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Ho, ho, Honda KOF (Updated 12/27/2011) (Read 17796 times)

Started by Thedge, December 25, 2011, 10:52:14 pm
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Re: Ho, ho, Honda KOF
#21  December 26, 2011, 10:03:15 am
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Nice Work :D Thanks!!

9mb

Re: Ho, ho, Honda KOF
#22  December 26, 2011, 06:01:53 pm
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...  cool!!! ;D
shape of my heart
Re: Ho, ho, Honda KOF
#23  December 26, 2011, 11:02:38 pm
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Awesome!!
I love the fact your Honda uses moves / animations not from SFAZ3 (cheap KO, some attacks, KOF alternate liedown...)
Thanks for it!
Re: Ho, ho, Honda KOF
#24  December 27, 2011, 01:17:20 am
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I love honda.

I love thedge.
Re: Ho, ho, Honda KOF
#25  December 27, 2011, 09:58:55 am
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I'm sure this is awesome... but, what about our blonde girl?  o_O
            www.triggerall.com
Re: Ho, ho, Honda KOF
#26  December 27, 2011, 02:35:12 pm
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The "woosh" sounds sound weird.
The jumping, or the long jumping one?

Tawara Nage uses animation 5060, which is not a required anim, so it causes weird behavior on many characters. Additionally, I feel like there should be a voice from Honda (a grunt or something) when he throws the opponent.
From the 7th frame on in the standing far heavy punch, the shading for the belly looks pretty weird, IMO.
No hitsounds on standing light punch, crouching light punch, and jumping light punch.
Fixed.

Doing a heavy punch during a hop (both neutral and front/backwards) results in the neutral jump heavy punch, it should be the forward/backward one.
Ooichou Nage is done using HCB,F+p, not the usual HCB+P. Any reason why? Also, the readme lists the move as done using the latter.
These two are personal tastes, I always find that Ooichou Nage to be more than a hcb throw, it feels more powerful, like Daimon's and Yashiro's throws.
And the heavy punch on hops, I tried to make it like KOF99 Ryo jumping HK, I always wanted to make them put that back... and, given the animations I had, I code it that way. :P

EDIT: He has negative edge in the drop. That's a Capcom-only mechanic, not in KoF. Dash back feels a bit too Capcomish as well.
FIxed both.

what about our blonde girl?  o_O
First thing next year, I promise.

I did some improvements to some animations and single sprites too and took care of some other details, like a debug flood and missing guard sparks, give me a few hours and I'll upload an update.
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: Ho, ho, Honda KOF
#27  December 27, 2011, 03:59:23 pm
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I do have a suggestion, the input for the hundred hand slap out of a close C(Strong/Heavy punch) and other normals is strict. Maybe, for cancelling out of normals, you could make it use the 3 button input, but for standard use, the 5 button input. Just a suggestion. Other then that, very solid, a perfect example of great adaptation and spritework : )
Re: Ho, ho, Honda KOF
#28  December 27, 2011, 08:40:01 pm
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  • ALE ALEJANDRO
AT LAST!

Congratulations brother! I know how long you've been working on this, and all I can say is that your progression is always positive. Your skills amaze me, and that's not something I say often. You've truly mastered the art of the SNK spritage.

Son I am proud ;_;
"We live in a world of perpetual outrage"
Re: Ho, ho, Honda KOF
#29  December 27, 2011, 09:19:52 pm
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This characters fantastic, but I found one major issue.

This honda's very addictive, and it made me late for work. :blank:
Re: Ho, ho, Honda KOF
#30  December 27, 2011, 11:08:10 pm
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Kick throw sends most other characters into invalid states, resulting in unintentional hilarity:



Tested on a good number of characters (about 15-20, including KFM), and all give the same invalid action debug message.

EDIT: Just saw JMorphman's post, which included this very issue. DAGNABBIT.
Re: Ho, ho, Honda KOF
#31  December 27, 2011, 11:38:10 pm
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That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: Ho, ho, Honda KOF
#32  December 28, 2011, 12:42:10 am
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  • *muffled breathing*
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Re: Ho, ho, Honda KOF (Updated 12/27/2011)
#33  December 28, 2011, 01:04:53 am
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omg thanx for the release man. now it goes n=into my SVC collection.
Your signature was over sized. Max size is 600*200.
Re: Ho, ho, Honda KOF (Updated 12/27/2011)
#34  December 28, 2011, 09:38:39 am
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  • welcome to SFMX world!
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OH!! OH!! OH!! NICE CHARACTER!!! HNY!!

had test it..WO!! NEW DRAW SPRITES!! SO GREAT!  :sugoi:
Last Edit: December 28, 2011, 09:47:40 am by lifido9999
Re: Ho, ho, Honda KOF (Updated 12/27/2011)
#35  December 29, 2011, 03:31:47 am
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Waiting for this for more than one year
Great conversion Thedge
Spoiler: Megaman Bit Of Destiny sprite sheet wip status (click to see content)

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Re: Ho, ho, Honda KOF (Updated 12/27/2011)
#36  January 09, 2012, 08:15:18 pm
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Wow this is a great creation, I realy love capcom chars in KOF sprite style, the only thing thats sad about it, is that it took a long time befor someone created a KOF Style Honda.

Re: Ho, ho, Honda KOF (Updated 12/27/2011)
#37  January 09, 2012, 08:32:53 pm
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YES! Thank you for this  :D
Re: Ho, ho, Honda KOF (Updated 12/27/2011)
#38  January 10, 2012, 06:35:11 am
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The movement of the shin on his right leg in the stance still bothers me.
Re: Ho, ho, Honda KOF (Updated 12/27/2011)
#39  February 18, 2012, 07:10:53 pm
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-Hola thedge checando mi terry me di cuenta que el sistema viejo de Cornerpush de vans  tiene un bug si el enemigo salta en la ezquina de la pantalla del lado derecho y  lo golpeas estando en facing contrario el enemigo,se queda trabado la velocidad no funciona de ese lado checa la foto.



-El problema esta en este parametro  de este posadd

[State -2, Push]
type = PosAdd
triggerall = roundstate = 2
triggerall = !var(6)
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = ProjContact = 0, < 50
triggerall = stateno != [810,849]
triggerall = stateno != [860,899]
triggerall = enemynear,statetype != A
trigger1 = Statetype != A
x = ifelse(facing = -1 && target, BackEdgeBodyDist <= 0,fvar(6),-fvar(6))

-Vans lo actualizo en sus ultimos personajes por este:

[State -2, Push]
type = PosAdd
triggerall = roundstate = 2
triggerall = !var(6)
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = ProjContact = 0, < 50
triggerall = stateno != [810,821]
triggerall = stateno != [840,851]
triggerall = enemynear,statetype != A
trigger1 = Statetype != A
x =ifelse(facing = -1,fvar(6),-fvar(6));-actualizado en esta versión.

-Cambiando ese parametro se corrige ese bug.

-Por otra parte note que no pusiste en los hidef basicos el parametro : air.animtype = back ,en consecuencia el hidef toma por defaul el animetype de tierra,y en los personajes estilo kof el animetype es back,saludos.  :sugoi: