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Messages by kkhohoho

    

Re: KOF Extra - Unlimited Match

 April 02, 2012, 03:32:15 am View in topic context
avatar  Posted by kkhohoho  in KOF Extra - Unlimited Match (Started by kkhohoho November 26, 2011, 12:13:57 am
 Board: Found Releases 1.0+

    

Re: Game introduction & characters roster

 April 02, 2012, 01:49:36 am View in topic context
avatar  Posted by kkhohoho  in Game introduction & characters roster (% updated on 11.apr.2014) (Started by kamenashi_kun October 04, 2011, 04:14:46 pm
 Board: Art of Fighting VS Fatal Fury

Is there any chance of seeing Kim Jae Hoon and Kim Dong Hwan? Theire KoF 2000 sprites should give you something to work with.

...Or just use their Garou sprites and shade them. Really, the two styles aren't all that different to begin with, so it shouldn't be too much of a problem.
    

Re: KOF Extra - Unlimited Match

 March 30, 2012, 03:51:03 am View in topic context
avatar  Posted by kkhohoho  in KOF Extra - Unlimited Match (Started by kkhohoho November 26, 2011, 12:13:57 am
 Board: Found Releases 1.0+

Small update; someone made a Bob Wilson conversion for le game. Check it out at le link below. Also on front page.


http://www.4shared.com/zip/yRybGYov

EDIT: Uh, scratch that; the author forgot to add the small jump.
    

Re: Second public beta release of Art Of Fury

 March 28, 2012, 03:00:28 pm View in topic context
avatar  Posted by kkhohoho  in Second public beta release of Art Of Fury (Started by kamenashi_kun March 26, 2012, 12:36:47 am
 Board: Art of Fighting VS Fatal Fury

    

Re: Second public beta release of Art Of Fury

 March 28, 2012, 01:10:27 am View in topic context
avatar  Posted by kkhohoho  in Second public beta release of Art Of Fury (Started by kamenashi_kun March 26, 2012, 12:36:47 am
 Board: Art of Fighting VS Fatal Fury

I have a suggestion about Andy's Geki-Shoukon. (QCB+C) It's a big stationary projectile, yet it does just as much damage as his regular projectile. (QCB+A) The move doesn't knock-back either. It's kind of slow as well, despite not doing all that much damage. The problem with all this is that it makes the Geki-Shoukon not all that useful in comparison to his projectile. My advice would be to have the move do at least 2 times as much damage as his QCB+A, as well as decrease the start-up time a bit. Just my two cents.
    

Re: Game full movelist

 March 26, 2012, 08:07:08 pm View in topic context
avatar  Posted by kkhohoho  in Game full movelist (Started by kamenashi_kun February 11, 2012, 11:49:56 am
 Board: Art of Fighting VS Fatal Fury

    

Re: Second public beta release of Art Of Fury

 March 26, 2012, 03:46:46 pm View in topic context
avatar  Posted by kkhohoho  in Second public beta release of Art Of Fury (Started by kamenashi_kun March 26, 2012, 12:36:47 am
 Board: Art of Fighting VS Fatal Fury

    

Re: Second public beta release of Art Of Fury

 March 26, 2012, 03:24:28 pm View in topic context
avatar  Posted by kkhohoho  in Second public beta release of Art Of Fury (Started by kamenashi_kun March 26, 2012, 12:36:47 am
 Board: Art of Fighting VS Fatal Fury

Sorry for the double post, but I can't seem to dodge. The instructions say to hold down Forward and press A while guarding, but I'm unable to do anything but guard while guarding. Am I missing something?
    

Re: Game full movelist

 March 26, 2012, 02:58:07 pm View in topic context
avatar  Posted by kkhohoho  in Game full movelist (Started by kamenashi_kun February 11, 2012, 11:49:56 am
 Board: Art of Fighting VS Fatal Fury

I just noticed something; Yamazaki doesn't have his kick special. (The one where he uses one leg to slam the opponent into the ground.) Was this intentional?
    

Re: Second public beta release of Art Of Fury

 March 26, 2012, 02:13:22 pm View in topic context
avatar  Posted by kkhohoho  in Second public beta release of Art Of Fury (Started by kamenashi_kun March 26, 2012, 12:36:47 am
 Board: Art of Fighting VS Fatal Fury

    

Re: Second public beta release of Art Of Fury

 March 26, 2012, 05:02:21 am View in topic context
avatar  Posted by kkhohoho  in Second public beta release of Art Of Fury (Started by kamenashi_kun March 26, 2012, 12:36:47 am
 Board: Art of Fighting VS Fatal Fury

Ahem... You forgot to mention you also added Lee. :P


EDIT: Lee can't hold A on his Talon Drop to do a longer drop; he always just does a short drop.
    

