdraw my Eiji vote that was based on a misunderstanding from me and I'll support Rock. Speaking of which, I don't remember if you mentionned it, do you have any plan to tweak his movelist ? There's already Geese and Terry, I dunno if it would be the best idea to leave him as a simple mix.
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I too change my vote. My pick is Silber/Silver/Whatsitsname/Big Mean German Man. ;P
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I too change my vote. My pick is Silber/Silver/Whatsitsname/Big Mean German Man. ;P
Wolfgang Krauser
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I too change my vote. My pick is Silber/Silver/Whatsitsname/Big Mean German Man. ;P
Wolfgang Krauser
I too change my vote. My pick is Silber/Silver/Whatsitsname/Big Mean Black German Man. ;)
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Adel vs Rugal vid up:
http://www.youtube.com/watch?v=0M40IHIhxmA&feature=player_embedded (http://www.youtube.com/watch?v=0M40IHIhxmA&feature=player_embedded)
You can see the special intro and Adel's great AI. He's actually tougher than Rugal since he's not as predictable. I struggled several times and am worried than I might have to tone him down. We'll see once his freshness wears off.
Character vote count:
Rock 3
Silver 3
Krizalid 2
Gato 1
If Cybaster withdrawls Gato and gives to Kriz then we'll be back where we started. :S
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I'm worried that the start of Adel's Golden Heel-like move looks too much like his normal jump forward, seeing the slashing kick pop up seems to come out of nowhere, I fear this can become highly frustrating :-\ For reference, compare with Ryo's Raijin Setsu, his jump & overhead chop smash, the first sprites clearly show him arming his attack. Or heck, Joe's Golden Heel. Of course, doing something similar would require more sprite edit... But that would definitely help reducing the unpredictability factor. This seems like it can easily become a move to rely on a lot, so I believe it'll be important to tell it apart.
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I also vote for Billy Kane.
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There's only going to be one bonus character Uche.
Byakko, Adel's spriteset is very limited (He and Silver lack the most variety). I'll take another look and see if there's any workable solution to your issue. I've already did a lot of spritework for him, but completely new sprites are beyond my abilities. It may not be solvable unless I can get a spriter to assist or I change it to an air attack only (I've considered this).
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I vote Krizalid.
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lol, okay. Back to the 3 way dance. Good to know who people are looking forward to.
Byakko, I've modified the animation slightly giving less emphasis on the starting sprites (1 tick each) and transitioning to a slower flip kick animation. Combined with the velocity, it's noticeable enough to be destinct. It just required training to spot (since it's a brand new move). Missed your comment about Rock before. He'll have his traditional moveset minus the command throw which is now his regular throw. I find his gameplay distinct enough from Geese or Terry to be left alone. His dashing sidestep is a huge factor (see Angel's AI) in this. I'll take more comment if you've got 'em though. :)
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I change my vote from Gato (who nobody seems to like :() to Rock. :)
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Yes rock is winning then? right?, anyways i saw that little fighting vid, they look greit. But the father when he grabs his stomac and slams him on the wall, interesting but one thing, try making him go alittle faster and put a cool effect behind him, it will make him look more intense. nothing to comment about the son though.
One more thing, i dont know if it is true or not, cause i havent tested the game completly. It looks like the game lacks alittle with combos, adding some would be great ^^, i am not telling you to, because it is hard work now that you have come along way.
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One more thing, i dont know if it is true or not, cause i havent tested the game completly. It looks like the game lacks alittle with combos, adding some would be great ^^, i am not telling you to, because it is hard work now that you have come along way.
If you've been reading this thread, you'd know that that the creator of this game is trying to stray away from extensive use of combos, and instead, focus more on skillful play and a wider array of fighting strategies.
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Voting will go on for another week I think. Rock's just in the lead right now. I'll make it official right here though. The choice has been narrowed down to Silver, Rock or Krizalid, so you can only vote for one of those three, since no one else is in the running anymore.
Rock 4
Krizalid 3
Silver 3
The vids never do my characters justice since there's a lot of frame skipping. You have to download them to get the full impact. :)
KOFE has a combo system. It's not combo heavy like XI or 2K2 to maintain balance. It's more 98 style. Most characters have similar combo ability, but some specialize or have more combo friendly moves. It's just a different system than "canceling". I find canceling to be a broken system without damage dampening. I also find it annoying to play when you end up watching your character get stuck in a 30 hit combo. The game relies more on the DMs and specials to "turn the tide" in a fight, so I focus more on move priority than combos.
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Silver
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Minor fix log:
Benimaru, Robert and someone else (can't remember) fixed 5040 states for Adel's Impale
Increased Terry's volume
Raiden counter throw snd fix
Mr.Big Resize
Slowed Geese's weak reppuken
Shiki's HSDM fix for simul.
Joe's kick throw screenbound fixed.
Kyo's punch DM firecircle hit removed.
Just trying to keep track of this stuff...
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+1 for Silver (Silber)
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Well, I've finished Adel finally. ::) I'll be taking the next 2 weekends off, but I'll close voting on this coming Saturday. If Krizalid doesn't get anymore votes by Wednesday, then I'll remove him from the voting and free up those votes for Rock and Silver. Make things interesting.
Rock 4
Krizalid 3
Silver 5
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Silva' baby. ;D
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Well its clear that silver has totally won.
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Not five posts before yours it was clear that Rock had totally won so keep your pants up.
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But the score right now is...
Rock 4
Krizalid 3
Silver 6
???
Nevermind. I hate internet sarcasm sometimes.... T_T
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Hellkite, Oz and Cyan Paul are free to take their floater votes and put them towards either Silver or Rock. Since there's been no movement, Krizalid's out. I'll close the voting on Sunday (I'm a day behind in life right now).
Silver 6
Rock 4
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Silver
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Rock Howard
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ROCK HOWARD CUZ IM GAY
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No love for Krizalid?
Change my vote to Rock then.
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Yay, go rock howard. looks like it is 7 to 7. I think you should just quit the vote thingy. And let 5 people be the gunges (or how you spell it XD) because this will go on and on.
And if you dont mind, i would like to be one of them :), not like gunges, that gung contests, but gives in a vote, and there should be 5 or 3 since then there will be one more vote for either silver or rock ^^
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I'll cut the voting off at the end of tomorrow. Uche already voted for Silver, but it looks like he's changed his vote now. No need for any tie break right now. No worries ariel. I've done this vote thing before. No need for judges since I'll cast the deciding vote if need be. :)
Silver 6
Rock 7
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Wait swipergod, isnt it suppose to be 7 - 7?
cause it was 6 - 4, and 1 voted for silver. And 3 voted for rock.
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Uche switched his vote from Silver to Rock.
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Uche didn't vote for Silver, he voted for Billy (http://mugenguild.com/forumx/index.php?topic=69500.msg1016761#msg1016761).
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Changing to Rock then.
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My bad. He still changed his vote anyway. Well 7 hours to go and Rock's pulled ahead.
Rock 8
Silver 6
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He still changed his vote anyway.
But he changed from Billy to Rock and you still removed a vote for Silver (which is wrong) while adding one to Rock (which is right) :P
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Why isn't Billy Kane on the list?
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Why isn't Billy Kane on the list?
because rock and silver went ahead it was kind of useless keeping the characters with less votes
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But he changed from Billy to Rock and you still removed a vote for Silver (which is wrong) while adding one to Rock (which is right) :P
Did that. That's why Silver dropped from 7 to 6. Anyway, voting's done. Rock wins. I'll work on him soon. To be released before year's end. Everyone else will have to wait until next spring or so. I'll post progress when I have it. Cheers.
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Those booths were fixed.
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A little late, vote for rock lol
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A little late, vote for rock lol
You can still check earlier posts if you're late. Rock won the poll.
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Does swipergod know that elecbyte recently released their 6th RC. It is true go to http://www.elecbyte.com/download
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This game is soo good, cant wait until it is FINALLY complete XD
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Thanks ariel887. ;) Anticipate v0.8. This should have some of the better gaming tweaks in a long while. Cybaster has given me some great feedback for tightening the system.
BTW, fixed Iori's Bloom DM glitch. Will now turn opponents if they are not facing Iori and will connect for full hits!
I know about RC6, but haven't taken it for a test spin. There's no point really since v0.8 won't be out until March at the very earliest and by that time they might have RC8 or 9. :P
I'm keeping up with the forums and have already voiced some issues with R (who forwarded them to K' Style). As I note limits with Mugen, I'll keep passing them along. I think RC5 has delivered in terms of KOFE's needs though (excluding completely new features).
Started work on Rock. Expect him to be a very late Xmas gift (ie more around New Year's).
Also, I had some great human matches with KOFE (finally). The game was feeling very solid and I've gained a combo tester! It was great to see some of the stuff I've done for this game in a human vs human environment. I think the balance so far is pretty good. This kind of gaming should really help revamp the system as well. :) More to come in the New Year!
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Will Spriters Academy be finished with Raiden by that time?
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I don't think so. They've got a lot of projects going right now. Nio's been so busy that he hasn't yet been able to finish the stance. Once v0.8 is done, I'll be dedicating more time to helping them with the sprite conversion since I should hope I'll be back to Mugen fulltime by then.
For v0.8, after viewing the voting I've decided on the following characters:
Rock (early release), Adel, Silver, Hotaru, Gato, Jenet and Krizalid.
On another note Mai will gain her leotard animation for her HSDM.
Goenitz special throw binding glitch has been fixed.
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Sorry I haven't been around much. My other non-Mugen project is devouring all my time right now. I will get to Rock soon though as promised. I'm thinking that I'll be doing his specials by next weekend, just need to get my butt in gear. ;D
I forgot to post Blue Mary as the 8th character for v0.8. By the end of this month I'd like to have Jenet and Rock finished which would mean 1/2 the v0.8 new characters would be finished (just about anyway). Silver will need some sprite edits and everyone will need their arm and leg snaps. That's what will take the most time.
I'm wondering if anybody can pass me along FantasyFT's 98UM screenpack and lifebars. PM me if you can. I have an idea for revamping my own screenpack for v0.8. We'll see...
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So Rock is wayyyyy behind schedule. --; I'm just caught up in a lot of stuff right now. Spent a chunk of the day working on him though. Not my normal fanfare. Randomly doing some specials, DMs and intros at once. He's about 70% complete. I should have all specials done by today or tomorrow. Look for the release next weekend.
BTW, I've found the 98UM screenpack and will be modifying my screenpack with a couple of things.
I have a list of glitches that I'm also working on. Leona's had a couple fixes done to her already. Hopefully things will calm down and I can get Jenet finished this month as planned.
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Thank you for the report, swipergod. It is a shame that nobody else seems to be paying attention to it.
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Everytime there is a release i download it and enjoy it thoroughly I just never post about it. ;D
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No worries. KOFE isn't in full gear at the moment, so there's lots of other things to look at in the project section. I'm still hoping to return to KOFE and Mugen full time at some point in March so the transition from v0.8 to v0.9 shouldn't be too long.
So with Rock, I pretty much just have the deadly rave and some victory poses to code. Nothing really worth posting pic wise except his new SDM version of Raising Storm. It's a 5 hit version of Geese's '96 SDM (since Geese isn't using it). Before you start crying about how you love the blue version of his DM version, consider that that's all it really is. A blue version of the DM version. I'm just trying to spice things up a bit. Looks better in motion of course.
Raising Storm...
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-2.png)
Raising STORM!!!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-2.png)
Still on track for the weekend release. Will include his music and stage (which is a mix of Terry MotW stage 1 & 3). The sun even rises! :)
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Perhaps, by the time you've returned, Raiden will be complete.
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I doubt it. It would be nice, but when I'm back I'll be able to help out a lot more.
Rock is 90% done. Just a special intro with Terry to code and his AI. Nothing of note except that his deadly rave uses the hitsparks from MotW in addition to the reg sparks for extra prettiness.
Deadly Rave is now a 15 combo!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen010-1.png)
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I'm so looking forward to this char. :D
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Hopefully lives up to your expectations. Sorry for not responding to your PM btw. I'm kinda bouncing in and out of this site lately.
Anyway, here's Rock:
http://www.youtube.com/watch?v=wORXdnYEsSg
He'll be ready for downloading on the weekend.
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Hopefully lives up to your expectations. Sorry for not responding to your PM btw. I'm kinda bouncing in and out of this site lately.
Anyway, here's Rock:
http://www.youtube.com/watch?v=wORXdnYEsSg
He'll be ready for downloading on the weekend.
Let's give this guy a well-rounded applause, people.
:army: :bandana: :toffgoi: :bushgoi: :kugoi: :lugoi: :builder: :builder2: :chef: :clown: :jester: :joker: :juggle: :juggle2: :karate: :kid: :bow: :hair: :hair2: :nugoi: :egypt: :sultan: :stooge_curly: :stooge_larry: :stooge_moe: <=== KOFE Fans: (Wild cheers and applause)
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Well progress isn't bad. Finished up Rock minus a small palette problem. I'll touch up and post him for downloading tomorrow. Geese and Terry fixes will be included for the special intros. Next up is Jenet, then Silver, Lee, Mary, Krizalid, Billy. That'll lead to the v0.8 release. Looking like late April now. We'll see. ::)
So, I've also managed to cross another item off my to fix before v0.8 release. Here's Mai's Leotard HSDM. It replaces the old one. Courtesy of Koopakoot. Only the sprites have changed (fire explode added) all of the old afterimage effects and velocities, hits, etc... stay the same.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-3.png)
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Rock for KOFE has been posted on my site. He includes fixes for Terry and Geese for special intros. No fanfare, no release topic. People who care about this release probably check with this topic now and again anyway. We'll save the noise for the bigger KOFE v0.8 release. I'll be starting Jenet soon. Enjoy Rock and post any glitches you find. Cheers. :D
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I just ask for one thing: PLEASE ADJUST THE A.I. TO THE STANDARDS OF THE M.U.G.E.N. YOU'RE USING. I PLAY YOUR AWESOMENESS ONLY TO GET KICKED AROUND!!!! :'( :'( :'(
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It is so difficult to download at the link of mediafire.
Could you present a 4shared or megaupload link for the character rock?
thanks a lot.
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Yes! I'll try him out right away.
Oh and about the PM - don't worry, I am quite busy myself :-\
Hope I can give credit tomorrow.
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NIce Rock Howard I downloaded it and it is very col
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Glad you enjoyed AR. Make his teleport/sidestep a bit more effective for the release. My buddy's a Rock fan and enjoyed bringing the pain. Sorry weakinall. I'll post him on megaupload in the next day or so. Stay tuned. Uche, I'll be adjusting the AI in the v0.8 release. It's on the list. Chizuru's always beating me down. Have to work on Dio to make him harder. I have no guarentee that the AI will get easier though. We'll just have to cross our fingers.
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Thanks a lot. I have downloaded it with proxyweb.
really a nice character.
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Glad you were able to get him weakinall.
I've started Jenet. Her non-attack basics are already done. I'll work with her on and off for the next week or so. Since she's a pretty complete alpha like Rock was, she shouldn't take too long. After that I'll probably work on fixing up some glitches and whatnot (found by myself and Cybaster) before I start work on the next character, whoever it is.
Once there's pictures worth showing of Jenet, I'll post them.
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Welcome back, swipergod.
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Hmm...this is good, seems like we need more grappler types. :P
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I don't like grapplers too much, mainly because they tend to throw me around.
That... and I like to bash heads in ::)
Your Rock is just what I thought it would be - pretty great.
I also like the last hit of Deadly Rave and the winpose that shows him struggling with his own powers.
Keep up the good work :sugoi:
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Grapplers in this game:
-Vice 3 special throws, 4 DM throws
-Clark 4 special throws, 3 DM throws
-Raiden 3 special throws, 2 DM thows
-Yashiro 3 special throws, 2 DM throws
-Maxima 3 special throws, 1 DM throw
-Blue Mary 3 special throws, 1 DM throw
-Angel 3 special throws, 1 DM throw
2 pure, 2 heavy, 3 oriented. 7 total. Should be enough?
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I see people keep checking in with the project. Sorry, I'm still around, but my old computer suffered water damage and I had to go out and get a new one. I have to partition my drive and reinstall windows. I should be back up and running tomorrow. Jenet should be completed by the weekend. I promised Margouki that I would do Krizalid next. I will also try to get Raiden going again. It would be great to him into the next official release since he's pretty much done save for the spriting. Expect an update soon.
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Grapplers in this game:
-Vice 3 special throws, 4 DM throws
-Clark 4 special throws, 3 DM throws
-Raiden 3 special throws, 2 DM thows
-Yashiro 3 special throws, 2 DM throws
-Maxima 3 special throws, 1 DM throw
-Blue Mary 3 special throws, 1 DM throw
-Angel 3 special throws, 1 DM throw
2 pure, 2 heavy, 3 oriented. 7 total. Should be enough?
angel is NOT a grappler
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To me, she's grappling oriented, even if not a pure grappler à la Clark.
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make her rdp grab less sucky like make it able to grab crouching oponents and come out instantly) and she becomes a proper grappler.
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Hi Swipergod, as always, i'm glad to see you ;)
And i already saw the promise you did to me, i feel embarassed :-[
But at the same time, i apreciate that you keep your word, that means everything to me, means that you are a real men, no like others --;
But well, thank you again for this amazing project, and we all wish you the best of luckies, take care, and have a nice day :-*
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Thanks for the kind words Margouki. You're a sweetie. Hopefully all is well with you too. ;)
B. Jenet is done. I'm just working on some sprites for her special intro with Rock. Pictures and vid coming soon. I will be changing her Snd file since the sound quality from XI Jenet isn't very good, but I'll do that before the v0.8 release. Cheers.
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Garou or KOFMI2?
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Edit: Happy 100000 views! I didn't even notice and we're already 1000 more in! :)
Well since this is KOF she's more like KOF XI, although I did give her her MI2 throw as a kick throw. Just uploading the vid now. Will edit this post with link.
Edit: Youtube vid: http://www.youtube.com/watch?v=BD1hi8xDTO4
In the meantime, here's some pics:
Jenet and Rock's special intro. She's not taking him seriously...
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-4.png)
Jenet's new MI2 kick throw.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-1.png)
Jenet's twirly air throw.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen005.png)
Jenet's SDM from MotW.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006.png)
Jenet's HSDM (a counter) with new effects for more pain!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen009.png)
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Lmao "kof" guy hating on you on Youtube.
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Didn't understand what he was talking about, but he doesn't really know what the point of the project is anyway. His game isn't any less improvised either. Whatever...
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Pssh ignore him. Putting an HSDM screen on a character and changing the color of said HSDM screen to ORANGE :o obviously automatically makes you a great KOF char/game creator on par with Kof Zillion ::). Just do your thing bro. I'm looking forward to getting utterly pwnd by you Neodio again.
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Whoa! Does B. Jenet have any other special intros?
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DLed the latest version. I have to say I STILL love it.
The AI is a right bitch though (no offense). I have to play cheap with Iori to last a round, and that's if I'm lucky. T__T
Still very fun, though. Thanks for sharin'. Cuz, you know, it's carin'. :D
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I'm really looking forward to this Jenny. BTW when I said th Garou or MI I meant snd file. Darkgirl ripped the MI voices.
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Thanks everyone. I'm hoping to have a better balanced AI in the next release so that the levels can be set. Sorry Ikari Warriors, was confused. MotW voice. Keep it classic. Uche, Jenet only has the one special intro. Was thinking of adding the pirate crew or at least her drinking her wine and smashing it, but would've been too much sprite work and I have Raiden to worry about already.
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Looks really good.
I love fighting this AI - it's just increadibly tough and not only the bosses kick ass.
Kasumi has become my personal Nemesis ;)
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One option is to keep the original AI and label it as AI-Hard.
While, possible, make a less tougher one and put it as Medium, No AI as weak.
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Swipergod said that he would adjust the AI to M.U.G.E.N. 1.0 specifications (that will probably mean the new A.I. detection that Elecbyte has installed), so there would be no need for AI's such as "AI-Hard", "Medium" and "No-AI".
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I'm hoping the engine new AI leveler will function. Otherwise an AI adjustment will be a long ways off, since it's not a priority for me to create several different versions of AI for each character.
I worked on bug fixes today. I'll be patching Kasumi and Jenet's snd files since theirs are the only ones with issues. Once that's done, I'll take a little breather and then work on Raiden's gethits. When that's done, it'll be Krizalid. I'll keep you posted.
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Well, POTS implemented the AI level thing in his updates. The triggers, randoms, etc. in the CMD for the AI now depend on the AI Level used. So yeah, if coded properly, it works fine. :)
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Great, means I can see the code in action so to speak and see how best to implement it. Thanks for the tip Cybaster. I'm also patiently waiting for any more testing feedback you might have. :)
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Swipergod said that he would adjust the AI to M.U.G.E.N. 1.0 specifications (that will probably mean the new A.I. detection that Elecbyte has installed), so there would be no need for AI's such as "AI-Hard", "Medium" and "No-AI".
Ah... I never knew... ^^
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I haven't said much in a while, But im still excited for this project downloading the full game now.
You need to let me re-fix your webdesign, I should have rounded off the edges and everything way back then but i wanted to keep it not so fancy, contact me if you want this done.
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Great BigBoss. I'll take you up on the website touch up. I'll PM you later.
So most of my time has been devoted to small fixes and touch ups before moving on to Krizalid. Here's a complete list from what I can remember of what will be fixed for v0.8. I'm trying to log this stuff. There's still a lot more fixing to do. Most recent fix was to Kasumi's horrible SND file. She now has better quality sound. Have to fix B.Jenet's next:
Leona explode for HSDM + hitpause for xcalibur
Mature and Yamazaki volumescale fix
Sexy Mai HSDM
Mature gethit bad sprites
Mature slow big proj
Goenitz DM air standing fix
Leona baltic launcher fix (recovery glitch and startup delay for sp version)
Iori rungrab recover glitch fix
fall.yvelocity fix for Kyo Robert and Mr. Big
Mature leaping special guardflag fix
Rock ducking state fix
Kasumi Sound fix
Rock afterimage for DM punch
Raiden DM Chaining fix
Raiden HSDM Chip Damage fix
Shiki HSDM sliding hole fix
Joe and Angel throw screenbound fix
Slower Geese wp projectile
Benimaru, Robert and someone else (can't remember) fixed 5040 states for Adel's Impale
Increased Terry's volume
Raiden counter throw snd fix
Mr.Big Resize
Kyo's punch DM firecircle hit removed.
Chizuru SDM damage and poweradd fix
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I did it less then 15 Mins, PMED You the DL. I rounded everything off so it didn't have that retarded ''boxed-in'' feel. I need to take the time to redesign the entire site for you when im free, That's a pretty old design and, I could do way better.
But here's a preview. (I Took out all your ''text'' on the front page so you could see it rounded.
(http://img87.imageshack.us/img87/7592/88836165.png)
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I like the old design.
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I like the old design.
It's my same design with rounded edges, Whats different?
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I like the old design.
It's my same design with rounded edges, Whats different?
The rounded edges.
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Love the round edges. :3
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Love the round edges. :3
Gonna eventually redo the entire design for him if he pleases so, when i get freetime personally i could do way better then that. Scruffy need's to fix the ugly outlines then again that's just personal preference on his navigation, Other then that i love how his navigation is in a fixed position so only the content box moves.
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New design's a lot nicer. I'll get to it later this week. Any webdesign you wish to touch up/modify is good with me. The website is yours to pretty up as you see fit. :)
Gonna start Kriz in the next few days. That'll be the 1/2 way mark. Considering I've done a lot of bug/feature fixes already, there shouldn't be much wait for version 0.8. I'm also considering a v0.8.5 if Elecbyte executes the sound fixes for RC 7. If that happens I'll make Blue Mary the character exclusive. For now, she's being replaced with Nameless to round off the Nests characters.
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I thought you weren't adding Nameless into M.U.G.E.N.: The King of Fighters Edition. What gives?
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I thought you weren't adding Nameless into M.U.G.E.N.: The King of Fighters Edition. What gives?
Why's it matter its another good addition to the roster you post alot of weird questions.
@Mr. Scruffy Detective
What a great way to use frames, Going to implement something similar.
@Swiper
Already started working on some of it, Really wish you had some sort of ''messenger''
UPDATE: Still working on the frames a bit adding some final touchups
Also finishing some final design stuff like doing something with the blank space probably going to try and put KOF Chars going down the side of the content box
(http://img227.imageshack.us/img227/8948/update.png) (http://img227.imageshack.us/i/update.png/)
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Congratz one of the biggest one man project ever.
I just hope this will be the most accurate KOF game ever because there's already so much inaccurate KOF chars out there. Good luck. :)
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Beautiful design BigBoss. Excited to see it in action.
Game's intended to be a "new" entry into KOF. Story takes place in between KOF2k1 and KOF2k3. Plays like a slight hybrid of SF with KOF mechanics.
Uche, the character list hasn't changed for a while. Nameless is on the first page as Ж'. I'm just too lazy to copy and paste that character.
Looks like RC7 Ex +a is out. Hurray! I'll port the game over once I've finished Krizalid.
To celebrate KOF XIII and a very happy Swipergod (looks great!), I'll be completing Ash and Elizabeth for KOFE for v0.8. Lee Pai Long and Billy Kane will take a backseat for another version. Blue Mary may or may not make it in. Depends how quickly I can finish everything else.
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Elisabeth? That's new.
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She's not new either. Page 52 has team photos with all the KOFE characters (although the teams have changed since that post)
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Did some digging in my old harddrive and found a gif of a Rugal '94 intro that I've been looking forever for. I don't know who made it unfortunately, but it will now replace the lame 2k2 intro, giving Rugal a more old school boss battle feel. :)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-3.png)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-5.png)
I've also done some other minor fixes, completed Krizalid's basics and fix Jenet's snd. Expect some Kriz updates soon.
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Find the name of whoever made that edit and thank the creator, swipergod. That looks awesome!!!
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It looks better. The Rugal intro I mean. One question, when you release the next version, can you include the newly created characters and the motif in the character download area? I have a 5gb download limit per month and the game itself is already a fairly large file. Just a small request, its ok if you cant though.
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Hey lost_avenger, sorry I haven't PM'd you back yet. Been crazy busy. Unfortunately, since the game undergoes a lot of updates from version to version, it's not practical to just release the new characters. A small example of this is with Jenet's throw. It requires everyone to have a 5,0 sprite, but not every character does, so I have to go in manually and give it to everyone. Just giving you characters to add to an old very almost guarentees glitching. On the bright side, the version come out every 6 months or so, so you won't have to download them frequently.
Krizalid's new throw has been implemented. For his kick throw, he picks you up, snaps your neck and throws you behind him.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen003-1.png)
Basics attacks are almost done. More soon.
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Wow! You sure work fast. First you make B. Jenet, then here you are making Krizalid.
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As I mentioned long ago, Krizalid is losing the whirlwind kick and gaining O. Chris' fireblaze attack. This serves as a balancing measure and opens new gameplay possibilities for Kriz.
2 out of 3 explodes
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-3.png)
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How close is he to completion?
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:S Taking away his Hurricane Rage? That is Krizalid's signature move man. At least leave it in somehow.
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considering how cheap it is, it being a super is a nice trade.
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It's familiarity that makes you long for it. If you were used to Krizalid without it, then it wouldn't matter. Vanessa currently uses it in her HSDM and due to its size, it'd at least need to be an SDM to be balanced. Trust me, the fire is plenty cheap already. It eats most fireballs and still strikes for 1-2 hits. It stops Mr Karate's Haoh. Wait until Kriz is done and see if it matters at that point. Personally besides its cheapness, the move never felt like it suited him since it's a wind move from a fire user.
Should be done in a week or so. I'll do one more character (probably Ash) and touch up the rest of the gameplay and then release v0.8. That way I can focus more on Raiden and characters only for the v0.85 release.
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DMs complete and SDM almost complete. Just have one special (a counter) and his HSDM to do. I'll post pics soon..
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90% done Kriz. I'm flipping between Ash, Nameless and Billy right now for the last character. Leaning more towards Ash right now.
So what are the gameplay diffs between KOF Kriz and KOFE Kriz. Well from above you can see his basic proj has changed. His dashing grab no longer stuns (it automatically goes to the default follow up). His kickgrab move now works as a Type 3 counter (however unlike basic type 3s it will also counter air attacks) and he has his first form's dive kicks.
As for DMs, the Fire X comes out immediately (no flame pillar since that's an HSDM effect in KOFE). Works as an anti-air and anti-proj attack.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen005-1.png)
His new DM is a basic rip off of K's Heat Drive. Differences are, it's faster, has more ticks of invincibility and takes less time to charge to it's unblockable version.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-2.png)
His SDM is a combination of his DM and SDM multi-punch DM.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-1.png)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen007.png)
Haven't done his HSDM yet sorry. It'll be a slight mod of his angel wings attack. He's pretty interesting to play as. Feels easy to pick up and learn. Trade off is he is the weakest of the final bosses.
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Hey Swipergod, since your working on Krizalid, you might want to have a look into this:
http://www.youtube.com/watch?v=aaetq9cdUpw
The quality and the fight itself aren't very good but I really like the Intro - it's not as boring as K' and Kriz usual one.
Kriz looks quite interesting so far. ;D
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I admit that the intro is pretty cool, but it's more Capcom-ish then a standard SNK intro. Special intros are all I have left to do.
HSDM. Well, I had to compensate a bit. Full invulnerability, delay and unblockable. Fixed the fire column effect so it's in the background now. I guess the fire effects don't blend to well together for a screenshot, but it works in motion:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen009-1.png)
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That is sick, twisted, and wrong.
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Krizalid vid:
http://www.youtube.com/watch?v=9sSj5IZQ78Y (http://www.youtube.com/watch?v=9sSj5IZQ78Y)
Here's what left:
I'll be doing Nameless next. Then I've gotta update the credits revamp the screenpack (lifebars, mini and large portraits) and touch up the last of the glitches/fixes. Expect v0.8 early June.
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Since Kriz is more or less done, I figured I'd take a quick breather from characters and work on the lifebar improvements I promised. All done finally. Here's a peek:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-4.png)
Might do some portraits tomorrow along with Maxima and Athena jump in intro revamps.
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Have a long layover on my way home today. I'm planning to do some mugen-ing including:
Porting over to RC7 Ex+a
Redoing the credits
All the glitch fixes on my list (if you've found some, now's a good time to let me know)
Character portraits redo
If time, some more of Nameless
We could either be looking at a very early v0.8 release or I might take the time to do one more character.
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So, I really got a lot of stuff done. The best news is that KOFE was ported to RC7 EX +a. You won't really be able to tell aside from the prettier options screen. I need to touch up the screenpack, but I'll probably do that in the next release. I need to do a quick touch up of a few more things including changing K's HSDM to Crimson Star Road, but the majority is done. Nameless' basics are already done. I will do one more character since I really blasted through the fixes yesterday. Can't have a such a quick release (end of April?), so I'll also work on Silver. Here's the glitch/feature list fixes on top of the one I already posted:
Vanessa Wild Puncher hitstate
Rugal Into with '94 Coat
Jenet projectile balance (changed to 1 hit for priority sake).
Takuma Haoh proj balance
Athena jump in intro to gambarimasu
Maxima '99 Jump in Intro
Stage glitch fix for (Yuri, K, Mature, Raiden)
New Lifebars
Krauser Counter sprite 5070 switched for gethit
Raiden HSDM Chip Damage fix
Iori sticky qcb x3 rush fix
Fix Mr. Karate Intro
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Krizalid looks pretty awesome at the moment. Liking the new Supers and all.
so I'll also work on Silver
YES!
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You're working into overdrive with this one.
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Nameless basics complete. Pics of new attack soon. I think I'll release after because I really want to work on Raiden for a bit and get some sprites done since his programming is already tweaked. Might add Silver after the fact if I need a Raiden break.
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Speaking of Raiden, how far is he?
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His programming was done awhile ago. Nio has revamped the stance a bit, but no other sprites have been done so far. I'm gonna try to get the gethits done once v0.8 is out.
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Have you settled on a release date yet?
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Raiden or v0.8?
