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KOF Raiden WIP (Read 322323 times)

Started by swipergod, June 20, 2009, 10:03:05 pm
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Re: SNK Raiden
#61  July 19, 2009, 03:42:41 am
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dude, check you PMs, I haven't finished the animation yet (sorry, I was busy)... but I send you the sprites done so far... I will continue working on him on monday...

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Re: SNK Raiden
#62  July 19, 2009, 11:56:58 am
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.............cvs char  ???
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Re: SNK Raiden
#63  July 19, 2009, 12:27:27 pm
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Re: SNK Raiden
#64  July 19, 2009, 02:20:32 pm
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Dr.H, I used KOFE Vice's current anti-air velocities as a placeholder, but since I haven't programmed anti-air throws before, I haven't really looked into their velocities much.  I'm not even sure if there's a big difference in velocities between the wp and sp version in an actual KOF game.  Maxima and Clark both have anti-air throws and Brian Battler has his anti-air DM, but Raiden's XII anti-air looks like it travels quite a distance horizontally.  Still, knowing the velocities of actual KOF anti-airs would be nice.  Anyone know those?

nio, pm received.  I'll figure out the resize values next weekend.  Then I should just be able to apply them to the final product. 

Raiden's really coming along.  I plan on giving him his DM throw as it is in KOF XII (minus the finger pointing part).  The SDM version will remain as mentioned on page one.  Between the anti-air grab, modifications to the shoulder charge and DM, he'll pretty much have what he has in KOF XII.  Once I play XII, I can fine tune him.


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Re: SNK Raiden
#65  July 19, 2009, 08:34:28 pm
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The only anti-air throw worth mentioning is Clark's I guess, but Raiden's looks faster so scratch work there could work better.
Re: SNK Raiden
#66  July 20, 2009, 03:54:00 am
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Currently Raiden's ticks work like this for the Anti-Air:

4 for lift off and 4 in air before the Clsn1 kicks in (wp version)
6 for lift off and 4 in air before the Clsn1 kicks in (sp version)

I need to see a vid of Raiden with a clean wiff of the move so I can judge the correct travel velocities.  No rush though since I'm sure XII will come out before this project is done and I can get a better estimate.
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Re: SNK Raiden
#67  July 21, 2009, 05:08:11 pm
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This is becoming a fine char indeed! Makes me remember my old times on Fatal Fury Special!
Re: SNK Raiden
#68  July 22, 2009, 03:17:56 am
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seems like the spriters wants to use CvS face instead the new KOFXII...

personally I'm fine with both, but if we use CvS, let's try to give him a nice face, not like in CvS, he looks stupid  :S
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Re: SNK Raiden
#69  July 22, 2009, 04:33:58 pm
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I agree.  Capcom face = lame.  Some sprites look okay though.  I liked the ones you had before.  Probably just change the stripe on the top of his head to a thunder bolt and some darkening around the eyes to make him look a bit more evil.  I'll see if I can find some of the better Capcom sprites and other images to help with ideas.

I'll be doing Raiden's last Special move later today.  Post when it's done.
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Re: SNK Raiden
#70  July 29, 2009, 03:52:30 am
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Sorry I haven't updated here.  Hush, hush stuff was going on with Raiden.  Since the last post here, I've completed his final special and his command attack. 

I've also completed him DM throw (not the SDM version yet).  I'll try to post a vid tomorrow and would really appreciate feedback for this one.  His DM throw is the one from KOF XII.  I copied velocities as best I could, but I wonder if it would look better if he didn't just go straight up and down.  You'll see what I mean when I throw up the vid.
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Re: SNK Raiden
#71  July 30, 2009, 04:03:01 am
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Here's the vid of his completed moveset as promised:

http://www.youtube.com/watch?v=63_E9ig5RbA

Could really use some feedback since I'll be re-tweaking things over the weekend.  Damages aren't set in stone yet.  Also noticed the bug of having only one level drain on the SDM throw.  Fixed it.

Feedback so far from Dr. H:  Fix the grab speed of the anti-air throw. 
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Re: SNK Raiden
#72  July 31, 2009, 01:09:57 am
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- Charging with one shoulder but hitting with the older doesn't look natural
- Its DM/SDM version looks very satisfying to hit with :thumbsup:
- KOF12 super should move forward while jumping and I love its SDM finish
- Needs a follow-up to one or more throws to keep up with KOF tradition
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Re: SNK Raiden
#73  July 31, 2009, 03:55:40 am
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Thanks PotS!

I agree about the shoulder thing.  Whiff should be one shoulder, hit should be the other, but I don't think I'm doing it right.  Lemme see what animations I can play around with to fix it.  I'll try to take cue from XII.

I've actually fixed the DM throws since the vid.  There is more forward movement and touched up the ground sparks.  The SDM version lands a bit later now so there's more impact and I've adjusted it so Raiden's more towards the enemy's center when he lands.

