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Re: King of Fighters à la MK11 (Mai)

 August 28, 2020, 05:37:21 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Moving onto L̶i̶u̶ ̶K̶a̶n̶g̶  Kim Kaphwan!

    

Re: King of Fighters à la MK11 (Mai)

 August 23, 2020, 10:49:50 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Learned alot doing this and im considering starting a full game project so I'll be making some changes to the system since I dont want it to be a replica of NRS Games. I've decided to remove short hopping and increase the number of desperation moves to two. DM also now act the same as they do in KOF. I might make some more changes to make it a bit closer to a KOF game. Here are the DMs ive made for Mai.

    

Re: King of Fighters à la MK11 (Mai)

 August 19, 2020, 12:24:23 am View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

trying not to make her identical to Kitana but i couldnt help but also give her an Air Fan. This gives her more combo opportunities especially with the fire buff.


    

Re: King of Fighters à la MK11 (Mai)

 August 17, 2020, 09:52:19 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Here's a video demo of what she can do so far. All that's left to code in are her wake ups, hop attack, and super move

    

Re: King of Fighters à la MK11 (Mai)

 August 17, 2020, 06:57:43 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

As much as I would love to see Elisabeth on this style, I'm afraid she has too little to work with to make it functional anyways.

I wouldn't rule out elizabeth just yet! alot of custom sprite work has been done to her so she might actually have stuff to work with.
----

Progress with Mai is going smoothly, I've given her a power-up special move in an attempt to give her more depth. It acts mostly as a damage buff to certain attacks and special moves, but it also changes the effects and properties of some moves.



Here are a couple of examples:


    

Re: King of Fighters à la MK11 (Mai)

 August 13, 2020, 10:52:11 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

My biggest gripe with Mai is that she doesn't feel like a ninja. Most of her moves feel sluggish and don't necessarily mesh well together. My plan with Mai is to make her feel agile and nimble like a proper ninja, while also making her moves list more cohesive. I've made her more of an airborne threat by making her dive a combo starter, and gave her an entirely new move that makes her flip across the screen to quickly reach her target. Here's a little preview.

    

Re: King of Fighters à la MK11 (Hinako)

 August 12, 2020, 09:25:28 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

A lot of people hate on MK11 but I enjoy it. I really like what you're doing here.
Is that so? I wasnt aware mk11 had such a rep, but im glad youre enjoying what ur seeing here :)

Hinako is this kind of character I like design wise, but always felt her moveset is a bit boring.
But you gave her interesting moves and combos.

I agree! I think SNK didnt really make her the proper sumo wrestler she's supposed to be and thats what I intend to do. I've given her one more EX move (her push. EX guarantees to slam into the corner) but other than that I think she's done for the most part.

I've decided to shift my attention to Mai now. Haven't done much with her yet but ive given her a new move which is similar to Kitana's edenian razors.


    

Re: King of Fighters à la MK11 (Hinako)

 August 07, 2020, 08:00:35 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Here's a demo of Hinako

    

Re: King of Fighters à la MK11 (Hinako)

 August 02, 2020, 07:54:43 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

coded one of Hinako's grabs to work similarly to Geras from Mortal Kombat; the enemy is pushed off but if Hinako hits a wall they are pinned and take more damage.




I've also finished her fatal blow which is a mix of her SDM and the HDSM created by swipergod
It was a pain getting it to track the enemy from any position on screen but I did it!

    

Re: King of Fighters à la MK11 (Whip)

 July 31, 2020, 07:54:26 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

While I am not too much fan of KOF, I liked this idea a lot - its something very different from what we have already.
Whip is more dynamic, I liked her! Billy Kane would be someone to consider too.

The goal is that the characters should not play like they do in KOF, so I'm glad this peaked your interest! characters with weapons like Billy, Malin, and Chang would be alot of fun to work on eventually. Since Whip has alot of range, I thought it would be cool to try a close ranged character next.

I havent been able to go anywhere with Rock, so I've shifted my attention to Hinako. She is a very close ranged character that wants to stick to her opponents. I've repurposed all her special moves and even gave her a couple of new ones. She has alot more grab options now.

    

Re: King of Fighters à la MK11 (Whip)

 July 19, 2020, 10:33:52 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Started working on Rock. I wanted to try working with a more close ranged fighter. I think he will be more challenging to work with because he doesnt have nearly as many sprites as Whip but we shall see how it goes!