No release date for Raiden yet (he will continue to have his beta selectable in KOFE though)
v0.8 will be some time next month. I'd expect mid May.
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Yep lol, I meant 0.8. I cant wait
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Here's where we're at:
Nameless is almost done. I'm just working on his new special sprites and then will work on the DMs. Things to note: His blowback attacks don't use the hammer animation. I edited the jump one to look like K9999 (a whip type attack). He has lost all his command attack except his slide. The drill command attack is now a special. His new special animation is for an air fire attack. Pics will be coming. His K DM will be a close quarters only attack (a la Keshin Geki). No mega drill or Isolid HSDM. New DMs replacing them.
Credits are finished and more minor touch ups done. Need to fix the fonts. Other than that, the character portraits and adding Crimson Star Road to K's repertoire is the only things left to do outside of Nameless.
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Here's a pic of the new move. Still playing around with the offset. You can see from the pic that I've changed the flame color since I wasn't a fan of the red flames.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen008.png)
Only DMs remain
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So this is a Nameless of it own?
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Sorta. He's changed up, much like Angel and Kula were. Older characters have a lot of moves to loot from, but newer characters were more limited.
I've replaced Duck King with Tizoc. Tizoc will be the last entry into v0.8. He will play like a mix of his original self with some Goro inspiration for a couple of specials.
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New SDM. A Firewall. Those who've used ultrarox' K9999 should know this move (this is the fire version of his dustwall). Only the HSDM remains. It will be a fullscreen attack.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-5.png)
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I was actually looking forward to Duck King, but that's the way the cookie crumbles.
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Nameless: http://www.youtube.com/watch?v=nurYtJxRw8A (http://www.youtube.com/watch?v=nurYtJxRw8A)
Now I just need to finish up the other system stuff. Not really much left. New portraits will take the most time. If I can finish up everything in timely fashion, I'll start work on either Kensou or Elizabeth. Tizoc will be moved to another release. Most likely Kensou since I've been promising to do him since v0.5
Here's a pic of Nameless' HSDM. I may change it from the vid since the movement bothers me.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-6.png)
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Nameless: http://www.youtube.com/watch?v=nurYtJxRw8A (http://www.youtube.com/watch?v=nurYtJxRw8A)
Now I just need to finish up the other system stuff. Not really much left. New portraits will take the most time. If I can finish up everything in timely fashion, I'll start work on either Kensou or Elizabeth. Tizoc will be moved to another release. Most likely Kensou since I've been promising to do him since v0.5
Here's a pic of Nameless' HSDM. I may change it from the vid since the movement bothers me.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-6.png)
amazing
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hey swipergod
you better make hwa jai or im gonna be very angry
*insert hulk joke here*
...
im serious
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To be honest, I was thinking about it, but I have no idea how to bring him to KOFE standards. hmm... Anybody think of 5 specials and 4 DMs for the guy? I know there are some sprite of him in KOF style somewhere. Would replace Tizoc with him if I could make a quality character. Taking a much needed breather until the weekend (I'm a traitor for playing SSFIV).
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To be honest, I was thinking about it, but I have no idea how to bring him to KOFE standards. hmm... Anybody think of 5 specials and 4 DMs for the guy? I know there are some sprite of him in KOF style somewhere.
http://mugenchina.mgbr.net/
On that site is a KOF styled Hwa Jai up for download. Right now though, he's a Joe clone. Here's some ideas for attacks in case you add him in.
1.Classic Tiger Kick: Like in his original game, he darts forward, knee first.
2.Aerial Classic Tiger Kick: Like in the upcoming KOFXIII, Hwa could do this in the air.
3.Hurricane Upper (Long Range) He does the Hurricane Upper like Joe, but it works like Joe's classic version, being a full projectile and not ending midway. To balance this out with Joe, he could only fire one projectile at a time, like in Joe's classic one, and the damage would be a bit less.
4.Golden Heel: He does the Golden Heel like Joe, but it works somewhat like it does in RBFFS and RBFF2. Instead of it working like Terry's crackshoot, Joe leaps high into the air while moving forward just a bit, and then comes crashing down. It could hit overhead, and be decent as an evasion move.
5.Fist Flurry: Proximity Unblockable. Breaks defense like a grapple, but only usable at close range. Hwa does a flurry of punches like Joe,though this uses what version Joe isn't using, be it the post 96 version, or the EX 98 version. Doesn't do much damage, but it juggles.
6.Fist Flurry Ranbu: Hwa leaps forward and does a combination of attacks, similar to Joe's multi-attack super, but with a different attack string.
7.Super Tiger Kick: Hwa does the DM version of the classic Tiger Kick; the one with energy around it.
8.Mega Tiger Kick: SDM version of Super Tiger Kick. Bigger energy effect, and more hits.
9:Hurricane Storm!: Hwa sends out a sideways version of the SDM Hurricane Upper coming from his arm. The animation is really fast, and the attack goes all the way across the screen and does many hits.
That's what I have.
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Let's not forget that Hwa Jai does a Dragon Kick.
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nice start kkhohoho.
Here's what I was thinking for specials
Classic and Aerial Classic. A move with autoguard that is like a step into a Rising Tiger kick. A close only attack of "exploding punches" that would be unblockable on the first hit. Still iffy on the 5th. Since I don't want him sharing too many Joe moves. A DM could be the RBS2 ? rush (seen in 98UM with Alt Joe). Also thinking of giving him Joe's missing double Cyclone (CVS style) and making his tornados burn.
What DMs/NM does Hwa have in XIII?
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nice start kkhohoho.
Here's what I was thinking for specials
Classic and Aerial Classic. A move with autoguard that is like a step into a Rising Tiger kick. A close only attack of "exploding punches" that would be unblockable on the first hit. Still iffy on the 5th. Since I don't want him sharing too many Joe moves. A DM could be the RBS2 ? rush (seen in 98UM with Alt Joe). Also thinking of giving him Joe's missing double Cyclone (CVS style) and making his tornados burn.
What DMs/NM does Hwa have in XIII?
http://www.tudou.com/programs/view/RAWII07i0us/
He hops towards the foe like a ranbu, does Joe's pre XII Tiger Kick, and when the enemy's falling down and they get close enough to Hwa, he breaks their back on his knee. Watch it yourself. He does it very soon into the video.
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Let's not forget that Hwa Jai does a Dragon Kick.
We don't want him to be a Joe clone, do we? Even KOFXIII is proving guilty of that.
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NO HURRICANES!!!!
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NO HURRICANES!!!!
What else do you suggest? He needs 5 specials. You'd be better with just giving him Joe's Tiger Kick and calling it good? At least the hurricanes can have different uses.
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In Fatal Fury, Hwa Jai calls his imitation Tiger Kick a Dragon Kick. Also, if you're going for KOF XIII for looks, Hwa Jai wears no tape on his hands and feet.
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Spriting hands is pretty hard, so I think is pretty reasonable to keep them.
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Close to a complete moveset:
Need one more special. I'm thinking of something that has the same "effect" as Yuri's Sai Ha. A stationary projectile nullifier. It would be nice to have a tornado like effect, but I can't think of any whirl type sprites at the moment. Maybe something like a stationary Heavy D drill punch?
DM list: Steals the Mega Tiger Kick Joe's currently using. The RB fire rush would opperate differently than Joe. Either as a throw (like Yamazaki, or as a counter or something). SDM would be a bigger fire rush. HSDM would be Double Cyclone. Side note, Joe would get his exploder punch as a new DM to compensate for the Mega Tiger Kick loss. Double Cyclone doesn't really fit though...
How does that sound?
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Close to a complete moveset:
Need one more special. I'm thinking of something that has the same "effect" as Yuri's Sai Ha. A stationary projectile nullifier. It would be nice to have a tornado like effect, but I can't think of any whirl type sprites at the moment. Maybe something like a stationary Heavy D drill punch?
DM list: Steals the Mega Tiger Kick Joe's currently using. The RB fire rush would opperate differently than Joe. Either as a throw (like Yamazaki, or as a counter or something). SDM would be a bigger fire rush. HSDM would be Double Cyclone. Side note, Joe would get his exploder punch as a new DM to compensate for the Mega Tiger Kick loss. Double Cyclone doesn't really fit though...
How does that sound?
Sounds good. As for your 'Sai Ha', Heavy D!'s drill punch effect is all I can think of, unless you give him a different move.
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I've figured it out! :)
I'd give Hwa a burning punch that negates fireballs. The fierce punch version could be followed up with a cross (uppercut). Unique move to him that would work in his moveset without giving him a projectile. lol, Could call it the Anti-Joe Punch!
As for DMs, thought of something better. Would give Joe Screw Upper DM (non-travel version) and switch his HSDM to Double Cyclone. Hwa would get the exploder super punch as his HSDM complete with "pre-drink" before attack.
Think of it this way: Joe perfected hurricane attacks, Hwa perfected exploding punch techniques! :D
I think this makes Joe and Hwa different enough. I don't want to commit to any more spriting projects until Raiden's done though, so I'll tentatively say Hwa's in with Tizoc as a backup.
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I've figured it out! :)
I'd give Hwa a burning punch that negates fireballs. The fierce punch version could be followed up with a cross (uppercut). Unique move to him that would work in his moveset without giving him a projectile. lol, Could call it the Anti-Joe Punch!
As for DMs, thought of something better. Would give Joe Screw Upper DM (non-travel version) and switch his HSDM to Double Cyclone. Hwa would get the exploder super punch as his HSDM complete with "pre-drink" before attack.
Think of it this way: Joe perfected hurricane attacks, Hwa perfected exploding punch techniques! :D
I think this makes Joe and Hwa different enough. I don't want to commit to any more spriting projects until Raiden's done though, so I'll tentatively say Hwa's in with Tizoc as a backup.
Good to hear. Glad I could help. :)
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On the Hwa Jai special alternatives to Joe specials, what comes to mind is him hitting with his bottle to cancel projectiles, something I think Haohmaru could do in SS2.
Of course, there aren't a lot of bottle sprites to use, other than those Ralf uses in an intro of his...
I'm yet to DL the game, but I've been following this thread for a while and I'm impressed with the thought and work put into it - I figure after 2 years of this kind of dedication it could use its own forum section like others have. I figure it would be handy to keep some info like the current cast choices in a sticky topic of its own, and make polls more visible by letting them have their own threads, for example.
Keep up the good work!
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About the bottle hit idea:
Haohmaru has a gourd ala Chin, which is durable and can do damage.
Hwa just has a glass bottle which would probably break on contact. If implemented, I'd lol, but it'd be impractical. Just saying.
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Thanks for the vote Loona. It'd be easier to stream a lot of information here if it were in the project section, so things like bug fixes didn't have to get mixed up with Hwa Jai think tanking. People have also complained about how hard it is to find old info. Well, either way, the project chugs along. I plan on revamping the select screen and the character portraits this weekend and give K' Crimson Star. Raiden and Vanessa require a couple of quick fixes. When that's all said and done, I'll work on Kensou and release v0.8! :D
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The possibility of this project getting a section here is being discussed (http://mugenguild.com/forumx/index.php?topic=112184.msg1106657#msg1106657) - I can only hope the staff can see the advantages of discussing different thing in their own threads to make it easier to find info, as opposed to having everything katamaried in an unreadably long topic.
Sure a site is handy, but if for providing the final output, not the discussions about what's worth including or how to implement them.
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Iced had PMed me about it. We'll see what happens. In the meantime, I've completed all the bug fixes I can think of with the exception of Rugal and Krizalid's clsn fixes (they're ugly, but too time consuming to fix at the moment).
All that's left is to change the character portraits, unveil the new character select screen and make Kensou! :)
Crimson Star Road:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen003-2.png)
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Well, if Hwa makes it in, this is what he'll look like:
(http://i270.photobucket.com/albums/jj119/swipergod/hwa.gif)
:)
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Well, if Hwa makes it in, this is what he'll look like:
(http://i270.photobucket.com/albums/jj119/swipergod/hwa.gif)
:)
Nice. ^__^
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no hurricanes(that is an order)
backbreaker DM
XIII Air ranbu would be nice for a DM
DRUNKRAAAAAAAGE HSDM
love that sprite btw. release him for normal mugen too :V
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While Hwa is a rather boring character to me, that sprite is good, and making an entire set seems plausible. Good luck with that.
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While he is rather flat, Hwa's violent personality is very fit for some bone breaking Muay Boran moves ala Tony Jaa from The Protector. This would distinguish them way more and make Hwa the more technical melee fighter of the two.
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i want hwa as a pure melee fighter. no stoopid projectiles
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i want hwa as a pure melee fighter. no stoopid projectiles
If you actually looked at the last page, and read about the moveset he'll have, you would know that he ended up not even having a whirlwind effect.
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love that sprite btw. release him for normal mugen too :V
There is one in normal mugen that uses those sprites, but not sure if its good or not.
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If you actually looked at the last page, and read about the moveset he'll have, you would know that he ended up not even having a whirlwind effect.
shut up i missed that
There is one in normal mugen that uses those sprites, but not sure if its good or not.
if its the mugenchina one, then yeah it sucks
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If you actually looked at the last page, and read about the moveset he'll have, you would know that he ended up not even having a whirlwind effect.
shut up i missed that
There is one in normal mugen that uses those sprites, but not sure if its good or not.
if its the mugenchina one, then yeah it sucks
Well, that's what I found, and it's the only one available. Thankfully, Swipergod has plans to rework him.
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Here's the scoop on how much work Hwa would take if I decided to start him today (I'm not, this is just hypothetical). In order to meet KOFE standard, he'd need 1 taunt, 3 victory poses and 2 intros (a special intro with Joe as one of these). No problems there since Joe has a whole bunch of extra stuff. His basic strong attacks would have to differ from Joe and he'd need two unique throws (I'm thinking Joe's FF3 throw and an overhead toss). I'm sure in addition to Joe's sprites, someone could also mod Sagat's SVC sprites for a few additional animations.
* He would have a slide command move
* Tiger Kick (Straight Version). Animations exist for this move.
* Air Tiger Kick (Straight and Angled Version). Animations exist for the straight version.
* Rising Tiger. Weak goes straight up. Strong takes a step with auto guard. No animations for this one.
* Exploder Combo. Would finish off with an exploding leaping uppercut. Animations exist for this one
* Force Punch. Punch with energy that null projectiles. No animations for this one.
* Mega Tiger Kick (could be done in the air). Animations exist for this move.
* Tiger Breakshot. Counter that juggles with a 3 hit Rising Tiger before breaking the opponents back. No animations so far.
* Exploding Tiger (multiple flaming kicks into a flaming rising tiger). No animations.
* Final punch. Delayable to the point of unblockability.
Anywho, progress on the system update is about 1/2 done. I still have portraits to make and projectiles to check (all projectiles will have shadows). I won't be updating the select or vs screen this time. Here's a preview:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-6.png)
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just a small doubt, is your game missing gay tendou ? if so, he could make a good base for a few hwa moves so he ends up being less of a joe clone.
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Good call [E]! :D
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:D NICE JOB
but only a thing if your chars are based in kof98 why the chars have missed the charge power?
(http://images.uncyc.org/pt/d/d8/Yash-charge.gif)
it be cool if you put that in your chars
that move is very rare in the kof chars for mugen
if you not have the sprites of them i can give you them
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No. If your character can pull off a high level super at full energy then you don't need charge.
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it can be changed :o
but is ok no to all likes the charging of kof98 :'(
all world likes the same kof xi and kof2002 hdsm styles ???
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That's not the case at all. Charging should only be used for low damage level 1 DM's. Level 2 and 3 DM's when very low on health or the game would be ridiculous.
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i see well the game is based in the new ones like 2001,2002,2002,xi etc :'(
it was my mistake i think the game are based in the old school :'(
mugen games are all based in same same same styles --;
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i see well the game is based in the new ones like 2001,2002,2002,xi etc :'(
it was my mistake i think the game are based in the old school :'(
mugen games are all based in same same same styles --;
Mr.Zeook, 98 only had charging in Extra Mode, and quite frankly, Advanced Mode, with it's stocks of power that were much more convenient then charging that bar, blew Extra Mode out of the water, hence why future games didn't have charging at all, and I'd imagine that one of the reasons why all of these MUGEN KOF games don't have charging is specifically because the Stock System is better then the Charging System. Not to mention everyone post 98 would need new charging sprites...
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To be fair, nobody's full game was like mine when I started this project back in 2007. I chose not to use the pow system or the charging system because I found both had faults. Charging had to be done far away to be safe, which slowed down gameplay. Pow was basically a telltale sign that the player was planing on doing something big.
Building a bar and stocking the levels allowed for players to always fight on their toes and didn't sacrifice the pressure of the fight. The system is like 98 in the sense that it isn't as combo heavy as later titles with infinite juggle potential and super cancelling. Game relies more on individual moves and situational combos (juggles from pop ups for example) and simple chains/2 in 1s.
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only infinite whores use extra mode in 98 anyway.
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only infinite whores use extra mode in 98 anyway.
Agreed. :)
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im not the one that says the chars are 98 :S
i know from the begining that the chars are edits
a will be in the game lucky and goro the one that made sanders are cheaps and edits even have strikers
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im not the one that says the chars are 98 :S
i know from the begining that the chars are edits
a will be in the game lucky and goro the one that made sanders are cheaps and edits even have strikers
Lucky and Goro will not be in, so what do Sander's creations, and the fact the characters are edits, have to do with anything?
(I think I'll just let you sort this one out Swiper...)
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because i see are taking some chars from him and anothers ones from diferents author and are fixing them for the game
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because i see are taking some chars from him and anothers ones from diferents author and are fixing them for the game
Yes...but so does nearly everyone else. Your point? (And please, not trying to be rude, but you could you try working on your grammar so that we can understand what you're saying? Thank you.)
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He/she's most likely using a translator.
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I modify characters and I remove things that would cause imbalances. Terry and Chizuru are based off of Sander's creations and don't really play like his do. I understand the point you're making about there being different cheapness that can occur regardless of the game's mechanics, but all of my characters are consistent because they're based off the same template (at least I hope they are, but that's what play testing is for). And the basis is more of a 98 style gameplay. Adel is in the game and does not play like he does in XI. Shiki is in but doesn't play like she does in SVC. That's the idea anyway.
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im not using a translator im not need that
i speak both spanish and english you notice that in my writing
and in my speak
yes thats the point i like the chars you make for the fix you done in them (for me is a fix)
swipergod i have all the chars sprites of kof from 94 to 2003 you need someone?
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im not using a translator im not need that
i speak both spanish and english you notice that in my writing
and in my speak
yes thats the point i like the chars you make for the fix you done in them (for me is a fix)
swipergod i have all the chars sprites of kof from 94 to 2003 you need someone?
Obviously you do, because your English needs a little work. ::)
Keep it up man, this is looking better and better every update.
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His english is ok, he could be a native speaker and write worse english anyway and an online translator would do a worse job, don't be that rude to him, I think the point got across anyway.
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Thanks for the sprite offer zeook, but I'm okay. The only sprite issues I have is when I have to draw new ones. :S
Back on topic... Portraits and fonts are almost done. Have done more minor fixes including giving Geese his '96 stance and Mai her '97 win pose. With any luck, Kensou will be started by the end of the week. When he's done, it'll be prepping for release time (pdf, shrinking music files, etc...)
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Can anyone please provide me with the translations for Nameless' moves. I need them for the pdf for consistency's sake. I know they are different than K9999's. Thanks.
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8 portraits to go and then work on Kensou can finally begin. Touched up the select screen. Will have some effect in there. Don't know what yet. Versus screen will also get a makeover.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-7.png)
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kof96 for psx has artworks like that, try to get ahold of them.
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Too many missing characters, even if I use the striker sprites from 2000 too. People like Rock and Neo-Dio wouldn't have fancy poses, so I figured I'd just make them all from ingame stuff.
Minor update. Changed the KOF logo to the '96 version, added a row for the sub boss and end bosses at the top, and the background now glows. Although you can't see it, the select music has changed from the 2000 them to the XII theme.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-4.png)
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btw, who goes between geese and mr big
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I voter Igniz, unless the spot has already been attributed.
Nice progress on the screenpack. What's the scale of the small portraits ? They look a little squeezed to me, as if the scale wasn't 1,1 (or 0.5,0.5).
Also, it would be nice if you could high-res everything on the select screen (apart from the large portraits). Having only the small portraits being HR doesn't bring so much and it clashes a little.
Congratulations in getting your own project thread. ;)
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I'll wait for swipergod to reply, but Igniz doesn't sound like an oldschool Fatal Fury / AOF boss. If any I'd put Serious Mr Karate there, since he was manipulated by Geese, as well as Mr Big (who was a lesser boss in AOF)
Karate - Big - Geese - Krauser
And the Karate in the AOF Team would then be 2K2 Takuma (I'm certain one can be found an used, or some permissions can be obtained further along the line 8D )
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I'm probably guessing that empty slot will be Billy. But then again he was only a sub-boss...
Nevermind.
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The theme here is Mugen: King of Fighters Edition no my poor english
swipergod are you making a great job whit this mugen
adel from who autor is based?
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Hi everyone!!! Welcome to my project thread! :D
This main post's been with me so long that I don't really want to lock it, so it'll be the blog thread from now on since I don't wanna clutter the thread with every since minor discussion item, and it's always functioned as a blog anyway. :)
I've created a sticky with the roster and the team breakup for easy viewing. Originally Silver was gonna fill the slot beside Geese, but I've changed the roster one final time, Karate returns to the boss team and Kasumi returns to the AOF team.
Billy's the leader of the Villain's team (Raiden and Yamazaki's team). ;)
Adel's base was from Koopakoot's since he had the best choice of sprites and coding to work off of. He did a really great conversion from XI.
So in celebration of all the newness of the project, Mugen: King of Fighters Edition is undergoing a name change. The game will be referred to as King of Fighters E. Not sure what the E will stand for, but since the KOFE acronym is well known at this point, no sense changing it.
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HOO Great :o
nice changes
a question blue mary will have these moves?
Spin Fall: [qcf+A/C]
M. Spider: [qcf+A/C during Spin Fall]
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King of Fighters Evolution?
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Unfortunately KOF'99 stole the "Evolution" moniker.
Blue Mary will have 6 specials. She will have spin fall. Mary spider is an air to ground grab (new to KOFE). She's one of 4 characters who have this type of move. Yashiro, Lee and Vice also have this move. Clark may also receive it.
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Make Mary like 98UM EX-Mary, who is more like her RB versions. EX Mary is the best version of KOF Mary there is. She's got alot of interesting moves.
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Make Mary like 98UM EX-Mary, who is more like her RB versions. EX Mary is the best version of KOF Mary there is. She's got alot of interesting moves.
There's a difference between uniqueness and being strong. Whenever I've used Mary, while the RB and EX versions are more unique, the other version tends to be more effective. I'm not saying you shouldn't include RB Mary though. She just needs to be souped up.
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There will be some RB implementation with Mary, but Mary probably won't be released until v0.9. Hope everyone can wait that long. She's one of my favs ::)
Spent all day vamping up the screenpack and other minor game fixes. Kensou will have to wait until next week. All portraits are complete. Remaining screenpack items and proj check tomorrow. Unfortunately with all these fixes, the AI will have to wait until a v0.85 release. Ralf and Clark will be release in that version (I'm expecting RC8 to come out between v0.8 and v0.9).
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Take your time whit mary her is my fab too
tell us about the stages and music
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Well, with 60 stages and themes, that'd take a long time. Everything is SNK though (no Capcom Stages here) and the character themes are all from FF-KOFXI. Includes stuff from Fatal Fury, AoF, NGBC and KOF. Shiki has a SS theme and Silver has a Savage Reign theme (I know he's not from there, but there was a theme that suited him.
Anyway, here's the new title screen. Nothing fancy. Animated sun. That's it. Music's an arranged theme from XII:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen005-2.png)
Vs screen got touched up and uses another XII theme. I can't uncluster the names in simul vs for the life of me. If anyone knows how to do it, please let me know:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-2.png)
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there a lot of stages y bgm :D
About intros all this will be in the final game?
i think the intros is a nice touch
the intro between krauser and rugal will be in?(kaiser wave)
king and ryo
andy and mai (baby joke) (wedding custome) etc
blue mary and terry
mr big and all the kof chars (kof98) i hope this
why is neo.dio wll be world heroes chars team? hanzou ,fuma
there be a garou mark of the wolf boss?(kain.r) there are no one
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:laugh4: Nice blank space.
I like the new title screen and VS, much sleeker. Might wanna change up the positions of everything in the Title though, it looks like any normal Winmugen screenpack. :-\
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:o When did you get your own child board I was wondering why your topic was not in projects anymore >:(
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(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-2.png)
Why are the names overlapping?
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Note in my post with that screenshot, I asked for help with that because I don't know how to fix it.
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Note in my post with that screenshot, I asked for help with that because I don't know how to fix it.
...and yet nobody has responded to his call yet.
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Note in my post with that screenshot, I asked for help with that because I don't know how to fix it.
whoops I overlooked it.
you can alter that in the system.def, but only mugen 1.0
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Look for this in your system.def then change the bold numbers until their uncluttered. (make the numbers bigger)
;Names
p1.name.offset = 110,650 ;Position to put name
p1.name.font = 3,3,1 ;Set to -1 for no display
p1.name.spacing = 0,44 ;Space between each name for players on the same team
p2.name.offset = 1170,650
p2.name.font = 3,1,-1
p2.name.spacing = 0,44
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Perfect. Thanks Ratio. It was set to 0, makes sense.
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Prepping for Hwa Jai's potential entry into KOFE. Special intros have been modified regarding Joe and his Golden Tiger Kick has been replaced with Screw Upper (FF3/RBFF version). Hitspark glitch on this has been fixed.
SCREW UPPAH!!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen008-1.png)
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In the spirit of good fun, and because super sf iv has rubbed of on me a little, I give you taunt happy Kensou. Kensou's taunts have the privilege of being the only taunts that deal damage. That's right, tauntS. Kensou is also the only person in the game to have an air taunt as well. Since my game doesn't have Shingo or any goof characters, I figured this'd be a nice little nod to humor.
B*tch slap
(http://i270.photobucket.com/albums/jj119/swipergod/mugen010-2.png)
Dan style air taunt!!!!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen012-1.png)
Note: Kensou's basic non attacks are complete. Also note the stage you're seeing is the training level and not Kensou's stage.
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This will look awkward to any Sie Kensou fan.
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??? Not sure I understand. Kensou was always a goof until XI. I think it fits him well.
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Im glad to see Cody and Dan... er... nevermind. Though a lot of the Capcom taunts can do damage. Sakura's poke, Dan's c.taunt, Sean's ball(I think?). It looks a little out of place though.
anyway, its good to see this game is finally ending up on the fullgame development side. If nothing else, it is less clicks for me lol. My internet resets in a few days so did you ever decide on an exact release day for .8? I think you said early May before, but I would have to go back and look. No rush of course, keep up the good work.
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Things left to do before an official release:
Complete the remaining 70% of Kensou.
Get translation for Nameless' move for PDF.
Update in game stage credits.
Really. That's it. All it would take is a weekend, but so far, I haven't had luck with the translation part. I may have to look outside the guild for help with that one. We'll see if I can get this sucker out next week. Otherwise it'll be first week of June most likely.
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Ah, well good luck.
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Get translation for Nameless' move for PDF.
Check.
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Thanks a lot Byakko! Missed ya around here. ;)
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The PDF is completed. I've posted it up on my website. It has all the new info for the new characters, plus revisions to several old characters. v0.8's release is very close now.
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I said it once, and I'll gladly say it again.
"You really work fast, swipergod."
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Yeah about that...
I'll be using the literal meanings for the pdf since that's been the style so far.
Oh so I guess you'll translate Kusanagi Kyo as Grassmower Capital then okay
Name != word
IMO anyway.
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Yeah about that...
I'll be using the literal meanings for the pdf since that's been the style so far.
Oh so I guess you'll translate Kusanagi Kyo as Grassmower Capital then okay
Name != word
IMO anyway.
LoL. That would be funny to see. But yeah, taking the literal jap translation is a bad idea.
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I think the point was missed. To better illustrate, here's how I did Kyo. Note that normally his moves include style No's, but were not added as they make the name very long:
Wicked Chew
Choice 1: Nine Wounds into Eight Rust or Seven Torrents
Eight Rust (d,df,f +wp) into Time Drill
Poison Bite into Sins Composition into Punishment
Composition into Demon Scorcher
R.E.D. Kick
Iron Dash
Demon Scorcher
Nightht Flare
Here's Nameless' list:
Snow Wind
Fast Bracken
Evening Moon
Celestial Mist
Iridescent Downpour (New)
DMs
Miraculous Phoenix
Severing Shadow
SDM
Ethereal Haze (New)
HSDM
Essence of Fury (New)
It just flow better with everything else in the list and as you can see, it makes it easier for me to name new moves.
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Kyo's moves ar not names of actual things. In the Nameless example, alll it does is turn it into a completely meaningless list of random words (fast bracken wtf), you're essentially destroying the meaning of those names. The correct comparison with Kyo is the "sin composition - punishment composition" link and how several of the moves in his chains have seven - eight - nine in their names, those movenames have a meaning. That's what you're removing in Nameless's moves.
As for making up new move names, the right thing to do would be follow the same pattern and pick up the name of another destroyer for the new special. the H/SDMs can stay as they are since his weren't anything in particular to begin with, at least as far as I can tell.
Better example. Imagine a character whose moves are named after stars, constellations or mythological figures. Now, watch yourself translate those names litterally and come up with a new move with a name that has nothing to do with stars / constellations / mythological figures. If that doesn't sound stupid to you...
In the end, "iridescent downpour" may make sense to you and sound cool, but it simply has nothing to do with the character.
Also I personnally very fucking highly disagree in amputating the names of their "Style 101 - " and such (which is really not long at all). Everybody always does that but it's retarded. It's like I wonder why you even ask me the translation of those names if you're going to do things like that afteward.
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I took it to mean that the relationship to the warships was a double meaning, not the main meaning. I mean, Celestial Mist actually makes sense for the move (spraying of a fiery mist) as does Evening Moon (the chop is could be seen as a crescent moon arch). True, Fast Bracken doesn't make sense, but there is a "conversion to English" trend where moves lose their meaning in translation. If you look at the official SNK translations for certain moves, it'd be tough to understand where the name is coming from or what move it's referring to: Kasumi's White Moutain Peach or Goro's Mine Layer. Fast bracken could have a sub-meaning, something along the lines of wild growth, (fast growing bracken or fast aging bracken). But that's guess work left to interpretation.
Still, your comment about named conventions makes sense. That's why I kept Yuri's Raijin the same (lightning god) instead of translating it. Angel's moves are pretty much based on that principle. You're the translator, if what makes sense to you is that moves are named after the ships and not referencing them, then I'll use those. I can look up a warship that could make sense for the new move. I not trying to insult you Byakko. I really appreciate your help and anyone else's help on this project. That's why I try and make sure that credits are always up to date in game and in the pdf. You have to understand that I really have no idea beforehand what the Japanese wording is. That's why I asked for translation. I only make guesses, none of which can be educated without a translation first.
Note that on SNK's official site, there is no mention of Style numbers for Kyo either. That's why I removed the terms like Assault Formation Hand Blade Pull War Art. Since it seems to be categorizing or describing the move name, but not actually the move name itself (still I understand it's part of the move name). I'd compare that to titles like Sir or Doctor. Your birth certificate will never state those, even though they are part of your formal introduction and naming convention. I'm not trying to be difficult, I'm just attempting to keep consistency.
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Kensou's specials are all wrapped up. All that's left is his DMs. Note that his specials are pretty much what they were in '98. He has no post '98 moves. The DMs will be '98, '99 (Bao's) and 2k2 UM.
With Psychic effect
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-7.png)
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That looks pretty cool actually. It almost looks like a wolf fang fist in mid air to me.
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SDM and HSDM left to go. Release is very close now.
Athena and Kensou cute intro:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen008-2.png)
Kensou's DM (Bao's Crash)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen007-1.png)
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Kensou looks fine to me, I just have problems with Kim....I still think he should have a Hou'ou kyaku DM, I really do.....honestly though, good progress on Kensou. Raiden also feels really great in the latest version.
