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Work Shop (Read 246826 times)

Started by Koop, November 17, 2014, 09:51:03 pm
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Re: Work Shop
#21  December 19, 2014, 10:57:42 pm
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If you go that route, then that would make this even more unique.
Re: Work Shop
#22  December 19, 2014, 11:00:46 pm
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That palette Shwa made looks CRISP in action. Love it!
Re: Work Shop
#23  December 20, 2014, 02:26:43 am
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Everything looks pretty amazing!





Re: Work Shop
#24  December 20, 2014, 02:44:07 am
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I personally like the auto dash, it was like the one thing I liked in KOF13 system lol.  Would definitely make max mode a better utility than it already is.
Re: Work Shop
#25  December 20, 2014, 09:00:49 am
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If you make max unique, what are your ideas for the implementation of it?
Re: Work Shop
#26  December 22, 2014, 12:38:25 pm
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I was thinking of making the properties when you are in max mode different. I was thinking of something neat for Akari were her movement speed increases (compared to kof characters she moves really slow) but I think I make make that a super for her instead.

Other ideas include a mode based off the 98 UM EX gauge. More on that later.



   
Last Edit: December 22, 2014, 10:03:53 pm by Koop
Re: Work Shop
#27  December 22, 2014, 10:04:06 pm
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Right, time for some testing (I hope)!

http://www.koopakoot.trinitymugen.net/Gals/

At the moment, characters do not have any max cancels, though activating max mode is possible. Yuri has 3000 power and Shiki has 5000. This is just to see how effective meter gain is in a 1 on 1 environment. Super Cancels are freebies like in neogeo battle coliseum.

Here are the instructions to set up the characters so that they work correctly:

1. Because the common sounds and fight fx use non standard numbers. I recommend using a clean mugen1.0 or 1.1
2. Extract the files in the datafiles.rar into your mugen directory's data folder.
3. Open your fight.def and change the filenames under [Files] to match the files in the datafiles.rar. You could also rename the files in the datafiles.rar to replace the original files.

That's pretty much all you have to do for now! Setting up characters is the same way it always is. Add them via select.def or run them via command line, it's your choice.

If you find anything good/bad or have any suggestions, don't hesitate to let me know. Also please don't use "I don't know much about x" or "I don't play as y." I get that enough from my regular testers (and considering the last character I released was Terry, I know that to be a lie, lol).
Re: Work Shop
#28  December 24, 2014, 10:48:16 pm
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awesomeness! :)
Re: Work Shop
#29  December 26, 2014, 03:31:04 am
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Great release!
Yuri was incredible!
I have only one doubt about the reflector projectiles, it should work with open chars or just with the chars of SGF fullgame?
I tried with a char I'm editing and the projectile was not reflected.
Sorry my english
Last Edit: December 26, 2014, 04:40:39 am by DvVasconcelos
Re: Work Shop
#30  December 26, 2014, 08:03:43 am
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The reflector will only work on characters in the SGF full game. :)
Re: Work Shop
#31  December 28, 2014, 01:26:06 am
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gonna try that later the download speed to too slow
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Re: Work Shop
#32  December 29, 2014, 08:50:44 pm
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Update time again. Akari's special moves are all coded (she has about 30 something, some followups aren't even documented )

Here's another webm

I think I'm going to make a start on the screenpack now as I've just been using my regular mugen's one.
Re: Work Shop
#33  December 30, 2014, 04:38:10 am
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Is Akari arranged for system balancing sake, or is she mostly accurate to LB?
Re: Work Shop
#34  December 30, 2014, 12:13:20 pm
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She's mostly accurate to how she is in neogeo battle coliseum.
Re: Work Shop
#35  January 06, 2015, 07:38:24 pm
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Update time again.
-Seems like there wasn't much feedback to give either meaning that I'm on the right track, or nobody noticed that command throws can be guarded, lol (gotta add something intentional just in case). I guess I can do without the public testing it seems.
- Akari is almost finished but I can't be bothered to work on her right now, so I started on Athena. Also recoded a lot of projectiles to make you know what work better.
Re: Work Shop
#36  January 20, 2015, 11:10:17 pm
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Update time:

-Coding progress was on short hiatus while I got some sprite work done. Yuri's sprites are almost updated.
-Been trying some experimentation with Shiki. You would think a character whose name literally means "Colour" would be easy to colour separate. Alas this is not the case. Here's what I managed to cook up (only one sprite (ignore the colour chart)):



If someone can make something from this that looks neat, I may consider attempting full separation. Otherwise I'll just attempt the hair and eyes.

Last Edit: February 28, 2015, 10:23:45 pm by Koop
Re: Work Shop
#37  February 28, 2015, 10:23:56 pm
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Ouch...6 weeks since an update.



-Whip is in the process of being recoded. Those with keen eyes may notice a few things in this screenshot
-Miss X is go! Many thanks to @Thedge for making the sprites
-more to come very soon
-why does everyone hate Shiki? :(
Re: Work Shop
#38  February 28, 2015, 10:51:45 pm
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nice to see some progress
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Re: Work Shop
#39  March 02, 2015, 01:26:55 am
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I love Shiki, what you talking about?

Nice progress!
Re: Work Shop
#40  March 02, 2015, 03:27:20 am
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Either way...