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Niitris

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Messages by Niitris

    

Re: SF vs. KOF Full Game Project

 June 15, 2011, 07:35:12 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

I don't see a need to hide the roster anymore, so here it goes. The plan is to have 28 fighters in the final version. Like in CVS, there won't be arranged teams.

SF (Capcom) Side:
Ryu
Ken
Chun-Li
Guile
Zangief
Dhalsim
Sagat
Cammy
Dan
Sakura
Guy
Alex
M.Bison
Akuma

KOF (SNKP) side:
Kyo
Benimaru
Terry
Ryo
Leona
Athena
Mai
King
Kim
Iori
K'
Ash
Geese
Rugal

Depending on how quickly I can make progress, fighters may be added.
    

Re: SF vs. KOF Full Game Project

 June 14, 2011, 11:59:20 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

Wait a sec, arent there much more KOF characters than SF's?

Many more. Since each side will have in between 12-15 characters, some will likely be left out in this.
    

Re: SF vs. KOF Full Game Project

 June 14, 2011, 11:25:13 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

All of that helps. Certain things like the knockdown attacks (at least the SF4/KOFXII features for them) aren't finalized. I was more referring to other dynamics, such as the fighters' normal moves.  The rate at which the KOF fighters attack with some moves, like their heavy attacks, are much slower than their CVS versions. It's stuff like that that needs to be adjusted so that some characters don't have badly unbalanced frame advantages over another.

BTW, I appreciate the feedback everyone has given me. Thanks.
    

Re: SF vs. KOF Full Game Project

 June 13, 2011, 08:01:48 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

Focus attacks for the SF side = Blowback Attacks for the KOF side. Better idea than evade attacks. Thanks for the suggestion.
As for EX moves, I don't plan to add them, but I'm not going to rule out the possibility either.
    

Re: Lifebar - Ideas and Feedback

 June 13, 2011, 06:23:02 pm View in topic context
 Posted by Niitris  in [LIFEBAR] (Ideas and Feedback) (Started by Chatman April 09, 2011, 02:48:10 am
 Board: MK vs. SF - Fight for the Universe

Portraits is so not needed. Looking great, although I think the blue could be a bit darker (just my opinion.)

Keep up the good work. :)
    

Re: SF vs. KOF Full Game Project

 June 13, 2011, 06:00:39 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

These are the life bars for SF vs. KOF (close to finished, but still not final.)
Updated on 6/21



Also, Here is a description of what the characters will be like. (subject to change)

With some exceptions, every fighter has one hyper.

Additionaly, some fighters will go through what is something like a projectile hybrid effect. In KOF96, some fighters had their full screen projectiles from KOF95 replaced with short distance attacks. This will be the fighters having a full distance projectile move (done with input+lp/lk(mp/mk)), and a short distance knockdown projectile or attack (done with input+hp/hk). Those fighters have a * next to their name.


Ryu : SSF2T moveset, (HP Shouryuuken takes two hits, Shakunetsu Hadouken is HCB+p)
Hyper : Shinkuu Hadouken

Ken : SSF2T moveset, (New kick move from SSF2T is replaced by new kick move from CVS)
Hyper : Shouryuu Reppa

Chun Li* : SSF2T moveset(LP Kikouken is full screen, HP Kikouken is replaced by a short distance trust attack from SFA3 X-ism)
Hyper : Senretsu Kyaku

Guile : SSF2T moveset (HK Somersault Kick takes two hits.)
Hyper : Somersault Strike

Sagat : SSF2T moveset
Hyper : Tiger Genocide

M.Bison : SSF2T moveset (With the addition of Teleport move from SFA)
Hyper : Knee Press Nightmare

Kyo : KOF03 moveset (114 and 115 chains are replaced by 108)
Hyper : Ura 108 Shiki : Orochi Nagi

Terry* : KOF94 moveset (HP Power Wave is replaced by Round Wave)
Hyper : Power Geiser

Mai : KOF94 moveset
Hyper : Hissatsu Chou Shinobi Bachi

Iori : KOF95 moveset  (Has 306 follow-up from 1211 hyper)
Hyper :
Kin 1211 Shiki : Ya Otome (no MAX version)
-Ura 306 Shiki : Saika

K' : KOF99 moveset
Hypers : Heat Drive(no MAX version), Chain Drive

Ash : KOF03 moveset
Hypers : Pluviose(Kick Hyper, no MAX version), Sans-Culottes(MAX only)
    

Re: Best Mugen Game Project For The Fans!!!!

 June 08, 2011, 12:56:02 am View in topic context
 Posted by Niitris  in Best Mugen Game Project For The Fans!!!! (Started by AOK June 05, 2011, 09:57:51 pm
 Board: Idea Engineering

I wish you good luck.
    

Re: SF vs. KOF Full Game Project

 June 07, 2011, 09:58:35 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

    

Re: Cvs Jin Kazama Sprite by CVSNB

 June 07, 2011, 05:12:25 am View in topic context
 Posted by Niitris  in Cvs Jin Kazama Sprite by CVSNB (Started by C.v.s The Abstract June 01, 2011, 11:19:31 pm
 Board: Your Releases, Mugen 1.0 +

Cool. Mugen could use more Tekken :)
    

Re: SF vs. KOF Full Game Project

 May 23, 2011, 02:00:41 am View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

I'd rather you decrease the SF characters' widths by 10-20 % if they're coming from SF Alpha/III. KOF characters (which are already right in proportions) would suffer from the stretch, seeing as they'd get distorted just like the SF characters in their releases.