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About Kim. Having Hou'ou Kyaku as a base DM was mentioned before, but in order to Kim separate from Jhun and May Lee in terms of DMs, I have left it as his HSDM only. May Lee will have a DM and SDM Ranbuu that will work like Kim's when she is eventually completed. Kim is already a really strong character, so the addition of Hou'ou Kyaku isn't necessary to maintain balancing.
Thanks about Raiden. Hope to get back on track with his sprite work soon.
HSDM finished first. Note it works and animates like the SDM version from '98, not the XI version. It's a grab up close or a projectile from a distance. Since it's very versatile, it has a slower startup:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-8.png)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-8.png)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-5.png)
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I remember that move, I forget where I seen kensou use it, but I remember it. As for kim, I guess you're right about the hou'kyaku, as for his SDM, I think the Hou'tenbu kyaku would be better for it if you were willing to think of how it would work out...but it's your call. I do however think the SDM should be Hou'ou kyaku, with one flip kick and without the pheonix, where as the HSDM has the second flip and the pheonix in it, it would differentiate him enough, but allow me to use him more fluidly and effictively in most any situations.
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Sorry Evil Homer, but Kim has to share. Look at the scheme between the three:
Kim DMs: anti air, tenbu, SDM anti, HSDM ranbu
Jhun DMs: grab, tenbu, SDM tenbu, HSDM projectile
May DMs: grab, ranbu, SDM ranbu, HSDM attack
Note that each already share moves with each other, however the SDMs and HSDMs to not repeat. Each character also has a DM unique to them. If my roster were smaller and I didn't have to think about other comparable characters, Kim would definitely have some version of a DM HK, but the larger the roster, the harder it is to be unique. It's learning a new version of Kim for this game. Characters like Mai and Krauser have also had their big moves relegated to HSDM status. It's the way of KOFE. His specials make depending on his DMs unnecessary anyway.
Kensou's final move is done. Vid will be going up soon.
SDM is his EX HSDM from 2k2 UM complete with dragon sound effect:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen009-2.png)
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Guess I'll have to utilize what he has then, but at least he has a hou'ou kyaku, cause if he didn't well....it wouldn't be a pretty day for me....although Raiden is unbelievably close to what I think he should be like, once again, I like his movelist.....as for AI, I think you should use the AILevel trigger, to make it togglable, as AILevel will use the level of AI set in the mugen config file(options menu). Other then that I await this release.
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I'd never completely remove the original FF ranbu! ;)
Kensou's Vid with KOFE screenpack update: http://www.youtube.com/watch?v=RBEMBuivJZs (http://www.youtube.com/watch?v=RBEMBuivJZs)
Created a new rule, characters cannot do an air attack as they're about to land. It was causing a lot of brokeness. Pos Y <= -50.
So that's it guys. All I need to do now is rar it and post it. Hope it'll be worth the wait. Next post will be the release. Thanks for waiting!
Oh, btw, what does everyone think of an alternate sound folder that has neo geo music for extra nostalgia. It'd be a separate download for later. Just seeing if there's interest. I already have all the tracks. There wouldn't be any XI, FFWA or 03 music so some themes would be completely new.
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YES!!! Go for it, swipergod!!
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Fullgame available for download on my site. Go get it. I'm lazy, I'll create a release topic later...
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I gan't get part 4
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I'd never completely remove the original FF ranbu! ;)
Kensou's Vid with KOFE screenpack update: http://www.youtube.com/watch?v=RBEMBuivJZs (http://www.youtube.com/watch?v=RBEMBuivJZs)
Created a new rule, characters cannot do an air attack as they're about to land. It was causing a lot of brokeness. Pos Y <= -50.
So that's it guys. All I need to do now is rar it and post it. Hope it'll be worth the wait. Next post will be the release. Thanks for waiting!
Oh, btw, what does everyone think of an alternate sound folder that has neo geo music for extra nostalgia. It'd be a separate download for later. Just seeing if there's interest. I already have all the tracks. There wouldn't be any XI, FFWA or 03 music so some themes would be completely new.
don't like that rule, what was the problem ?
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elderon, try again, the link is working fine for me. Must've been that someone else was trying to access at the same time?
[E], characters were literally going through the ground (Benimaru comes to mind) with their air attacks. Either that or they'd execute an attack without having enough time for the move to come out. I based it mostly off of the AI's use of air attacks. Maybe 50 is too high? I just picked out a number. Whip always had that restriction (with her swing) and it seemed to work for her. Not married to it though. Characters who could do ground moves in the air, like Shiki's DP or Athena's DP, didn't have a restriction set on their moves.
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the link is working fine for me.
Nope, the site gives the link http://www.mediafire.com/?ztdy2mwyd5nj for part 4 and that link gives me the "upload / create account" etc. default page of Mediafire.
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Fixed. Sorry guys. There shouldn't have been a j at the end. Must've been a typo on my part. Worked for me because it logs into my account... :S
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I'm gonna wait 'till the game's in one file, I hate part downloading. ::)
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Was Jhun's mp3 corrupt for anyone else?
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elderon, try again, the link is working fine for me. Must've been that someone else was trying to access at the same time?
[E], characters were literally going through the ground (Benimaru comes to mind) with their air attacks. Either that or they'd execute an attack without having enough time for the move to come out. I based it mostly off of the AI's use of air attacks. Maybe 50 is too high? I just picked out a number. Whip always had that restriction (with her swing) and it seemed to work for her. Not married to it though. Characters who could do ground moves in the air, like Shiki's DP or Athena's DP, didn't have a restriction set on their moves.
as an ai restriction is ok; as a player restriction it should nto be there; if an attack goes below the ground either check it's landing trigger( it should be vel Y + pos Y >= 0 ), or it's statetype , which must be A along with the physics so mugen takes care of the landing.
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Well, I think they need some restriction. Maybe -20 works better? If it makes sense for the ai, why not a human player? Maybe I need more insight here.
Sorry about the music. Please let me know if this is the case for everyone so I can upload a fix.
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I also had the problem with the mp3 file.
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any other download link except mediafire?
It is too hard to download from it for me, thanks.
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Was Jhun's mp3 corrupt for anyone else?
It was for me.
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First page reminder, anyone?
Sorry, I may have been a bit annoying :P
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The missing animations/actions were the leg snap animations right? 5000 something, I dont remember the exact number, I'll check it and pm you if Im wrong.
Btw, Adel's ai tries to link moves together and can never time it right(the counter kick where he knocks them into the air, stabs them, and they go flying into the air and change colors) he tries to link that to his fireball special and it always misses. Nothing major though.
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Well, I think they need some restriction. Maybe -20 works better? If it makes sense for the ai, why not a human player? Maybe I need more insight here.
Sorry about the music. Please let me know if this is the case for everyone so I can upload a fix.
there is no need to restrict them at all, in the case of the ai, it is your decision if you don't want the ai to attack that low; but it really reaks the instant overheads if you put that for the players. git up+attack in kof and the jump attack is performed almost right away, do so in mugen and for most chars no attack will be performed.
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Sorry about the music guys. Here's the uncorrupted version:
http://www.mediafire.com/?lazz2ymdtum (http://www.mediafire.com/?lazz2ymdtum)
I haven't set the number for the leg and arm snaps yet. I realize that since this is a fullgame, debug requirements don't really apply. I don't need a state 5200 since my game doesn't use it. I have other states like guard crush and throw counter states that no one else uses anyway. Mechanics vary from game to game. As long as mine are consistent between characters, that's all that matters.
[E], I'll look into it for the next release. Some moves shouldn't be instant overheads though like air fireballs imo. Guess it depends on the property of the move.
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Other glitches caused by Winrar... :( I'll use 7z and upload it onto a torrent soon to fix this problem. Sorry everyone.
In other news... what do you think of this potential new HSDM finish screen?
http://www.youtube.com/watch?v=ZAaYKaeh2Lg (http://www.youtube.com/watch?v=ZAaYKaeh2Lg)
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I dont like it :(
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S'okay. :) The reason why I was asking was because I'm on the fence. I like the glass breaking part, but not too big on the explode up to that point. Would prefer a stary type effect or something, but don't know what to use.
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Well I've completed the new HSDM finish for all characters. Kula, Shiki and Nameless don't get one because of the full screen explodes they already have and Kasumi and Geese needed special variations to not ruin their special explodes. It'll be included in the one shot download if I can get it up. Also fixed Chizuru's p2 portait that wasn't grabbing the proper colors.
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Sorry about the music guys. Here's the uncorrupted version:
http://www.mediafire.com/?lazz2ymdtum (http://www.mediafire.com/?lazz2ymdtum)
I haven't set the number for the leg and arm snaps yet. I realize that since this is a fullgame, debug requirements don't really apply. I don't need a state 5200 since my game doesn't use it. I have other states like guard crush and throw counter states that no one else uses anyway. Mechanics vary from game to game. As long as mine are consistent between characters, that's all that matters.
[E], I'll look into it for the next release. Some moves shouldn't be instant overheads though like air fireballs imo. Guess it depends on the property of the move.
just keep the properties or change them if they feel cheap.
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great new version :D
about the music can you make some change the asignation of the chars and music for each level are wrong vice is in the freeman garou stage,yamasaki is in the casino of the garou stage etc
you do place the chars in his correct stage or you leave them in stages that are no of them?
i can provide you whit the corrects ones whit his music
example yamasaki in his fatal fury 3 stage whit his bg
music
etc i have all of them
fatal ,fury, garou, art of fighting, kof series
you make a great work but i think you can make that better in the stage and music side
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A consistent issue I've noticed is that AIs rarely use SDMs and even make rarer use of HSDMs. Everytime I fight against Goenitz he only uses "Nocturnal Breeze", the AI even attempts to combo into the move but always fails thus wasting a special bar for a move that never works and this happens all the time.
Adelheid doesn't seem to be reflecting projectiles... ever. He 'loves' to use that counter every other move. One version of his Genocide Cutter should still slide, after all that was unique to Adelheid alone. I mean come on, sliding DM Genocide cutter blew my mind in '03. :p Also lack of wall slam feels weird considering it is Rugal's son. Love the HSDM but the SDM feels weird, I think replacing it with the wall slam DM would complete the Rugal feel being that all of Rugal's best normal moves turn into DMs/SDMs.
Lack of Goro Daimon still makes this KoF seem hollow, kinda breaks team Japan. Besides, how many times has Iori been a solo entry? :p Just posting my feedback, do with it what you will. Glad to see the project making progress again, enjoying the new select screens/BGMs.
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AI's fix is for next release. AI doesn't reflect projectiles unfortunately because there's no way to tell it when a projectile is approaching (ie proj pos x = etc...).
Goro won't be in. Sorry. I'm debating whether to add Hwa or Tizoc (who will have some of Goro's moves). That's all I'm willing to commit to. If you're unhappy because the game only has 60 characters, I don't know what to tell you considering no fighter on the market has that many unique characters.
There are too many characters and not enough stages and music so characters have to borrow from others. Sorry. If you want, you can change the stages and music to your liking yourself. I didn't molebox my game, so nothing is stopping you.
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proj pos would be awesome. It would lead to cheaper AI though.
What do you have planned for the next release? You mentioned Ralf and Clark before, but I cant quite remember. I know it wont be soon or anything so take your time.
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Good afternoon, Swipergod. I've been playing in your project, from the earliest versions of this. It is much better than many other projects because of the engine and receptions. However, in the latest version of the gap clothing female characters after the final attack had disappeared. Will this be fixed or not?))) And whether be Capcom characters in this project?
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fix K's AI, he can do sniper side :P
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Sexy KOs have been taken out. Too much work fixing moves and sprite editing to make them worthwhile. That'll be something for a post v1.0 release... maybe...
Sniper side is K's knockback now, not a special. Works as it should.
Lost avenger, sorry I'm so bad at responding to your PM. Real life is killer busy right now. For version 0.85, I'm just waiting for the next version of Mugen to come out. I'll be working on Raiden in the meantime... very slowly. For 85 I'd like to have a completed SNK Raiden and Ralf and Clark ready to go. No timeframe yet, since I have touched Mugen since the last release...
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Sorry for the lack of any updates. The project alive and well as always, but I'm already starting to conceptualize my next project. I'm a big Castlevania fan and want to make a CV game that pays homage to the Belmonts. Probably won't be a Mugen project since I'd be looking at doing a sidescroller and other engines are stronger at that kind of thing (thinking game maker). Anyway, give me another week or two to reorg a few things and figure out my attack strategy for finishing up this last leg of KOFE (the home stretch).
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Some good news to deliver. Ever since MissFairy left KOFE, it's pretty much been a one man show. Lost_avenger has now agreed to lend his services with coding the basics to help speed along the remaining characters. The KOFE team has grown to two!
Welcome to the project Lost_avenger. We're doing a trial run, so stay tuned. In other news. I noted RC 0.8 has been released. If our team can manage, we may have a few special characters in the next sub release as opposed to just Ralf and Clark. :)
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I wait with baited breath.
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Swipergod, I don't know how well you play games like kof, but for me it's a little bit too hard... For example benimaru or joe are unstoppably making throws on me when I'm tired defending their too fast attacks... Can you at least tell me how to make it easier (if it's possible).
P.S I'm not that stupid to don't know what is difficulty in options... Even on easy it's difficult...
P.S (2) Sorry for my english... (I'm Polish)
P.S (3) You did very well with this game...
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Thanks Corsac. The correcting of AI Levels is KOFE's top priority for the next release. Until then there's only the one difficulty setting. Sorry. Next release should be coming along soon. Lost_avenger is just plowing through character basics. I don't wanna say who we've been working on yet, but it's very possible that 6 characters will make it in, maybe even 8.
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My advice, change up your team. Benimaru is a fairly easy character to pick up and play + the AI doesnt respond well to his QCB+p move.
Avoid the corners. The AI will punish you and will show no mercy. Some characters more than others.
If nothing else, watch matches in watch mode. You can pick up on the AI's weak tendencies this way.
General stuff:
You can block/escape throws.
Time your rolls right, you dont want to roll into a throw.
Use a well balanced team/experiment
Dont be repetitive
Good luck
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Okay here's the deal with KOFE 0.9
Cast additions: Elisabeth, Ralf, Clark, Ash, Blue Mary, Xiangfei, Eiji and Billy
Possible cast subtractions: Rock, Shiki, Neo-Dio
The possible cast subtractions will only occur if I can't get Blue Mary arm and leg snaps in time for the release for those characters. The subtractions won't be permanent. Raiden is out until his sprites are done.
Major additions: AI will be redone and all characters will get their Mary Arm and leg snaps. There will also be a special KO screen for HDSM victories. KOFE will be ported to the latest Mugen of course.
I invite anyone to redo the menu screen. The preference is not to have it in HD so it fits with the rest of the game. This isn't a request for a screenpack though, since I'm very happy with the lifebars and character select screen.
Lost avenger has been plowing through the basics and is pretty much done half of the new additions. I've just about completed Liz. If all goes well, we should be pumping out a character a week.
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Pics of Lis (just 2 more DMs to go!!):
Her new teleport move. To differentiate it from Shiki's, she only has the choice of teleporting directly in front of the enemy or directly behind:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen018.png)
Her air CD's been switched to a special. Works like Ryo's leaping chop.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen017.png)
Her counter is now a type 3 counter. I may change the effect to mimic XIII (where she teleports behind first).
(http://i270.photobucket.com/albums/jj119/swipergod/mugen014-1.png)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen016-1.png)
New DM, Genri Hurricane!!! Move makes sense for her since she was needing something.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen011-1.png)
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Liz vid: http://www.youtube.com/watch?v=vxcIUIPuay8 (http://www.youtube.com/watch?v=vxcIUIPuay8)
One down, 7 more to go...
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Looking good. ;)
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Thanks! Liz is done (her AI sucks though...). Starting work on Blue Mary and all the arm and leg snaps. That'll take up a huge chunk of my time. After I finish that and Ash, I'll work on "Hwa Jai".
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Someone tell me when the Adel edit is released for normal MUGEN. =P
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You can put it in Normal MUGEN already.
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Some glitching may occur in normal Mugen without editing. Sorry, but I've already said my focus is the game. If you want the characters in normal Mugen, you'll have to convert them yourself. That's why my game isn't moleboxed.
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It can be used, but it will have problems. I used Liz in my regular rc8 and it had problems(using its common1.cns, not kofe's).
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Someone tell me when the Adel edit is released for normal MUGEN. =P
You already have a good Adel GF.
swipergod - Expect a massive KOFE review vidya w/ commentary to come soon from me.
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Sweet. ;D Feel free to post the link here. I'll take as much feedback/bug catches as I can get. Sorry for any rar glitches that occur. Working on fixing that for the next release.
Note: I may be revising the roster. Shiki and Neo-Dio might be giving up their slots to Zero and Tung. I'm 90% on this. This is mainly due to the lack of Blue Mary arm and leg snaps. Easier to ask for two (Lee and Rock) than 4. Besides, I always wanted Zero to make it in. Tung and Lee would be special Legend characters and few teams would get a re-org. Still thinking...
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Personally I hate Neodio. His looks mostly. I think I would miss Shiki though.
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Okay, I'll hold off for now. I'd still like to get Zero in there, but with other spriting projects like Hwa and Raiden waiting in the wings, I don't have the time to frankensprite his missing animations (jumping punches, jumping wk). If someone's up for it, I'll put him in. I'll make a request topic later to see if anyone's able along with suggestions.
Just out of curiosity, what would you prefer? That I pull out Shiki and if so, who would I replace her with? Duck King? Tizoc? Tung? Goro? Shingo? Lin? Shen Woo? Someone else? I'm not saying I will, I'm just interested in seeing what people'd like.
Anyway, gonna complete Ash first. Shouldn't be hard. Look for him to be done this weekend.
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Shen Woo would be nice.
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Im ok with Shen, Oswald, or Malin in the event that we cant get a spriter. As long as we dont lose Rock.
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I have noticed that the AI for the COM won't activate until they started using throws or specials. Loading AI or something?
Especially in Watch Mode, it's usually the player who did a special first, wins. You can see them jumping and playing as though as there is no AI until they start using specials and becomes very unforgiving later.
Yeah and that, too unforgiving, it's like I'm fighting final bosses on the first stage.
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goro daimon will complete the japan team :)
anything about the usa team lucky,hevy d,brian ba ???tler
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You mean the hero's alliance team? They just happen to be Japanese in this case. (unless I missed something? Sorry if Im wrong)
AI is winmugen AI. It doesnt always kick in right, that is winmugen AI for you though. It will get fixed at some point.
Team USA was a joke team and will probably not be in. I cant speak for Swiper on this though.
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Personally... I would really miss Shiki if you replaced her, however if you were to replace her with any character, duck king would be nice
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Help topics posted requesting spriter help:
http://mugenguild.com/forumx/index.php?topic=118483.0 (http://mugenguild.com/forumx/index.php?topic=118483.0)
http://mugenguild.com/forumx/index.php?topic=118482.0 (http://mugenguild.com/forumx/index.php?topic=118482.0)
Yeah, I'm getting that sense about Shiki from a few people. I personally love the way Shiki turned out, so I'd prefer to keep her in, but I feel if Zero makes it in, she's now the only out of place character.
Correct LA, Kyo's team is the hero team. Funny how some people suggest completing the former Japan team, but nobody cares about the Psycho soliders and Chin. If I put Goro in, how many people would use him I wonder...
Shen would feel like a good addition, but he'd need some new sprites (like the Syo Kirishima air punch for a DM/HSDM?). I know Ahuron used a lot of Shen sprites in his Syo. Right now, I could give Shen the required 5 specials and two throws, but he'd be lacking in DMs. Let me think some more. If Shiki goes, I can post a request for the conversion.
Duck used to be a part of the KOFE roster, so in terms of resources, he's ready to go. Personally if Shiki left, he'd be a top choice for me.
Anyway, Ash is almost finished, just the DMs and a couple of specials left. I'll post pics later today.
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Shiki turned out rather awesome.
That is the problem with fighting games in general. The bigger the roster is, the more likely that some characters will see little to no use. Whoever would get put in would essentially be team filler. At least Neo is out(I think)
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Who is in the Psycho Soldiers team anyway besides Athena and Kensou (in your game that is)
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Xiangfei and that one guy(Lee I think?)
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Correct.
Alright, I'm making it official, Zero and Duck are in. Shiki and Neo-Dio are out. Life is just easier this way. Duck bumps May Lee in Kim's team, May Lee bumps Elisabeth in the Women's team and Elisabeth bumps Saisyu in the Hero team. Saisyu's now a midboss as he should be. As of this moment, nothing bugs me about the roster. Course the sooner I finish, the less opportunity I have to change my mind... --;
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So what's new with Ash? Well, way back before KOF XII came out, I was looking to incorporate some aspects of Kain (MOTW) into him. The only thing from that, that remained was the strong "firedash". Ash can now use his dash (LDM) as a normal special, except it's just a push move when done with weak. With strong it acts like Kain's strong dash special creating a fireball and then dashing through it. Ash also gets a throw that works like Kyo's long lost hcb +k grab minus the dashing. The sonic booms, flash kicks and candle blow attacks from Jin's Ash round up the specials. Ash also got a kick throw where he wraps his leg around the opponent's head and tosses them.
New throw
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-10.png)
New Special throw
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-9.png)
Dashing Special (weak)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen003-3.png)
Start of Dashing Special that hits and absorbs projectiles (strong)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen009-3.png)
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Xiangfei and that one guy(Lee I think?)
never heard of the lee guy?
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Lee Pai Long. AOF2, fights with claws:
(http://i270.photobucket.com/albums/jj119/swipergod/lee.gif)
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Are you using Clone Zero or Original Zero?
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So who becomes leader of the Hero team? Kyo or Liz?
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Kyo. Since this story takes place prior to '03 she's not yet a major player.
Using Original Zero, but using the color scheme of Clone for the default color including hair color (not everyone needs white hair dammit). Expect a change in play style as with all KOF character in my game who have limited movesets.
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Damnit. I thought it was Clone Zero. I guess it's the moustache. :P
Nice job moving Saisyu to Shiki's position. She really didn't make sense as a boss.
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These things become more obvious as your round the final lap so to speak. I love Shiki, but she just doesn't belong.
Mai is gonna undergo another change (her 4th I believe). Her fire column will become a DM for the sake of balance. Her air DM becomes her SDM and she'll get her flaming dragon kick from '97-'98. Mai and Athena are probably 2 of the most unbalanced characters, so this should help Mai at least.
Ash only has his HSDM to go. I used Kain's slow fireball as his SDM. I wanted it to bob up and down, but that risks affecting its projectile mechanics, so it's just big and slow instead of big slow and bobby.
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Also, I forgot to ask, which Kyo moveset are you using. [size=4pt]I haven't downloaded the game yet, but that's not the point.[/size]
For Athena, i'd say make her less projectile-savvy. Maybe remove her Dark Barrier like move.
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Kyo. Since this story takes place prior to '03 she's not yet a major player.
Using Original Zero, but using the color scheme of Clone for the default color including hair color (not everyone needs white hair dammit). Expect a change in play style as with all KOF character in my game who have limited movesets.
Story? Care to elaborate?
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Kyo is his non-fireball version. He closely resembles '99 in terms of specials, but his gameplay is unique to KOFE. You can check my youtube channel to see a vid of his moveset.
Story takes place prior to '03 after the fall of Nests. What remains merges with the Bernstein's broken empire. This means that Adel's team takes front and center. Not sure about the details since ditching Neo-Dio revises the story I had planned. The events surround the Orochi seal and the revival of the dead... More time to think about it after v0.9 is done.
Mai's revised moveset. Instead of giving her the fire kick (yawn), I gave her vertical ninja bees. Actually pretty interesting alternative anti-air.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-3.png)
Chizuru and Goenitz have an intro now. They needed one since Goenitz killed her sister. Maki's ghost calls to her sister to beat Goenitz once and for all. :)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen005-3.png)
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Story takes place prior to '03 after the fall of Nests. What remains merges with the Bernstein's broken empire. This means that Adel's team takes front and center. Not sure about the details since ditching Neo-Dio revises the story I had planned. The events surround the Orochi seal and the revival of the dead... More time to think about it after v0.9 is done.
Huh. In that case, you could always your game 'KoF Gaiden' instead of that KOFE moniker. You did say a while back you wanted to change the name. Besides, the names applies to both the story, and the gameplay, as the feel isn't exactly that of traditional KoF. (But still good.)
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I was looking to change what the "E" stands for. It used to be Edition, but not anymore. Now it's just a letter. I think of KOFE more as KOF Extra or something. Like a additional story that can stand alone. Dragonball Z, Sailor Moon S, KOF E. KOFE's a gameplay mash up borrowing heavily from '98 and XI as well as creating it's own unique style.
Anyway, Ash: http://www.youtube.com/watch?v=No03vFiCOvE (http://www.youtube.com/watch?v=No03vFiCOvE)
So far, LA and I are plowing about a character a week. Pretty sweet. Mary's gonna kill the momentum a bit, but no big deal really since I had to do the snaps at some point. Then I start work on Zero. After that, only Clark risks giving me a challenge because of all his binding states. Billy will need some sprite work, but Eiji and Ralf should be a walk in the park. Xiangfei and Duck King should make it in as well, but we'll see how fast I can work.
Raiden's gonna be pulled pending his sprite work and so far, no one has answered the call for Rock's snap animations, so I may need to pull him as well. We'll see.
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Nice work on Ash, but about his theme, why not use his KoFXIII theme? If you don't have it, I could send it to you. (Since, you know, I have it. ;))
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When are you going to start on badass Silber?
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So mai and athena were the most unbalanced? Well i guess Athena can be fixed... Remove that psycho shot dm and replace with her regular crystal bit attack (you can spam her psycho shot special which if it hits can juggle the opponets,because its a launcher people can usually psycho sword afterwards dealing more damage.) For her psycho sword move, after she uses it, make it so she slowly descend to the floor after the use (like in kof xiii). It seems that most of Athena's moves are not as punishable then other characters specials. Also she has like no start up time on her pheonix arrow. I was actually able to abuse this and use it in my advantage and just corner raped my cpu enemies.
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Because this is a homage to old school KOF. I'm not using any character themes past XI. For the screenpack that's different.
Silber is coming in the first beta release (v1.0). He requires sprite edits and I'm keeping those characters for later.
Athena and Ash are now unbalanced. Good catch on the phoenix arrow. I can definitely add a couple ticks there. Really, it's her reflect that makes her so strong, might need to shorten it. Won't worry too much about it right now. Just noting it.
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Both Zero and Blue get started this weekend. LA and I are plowing through. 2 characters in 2 weeks and Blue Mary is almost finished as is. I haven't heard anything from the help topics I posted so I'll try to do what Zero editing I can. Zero is fixing to be what Neo-Dio was Zero style. He'll have a "trap" move and Instant Kill HSDM. He'll gain Dio's beam DM and triple projectile. He'll have a counter all that will also reflect projectiles.
As I mentioned before, his clone palette will be the default palette:
(http://i270.photobucket.com/albums/jj119/swipergod/zero.gif)
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No offense, but he looks weird. Darken his hair or something.
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Clone Zero shaves and suddenly he looks weird? :D No wonder he's bent on world destruction. He can't get himself a girl cuz he's weird lookin'. I'll see what he looks like with a couple of different hair colors, but no promises.
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It's the hair that messes it up. Clone Zero would still look lame without the moustache. I'll whip up a few palettes with different hair colors.
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I suppose I'll live with white hair Zero then. The brown hair isn't really worth the color separation effort for all his new sprites...
(http://i270.photobucket.com/albums/jj119/swipergod/zero-1.gif)
Blue Mary's specials are almost done. I'll have to add the snaps over the weekend (weee fun!).
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Silver hair is fine. Atleast the clothes are the same as Clone Zero's.
Who's the next character after Mary and Zero?
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Ralf and Clark. Then probably a breather since Zero and Mary are gonna take a lot out of me. Heidern, Eiji and Billy will close off v0.9. That'll complete the old school roster adds ('94,'95).
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Okay so finally Zero's basics are almost done. He should be the only character requiring this level of work aside from May Lee (I can't wait... :'( ). Just coding his new throw. After that I'll be grabbing his old dizzy (blob face) and coding his couterhit (with the forcefield). And that should be it. I'm hoping to be done today so I can start coding specials tomorrow.
You can see what went down with the jumping basics here:
http://mugenguild.com/forumx/index.php?topic=118482.0 (http://mugenguild.com/forumx/index.php?topic=118482.0)
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Heidern was scheduled for .9?
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I have no idea why I keep putting him off. All the other old timers are done, so I figured if I'm doing Ralf and Clark, why not sneak him in as well. Also to get a bigger chunk of the special intros out of the way.
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Makes sense then. Since .9 is completing a couple of teams anyway.
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Majority of the teams are on their way to completion. 1.0 is coming closer than expected. This is going to rock!!!
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Zero's about 1/2 way done. His new moves are a DM priority projectile (as a reg special) and a dashing grab that functions like a raging demon (as a reg special). It goes through projectiles and grabs rollers. Cheap? Yeah, he's the final boss, that's the point.
Trying to figure out a new story. So here's what I'm thinking so far:
During the events of 2k1, Original Zero (for typing sake just Zero will do), became aware of Igniz' intentions to take over NEST. Zero, loyal to NESTS president, attempted to warn him, but Nests didn't believe his most loyal soldier was a traitor. Since Zero couldn't prove it and not wanting to shame himself as his Clone had, he let's it go. During the finals, he puts up a "front", battling the winning team and "losing", apparently going down in flames. His real intent was to test the team, hoping they would be strong enough to defeat Igniz.
Immediately after learning of Nests death, Zero becomes furious with himself for not doing more. Seeking to make up for lost ground attempts to use Nests unfinished work to harness the limitless powers of Orochi. He moves with his agents to break the seal and tap the power, but the machine causes a flux, instead bringing the dead back to life and Orochi back via the resurrection of Chris... Well, that's what I got so far...
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Sounds fine to me. Wouldnt that bring Igniz back though also? Or am I confusing something?
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Let's say everyone with Orochi blood/power. That should keep our list of revivals convenient. I think the list of dead in KOFE as per KOF canon is Rugal, Goenitz, Yashiro, Shermie, Vice, Mature and Krizalid and Zero (although for story purposes, those last two will have "survived"). I'd like to make a story for each team revolving around the story.
Might spend some time writing a paragraph for each. Right now I'm thinking the Rival team composes of Zero's agents, that brings in K's team and the Ikari team. Zero's agents attack and overwhelm Chizuru in order to break the seal which entices Kyo's team and unites Iori and Kyo. Ash initially tries to use Zero and the other agents to get to Chizuru, but learns of a powerful technique Zero has mastered and decides opposing him now isn't worth the risk of crossing him. Geese (not dead in KOF canon) is interested in Zero's aggressive behavior and believes him to be the same Zero that cost him millions with South Town's destruction, and decides to investigate personally. He sends Billy and crew to stop others from interfering with him. Takuma releases the dangers Zero poses and makes a deal with Geese to bring him down. Now AOF team and FF team have reasons for entering. And so on...
The official roster addition for v0.9 are as follows:
Ash, Elisabeth, Zero, Mary, Clark, Ralf, Heidern, Yashiro and Shermie. I'll create a topic like I did for v0.8 to track their entry.
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Zero's about 1/2 way done. His new moves are a DM priority projectile (as a reg special) and a dashing grab that functions like a raging demon (as a reg special). It goes through projectiles and grabs rollers. Cheap? Yeah, he's the final boss, that's the point.
Trying to figure out a new story. So here's what I'm thinking so far:
During the events of 2k1, Original Zero (for typing sake just Zero will do), became aware of Igniz' intentions to take over NEST. Zero, loyal to NESTS president, attempted to warn him, but Nests didn't believe his most loyal soldier was a traitor. Since Zero couldn't prove it and not wanting to shame himself as his Clone had, he let's it go. During the finals, he puts up a "front", battling the winning team and "losing", apparently going down in flames. His real intent was to test the team, hoping they would be strong enough to defeat Igniz.