Problem with AODK-KOF Joe, by Misamu, in MUGEN 1.0

 March 19, 2012, 02:17:50 pm View in topic context
avatar  Posted by kkhohoho  in Problem with AODK-KOF Joe, by Misamu, in MUGEN 1.0 (Started by kkhohoho March 19, 2012, 02:17:50 pm
 Board: M.U.G.E.N Configuration Help

Hello there. So, as the title implies, I'm having problems with getting this character (Joe from Aggressor's of Dark Combat, in KoF style, by Miasmu,) working in MUGEN 1.0. I used the 'Dos-to-Win' converter, and then I went on converting him to 1.0, using the process described by  Red Nai/Dr.Strangelove. But for whatever reason, MUGEN tells me that it's having problems with Statedef 50799. So, if someone could help me out here, and see if there's anything wrong, that'd be great. And just in case, you can download the character at http://mugenchina.mgbr.net/. And here's the Statedef in question. Thanks.

Code:
;SPG_BD
[Statedef 50799]
type    = S
movetype= I
physics = N
velset = 0,0,0
ctrl = 0
anim =50799

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1000,6

[State 350, Vel Y]
type = VelSet
trigger1 = Time >= 1
x = 0

[State 355, 1]
type = NotHitBy
trigger1 = Time <= 24
value = SCA
time = 1

[State 350, 3]
type = VelSet
trigger1 = Time >= 23
x = 0

[State 350, 4]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 350, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: Kirby the Dream Battle beta 3

 March 19, 2012, 01:51:49 pm View in topic context
avatar  Posted by kkhohoho  in Kirby the Dream Battle beta 3 (Started by O Ilusionista March 18, 2012, 01:42:20 pm
 Board: Your Releases, Mugen 1.0 +

Wait; isn't this a Kirby game? What's Megaman doing here?
    

Re: KOFE v0.95 New Challengers!

 March 19, 2012, 01:47:08 pm View in topic context
avatar  Posted by kkhohoho  in KOFE v0.95 New Challengers! (Started by swipergod March 18, 2012, 07:06:48 pm
 Board: King of Fighters E

You're both right; Chris is being worked on, but he won't be in v.095. He'll probably be there in the next version.
    

Re: Current work in progress

 March 17, 2012, 05:23:56 pm View in topic context
avatar  Posted by kkhohoho  in Current work in progress (Started by kamenashi_kun October 10, 2011, 08:41:52 am
 Board: Art of Fighting VS Fatal Fury

kkhohoho : Well I don't like at all the Kof96 projectile system. Plus it just looks like a Ko Oh Ken without power (AOF). I think ex-Yuri having Kof96 jumping forward Rai Oh Ken and other alternate moves is okay. Ko Oh Ken is Ko Oh Ken. :)

Well, that's fine. But if I may ask, why don't you like the Kof96 projectile system? It seems fine to me; in fact, I think of how certain characters such as Ryo, or Yuri for that matter, play in there as the definite versions now, compared to their original AoF versions. It's more unique at least, that much is for sure.
    

Re: Game introduction & characters roster

 March 17, 2012, 01:52:26 pm View in topic context
avatar  Posted by kkhohoho  in Game introduction & characters roster (% updated on 11.apr.2014) (Started by kamenashi_kun October 04, 2011, 04:14:46 pm
 Board: Art of Fighting VS Fatal Fury

I just noticed you're considering putting Kim Sue Il in the roster. I have to say, while it's ultimately your decision, it'd be real nice to see him there. He's a great character, and it'd be great to see him back, as well as having both him and Kaphwan in the same roster. But again, it's up to you.
    

Re: Current work in progress

 March 17, 2012, 01:44:19 pm View in topic context
avatar  Posted by kkhohoho  in Current work in progress (Started by kamenashi_kun October 10, 2011, 08:41:52 am
 Board: Art of Fighting VS Fatal Fury

I just thought of something; wouldn't it be a better idea to give Future Yuri her KoF96-and-onward Kho-houken? (Stationary projectile.) This way, regular Yuri would still have the projectile, and the two would be that much different from each other. (Same goes for Ryo's 'Mr.Karate' persona.) Unless, you have a problem with this...
    

Re: KOF Extra - Unlimited Match

 March 16, 2012, 04:44:04 am View in topic context
avatar  Posted by kkhohoho  in KOF Extra - Unlimited Match (Started by kkhohoho November 26, 2011, 12:13:57 am
 Board: Found Releases 1.0+

For all those who've long been wanting to download this game, but for whatever reason haven't been able to do so,the game has finally been uploaded again, thanks to 'shulbocka' from Infinity MUGEN. Here's the link; it's also on the front page.

http://www.theisozone.com/downloads/pc/homebrew/kof-extra-unlimited-match-mugen/

Just an FYI, I already have the game, so I didn't download from this link, and so, I have no idea whether this upload contains the files from the patch or not. The patch added many characters to the game that weren't in the original version, such as Freeman, White, etc., so you might want to download the patch after the main game, just in case.
    

Re: King of Fighters E blog

 March 14, 2012, 04:11:02 am 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

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.
    

Re: King of Fighters E Intro and Roster

 March 13, 2012, 10:04:42 pm View in topic context
avatar  Posted by kkhohoho  in King of Fighters E Intro and Roster (Started by swipergod May 08, 2010, 02:59:44 am
 Board: King of Fighters E