You're right, it is a better idea. After testing with Waru's Ryu and Jin's Iori, there was less of a range difference in scaling down Ryu as opposed to scaling up Iori. Also, slightly smaller/thinner sprites would look better anyway.
    

Re: SF vs. KOF Full Game Project

 May 22, 2011, 09:26:14 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

Clashing graphic styles heh? Pass XD

Since there is not CVS style sprites for Ash, I would say, use SVC sprites for the Capcom side.

I guess this will turn quite a few people off on this, but the sprite styles will indeed clash. As a response for the latter quote, there are some Street Fighter characters that will be in this project, but don't have KOF-styled sprites. It is quite a disappointment, but that's why I want to develop the characters myself. The KOF characters would have the width of their sprites increased by 10-20% (depending of the character) to match the body width of the SF characters (in the above picture, I did exactly that). Also, the rates at which some animations occur (like getting hit animations) would be consistent for all characters. I'm hoping the content in the game will be enough to overcome the difference in design.
    

Street Fighter vs. The King of Fighters [W.I.P.]

 May 22, 2011, 07:08:10 pm View in topic context
 Posted by Niitris  in Street Fighter vs. The King of Fighters [W.I.P.] (Started by Niitris May 22, 2011, 07:08:10 pm
 Board: Idea Engineering

Update (Sept. 6) :
Personal issues had held me back from making the game. But I'm back. This project will be changed, and will go through reconstruction. I'll currently be working on one fighter a week.

This is no longer a sprite clashing project. The posts below (up to 43) are all responses to the previous idea of what the project will be.

Main menu link has been removed. The two character links still exist, those only give a basic idea of what the project will be.



Street Fighter vs. The King of Fighters is going to be a tiresome but worth it project with familiar but slightly altered mechanics. I hope to have  characters and hope to release a beta in August. I realize that there are some already existing characters that can be used (from open sources) but I'd rather create everything myself so that I can organize the project in the best way possible.

Systems (most aren't finalized) :

All characters will use a 4 button system (A,C,X,Z) with Y being X+A and B as Z+C. (subject to change)

3 level gauge system :
Hypers : requires 1 stock (.5 in NeoAlpha mode)
MAX Hypers : requires 2 stocks (1 in NeoAlpha mode)
NeoAlpha Hypers : requires 3 stocks (1 in NeoAlpha mode, but ends mode; requires no stocks if canceled into)

There is no "groove" system; all characters fight under one system.

Alpha Mode : Basically V-Ism/A-Groove. However, Alpha (custom) Combos take more damage than in SFA3/CVS2. Specials can be canceled with Hypers, with appropriate damage scaling to compensate. Secondly, damage scaling for Alpha Combos is reset when an opponent is hit by a NeoAlpha wire (explained below). The fighter will have blue palette effects with afterimages. Requires 1 power stock.

Neo Mode : Basically Counter Mode from KOF 99/2000. However, nearly all special moves can be canceled into hyper moves. Also, hypers are not unlimited (in contrast to KOF 99/2000) and there is super pause. The fighter's attack power also increases (resembling Advanced mode from KOF 97/98). The fighter will have red palette effects. Requires 1 power stock.

NeoAlpha mode : Something like Hyper Drive mode in KOFXIII, with slightly altered mechanics that has a bit more resemblance to Alpha mode. Requires 2 stocks. (not finalized)

Doing a hyper immeadiately ends these modes, except for NeoAlpha mode which ends with a NeoAlpha Hyper. (concept not finalized)

There will be "Classic Mode", in which you can select to fight without the new features of later games, something like SSF2T/KOF95 (hold Start before the round begins).

Rolling is available for both sides. In Classic Mode, all characters will dodge. Both sides will have knockdown attacks (subject to change).

All characters will run. In Classic Mode, all characters will dash.

Counter attack/movement : Done like KOF. Counter attacks do take damage, but not a lot. They cannot KO an opponent. Counter movement takes 1/2 of a power stock. Counter attacks require 1 power stock.

Critical Wire System : Seen in SFIII and KOF 2001. Works pretty much the same exact way. Done using NeoAlpha wires

NeoAlpha Wire : In Alpha or Neo Mode, HP+HK can be charged to put the opponent into a wire state, and if said attack is blocked, it will drop (not crush) the opponent's guard. However, normal recovery time applies after doing such an attack.

EX Moves : Similar to SFIII & KOFXIII

Floor Bounce Juggling : Feature never seen in either SF or KOF. Some moves will allow the fighter to be bounced high into the air, allowing them to be juggled.

SF characters will have the ability to cancel into command moves, like in KOF.

There will not be Parry, Just Defense, or Air Guard in this project.
    

Spriting

 May 21, 2011, 04:38:12 pm View in topic context
 Posted by Niitris  in Spriting (Started by Niitris May 21, 2011, 04:38:12 pm
 Board: M.U.G.E.N Development Help

I want to learn how to/improve my ability to design my own sprites. Best way to practice would be.....
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 May 21, 2011, 04:45:57 am View in topic context
 Posted by Niitris  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

NitrousNemesis.
Got into MUGEN in early 2010.
Learned a ton in one year after seeing the best (and tutorials.)
Have big dreams and even bigger determination.
But for now, I'm just saying hello.