Immediately after learning of Nests death, Zero becomes furious with himself for not doing more. Seeking to make up for lost ground attempts to use Nests unfinished work to harness the limitless powers of Orochi. He moves with his agents to break the seal and tap the power, but the machine causes a flux, instead bringing the dead back to life and Orochi back via the resurrection of Chris... Well, that's what I got so far...
Sounds good.
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Will Zero's agents be a mid-boss team?
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Li Xiangfei? :O?
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She'll join the rest of the 1.0 cast.
Mugen doesn't yet let me do what I'd like to do which is set up which teams you face depending on who your team captain is (first team member you pick). It doesn't make sense for Chizuru to be Kyo's last boss.
Zero has been a labor of love, but he's incredibly powerful. More so than I anticipated. I'll be tough to get Orochi to the same level. To early to say, but he may need some balancing despite his last boss status. His HSDM will take me a full day to do, but the rest shouldn't take more than a couple days.
New projectile. Allows him to control space incredibly well.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-10.png)
His new dashing throw. You can't tell what it's like from the picture but think O.Rugal '98 rush attack.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-6.png)
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question on your story.
Krizalid was revived by Zero (or so what SNK makes us believe for now)
So did Krizalid get revived once more by Zero or did he survive along side with him ???
EDIT: haven't read the entire thread but what move set or style will Ash have? XI, XII, or XIII?
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Ash's moveset closely resembles XIII with a little mix of Kain thrown in.
Based on the slight variation of moves, you could say that the Krizalid from '99 was a clone and the one that serves Zero in this game is the Original (minus the wild striker costume).
Zero's agents:
Boss Krizalid (right hand man/bodyguard) - Like Zero, he survives the ship crash. Being under Zero for a long time, he remains loyal to Zero's cause.
Rival Team:
Nameless - Zero was one of the few kind individuals that Nameless knew while he suffered in NESTS experiments. Zero assists him retain Isolide's DNA within his glove.
Angel - Has a crush on Nameless and remains loyal to NESTS cause.
Adel - Rugal was somehow tied into NESTS operations. Upon taking over their father's empire, Adel, although skeptical, joins Zero's cause (at his sister's urging).
Ash - A free agent who offers his services to Zero. Secretly he seeks out Chizuru so that he can steal her power, but after learning of Zero shadow arts, feels it's too risky to oppose him, so he bides his time.
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Ok that's cleared up for me one more thing though, where's Glaugan?! (Zero's genetically engineered black lion pet?) ???
Is he included or did he not make it in time to survive along side with Zero and Krizalid :'(
Edit: Angel has a crush on Nameless.... Poor Angel will never get Nameless :(
As for, Adel it must be hard to have such an arrogant sister --;
Ash, how expected of his character to avoid trouble :P
as to get Orochi to the same level or higher than Zero, think of an attack that utilizes his "Eight heads" as implied in the original legend and the power to use:
Spoiler, click to toggle visibilty
* Pyrokinesis
* Electrokinesis
* Geokinesis
* Aerokinesis
* Hydrokinesis
* Superhuman Strength
* Cutting Powers
* Snake Arms
After all, he is an entity according to SNK.
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Yeah, the lion didn't make it. :p. No pets allowed in KOFE. Oh, storywise Orochi is much more powerful, but gameplay wise I'm a bit worried. Not too much since he'll have the best teleport in the game.
Okay, so only his special intros with K' and Krizalid and his HSDM to go. He has special intros with Kula and Nameless (stole it from Krizalid).
So the final special is the Neo-Dio style trap, fitted to blend with Zero (it doesn't make sense for a Neo-Dio clone to pop up from the ground). Functions exactly the same. No life lost, just stun.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-4.png)
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Yeah, the lion didn't make it. :p. No pets allowed in KOFE.
FUUUUUUUU....
Oh, storywise Orochi is much more powerful, but gameplay wise I'm a bit worried. Not too much since he'll have the best teleport in the game.
Okay, so only his special intros with K' and Krizalid and his HSDM to go. He has special intros with Kula and Nameless (stole it from Krizalid).
EDIT:
Oh snap i posted accidentally without giving feedback --;
anyways, orochi now is alot stronger (expected) but he has special intros with kula, nameless, and k?
(not expected) this is for the fact that they are somehow related to him i guess
but wouldn't orochi have an intro with iori, kyo, ash, and zero?
(as well as the orochi heralds, geonitz, shermie, and yashiro for example?)
anyways the game story is awesome and i like how its coming out
i like that stun you gave zero. he will suffer of SNK Boss Syndrome :P
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Probably to minimize sprite recycling.
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Um... Zero has special intros with K', Kula, Krizalid and Nameless, not Orochi. Orochi hasn't even been started yet. Right now the plan is for Orochi to have special intros with Iori, Leona, Vice, Yamazaki, Goenitz and Chizuru. Orochi doesn't know or care about Ash, so there's no reason for having a special intro with him.
Zero's AI is passable, but not overly smart. A human controlled Zero wins with ease. I obliterated Chizuru, the game's hardest character, perfect twice. Zero is definitely a powerhouse, we'll see how smart the AI is with the OHK HSDM.
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So I shouldnt feel bad for losing to Chizuru fairly often then? :sugoi:
Mugen AI is easily exploitable though. Btw, when you have the time. You should fix the thing with rugal where he just spams projectiles from a distance. Esp since Ash is so awesome. Rugal basically becomes a joke. It would be one thing if he was doing it for a lead in(forcing the opponent to jump, roll, or guard so he can get closer).
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We'll see what the new AI brings. Projectile helpers might have to become the norm. Especially for triggering proper AI use of reflecting. Projectile fixes are scheduled for 1.0 release. No attack should be able to hit projectiles. Rather they should generate counter projectiles in order to respect the projpriority.
Biggest AI problem is spacing issues. It has no sense it's movement, but I'm not sure that's fixable at my level of AI coding. For example, a smart Rugal would keep within range of his unblockable grab.
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Zero: http://www.youtube.com/watch?v=li6LeqcrJOw (http://www.youtube.com/watch?v=li6LeqcrJOw)
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Just curious, why Clone Zero's theme?
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Find Clone Zero's theme to be a superior piece of music to the 2k1 Zero theme. Personal preference.
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Very nice HSDM :D (Though a don't like his "beam" SDM personally)
Nut none the less looks like a cool boss.
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I have to agree with Psycho Krusher on the beam attack. It somehow looks funny.
None the less, he looks like a really good boss.
I'm sure he will be hard to beat :D
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yo Swipergod can you reupload Saisyu, Kyo, Iori, K, Ryo, Robert, Rock, and Neo-Dio
My Computer got a virus and it deleted my old MUGEN.
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Neo Dio is gone. Don't expect to get him.
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he must still have it somewhere in his PC
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My Teory for NEO-DIO
In the seach for stonger fighter NESTS agents found a strange being presumible a Cyborg fight with a ninja (Hanzo) with the result of the winning of Hanzo and the destruction of Dio, with a wounded Hanzo the neSTS agents take the rest of Dio (with a broom :sugoi:) to the NESTS labs and restore the Cyborg for his own purposes >:D( maybe they installed Windows7 for a better performance)
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Neo-Dio is out. So he won't be included in the story. ARCoolguy, you'll have to download the fullgame from my site. As I've mentioned before, I don't do character requests so I can focus on the fullgame aspect of my project. Both Shiki and Neo-Dio are in v0.8. It'll be the last time they'll be available, so you should download that now if you want them in your roster.
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Blue Mary's only got 2 DMs left. The only major differences in her gameplay are that her anti air at level 1 leads into an air suplex instead of a giant swing (reserved for her SDM).
Once she's done I'll start work on the Hwa Jai prototype. See the Hwa Jai WIP thread for his updates and eventual vids.
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Blue Mary: http://www.youtube.com/watch?v=XL_V0lRKfcM (http://www.youtube.com/watch?v=XL_V0lRKfcM)
Main changes: kick throw is now her suplex. DM anti-air is now her air suplex from '98 UM. Mary Spider is an air to ground grab (the first of 4 characters to have it).
The arm and leg snaps aren't even started really... but that'll be the next project for me to do before I start the Hwa template. Only Ralf, Clark, Shermie and Yashiro will make it into v0.9. I'm needing a break...
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Take as long as you need, swipergod. You have earned it.
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^This.
Will Shermie and Yashiro have their regular moveset or their Orochi moveset?
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Much like the other KOFE-ers it'll be a heathy mix between the two. Shermie will heavily favor her Orochi moveset, while Yashiro will be more 50/50. Their personalities for story purposes will be the Orochi side.
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Aw, why did you drop the dog? Other than that, looks good. It just looks odd where the jacket just to fades but that might just be me. Keep up the good work
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Good. I always like Orochi Yashiro's moveset better.
Also, I didn't say this earlier, but if you want me to make palettes or something, tell me.
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hey
remember me?
yeah the brick that promised you hwa sprites but never made them
sorry :(
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Wich one? (There are lots of that kind of users XD) :P
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talking to swipergod
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Don't be so rude, dude. I was just kidding you!
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Wow, busy times on the forum.
No pets allow in KOFE, so Anton was passed aside. :( I'm an all or none kinda guy...
Yashiro will be interesting. He's getting a KOFE style touch up. As is Shermie. Especially in the DM department.
I'd love some additional palettes, but are you really brave enough to go through 40 some characters and give them additional colors? Always thought of it as a post 1.0 thing, but if you're willing, I'm game.
Hi lolmechy. I read some other posts about other spriting work you mean to do, but haven't been able to push yourself to do. Please, no one understand that more than me. I basically scratched the whole Sexy KO thing because of the same reasons. If you're still willing to do the stance, let me know. I'm starting the template Hwa in a little bit. Just have to finish some Blue Mary stuff.
Hi blue_blood. I'm a fan of your work. Nice to see you a post from you. :)
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I'm really glad to read it, swipergod!
Thank you very much! And I hope keep creating!
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I'd love some additional palettes, but are you really brave enough to go through 40 some characters and give them additional colors? Always thought of it as a post 1.0 thing, but if you're willing, I'm game.
Are you kidding? I made 20 something palettes for just Jmorphman's Chun-li alone.
In other words, it won't be a problem.
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Oh right, forgot about the no pets thing. Makes Duck King easier I guess lol.
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MDD, well, if you're willing, I'll create a palette post and start throwing characters in there. I still need to redo Kula's palette to allow for Foxy color changes. Lemme finish Mary first.
Snaps are 1/5 complete. Once she's done, I'll port over the game to RC 8. This will be KOFE v0.85. Since I need to pass this along to a couple of people, I figure I'd make this a "beta tester's edition". I'll try to clean up all the bugs I know of in this release and send it out to those who'd be willing to do a thorough check for glitches and fix suggestions like incorrect statetypes etc... I'd include no music or stages in this release, just the core system and characters. If you're interested and have the time, let me know. If you don't know if you'll have the time or aren't to interested in thorough gameplay, please wait for v0.9 to be publicly released. I'll create a beta testers topic for those interested so we can track the "per character" cosmetic and gameplay issues. Thanks.
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I dont mind bug testing on the side if need be. I semi do that anyway(I seem to always end up on the bad end of a bug).
Congrats on the progress on the snaps. 1.0 is going to be a pain.
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Go ahead and make a palette thread. I can probably get someone else to make some too.
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ONE MORE THING YOU HAVE TO FIX WITH ZERO! :o
Original Zero's black hole should be a white hole :ninja:
You might want to change those sprites if you are aiming for him to bit closer to the real SNK O. Zero.
(or you could add that attack as a stronger white hole super :))
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The Zero you see in the video is Zero as he was intended for KOFE. A blend of both Zeros.
Tung is replacing Hwa on the roster. No sprite editing required. He also balances the teams a little better. Pushes Xiangfei to the women's team and Maylee back to Kim's team.
Edit: Mala, I'll create the palette topic soon. I really wanna focus on finishing Mary's stuff first.
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Would it be better just to leave the roster topic as "unofficial" in the meantime then? Im having to redo the stuff on my end, I lost most of what I did with the character I was working on(and all of my sprites, so my Cammy will be delayed too -sigh-).
Id say more, but Im not sure how much I should be saying(as far as the Kofe basics wips go).
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lol maybe you're right. I just replaced Tung with Shen. Sorry I haven't PM'd yet. Not really at home much this long weekend...
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I think i might be the only one mentioning this but, i'd rather have Chin then Lee Pai Long. ._.
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We should add Moe Habana and Reiji Oogami, plus the other KOFEX2 characters to that.
That way, the whole project has everyone. :D
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I think i might be the only one mentioning this but, i'd rather have Chin then Lee Pai Long. ._.
Somehow I knew Chin more than Lee, I agree...
Never seen Lee in my life.
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We should add Moe Habana and Reiji Oogami, plus the other KOFEX2 characters to that.
That way, the whole project has everyone. :D
No
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The roster is pretty much finalized outside of 3 or 4 characters and those are in the air due to spriting. There have been a few in consideration, but dont expect anything dramatic.
At Swiper, no worries. Im going to send my usual status report pm for the current batch.
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Lee stays on the roster. He's a far more interesting character in my opinion than Chin. His play style mixes Vega and Gen from SF in an AOF style combat. It makes him quite varied in terms of what he can do and there isn't really anyone else like him in KOFE.
That last roster slot is a tough one to finalize, but re-reading old posts, it seems like Shen was an "in demand" character. He'd need a couple of custom sprites so I could give him his NeoMax from XIII, but he's more doable than Hwa. There are some fun things I can do with Shen. Tung just didn't seem as interesting.
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Might as well leave Lee in because that would be less work for me lol.
So Shen in Tung out? Works for me(but what team would he end up on?)
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The psycho soldiers team doesn't seem very psycho if you catch my drift ;)
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Here is a list of all missing characters in KOFE.
Goro
Chin
Chang
Choi
Shingo
Heavy D
Lucky
Brian
Chris
Ramon
K9999
Seth
Lin
Hinako
Bao
Foxy (non-helper role)
Igniz
Duo Lon
Oswald
Malin
Momoko
Tizoc
Mukai
Shion
Magaki
Gai
Jazu
Syo Hayate
Tung
And that's not even counting characters like Syo Kirishima, Candy or Diana, nor other KOF style characters from NGBC like King Lion, Shiki, etc..
It is impossible to please everyone. Story's not really a good reason to keep a character in, since you can always modify the story to suit the game's need. Chin's injured, Lee steps in to guide the young team for this installment. Besides, if I end up getting help with Hwa, I may end up moving Lee over with Takuma and Saisyu and Tung to create a "legends" team and MayLee would join Athena's team. Who knows? Least Lee, Raiden and Rock give the game the "newcomers" feel. I'm more interested with gameplay and characters that people are more likely to pick up and use.
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Chris is in the game though. As Orochi.
Most of my favorites are in so it still works for me. Oh and no rush on the beta release. I wont be able to download it till the 18th give or take. I'll have the most recent pack done by then though. Good luck with the rest of Mary.
On a side note, while Im working on the new characters and try to test them in FF itself, I got errors everytime about the second pallet. Im thinking it might be something in the .def file of the template, but Im not sure. It also keeps adding extra lines like st4 and st5. Is there a way to make it stop doing this?
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...no hwa jai?
bye
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The roster isnt finalized. So dont get to upset just yet.
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bye
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When will hotaru be finished?
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Not till the final version atm. Swiper mentioned who would be in the .85 beta and the .9 releases. Its on the page before this one(maybe 2 pages back)
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Mary's arm and leg snaps are driving me nuts. I've finished 26 so far, but the drive is very low right now. I've started on Shen. I'm hoping he'll give me a good breather before I go back to finish the rest of Mary's snaps...
I'm still looking for someone to sprite Lee and Rock's snap animations. I'll have to pull Rock out unless I can get them.
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Stealing my thunder, eh?
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Sorry everyone, I'll start a palette topic tomorrow. We'll go by teams, so the Hero Team will be first up.
Shen non-attack basics are complete. :)
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-11.png)
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Im confused, what team is Shen on again? And will Shen and Ash still be sort of enemies or is this before that story wise?
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Hero team, Elisabeth takes over Women's team again, Maylee replaces Hwa.
Shen and Ash meet for the first time here. Shen is lured to the tournament to fight worthy foes. When their paths cross, Shen senses Ash's strength and tests himself in battle with him. That's the short form.
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Works for me.
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I knew that Hwa Jai wouldn't make the cut. He's too much work.
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More like he's too much work for limited payoff unlike Raiden.
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How about Maylee replaces Duck and Tizoc is back in ? in my opinion i dont like duck bieng with justice team :-\ but its ur choice ,
and im really excited bout shen being in the Roster , i cant wait for the release :D
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There is a reason for Duck staying in(at least for now). Swiper hasnt told me what Im allowed to say about progress on my end yet so I will leave it at that out of respect.
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The roster's final. No need for Tizoc with Raiden in (that was the popular vote anyway). I liked Shen after I started working on him and conceiving him. He fills the void I was feeling with Hwa/Tizoc/Tung. Everyone else feels right, so I'm satisfied with the roster.
Don't forget, this is Mugen. There's always the chance for upgrades with more characters. Depends, but I promise nothing beyond v1.0.
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More like he's too much work for limited payoff unlike Raiden.
Limited payof? ???
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Yes. Ralf and Clark are diverse in playstyles from '97-'98 onward as are Mature and Vice. My plan for Hwa (as was SNK's) was to create variations of Joe's moveset. He would still have a lunge, a projectile and a rising Knee. Even if they function differently, he just feels like a variation instead of a different character (like Evil Ryu or Shin Akuma). The payoff didn't feel as novel as a new character did and the work required to "port" him just didn't feel worth it, so I pulled him.
Shen's been put on hold until next year, due to resource restraints. lol. I'm doing work on another project this weekend, but I'll be back to Mary snaps next week. I plan to tackle Athena and the remaining non-boss characters that week. We'll see how I do...
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Didnt you have to make the snaps themselves for Athena? Good luck
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Yup. So far I've finished her arm snaps because those are easier. Not looking forward to the leg snaps. Also found out that SNK was lazy and gave 2003 Yamazaki only 2 out of 3 arm snaps, so I'll have to custom that as well. Once Athena and Yamazaki are done, I'll be moving on the Ralf and Clark, before finishing the rest of the snaps. Need to get some character creation in there since arm and leg snaps are so boring. Since there wasn't much response to a version 0.85, I'll skip it and go straight to v0.9. When Ralf, Clark and Mary snaps are done, only Yashiro, Shermie and the AI recoding will remain. Note that Raiden will be removed and only show up in 1.0. I will try to get help for Rock so I don't have to pull him as well.
If time permits. Big "if", then I may try to squeeze in Billy into the v0.9 release.
This leaves:
[No Work Done]
Gato
Hotaru
Eiji
Silver
Orochi
Heidern
Maylee
[Some Work Done]
Shen
Duck
Raiden
Lee
Xiangfei
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Good to hear about Yamazaki(or bad I guess). I thought it was something on my end at first. On the AI, are you changing it over to 1.0 AI or is it still being done through the command method? AILevel might be a 1.0 type thing I guess.
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i just realized that KOFE doesn't have a Perfect finish screen
because i just beat perfect with Yuri and nothing was new just the same old "Character" win
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I highly doubt that sipwergod will make a "Perfect Finish" screen as he has too much on his plate.
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Do you mean the announcer saying "perfect" when you win perfect? Yeah, I'd like to do that. There's still some glitches with the lifebar stuff (double KO is a known one). I'm not sure how to make the computer recognize a perfect victory though. If it's something I can code in the common, maybe I'll consider it.
Ralf is coming along great. His specials are pretty much done. Just have his DMs and some other stuff to do (sprite edit stuff). Only major difference to his specials is that his Ralf kick has some autoguard at startup. This is to compensate for the running tackle that's been removed from his moveset. I'm also almost finished spriting Yamazaki's missing arm snap animation.
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I think you can do it in the common1. Just make it a common snd. I think you can probably make it say "perfect" on screen using common sprites and using the common1 also.
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yeah, something I'll play around with. Just not that high a priority right now.
Athena's 2 snaps away from completion. She and Yamazaki + Ralf should all be done by the end of next weekend. That leaves me with Clark and a couple minor sprite edits. I'm so happy most of the sprite editing is almost over...
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For V.9 anyway atleast. Finishing things up on my end, V.9 is getting closer
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Almost finished the sprite edits for Ralf's 3rd victory pose. After that, I've gotta give him a new command attack (more sprite edits). After that, it's just special intros and he's done.
I'll probably finish up with Ralf before continuing with the Mary snaps.
Billy will probably get pushed back. Too much spriting from me for one release...
I'm rescinding the no pets rule so that pets appear for one victory pose (Hotaru, Duck and Mary).
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Does Yashiro keep the bird? Cause I forgot to port it if he does.
What spriting did Billy need? Im guessing his lack of intros and an win poses?
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Any word on Raiden?
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Any word on Raiden?
c00per was the main artist on that character... but he isn't active on mugen...
so I would like to help, but I'm full of wips right now, so I can't say I will do it, that would be less harder if Sprac team get a site again and sign up on the project
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With NiO (hi :) ) and Thedge busy, Raiden's conversion will probably be one of the last things done for KOFE and my general Mugen projects. Sucks to hear c00per's out of action. Only other dedicated KOF style spriters I know are Blueblood and Walt.
I finished Ralf's victory pose edit:
(http://i270.photobucket.com/albums/jj119/swipergod/ralf.gif)
I still have his new command move to sprite.
Since I'm doing a bunch of Ralf stuff, I figured I'd grab him another victory pose too and his missing sprite from his intro. Since Clark's also gonna need some sprite editing, I may opt to take a break to recharge before starting him.
Also Yamazaki's arm snap edit is finished. Gonna try to finish up Athena this weekend, and the rest of the snaps from the Rival team.
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Awesome, we're making progress again. I'll start on the rest of the roster tonight.
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Punch!!!
(http://i270.photobucket.com/albums/jj119/swipergod/rp1.gif)
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sounds cool ! , now you still have to do : heidern , clark , yashiro , shermie and Silver ( wow thats alot ! :S ) well good luck .
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That's only half of the characters left...
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Ralf: http://www.youtube.com/watch?v=kMRIiW9Fk-g (http://www.youtube.com/watch?v=kMRIiW9Fk-g)
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Ralf is awesome ! :sugoi:
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Finally finished all Ralf's sprite edits. Back to Mary snaps. Should start Clark next weekend.
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I though you implemented the snaps when you made each character.
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Nope. I think he took Mary out of the roster at one point then had a change of heart and put her back in. The snaps have been a pain in general.
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No, Mary's one of my favs, I'd never take her out. :)
I never implemented the snaps since I had first code Mary to: see what the correct axis would be and to be able to test to make sure the snap looked proper.
I have the Rival team snaps to do, boss team, final bosses and Saisyu and Karate. I hope to do the Rival snaps and Saisyu and Karate (requires sprite editing) before I start Clark. I have next week off, so we'll see.
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sorry about that, congrats on the progress so far. I plan to get ahead of schedule a bit today on my end.
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Finished 3/4s of the Rival teams snaps today. Had to color separate Nameless. Angel's arm snap is wrong since there's no "hole" for Mary's legs. I'll fix it. Then I'll sprite edit Karate's, do Saisyu's and start on Clark.
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Why not take Takuma's snaps from '98 or 2002 and edit on the tengu mask to make it easier? Unless that's what you're doing.
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i saw in ralf's video that you added Mr.karate as a final boss , who are you going to add to fill his slot ?
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Being next to Zero doesn't make you the final boss.
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Orochi and Zero will probably be hidden. Karate moved up to that spot to fill either Shiki or Neo's old spots. Where they are in Swiper's personal version doesnt mean they will be in that spot in the release(not that it would really matter anyway...).
Which reminds me, do we have the team thing figured out yet? Shen to Hero team, Liz back to women's, Duck to Justice, Maylee staying on Justice? Saisyu to mid boss and Zero takes Neo's spot. Or did I miss something?
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Also, a small question. Wasn't there a plan to put Ryu in the game, but he got removed because he didn't fit or something? I remember seeing a swipergod-like video with Ryu in it once.
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maybe he felt that it is wrong to put a street fighter character in a king of fighters mugen so he removed him out of the roster
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Which is exactly what I said but worded differently.
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Zero took Neo's spot. Mr. Karate took Silver's spot for story purposes. It was easier to put Silver on the Boss Team. Karate and Saisyu are the teamless masters (unless I end up adding a Legends team). Think of them as sub bosses not final bosses.
Teams are confirmed unless I decide to add in Tung and another (potentially readding Shiki or something). I probably won't though, since that pushes me beyond the 60 character limit.
Ryu was removed early on due to the fact that he wasn't a SNK character and this game is meant to be an SNK homage. A lot of people complained about Ryu or Gouki being in the game, plus I don't think it's fair to take up a spot when there are so many SNK characters that won't make it in.
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He would have made a decent secret character, but its all good with me. I didnt like the snk version of Ryu's sprites anyway. Plus if you want him in it wouldnt take a lot of effort to add him in your own private roster(I plan to make an extra kofe team for mine anyway).
My current pack of characters is in the final testing stage. Which means Im back ahead of schedule again. Woot
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Yeah, now I remember. He had a bunch of Gouki's moves.
And a Legends Team? Yeah, I can't think of anyone that would even fit in that unless you decide to sprite Jeff Bogard and Gaidel, and that STILL wouldn't make sense.
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Legends team = Saisyu, Karate, Tung, Pai
Psycho soldiers = Sie, Athena, Xiangfei, Maylee
Justice = Tizoc/Hwa Jai, Duck, Kim, Jhun
That's one way it would work and Orochi and Zero would become "unselectable". Or at least disappear from the select screen. Just not sure if I wanna commit. Personally, I'd rather see a fully playable version of Chris, more than Tizoc or Hwa. And I don't wanna do Hwa as much without a committed spriter.
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You could change the Psycho Soldier's team name to "Young Justice Team" or "Aspiring Heroes". Besides Kensou and Athena, it doesn't feel very psycho soldierish ;)
Or that could just be me. ::)
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Maylee with psycho soldiers ..? i maybe mistaken ( i usually am --; ) but i don't think that she is suitable for this team at all .
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I dont mind making Chris if need be. Since we dont have a spriter for the snaps, we might want to consider not using Hwa for kofe. We have a group of grapplers so meh.
Orochi and Zero should probably be hidden anyway imo.
How old were Maylee, Xiangfei, and Kensou? Highschool justice/highschool heroes jk
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Until SNK does it, it seems it's never okay. Like who'd have thought Athena and Malin would work on a team. Actually, they don't really, but SNK did it, so if you put them on a team now, people say, "Hey it was an official team in 2003, so it's okay."
Maylee is the Korean Athena. If I did move her to the Psycho soldier team, then it would make sense from that standpoint. Also, Maylee "projects" a copy of herself in the double kick attack. You could see that as "astral projection" which is a psychic power.
Definition of Psycho Soliders is Athena and Kensou. Chin, their master, doesn't have psychic ability. Maylee could be the new recruit and Xiangfei, their martial arts friend. Make up a story that makes sense.
Athena's team is called the Psycho Soliders team in KOFE. No one confirmed that there would be a legends team, so let's not worry about it right now.
I'll have pictures of Clark soon.
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Kof team in the future. Kasumi, Malin, Shen, and King. Just to make people go... the hell?
Athena and Maylee could become rivals or something. and Xiangfei... meh. Liz protecting Kensou from his pursuers might make partial sense. Since the women's team is generally filler. Meh.
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Sounds good. =]
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On a roll today. Gonna try to finish all the snaps today. Just finished the last edit snap (Karate). I'll get back to Clark tomorrow.
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Btw, The intro and roster topic has Zero with brown hair still. Not important, but thought I would point it out.
Congrats on the progress
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Yeah and Liz is the wrong color. No big deal. Just giving people an idea on the roster page.
Some pics of Clark. He's chugging along. I wanna finish his specials and Mary's snaps for the rest of the cast today. We'll see how it goes. Then tomorrow I'll finish Clark off.
"Bring it on Clark!", "Okay Ralf!"
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-12.png)
Now his basic punch throw. Backbreaker!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-7.png)
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Nice ;)
and that's a very nice stage for Clark
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Ralf basically says hi... and Clark breaks his back. I wonder how good he would be at babysitting?
Congrats on the progress.
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Whooo hoooo! Finished all the official snaps. KOFE v0.9 will be out in the next 2 weeks. I'm hoping someone will edit Rock so I don't have to take him out. Shermie and Yashiro will be released on their own if they don't make it in as bonus releases.
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Swipergod, you add new meaning to the word "perseverance".
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We'll just have to cross our fingers on Rock then. Was Mary finished outside of the snaps?
About the Shen request topic you put out. Doesn't he already have a move like that? Could that be frankensprited(or however you spell it)?
(http://i1044.photobucket.com/albums/b443/lost_avenger/80fbe0b4.png)
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O M G , i will be counting the days ;D
<----- even Leona is excited :sugoi:
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Just finishing up the pdf and revised credits. Only thing left now before the release is some bug fixing (the helper and hit override issues) and finally revamping the AI so it's not as brutal. :)
I'm not liking Clark's SDM. I'll either remove the spin or switch it to Clark Spark.
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The AI is only strong when they corner you and punish with priority moves. Jennet and Joe are bad about that. The exception being Chizuru... who crushes with whatever she feels like, whenever she feels like lol
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hey why not give ash his KOF XII/XIII stand animation ?
Spoiler, click to toggle visibilty
(http://i998.photobucket.com/albums/af106/mileena_karai/mugen016.png)(http://i998.photobucket.com/albums/af106/mileena_karai/mugen017.png)
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I've seen that before. Don't know how well it blends with this version of Ash since the mannerisms are different.
Teams are getting a major shake up. Holding off on an official announcement, but fyi there will be no more Garou team. They're being splintered into other teams. Sit tight and wait for more news.
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Wait... they are? Cause of the Rock snaps or just cause of the other thing?
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Swiperod, how major are these shake ups?
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(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-11.png)
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mm nice ! and you added a legends team , but who would fill Nameless's slot ? and will gato be in the Villains team , and where will Hotaru go ? and is this roster gonna be in V.09 ? and is Maylee gonna be in Psychic soldiers team ? and who will fill Shenwoo's slot ? and who will fill Mr.Karate's slot ? and are you gonna add Oswald ?
( WOW so many questions !!, sorry :S )
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We're undecided on who will 100% be in the .9 roster atm. Outside of what was in the new challengers topic anyway.
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Missing slots in descending order, left to right:
Orochi
Chris
Tung
Lee
Silver
Goro
Duolon
Xiangfei
Heidern
Gato
Hotaru
Maylee
Duck King
Yashiro
Shermie
Billy
Eiji
That's all I can say right now. More news is coming soon.
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Is the final boss team a team? Or are they individual bosses?
Nameless leading into Zero and then Chris leading to Orochi? Im assuming that is the goal?
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Chris and Nameless are team edit characters. They aren't bosses and should be balanced accordingly. Would've pulled Mature and Vice as team edit characters, but Chris and Nameless work a bit better I think.
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Wohoo Duolon and Chris are in !
i like what you done with the physco soldiers Hotaru joins the team and Gato chaperon's her :P
but why would Rock and Jenet join the Anti-Hero Team ??
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I though Chris wasn't getting in because of Orochi.
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Gonna do it '98 UM style where Orochi doesn't use Chris sprites for his intro.
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mugen is the best fighting game could ever be ;D
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Shermie's basics are almost done. Had to fix a bad sff file (adamskie's was a bad template to use). Should move on to supers tonight.
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Glad to hear. Aside from sprites, we might get this done this year possibly. Woot
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v0.9 yeah. The whole game. 99% not likely. Tacked on Xiangfei to this release. Will probably push it back to the end of Nov. Shermie's coming along. All basics are finished finally. Was a real mess. Bad template.
New forward throw = her old run grab throw:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-12.png)
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If you will push the release of v.09 to November could you post the characters in your site i really dont wanna wait that long :(
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Sorry Mileena, I'm working on several characters at once. Plus the game system is different. There would be too many glitches if you used a .9 character with .8 characters. You'll have to wait one more month.
