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Messages by kkhohoho

    

Re: Mugen: King of Fighters Edition

 October 06, 2009, 10:31:23 pm View in topic context
avatar  Posted by kkhohoho  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

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?
    

Re: The King of fighters Zillion MK3 ver (091001 Base Version)

 October 06, 2009, 10:01:06 pm View in topic context
avatar  Posted by kkhohoho  in The King of fighters Zillion MK3 ver (091001 Base Version) (1024up2)  (Started by videoman October 03, 2009, 12:22:37 am
 Board: Found Releases

Btw Emeric-Tan released his Clark for KoFZ in separate thread. I'm wonder if his clark is In the game and this is and update or they are two different Clarks

I think the link's in the thread's been taken down by now.
    

Re: The King of fighters Zillion MK3 ver (091001 Base Version)

 October 06, 2009, 03:52:13 pm View in topic context
avatar  Posted by kkhohoho  in The King of fighters Zillion MK3 ver (091001 Base Version) (1024up2)  (Started by videoman October 03, 2009, 12:22:37 am
 Board: Found Releases

Great release BTW... Clark didn't get any assit attack... but what the heck...

No-one has an assist attack. There's a bug in this new version of the game that prevents any character from using their partner's assist, regardless of who the partner is. I've tried it myself, and it seems you have too. ;)

EDIT: Okay...

It turns out that you can't use assists, but the opponent can. What's up with that?! :S
    

Re: The King of fighters Zillion MK3 ver (091001 Base Version)

 October 05, 2009, 08:58:45 pm View in topic context
avatar  Posted by kkhohoho  in The King of fighters Zillion MK3 ver (091001 Base Version) (1024up2)  (Started by videoman October 03, 2009, 12:22:37 am
 Board: Found Releases

    

Re: The King of fighters Zillion MK3 ver (091001 Base Version)

 October 03, 2009, 11:10:45 pm View in topic context
avatar  Posted by kkhohoho  in The King of fighters Zillion MK3 ver (091001 Base Version) (1024up2)  (Started by videoman October 03, 2009, 12:22:37 am
 Board: Found Releases

does the sound work for anyone? I mean music or does the game have none?

You'll have to add it yourself. First though, you'll have to learn the correct names of the stages. That could be a pain, though it's lessened a bit due to the reduction of stages this time around.
    

Re: CMS Mugen Elite by Mugen Community

 October 01, 2009, 02:35:58 am View in topic context
avatar  Posted by kkhohoho  in CMS Mugen Elite by Mugen Community (Started by Geese September 19, 2009, 09:02:36 pm
 Board: Edits & Add-ons

    

Re: CMS Mugen Elite by Mugen Community

 September 30, 2009, 05:33:40 am View in topic context
avatar  Posted by kkhohoho  in CMS Mugen Elite by Mugen Community (Started by Geese September 19, 2009, 09:02:36 pm
 Board: Edits & Add-ons

Thanks. I was able to edit the commands to be more to my liking. :)
    

Re: CMS Mugen Elite by Mugen Community

 September 30, 2009, 01:35:32 am View in topic context
avatar  Posted by kkhohoho  in CMS Mugen Elite by Mugen Community (Started by Geese September 19, 2009, 09:02:36 pm
 Board: Edits & Add-ons

    

Re: CMS Mugen Elite by Mugen Community

 September 30, 2009, 12:40:21 am View in topic context
avatar  Posted by kkhohoho  in CMS Mugen Elite by Mugen Community (Started by Geese September 19, 2009, 09:02:36 pm
 Board: Edits & Add-ons

Just tried the commands with both my keyboard, a gamepad and even a '98 joystick, and they were all fairly easy.

