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).
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.
-How's life been treating you? -Are you still interested in mugen projects and stuff. You own or others? -What manner of black magic summoned you to our realm!?
Update time. Added the automatic dash when activating max mode during a normal move. This was seen in KOF 13. Not going to add activation in the air though.
You don't have to since the new one uses the same index as the old one, in fact you can apply your palettes to the new sheet and add the 5th leg frame for future use.
Right, this one here is just a proof of concept. It should really go in the work shop thread, but since it's palette related I think here will be okay.
The left sprite is the new one and the right is the old one. The left sprite has been given an extra leg shade to allow for better looking palettes. It may take a bit of time to do this on the rest of the sprites so if any palette makers could just see how this one works and post their feedback, it will be all we need to continue working on this. Also come on, let's get some palettes Yuri/Athena before the Akari sheet is posted!
Update time again. Progress is going slowly but surely. A certain purple haired alien with a bunch of weird moves (not Athena) is taking precious development time in order to be coded correctly. Ahem...this post is just to show that some of the get hit animations are more KOF like since I'm able to use more custom states than I normally would for regular mugen conversions.