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Messages by MKJ

    

Re: True K' Move displays + progress

 October 18, 2012, 04:06:10 am View in topic context
 Posted by MKJ  in True K' Move displays + progress (Started by MKJ October 18, 2012, 03:00:15 am
 Board: Projects

I'll hve to see if I can do such a thing with a good looking fireball, and maybe I could just make a simple burst of the fire pillar when he rises in that last uppercut, cuz without any of that his rise looks too plain. And I can change that Hitbox.


I'm sorry, but this work has absolutely no subtlety whatsoever. I'm sure you can tell. That just made me laugh quite a bit.

heh, I suppose you're right about that.
    

Re: True K' Move displays + progress

 October 18, 2012, 03:29:07 am View in topic context
 Posted by MKJ  in True K' Move displays + progress (Started by MKJ October 18, 2012, 03:00:15 am
 Board: Projects

Well, if I make it any more obvious it's gonna be too huge of a fireball and it'll look weird. I'll see if I can't make it bigger without losing a little subtlety.
    

Re: True K' Move displays + progress

 October 18, 2012, 03:24:51 am View in topic context
 Posted by MKJ  in True K' Move displays + progress (Started by MKJ October 18, 2012, 03:00:15 am
 Board: Projects

Yeah, I'm liking the new look you're giving to his Spike Drive. I have some recommendations for his Lvl 2 Heaven's Drive. Remove one of the repetitions in the first part (the shoryureppa part), it seems unnecessary. I'm also not really liking the last explosion. Perhaps you could remove that?  Just them slamming into the ground seems enough. I'm definitely enjoying watching your progress on this character. I'm glad to know I helped another creator improve.

      Posted: October 18, 2012, 03:07:52 am
Or maybe speed the first part up on Lvl 2 Heaven's Drive.

Thank you for your insight. I sped up the first part a little bit, and the second part isn't just the enemy falling to the ground and exploding inexplicably, I made a fireball pushed against the opponent from K's kick which caused the explosion if you look at the enemy when he is falling.
    

True K' Move displays + progress

 October 18, 2012, 03:00:15 am View in topic context
 Posted by MKJ  in True K' Move displays + progress (Started by MKJ October 18, 2012, 03:00:15 am
 Board: Projects

I'm probably going to put most of my move displays in this topic, here is a display of K's spark drives in a new look with afterimage. It Also shows the new Lvl 2 heavensdrive I made:



-his lvl 2 moves will be two button combinations from now on
-slightly changed his x eine trigger flame look
-added width to spike drives

Going to shorten that one intro next time and make True Eine Trigger follow - ups, maybe make lvl 2 heatdrive and set cross cancel for heatdrive lvl 1.

Feedback would be great if you have any suggestions on move changes, etc.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 17, 2012, 11:24:36 pm View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

Ein Trigger's Second Shoot follow up has enough frames on hit to link afterwards in the corner. This leads to an infinite of: "Heavy Basic<Ein Trigger<Second Shoot" You might want to either extend his recovery or maybe make him only able to do one Ein Trigger a combo (the first one, I hope).

      Posted: October 16, 2012, 04:45:38 am
I've some more ideas for improving this character:
-Make X Ein Trigger knock down.
-Make Y Ein Trigger's Second Shoot have extra recovery, but be super-cancelable. This'll differentiate the versions even more and give them their own separate niches.
-Burning Mirage's auto-combo follow up occasionally whiffs during juggles, you might want to look into that.
-The readme's a bit inaccurate with some of the moves' motions.
-Spike Phase's super canceling appears to be a bit inconsistent, make it able to cancel as soon as the final hit connects.
-Make Narrow Thrust to Minute Sweep do less damage than a canceled One Inch. This will help in not rendering One Inch anemic in combos.
-Make True Ein Trigger be lower to the ground, perhaps it could have follow ups like the normal Ein Triggers? This would require a reworking of the move, but it'll make for a nice change.
That's all for now.

      Posted: October 16, 2012, 04:51:01 am
Make there be two versions of Burning Mirage: X keeps K' on the side he started on, while Y swaps sides like it already does. You could make X switch and Y stay, but whatever.

      Posted: October 16, 2012, 04:58:19 am
He can even link Second Shoot into Ein Trigger in the corner, it's a really broken infinite. Please fix the pesky pushback problems.

      Posted: October 16, 2012, 04:59:36 am
Also, you might want to nerf Burning Mirage's range. I see it as a reversal/punish move, and its range should at least be limited. He's already got his QCFX2+X/Y for juggles and his Chain Drive for corner juggling.

      Posted: October 17, 2012, 02:51:45 am
I've noticed he doesn't have resets like KOF. You might want to look into a good reset system. I recommend maybe Vans or K.O.D's stuff to see what I'm talking about.

      Posted: October 17, 2012, 03:01:49 am
If you're stuck for ideas on how to make the supers shorter but still maintain their cinematic qualities, check out Reu's Dragon Claw. I'm pretty sure PotS has the 1.0 updates hosted on his site.

-I will do the knockdown eine trigger
-That is a good idea for y eine trigger, I'll probably add cancelablility and make more specials in accordance with eine triggers
-I need to make a good variable for Burning Mirage, the "Shadow clones" velocity match where the enemy distance is which changes if the enemy is contantly moving, I want them to only go to where the first clone projects.
-I saw the readme, fixed it
-Yeah the Y Spike Drive does that, will change it
-Changed it, I made the Narrow thrust and Sweep combo do quite less damage than One inch but the enemy does not get pushed back as much as One Inch.
-I will make True Eine Trigger lower, I am also planning to make those follow ups too.
-Hmm....I might make Burning Mirage variation, I might just make the X a different style attack from Y then. I could apply a maximum range to, or maybe one of them can be a reversal style move and make the other only be able to make contact on grounded enemies maybe.
-Was thinking of making a sort of reset system like that but a little more original, more like a "True mode" of some sort and have some new moves only available in True Mode.
-I've got a few plans already, I can shorten points in them that take too much time and remove a few parts of the supers to cut to the finish faster.

I'm going to put up some vids on the look of the afterimage effect on his dashes and such and new moves in the W.I.P section later. Feedback and comments can continue there.
    

KOFA Boss Kyo char/edit posted here previously

 October 14, 2012, 02:43:11 am View in topic context
 Posted by MKJ  in KOFA Boss Kyo char/edit posted here previously (Started by MKJ October 14, 2012, 02:43:11 am
 Board: Requests

    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 14, 2012, 12:49:41 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

Alright, I await your next update to this character. Expect my usual feedback if all goes well. If you aren't sure about an idea, you might as well post it here for my input.

Can do, I'll keep you guys in the loop then. If you find any bugs or issues on him now or later, let me know.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 14, 2012, 12:34:01 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

Yeah, maybe a separate DEF or maybe an option in a Config file? A bit of variety does definitely help, especially with his dashes he does in his attacks compared with the dashes he does to start his attacks. Leaving an afterimage as he dashes (with Angel's dash sound or something) actually makes it seem like he's flash-stepping compared to splitting in two, which gives the impression he's teleporting.

      Posted: October 14, 2012, 12:14:23 am
I just thought of something after posting that, maybe he could leave some dust or something as he dashes? It's all in the name of knowing where he is during the dash and making it seem more like a dash.

Exactly what I thought, and I also thought about leaving the dust thing when he dashes, I can definitely do that. Gave me a few ideas for some stuff too, that's perfect. I'll be working on it.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 14, 2012, 12:06:52 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

I'm glad your gonna ajust the timing for his cancels
I like his hit sparks and that they are over the top but I'm not a purist.
Shordening his moves coud add to the replay value.
Level threes are expected to be alittle longer since you don't see them alot.
I perfered the last update of meta_k when they shortened his winged hsdm.
Does he have a sliding spike drive follow up to iens trigger? if not I'd like that added.
He's really coming along, Looking forward to future updates and the lvl fives.
Maybe you could leave them as an option to add in the code to keep the puris happy.
I like alittle over powered heck thats why I play mugen.
I can't help you with the damage scaling issue.

I've got a few ideas to shorten those supers and lengthen cross cancel timing, I'll try as much as I can.  I was thinking of havingthat sliding spike trigger for eine trigger as wel as some other additions. lvl five HSDM's (or BLSDM, for Bloodline Limit Super Danger Move, whtver) will most likely be the last thing I add in and I was planning to have an option to keep them off or not too. I'll just look up damage dampener tutorials or compatible dampeners available.

Well, maybe he could look like he's about to dash, disappear (not splitting into two, hence why I thought he teleported), make a dashing noise and the move starts up. That and I'd be fine with you changing his hitsounds, KOF XI's hitsounds are just not my favorite.