I've also made it so that Whip's new parry is a combo starter when you amplify it to give more incentive to use it



    

Re: King of Fighters à la MK11 (Whip)

 July 13, 2020, 09:46:38 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Now that all the interesting stuff is over-with, here is a little combo video while I decide on which character I should work on next!  =)
Just ignore the damage values and the dm sparks because I haven't touched them yet

    

Re: King of Fighters à la MK11 (Whip)

 July 11, 2020, 02:46:27 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

That looks pretty good.

Do you plan on spriting any other attacks for her?

Not planning per se, but if I spot another good opportunity I might try again! Im not a good artist so I was only able to make those sprites by combining existing ones and doing some minor clean-up

This is very refreshing man. Good job and keep at it. Gppd to see people getting into the coding for mugen still today. You have a great concept and tbh I'm working on a concept for mechanics as we speak so good idea too man.

Thank you for the encouraging words! right back at you and I look forward to seeing your concept aswell!

    

Re: King of Fighters à la MK11 (Whip)

 July 10, 2020, 11:12:36 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Since Whip has multiple long ranged normals, which is somewhat impractical in this system, I decided to try my hand at spriting a new low punch for her. Nothing too fancy but its adequate



    

Re: King of Fighters à la MK11 (Whip)

 July 08, 2020, 09:37:12 pm View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

I think Agel would make some great variations with this system.

Angel would definitely be a great candidate! she has a great number of moves so there's a lot of room for creativity. I would have picked her first but It would have been overwhelming since Im still trying to figure everything out.

Also, short hops!

    

Re: King of Fighters with MK11 gameplay: Whip

 July 08, 2020, 12:33:47 am View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

I'm happy to see that there's some interest in what I'm doing! The only problem is that a lot of king of fighter characters don't have that many different attacks so I need to get creative in order to find things to create combo strings with. I've also updated the main post with more info :)

I've made up a demo video of what Whip can do so far. She's nowhere near finished and alot of the stuff are placeholders. Pay no attention to the health/energy bars.

    

Re: King of Fighters with MK11 gameplay: Whip

 July 05, 2020, 01:12:50 am View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Surprinsingly amazing, i am interested, though, i don't know exactly what is your intention with that interest, hehe

So far its just practice! im very much a beginner when it comes to the ways of mugen and im just trying to figure stuff out, which is why im using this "project" as a way to make myself learn more and then hopefully i can start an actual project.
    

King of Fighters à la MK11 (Kim)

 July 05, 2020, 12:54:38 am View in topic context
 Posted by Scarborough  in King of Fighters à la MK11 (Kim) (Started by Scarborough July 05, 2020, 12:54:38 am
 Board: Projects

Hello!
Ive been playing Mortal Kombat 11 non-stop and ive been enjoying the pace and style of it so I thought it would be a great idea for me to practice coding and animating on fighter factory by trying to create KOF characters that play similarly to the characters on MK11 which means:

-Unique combo strings (sort of like KOF MI), amplified moves, wake up attacks
-Rolls are now only a wake up option
-No far/close variations, strong/weak special moves, or unique neutral jump attacks
-Block button, grab button, and forward dashing
-No Blowback attacks
-Uppercuts and standing sweeps
-Less emphasis on hypers

I thought id share my progress in case anyone is interested. I've started with Whip since she's my favorite KOF character. I'll be re-imagining the characters im remaking while trying to keep their core identity intact. Im using Swipergod's KOFE as a base.
    

Re: KOFE 2019 Feedback and Glitches

 May 31, 2019, 07:01:00 pm View in topic context
 Posted by Scarborough  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 pm
 Board: King of Fighters E

"Clunky" isn't a word I would use. The game DOES run smoothly and responsively. The game is just slow paced by design which I can respect. There is certainly room for flexibility with the combo system etc but i'd rather play it how it is now than certain KOFs like 2002 and XIII.
    

Re: KOFE 2019 Feedback and Glitches

 May 23, 2019, 07:07:13 pm View in topic context
 Posted by Scarborough  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 pm
 Board: King of Fighters E

Hello! If you do Kula's SDM there is a huge gray screen behind the VFX