I'm trying something I haven't done since release 0.2. I'm coding multiple characters at once. Cleaning up their basics, then moving on to their specials. I've finished Shermie's basics and I'm almost done Shen Woo's. After than I'm going to do Goro, Yashiro and Xiangfei. Shouldn't take long. v0.9 is going to have quite the roster. LA will get Duolon in there, and maybe Chris. That's on top of the 6 characters I've already done. Gonna break this weekend to do some glitch fixing. The binding issues with Zan Retsu Ken and the like have gotta go.
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.8 characters disappear during .9 character's throws. .9 characters have snaps that .8 characters dont have(some did have them already, but Im not sure if they were aligned right). Extra system stuff as well as 8 extra sprites or so. Its better to wait in this case.
Duolon got some bug fixes and snaps added(I think I did it right). His SDM will become a DM instead. He's fairly close to done though. Ive been kind of busy so I apologize on the really slow progress(I went back and did a few check ups on things)
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(http://i270.photobucket.com/albums/jj119/swipergod/mugen003-4.png)
So, where are we at?
All stages and music for the newest characters are done.
- Shermie's basics are done
- Goro's attack basics need coding
- Shen needs his throws
- Xiangfei needs snd replacements
The plan is to code specials over the weekend. Yashiro will be done after that before the DMs are coded.
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So do we have a semi official roster for .9?
-Ash
-Liz
-Ralf
-Clark
-Shermie/Yashiro
-Mary
-Xiangfei
-DuoLon
-possibly Chris(looking like it might be a 1.0 thing unless I just have a mugen grind day or something.)
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Why is Shermie in her Orochi state?
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LA, you forgot Zero and Goro.
Uche, why not? IMO her moveset is more interesting. Otherwise, she's just Clark. Besides, there's enough grapplers as is. She'll retain her suplex and one command throw. I had to pick a version, so I picked her Orochi version. Feel free to change her after you download her to whatever you'd like. :)
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Yashiro will still have some of his Orochi moves too, right? He's the only grappler I really use.
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Oh right, I did forget Zero lol. Wasnt sure about Goro. Since Shen's edits wouldnt be done till next year I assumed Goro was being prepped for 1.0.
Shermie's taunt was already going to be her Orochi taunt(The long one being canceled over and over and over by the AI would probably get annoying). Plus... it looks cool lol. You can change her stance back fairly easily(Im guessing Swiper left it in the .air file)
I think Yashiro borrows from his Orochi self, not sure how much atm
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Are you making a completely new Shermie or are you editing someones?
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Every character I have in this game, uses an existing character as a template and is tweaked. New moves are given, moves are taken away, animations are fixed and added, a standard is set etc... It's not like other full games out there where they add some effects and a new move or two. I take the time to fix characters and ensure that even their hit animations are set to a standard right down to the tick count. For Shermie, I used a rotten base. Adamskie's. It was missing a lot of sprites, a lot of stuff had horrible axises, poor animation. She's all fixed now, but she took a lot of time to fix.
Okay New Face team: Unlike other "alt" characters, these characters have 2 completely different styles of play. So what's KOFE doing?
Shermie: Very close to her Orochi self. She's gaining one new DM (I don't like the electric drill move) and keeps a small touch of her throw crazy self. You'll see when I'm done.
Yashiro: He's almost a 1/2 and 1/2. He's got plenty of throws and his hard hitting punches. His DMs are closer to his Orochi self though.
Chris: Very close to his non Orochi self. The illusion game is far more attractive a character. Will still stick in a fire attack or two, but it's his DMs that'll reveal his Orochi self. LA is coding this one.
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I havent started him just yet. Im using ahuron's so Im used to the style he uses.
I know this is a ways off, but you're doing the AI for Duolon and Chris right?
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Ya, no worries.
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Shermie's specials are done. Her special throw has the knee follow up.
On to Goro and his binding fun...
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Good to hear on the progress. I sent a pm about Chris's hunting air move and his super(s).
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Sorry there haven't been many pics of progress. Anyway, Goro's one move away from Special completion. Here's what's changed:
- No longer has his trip takedown special (reserved for DM and SDM). This is because KOFE doesn't operate on a two special throw standard. Same thing happened to Clark and Vice and will happen to Yashiro.
- Earthquake work like Haki Kyakku now. No fullscreen. Rebalances him. Strong has about two body lengths of distance and can hit grounded opponents and must be blocked low. I think that's enough.
- Run grab with weak doesn't slide behind the opponent. Just a grab and toss.
- Goro now functions on the high and low counter basis. Further balancing. High grab does the head drill throw, low grab does his command hammer punch. He loses the hammer punch as a regular command attack as a result.
Anyway, just have the counters left to code. Then on to Xiangfei. Most DMs should be easy. Just need to squeek in Yashiro somewhere.
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Hi, swipergod!
I don't write much on this forum, but I've been following your project for a long time.
Just checking in to say I love how all is working out, I appreciate how you guys are trying to give a meaning to the teams, and most importantly that some of my favourites characters (Duck King, Tung, Billy, Xiangfei, Chris) are making it in the roster, despite having been on the fence for a while. Lee Pai Long is interesting, too.
I'm also glad that you ditched the 2 "not-really-belonging-in-KoF" characters (the obnoxious Neo-Dio and Shiki), even though Silber is half way there, and his presence is odd, given that the only 2 characters he has common history with (Oswald and Gai) are not part of the roster.
Anyway, keep up the good work. I'm really looking forward to the next version. :sugoi:
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Gai would require too much extra work imo. Based on how much effort it took to put Mary in and plus Im not sure how many of the current roster would have his snap sprites.
My internet is back on so Ill be back in this again. Sorry for the absense.
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Silver's fine. KOF is known for pulling fighters from other franchises. I miss Shiki, but her moves are being hoarded by Zero and Orochi right now. If I can figure out something, then I'll try to bring her back...
Goro Quake! KOF XIII NeoMax KOFE style.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-13.png)
Honestly, not much to look at, but gets the job done. Must be blocked low, covers the lower part of the screen. Will finish Shermie and Goro this weekend for sure.
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Goro vid:
http://www.youtube.com/watch?v=ScnV6ed-rwg (http://www.youtube.com/watch?v=ScnV6ed-rwg)
:sugoi:
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Looks like a mix between Old KOF and New KOF with some originality added in for good measure.
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Ow... the ultimate nipple twister. (19-21 seconds)
good work
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Well, depending on how big a Silver fan you are, this could be great news or bad news. Silver's out. Ejected at the last hour... He will either be replaced with Chin, Tizoc or Oswald. I'm heavily leaning towards Oswald because of the interesting gameplay he has. I kinda don't like Chin, but he's oldschool and well Tizoc's been in and out for awhile now. I have movesets for all. Trying to decide...
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How would you balance Oswald without killing his gameplay? I vote Oswald personally. With as in and out as Tizoc has been, he would seem more like roster filler. Chin was the drunk style guy right? Meh... Oswald ftw.
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You took out Silver? How Disappointing. I was looking forward to him. There really isn't a good Silver available for DA MOOGEN yet.
I'd replace him with Oswald. The other two are really meh compared to him.
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Id vote Oswald as he would like to fight Shen again >:D
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Doesnt the story of kofe take place before that? Er... my memory sucks
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wow im confused :S
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Also, can I ask why you took out Silver?
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Im not sure other than maybe that he didnt blend that well. Last minute roster shake ups Im guessing. Id rather see Duck out personally.
Worst case scenario, I can port him into 1.0(if I have the time).
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I had a great debate with myself and ended up conceding to Tizoc. Charcters like Silver, Shiki, Oswald etc would make nice bonus character where I don't have to worry about "uniqueness", balance and standards for them. I've shafted Tizoc 3 times already. After revising his moveset, I'm happy enough with him to add him in. He becomes Raiden's "Ken".
Silver is a really cool character, as is Oswald, but Tizoc's the longer standing character out of that lot. I thought that if I gave Chin enough thought, that I'd get excited to make him like I did with Goro. No such luck. Tung feels like he replaces Chin and Raiden feels like he replaces Chang, so everything just seems to fit better.
Maybe we can make a special team of Hwa, Silver, Oswald and Shiki, but that'd be a post 1.0 thing...
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Reject Team. :P
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Meh, It would be better to worry about this kind of stuff once we actually get .9 out of the way.
I cant help with Hwa for obvious reasons(I cant sprite yet). Shiki can get filler sprites for her snaps. Rock's dont look bad imo(.9 Rock). It just looks... slightly awkward. Silver's issue will be his movelist I think. Oswald is a balancing without losing Oswald thing. I think it is definitely doable post 1.0
Oswald is unique anyway. Silver is... meh. It could be a bonus mid boss team?
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:D The "didn't quite make it" team
Oswald's balance would be pretty easy since all his moves would be weak unless chained together. You'd have to set restrictions on what can chain into what and add recovery times and juggle restrictions accordingly. Angel's a good example of this system. His counter and position control move (card throw) round up his moveset. His DMs are pretty basic.
Anyway, not gonna worry about them anymore. Official roster is set. Yashiro is chugging along slowly. I've done 2 moves... His binds are gonna change a bit, so he'll take a bit of time. Then, to Xiangfei who should be pretty easy since LA already got the specials started.
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Since the official roster is set, are you gonna update the team's list?
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Yeah, I'll try.
Basically Tizoc takes Duck's spot, Yamazaki takes Silver's spot and Duck takes Yamazaki's spot. Not too worried about the story aspect of it at the moment.
Finally finished all the specials for Xiangfei and Yashiro. Weekend will be DMs and that should finish up the 0.9 cast. I think Duolon and Chris will be another release afterward, like a small 4 character booster pack.
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It keeps getting better and better.
I just hope that when/if you will add Hwa and/or Oswald, you'd take some time to make them blend in with the rest of the cast, in terms of looks/animations and moves. One of the thing that I most appreciate abour KOFE is the feeling of REAL full game you're giving it (unlike many semi-compilations I see around).
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Only a few things are kept from the source characters as far as files and coding goes. Almost everything changes so its nothing like a compilation imo.
Duolon, Chris, Tung, and... not sure in a .95 type release? -shrugs- Might work better that way anyway. Less chaos.
After I finish up Chris(as far as my part of the job anyway), then I'll be moving on to Billy, Tung, and Oswald's basics. Oswald will be a low priority thing though.
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I'm helping out LA with KOFE standards, but unlike Chris and Duolon, I won't commit to Oswald or Silver until post 1.0 if at all. Just up to him to find a good groove for them. :) I also won't be doing any work to fit them in, (stage edits, music edits etc...).
Thanks for the rub. KOFE took a long time to give it its game feel. :sugoi: Kinda glad it almost done though. I'm pooped. Look for a hope 1.0 release in May...
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They wont be part of the full game roster so should they get a separate stage? If nothing else, give them Shiki and Neo's old stages. I havent actually looked through the stage coding yet to see what is the standard. I'll look into it later. On the music side... copy/paste and call it a day. Assuming they had themes(I dont remember off the top of my head)
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They won't even get character slots... lol. Oswald's theme is taken by Shen. Could use '03 Villains theme I guess.
Only have Xiangfei's HSDM left to go. It needs a new effect to add impact. Speaking of new effects, here's Xiangfei's SDM version of her DM attack:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen005-4.png)
On track to finish the remaining 3 characters this weekend. :)
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Nice effects Swiper :D her SDM in KOF didnt make sense it was excactly like the DM
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Awesome to hear and I like the effect.
And meh, works for me I guess lol. I'll look through some stages later.
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do u need Stages for the characters ? because i can look too :)
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Nah I've got it. Its low priority anyway.
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Xiangfei:
Edit: Gonna change the functionality of the Rush Kick. Xiangfei will first flip back before executing the kick making it more defensive and not as broken.
http://www.youtube.com/watch?v=Y9WsiOt-TGc (http://www.youtube.com/watch?v=Y9WsiOt-TGc)
Teams rearranged. Duck stays with Kim and Xiangfei moves back to Athena's team (it's her best fit). Gato goes to the Outlaw team and Maylee goes to the New Rivals team.
New story for the New Rivals team is that they're trying to stop Zero. Each character's motives are a mystery to the other teammates, but all the other teams think their villains. Kim thinks Maylee has been kidnapped against her will and makes up a ton of excuses as to why she's fighting for them in classic comedic Kim style. It's the best I can do with this roster right now.
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SHE IS SO COOOL !! ;D ;D
and why didnt you post a vid of shermie yet ?
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Looks good.
Im not even 100% sure who is on what team at this point. I guess we will have it 100% figured out in 1.0. Anything up to that point is Temporary -shrug-
Teamwork: working together for a common goal. Even if no one on the team really knows why they are working toward that goal lol.
Btw, what is the actual release plan? Is it still AI overhaul type thing for 1.0? Im thinking maybe turn the booster pack thing into .95, throw in the AI fix thing and use 1.0 as a final release thing. That way there is less to focus on in 1.0(story, characters, the system is pretty much set anyway?)
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they are nice changes :)
some change mind about the usa 98 team ?
lucky,heavy d,brian battler
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They are still out. I have no plan to do any work on them either(and Swiper is pretty set on where the roster is right now).
On a side note, Tung's basics are almost done.
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Even if they were in, there's almost no one that could be their fourth member.
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That too(Another Robert maybe? Its a joke team after all.)
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I cave... Don't ask me to explain, but having Tizoc in justifies me putting Oswald in and taking out Duck. Didn't want to have Oswald with Duck in, but now Oswald makes more sense storywise.
Maylee goes back to Kim's team and Oswald joins Adel, Rock and Angel. Makes more sense now and I assume it makes more sense KOFE wise (more about the serious fighters) and is a more popular choice than Duck. More interesting gameplay anyway...
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I cave... Don't ask me to explain, but having Tizoc in justifies me putting Oswald in and taking out Duck. Didn't want to have Oswald with Duck in, but now Oswald makes more sense storywise.
Maylee goes back to Kim's team and Oswald joins Adel, Rock and Angel. Makes more sense now and I assume it makes more sense KOFE wise (more about the serious fighters) and is a more popular choice than Duck. More interesting gameplay anyway...
Oswald is a good character, but will you balance him out? From what I remember, he's pretty cheap as is...
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KOFE has no dream cancel or super cancel system (with several intentional exceptions). KOFE eyes juggle limits closely. KOFE has a very limited 2 in 1 system. KOFE restricts move damage by considering all the branch possibilities of Oswalds combinations. Stuff like this:
http://www.youtube.com/watch?v=pmZbSD12kKw (http://www.youtube.com/watch?v=pmZbSD12kKw)
Will not be possible in KOFE.
I'm not saying a big damage combo is out of the question, but you may need a full 3 levels to do it and the save up will trade off for risk just like other KOFE stuff.
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I would hope that wouldnt be possible... But it looks cool anyway lol.
Tung's basics are done. I can start Oswald's basics if you want? Glad to see Duck out though.
-
If you could do Tizoc's first (crosscat's), that'd be better since he'll be next once the other 5 are done.
Speaking of which, bad news. I'm kinda burnt out and need to start my recovery early. Too many mass changes with all the damn Mary snap sprites. What does that mean? I'm stopping at Xiangfei. I still need to do some code fixes for binds and repalette all of Foxy's sprites. Yashiro and Shermie won't make it into v0.9. Sorry. AI fix won't be in this version either, so you'll still have to put up with hard AI for one more release.
LA suggest a v0.95 release, but I don't think there's enough fixes out there left to warrant a full release outside 1.0.
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I'll get on Tizoc in a bit then. Just make sure you are absolutely sure he will be in. The last guy we put in in a roster shake up(Duck) was taken out lol. I probably wont start him tonight though. Probably wont start him till the 20th(internet resets).
I welcome rough AI, but that is personal preference. You have infinite continues. You have debug keys, and before long, you will have Zero lol.
Assuming you mean updating the AI to 1.0 AI then that is a fairly large change that will effect everyone in the roster. Not as significant as Mary's snaps, but still a fairly large side project. I havent looked through the current AI so it might be as simple as replacing var(9) with AIlevel whatever places you have var(9) at. Making it increase based on your mugen settings takes a tad more effort overall though. Meh.
Its up to you either way(Im considering pretty much anything I do as 1.0 stuff anyway).
-
Roster's final. The 4 character addition screwed me up a bit. I gave the roster quite a bit of thought yesterday. Duck feels like he belongs with Shingo and Hinako more than anyone else. They're not in, so he gets dumped. Silver felt tacked on like Shiki and since Shiki left, Silver also got the boot. The roster satisfies story and diversity requirements.
We need stability moving into v1.0, especially when v0.9 is being planned for next week release.
-
For the record, I probably wont be doing any additional work on Duck(unlike Silver possibly). I considered making Shingo and Hinako at one point(Hinako would have been more likely), but eventually settled on Malin. I would have taken just about any character(even Chang) over Duck.
Anyway, back on subject. With the addition of Oswald and Duolon, the roster couldnt get much better. Its got fairly decent mix of old and new. For story purposes, Silver wouldnt have effected anything(Ikari team generally comes to mind here).
Btw, when you get the chance, send me that list. I dont have any plans tomorrow, so I'll see what I can get done(if anything)
-
pardon the intrusion guys but the link http://mugekofe.web44.net/ doesnt seem to work on my browser. is the site down at the moment? Thanks
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Nope, it's up. Some people have said they just don't have access. No idea why. :(
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is there an alternate site where we could download the contents? or a link that directs to the file host? thanks
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I'll post the mediafire links directly here when I post v0.9. Just hang on another week for its release. :)
-
It works for me. Tried it on Opera, Firefox, and crappy IE. So no clue.
Im going to take a couple of days off to do my own stuff(starting tomorrow). Swiper will be handling everything in Oswald sometime after he gets back from his post V.9 break. So that means Ive got Tung and Billy to complete/start.
-
Why don't you change the command,F, D, DF instead of F, D, F.
I perform F,D,DF and it's doesn't perform it,I must change the cmd of charaters
Sorry for my bad english
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Are you using a keyboard(Im using a keyboard and can do it)? Which character is it?
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I change the command of all charaters,hope for raiden and hwa jai and i want ralf has one of his KOF XII-XIII moves
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Sorry I'm kinda behind on KOFE. Really have minor things left to do. Update the pdf, credits, fix Kula's palette. Will get this sucker out soon.
-
Good to hear
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so the game is going to be released on friday ?
( CANT WAIT !!!!! )
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I didnt see him say Friday lol.
Btw, I'll be resuming work on Sunday(Thanksgiving and everything so I'll still be busy this weekend).
-
I won't be in town this weekend. Last minute thing, so it won't be this week. Just haven't had much time recently. I'll get to it though. Don't worry.
I also want to prep for the character pack update that'll come out a little later with Yashiro, Shermie, Duolon, Shen Woo and maybe Chris and Tizoc. I want to prep by getting character special intros done for the characters that will be in 0.9. May cause a couple days delay. Depends.
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Chistmas release? lol jk. There's no rush.
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about the friday thing i was just guissing --;
-
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-4.png)
This is what the select screen should look like with v0.9 + the character pack upgrade. Most characters in the pack are over 50% complete.
Yes, I've color separated Tizoc's intro cape MotW style.
Days have been too short for me. I've fixed most glitches now. Hoping for a release this weekend.
-
Crap I forgot all about Tizoc. Sorry about that.
So its Tizoc, Chris, DuoLon, Yashiro, Shermie and then Tung goes to 1.0?
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Don't worry about Tizoc. I'll be taking another breather after this weekend probably then I'll be trying to finish Shermie and Yashiro before anything else.
Tung won't be in the pack update. We're basically starting on the last set of characters now.
-
this roster got me really confused ... :S
if Jenet is with women's fighting team who replaces her slot ?
and Yamazaki in the boss team who replaces his slot (Oswald ?)
and where will Maylee/Duck go if Tizoc took her/his slot ?
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Duck's out. And i'm guessing Oswald will go on Adelheid's team.
Or this could just be a placeholder, considering a lot of characters are missing.
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I dont remember who ends up where. I remember Garou was split up. He will have a final final roster part way through 1.0 creation though.
I thought Maylee stayed on Kim's team? And duck was out? It was either that or she went to the anti hero team. Cant remember which. Im not sure where Oswald went(It really doesnt matter since there are no team endings lol).
And that was what I meant on tung. That he was moved to 1.0 lol. Should have split that sentence.
-
lol. I guess I should update the roster page... So much to do, so little time...
-
No one will get upset with a mid December release. Takes your time and dont push yourself too hard lol. 1.0 will move a lot more smoothly anyway(Not counting the characters who need spriting).
Once I finish up Tung and Billy, Im probably going with Hotaru next if that's ok with you.
-
Maybe tackle Tizoc's basics first. That'll give me time to pass along feedback from Chris and Duolon. I plan to do that soon too.
-
How much did you get done on Tizoc? Aside from his portrait? Send me what you have done and I'll get to it sooner or later
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Holy crap. Okay, I've finished the credits. They are pretty solid now, so I shouldn't have to ever do as much work on them again as I did. :S
Duck King and Tung are going to act as place holders for Raiden and Ryuhaku. What does this mean? There will be no credits for them. I will make no stage for them or music theme. They'll hold Raiden's and Ryuhaku's instead. I will not add them to the pdf. They'll have the credits inserted in a readme file that they will both carry.
I am now actively looking for either a dedicated spriter who is good at the KOF style or a rotation of spriters to help me complete the biggest projects for KOFE: Converting Raiden and most likely a SNK conversion of Ryuhaku too. There's a few other things I still need help with, but I've got some help for those (I think).
-
Did we ever get a spriter for the snaps or is that still iffy?
-
Iffy.
Okay, so I'm gonna just package this sucker up and release it. Kula's palette is no reason to delay it any longer.
Warning the game will be difficult because the AI change wasn't implemented. Sorry, but gameplay fixes sucked out most of my coding life. It'll be on the table for the 1.0 release. The characters should hopefully be solid and shouldn't need to go back to fix them like I did in this version.
Look for the release before Wednesday of next week. My non-Mugen life is super busy right now, but I'll try to push this sucker out quick.
-
The AI really isnt that difficult... If I can beat it, then anyone with a bit of practice can beat it(except maybe Chizuru...)
Good to hear on the release date. Why not go ahead and release Kula's updated pallet with the booster pack?
-
AI's difficult enough. I don't think that I can get through the whole game without at least losing one round. There are somethings you can exploit, like the AI's weakness for projectiles, but generally harder than reg KOF games (without damage handicaps etc...)
K, I just have to fix K's DM bind glitch and convert the music to 192 bitrate. Then we should be good to go. I'll try to package it today and post it tomorrow.
-
I know Ive mentioned this before, but I think it should be mentioned again. Im thinking .95 should be reconsidered. Why?
What would be in it:
-The booster pack + Kula pallet.
-AI scaling
-Size reduction in as many characters as possible. Removing all shared sounds, sparks(including hyper sparks, win screens, etc. Outside of Athena though). I think the overall size of kofe could be cut down by at least 35%. Plus some characters still dont have shared sparks(I think Iori didnt as well as a couple of others... I could be wrong though).
That would be a fairly major update. It could be delayed till after we have most of the cast in place, but it could be something to do while we wait for a full time spriter. You've said you wanted to do this a few times... why not after .9? Some characters might have issues with it though. Up to you either way.
-
KOFE Links to v0.9:
http://www.mediafire.com/?qylenrbvz9nfuou (http://www.mediafire.com/?qylenrbvz9nfuou)
http://www.mediafire.com/?2903fukk9od7d0o (http://www.mediafire.com/?2903fukk9od7d0o)
http://www.mediafire.com/?3blbl87eesytt22 (http://www.mediafire.com/?3blbl87eesytt22)
http://www.mediafire.com/?2lnqrlsss43t8vg (http://www.mediafire.com/?2lnqrlsss43t8vg)
Please post comments in the feedback post.
-
;) ;D i'm waiting this for whole of month;
enjoy it now :sugoi:
-
Is there any chance of an alternative download link in the future?
-
Huzzah! Christmas came earlier this year!
-
He did a multi part download last time as well. The only problem I have with that is that from time to time things dont compress right. Not sure if that was what screwed up Jhun's theme last time or not(I dont remember and dont feel like going back several pages).
Anyway, congrats on the release and I shall post feedback/bug reports once I get the chance to dl it.
On a side note, I might be able to resume work a bit sooner than expected. Things have been crazy around here, but my siblings are finally out for Xmas break(or will be in an hour or two). We had 200+ weather related car accidents over the last few days locally. Including like 90 in a one hour period.
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Hello guys,
I'm totally new in here,and thats my 1st post but i created this account way longer before.So why I post now? Because the things were going nice and I didn't have much to say other than flattering you for your great game. Well the things changed after this release.
First off I wanna say I'm not angry at you,though from what I'm gonna write you might think so. I just want to help you improve, and i belive you're already proud of your work enough to be wanting of hearing only more praises.
So the things that are in 0.9:
-No offence but other than the sprites, Zero and Elizabeth are very similiar to Neo-Dio and Shiki. Were they really this much needed? Wouldn't it be better to skip this re-skinning them and work on others? The only thing that comes to my mind is that you did it for story purposes. And a single part of Story mode doesn't exist yet.
-The CPU isn't hard. At least for me it's not absolutely. It only gets hard when you set so the difficulty lvl in options(which i do because personally the medium is way too easy.)
All it takes to get better is learn a character's moveset and find a way for few effective combos,and learn to use the dodge move.
And now I see you've changed the character appearing order, probably because of the impression you've got after playing 0.8 or 0.7 arcade/stage mode.That was a bad move because the that order was one of the best ones in all versions I think.
Now it works like Strong guys at beggining(Kim,Ryu,Athena),then weaker but still strong guys(Jhun,Nameless),then in the middle are Lame guys (Raiden,Vice),Then sub-boss (surprisingly including Angel),and bosses. That's wrong. Fighters should be appearing from the smallest difficulty, raising with with each stage to the biggest difficulty.
This(spoiler below) is how I put the order in 0.8 and besides only Kyo apperaing at 5 you could make something good of it:
Spoiler, click to toggle visibilty
";Insert your characters below.
/
neodio_kofe, stages/KOF11-TheDifferentSpaceStage.def,music=sound/neodio.mp3, order=7
/
shiki_kofe, stages/redsky.def,music=sound/shiki.mp3, order=6
goenitz_kofe, stages/Genikobg.def, music=sound/goenitz.mp3, order= 7
/
chizuru_kofe, stages/svc_sanctua.def, music=sound/chizuru.mp3, order=7
rugal_kofe, stages/Rugal_Omega98bg.def, music=sound/orugal.mp3, order=7
krizalid_kofe, stages/krizalid2.def, music=sound/krizalid.mp3, order=7
/
krauser_kofe, stages/Mittelbirge.def, music=sound/krauser.mp3, order=6
geese_kofe, stages/rbff1-tower.def, music=sound/geese.mp3, order=6
karate_kofe, stages/KOF98-JpnTempleStage.def, music=sound/takuma.mp3, order=6
mrbig_kofe, stages/Boat96TX.def, music=sound/mrbig.mp3, order=6
/
saisyu_kofe, stages/storm_arena.def, music=sound/saisyu.mp3,order=4
kyo_kofe, stages/rooftop.def, music=sound/kyo.mp3, order=5
iori_kofe, stages/KOF96-YagamiStage.def, music=sound/iori.mp3, order=4
benimaru_kofe, stages/KOF99-Park-Rain-Stage.def, music=sound/benimaru.mp3, order=3
/
terry_kofe, stages/usawharf.def, music=sound/terry.mp3, order=4
andy_kofe, stages/china.def, music=sound/andy.mp3, order=3
joe_kofe, stages/XIcambodia.def, music=sound/joe.mp3, order=2
mai_kofe, stages/garden.def, music=sound/mai.mp3, order=1
/
ryo_kofe, stages/XIjapan.def, music=sound/ryo.mp3, order=4
robert_kofe, stages/KOF96-RyukoStage.def, music=sound/robert.mp3, order=1
yuri_kofe, stages/terry_ff3.def, music=sound/yuri.mp3, order=1
kasumi_kofe, stages/china2-3KOF98um.def, music=sound/kasumi.mp3, order=2
/
k_kofe, stages/sewer.def, music=sound/k.mp3, order=2
kula_kofe, stages/kulafactoryanim.def, music=sound/kula.mp3, order = 3
whip_kofe, stages/trainyard_svc.def, music=sound/whip.mp3, order=2
maxima_kofe, stages/svc_omake.def, music=sound/maxima.mp3, order=2
/
leona_kofe, stages/KOF96-IkariStage.def, music=sound/leona.mp3, order=3
/
athena_kofe, stages/KOF96-ChizuruStage.def, music=sound/athena.mp3, order=4
/
kensou_kofe, stages/2k2china.def, music=sound/sie.mp3, order=2
/
king_kofe, stages/king-96.def, music=sound/king.mp3, order=3
/
vanessa_kofe, stages/newport.def, music=sound/vanessa.mp3, order=4
/
kim_kofe, stages/kim_rbs_03.def, music=sound/kim.mp3, order=4
jhun_kofe, stages/KOF96-KimStage.def, music=sound/jhun.mp3, order=2
/
/
rock_kofe, stages/terrymotw3.def, music=sound/rock.mp3,order=4
/
/
jenet_kofe, stages/MOTW-B.JenetStage.def, music=sound/jenet.mp3, order=3
/
mature_kofe, stages/spain.def, music=sound/mature.mp3,order = 2
vice_kofe, stages/MOTW-FreemanStage.def, order = 1
/
adel_kofe, stages/kf2k3_skynoah.def, music=sound/adel.mp3, order = 4
/
nameless_kofe,stages/krizalid.def, music=sound/nameless.mp3, order = 4
angel_kofe, stages/svc_nude.def, music=sound/angel.mp3,order = 1
/
/
yamazaki_kofe, stages/MOTW-DongHwanStage.def, music=sound/yamazaki.mp3, order=3
raiden_kofe, stages/KOF95-RivalStage.def, music=sound/raiden.mp3, order = 1
/
randomselect"
(I deleted most of the / to make it look shorter)
-These were the main issues I had I guess,but I also wanna say i'm dissapointed that you talk about such characters like Shen(my favourite) or Shermie and Tizoc,but you don't add them in the end. I understand you couldn't finish them, but if they are not gonna be in next release,why do you work on them,instead of characters that will be in that realease? That makes your work chaotic.
-You can't find Li Xiangfei in the movelist,but you can see missing guys like Shen or Tizoc's movelists. That may justify what I wrote above.
-Oh yes another thing and the last,the older characters gameplay is Diffrent from the new ones. By saying that I mean when you were launching a DM that does a set of moves(ex.Ryu's Tiger Dance) it charges forward and if it misses, nothing happens. But most of the new chars (like Zero,Ralf) launch their hit sequences(ex. Ralf's S. Vulcan Punch), and no matter if the attack misses,the charcter continues to hit air, and it obviously leaves you in a huge opening.
So these were all things I wanted to say,please read it and reply to it, as its the honest truth that I've spoke.
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I appreciate your post Shivy, although this should go in the feedback topic. I'd suggest following up in there if you find any other items.
Just to address some items. You're right, I completely forgot about Goro and Xiangfei's movelists. I guess I thought they were in there. I'll post a new pdf with their movesets in soon.
Shiki and Neo-Dio are out of KOFE. Keep them in your version if you wish, although you'll have to implement some fixes. As a homage to KOF, I felt that Zero was better suited to KOF than Neo-Dio. Honestly Dio was more a copy of Zero. Shiki and Elisabeth play differently. I don't see any similarities aside from one or two moves.
Sorry to disappoint about Shen and others. I've done work on them, but I have a life outside Mugen and it's very chaotic right now. I figured I at least release something since some people have been waiting a long time. I'm probably gonna finish Yashiro this weekend. I just needed to get the release out. I'm not quitting Mugen yet, so they'll be released eventually. Just need a bit more patience. Really I wish this game hadn't taken 3 years of my life, but that's just how it is sometimes. :)
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Almost done...
SDM. O.Yashiro's beam move. Effect change to make it look bigger and more "Earth" like. The fully changed one is the orange and blue version!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-6.png)
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Why does Shivy keep going on about Ryu? I thought he wasn't in the game.
Unless he meant Ryo.