Okay, something like him leaving a quickly fading image of himself behind when he dissappears? I think I could do that, but maybe one or two of his animations I'll leave the other thing cuz some I believe are better off like that and it provides a little variety. If you guys want, I will make one K' char set with these hitsounds and sparks, and then another with XIII hitsounds and sparks in my next update, fair enough?

player beat in state 777 changed to invalid action 9741

Oh yeah right I forgot about that, accidentally deleted that when I was organizing (also had to restore some sprites in his 191 intro), I fixed it. Link is upated.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 12, 2012, 06:40:24 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

The sparks won't seem to fit well with the older KOF hitsounds in K' regardless, that just kinda seems a little...yucky. I might update the readme in my spare time, just will take a little time. Angel's dash attacks is where I got some of that inspiration from, but I'd most likely have to create new sprites that have that behavior if I wanted it more that way, which is a hassle. Some of it is also a merge of Jins K-BLOOD and Tutaya's K'Bloo char as well, which is why it is like that.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 12, 2012, 06:08:55 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

I like what you're trying to do here, but this character needs work. Some of (almost all) of his supers drag on for far too long, and the same can be said for one of his intros. His effects (especially during his supers) are too flashy. For example, the 2002 UM HSDM portrait should be reserved for his lvl 3s if anything at all. His cross cancels are especially long. You'll seriously want to shorten them, they're far too flashy and reek of style over substance. This is a shame, because I genuinely think this character can be great. His hitsparks also seem a bit unnecessarily stylish, just some simple KOF hitsparks will do. If you want the hitsparks to still be flashy, perhaps KOF 13's hitsparks will work for you. His voices are also inconsistent, I think you'd just be best using his KOF 2002 UM voices and leaving it at that. Why didn't the readme list most of the moves? Most of his teleporting during supers seem rather unnecessary. Again, it's a bit too flashy for most peoples' tastes. Now for some actual gameplay suggestions.
-His attacks do quite a bit too much damage. I'd recommend lowering them and giving him some damage scaling. For example, a very simple Y<Fwd.X<DP+Y<A/B takes off damage that a lvl 2 should. You'll want to experiment and see what makes this character more "fair", so to speak.
-One of his Ein Trigger variants should at least knock the enemy down. This would give some more distinction between the two so they aren't used interchangeably.
-Make his moves that require Z or C instead require X+Y or A+B, respectively. It maintains consistency, since I assume this K' is meant to be a 4-button character.
That's all I have for now. I'll post as I have more. This character does have potential, you'll just need to further it from the generic "Orochi God" edits.

I see...

I can change that intro to be a little shorter, since it does stick out pretty long from the rest of the intros and makes it seem unbalanced. Removing the HSDM portraits for the cross cancels is a reasonable idea. Most of the cross cancel moves I made are mostly overzealous manifests of my imagination, to be honest I made 95% of him through testing on a mugen game that was set beyond normal game speed without knowing so on normal he is much slower than I anticipated. But I get carried away sometimes and it is going to be a hassle shortening them If needed since I'll need to reproduce the structure of the supers from scratch again. I've seen the same style of KOF games in a bunch of other K' chars created in mugen, other than a few modifications to the authors liking,  I just wanted to break away from that uniformity a little. The stretching of his style and his "Phasing"
(i.e. teleport but is more based on him having speed)  is supposed to portray a sense of elevation in his power, hence being True K' in accordance of achieving in what I would make up in my own thoughts as his realization of his exceptional potential. KOFXIII hitsparks would be kind of out of place on an older version of KOF char sprites, would it not? And if I were to do so, that would have to be followed with the XIII hitsounds, sound effects and such as well if it were to fit in with him. There are a few voices that seem out of place, but not most of them, they could easily be replaced with more similar voices without having to revert it all to one voice set. I only put in the new moves and cross cancels that I made myself in the readme, since the rest of K's moves I believe should be self-explainatory to the typical KOF player or even just Mugen player. I do realize the damage issue, I've been wanting to apply a dampener in him but I am not very familiar of producing such an application yet. And the knock down eine trigger can be made, and I'll put the lvl 2 supers in the X+Y or A+B but I think the lvl 3 HSDM moves are better off most likely in the Z or C since that was portrayed in some other KOF chars and mugen as well.