Raiden's got this ground stomp from CVS, but it doesn't naturally flow from his current throw list.   :-\


Other fixes I've done:  Changed the anti-air's vels and grab time.  I've developed a standard based off of Clark's anti-air, but Raiden's vels are different (looks like he travels further horizontal than Clark).

Fixed some animation problems with the Lariat.  Looks smoother.  Also borrowed Blue Mary's Spider velocities to make the move more KOF-like.  Raiden feels more solid now.  I'll see what I can do about the shoulder thing.

Weekend I'll work on the intros, victories and fixing clns.  He should be 90% done programming by that point.  Once I start color flattening, SPAC will help convert the sprites to SNK.  Exciting no?
New KOFE website is up.  Go visit it for all your KOFE needs:

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Re: SNK Raiden
#74  August 02, 2009, 06:29:34 pm
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made by thedge-swipergod



I like this WIP!!  :)
            Zorf Giudecca
Re: SNK Raiden
#75  August 02, 2009, 09:07:23 pm
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I like the Spriter's Academy for helping me with this WIP.  :sugoi:

I'd give it about a week or so, once I've finished Goenitz for KOFE, and I'll start pumping out the color flattened images.  Basics first. :)
New KOFE website is up.  Go visit it for all your KOFE needs:

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Re: SNK Raiden
#76  August 02, 2009, 11:30:27 pm
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Yeah, this Raiden looks promising. I would love to try this out. I wish he had his head crusher.
Re: SNK Raiden
#77  August 14, 2009, 01:20:03 am
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If you've read my KOFE project lately, you'll know that I'm going on hiatus from coding and spriting for the remainder of the year.  That doesn't mean that SNK Raiden will drop off the face of the earth hopefully.  I plan on handing the reigns over to the Spriter's Academy team while I'm away, since most of the remaining work is the sprite conversion.  They are more than welcome to do whatever they need to do whenever they have time until I can return to help them out.  I'm still going to do a few more things first before handing him over.

Move fixes mentioned by Pots will be put into effect.
The last of the sprites will be resized
The coding should be fixed up a bit

Things that I won't be able to do include:
Sprite conversion (obviously)
Clsn readjustment
All hitdef conversions for more KOF accuracy
'98 POW system won't be implemented

That's all.
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Re: SNK Raiden
#78  October 11, 2009, 07:18:37 pm
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Well, I was supposed to complete the SNK Raiden package for the Spriter's Academy group a week after my last my last post.  Unfortunately I misjudged exactly how burnt out I was.  I found myself unable to get into the tweaks that were required.

I still want Raiden to come home to KOF, so I'm still 100% behind this project.  I've owed SNK Raiden to Nio and the others for awhile, so with a month and a half of rest, I've started touching up the package for the Spriter's Academy team.

Things I need to do:

- Incorporate all sparks (Hit, Fire, Super) into the SFF and his cns.  He currently uses KOFE standard sprites instead of his own.

- Repair all the collisions for basic attacks.  That would still leave the Specials, DM and hitstates, but it's a stronger starting point I think.

That's it.  It doesn't sound like much, but I'm engrossed in another project at the moment, so I don't have much time to work on him.  I've decided to drop the POW system for now.  If people demand it, I can implement it.  Koopakoot and Jin have made characters without it, so I think it'd fit in the non-KOFE Mugen world.  The damages need to be adjusted to, but this'll be something for later on.

I hope to get these touch ups done by next weekend.
New KOFE website is up.  Go visit it for all your KOFE needs:

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Re: SNK Raiden
#79  October 11, 2009, 11:50:43 pm
i along time ago i played fatal fury 2 and special on arcade, and big bear (raiden) had three throws and a bearhug that made all the magic of using raiden and distroing the competition - could u implement those moves
also in normal snk raiden to make him 100% ?

hint for the  2 throws:
in ff2 or ffsp go near opponent by crawlin (hold df for crawling till you reach the char and when u do that
press - try pressing one by one the buttons i dont remember whitch button was) wery importing !!!
if you do it from left to right is a throw from right to left is another throw - different throw !!!
for these try ffso to be sure, but also try ff2 too

and the thrd throw:
reach the oppnent by walkin and near hold b+punch


pls implement those four grapling muves in normal snk raiden to be 100%

thanks

Re: SNK Raiden
#80  October 11, 2009, 11:58:20 pm
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Actually in Fatal Fury Special Big Bear had almost the same amount of throws as Zangief did in SFII! o_O

Throws
------
Power Bomb               f + HP close 
German Suplex            b + HP close
Lariot Drop              df + HP close
Choke Hold               f + HK close
Headbutts                b + HK close
Overhead Toss            df + HK close
Bear Hug                 uf + HK close

LOVED the 'Lariot Drop'. :)  I used that far too much I think. ;)