Having incorporated the stages into the game with the character's music, I've made some changes. I won't be using the Goodman stage now (although I'm sure I can release the stage regardless). I instead chose to make a custom stage for Sagat and give Vega the 2k2um clone lab. Juri gets the NW ancient ring stage. That just leaves Balrog who gets Greece 2k2um and Chun Li who gets China 2k2um. China's already 1/2 done. Just need to do Greece and we're all done with stages.
Thanks -Ash-. I've also finished a first cut at Vega's stage. You can see a statue of him in the background. This uses the Goodman stage. I wish I could use the version that has the plant vines, but that one isn't available on mugen and my ripping skills aren't so great. It's the second KAINE resize for the game (the first being Tessa's). I'll start work on Chun Li's stage next and then move to Balrog's and that should do it for KOFE stages.
Probably days away from the last of the collapses. In the meantime, I've been working on stages for the remaining characters. I need to revise some of the 2k2um stages to improve their low resolution quality a bit. Currently working on Vega (Bison) who will use Goodman's. Pic soon. In the meantime here's Hinako's:
Hey Xenomic! Yeah, I mentioned before that I wasn't a big fan of the school girl look for someone who by now isn't even in school anymore. We shall see what we come up with.
A few final minor tweaks have been completed:
Heidern now has a close wp Mr. Big now has a close wp Joe's got his 95 slash kick as his wk version Joe's golden heel has been improved graphically Zero now has close weak attacks Shermie has a new far wk Heidern's SDM has changed with similar effect to Leona's Kensou will be getting a new close sp
Has since the last release. Now it's just been updated to be a bit more user friendly and to accommodate version 1.1
Forgot to share this. MW did a nice conversion of Jack as a nice template for him maybe one day long into the future.
He's now working on Hinako's new look and Gaidel. Cool images on the way. You may have noticed a change on the website. Hanzo is going to move to that floater state of "maybe" for now. Hinako is in. Great news for Lost Avenger who coded her all those years ago! She's now an official character. Just need to give her a new HSDM.
Apologies to all for the incredibly long delay in providing an update. The game continues along. Many things in my personal life have caused me to fall behind on updates. Not only that, but most of the heavy lifting in terms of coding is done. So it's just mainly spriting and story work now.
So where are we at? Ok well, MW is currently finishing the last of the non-custom character collapse KOs. I figure he'll be done in the next couple of weeks. Thedge has finished the basics for Raiden and we just need to add some minor detailing to his back and pants. Then I can make a video and show you what's up! He's also currently working on the new John look, creating gethits for him.
The next step is to convert Vice to pants Vice and finish up with Morrigan's basic attacks. I don't expect to release the next version of KOFE until Vice is done since I don't really want to have to touch the official characters once that release is done. So it looks like it'll be the fall. After that, we'll work on finishing Morrigan's specials and updating Tizoc with a couple new moves. After that, work begins on Cammy and we'll do a couple customs for Guile.
Also, Bullfrog provided a nice update of the KOFE loader. More options are accessible in the loader now like sound volumes and I've split the movelist from the credits. Big thanks Bullfrog!
Anyway, lots going on, even though the forum has been quiet so worry not. More to come soon!
So it's been awhile, but the project is still going. Just mainly artwork going on right now as MW and Thedge work away at the new characters and edits. One thing I can share right now is John's new look courtesy of Thedge. I was torn about with John to use, but the AOF2 look just makes him stand out more vs Ralf and Clark and also gives him that same vibe as Yamazaki's original look. Anyway, more coming soon.
I'll PM you. Thanks for offering to help. I haven't done anything yet with the lifebar. I'm not sure yet what I'd like to do there. My plan is to have a demo story, a arcade mode start story and pre boss story. I'll figure out what to do about the ending after.
A couple of notes on other changes I've done:
Mr. Big's HSDM sprites were revised Andy's weak dp is now the Real Bout mode version Heidern and Mr. Big's weak projectiles come out a bit faster Mr. Big's weak spin comes out faster Mr. Big's projectile range improved Maylee's lost her leaping kick special, but now has an anti-air like Kim Visual mod to Geese's DM and HSDM projectiles
Ok, so I'll be working on some resizing of stages now. That'll probably take me through Feb. Once that's done, I figure I can do 2 things: I can clean up characters to remove unused sounds and sprites and fix their palettes/add more palettes and work on the storyboard panels. I'll find something that will help me do the animations hopefully. Not sure what Bioluminescence was using, but I'm sure it's not hard to find something simple. I anyone wishes to help with either of these activities, let me know.
