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KOFE 2019 Feedback and Glitches (Read 136435 times)

Started by swipergod, August 05, 2018, 06:22:07 pm
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KOFE 2019 Feedback and Glitches
#1  August 05, 2018, 06:22:07 pm
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    So KOFE 2018 will release within the next month or month and a half. What's the big deal? Well I figured I'd go through my blog and try to pull out the changes from the last release whch was way back at Evo 2016. There's probably more, but this is what I could find.

    • We're now on Mugen 1.1 with increased RAM for better stability (although there are still crashes).
    • The combo system is more flexible to allow different access points to the unique chain and some special combo only moves
    • All characters now have collapse KOs
    • All characters have fixed trip, face to ground gethits and othees
    • All characters have air guard animations now
    • Lin added as a new character
    • Hinako added as a new character
    • New Launcher for the game with access to a movelist and quick options
    • Benimaru can now do an Air Raikoken, has a new intro and has lightning effects when he counters a throw
    • Fully Implemented Iori's XIII costume and he gains a new HSDM
    • Costume change for Robert and loses his high low fireball, plus new DM fireball animation
    • Color Separation for King
    • Costume change for Billy and new special intro with Joe that includes Lily
    • Costume change for Ryo and new SDM animation
    • New HSDM animation for Shen
    • Andy now has long range fireballs and his weak dp is real bout style
    • Elisabeth uppercut and rush DM have been changed
    • Mai gets her ducking crawl from KOF '95, some sprite touch ups, SDM new effect and a new jumping light kick
    • Saisyu's SDM has changed to a double serpent wave
    • Shermie has a new weak kick and victory pose
    • Takuma replacing Mr. Karate and a new special intro with Mr. Big
    • Yuri has a new Guard Counter strike and animation sprite for her double chou upper and new HSDM animation
    • Kyo has a new Guard Counter strike and backward leap
    • Added a couple of missing sprites for Athena
    • Zero gained new close weak attacks
    • Heidern has a new SDM and close weak punch attack
    • Joe has a new animation for his weak slash kick and golden heel
    • Geese removed from Kula's SDM effect
    • Jhun special intro with Athena
    • Chris has a couple new basic attacks
    • Blue Mary's HSDM is now a running grab and her DM is now a double suplex for better visual appeal
    • Yamazaki's HSDM is now a counter all
    • Mr. Big has some new animations and a new overhead attack
    • Maylee loses her rushing kick special and gains an anti air like Kim
    • Kesou is getting a new close strong punch
    • Ralf loses his throw special, but gains his ground punch special
    • Xiangfei's HSDM has new effects
    • Chizuru's reflect attack also now drains some super meter if it connects
    • Rugal's throw DM is now a rush attack
    • Krauser gains an air throw
    • Capcom fighters Ryu and Chun-Li join the fight

    Eagle eyed followers of KOFE will note that this list does not include Tessa. She'll come out later on. There has to be some roster left for the bigger 1.0 release.

New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Last Edit: May 23, 2019, 03:33:42 am by swipergod
Re: KOFE 2018 release preparation
#2  August 26, 2018, 03:06:00 pm
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So after a long and rough update cycle, I can happily say that I am unable to find any bugs that aren't system induced. I am hoping that when the game comes out you'll be able to help me find any that still exist so I can clean them up for the 1.0 release. I have 15000 downloads of KOF 2016, which is really great because it beat the previous 12000 record from Kof .09, so I do hope for a message or two. ;)

I also want to point out that I am aware of a couple of infinites (mainly Ryu and Chun Li). They are incredibly hard to do though since the character needs to be positioned just right. If there are others, let me know. Introducing the expanded combo system probably allows for a bunch...
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2018 release preparation
#3  August 26, 2018, 03:11:54 pm
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Don't know if I'm suppose to reply to this thread (since no one else has, yet)
but I wish to say that I'm really looking forward to this.