I'll go into more detail. I use Zangief. I try to do 'B,D,F,U+P'. He jumps whenever I get to 'U'. It's a problem I have with nearly every 360 in MUGEN, both regular MUGEN and Full Games. I pull every single other command off though. It's when I have to do a 360 that's the problem. Heck, on a joystick, 360x2's even in official games are un-performable. I can do 360's on a joystick, but after you go one full rotation, you jump the next time you get to 'U'. :-\
    

Re: CMS Mugen Elite by Mugen Community

 September 29, 2009, 09:53:25 pm View in topic context
avatar  Posted by kkhohoho  in CMS Mugen Elite by Mugen Community (Started by Geese September 19, 2009, 09:02:36 pm
 Board: Edits & Add-ons

    

Re: CMS Mugen Elite by Mugen Community

 September 29, 2009, 09:52:53 pm View in topic context
avatar  Posted by kkhohoho  in CMS Mugen Elite by Mugen Community (Started by Geese September 19, 2009, 09:02:36 pm
 Board: Edits & Add-ons

Plus, they're hard for a reason. Grapplers have their own strengths and wicknesses, as everybody. Making a 360 move as easy to perform as a hadouken would generally make the char too easy to use, hence make it unbalanced.

1.I knew I was going to get these kinds of posts, but I had to ask the question. It was just too much of an issue.

2.I tried to change the Commands, but there so many different variations of 360 in there.

3.If KOF can use HCB, HCF, HCB-F, and F-HCF, then so can this. Also, a grapple doesn't have a lot of range, where-as, say, the Hurricane Kick does. Damage and breaking defense isn't everything. At the least, the commands should be changed to the commands that I listed. To be honest, Zangeif is the only real problem, though Rock and Mika have a bit of it as well.
    

Re: CMS Mugen Elite by Mugen Community

 September 29, 2009, 04:57:58 pm View in topic context
avatar  Posted by kkhohoho  in CMS Mugen Elite by Mugen Community (Started by Geese September 19, 2009, 09:02:36 pm
 Board: Edits & Add-ons

I like your release so far, and I await the next update. I do have one request; please change all 360, 360x2, and 540 commands. They've been hard to pull of to begin with, it's either very hard or nigh impossible to do them here, especially on a keyboard, and especially with Zangief. Please change these commands.
    

Re: Super Street Fighter 2 Neo

 September 20, 2009, 04:01:35 am View in topic context
avatar  Posted by kkhohoho  in Super Street Fighter 2 Neo (Started by The Railgunner March 15, 2009, 12:29:15 am
 Board: Projects

It's an interesting project, but, isn't the title inaccurate? ??? I mean, there may be Street Fighter fans that will be confused once they see KOF characters in there.

Super Street Fighter 2 Neo.

As in, well, Neo Geo. :)
    

Re: KOFE v0.7 (35 Characters release)

 September 16, 2009, 02:26:35 pm View in topic context
avatar  Posted by kkhohoho  in KOFE v0.7 (35 Characters release) (Started by swipergod August 21, 2009, 03:07:58 am
 Board: Edits & Add-ons

    

Re: KOFE v0.7 (35 Characters release)

 August 22, 2009, 07:03:37 am View in topic context
avatar  Posted by kkhohoho  in KOFE v0.7 (35 Characters release) (Started by swipergod August 21, 2009, 03:07:58 am
 Board: Edits & Add-ons

Good job. Have a nice haitus. You deserved it. :)
    

Re: THE KING OF STREET FIGHTERS UNLIMITED TAG BATTLE

 August 21, 2009, 06:32:41 pm View in topic context
avatar  Posted by kkhohoho  in THE KING OF STREET FIGHTERS UNLIMITED TAG BATTLE (Started by zion August 19, 2009, 07:13:01 pm
 Board: Edits & Add-ons

I'll assume that's a no. As far as I can see, Sagat has SFA-like afterimages, Kyo/Iori use their burn palFX, Mary/Xiangfei have RB sparks... IT'S CAPCOM FIGHTING JAM?

I don't mean graphical effects. I mean, HOW THEY PLAY.
    

Re: THE KING OF STREET FIGHTERS UNLIMITED TAG BATTLE

 August 21, 2009, 06:49:07 am View in topic context
avatar  Posted by kkhohoho  in THE KING OF STREET FIGHTERS UNLIMITED TAG BATTLE (Started by zion August 19, 2009, 07:13:01 pm
 Board: Edits & Add-ons

Does anyone who's played this know if the characters play the same? For example, if no-one was changed, then the Real Bout characters could do chain combos, and the Street Fighter III characters could do parries. Is that the case, or were the characters unified gameplay-wise?