Since switching over to 1.1 I noticed Mugen would start crashing randomly. I've gotten the 4gb patch version of mugen and all seems to be stable again. Hopefully there won't be an MS update that'll mess things up. I'll continue testing. The AI appears to be a lot better now.
Special thanks to KAINE for pointing me to 2k2um stage resources. I'll now be able to make a proper edit of China. Outside of stage work. I'm pretty much up to date now with everyone. I may start some palette work. These are the only characters left who need a collapse KO animation:
Krizalid Lin Saisyu Chin Lee Heidern
As you can see, we're almost there. Once they're done, it'll just be work on Tizoc and giving Vice pants. So we return to the patience game.
Hinako was 17 years old during KOF 2003. Like Athena, I'm sure Hinako has graduated from high school by the time of XIII. I'll do a dress look and a sports look and we can see which looks better. On the bright side, I found Lost Avenger's KOFE port and did some touch ups. She needs 2 animations drawn, but other than that, she's pretty much a full character already thanks to his hard work.
I still want to respect that Hinako's a bit more of the "lady" type. So she might be a bit more covered at the top. I also want to give her a sash or something to represent the sumo aspect of her fighting style. The KOFE artists are a bit bogged down at the moment, so it might be a bit before I have something to show.
So Women's Sumo has a lightweight division. Hinako's size isn't really the issue for me, it's her schoolgirl look. I'm not a fan of the school look in fighting games which is why I replaced Iori's sprites and didn't use schoolgirl Athena (neither are students anymore).
I could go two ways with her. Athletic outfit or keep the dress and just remove the "school" aspect of it and those granny panties (more Ingrid style). She'd have spandex shorts for sure with either look.
The attraction of Hinako is she'd be a rep of Sumo. I'm getting the sense though that Tizoc is the way to go. I'll post the concept art for Hinako and Gaidel once they're done.
Ok good to know about Tizoc. Another character I just remembered about was Hinako. I'm not terribly fond of her look, but I do find her fighting style a good fit. I might update her look a bit with MW and see what comes of it.
Gaidel came from the idea of trying to add another "never before seen character" that is still a part of the lore.
I wasn't sure how interested in Tizoc people are. He's very unique in his look, but somehow feels less grounded than other characters. Personal thoughts aside, his moveset is a good balance with a leaping grab DM and anti air grab HSDM. He fits the gameplay gap nicely. Even if he isn't used for the 1.0 release, he'd probably still be done in the post 1.0 activities (along with Richard and Jack).
Gaidel would kinda play like a mix of Kula and Goenitz as he's a water user. Could use effects from Sogetsu and some others. I feel like I could make him unique enough to stand on his own and he'd be another KOF first. There were others I thought about like Ron, but the animation for that would be ridiculous.
Balancing the bosses to "normal" or at least "Geese level" is not that hard. Adding lag time, removing priority and invincibility. Their moveset is already more "basic". The final bosses would not be so easy with full move changes. It's not really on my list of things to do though because the intention of the boss characters are to be bosses.
Ah that could be it. I noticed that the loader didn't have "OpenGL" since I'm guessing that's brand new to 1.1. I'm a bit torn about it since only OpenGL allows for resizing at higher resolutions and I definitely notice a difference in quality. I'll PM you about it.
Some of you may have noticed me playing around with the character listing on my website. Don't panic yet. Nothing's locked in. I'm exploring a few options that I'll share sprites in a bit. What I can say is that Richard and Jack Turner will join the game post 1.0 release. There's a lot of effort that will go into both, so they'll have to wait until the artist can give them their full attention.
For the purpose of discussion here's what's up:
Michael Max - Wish to have another boxer in game and he's the least amount of effort vs other boxers (except Heavy D), but isn't liked by the community Kusanagi - Would work as a 4th character between Saisyu, Iori and Kyo, but limits gameplay diversity Tizoc - Would add some needed diversity in the throw character field, but is a bit over the top Gaidel - Would fit in snuggly with the Heralds team, but no idea what he looks like or the effort to make him would be (exploring with MW)
Regarding Gaidel, I already have a moveset ready for him and some ideas on his look (probably a merge between Sogetsu from SS and Kagami from LB). Along with Hanzo he'd be the second original character for KOFE.
Nope, although you will need to change the default resolution since opengl allows for scaling. The game is still the same KOFE that worked on 1.0, but 1.1 is a much more stable and stronger engine as far as I can tell. Going to try to record a vid at 720p The shade render plugin doesn't seem to be working, but I'll look into that later.