It's been one of those full games I've kept my eyes on over the span of many years, and it's really pretty epic.
Looking forward to trying it out, and sorry if I were not suppose to reply here.
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Re: KOFE 2018 release preparation
#4  August 26, 2018, 10:10:30 pm
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Glad to know you're looking forward to the game. I hope to have another surprise to share soon. And yes, you're free to post in any topic I put up. This will become the launch topic eventually. Thanks for your continued interest. :)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2018 release preparation
#5  August 26, 2018, 10:20:54 pm
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I can't wait for my girl Hinoka to be playable. To see her in that outfit, really shows people how battle ready she can be.
Re: KOFE 2018 release preparation
#6  August 27, 2018, 12:23:31 am
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Unfortunately Hinako with her new look won't be a part of this release. She still needs to be sprited. Only the normal Hinako will be released with some new sprites.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2018 release preparation
#7  August 27, 2018, 01:10:23 am
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Will Morrigan be playable?
The work you did with her is amazing and I would like to see that masterpiece in action. *-*
Re: KOFE 2018 release preparation
#8  August 27, 2018, 07:29:53 am
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That's still okay, to know that she's in the game still makes me happy.
Re: KOFE 2018 release preparation
#9  August 28, 2018, 02:10:00 am
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I think she's a good fit. :)

About Morrigan, I'll be trying to finish her with MW after the release of this version of the game. I'm not sure yet what I'll do from there. She was going to be part of the 1.0 release, but I think she'll be done before most other characters. Anyway, nothing immediate.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2018 release preparation
#10  August 28, 2018, 02:39:27 am
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Looks like it is the home stretch.
KOFE 2019 release feedback
#11  May 22, 2019, 04:19:30 am
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So you have seen that the 2019 edition of KOFE is out now, so please use this topic to track feedback and glitches. Thanks and enjoy!
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2019 Feedback and Glitches
#12  May 23, 2019, 07:07:13 pm
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Hello! If you do Kula's SDM there is a huge gray screen behind the VFX
Re: KOFE 2019 Feedback and Glitches
#13  May 23, 2019, 10:50:21 pm
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Why can Geese's Rashoumon only be executed up close? It's kinda cheap becuase you can do it no matter what and not miss it. Same with other throws like Iori's Riot of the Blood.
I'm also curious about the odd decision of putting some char's normal DMs as HSDMs. For, this trait is most peculiar with the likes of Athena, King, Leona and Krauser. Though I do sorta like what you did for Rugal's Gigantic Pressure and Kim's Houou Kyaku.

Edit: Some Moveset command are wrong, mostly the supers. And some characters don't have proper DPs, but have F, D, F instead of F, D, DF.
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Last Edit: May 24, 2019, 12:23:33 am by RagingRowen
Re: KOFE 2019 Feedback and Glitches
#14  May 24, 2019, 12:53:10 am
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Thanks for this feedback. Scarborough, can you tell me what your graphic settings are in the loader options and which stage you're doing the move in?

RagingRowen. Geese, Krauer, Angel, Iori and Duolon have a special "distance throw" that has a longer range than regular throws. You don't need to be right next to the opponent. The trade off is that the move won't activate unless the situation is right. So you can't grab a person landing from a jump for example.

Regarding the DM/SDM/HSDM thing, the decision was made to try to help balance characters and diversify the movesets at the same time. With 16 characters, I don't have to care as much about 2 or 3 characters having the same move because there's enough flexibility. When I look at Shining Crystal Bit, it's a "shield" DM. It's similar to Raging storm, Mai's Fire DM, Oswald's card DM and Nameless' DM. Not exact, but similar, but when comparing it to other level 3s it's more unique. I also looked at her remaining moveset and said Crystal Bit works better than Phoenix Arrow as a Level 3 or Psycho shot and I decided not to go with Psychic 9 as a move in her repertoire because there's a lot of rush DMs and HSDMs already (plus it doesn't feel 'big'). Lastly I am trying to add a bit of a personal spin to some characters to change up how they work a little bit so it's not the same old. It's a minor change but I can tell you that when I'm playing against a friend and I have a level 3, he's pretty scared to move it, so it create some nice tension. Anyway, there'a glimpse into some of what I've gone through when building each characters super moveset.