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No Ryu in KOFE. Think they meant Ryo.
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I'm liking the look of that SDM. Also i've finished my fight recordings, i'll add commentary and upload tomorrow, it's been a fun ride.
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Yashiro's pretty much done. Vid tomorrow. If I can, I'll try to finish Shermie some time next week and throw her and Yashiro into v0.9 (I'll just update the KOFE chars download). I'll also try to fix some of the stuff brought up in the feedback.
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Sounds great.
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Yashiro: http://www.youtube.com/watch?v=P6R_F4sgz34 (http://www.youtube.com/watch?v=P6R_F4sgz34)
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Shermie's new DM: The Lightning!! Has position control like Goenitz' wind pillars but does more damage obviously.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-14.png)
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Awsome im loving the look of shermie !
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nice to see that the orochi team is being done a great justice in KOFE
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Yashiro's pretty much done. Vid tomorrow. If I can, I'll try to finish Shermie some time next week and throw her and Yashiro into v0.9 (I'll just update the KOFE chars download). I'll also try to fix some of the stuff brought up in the feedback.
Can't you just put up a patch, instead of having us download the whole file again?
-
well he has to update some of the characters due to infinites and glitches, so presumably no.
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I don't know how to patch it. I can't even remember all the touch ups I did. I'm trying to keep track of them in the glitch section. It'll be your choice if you want to spend the time redownloading the pack or not. It's all I can do for those who'd like to try out KOFE without the caught glitches and the 2 new characters.
I'm only doing this because Shermie and Yashiro should've been in 0.9
-
Its better to do it in one big update. Just to avoid the same bugs being reported.
Im starting Billy right now. Last couple of days have been busy.
Edit: So much for my planned grind.
-
Shermie vid coming soon.
New SDM. Electric Suplex:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-13.png)
New HSDM. Electric Sphere:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen003-5.png)
Before anyone asks, she doesn't have her electric rush DM because it was too similar to Benimaru. I may still give it to her, because right now she doesn't feel very powerful. We'll see.
-
Shermie: http://www.youtube.com/watch?v=cAT8hY6tqW8 (http://www.youtube.com/watch?v=cAT8hY6tqW8)
So where are we? Well, all reported glitches, plus the glitches I caught, have been fixed. Shermie and Yashiro are 99% done. Just have to finish coding special intros and their combo system. Shermie's a lot stronger than I initially thought. The AI sucks with her though.
What's left? Well Melcore has provided me with a nice update to Iori's SFF meaning his palettes have changed. There's just a few sprite left for him to do. Thanks a bunch for all the sff work Melcore. I still have to update Kula's sprites... Not a task I'm excited about even though it's pretty simple stuff at this point.
I have to update the PDF with Xiangfei's moves. Goro's already done.
I know there's a nice color separated '99 Kyo out there. I saw Nio and Vans talking about it. It'd be great to get that in as well. I'll look into it.
I'd also like to update Geese's SFF. Undo the NGBC sprites and replace them with KOF sprites. We'll see what I can come up with.
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Looks good. The bind(where she grabs Shermie's shoulder in the vid), is that what you meant before by the headpos change?
Good to hear.
-
well i liked shermie and all but your right she doesnt seem powerful , i think its her SDM maybe make it 3 times instead of 1 , that would make it more powerful
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I dont think he meant the looks of the moves or the damages. I think he meant overall balance?
Btw, how do you aim the lightning?
-
More along the lines of what LA said. She felt weak initially against other characters, but making her lightning "off the ground" opponents makes her a scary fighter. She's a defensive type like Whip, instead of offensive. One mistake and the opponent will be sucking major damage. I'm happy with the SDM. Feels like it combines both DMs for heavier damage.
The motion for the lightning is d,df,f x2 +Any. Depending on the button you press, she bolt the lightning 50, 100, 150, 200 pixels away.
Finished the special intros. While Yashiro remains cool in his, Shermie's more playful side comes out to either mock Benimaru, or flirt with Yashiro. She feels like the girlfriend that would drive off a cliff with you if she found out you were cheating o her. :S
-
It's kinda strange how Shermie's voice and personality changes when she has Orochi powers. Too bad, cause her normal voice is very original comparing to all characters. Plus theres alot of comments on her normal form being the sexiest of all KOF females D; Could there be a way to include her old form in the game too?
-
The version I made used her regular voice for her attacks. Her taunt was changed and so was her stance(her old taunt was kind of long). Its easy to change her voice back as well as her stance in the event that you just cant stand the new look I guess
-
Happy New Year.
-
Happy New Year.
Happy new year to you too Swipergod. I wish for you to be able of achieving everything you wanted with KOFE :sugoi:
Back on topic:
I noticed you took out some special intro's from KOFE 0.7 like Benimaru & Vanessa, or Joe & King; I think it would be cool to have as many sp. intros as possible since the game looks bit boring if characters are doing the same animation every time. So please add those missing ones back.
Another thing i like more in 0.7 was close up Character Portraits. They were cool like in Tekken or generally like Kofe series, and no offence but using sprites as portraits looks cheap.
I'd love to see close up portraits back ;D
Also I want to ask: Could you bring the character's winning sentences into the winning poses? (Like K's "Tch. Isn't there anyone worthy fighting me?" I seen it possible pretty many times in various mods.
Those sentences were cool cause they were exclusive in KOF series among fighting games, and give some more information about our fighters character. They were great in KOF series.
-
Edit: Happy New Year
-Not worth the effort. Though some characters are still gaining intros.
-sprite portraits look more uniform than the crappy looking ones from before.
-Im guessing you mean winquotes? I dont remember if Swiper's sp has a winquotes screen, but it would be much better to do it through that. I guess this would fall under "Story related". Swiper has said before that he was going to change a couple of things on the SP. Maybe this can be added(It is for 1.0 afterall)?
-
Benimaru and Vanessa's intros were broken up. Vanessa and Mary, Benimaru and Shermie. You got 2 for the price of one. If I keep recycling the intros, they wouldn't be very special would they?
I actually prefer larger portraits, but I don't have a spriter for consistency. Mixing 2k2 and 2k portraits with '96 portraits looks super budget and that doesn't count characters like Raiden who don't have a sprited portrait at all.
Winquotes are not a priority for me. Making the story alone will be super time consuming. I also have Raiden and Todoh to worry about. Higher production values come after the gameplay itself is solid. I worry more about character glitches and balance at this point than producing winquotes for 64 characters. Let's look at all that in a post 1.0 release when Mugen is finally updated past the RCs.
-
I thought he meant lifebar portraits, my bad. I prefer the XI portraits personally(big portraits).
-
You could always use official artwork for portraits as long as they don't clash.
-
Official artwork like Lee Pai Long from NGBC or AOF2 will not mix with Yashiro from 2k2 UM or Neowave. :S My roster's too diverse. The ingame sprites are the best way without an official spriter.
-
Didn't 2k2, SvC Chaos and NGBC all have the same artist though? Oh wait, Nameless, Adel and Zero.
If that's the case, sprites are the best option if you a uniform look.
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Also Kasumi's dad. Not sure if Rock was in NGBC or not(never got to play it). Plus its less work for me on the booster pack characters.
-
Yup, he was.
(http://game.snkplaymore.co.jp/official/nbc/character/img/p_rock1.jpg)
-
:-\
Alright then, afterall I'm not trying to make you do something you don't want, I just wanted to share my thoughts with you guys...Thanks for your replies and explaining it all.
-
I always welcome feedback and at the very least, explain what is possible or not possible with the project. The current roster, for example, is based off of feedback. If anything, idea will be stored and considered later on if not now. ;)
Uploaded the new stuff for KOFE:
New chars: http://www.mediafire.com/?xbmpxxgx4re5u63 (http://www.mediafire.com/?xbmpxxgx4re5u63)
Shermie and Yashiro Stage and Music: http://www.mediafire.com/?y326o9u878j8430 (http://www.mediafire.com/?y326o9u878j8430)
Updated PDF with updated Yashiro and Shermie credits and Goro and Xiangfei movesets: http://www.mediafire.com/?9qnqc9c69c7jz9w (http://www.mediafire.com/?9qnqc9c69c7jz9w)
Melcore's palettes will be an additional "extra" download and be made an official part of the game in 1.0
I think I caught most of the reported issues. Flag me in the feedback topic if there are any more.
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I might need to look into getting that in the future then. Had a feeling he would be in it though.
Awesome on the re-release. Downloading now.
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Update the first page, some people may have missed this.
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First post is waay outdated lol. Back to like, Pre V.8? The site itself has a news log on the main page though
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The second sound file hosted by MediaFire files gave me a 403. What is going on in there?
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First post is waay outdated lol. Back to like, Pre V.8? The site itself has a news log on the main page though
I think I reminded like... 3 times in this thread's history.
The site itself is blank.
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Merry christmas and happy new year to all!!!
I'm requesting a character, http://www.storage.to/get/Y4m3mXHM/Iori_kofe.rar if anybody downloaded this character could you please upload it somewhere so I can get it? I did not have a back up of those files and my hard drive died on me...
Help, anyone?
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First post updated. Only have the roster page left to update.
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I'll be jumping back on KOFE soon. Just taking care of a few minor things first. The Rock snap sprites by Melcore and the character progress of LA is pushing stuff along, even in my absence.
The plan when I come back is to look into Chris and Duolon that LA did for me awhile ago and finish them up.
Note that there will be a Melcore pack coming soon with all the updates Melcore's done for KOFE. No firm date yet in case he's looking at doing a bit more.
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Wait, does that mean Hwa Jai is no longer in KOFE? D=
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Correct.
In a perfect world, I'd have a team of Duck, Crawley, Hwa and Richard, but the lack of spriters and time makes that impossible. Oh well.
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Argh...damn lack of free time/power...oh well.
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The roster is already pretty deep. So its all good imo.
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Okay, I'm back and will be tackling Duolon and Chris that LA put together for me awhile ago. I hope there isn't too much to do and I can get them done this weekend or early next week.
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Welcome back then. I didnt get a lot done during your break though unfortunately.
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Correct.
In a perfect world, I'd have a team of Duck, Crawley, Hwa and Richard, but the lack of spriters and time makes that impossible. Oh well.
Ouch. I thought Duck was almost ready. Too bad. :'(
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I did Duck's basics ages ago, but I dont think he messed with them after that. They would need to be updated to the new Kofe standards anyway. If it wasnt for his uber irritating voice I would put him on the booster list.
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Its over in my blog thingy
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hi , can u upload sprite sheet of athena ,clark ,ralf and mai i want create some move from her in mk project?
tnx a lot
or can u give me the link to download the last version of your kof ?
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Im guessing you mean the editted sprites then? It seems Swiper's site is down atm
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no i mean orginal sprits i search every where and i cant find any things
i need sprit sheet of them to creat some new move can u tell me how to get them or can u upload them?
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I think you can find them at mugenchina (but I can't remember the link...)
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this is just like Tomb Raider anniversary retold ... they keep posting and then they quit posting suddenly and before you know it the project is canceled !! =O
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The project isnt canceled. Swiper takes breaks periodically. Im on a break atm till he fills me in on some stuff. Im pretty much done with Hotaru and the Gato stuff on my end. Swiper was working on the rest of Duolon. Just give him some time, he's probably lurking around
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Phew, Thank Goodness
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The project is definitely not cancelled. I've put too many years into it to leave it incomplete. My life is a tornado right now and I've needed a Mugen breather for a long while now, so I'm taking the extended time off that I had always planned on, but could never do. Slowly, but surely this board will pick up again with KOFE activity. Yes, Duo Lon is still in the midst of his update. I'll get in touch with you soon LA. It'll probably be another month or so. Hold tight everyone.
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He's back! for now... Take your time, man. I took a break of my own for now. Once you finish the Duolon feedback stuff, I will finish up Hotaru and send her your way.
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Wait...if Yamazaki's the member of the Boss Team, then who's the 4th person in the Villains Team? Just curious (and I'm usually not up-to-date with things T_T
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I think it was Gato at one point? Im not sure now. Eventually Swiper will update some of the info stuff
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Villain team : Billy - Raiden - Eiji - Gato
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Ah. I guess that means that the MoTW team is disbanded, since Rock's in Adel's team?
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So, has anything changed yet? Are you still busy Swipergod? Please tell us what's going on.
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He's still on his break, be patient.
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Lonnnnnnnnnnnnnng time off. lol. Anyway, starting back this week. Gonna start off with a bang. There's a couple characters that LA has started on. I'll be getting to those, but I want to get my juices flowing first by tackling Orochi! Time to get KOF started up again and finished up! Please give me some time to "get back into" the mugen coding routine. I probably won't be "fast" to start.
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Great to hear you are working on it again
From all Mugen KOF related fullgames this is by far my favourite one since kofE 0.7
greets, gbk
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What a coincidence, I recently gave up trying to beat Orochi in KOF98UM 1-on-1 arcade mode. Anywho, good to see that you're back.
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Oh hey, welcome back
Edit: Speaking of Orochi, I went back through and played the bosses of each game(I never tried it before). I just thought the AI spammed certain moves, but I never realized the characters only had a handful of moves. So Im scrapping the booster boss team. But Zero turned out great so I expect Orochi will be just as good.
About the balance side of it, since you wanted Orochi to be the strongest guy in the game(yet I assume you dont want him broken), would a nerf on Zero be a possibility?
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Great to hear that your back again Swiper ... most of my days were boring without the blog , ill always do what i can to help , and i hope you would put another team in the pallet post , this vacation is boring anyway so pallets may make me busy , anyway welcome back Swiper :)
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Thanks everybody. Yeah, Orochi will be on par with Zero. I think something stronger than Zero would be ridiculously overpowered... I start Orochi on Sunday.
Looking forward to the new pallets. I still have to release the stuff Melcore did for me awhile back with color separation. He a great job, so I'm hoping he'll come back to do some more.
Speaking of boosters, I will be bringing back Shiki. I'll bring her up to KOFE's current standards. She won't count as one of the 64, but her inclusion will mean Zero's HSDM will be revised (look wise). I'm thinking a giant shadow wheel that closes in on the opponent and crushes them... We'll see.
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Wait a sec ... i thought you said Orochi will be done as the last character in the roster , didnt you ??
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That's good cause I missed Shiki. Good luck with Orochi :sugoi:
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Shiki is now KOFE v0.9 compliant. I'll include her update in the Melcore package, when I release that soon. Will probably bring Silver back as the second special boss too, but no promises for now. Have to go fix Zero's HSDM...
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I ported Silver's specials and a couple supers. I can send him if you want?
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Not yet. No commitment yet. :D
Zero's new HSDM:
A play on Igniz', but crushes the opponent first.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-5.png)
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Wait... what direction is the blood supposed to be coming from?
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0_o Holy s***! Zero's even MORE kickass!
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Here's a vid of the new HSDM:
http://www.youtube.com/watch?v=NlvU-NvSeXM
I've decided instead that I'm gonna work on finishing that color separation for Foxy in Kula's pallet. That's been a long time coming...
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Color separation is a pretty dull task from what Ive seen/heard. How far did you get before you took your break before?
The new look for his HDSM looks better than the old version. Much better looking at speed. Ive been too tired to do much of anything lately so Im still working on Eiji and Chris. If Eiji's SDM keeps giving me problems(and I still dont know what the hell is causing it), then I might just send it your way and let you take a crack at it.
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Not too sure. Did about 4 Foxy animations I think. Didn't end up touching Kula as planned. Started Orochi. Basic states are just about done. Decided to go with the Mizuki base. It just looks better. Feel free to shoot me Eiji whenever.
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I'll pack him up and send him your way in a bit.
Edit: He's been sent
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Sorry guys but you talk in a (computer-animation-technology) way in which i cant understand ... is that thing with Foxy will make me have no problem with Palette-editing her ?
Btw. LOVE the new Zero HSDM <3
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For Kula, I'm trying to give Foxy her own individual palette, so you can change her color if you want. Currently, you can't do that because Foxy has no shared palette.
Orochi's basics are finally done. Things are going slowly but steadily. I'm thinking that I may want to give his walk (hover) the same flash effect that his stance, crouch and run have. We'll see.
Glad the new HSDM for Zero's gone over so well. It feels more like him than the old one. More power to it.
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Why are you working on Orochi now , when you said he is gonna be the last character to enter the mugen ?
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Hey, Swipergod, glad you returned from your Hiatus.
Zero's HSDM looks really cool and I can hardly wait to try and take down an Orochi just as strong as your other bosses.
I'm also looking forward to Gato and the rest of characters Lost Avenger has been working on.
Best of luck to everyone on the Project :)
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Oh right! That was who I was going to work on. I sat there for like 20 minutes blankly staring at my netbook trying to remember my plan for yesterday. I'll go finish up what I can and send him. I think he was the last Kofe main cast character I was still working on(outside of Chris). I might just switch Chris over to Scal's coding completely. At least in vels and stuff. His was better in every way.
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Don't switch over the coding just yet. Let me try out Scal's Chris first. I don't know if that'd be the right base since I've never tried any of his characters.
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Alrighty, but for the record. Scal >>>> Ahuron. He's pretty underrated.
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Again .. my comment is ignored -.-"
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He's working on Orochi cause he feels like it? -shrug-
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Orochi's a good way of getting back into mugen for me. Nothing too hard, but he'll still be testing my creativity and improv a bit.
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Well given how creative you've been with other characters, Raiden for example, i'm looking forward to this
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Very slow progress, but it's moving. The basics are done. I just have to do the throws and then it's specials time. Also have to figure out the special intros. I've also decided to give him the power surge effect that he has for his stance in his walk forward and backward. Just makes sense. Lots of work, but should be worth it.
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K, I'm going really slow, but the specials have finally started. To balance him against Zero, Orochi will only have 3 attacking specials and 2 non-attacking specials. He'll have a virtually instantaneous teleport (much faster than the Shiki's or Elisabeth's for example) and Neo-Dio's counter-all special. It's the DMs that will really bring the pain. Anyway, more on that when I get there.
In other news, super excited about KOF XIII finally getting a home release. Been dying to play that.
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Just curious, but did Orochi gain additional attacks since 97? When I played I dont think could even crouch and he only had like 2 basic attacks.
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98um changed him up a bit. They turned his heavy kick and light kick into a special and made his "shield" move a counter. I'm following that path a bit, but I'm expanding on it. Mizuchi had a full array of jumping, crouching and standing attacks. Orochi will have close attacks as well. Kick throw is a variation of the '97 one from the PSX game. He'll be an interesting BALANCED character (no God anything here thank you).
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Lol. Im having terrible luck lately. We've had 2 power outages lasting more than 4 hours in 2 of the last 3 days. So I havent had much time to work on anything, sorry
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No worries. I still don't consider myself a fulltimer again yet. Orochi's going slowly but steadily. I'm not breaking any coding time records. What I really want to accomplish right now is finishing a character again. Here's a couple of pics:
Orochi's kick throw from his PSX days
(http://i270.photobucket.com/albums/jj119/swipergod/mugen008-3.png)
Mizuchi's projectile Orochi style. Differs a bit from Zero's. Strong variation is big, but doesn't go far, weak goes full screen.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen011-2.png)
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At least you're putting Orochi's clone, Mizuzhi's moves to good use.
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Their moves are pretty similar (aside from the DM), Mizuchi just animates better. Orochi feels broken already. The strong projectile is showstopper and the anti-air kick is fast. Need to finish him up to see how he fairs against Zero.
Here's the second kick of the strong kick version of his genocide cutter variant as seen in Orochi Herman's Orochi:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen013-1.png)
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Finished the pillars of light special, changed the strong projectile (unfortunately) to a faster version of the small one, currently working on the counter all. Should have him mostly done by the weekend... Still have a few sprites to convert and whatnot...
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K, so the specials except for the teleport are now done. Not yet sure what I'm doing there since I'll want to modify Shiki's so they're not exactly the same. I'll be going back to fix some of the basics, then all I'll have left will be the DMs. Pretty sweet. He's pretty strong with that counter all. More pics soon.
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Looks like another huge projectile spam boss who kicks you away when you approach him. SNK is such a bunch of trolls <.<
Anyway good going Swipergod, we can't wait for another release of your great KOFE.
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I just realize you pronounce the title as "coffee" :)
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Been away for a while .. , Swiper , nice work on orochi , looking forward to get my butt kicked by him in the final release , and is KOF XIII gonna be released in other countries too other than Japan ??
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Probably. They desperately need the money. I wouldnt expect any ads or anything though. You will probably have to manually keep track of it on your own.
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I think I saw end of Oct for a North American release. Think that was at gamespot.... Not sure about other regions though.
I'm trying really hard to keep Orochi "balanced". So far I've removed his large projectile attack and removed the "reflect" aspect of his counter. Been working on touching up the basics, so I haven't seen how the teleport "affects" his game yet. The gameplay between Zero and Orochi is different enough. We'll see once the DMs kick in.
I was initially a fan of his original voice from '97... but the lack of voice quips has me considering using Mizuchi's... at least as an alternate.
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Here's the second kick of the strong kick version of his genocide cutter variant as seen in Orochi Herman's Orochi:
http://i270.photobucket.com/albums/jj119/swipergod/mugen013-1.png
Wow, that bastard OH never changed it to the fixed sprites I sent him -_-
Those didn't age well.
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Hey Walt Do you have the fixed sprites? I'd love to use them if they look better than the current ones.
In terms of touching up the basics, here's an idea of what I've been up to:
(http://i270.photobucket.com/albums/jj119/swipergod/orochi.gif)
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So the effect above is done for the forward and back "walk". Just need to do it for the dodges. I didn't end up doing the teleport yet since that's a bit of paletting I didn't feel like doing this morning. I'll finish it later. I did do the first DM though. So the giant pillar of light is seeking and is unblockable. The trade off is it has a considerable delay so it's not really a pressure move. More like a psych out or punish move. Like Zero, it does way more damage than a normal character's DM:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen014-2.png)
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Like how much more than the others? Is there a different damage template for bosses than normals?
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General spread = DM 270/300 SDM 445/470 HSDM 600/620
End Boss spread = DM 330 SDM 500 HSDM 1000
There's no really "damage template" for KOFE, just a general range. Orochi and Zero deal a bit more damage since they need to be more "fearsome".
Edit: Finished the teleport and have done up a mock AI. Orochi's a beatstick. He's fast. Need to use Zero with skill to beat him. It seems like Orochi is > to Zero. I'll have to balance him more.
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New DM finished. Probably the hardest part of his coding since I wasn't sure what this was gonna look like at first. It's a grab with lots of range.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen018-1.png)
Should get him finished in the next couple of days.
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So Swiper , could you update the pallet topic ... ?
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Ok, I just recorded a whole part's worth of fail for my sonic 3 knuckles run so I've been raging. I'm going to calm myself by looking at this. Orochi looks great so far, hopefully he won't give me as much trouble as he did in 98UM while still providing a good challenge.
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Orochi has moved to 80%. I have to change the jump guard animation, fix the dodge animation, complete his HSDM and add the special intros. :) Soon...
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Hmm so you just look at the last post and you don't give a damn about other people who post before the last post ?
Seriously this isn't the first time , its getting really annoying and rude ...
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I dont see why you are whining. This is a blog for updates is it not? What do you want updated in the palette topic? Some of the characters are getting separation, is that what you meant?
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I think he wants new palette templates.
Speaking pod which, I'm going to necro that thread soon.
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LiM, I read all posts. I answered your question about KOF XIII earlier. I will update the palette topic once I'm done with Orochi. I was just giving a general update since I posted right before leaving for work. If I don't get to your post right away, I will get to it in the next few. The KOFE topics in general need updating, but my time is really limited. Someone like Orochi wouldn't take me more than a week normally. Things are picking up slowly, just need to be patient.
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Did you get the characters I sent? Did I send Gato yet, cause I dont remember and it isnt showing up in my sent messages.
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Last guy you sent was Eiji. I've got Gato and Hotaru from before. I also have your Ryu that I need to test out still. Right now, when I'm not working on Orochi I'm not on Mugen much. I'll make the time soon though, I promise.
Orchi is an HSDM away from completion... finally. I'll probably finish him on Sunday. That isn't counting his special intros, but I consider those to be after the fact. He's not nearly as hard as I feared he might be. In fact, he turned out to be pretty balanced. Zero and him are on equal footing.
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If he and Zero are equal... how does that make him balanced lol! Who's he getting intros with? And there is no rush for testing, Ive been busy lately with various things.
Is that Gato and Hotaru from before I did their specials and some supers? Cause I have sent them before, but I dont know if I sent Gato or not. I remember him having a head position issue or something with his throw. Also, who was I supposed to be working on again?
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Okay, so... for those of you who find KOFE hard... I would strongly suggest disabling Orochi in arcade mode... :S His AI is really good at exploiting his strengths. It's a shame Zero's didn't turn out the same way.
Orochi vid: http://www.youtube.com/watch?v=rQPChy_4I9s (http://www.youtube.com/watch?v=rQPChy_4I9s)
Orochi will have special intros against... Yamazaki, Vice, Iori, Leona, Yashiro, Shermie, Chris, Goenitz, Kyo, Chizuru... phew...
I'll have to check the version I have LA. Not sure yet, but I don't think they had supers.
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Bad link man. :(
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Crap, my bad. Fixed!
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Youtube sound is always delayed for me for some reason. His voice is so meh, not your fault though
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I'm strongly considering Mizuchi's voice, but I would do some type of effect to alter it slightly. We'll see what I can come up with. It's the recording that ruins the sound timing btw... I need a new vid recorder.
Started work on Duolon. LA did a good starting base. I initial did a couple fixes and modified a few animations, but he'll be done pretty quick I figure. Top priorities when he's done are Shen Woo and Chris.
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I havent heard Mizuchi's voice yet. That sound issue is in a third of the videos I watch btw. Good luck, man
Did you get around to trying Scal's Chris? We can always leave it as is till you get around to trying it and update it later or something?
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Didn't get a chance yet to check out the other Chris. Gonna focus on finishing Duolon first and posting some more palette templates as LiM requested.
Duolon modifications are going smoothly. I've completed the basics and am about 1/2 through the specials. Here's a couple of pics of his updates:
New throw:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-14.png)
Projectile (yes it's a hadouken, but Ryu wasn't using it):
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-6.png)
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You actually kept that small portrait? o_O
It looks a lot better than what I did for those moves lol. Good job
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Duolon's specials are almost finished. Not liking his areal kick at the moment, but everything else is pretty neat. Took him for a test run and he's a trickier guy to master for sure.
Loving the fact that Billy Kane is in the home version of KOFXIII. Maybe I'll try to finish up Billy before moving to Shen to celebrate. :D
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LA told me about Fighter Factory 3.0 so I went and checked it out. Would be really nice if they implemented some of the stuff that's currently being discussed for time saving purposes. KOFE would move along a lot quicker. I still have to venture between 2 versions of FF, Photoshop and an old version of cool edit way to much per character. Crossing my fingers that it'll be out soon.
In the meantime, Duolon's basics and specials are all done. Now on to the DMs.
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That sounds cool.
Just wondering, though, since Ash has Joker and Elisabeth has Queen, what's Duo Lon and Shen Woo's themes gonna be? One of them would probably get Splendid Evil, right? But what theme would the other get?
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Ash uses Splendid Evil. Suits him better. Duolon uses Shion's theme because I think it suits him a bit better. Shen uses Joker.
2 DMs are complete. Only the SDM and HSDM left to touch up now! :)
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I dont know if they released it or not yet, but I know they were working on it. Ive heard a lot of good things though. They have a topic over in the wip section, but I havent checked it in a couple weeks.
Good to hear on Duolon
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Duo Lon vid: http://www.youtube.com/watch?v=M0YpouBevxY (http://www.youtube.com/watch?v=M0YpouBevxY)
Now I will return to the palettes and Melcore pack I've been meaning to release. Along with a couple of other post new character things. ;)
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K, so I've gone through what Melcore had so far. I can't yet use the Iori he revamped or the Joe or King (Palette wise). But the Jhun, Rock and Kyo seem solid. I may be able to fix the Joe stuff depending on time. I still have those Kula Foxy things to finish. Then, before moving onto characters, I'm going to finally implement the tag feature. I'm looking at Rednavi's code to see if I'll be using any part of it. Since Elecbyte hasn't said much since releasing 1.0, I'm not gonna assume a mugen with a built in tag feature will be around for some time, so that becomes the priority since Simul is such a broken mode. I would like to release Duo Lon and Orochi with the Melcore pack since it's been awhile since I've released any characters. We'll see what happens.
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Another one bites the dust.
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Huh?
Well, Shamrock released a tournament mode. So someone might eventually release a similar thing for tag modes.
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I was reading that topic. Not sure still if it's an add on to the existing engine or a mod. It's cool either way, but I'm focusing on the core Mugen right now. It's not too hard to code tag, especially in a fullgame scenario. Need to create a couple new states. Not sure if I wanna do it Rednavi's way yet. I'm gonna try to create my own code and see how it works.
Updated the palette topic. Kula's palette and sff fix are about 1/2 done. I will also fix Melcore's Joe. Just a few sprites and sff corrections to do. There's some stuff missing from Kyo, so I'll have to check and see if that's an easier fix. I also still have to do Orochi and Duo Lon's combo systems and Duo Lon's special intros.
I also did Shen Woo's throws. Things are moving along.
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can't use my iori :'( thats too bad.
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Well, I still might be able to. I noticed some stuff was missing or numbered incorrectly. Same with Kyo. I'll have to dig deeper to find out what the problem is. Kyo had issues with special intros with Goro and Benimaru, Iori disappears when he does his close up DM. I jumped the gun before checking it out. I'll have a look in the next little while.
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Ambition takes over... Drop Silver... add John Crawley and Hwa Jai...
Team readjustment:
Villains:
Gato, Eiji, John, Oswald
Rival Team (NEW):
Adel, Chris, Nameless, Angel
"Rock's Team"
Rock, Billy, Raiden, Hwa
Shiki, Zero and Orochi are removed from the select screen since they would be special bosses. Shiki gains Instant Kill HSDM... :)
Thoughts..?
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It is starting to feel like a full game now.
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=D Did you say HWA JAI? *Adds sparkle effect*
Too bad about Silver tho =/ oh well. And I like the looks on the New Rivals team =D
Hmm...John Crawley? Didn't know there was that muck KoF-style sprites for him, but I've been missing out on a lot of stuff X_X
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Is this Hwa Jai being made from scratch? And are you giving Hwai Jai his KOFXIII moveset?
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Drop Silver? I didnt even know he was going to be more than a booster?
I dont know who Crawley is, I guess its that guy from art of fighting or whatever from before. I dont know anything about either of the new fighters actually. A lot of the characters have no kof sprites yet.
Rock and Rival teams look weird. I dont know much about Garou, so that might be why. Rival team works though(maybe?)
I dont like insta kill moves. That being said, I think they should be reserved for the big bosses. I dont know what Shiki's role is now though
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Instant kill moves are scary. They bring a big fight feel to the end battle. Get too cocky or careless and you'll basically throw away the fight. End bosses should demand a little more skill. Think of Shiki as the "Gouki" of this game. No real role besides a surprise fight. She might not be as powerful as the End Bosses, but I'm gonna touch her up a bit to be a bit more of a treat than before.
I'd like to put out the call out to spriters for the following 4 characters:
Ryuhakku, Raiden, John Crawley and Hwa Jai. Although Evil Orochi hasn't responded yet as to whether John can be used for KOFE. I'm brainstorming his moveset. It's a shame you don't know John. Out of all the AOF guys that didn't make it over to KOF, I thought John had the most KOF potential in terms of gameplay. Anyway, I will release a version of KOFE without them (v 0.99). I'll have to figure out something for them... All of the characters have sprite. Raiden and Ryuhakku need conversion while Crawley and Jai need more edits.
Raiden & Hwa & Billy all used to work together. Rock is the heir to Geese. Chris needed a team outside of the New Face team since taking Mature and Vice out would have made for huge headaches. Storywise, since Orochi resurrected without a host (note the new intro he has), Chris is freed from his grip and seeks to free his friends and bring them peace so he joins Adel to hunt Orochi. Adel is associated to the NESTS crew by the very subtly implied backing Rugal did for them.
