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KOS Ibuki (Read 33793 times)

Started by WooshaQ, July 14, 2010, 02:46:16 am
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KOS Ibuki
New #1  July 14, 2010, 02:46:16 am
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Perhaps some people recognize me here, I am the author of a lifebar called WooBar and screenpack series called King of Streets. King of Streets was more that a screenpack name, it was more than a simple compilation but still less that a full game, well... untill now. I'm taking my first steps into the character making and Ibuki is the first result! Originally based on GM version and edited by me. I added some new stuff into her.



Her gameplay is a mixture of few game elements, in order to make her like that I used some of the code and source materials made by different authors, namely:

GM (character base)
P.o.t.S (gfx)
rei (charge up code and sounds)
Warusaki3 (hitsparks and sounds)
(9) (burst up code and sounds)
fervicante (win quote code)
Kusare Miyabi (hitsparks)
NeoGouki (reversal code)
Muteki (destroyer code and gfx)
Armor Cage (gg miniature code and menu code)
 and a lot of help!
scabrouspencil (gfx)
Omar Dogan (gfx)
_Arthas_Cf (gfx)
and most likely some other people!


To download grab both files! Ibuki & System files*

* It contains cvs hitsparks, common graphics and sounds used with my edits.

I'm making a lifebar at the moment to match the overall system bar. More info soon!
Last Edit: August 19, 2010, 09:53:16 pm by Rajaa
Re: KOS Ibuki
#2  July 14, 2010, 02:57:52 am
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Cool character, I fail to understand the reason you need to add a victory screen to a 1.0 character. o_O

fucking bad poster asshole that home32 bitch
Re: KOS Ibuki
#3  July 14, 2010, 03:00:42 am
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Because at this point its too limited, the background needs to be fixed and the one I have uses stage as a background, not to mention the scoring system would not work!
Re: KOS Ibuki
#4  July 14, 2010, 03:01:30 am
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True.

fucking bad poster asshole that home32 bitch
Re: KOS Ibuki
#5  July 14, 2010, 03:02:08 am
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Some of the features you've implemented are awesome sauce and more, but I think that Mugen 1.0 already defeats the purpose of having a coded "Victory Screen"

I'll probably change that "DESTROYED" GG font on my end...The featured move is nice, but I don't think the font blends well with SF3 sprites, but hey thats just me.

I still have to test her myself, so I'll report back with feedback when I do.

Other than that, it looks like you have a winner here.
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
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Re: KOS Ibuki
#6  July 14, 2010, 03:02:53 am
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Hey.
What other characters are being made KOS Style?
Some of the features you've implemented are awesome sauce and more, but I think that Mugen 1.0 already defeats the purpose of having a coded "Victory Screen"
There's a scoring system in the coded winquote.
1.0 doesn't have that.
Re: KOS Ibuki
#7  July 14, 2010, 03:04:16 am
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Mhh... I like it! Thanks!  ;P
Re: KOS Ibuki
#8  July 14, 2010, 03:04:58 am
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Re: KOS Ibuki
#9  July 14, 2010, 03:07:17 am
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What are the system files for?
Re: KOS Ibuki
#10  July 14, 2010, 03:08:31 am
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Common files for his edits.

fucking bad poster asshole that home32 bitch
Re: KOS Ibuki
#11  July 14, 2010, 03:13:22 am
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Both since there are lot of things that were coded, system files are just common resources that will be used by other characters. As for the other characters, i'm going to try and finish Arcueid, which sould be easier considering the whole system is almost done (now it's time to polish it and trace the bugs)
Re: KOS Ibuki
#12  July 14, 2010, 03:15:09 am
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Both since there are lot of things that were coded, system files are just common resources that will be used by other characters. As for the other characters, i'm going to try and finish Arcueid.
Whoa whoa whoa.
Street Fighter and Tsukihime characters in one actual full game?
Who else is going to be released?
Re: KOS Ibuki
#13  July 14, 2010, 03:19:59 am
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I have only 3 chars in mind, before I started working on Ibuki I edited a bit of (9) Arcueid, and MOTW Nanaya, I do plan to also release Ciel edit, there are the main characters I have in mind. Considering they are going to be a team of 3. Ibuki will go with Ryu and Gen. I'm trying to avoid too much of shotos so as much as i like ken i deleted him from the game, also don't expect sean, dan or sakura... only ryu and akuma when it comes to shoto. [size=4pt]If you want to try very early version of Arcueid, you can grab it HERE, but it's far from being completed, no system support, move timing is still based on MB, destroyed needs to fixed. etc. But it's 6 button at least.[/size]

When it comes to an additional screens, here are some old ones from my screenpack, most likely those character will be converted into KOS system, it actually take a lot of time since i pay a lot attenction to details, each stage has a properly looped music and such...



The sad news is it was supposed to look like this (in game shots):





But due to slowdowns on 720p resolution on more complicated (most of?) stages I had to cancel the work on hidef screenpack, the sad thing is that it was like 90% complete, but I just lost interest in finishing it :(
Last Edit: July 14, 2010, 03:48:19 am by WooshaQ
Re: KOS Ibuki
#14  July 14, 2010, 04:10:25 am
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Is anybody else getting this? I open the character up in Fighter Factory and I run it through 1.0 from Fighter Factory and I double Ibuki character on both sides and a massive debug flood seeking a Helper in statedef 6000-6001 ect?
Re: KOS Ibuki
#15  July 14, 2010, 06:27:48 am
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^same massive dbug
her command move list is kinda weird(for me) her punches are shown with x square and l1 and her kicks are circle triangle and r1 ???

her 1.0 portrait is a small icon

about her gameplay:
im not much an ibuki player at all and i hate using her in her latset incarnation in ssf4. The fx and sounds are nice and her supers/hypers i dont see any problems with them at all  :)
Re: KOS Ibuki
#16  July 14, 2010, 06:32:47 am
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The command list is the second default button set for SF4.

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Re: KOS Ibuki
#17  July 14, 2010, 06:38:34 am
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its strange for those who dont have game controllers that arent formatted like that and want to know what the hell triangle could represent on a keyboard
Re: KOS Ibuki
#18  July 14, 2010, 06:41:16 am
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lolplaystationformat

But while I see the creativity its still hella complicated for the reason above

you probably shoulda just used the "lp, mp, etc" format
i cant count the reasons i should stay

one by one they all just fade away...


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Re: KOS Ibuki
#19  July 14, 2010, 06:57:29 am
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Some more feedback:
while i use her in arcade mode her pause menu pops out of nowhere sometimes then i exit and it continues
takes forever for her to gain any power at all
some times the mini version doesnt show up in fights(yes)
Re: KOS Ibuki
#20  July 14, 2010, 07:11:12 am
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I tried again in RC8 (I do use a old version of Fighter Factory so I am assuming that caused doubles) and while the doubles are gone the debug flood still persists. Could it be because shes custom made for your KOS Screenpack? Looking over her .cmd shes still using impossible commands for ai and ai triggering. Seeing as this is an edit for 1.0 you could use 1.0's AILevel for proper ai activation and triggering. Also on cosmetics you could consider using SF4+ hit sounds that Chosis and Layer ripped from the game which you can find here in Shared Sounds subforum. I think it would make a nice addition.

I think the character still feels like it would be for WinMugen more then 1.0 but with some fine tuning or if shes for your sp then it's cool. Character plays well nonetheless so.