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Re: KOF True K' Final Release!

 January 30, 2013, 08:57:09 pm View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

I found this bug


I have sent you a PM

I knew about that one, it doesn't always pop up , but when it does, nothing shows up on the debug so I don't know where the error is coming from. It's probably similar to a previous issue we were talking about during the private tests that would do the same thing with his other attacks.  And in terms of the commands, the rest of his extinction moves only require QCFx2, x+y/a+b since they are less powerful, but the neo extinctions are supposed to be harder since they are so powerful and ignore the dampener. they also require half health so you need to meet that requirement, what I usually do is just keep on doing QCF multiple times for a little bit before the window of input closes and then press c. like during immolation, just keep on doing it before he finishes his flaming combo with the three flame kicks in the air and then press c,  you should be able to do it if you have half health also.

I meant to mention the readme thing but figured it wasn't a huge deal.
Also in regards to the shot(gif) above, i also forgot during testing to suggest moving that spark up toward his fist(much like the first hit)
Doesn't make sense to be that low IMO





yeah I thought about the spark there, imma fix in a little bit.
    

Re: KOF True K' Final Release!

 January 29, 2013, 11:34:28 pm View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

    

Re: KOF True K' Final Release!

 January 28, 2013, 01:52:50 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

About the air Deam Cancel thing, it was mainly from Burning Mirage. I didn't test any others, so you might want to have a look at that.

That's what I fixed in the update, made it so that wouldn't happen.

Also new movelist Readme with changes:

Spoiler, click to toggle visibilty

Uploading now with readme...
    

Re: KOF True K' Final Release!

 January 27, 2013, 08:32:18 pm View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

damn I feel like shit that I couldn't provide all this feedback that everyone is giving you now damn. :( but still this k is the best one made up to date ;)
Nonsense! You helped too, the thing about the 9000 sprites might've helped with screen pack compatibility.


Your readme:

Quote
Final Heatdrive EXCTINCTION (Press DF,DF,c during second part of SDM chaindrive)

>:(


Yeah....I forgot to change that too :P

Here's the readme I made of this character, including all moves that aren't in, more readable, no description of the moves, etc. I used Kamekaze's format of his readmes, hope you don't mind:

Spoiler, click to toggle visibilty

I want some editting here, please. Any recommendations/changes are really appreciated.

That's completely fine by me, I never new how to make README'S anyway. I will replace it with that and come up with any changes if I can.
    

Re: KOF True K' Final Release!

 January 27, 2013, 04:48:49 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

-Some of his supers can be Dream Canceled while in the air, resulting in him floating.
-P2 can air recover after X Phasedrive.

Fixed the supercancel opportunities, as well as the problem in determination super, the hitsounds on narrow spike, the recovery problem on x phasedrive, recovery command in air can be done with x+a now, and he should not be able to dream cancel in the air. But I am trying to figure out where this heatdrive SDM text problem is, I checked the moves that dream cancel into it, where is it exactly?

this isn't a big deal but you might want to stop that spark aura from triggering when !alive.

Just fixed that too, stops after K' dies and round is over.
    

Re: KOF True K' Final Release!

 January 26, 2013, 05:44:21 pm View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

Alright, here's some more.
-My name doesn't have a period at the end, Madam doesn't have an e at the end, I don't know where you got The C.A.N from, and Mugen Bro is two words. Just listing me as C.A.N is fine. :P
-Some of his super cancels are inconsistent. You'll want to look at that.
-Also, there's no Super Cancel text for Heat Drive SDM.
-During one of Determination's hits, this happens:

-Back+X+A doesn't work for backwards roll.
-Narrow Spike (QCB+K<QCB+K) doesn't make a noise when guarded.
Yeah I kinda figured with the names...a little :P

oh I understand now, another thing I was going to fix but then I forgot, I'll generalize the window opportunities for those cancels

I will add the cancel for heatdrive SDM

Was this error during determination just with kung fu man? that hit is supposed to put them in the diagup hit animation (when they are spiraling) and maybe he does not have it? then again it's supposed to put them into a changeanim2 state with one of my custom states, and I just checked that. Could you be able to do it again with debug?

Back+a+x recover in the air?

I'll fix the narrow spike, I will do these momentarily.
Impressive K' although anyone else getting their ass kicked like me by his A.I. I was using POTS chars against him and can't poke him to save my life. Maybe I just suck. I used him in Mugen 1.0 so I was bound to have issues with him. He froze doing a level 3 in the corner not sure which one though.

Yeah his AI is a little hard but if you have a char you are really good you could probably beat him, and he's a bit messed up on 1.0 sometimes.
this isn't a big deal but you might want to stop that spark aura from triggering when !alive.

Right, I'll fix that too.
    

Re: KOF True K' Final Release!

 January 25, 2013, 09:40:01 pm View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

- Chaindrive SDM seems to miss sometimes for some weird reason, even if the sunglasses connect properly, in the part where he dashes towards the opponent after throwing his sunglasses. The lvl 1 version suffers the same too.

- Debug problems appear during Chaindrive SDM. The same problems seem to appear for Burning Mirage. They all say something about Player Mirage using ANIM2 outside of custom state.

- I am completely unable to pull off Final Heatdrive EXCTINCTION, it's the only move I've been unable to use for some reason, even if I input the command properly.

I noticed that stuff when he is in mugen 1.0, he isn't completely compatible in 1.0.

When are you trying to pull off the command for it? The move can only be done during the second combo attack he performs before knocking the enemy up for the last attack. the input is only "DF,DF, x+y"
    

Re: KOF True K' Final Release!

 January 25, 2013, 04:42:34 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

Char really cool.
1. The grapple THROW with foward + punch or the command back, down, forward + kick is the same movement?
Spoiler, click to toggle visibilty

Oh yeah I was gonna remove that command there, it's not supposed to be there.

Iori would be very nice,would be nice to see you come up with creative moves and such
+1.

i've had ideas for him for quite  while actually, won't be too long.


     Posted: January 25, 2013, 05:16:38 am

EDIT:
Few errors I fixed in the char, no snds for hitdefs in heavensdrive and removed that command for the grab remove mentioned before.
    

Re: KOF True K' Final Release!

 January 25, 2013, 02:49:28 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

I apologize for not getting back to ya recently MKJ, been kinda swamped. Hopefully everyone enjoys this great char.
I'll give some feedbacks since i got a bit of time.
----
Leona actually would be interesting to see from ya; who do you plan to make next,if anyone?

No problemo, everything was pretty much cleaned up other than a few bugs here and there.

 Leona would kinda be on low priority for now., my next char in line that I plan to do now is definitely Iori, he's second fav char, as well as an orochi K' char that was requested by a friend. After that, we'll see what else I can do.
    

Re: KOF True K' Final Release!

 January 25, 2013, 02:33:20 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

Invalid or Deleted File...

I just updated it, it should work now.

I don't think something has ever made me grin so hard.  Mind making a Leona in this style~?

hmmm....maybe, never really used Leona much so I don't know her fighting behavior.

Hey MKJ, congrats on the release, and again, nice work with this character! I really have been enjoying the testing, and now I can quit paying close attention and just beat people lol ;D

Thanks man, hope you enjoy that. :)

No, but that also shouldn't allow recovering. That should get fixed as well.
-Why do air QCF+A and air QCF+B do different amounts of damage?
-If you whiff during Heaven's Drive SDM K' gets stuck in a loop.

Those fireballs are all fine actually, it's just that some chars like that God Rugal I was facing can recover anyway because of the way the author made them.
Fixed the damage the other moves you talked about
Also added an end state if K' whiffs during Heavendrive SDM.

Link is updated.
    

Re: KOF True K' Final Release!

 January 25, 2013, 01:12:39 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

I thought I did! I put the whole "air.fall.recover = 0" and "air.fall = 1" in the projectiles and stuff, it shouldn't do that. you talking about his super fireball in the true eine trigger move?
    

Re: KOF True K' Final Release!

 January 25, 2013, 12:34:00 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

Thanks Guys, and yeah...took freaking long enough.
    

KOF True K' Final Release!