In other news, KOFE has been ported to Mugen 1.0. 7 months later! lol.
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The moves are easy enough to avoid. I think I only got caught like one time and that was when I timed something really badly.
I heard the guy who was spriting Raiden left mugen? Is that true?
Im still using RC8, Im too damn lazy sometimes...
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You guys do know that there was a version of John released, right?
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Yup. Was just checking with the creator to see if it was cool to use. I'm tempted to jump into him and see what I can do with him so far...
Rebalancing bosses right now.
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Minor Boss rebalances:
Orochi's DM proj can now be blocked. Was way too broken when it was unblockable. Sped up it's execution to compensate.
Goenitz multi-slash attack (dp +p) is faster and more useful now. Hit box has increased too.
Shiki's SDM now has seeking. No damage alterations were made to her.
Duo Lon is now finished including special intros with Ash and Elisabeth. Might start Shen Woo first before tackling the tag team mode. For those who don't remember tag team mode will break down like this:
1 DM stock to tag out. This prevents spamming. Simple dive in attack. The bonus is that there will be full invincibility and strike for 100 points of damage and minimal recovery time.
2 DM stock to do a counter tag in while blocking an attack. The tagging character will do a special attack for about 250 points of damage.
3 DM stock to do a double team. Initiates a tag, but both character attack with a DM for upto 600 damage.
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Sounds good for the changes. Im still doing some testing and found some more things for you to consider.
Im a little iffy on the tag super damages. 250 might be a tad high for a saving move. 600 is definitely too high for me. 3 power stocks or not. Maybe 450? 500? I know its a double DM, but still.
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Hello swipergod, All Right???
I received its message and I am happy for having liked my work. You have my permission, you can use the John. :)
I am making some modifications in it, an before-aerial attack will be added, the animation of the Stand will be modified (it will be equal of the AOF2), I will go to add some animations, as for example kneel it falling, the Super Mega Smasher will be modified to be similar to the AOF2, to improve AI and some other details.
For the time being I do not know when I will go to finish these updates, but you already can you use it as to want.
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Sweet! Thanks Evil Orochi! He'll be a great addition. Already made a brainstorming topic for his KOFE variant. I even already did an edit of his AOF music so I can use it in KOFE. Keep up the great work! I'll PM you again soon! :)
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That's good to hear.
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Waitaminute -- you need a DM stock just to tag out? I'm sorry, but if you can't tag freely, I don't see the point, nor do I see how being able to do so constitutes as spamming. No offense, but you're going to have to explain that one.
Also...
you can use the John
I couldn't resist. ;P
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I don't think that it is a good idea to make the tag cost one stock.
To prevent spamming, you can use a state or a Var.(you can even put a cross on player portrait when tag not up)
2 stocks for a tag while blocking seems too expensive too. (don't need extra damage).
About Double Team, could you explain which sort you'd like to use?
- the MVC style? (2 independant DM)
- the NBC style? (D-assault)
- or Double Dragon style?
What about strikers?
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It keeps it balanced. IMO anyway
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It keeps it balanced. IMO anyway
... Why? :P
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Didnt it need power stock to tag out in XI? Or was that in certain instances? Its been a while since I played it(I didnt use tagging in that game anyway)
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Didnt it need power stock to tag out in XI? Or was that in certain instances? Its been a while since I played it(I didnt use tagging in that game anyway)
Uh, no. You could tag in and out whenever you wanted. Whenever a character tagged out though, they did a tag-specific taunt before tagging out. This meant that you had to make sure you had enough space and time to tag out, because otherwise, the opponent could get a free attack in.
You also had various 'Shifts' that you could use; these all took one Skill Stock, which is different from the traditional Power stock.
Now, no offense, but I'll ask again; how do you think making tagging cost a stock of power, keeps things 'balanced'?
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I am aware of how the system worked in XIII.
Here's the deal. KOFE is not a heavy combo based game like XIII was. To be honest, using the tag function in there seemed to have combo merits. The things that I like about tag is that your partner has time to rest and recover life (in the vs games anyway).
That said, I'm not closed to other options. I really like NGBC's style of tag, but that system works better when no life gain is involved. I could remove the attack part of the tag in. And have the attacking version cost stock. Or I could remove juggle properties from that kick so no follow up attack could occur after the initial tag in?
Things to consider: The tag in is likely to get you a fresh additional combo, meaning some good extra damage, the resting partner gains life back, I HATE infinites and work hard to avoid them in my game, this game currently doesn't have damage scaling. It will though. And you have an invincible tag in animation when attacking. So all the benefits aren't worth 1 DM bar? Honestly, it's better than using it for a DM imo.
I agree with the counter thing. I also didn't like that it cost 2 full bars. Maybe a bar and a half?
Maybe the double team can cost 2 bars. It's supposed to be 2 DMs or "tag specific DMs" at one time. For example Krauser and Ryo would do a Kaiser wave (toned down) and Hao Lv1.
Just say no to strikers... Sorry,that's a broken game waiting to happen.
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Hey, as long as we can switch freely, it's all good. ;)
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We'll see what the end result is like.
Shen's specials are done. Just zipping through him since I finished his basics months and months ago. I'll have 2 sprites to draw for him, but that should be an issue. After he's done I'm gonna finish Kula's sff fix, fix the Melcore stuff if I can and release the KOFE booster with Shiki, Orochi, Do Lon and Shen and all the palette stuff Melcore did so far. Sometime in early August I hope.
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Gonna lower the ambition a bit. Dropping the character count back to 64. I'm gonna keep Crawley and I'm gonna ditch Hwa and Oswald. I know that's not gonna make some people happy, but maybe I'll revisit it again later.
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X_X How will the teams look now? Are you gonna update the KOFE Intro and Rosters page soon?
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I dont really care about Hwa, but Oswald is a big loss imo. His unique fighting style makes him more of a keeper imo than some of the others. I dont really know who to drop though.
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Is anyone working on Raiden? I swear, if I have to play the Capcom vs. SNK version again, I'll flip! >:(
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Is anyone working on Raiden? I swear, if I have to play the Capcom vs. SNK version again, I'll flip! >:(
Raiden's already in, -- and playable -- though he does have his CvS sprites. They're working on converting them to look more like KoF sprites though.
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I have a plan for dealing with Raiden and Ryuhakku's conversion, but I'm gonna worry about that last since it's gonna be the biggest part of the project.
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Just have Shen's SDM and HSDM left to code...
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Are you still going to draw the sun on Kyo's back?
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I'd like to. Might be something for me to do a bit later on.
Shen's SDM is finished, but I'm probably gonna change it. 50/50 on it right now. Shen feels very weak because eveything is slow. I'll need to fight against him and watch some vids of XI to see how to improve him.
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Shen: http://www.youtube.com/watch?v=fLIAcFNP-wg (http://www.youtube.com/watch?v=fLIAcFNP-wg)
:( I'm not too happy with him. I've touched up a few moves. We'll see what the AI can do with him...
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Thing that's bugging me the most is the animation leading to the big punch. I'm gonna redo it.
BTW, I just found out that KOF Zillion is doing Hwa. If he gets released for reg mugen, I'll add him and bring back Oswald. Cross your fingers.
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Touched up the HSDM sprites for Shen. The move looks wayyyyyy better now. I've posted the sprites in the sprite topic. :)
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Despite my initial fears, Shen is a balanced fighter. He's like Shermie, he relies on his juggle capacity to deliver the pain. Unfortunately, even though I like the character, I'm not very good with him (like Angel). Taking a quick breath, then I'm back to finish the palette stuff.
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Thing that's bugging me the most is the animation leading to the big punch. I'm gonna redo it.
BTW, I just found out that KOF Zillion is doing Hwa. If he gets released for reg mugen, I'll add him and bring back Oswald. Cross your fingers.
You're probably gonna' have to ask if you want to use him, as I'm pretty sure they've never publicly released any of their characters. Not even the ones you can't get otherwise period, such as Sima Li, or Dash. What goes on in KOFZ, stays in KOFZ.
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Is it moleboxed? Ive neverplayed it.
That one special is a move that you can charge right? I didnt play Shen ever, but you could increase the damage a bit for a fully charged hit. Unless it has auto guard or something.
I'll to test him before I can say too much though.
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Alfred KOF was released and so was Iori XII. Both those characters are Zillion originals. There's been others, but I can't remember. Anyway, it's happened before.
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Thing that's bugging me the most is the animation leading to the big punch. I'm gonna redo it.
BTW, I just found out that KOF Zillion is doing Hwa. If he gets released for reg mugen, I'll add him and bring back Oswald. Cross your fingers.
You're probably gonna' have to ask if you want to use him, as I'm pretty sure they've never publicly released any of their characters. Not even the ones you can't get otherwise period, such as Sima Li, or Dash. What goes on in KOFZ, stays in KOFZ.
Yeah.... I have a sima li... Can't remember where I got him. But I still have him.
He's still not that great.
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Thing that's bugging me the most is the animation leading to the big punch. I'm gonna redo it.
BTW, I just found out that KOF Zillion is doing Hwa. If he gets released for reg mugen, I'll add him and bring back Oswald. Cross your fingers.
You're probably gonna' have to ask if you want to use him, as I'm pretty sure they've never publicly released any of their characters. Not even the ones you can't get otherwise period, such as Sima Li, or Dash. What goes on in KOFZ, stays in KOFZ.
Yeah.... I have a sima li... Can't remember where I got him. But I still have him.
He's still not that great.
Don't take this the wrong way... but you likely got him from a leak, even if you didn't know it. And yeah, Sima Li is okay, but he isn't one of the better characters. Nice sprites though.
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I wouldn't doubt it that it might have been a leak. Yeah the sprites are great seeing as they are original and made only for KOFz.
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Well, I know Alfred was an actual release from them because the community had asked for them to release him. Iori XII and Nightmare Geese were released to a few people who asked for them. Not sure about whether Iori XII actually became an official release later on. The Other K' (shirtless one) was also an official release. So it's possible. Not definite, but that's why I'm crossing my fingers for it. :)
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Btw, Seph and Oxe updated the screenpack to make it more accessible at higher resolutions. It's a great first step towards hopefully making the whole game more HD compatible.
Anybody know of a program that will allow for quick sff dumping that will "high res" characters and stages or at least filter them to remove jaggies? Would still keep the originals as an alternate playable version. LA has been talking about sprite clean up for awhile, so this would be good incentive to do it.
I'm eventually also gonna include an alternate soundtrack with neogeo ost soundtracks. So it would be a good retro vs updated version of the game.
Cheers!
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There is no reason to change the sprites. Seph is updating the lifebars to 1.0, doing so requires that you update the SP to for it to display right. Otherwise your fx scale wrong and other issues. But yeah, you should be alright. The sff thing I was talking about was just removing useless sprites. Extra fx, extra gethits, shared fx, and so on.
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I meant more in general, but the font for the names in the character select for example, are too small now. It would be good to have complete unity between the screenpack and the ingame stuff. It's always been a consideration of mine.
By removing the useless sprite you shrink the sff, meaning there would be less sprites to convert. Plus a size decrease. So that would be a benefit for anyone who would be willing to do that kind of conversion. I'll try to post an example of what I mean later in the week.
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Otherwise your fx scale wrong and other issues. But yeah, you should be alright. The sff thing I was talking about was just removing useless sprites. Extra fx, extra gethits, shared fx, and so on.
Thats an easy fix With the [FightFx] option (witch is already on the lifebar). So no need to change stuff on the fightfx just because of that. And yeah. Basicly the SP was just a re-scale. Since I can't do much.
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Went back and changed Shen Woo's SDM. He picks up his opponent now before landing the final hit. Looks pretty sweet. Anyway, this weekend, I'll be working on Kula again. And the tag system.
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Okay, so I've changed Clark's stage to the 2000 docks. His current stage will go to John. Working on finishing Kula. Might do another character before going into the tag stuff. Feel like I'm on a bit of a roll with it. Would like to do Billy and Eiji. I'll also update the sprite topic with more of my spritework.
Complete Character Select:
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-9.png)
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John is in the game, now?
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I'll need to know about the Eiji thing quickly though. I might not have my internet for a while again.
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PM sent. 2 sprite groups away from finishing Kula. Phew... Probably finish it up tomorrow. After playing a bit with Yashiro, I think he needs a trip to the buff shed. He's awfully weak unless you can get his throws to connect which is tricky. I plan on mixing his ground game up a bit more to make him more of a threat. His rush punch will go throw fireballs now and his rush grab will work more like the other characters (Goro, Clark).
I will also be introducing a new type of move property. It's not really new, but it's gonna expand on certain current moves. I will be giving some moves "critical strike". What this means is that if the move hits while the opponent is attacking it will gain a bigger damage bonus. Ryo's HSDM and Takuma's counter punch already have this property, but I will be giving it to more characters now. This is to benefit characters like Angel, Vanessa and Shen who have the same type of "counter attack punches".
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Counter hits lol. Works for me.
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Are you going to make the bosses non-playable or can we play as them?
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Zero is pretty strong, Orochi probably is too. I guess it would let the guys who complain about the AI have an easier arcade mode.
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Bosses will be playable. I see no reason to remove them from the playable list.
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Wewt. It looks so promising. Can't wait!
Btw there are more characters who need to be stronger:
-Shermie
-Iori(!!)
-Goro
Well, at least that's what I feel after playing the game after about 100 times :P
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Wewt. It looks so promising. Can't wait!
Btw there are more characters who need to be stronger:
-Shermie
-Iori(!!)
-Goro
Well, at least that's what I feel after playing the game after about 100 times :P
Finally, someone who agrees with me! As I said the first time, she just isn't good here, and is a shadow of herself in the official games. She really needs a good buffing. There's certainly room for another move or two, at the least.
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Shermie's fine in this one. Shermie and Orochi Shermie was already low-tier in most of the games she appeared in anyways; she's good if you know how to use her.
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Shermie's fine in this one. Shermie and Orochi Shermie was already low-tier in most of the games she appeared in anyways; she's good if you know how to use her.
You're only further justifying my point.
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Shermie is strong. She's not intended for aggressive play, but defensive pos control. She punishes people who come in close with throws and her lightning DM hits people off the ground for huge damage. I see no need to rebalance her. Goro and Iori as well. Iori isn't as strong as he was in KOF because he could be ridiculously cheap.
I'll play through again, but right now Yashiro feels far weaker.
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Shermie is strong. She's not intended for aggressive play, but defensive pos control. She punishes people who come in close with throws and her lightning DM hits people off the ground for huge damage. I see no need to rebalance her. Goro and Iori as well. Iori isn't as strong as he was in KOF because he could be ridiculously cheap.
I'll play through again, but right now Yashiro feels far weaker.
Yes, that is what she should be, but as she is now, she isn't the best she could be at it. For one, you took away her Air-Lightning-Kick special, (which would be nice,) and added in a throw. The problem with this is because the rest of her moves aren't designed for aggressive close-up play, so you'll hardly be using this move, if ever. It doesn't fit. (Seriously, the rest of her moves support a defensive play-style that has some distance, which a grab has none of.) If anything, you've made her weaker. Besides, there are other moves from Normal Shermie that you could have added in instead that would fit better, such as her counter, which could be used to punish those who get in close, or her running grab, which at least is a move that would let Shermie start from a distance, like the rest of her moves, and the move itself would position the foe to a more desirable place. Heck, just about any Normal Shermie move would be better to add in then her grabs. Do you see what I'm trying to say here?
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@Swipergod
You're right, I misjudged Shermie and Goro since they're all about pos control. But not Iori.
I could talk here about how come the playable bosses are not "cheap", or that he is not comparable to Kyo, K' and not to even mention Ash.
I will just say that I won't be last one whinning about Iori. With all the respect you deserve, please reconsider this.
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Okay, I think what this validates is a new balance topic. Makes sense since we're closing in on the final roster. I may not initially agree, but we'll see if there are others who notice similar Shermie/Goro/Yashiro/Iori/etc... gaps. More details can can be in there.
Our team has grown once again. Melcore has returned and an Anonymous staff has also joined up. Should hopefully fix some of the palette treats soon. Hopefully I'll be releasing the update to v0.9 this weekend. Cheers.
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It won't be 1.0 until Hwa Jai is released and SNK Raiden is complete.
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Shermie's fine in this one. Shermie and Orochi Shermie was already low-tier in most of the games she appeared in anyways; she's good if you know how to use her.
You're only further justifying my point.
Hey, low tier doesn't mean they're bad; it just means that they have worse matchups than other characters. Again, like I said, Shermie's good if you know how to use her. You gotta take into account of her movesets and what you can do with them. I especially liked her DM where she strikes down lightning depending on what attack button you use (the qcf x2 + Any attack button); good range control.
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Shermie's fine in this one. Shermie and Orochi Shermie was already low-tier in most of the games she appeared in anyways; she's good if you know how to use her.
You're only further justifying my point.
Hey, low tier doesn't mean they're bad; it just means that they have worse matchups than other characters. Again, like I said, Shermie's good if you know how to use her. You gotta take into account of her movesets and what you can do with them. I especially liked her DM where she strikes down lightning depending on what attack button you use (the qcf x2 + Any attack button); good range control.
They may not be bad, but since they're low-tier, they might as well be powered-up, so that they're more worthwhile to use, and for balance's sake as well.
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This should really go in the balance thread. That said, I'm sorry, but I personally don't see the issue with the throws. I did a playtest and found Shermie to be pretty solid. She already has two advancing moves. Granted they don't advance much, but that's the point since she wants to keep good distance to annoy opponents with her kiss.
The throw allows her to get out of pressure situations up close (she has no dp or instant counter attack) and since the throw is unblockable it lets people question how long they want to stay close to her. It also allows for her to create distance (when not done into the corner). She can also follow the command throw up with a DM bolt for big damage.
This has nothing to do with tiers. Shermie is not overpowered by other players whatsoever. I find little difficulty winning matches with her. Someone like Shen or Vanessa requires more skill than she does. I'll still list her on the balance list anyway in case there are more observations, but if she's weak, it's not because of the throw. She is slower than some characters, but that's because of her position control properties. Fast pc characters are bosses, or like Ash, broken.
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This should really go in the balance thread. That said, I'm sorry, but I personally don't see the issue with the throws. I did a playtest and found Shermie to be pretty solid. She already has two advancing moves. Granted they don't advance much, but that's the point since she wants to keep good distance to annoy opponents with her kiss.
The throw allows her to get out of pressure situations up close (she has no dp or instant counter attack) and since the throw is unblockable it lets people question how long they want to stay close to her. It also allows for her to create distance (when not done into the corner). She can also follow the command throw up with a DM bolt for big damage.
This has nothing to do with tiers. Shermie is not overpowered by other players whatsoever. I find little difficulty winning matches with her. Someone like Shen or Vanessa requires more skill than she does. I'll still list her on the balance list anyway in case there are more observations, but if she's weak, it's not because of the throw. She is slower than some characters, but that's because of her position control properties. Fast pc characters are bosses, or like Ash, broken.
I see...that's good.
How are the Booster Pack characters gonna be balanced as? Also, Chris was upgraded from a booster character to an Edit Character? Cool =D Who are the current Booster Pack characters? Last I checked, it was Malin, Ryu, and Shiki...am I right?
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@ZeroInNothingness
I remember he stated that Shiki is back, just a few posts before --;
Much longer ago he said Ryu is not in, and idk about Malin.
Personally, I hope he makes some overpowered chars we can face for fun. Oh, and by the way when I played I missed that you can't directly face a certain character in CPU, but you have to play Arcade/Survival until you meet them. Would it be possible to choose CPU enemy through VS mode somehow?
IMO that wouldn't come unappreciated :sugoi:
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Ryu and Malin are being worked on by LA and are not a part of the official roster. Just releases that follow the same KOFE style as the other characters. Not a part of the booster I'll be releasing with all of Melcore's stuff and the characters I worked on. I'll make a list of what will be in soon.
Don't worry, Orochi is definitely head and shoulders above other characters, just like Zero.
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Hinako is also on the list and is probably the most complete at this point. I just need to do her unique chain and some bug testing. I need to redo some stuff on Malin after I got some advice on it.
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Eiji's basics are done. I was supposed to work on the sffs for the other characters, but I got the itch to start a new character. :S
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You 2 are nothing but machines! Where di you get your energy?
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You 2 are nothing but machines! Where di you get your energy?
There's a reason why Dormammu, Galactus, and Shuma-Gorath can't wipe out the MvC3 cast with one attack; I think LA and swipergod defeated them in a match and was able to assimilate their powers.
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:sugoi:
Just taking a quick breather, before I continue this weekend. I will also be mucking around with Mature and Vices special intros a bit, so that'll be a bit different. Boy I hope I can get this update out soon.
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Lol.
What was I supposed to be doing again? Ive been screwing around with Kofe edits and potential boosters.
also, can you put Hotaru a little higher on your list? She doesnt have a lot left coding wise imo. Its up to you either way.
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K, slowly coming back to Eiji. Gonna work on the special intros for Mature and Vice now, but here's what I did with Eiji. He now has a kikoho that mimics Andy's Hishoken. I sprited the new variant.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-7.png)
Will be giving him more moves each day. I also still gotta finish the Melcore stuff and test Hinako. Maybe this weekend.
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Good luck. I'll be around if you need me
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The game roster is awesome ;D is it on your site yet.
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The update hasn't been released yet. Sorry. Things got really busy really fast. I will be off to Europe for the next couple of weeks. I've only since managed to update Yashiro. He feels a bit better now. When I get back I hope to finish up Eiji. I'd really like Eiji and Billy to be done before XIII comes out on X-box 360. More when I'm back.
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You know Why Rock was KOF Maximum Impact series because those tournaments were held in Southtown. Since Andy was missing (I dunno) Rock teamed with Terry at Neo Geo Battle Coliseum and Capcom vs Snk was a dream match like game so..... Rock , Tsugumi Sendo and Toji (these two from Fatal Fury Wild Ambition) sould in KOF XIII
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Yagami was good a t KOF Xii and KOF Xiii but he was totally strong at KOF Maximum impact despite that His KOF 2000 striker outfit should have been an alternate costume. Besides His alternate looked like sprite edit render of Shen
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Those latest 3D games were *cough* shitty *cough* since every character could hit opponents laying on the ground = endless juggle.
I'm just saiyan what I think :-X
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I am sorry I've been away for so long. I'm stuck hunting for an apartment now because I decided I need a change. Horrible timing. Anyway, I'm slowly creeping back into Mugen. Working on some sprite edits for Eiji. Modifying his multi kick move to be more like Lin's variation. You will see more here soon, I promise. I just need to get a grip on life. lol. Cheers.
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We'll be here when you do finish =) Just make sure to notify the whole mugen community so they don't miss out! =)
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Hello again. Man, I can't believe how fast time flies. Okay, so I've started to do more Eiji stuff. He's still got some specials to finish coding and I still have his DMs to do, but I managed to complete 2 today. Just gotta get back into it little by little. I'll hold off on Billy and try to release the v0.95 I've been promising forever. Just have tweaks to make etc... You will all hear from me again soon once I can get back into the groove more fully. Once Eiji is done, only 10 characters will remain. :) Well not counting the respriting of 2 of them (Raiden and Ryuhaku). Cheers
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Eiji's got just a few more DMs left. Hopefully I can get him finished next weekend. The quality of my work is finally starting to pick up a bit. I'd been away for awhile so it had suffered a bit. Should be on track for a v0.95 release by the end of Nov.
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That's nice to hear(read :P), thank you swipergod.
Can you guys remind what characters are gonna be new/brought back in the coming version?
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always good to hear something new from you swipergod.
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I haven't been here in a while good to see this project is still going as it's one of my favorites.
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Argh. I wish I could help more, but Im useless without my internet. Sorry guys.
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If you don't have internet, Lost Avenger, then how are you able to talk to us?
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It's called using a computer in a different location.
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cell phone ::)
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Hey I've noticed a funny bug during 2 vs 2 match. My head got stuck in the floor and I couldn't fight:
Spoiler, click to toggle visibilty
(http://img10.imageshack.us/img10/876/headstuckicanttakeyouon.jpg)
I know it's 2v2 and bugs happen here pretty often, but I thought it'd be good to mention it anyway.
Can't wait for SHEN :sugoi:
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Swipergod when will you yell us about a recent update of KOF E.....
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its a phone.
simul is buggy and breaks things. I cant see the pic though. I Assume tag will replace simul at some point?
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its a phone.
simul is buggy and breaks things. I cant see the pic though. I Assume tag will replace simul at some point?
Nevermind then. I just tried simul to see how it goes.
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I dont know if I posted this or not(or if you are still active lol) but do you have a tag system yet coding wise? If not, Ive been using the base from the kfmtag character(with a lot of mods). You can do saving shift and tag supers with it. I dont use tag supers personally, but its something anyway. A couple of variables get rid of debug errors. You might need to tweak your intros possibly. Hope it helps.
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Back. Sorry. The past few months have been so very very brutal for me. But I promised that I would finish this darned project and I meant it. lol. LA, good to know about the tag stuff. No, I haven't really done anything coding wise yet. I plan on just finishing up Eiji and those tweeks that have been taking forever and releasing a 0.95 version of KOFE. I just need to get my butt back on the wagon. Eiji's almost done too, so it shouldn't be too hard for me. I'll post some pics soon. Less drama and more mugen coming up.
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Serve it piping hot, will you? :D
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Great news to hear; I was getting a tad bit concerned.
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good to hear lol. I wont be able to do much if anything for a while, so you might be on your own sadly. Im still trying to get internet, but there are so few options in the middle of nowhere lol
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Now that's some good news :) I still have my hopes up for this game.
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Thanks everyone. And no worries LA, you've been a big help already. Just gonna ease back into things for now. I plan to do a KOFE day tomorrow. Finish Eiji if I can and Kula's palette. I'll let you know how it goes.
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lol, so my coding's a bit rusty. I had to execute a few boo boo's before I got it right on Eiji's SDM. Anyway, this one's a new one for him since Lee already has a "slash through" finish. HSDM and hopefully, a vid tomorrow. That'll mark the end of this 6 month character...
New uppercut finish. More rival like to Ryo. I tried to finish the SDM with his DM proj, but it didn't look as good.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-16.png)
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At least you are shaking off the rust.
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Eiji's finally done. Video tomorrow. I hope I have a chance to finish some other mugen stuff tomorrow too. Next release is finally coming...
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Eiji vid: http://www.youtube.com/watch?v=DT0uHbaLu5A&feature=youtu.be (http://www.youtube.com/watch?v=DT0uHbaLu5A&feature=youtu.be)
Wow, finally... I also finally finished Kula palette fixes. All I have to do is give Orochi all his special intros and I'll try to do a release.
LA I got your PM. Will respond soon. Definitely need to check out what you've been doing. Did you manage to finish some of the KOFE booster characters?
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I worked on Ryu a bit and did a little work on Malin, but I ended up spending a lot of time on my stuff. Seph has the links I think. I'll need to send the known bugs report cause I rushed Sagat lol.
nice on Eiji. cant view videos though.
That Ken has the fixed tag system. The kfm tag has massive debug flood in single player.
I'll work on Ryu a bit since I have his snaps now. I forgot I had them lol
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...and with that, KOFE is now in full swing!
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for Swiper maybe lol. I only had internet for a day. And even then it was a handful of tools. But I can maybe use that for sending stuff. You would still need a middle man. -shrug-
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Hi Swipergod.
Do you mean you could be about to release a 0.95 version?
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So here's the scoop so far. I don't like Eiji's SDM finish, so I'm gonna change it back to the original. Maybe add a small touch of flair. ;)
The Orochi sp intros should be finished today too. This means that the cosmetic stuff should all be done today. I have some new coding to introduce to Vanessa, Yashiro and Shen to play off the new counter attack plus mechanic.
Jeffrei has joined the KOFE team. He'll be helping with spriting. Perfect timing so that he can help with Billy. :) I'll start his coding this week.
Last, but not least, I am thinking of implementing the KOFE tag system for the 0.95 release (yes eldarion 0.95). :) Gotta check LA's coding that he did on his character and see if it'll port over well. If it's too difficult, I'll leave it for the final release. Stay tuned.
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I'll check some things to see, but it should be ok. I'll send a pm on what you will need. It wasnt my system originally, I just updated it a bit. I found an AI bug that would only happen outside of a fullgame(Ken randomly took off and left his partner to fight alone lol).
Did you finish Orochi before?
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Yeah, just not the special intros.
I'll create a topic to cover the differences between 0.9 and 0.95. In terms of characters, the newest version will have:
Shermie
Yashiro
Shen
Duolon
Eiji
Orochi
Billy
Shiki (re-ported back into KOFE)
I checked to see where Billy was at. The basics are coded. Just have to redo his sounds. Then work on the specials and DMs. He shouldn't be to difficult since he was an Alpha. Hopefully Jeffrei will be able to complete the sprites. I did get your PM about the tag stuff. I will look into it after Billy's done. Time is short this week, so it'll be over the weekend probably.
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You're bringing back Shiki?!
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He was considering that a while ago. I considered her a booster till he said he was readding her.
What's going to happen to Tung btw? He was roster filler before
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I couldn't help but notice Ryu and Ken's names...this isn't some sort of SvC joke is it :ninja: ?
Great to see this project back on track ;)
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Ryu is a booster character. He has no story, no stage and theme(outside of my mugen), and he wont have any relationships with the cast(that I know of). I dropped Ken months ago iirc, but havent updated my topic.
So basically, no, they arent in the game.
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Officially, bosster characters and stages are considered this game's "DLC".
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K let me hit these all at once.
Shiki was official last summer before my long hiatus. That's why Zero got a new HSDM.
Tung got ditched for Ryhaku, but feel free to add him to the boosters list
The boosters aren't exactly like DLC since they won't really get any official treatment. Technically speaking Shiki is the first booster of the game. No special intros, no box in the select screen, no Mary snaps, etc... but she's special because she was coded as if she were going to be a normal roster character. I'm trying to make the main characters as original as possible, without too much duplication, but the boosts can have as many clone moves as they want.
Also, I've decided to swap Hwa Jai out for John Crawley again. It just makes more sense for me. Hwa will be another special booster later down the line.
Jeffrei is wrapping up the Billy Kane sprites. So we're on target! :)
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What about Raiden (or has progress on him stopped altogether)?
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No sprite work will be done on him for now. Same for Ryuhaku. That'll be the last thing to do for the game. There are other spriting priorities right now. Raiden's code is solid as is anyway.
Billy's sound needed to be fixed and some moves needed tweaking in his basic moveset. I just have to add a guardbreak and I'll move on to the specials. Everyone's gonna have to hold out a bit longer though because John Crawley will be added to the 0.95 release! :D
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John Crawley? That makes little sense.
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? Not sure I understand.
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I forgot Raiden till now. I have Hinako to his right too lol. I keep forgetting about the extra slots you left from before.
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? Not sure I understand.
You're giving John Crawley Hwa's spot. Hwa is probably with Raiden, so it makes little sense.
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Figure it makes as much sense as putting Rock Howard in the game. Character is a character. Doesn't need to be SNK official KOF.
Billy, Raiden, Eiji, John (2 FF, 2 AOF)
Billy, Raiden, Eiji, Hwa (3FF, 1 AOF)
Just trying to diversify a bit. Plus John has a lot more potential. A mix of Ralk, Heidern, with a touch of Robert and Alfred.
Plus most of John's spritework is already done. I'm still waiting for a Hwa Jai full char release from Mugenchina. So it makes sense to throw Hwa on the booster list. With potential characters like Oswald and Silver, that's not a bad list to be on.
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One thing to mention: Billy Kane, Raiden, and Eiji are bad guys. John is not.
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Is Raiden a bad guy? it depends on time line.
- In Fatal Fury, he was a bad guy, working for Geese.
- In Fatal Fury 2, under his Big Bear personna, he was a good guy.
- in KoF, "Raiden enters the King of Fighters tournament to mainly relive his glory days of pro wrestling. "
in fact, using wrestling terms, Raiden (the masked) is a heel, and Big Bear (the unmasked) is a face; but in KoF13, the masked one seems more to be tweener (neither good nor bad).
