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King 98 UM Updated 10/01/2009 *Final* (Read 4593 times)

Started by Dr. H, January 07, 2009, 08:39:47 am
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Re: King 98 UM Updated 09/01/2009
#21  January 09, 2009, 11:58:09 pm
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Quote
-Enemy will now fall to its feet if juggled by a Normal Move.
Opponent automatically recovers from crouching HK even if it's not a juggle. :S

- The readme says that it's hcb+K for Tornado kick, while it's qcb+K.
- During an AI fight between King and KOD's Kyo, Kyo performed Kototsuki You while King performed Tornado Kick. Neither hit the the other. Then Kyo got stuck into performing Kototsuki You over and over again (looking towards the left), while King was just standing behind him, doing nothing (I don't think it's a King bug though, but she's the first one against whom this arrives with Kyo).


Finally, the big portrait you're using is really ugly, with many Jpeg artifacts. Here are two portraits I made from 2 packs of portraits :
 

It looks much better with it (new on right, obviously) :
Spoiler, click to toggle visibilty
Last Edit: January 10, 2009, 12:28:49 am by God's Anger
Re: King 98 UM Updated 09/01/2009
#22  January 10, 2009, 12:24:25 am
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Fixed, character updated and uploaded yet again.
No need to redownload everything, just remove the "p2stateno = 6000" from state 340's hitdef.

Hope it's the last bug. :P

Also, glad you guys liked it.

About God's Anger edit: A.I. still in progress, so there's some holes here and there, I know. It does fine against players, but some weird things happens against cpu chars. What I want to ask is about the "neither hit the the other" thing. They really shouldn't hit each other or it just went trough?
About the portrait, thanks, will update it in the next opportunity. :)

Nio: I don't think she'll be update yet again any time soon, but play safe if you will. ;P

Last Edit: January 10, 2009, 12:37:36 am by Dr. H
Re: King 98 UM Updated 09/01/2009
#23  January 10, 2009, 12:28:07 am
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oups, I was modifying my last message, sorry for the inconvenience. :P

Oh, your SFF sprites are not all cropped, either. The char being finished, it's time to do that. :yes:
Last Edit: January 10, 2009, 12:33:56 am by God's Anger
Re: King 98 UM Updated 09/01/2009
#24  January 10, 2009, 12:31:57 am
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whyyyyyyyyyy?

xD

well, since I do't know what to change exactly, I'm a noob at codes, I will redownload her again (in a few minutes if something comes up again)

:P
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Re: King 98 UM Updated 09/01/2009
#25  January 10, 2009, 01:51:58 am
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LMAO at Kyo and all of Cybaster's fixes
Re: King 98 UM Updated 09/01/2009
#26  January 10, 2009, 02:14:26 am
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What I want to ask is about the "neither hit the the other" thing. They really shouldn't hit each other or it just went trough?
I got to perform it alone at slow 9 speed. :P

It seems that Kyo "thinks" he grabs King, but King cannot be grabbed. It turns out that they both pass through, and Kyo then continues to perform the move ad vitam eternam.
Also, this seems to happen only with the HK version of Tornado Kick, due to the vels of her jump.

Re: King 98 UM Updated 09/01/2009
#27  January 10, 2009, 04:21:22 am
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That's funny, she's supposed to have a default CLNS covering her body there, why it's not being displayed...?
Will change it to a normal clns, hope it'll fix it. At least it's not the one covering her legs, so the move's priority is still fine.

The bug itself, I'm pretty sure it's Kyo's stuff, tornado's codes are pretty clean and I see not wrong there.
Re: King 98 UM Updated 10/01/2009 *Final*
#28  January 10, 2009, 05:05:49 am
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*Clns issue fixed
*Portrait by Cybaster
*Correct Spark pos for projectiles
*Cropped SFF


Meh, sorry for the many updates... the price for quality. :P
Re: King 98 UM Updated 10/01/2009 *Final*
#29  January 10, 2009, 01:49:39 pm
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Yeah, I'm bugging you to hell, but I found some little things. ;D

