98/2001/2002 UM.http://www.trinitymugen.net/Downloads -> Characters -> Raposo*Head.pos issue fixed;*Turn anim fixed;*Heidern End command detection improved;*Final Bringer sprpriority fixed;*Removed Vanessa's unused sprites;*HSDM screen for his SDMs;*AfterImages for Final Bringer and Heidern End stolen from Anjel =P;*Gethit anim of Killing Bringer improved:*Anim 5061 fixed;Enjoy.
- I'm really having a very hard time performing Heidern End.- Sprite priority problem during Final Bringer SDM (on his leg), or is it done on purpose ?
I just checked the SFF file and he has a few Vanessa sprites.One thing kinda bothers me a bit: if Vanessa can have her MAX2 (albeit as an SDM), why can't Heidern have his? I'm pretty sure Raposo has hte 2K2 UM HSDM background.
MightyKombat said, August 07, 2009, 04:15:27 pmWhile I find that this Heidern is fun, if he's based partly off of 2002 UM, where's his MAX2?9mb said, August 07, 2009, 04:48:21 pm......max2 ..........Vanessa ???MightyKombat said, August 07, 2009, 05:13:39 pmI just checked the SFF file and he has a few Vanessa sprites.One thing kinda bothers me a bit: if Vanessa can have her MAX2 (albeit as an SDM), why can't Heidern have his? I'm pretty sure Raposo has hte 2K2 UM HSDM background.Vanessa's sprites are just there, they're not been triggered by anything and will be removed, thanks for pointing it out. His HSDM is too lame and too cheap for my taste, though I have plans for a new SDM for his full game self.UG [walt] said, August 07, 2009, 04:22:23 pmCybaster said, August 07, 2009, 04:21:27 pm- I'm really having a very hard time performing Heidern End.- Sprite priority problem during Final Bringer SDM (on his leg), or is it done on purpose ?-Even standalone? His cancel timings are indeed pretty hard to get used too (but they are accurate), but I can pull it out just fine... Will try something, hope it works for you. -Yeah, it looks better when Hei's sprpriority is lower than his targets in all bringers moves, but that explod screws things up. Will redo all priorities.Thanks everyone. Will upload these fixes when I get some time. Oh, and if someone could help me getting his Max2 portrait I'd really appreciate it.
Yeah, even stand alone, doesn't come up fluently at all, rather "randomly". Try something like "command = ~D, B, D, F, a/b/a+b" or "command = ~D, DB, B, $D, F, a/b/a+b" to make things easier perhaps. That's what K.O.D and Vans are doing anyway.Edit : yeah, I can finally do it quite fine, but it takes extreme concentration to press all the direction properly. I still think it would be better with some sort of "shortcut" as the one written before.
ive been wainting so long for this guy to be reborn again... ill be looking at his development... thanx!!
FUCK YESIt's been a while since I've seen a good Heidern released, great job!Though some of the effects could use some work, but it's more of a personal taste thing.
Well, maybe you could use more afterimages during the DMs, and make the explosion semi-transparent. At least, it worked correctly for Vans' characters. Anyway, I guess they're somehow KOF accurate, so ...
Finally a good Heidern, it is a real pleasure, thanks.No deep but just quick test and there are things that I noticed:1. That opponent 5040,20 gethit frame does not work in all the cases; 5031,30 should fit better IMO.2. Head.pos constant is a bit off:3. According to KOF01 debug bios, almost all your stance and crouch get hit [5000,5025] CLSN's are wrong. These animations use stance / crouch boxes in your Heidern but they should have their own.4. 2 frames are missing in your hit ground from up / diag up fall state:5. Your 5061 anim is wrong:
Scal said, August 08, 2009, 11:16:43 amNo deep but just quick test and there are things that I noticed:1. That opponent 5040,20 gethit frame does not work in all the cases; 5031,30 should fit better IMO.Quote2 frames are missing in your hit ground from up / diag up fall state:QuoteYour 5061 anim is wrongWorth giving a look, thanks.Quote2. Head.pos constant is a bit off:It's pretty accurate from what I'm seeing. Besides, that's something we have to be tollerant, if I give him a head.pos compatible with 5010,0 for Clark's franksteiner, Neck Rolling will look odd as it uses 5000,0 IIRC. It's just a aproximate value and we're cursed to use the one that works for the most cases.QuoteAccording to KOF01 debug bios, almost all your stance and crouch get hit [5000,5025] CLSN's are wrong. These animations use stance / crouch boxes in your Heidern but they should have their own.Just a choice I made, to use stance and crouch CLSNs. I mean, tell me one positive aspect of KOF's ways of dealing with it. Thanks.
Dr. H said, August 08, 2009, 02:12:10 pmBesides, that's something we have to be tollerant, if I give him a head.pos compatible with 5010,0 for Clark's franksteiner, Neck Rolling will look odd as it uses 5000,0 IIRC. It's just a aproximate value and we're cursed to use the one that works for the most cases.I don't think so.Also, his stance turning anim is wrong.Ok for personal choice, this character is yours, you do what you want but I don't get the point using stance / crouch boxes for your gethit, guard and get up anims. This makes your char totally wrong accuracy wise.
Well, the fire effects for one (they just look...weird), but like I said, personal taste and all of that crap.@Scal: SNK started getting a little sloppy with it's CLSNs when it came back - you know, from being bankrupt and all. KOF '98 Heidern's CLSNs are better for this (though anything NOT in 98 would have to be done from scratch).
QuoteAlso, his stance turning anim is wrong.Oh, fixing.Regarding CLNS, I wasn't specifically talking about 2001 but kof in general, what good does those uniques clsn brings? Abusive cross-ups combos and people going below projs when crouched but guarding it when command is given is all I can think of. They're innaccurate and I really thing it feels more consistent. "Makes your char totally wrong accuracy wise", what is it affecting right now that makes it a bad choice? You see, I'm just looking up for some arguments over that and I might make some changes in case I get proved wrong.As for head.pos, downloading some characters right now, maybe it just didn't worked and I'm willing to give a nice product in the end. Updates planned for today.
Was projectile juggling was done like that on purpose? it feels kinda cheap using the projectile as a launcher.
Done. Please, redownload.*Head.pos issue fixed;*Turn anim fixed;*Heidern End command detection improved;*Final Bringer sprpriority fixed;*Removed Vanessa's unused sprites;*HSDM screen for his SDMs;*AfterImages for Final Bringer and Heidern End stolen from Anjel =P;*Gethit anim of Killing Bringer improved:*Anim 5061 fixed;
Thanks for the update, Heidern End is perfect now, command wise. Although I just spent 5 minutes trying to perform Neo Caliburn to then realize the code in the CMD was commented !
Hey, sorry about that, forgot to remove that part of his readme. Will fix it soon (obviously not worth redownloading).
Weird, I was sure I fixed this long ago. My next release is coming soon and I'll be sure to release the fix all together, thanks.
I ... erm ... no. Too hard for something so unsatifsying. Also, Raposo is a spriter himself, so I was expecting him to do it and I was eager to see them in case he did make them
How can say it... I will make it eventually so he can fit in my full game accurately, but it's also one of those things that I usually procrastinate with all my might.
Cybaster said, August 21, 2009, 12:06:08 amBUT YOU MADE ANDY!and King, and Clark and maybe another one I can't remember. Oh, and making another ANDY. That's how I know it's unsatisfying