I really appreciate this feedback though, it helps alot......and like the Orochi God edits? Oh good, gracious God no....I wouldn't insult K' like that.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 11, 2012, 11:19:44 pm View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

Awesome character!  Feel more True and not just over powered.( I like to hold on to your previous versions as they all have difrent HSDMS)   Timeing for cancels are too tight or at least have the cancel start at the end of each part. Can't even pull of the third part.

Thank you, I thought some of the cross cancel sequences might have been a bit too tight for some people. I'll probably set the availability to initiate the cancels back a bit more for a bigger window opportunity. I might bring one or two of those huge HSDM moves back with a better look so stay tuned.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 11, 2012, 06:43:49 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 08, 2012, 07:55:01 pm View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

Theres a few things I found. A black box pops up at the bottom of the screen I think whenever K' does a counter hit, and when the computer K' wins the round he doesn't do any winposes, just stands there.

Link has been updated, those problems should be fixed now.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 September 28, 2012, 01:01:01 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 September 27, 2012, 09:41:42 pm View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

    

True K' (MKJ) NEXT UPDATE COMPLETE

 September 26, 2012, 12:07:57 am View in topic context
 Posted by MKJ  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

Sorry If it's been a while, my computer was broken all summer. But now, I have finaly completed my second to last update on True K'

Few Pics:











Different about this K':

-Different looking supers made by me (original chaindrive,heavensdrive)

-New specials, supers and Hypers created in accordance to K's style (Burning Mirage, Violent Combination, Final Heatdrive)

-Chaindrive and Burning Mirage (original super) have cross cancel chain link supers available, which crosses up to lvl 3 (variable crossing coming soon)

-Different flame effects, sounds, supersparks, etc.... implemented into K's moves

-Slightly better AI (I'm not good with AI, if you want to change it be my guest)

Here is a little preview of some of his skills:

http://youtu.be/yPTSBYfloTs

And...........Here is the DOWNLOAD:

True K' (MKJ)

Feedback is appreciated, enjoy.

      Posted: September 27, 2012, 09:04:41 pm
Link Has been Updated, few things I had patched and added:

-New Movelist for normal, special, and supers, cross cancel chain links and EXTINCTION HSDM

-Removed a few pointless items to reduce file size

-No more AI popping random intro poses in the middle of matches (at least I think)

-Added a width conroller to second part of Idignation cross cancel super to keep K' from phasing in front of enemy when he's suppose to be behind

-Added Palfx to enemy during Realization cross cancel super

-Fixed heavensdrive super to revert back to state 0 if it doesn't make contact with enemy.

If anyone sees a debug message about a "state 2044" let me know.
    

Re: Fighter Factory Ultimate 2.6 compatibility with windows 7?

 July 08, 2012, 03:52:04 am View in topic context
 Posted by MKJ  in Fighter Factory Ultimate 2.6 compatibility with windows 7? (Started by MKJ July 06, 2012, 04:04:09 pm
 Board: M.U.G.E.N Development Help

just figured out the problem, had to change DPI from 125%, which is my cpu default, to 100%. Of which case, it seems weird it has to be changed in the first place and should be compatible even in 125% DPI or higher anyway. Could this be issued in the next update? I would like that.
    

Fighter Factory Ultimate 2.6 compatibility with windows 7?

 July 06, 2012, 04:04:09 pm View in topic context
 Posted by MKJ  in Fighter Factory Ultimate 2.6 compatibility with windows 7? (Started by MKJ July 06, 2012, 04:04:09 pm
 Board: M.U.G.E.N Development Help

Just as the title says, I was wondering about this. I am using a computer with windows 7 and when I tried opening the application it gave me an application error and failed to start. Is this a compatibility issue or something else entirely?
    

True K' (MKJ) v2 - Chain link super system underway

 June 22, 2012, 06:42:06 pm View in topic context
 Posted by MKJ  in True K' (MKJ) v2 - Chain link super system underway (Started by MKJ June 22, 2012, 06:42:06 pm
 Board: Projects

Been a while since ive made any progress with him, and he definitely needs some more work but ive made quite a few changes with his specials,supers,commons and gave him some more intros. Also, I have started implementing a "Chain link" super system for him or a "Cross cancel" in other terms. Here is a vid of progress, last 50 seconds of the match reveal his final chain link for one of his first chains:

http://youtu.be/kXItPH87mx4

Feedback/suggestions is appreciated