Thanks for flagging the command bugs. I'll have to do a scan of those and correct it. :)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2019 Feedback and Glitches
#15  May 24, 2019, 01:31:39 pm
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Also there was one point when I was playing arcade where Leona's Rebel Spark connected but it didn't freeze the opponent but still did damage. I think it was during a combo for somethin'.
WIP Schedule:
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Re: KOFE 2019 Feedback and Glitches
#16  May 25, 2019, 09:30:06 am
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Thanks to everyone for the feedback flagging glitches and conversion errors. Keep 'em coming. Here's what I fixed so far:

Leona's rebel spark fixed (bad code in the hitstate)
B Jenet's projectile longevity has been adjusted
Kula's grey box for her SDM has been removed
Benimaru's color separation for his 3 kick combo has been fixed
Kyo 100% combo fixed

Download the fixes here and just replace the files in the character folder: http://www.mediafire.com/file/4dr0d7yi8dsu3m1/KOFE_fixes.rar/file

Will fix the taunt block issue later as it'll be a mass fix.
Will fix Chizuru's wp uppercut special's juggle potential
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2019 Feedback and Glitches
#17  May 26, 2019, 01:12:17 pm
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More fixes include:

Angel 100% combo fixed
Chun-Li lightning leg end animation added
Gato jumping sk adjusted
Yuri knockback adjusted
Nameless special intro with K` sound fixed
Mature glitch in state 5051 fixed

Not all of these are in the latest patch, just found some of them myself

New one to add to the longer term fixes includes Chris' 100% fix
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: KOFE 2019 Feedback and Glitches
#18  May 30, 2019, 06:59:05 pm
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To be really honest, i don't want to sound either Rude or Harsh, well, first of all, i've tested the game for quite some time now and i can see the effort on this hole stuff, it's a nice concept, although some weird things can be found too.

Anything beyond that, maybe the unnecesary change of the names of the stages and just some palettes may be something that no one cares or feels bothered about, but i do, although my personal and only real problem here is the "Combos".

The gameplay feels nothing like a KOF, it's almost Clunky, no offense, but maybe you should patch the game to be combo friendly for literally any fan that has played the game since day one, since it's one of KOF's most fun factors, please.

If it ain't broken, seriously, don't fix it.

Don't get me wrong, this game is far from being bad, but it's not perfect either, i am just asking for help to enjoy the game properly with this feedback, and i am not looking to give destructive criticism to you.

Thanks, hope you may consider it.
Last Edit: May 31, 2019, 09:55:30 pm by AVPboy
Re: KOFE 2019 Feedback and Glitches
#19  May 31, 2019, 02:02:20 am
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Constructive criticism is always welcome. The game has revamped many times thanks to the feedback of folks. The combo system has progressed because of feedback. That said, gonna need more specifics. As I've mentioned before, best way to help me understand what you're looking to improve is to provide examples. KOF XIV combos weak attacks into unique attacks which chain into DMs or specials, as this game does. Is it the timing that you're struggling with? Or what is comboing and what isn't?

Some characters are more combo heavy than others, but the game is built to be more old school by design. If you look at KOF '98, there's similarities with this approach too. This game is less similar to KOF 2k2 or XI. As this game blends SF style with KOF style to deliver a unique experience, it leaves out some things like the "pow" system. And I've already tried inserting dizzy attacks. They break the game with infinites. This was the balance that I found, but maybe there's more that can still be done. Let me know.
New KOFE website is up.  Go visit it for all your KOFE needs:

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Re: KOFE 2019 Feedback and Glitches
#20  May 31, 2019, 02:15:08 am
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Honestly, it feels more like a classic SF game than KoF at all. Maybe thats how you intended it to be, but I also get the criticism about clunkiness and lack of combos.
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