- Ex Venom Strike gives back power to King.
- Double Strike gives back power to King.
Re: King 98 UM Updated 10/01/2009 *Final*
#30  January 10, 2009, 06:35:24 pm
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Re: King 98 UM Updated 10/01/2009 *Final*
#31  January 10, 2009, 08:07:26 pm
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You've reached the bandwith limit. :S
Re: King 98 UM Updated 10/01/2009 *Final*
#32  January 10, 2009, 08:17:11 pm
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LOL
Re: King 98 UM Updated 10/01/2009 *Final*
#33  January 10, 2009, 09:25:31 pm
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Google sites suck ass, not recommended. :P
Already making my move, wait a bit.
Re: King 98 UM Updated 10/01/2009 *Final*
#34  January 10, 2009, 10:43:56 pm
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Re: King 98 UM Updated 10/01/2009 *Final*
#35  January 10, 2009, 10:50:15 pm
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Re: King 98 UM Updated 10/01/2009 *Final*
#36  January 11, 2009, 06:17:28 am
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- Wrong hop back sounds.
- Wrong jump sounds, those sounds are for throws only.
- Wrong land sound, that's used for special throws only.
- Lack of AOF hitsound, kills feeling.
- Lack of any type of hitground sounds or explods.
- Leave life and defense values as the default for compatibility.
- Bad hard hitspark.
- Bad ground.type for close LK, far LK, HP, HK.
- Missing chains, Crouching LK => Crouching LP. Crouching LP/LK => Standing LP/LK.
- Missing reversed commands.
- Standing CD attack never hits.
- Lack of a movetype = I set in ALL moves. She will gets knocked out quickly by counter hits.
- Wrong hitsparks in throws, specials and supers. The big sparks are only for specials and supers, the medium sparks are for hard basics and throws. The small sparks are for light basics only.
- Venom Strike projectiles are supposed to travel full screen.
- The command for Tornado Kick is wrong, it's HCB + K.
- Command clash with RDP + K and Tornado Kick.
- Trap Shot is supposed to lift the opponent off the ground. Final hitvel is wrong, width is WAY too high.
- Second projectile of Double Strike is supposed to knock down.
- Surprise Rose is supposed to deal 22 hits counting the first launcher. ground.type for opponent is wrong, it switches between high and low between each hit.

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Re: King 98 UM Updated 10/01/2009 *Final*
#37  January 11, 2009, 08:14:23 am
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Quote
- Wrong hop back sounds.
- Wrong jump sounds, those sounds are for throws only.
- Wrong land sound, that's used for special throws only.
- Lack of any type of hitground sounds or explods.
- Bad ground.type for close LK, far LK, HP, HK.
Will fix that.

Quote
- Lack of AOF hitsound, kills feeling.
Will re-check those, but she already uses it on Tornado kicks and Surprise Rose, don't recall it being used anywhere else.

Quote
- Leave life and defense values as the default for compatibility.
?
I think she needs some life handicap, what type of incompatibility it could bring?

Quote
- Missing chains, Crouching LK => Crouching LP. Crouching LP/LK => Standing LP/LK.

As I said, she does have the crouch chain, is it that hard to pull it off? :S
The lack of stand chain was done in purpose for balance, decision taken during some versus matches.

Quote
- Missing reversed commands.
Will search for some info about those things.

Quote
- Standing CD attack never hits.
Typo mistake, fixed.

Quote
- Lack of a movetype = I set in ALL moves. She will gets knocked out quickly by counter hits.
?
The only 2 moves that don't use that are Venom Strike and Double Strike, I think she's supposed to get counter hits there. Will check it though.

Quote
- Wrong hitsparks in throws, specials and supers. The big sparks are only for specials and supers, the medium sparks are for hard basics and throws. The small sparks are for light basics only.
Nice knowing that, will redo then.

Quote
- Venom Strike projectiles are supposed to travel full screen.
Balance + I wanted to give a more differences between Normal Venom and Ex.

Quote
- The command for Tornado Kick is wrong, it's HCB + K.
Did that so crouch b->crouch a-> tornado combo would be easier.

Quote
- Command clash with RDP + K and Tornado Kick.
Priority order is fine + never had problems with that.

Quote
- Trap Shot is supposed to lift the opponent off the ground. Final hitvel is wrong, width is WAY too high.
Did that in purpose as I don't like how trap shot's been handled in KOF. SHaped the hitvels so the trap shot -> Surprise Rose corner combo would come out in a proper, balanced way. Might re-checkit anyway, as well as the width.

Quote
- Second projectile of Double Strike is supposed to knock down.
Did that in purpose, move is both less safe and promotes interesting setups in corner.

Quote
- Surprise Rose is supposed to deal 22 hits counting the first launcher. ground.type for opponent is wrong, it switches between high and low between each hit.
Changed the general aesthetics of this move, 98's lasts too long, plus the first movement is just plain weird.  Will Change p2 behaviour.


Thanks for those, BTW, please check your PM on Trinity forum.