So bad or good? it depends on Swipergood to choose ;)
It's the same thing for Hwa Jai, who became Joe's friend during Fatal Fury 2
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Yeah, KOF is always a little bit different in terms of storyline. Geese being alive is a good example.
Here's John's quick info though: http://snk.wikia.com/wiki/John_Crawley (http://snk.wikia.com/wiki/John_Crawley)
Seems like a mercenary to me. Kinda like AOF's version of Billy (Mr. Big's right hand). Wanna build on the official story, like his violent tactics got him booted from the military. So he looked for work as a hired gun in the criminal underground because of his love to hurt people.
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Hwa Jai would be more anticipated there, since he is more popular than Crawler, y'know. The game will already have enough difficulty with Orochi this time. There is still no storyline for Crawler to be there, and right now you need to attract fans... You could always Take out Hwa in the end, but give the players freedom of choice as to adding Hwa, same as Shiki and Neo Dio.
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John Crawler is a great decision, please dont listen to the Hwai fans.
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Not really sure what the story aspect has to do with it. Billy invites John, Billy invites Hwa, its the team's actual story that matters. Hwa love is a matter of opinion. I don't really need to attract fans when there's 65 characters in the game already. John is more interesting to code for me and he's already got most of his sprites done. Why not wait and see the end product first before making up your mind on John? Anyway, my mind is made up on the matter. Once Billy's done, I will code John.
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Billy Kane is going smoothly. Should have all his specials done today.
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Billy's just got a couple more sprites left to edit and a few more DMs. On track here to finish him for next week and finalize the updates for the other characters. Gonna try to do John and have a release set for Mar. Lots of other stuff happenig though, so I haven't yet been able to check out installing tag mode to the game. We'll see.
Billy can now follow up the strong Sparrow Killer with FI-YA!
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-17.png)
Billy's Salamader DM replaces the DM firewheel, which is now an SDM only.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-15.png)
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what all did you want in the tag system again? Should we start a side topic for ideas on it?
Edit: edit for the edit. That was a custom state in Ryu I forgot about. Disregard that, sorry.
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I'll create a tag system topic since it's hidden deep within this thread. Billy is just about done. 1 DM and his HSDM ready to go. He's needed a lot of tweaking. Might increase his speed a smidge cuz he feels weak. Jeffrei is already working on John! :) We're brainstorming a few things to bring him up to KOFE standard. More to come on the weekend, when I can test out the current tag format in LA's stuff. Last day in Feb and we're almost there! :)
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6 more days till I'm busy lol. March cant get here soon enough.
And good to hear.
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xiangfei's ai tries to go into invalid state 3300. Quick fix though.
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Belongs in the bug report topic. lol ;)
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I forgot we had one lol. I thought that was the 'what was fixed topic' sorry
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So some good news. :) Billy's moveset is done. Just need a couple of sprite edits to complete him. I'll post a vid once I get the intro sprites Jeffrei's been working on. Jeff's also willing to potentially take on spriting Raiden, Ryuhaku and potentially Hwa. Might revise the teams as a result. Too soon to say for sure, but it's a good sign for the project. Version 1.0 seems a little bit closer now. :)
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Sounds great :D!
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Billy Kane: http://www.youtube.com/watch?v=vN7Iucjbpso (http://www.youtube.com/watch?v=vN7Iucjbpso)
We're moving along now. I'll be updating the 0.9 to 0.95 topic soon with all the changes I'm implementing for this update. John may or may not be finished by then. Just want to get this out there now. Cheers.
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good to hear on the progress. Ive been a little busy on the side. Its March 6th... Woot.
As far as what was discussed before, you will need to contact Jz. Mom's internet has issues with mediafire for some reason(I assume you still use it right?)
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Okay so here's the official verdict. Jeffrei's been amazing and he's willing to take on Hwa once he's done with John. So Hwa is now an official character. Duck King will round out the roster. Sorry LA, but he just fits the teams better. Team shift will go like this:
Adel, Mature, Vice, Angel
Yashiro, Shermie, Chris, Nameless
Billy, John, Gato, Eiji
Rock, Raiden, Hwa, Duck
Rock and Billy are rivals in this game, so they'll get a special intro.
I've also updated the 0.9 to 0.95 topic. That's where it's at so far. I've pretty much done all the upgrades I wanted to so now I just have to finish the last of the special intros. Then I'll decide whether or not to implement tag and if John will join the roster. Billy's been sucking up Jeffrei's time, so not sure.
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so who was out then?
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Nobody. Game will have 66 characters (technically 67) + your booster characters.
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such a weird number. But it works I guess. I can use him as a punching bag in training mode lol.
I dont count the boosters toward the roster.
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I just noticed something off about Robert's projectile. At first glance, you'd think that it's a traditional High-Low projectile set-up, ala Sagat. But here's the problem; his LP projectile hits crouching opponents. So, in that case, his HP projectile is useless in comparison, because it doesn't have better recovery time from the looks of it, and you can just small-jump over. So then, what's the point of Robert's HP projectile? Is there something I'm missing? Or was this an actual screw-up?
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Hwa-hahaha, thanks Jeffrei!
Hey, I've got an idea, if Rock and Billy are enemies, maybe you should a scene or two from the KOF anime in the game intro? I remember that Rock and Billy fought there.
@kkhohoho
I didn't notice that, honestly. Projectiles are generally very annoying, so having one easier to evade is a good thing. I agree though, all projectiles should be crouch-able.
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Hwa-hahaha, thanks Jeffrei!
Hey, I've got an idea, if Rock and Billy are enemies, maybe you should a scene or two from the KOF anime in the game intro? I remember that Rock and Billy fought there.
@kkhohoho
I didn't notice that, honestly. Projectiles are generally very annoying, so having one easier to evade is a good thing. I agree though, all projectiles should be crouch-able.
[/b]
What? No, no, that would not be a good idea. All I said was that it didn't seem like there was much point to have his current HP projectile, seeing as it can be short-jumped over, but that you can't short-jump over, or crouch under his HP projectile, despite that it looks like you can crouch under it. So, actually, I think that this particular projectile should be crouchable, but only because that seems to be what it's designed for, when put together with the HP version.
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With some clsn adjustments, you could duck under it, but this might hurt it with low projectile's like Rock and Rugal's(though they have clsn extending upward). It could have been a balance call or something too. Not sure.
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This issue was addressed last year when the same comment arose. Robert's high/low can't be a duck/jump thing because he isn't tall enough. The concept is more that he has the ability to hit both high and low projectiles and high and low attacks. So a high one would go sailing over Vanessa's "teleport" but the low one would hit her. By the same token, his projectile should hit moves that leap into the air to avoid low projectiles. That's his game. Both projectiles travel at the same speed and do the same damage. It's positioning and mindgames more than anything else.
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Hwa-hahaha, thanks Jeffrei!
Hey, I've got an idea, if Rock and Billy are enemies, maybe you should a scene or two from the KOF anime in the game intro? I remember that Rock and Billy fought there.
@kkhohoho
I didn't notice that, honestly. Projectiles are generally very annoying, so having one easier to evade is a good thing. I agree though, all projectiles should be crouch-able.
[/b]
What? No, no, that would not be a good idea. All I said was that it didn't seem like there was much point to have his current HP projectile, seeing as it can be short-jumped over, but that you can't short-jump over, or crouch under his HP projectile, despite that it looks like you can crouch under it. So, actually, I think that this particular projectile should be crouchable, but only because that seems to be what it's designed for, when put together with the HP version.
Yes,yes right, I misunderstood crouch for the evade. Sorry. I wanted to say all projectiles should be possible to be evaded if timed right.
But if talking about crouch, it should be mentioned that it's easy to exploit some bosses just by crouching and waiting for them to come to you, ex Krauser, Goenitz.
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projectile user ai just spams projectiles from a distance. Esp Rugal, Geese, Krauser, etc. Fix yo ai Swiper! Id do it for you, but... Im super busy.
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AI isn't the priority right now. I'll worry about that for 1.0 since it's a huge exercise. I just want to finish the characters a balance accordingly first.
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Okay so here's the official verdict. Jeffrei's been amazing and he's willing to take on Hwa once he's done with John. So Hwa is now an official character. Duck King will round out the roster. Sorry LA, but he just fits the teams better. Team shift will go like this:
Adel, Mature, Vice, Angel
Yashiro, Shermie, Chris, Nameless
Billy, John, Gato, Eiji
Rock, Raiden, Hwa, Duck
Rock and Billy are rivals in this game, so they'll get a special intro.
I've also updated the 0.9 to 0.95 topic. That's where it's at so far. I've pretty much done all the upgrades I wanted to so now I just have to finish the last of the special intros. Then I'll decide whether or not to implement tag and if John will join the roster. Billy's been sucking up Jeffrei's time, so not sure.
Yashiro , Shermie , Chris and Nameless ?
Namless with the orochi team doesnt make any sense imo
Also Adel , Mature , Vice and Angel ?
Putting Yamazaki in one of these teams instead of Nameless/Adel makes way more sense ...
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Nameless doesn't really have a team. Who would be the 4th for the Orochi team? Goenitz is a final boss, so he can't be on their team. Mature and Vice worked for Rugal in the past and Angel for Nests which "could have" had ties to Rugal. Who would take Yamazaki's place with the Boss team? I'm open to suggestions, but I don't really think there is a better set up.
I've finish the special intros which means 0.95 is technically done. I'll see if there's anything else left to do before posting. Here's a special intro for Kyo and Orochi
Orochi taunts Kyo with an image of Yuki
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-18.png)
Kyo explodes in a rage calling Orochi a bastard
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-7.png)
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Swipergod, you made it clear that Yamazaki was a boss in Fatal Fury 3: Road to the Final victory. I did think about Kain R. Heinlin, but that would make even less sense.
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I'm assuming the one on your website is the most recent release, despite the last news update being Jan 2011?
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The website will be updated when the release comes out. My bad. Just no time to blog up on there.
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It's no problem, I was just worried that I might be dling something outdated.
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In order to reduce the size, I've created a full common.snd. I'm now in the process of cleaning up the snd of each character and flipping the sounds over to the common sound. I think I'm all done other than that, so expect a release soon.
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hitsounds, guard sounds, jump, land dash, etc right? That should drop the size quite a bit. Did you get the chance to remove extra sparks and stuff too?
I havent tried to remove sprites in FF3 yet, so I dont know if it fixed the linked sprites issue or not yet
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Totally misjudged the amount of time this would take. Well the common.snd is created at least, now it'll just be a slow task to clean up the characters. I'll leave that for 1.0
Hit sounds (including stab sounds), guard sounds, super fx sounds, grab sounds, and the basics (run, jump, land, etc...) A few characters might retain some unique sounds though.
No, I think the clean up effort will be for 1.0 I did Adel and it took me more time than I'd like just for the sounds. Plus I have to test everything to make sure no sounds went missing... Moving forward for the last batcch of characters, I'll get them using the common sounds. Sparks will be trickier if they're linked. I haven't used 3.0 yet.
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You should if you get the chance. You might be amazed at how useful it is compared to c and U. A lot of the stuff I did outside of FF can be done in FF better(editing the .air coding, animation duplication, have all instances of a sprite have the same clsn, etc). Sprite porting didnt work for me before and now it does. You can quickly port animations as well. I have gotten so much use out of it.
It does have some flaws. The loading time is slower and it screws up the palette for your small portrait(if your color 1 isnt your default anyway). I keep having to fix that.
And yeah, the sparks take a lot of time. So will the sounds for everyone, but not so much. And with a roster this large... Sorry I cant help, man.
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K, I'll download it before I start work on John. I think John, Chris and Tizoc are next on the list. Course that's post release.
Just a crew shout out to MissFairy, Lost Avenger, Melcore and Jeffrei. I've created a new place in the credits just for you guys for your help :)
Also want to point out that Seph did some work on converting the screenpack to hi-res, however, ideally I'd be able to convert the game to hi-res too before releasing that work so the game can convert completely to the 1280 x 800 resolution.
Right now I'm just fixing the credits and updating the pdf for 0.95 distribution. The game is pretty much ready to go. As I did the last time, I will release the music in a separate download. I'll post once the posting work is done and I'm ready to update the website. If anybody wants to help me with the clean up to reduce the size, let me know. Cheers.
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wasnt it like 1280 by 720 or something? That's the hd resolution right? Cause I can only run mugen in 640, 480 without major lag.
Im still working on a way to download it lol
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Yeah, forgot to specify for 1.0 release. My bad. And don't worry, like the soundpack, there would be 2 version of KOFE. HD and LD.
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if its just the sp, lifebars, etc then it might run ok. It could use a graphical tough up. Not sure what you were doing on the character side though. Did you post a screenshot of the newer looks?
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It won't look good. I've tested it. Until there's either a redone title screen or the in game is HD, the mix of fonts and graphics in HD and low res everything else.
So I've added a couple minor touch ups. Prepped Joe for Hwa's eventual addition to KOFE. And I've finished the PDF. Now I just have to edit the in game credits and that should be it. Expect a release this week. :D
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Website has been updated. Uploads to come soon. Note that the KOFE up there right now is NOT v0.95, but rather v0.9. I've also released the new PDF for download, for those who are interested.
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i cant wait :mhappy:
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Same here :D
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Okay, good to go. Only thing stopping me now is finding a place that will accommodate the size. The game without music is 500mb. Any good cloud storage places out there that will take the game without me having to break it up. That seems to be where a lot of the issues seem to pop up. I'll keep looking in the meantime.
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May i suggest the following:
- MediaFire (http://www.mediafire.com)
- Sendspace (http://www.sendspace.com)
- Windows Live Skydrive (http://skydrice.live.com)
- File Hippo (http://www.filehippo.com)
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He was already using mediafire iirc.
I just noticed how many characters are left to finish. Hotaru already has specials and a couple dms. Orochi was done(first post is a little outdated now). So we are down to.. Like 10 characters? That's awesome. The project has come a very long way.
...and yet there is still so very much left to do lol.
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KOF 0.95 is up. Download time could be a little slow. It's on sendspace. I prefer mediafire, but I'm not gonna pay for an account until I can finish the game. I'll update the website soon.
Game:
http://www.sendspace.com/file/8f6u4y (http://www.sendspace.com/file/8f6u4y)
Music:
http://www.sendspace.com/file/53b9aa (http://www.sendspace.com/file/53b9aa)
Note I'll have to upload Athena's music separately. I ran out of space.
Please leave your feedback for the release in the feedback topic. It's impossible for me to sort through everything when it's spread around in 4 different topics. It'll be a big help. Thanks.
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Why does the music link lead to a delete confirmation of the Game file?
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Sorry, sendspace f'd up my upload. Didn't put it on my account, so now the music files are lost. I'll have to reupload later on. Can download the game, but no music right now.
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WOOOOOOOOOOOOOOT !
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Music Link fixed. I'll provide a couple more links later today.
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Thanks for the newest release^^ Cool and developable characters, really good work. Just that it feels kinda a small change. Actually I'm surprised that Orochi is even stronger than Zero ^_^
If I can throw it in here, I think you need to find an other backgroud for Yamazaki. Why the heck does he wear a fancy white coat if it's to fight in some back alleyside of trainstop. No offence, that's just saying what I see.
Most importantly, I made a post in the 0.95 bugs/feedback section. I'd really like you to read it.
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Well the trainyard stage was to pay homage to his FF3 stage. I think his coat is trashy more so than fancy. I'm really low on available SNK stages that aren't redundant. lol. Got your feedback, don't worry.
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I got some ideas about the roster (since i dont like Nameless being with the orochi team)
Both ideas include the orochi team being back to normal ( Yashiro , Shermie , Vice , Mature )
Idea no 1 : Vice and Mature , Chris and Nameless switch places * Orochi reviving Yashiro , Shermie , Vice and Mature and ordering them to participate in the tournament in that team ( they have no idea Chris is revived too ), and Orochi orders Chris to go in a team by himself ( thinking that he has more potential than the others or something at that matter )
Idea no 2 : Vice and Mature , Nameless switch places and Chis is an image made by Chizuru's mirror to knock Shermie and Yashiro back into there senses and remember their memories with Chris and become normal again and abandon their duties as heavenly kings
P.S ( if u dont like my ideas u dont have deliver the message in a harsh way --; )
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Sorry I haven't been replying lately. I'm out of the country right now and don't have much internet access. Just wanted to thank everyone for their feedback, and let you know KOFE will be back on track again soon. Cheers!
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All hail Swipy! :kugoi:
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Hmph , Swiper where r u :-\ ??
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He said he was out of the country. He'll probably post if he can get the chance and some internet.
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I'm back after a longggggg delay. Busy life. Stay tuned. More updates coming soon! ;)
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We wait with baited breath. :D
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Working on Chris right now. Touched up the basics and am on to the specials. 2 done so far. LA did some precoding for a lot of stuff so it's really just code tweaking right now.
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Welcome back. And I forgot about Chris. I updated the original Ryu_Kofe link(just fixed the unique chain cancel and some other thing I forgot)
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Thanks. I gotta wrap this guy up since I want to start on a new game soon (non-mugen Castlevania). Finished Chris' Specials. Gotta touch up the DMs and he's done. 10 more to go after. I've got 2 spriter volunteers now. So that should help with Hwa, Raiden, John and Ryuhaku. :sugoi: Gotta run. Be back soon with pics.
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I thought Chris didn't make the cut.
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Roster page is pretty up to date. I've also said I'd like to do Hwa and Duck, but we'll see how much time I have left when everyone else is completed.
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Chris stuff I promised. Just his HSDM left to code. After, I'm gonna do someone from MotW. Not sure who yet.
Chris' new style projectile. wp is fast but small, sp is big but slow
(http://i270.photobucket.com/albums/jj119/swipergod/mugen002-11.png)
Chris' 97 style air hunter. Gave the sk some horizontal reach
(http://i270.photobucket.com/albums/jj119/swipergod/mugen003-7.png)
Chris' dash strike. Can mix it up with a low kick or leaping kick depending on the button used
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-8.png)
Chris DM 1 is a triple dp move
(http://i270.photobucket.com/albums/jj119/swipergod/mugen009-4.png)
Chris SDM is his big fireball attack
(http://i270.photobucket.com/albums/jj119/swipergod/mugen010-4.png)
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Decided on Hotaru and started on her already. ;D
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I'm a machine today. Hotaru and Chris will be done today. I will try to do Gato tomorrow. After that 8 more to go. Count it down:
Heidern
Lee
Tizoc
Duck
Maylee
Ryuhaku
John
Hwa
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Some needing sprites so you are close. The tag system Im going to do for CFJ2 will likely end up working for KoFe after a few small tweaks. I'll try to get it to you next chance I get(which might not be till September).
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Mayleeeeeee ! can't wait to see her :sugoi:
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Too much fine tuning. I'll have Gato done this week though.
Here is Hotaru's new DM. Fans of Grant might recognize it. ;) She loses her reflect move btw.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen000-19.png)
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Alright, how many trademark moves are you going to take away from characters? >:(
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Hotaru vs Athena vs Kensou:
Fireball vs Psycho shot vs Psycho shot
Dp vs Psycho sword vs Dragon kick
Reflect vs Reflect vs ....
Dive Kick vs Phoenix Arrow vs Dive Attack
Throw vs .... vs ....
.... vs Teleport vs ....
... vs .... vs Close punch attack
Punch rush vs .... vs Kick rush
This is to give some perspective on gameplay balance and variety. The Hotaru character is essentially Athena and Kensou mixed into one.
She was too similar to Athena. For that matter, so is Kensou. And she doesn't need 6 specials. Hotaru already has her throw. As I've said many times before, anyone who downloads the game is welcome to give whatever moves they want to whatever characters. That's why I leave the game open sourced.
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Hotaru and Gato are going to join soon?
:D Nice job on getting me excited for the project again Swiper.
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Whoa... so much progress since the last time I checked in.
Haven't seen many people doing projects this big and managing to get it through 'til the end. And I'm not referring just to MUGEN.
Gratz.
And yeah... can't wait to see Duck! :sugoi:
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Excellent work as usual @swipergod
Its great to see how much dedication you put into your KOF
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HI :)
I tried just now KOFE, I wanted to know, specifically, what parameters I must change to enable the sexy ko?
thanks :)
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Most character don't have sexy KO, only the first who was made .
If you want back, you must edit each character's state files, but if the char don't have the animation, it will probably bug
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Hi and thanks :)
I have checked all chars with fighter factory.... There are animations, but I do not know how to activate them through cns, in fact I've read in a post a couple of years ago that it was necessary to activate a trigger in the file king.cns. But I'm still a beginner and was looking for someone who knew what triggers and how to edit :)
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King.cns -) [state -2, Sexy KO]:
Remove all of the ;
Right below it, [state 5000, 1]
Do the same thing. You have to have all of the required animations though and I dont remember what all is needed. Sorry, hope it helps.
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thanks a lot ! i'll try :)
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Holy crap it's been awhile. The world is constantly hectic these days. I long for the days 3 years ago when I had the time to pump out a character in 2-3 days non-stop. At least the roster is almost complete. Okay, so a few things need to happen. I need to upload some new vids of the new characters and start work on Gato. This weekend, I shall return. Hopefully I can get some stuff done before life craziness picks up again. Cheers to all those people who've been patiently waiting for the completion of this project. I promised I would finish it and I have every intention of doing just that!
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We never doubted you, swipergod. By the way, are Raiden's sprites finished?
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That's probably not going to happen until the end, if it ever happens. :S Right now the spriting priority is for John who's almost done and for MayLee.
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Okay, so I started work on Gato. I need to do some sprite porting from MotW. Working on that right now for his blowback attack. 3 out of 8 sprites are done. Spriting's a lot harder for me than it was before. Out of practice I guess.
I also posted Chris' vid here: http://www.youtube.com/watch?v=_365474dqX4 (http://www.youtube.com/watch?v=_365474dqX4)
I'll get Hotaru's up soon.
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You made Chris a boss character with those moves and power behind them.
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Not really a boss. Chris is like a watered down Chizuru. I haven't yet coded the AI, so I'm not sure how balanced he is yet. He defenitely doesn't feel as powerful as say Geese for example right now.
Work progresses on Gato. Urgh I hate drawing sprites. lol. I have started the specials. 4 complete so far. Just is "hooligan" to go.
Things about Gato: His strong palm strike special has been turned into his dashing fist. Not as safe as the weak one but more range. You can also "break" his weak palm strike into his DM leap grab (the DM no long palm strikes on its own). His air fireball is now a move outside of the "hooligan". Trying to expand on gato since he loses doesn't have reg move breaks and just defends to rely on in this game. He feels pretty good so far.
Hotaru vid this weekend. I promise :S
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Hotaru: http://www.youtube.com/watch?v=jgipALZQxDc&feature=youtu.be (http://www.youtube.com/watch?v=jgipALZQxDc&feature=youtu.be)
Gonna make a minor modification to Kensou to accentuate the difference between Hotaru and Kensou.
Gato moves along. Lots of spriting to port over. 1 basic attack, his alternate throw animation, 1 victory animation and some animation for his HSDM. I think I'd rather be spriting Maylee right now.
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Great Only few teams are left to write their prolouges in GAMES Ending setion Then after this Ill see how you come up with story structured fight
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Nice to hear Segatron. I've looked at the new ones. It gives some nice context. I can provide feedback soon. Just trying to do a lot of things at once right now. lol.
Gato's knockback attack is finally finished. Now I start work on the punch throw. Once that's done I'll move on to the leap combo move (a few ideas I wanna try out) and then to the DMs (should be easy).
In other good KOFE news, Jeffrei finished sprites for John Crawley's new DM!! So far John's on track for his KOF debut! :D
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His un-official KOF debut.
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Nice to hear on the progress. I have internet for a week at least so I'll do some testing in a bit.
Edit: Did I ever send you Hinako? She's still uploaded so I cant remember.
Posted: October 09, 2012, 10:56:11 pm
Was Ryu supposed to be on the main site? I can send you the link for the tag one, but it might mess up if people play it in simul without another taggable character? Maybe
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Sounds good LA. Yep, I got Hinako. I'm gonna have more dedicated time for stuff like testing and bug fixes in a bit, but I really want to finish up Gato first. His progress is going well. Finished 1 DM and his SDM. I'll have pictures soon.
Posted: January 18, 2013, 11:59:30 am
Wow, I haven't been around for 4 months. Time is just flying. I'm going to be working on finishing Gato this weekend. Then I'm going to start work on John Crawly. Jeff completed the animation for his new DM so we should be just about ready with him. A few more animations I think. Really sorry for all the delays. Thanks to everyone for sticking it out with me. As I said a million times before, my intention is to finish this game, and I will. Expect screenshots for Gato soon.
Cheers!
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Gato now has a teleport that serves him quite well. I should be able to finish up the critical sprites I need to wrap up Gato this coming week. The work shouldn't be too much. I am also looking at ways to bring back Neo-Dio. They key will probably be in how I handle Lee.
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Gato never teleported before. Did you take this from someone else?
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Actually used his "psyche out" move where he "fake" slides as inspiration. It's really not a "teleport" per say, more like a lightning fast quickstep like Eiji. I was testing it out in battle and it works very well for him.
I was conceptualizing new moves for Neo-Dio and Zero in order to get him back in. Looks promising. :)
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I wasnt much of a fan of Neo. What all happens to Zero?
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neo's cool but how does he tie into the kof univeres?
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Because NGBC happened. :mmhmm:
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Just about anyone from an snk game could randomly end up in a kof game. They have similar systems so... why not? Rock wasnt in a kof game yet(iirc?) and he's a very welcomed edition.
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yeah but rock made apperances in kof as a kid, neo never but its mugen so whatever hes cool anyways i just wanted to know what the story would be behind him being at kof
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oh and swiper can u post a pic of johns spirts or something im dying to know how hes coming about
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There' s still lots of work to do with John. Just trying to focus on Gato right now. John will come soon. Neo-Dio is a "bonus" character like Shiki. There may be a few others I do, but for right now, I'll just commit to him. Zero's still the boss of the game (with Orochi). I'll probably just figure out a way to replace the beam DM Zero currently has.
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I'm sure you can find a way.
What about Raiden?
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No progress on Raiden beyond what was already done for him. And probably nothing more for the forseeable future. Just don't have the time to take on a massive spriting exercise. Once KOFE is done, then perhaps, unless someone is willing to step forward and try their hand at KOF-ing Raiden.
As I mentioned before focusing on Gato now. Just got him his P throw from MOTW. Will finish his SDM and other DM today too. Hopefully Gato will be wrapped up this weekend.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen004-9_zps67534b68.png)
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Ok, so progress report. Zero has a new DM. A type of Zero Cutter. I'm calling it Shadow Cutter. I'll have a pic soon. This frees up Neo-Dio to keep his beam DM. I've gotta give Neo-Dio 1 new special and SDM and remove one old special, then he'll be KOFE ready again.
As for Gato, I just have to code his HSDM. So expect vids soon. Cheers.
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Might as well do a video of Gato vs Zero so you can show both updates and save data lol
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It just wouldn't feel right if he did, Lost_Avenger.
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...I don't see any problems with it, Uche. Care to explain?
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If you going to show someone moves and skill, one at a time is a better method.
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What? I don't see what makes that any better.
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Gato I'll do separately. I'll put the updates for Zero and Neo-Dio together. I'm a bit behind, but I'm still hoping they'll all be done this weekend.
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That works, too. Wait! You, Swipergod, are behind?! What gives?
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...No words can describe what is wrong with that post there, Uche. Seriously, you been living under a rock or something?
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Alright, so pic of Zero's new DM and Neo-Dio's SDM. Yes, nothing super fancy here. Just needed moves that suited them. When you've got 64 fighters and counting in a game, it's hard not to be redundant.
Zero's Dark Cutter DM is a forcefield like move that comes out virtually instantly and has a lot of nothit frames
(http://i270.photobucket.com/albums/jj119/swipergod/mugen006-8_zps6d7d5f41.png)
Neo-Dio steals Krizalid's HSDM from 2k2UM and turns it into a fullscreen attack.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen001-16_zpsd69918c7.png)
I know some are waiting for the Gato vid. It's coming soon. I've been touching up Neo-Dio so I haven't gotten to Gato's HSDM yet.
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I'm not waiting for the Gato vid. Gimme more Neo-Dio action!
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I am looking forward to the Gato vid. I hope he will have some strong moves, since the normal chars are bit overshadowed by the boss characters.
So Gato and Dio will wrap this patch?
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Hi everyone. Ok, so I've basically completed Gato, but I've got 4 sprites that I need to add to his HSDM. As for Neo-Dio, I'm just creating his new throw move. I'll work on the sprites tonight and see how far I can get. I'm just wait to finish all this so I can post everything at once.
@Shivy, nope, there is no more patches. The next version I release will be 1.0. There might be a subsequent version after that, which fixes bugs, converts Raiden and Todoh to SNK style etc... After that, I think the game will pretty much be left in the community's hands, while I move over to the Castlevania project I'm looking to make.
Once I've finished Gato and Neo-Dio, I'll get to John and Lee. Cheers!
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Video on the Neo-Dio and Zero updates:
http://youtu.be/-Mi485gVq70 (http://youtu.be/-Mi485gVq70)
I still have to edit Gato's sprites so his vid will come later. I'll also do a fun vid of an AI battle between Orochi vs Neo-Dio so we can see how his improvements have tweaked him.
Now we start that final stretch with John. Let's see how much I can finish in March. It would be nice to finish this game on its 6 year anniversary of development (in May).
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Gato is almost done. Here's his vid:
http://youtu.be/JHKzxOIxM5A (http://youtu.be/JHKzxOIxM5A)
Just have to add his combo ability and draw some victory animation sprites. I'm quickly gonna go back and check the more recent characters for some tweaking and then I'll start with John.
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Combo ability?
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Hi everyone. Ok, so I've basically completed Gato, but I've got 4 sprites that I need to add to his HSDM. As for Neo-Dio, I'm just creating his new throw move. I'll work on the sprites tonight and see how far I can get. I'm just wait to finish all this so I can post everything at once.
@Shivy, nope, there is no more patches. The next version I release will be 1.0. There might be a subsequent version after that, which fixes bugs, converts Raiden and Todoh to SNK style etc... After that, I think the game will pretty much be left in the community's hands, while I move over to the Castlevania project I'm looking to make.
Once I've finished Gato and Neo-Dio, I'll get to John and Lee. Cheers!
Ah, right, I guess I forgot that fact :/
Well, this place will be more boring without the discussing on your game. Let's hope that you won't get many bugs with that last release then.
I'd be happy if you also posted the way of connecting the game tag system (Sorry if you already did it somewhere)
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I haven't done tag yet. That'll be the last piece of coding I do after I finish all the character.
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I hope you finish this.
I like how you put little touches in to each characters. Like nameless having and air fire ball of sorts
Like whip being able to shoot her gun forward.(my favorite version.
MY only grip is characters cant combo there normals into their comand moves or they are missing command moves
Like nameless not being able to combo standing punch into d/f hard kick and he is missing forward plus light kick.
Fix the combo issues and this would be one of my favorite mugen full games.
Thanks man cheers!
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I like the way you are working on this game, but theres something I feel missing. I cant link some traditional combos, for example, cant link kyo strong punch with kai (forward and B) or terry strong punch with forward weak punch, or rugal strong punch with close weak kick. This combos has been since Kof 98. Is this on purpose or theres is work left on characters combos? Im using joystick and keyboard. Thanks for your efforts.
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Hmm... I came here a bit late i guess.. However, i would like to try your version, but the file on the link in your site doesn't seem to work now..
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It worked fine for me, so I am sure that it should work for you.
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it says "the file is currently unavailable. Our support staff has been notified and we hope to resolve the problem shortly. Please try again later."
I would post directly the screenshot, if i could understand how i can do that on this forum.
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Try it here (http://mugekofe.web44.net/downloads.php).
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So, considering that there hasn't been an update on this project made in nearly a year at the least, shouldn't this be moved to the 'Inactive Projects' section?
Even the site for the game seems to be down.
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I haven't heard from Swiper in a very long time either. He said he was heading to Europe iirc so hopefully he's ok. I don't have the time to keep this updated anymore either. Since I started coding in this, Ive been married, moved, found a job, etc.