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Messages by randy312009

    

Re: SAIKI KOF XIII BETA 2 by Randy Fenrir

 December 27, 2011, 11:41:40 pm View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 2 by Randy Fenrir (Started by randy312009 December 27, 2011, 01:17:16 pm
 Board: Found Releases 1.0+

feedback: the forward fireball has a small trail behind it. There's another Saiki floating around on mugenguild, and it has that.
Second, the teleport followup is activated by holding the button and not releasing and pressing a second time after doing FDF+kick.

ok ,tenks boys  boys ;)
    

Re: SAIKI KOF XIII BETA 2 by Randy Fenrir

 December 27, 2011, 01:43:10 pm View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 2 by Randy Fenrir (Started by randy312009 December 27, 2011, 01:17:16 pm
 Board: Found Releases 1.0+

    

SAIKI KOF XIII BETA 2 by Randy Fenrir

 December 27, 2011, 01:17:16 pm View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 2 by Randy Fenrir (Started by randy312009 December 27, 2011, 01:17:16 pm
 Board: Found Releases 1.0+

almost finished
ffx
some audio
and bars
is what cares
this Saiki
I add what is missing
but hey better
See for yourself

pd it also solves collision boxes

casi terminado
Ffx
algunos audios
y barras
es de  lo que carese
este saiki
se le agrego lo faltante
pero bueno mejor
veanlo por ustedes  mismos

pd tambien se soluciono lo de  las cajas de  colision


pass : randyfenrir
http://www.mediafire.com/?c1bt66bntrinzmj

    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 16, 2011, 01:41:58 pm View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

1. His neomax (QCB, HCF, A+C) should have a longer pause before the hitdef occurs. Watch the combo vids for confirmation.
2. His (statedef 320) holdback + b move is supposedly an air one that can be canceled into from a normal hit to make 2 hits... not sure
3. After being hit by QCFx2 + kick (air), the falling animation should be natural for enemy statetype = S or A. I managed to correct this, but we'll wait for Randy.


THANK YOU REALLY NEED TO BOYS BOYS A HAND FROM SOMEONE BY MY SINGING CAREER BUT I DO NOT HAVE MUCH TIME THANK YOU
ALA HAND WORK
End with ALL
AT 100%

FOLOW ME ON FACEBOOK :)
http://www.facebook.com/RandyFenrir
TENKS  BOYS  !!
    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 13, 2011, 12:44:27 am View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 12, 2011, 10:53:05 pm View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 12, 2011, 10:48:55 pm View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

Awesome beta work, Randy. Thanks for being so generous to share and not selfishly ask for trades. Keep working at it!!
His F,D,F + a/b has some teleport combo too.

in the air

nd ex mode is with x / y
in the air
    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 12, 2011, 01:02:03 pm View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

  • The small portrait doesn't have the proper palette and is too large (Small port dimensions are 25x25)
  • These collisions are ungodly awful. Taunt has no collisions, walking/running clsns jiggle about, attack clsns are really bad. Everything that isn't the idle animation has atrocious collisions.
  • All special and super moves have invalid palfx mul values
BETA!!!! ::)
    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 12, 2011, 11:24:59 am View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 12, 2011, 09:11:51 am View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

    

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 12, 2011, 09:11:22 am View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +

so basically what he is saying is that he isn't completely accurate, is missing some super moves and a hyper move obviously cause is a beta and missing some stuff like some FX and XIII bar

maybe gonna try it later
time will not let me finish, but I think it will be complete in a week
    

SAIKI KOF XIII BETA 1 by Randy Fenrir

 December 12, 2011, 08:58:53 am View in topic context
 Posted by randy312009  in SAIKI KOF XIII BETA 1 by Randy Fenrir (Started by randy312009 December 12, 2011, 08:58:53 am
 Board: Your Releases, Mugen 1.0 +



http://www.mediafire.com/?06hsbrxe48wpz59

pass : randyfenrir

runs on 1.0 and winmugen

Spoiler, click to toggle visibilty

    

Re: THE KOF XIII SPRITE DUMP THREAD

 November 04, 2011, 07:14:14 am View in topic context
 Posted by randy312009  in THE KOF XIII SPRITE DUMP THREAD (Started by Davod Sirloin September 19, 2011, 10:33:59 am
 Board: Resource Releases

LOL!!

Spoiler, click to toggle visibilty
[/quote]
    

Re: THE KOF XIII SPRITE DUMP THREAD

 October 31, 2011, 10:02:12 pm View in topic context
 Posted by randy312009  in THE KOF XIII SPRITE DUMP THREAD (Started by Davod Sirloin September 19, 2011, 10:33:59 am
 Board: Resource Releases