 January 25, 2013, 12:09:15 am View in topic context
 Posted by MKJ  in KOF True K' Final Release! (Started by MKJ January 25, 2013, 12:09:15 am
 Board: Your Releases, older Mugen

I'm FINALLY done with stuff on True K' now, new normal moves, new intros, good AI,  new specials, 5 lvl 1 supers, 4 lvl 2 SDM's, 4 lvl 3 HSDM's (including EXTINCTIONS), and 2 lvl 4 NEO EXTINCTION HSDM's....

Here is a preview of the new moves I added recently if you've seen my vids before, and me against God Rugal in the Ultimate Return:



And here is the link, enjoy:

http://www.mediafire.com/?bx668puch7nxo70

Credit where credit is due:

 - dbdrummer7,Dope,evilakuma1000, and -Genesis- for private testing, debugging and feedback. Made a lot of a difference in this project

 - C.A.N./Madame CanCan/The C.A.N/MugenBro for private testing, debugging, feedback, suggestions, guidelines, finding a good dampener and a lot of other stuff
   that perfected almost 75% of this char.

 - DeUcEoVsPaDeZ/20S for the guidelines on A.I., Helpers, his works and other stuff that helped me get started on Mugen a few years ago.

 - SamSouji for inspiring me with his crazy characters and providing other effects I used in K'....nice guy!
    

Re: True K' Progress - Private Testing Needed

 January 23, 2013, 09:27:48 am View in topic context
 Posted by MKJ  in True K' Progress - Private Testing Needed (Started by MKJ December 12, 2012, 08:37:36 pm
 Board: Projects

Well luckily I found out the problem of the dampener, it just needed to exclude super motions in the normal/special motion dampener:

Spoiler, click to toggle visibilty

And I've also tweaked the super motion dampeners a bit to count hits and decrease initial damage accordingly, so I believe the dampening is argueably done. I will provide a new test link and we will finally prepare for public release.
    

Re: True K' Progress - Private Testing Needed

 January 22, 2013, 08:14:29 pm View in topic context
 Posted by MKJ  in True K' Progress - Private Testing Needed (Started by MKJ December 12, 2012, 08:37:36 pm
 Board: Projects

Just took a look at Kamekaze's XIII dampener and been trying to adapt it to True K':

Spoiler, click to toggle visibilty

Problem is, the dampener reduces his super attacks damage regardless if it is either connected to a combo or just standalone. I need it to keep super motion damage the same when it is just the super alone.
    

Re: True K' Progress - Private Testing Needed

 January 21, 2013, 09:49:08 pm View in topic context
 Posted by MKJ  in True K' Progress - Private Testing Needed (Started by MKJ December 12, 2012, 08:37:36 pm
 Board: Projects

If it can be varied from specials/normals and supers then I'll apply it, I'll need to take a look at that. Did Ahuron apply that in his XIII chars? Like Kyo or Shen?
    

Re: True K' Progress - Private Testing Needed

 January 20, 2013, 08:17:54 pm View in topic context
 Posted by MKJ  in True K' Progress - Private Testing Needed (Started by MKJ December 12, 2012, 08:37:36 pm
 Board: Projects

I have a question in terms of the damage dampener. Should I apply a dampener only to the normal and special attacks and leave supers unchanged by it, or in reverse? I definitely don't want to apply to both, otherwise combos are pointless.
    

Re: True K' Progress - Private Testing Needed

 December 21, 2012, 08:35:17 pm View in topic context
 Posted by MKJ  in True K' Progress - Private Testing Needed (Started by MKJ December 12, 2012, 08:37:36 pm
 Board: Projects

Almost forgot to say, the new EXTINCTION for Crimson Star Road is activated by the command - D,B,y,a during the move.
    

Re: True K' Progress - Private Testing Needed

 December 20, 2012, 11:21:21 pm View in topic context
 Posted by MKJ  in True K' Progress - Private Testing Needed (Started by MKJ December 12, 2012, 08:37:36 pm
 Board: Projects

Genesis found this debug error when testing him through mugen 1.0 (ignore 1st and third lines):



Has anyone else encountered this problem and/or know where this problem is originating from?
    

Re: True K' Progress - Private Testing Needed

 December 19, 2012, 07:41:54 pm View in topic context
 Posted by MKJ  in True K' Progress - Private Testing Needed (Started by MKJ December 12, 2012, 08:37:36 pm
 Board: Projects

You seem surprised