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KOFE 0.99 Feedback and Bug Reporting Topic (Read 45311 times)

Started by swipergod, May 06, 2016, 02:27:08 am
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KOFE 0.99 Feedback and Bug Reporting Topic
#1  May 06, 2016, 02:27:08 am
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Here's the release topic for version 0.99

http://mugenguild.com/forum/topics/kofe-0-99-fullgame-release-173897.0.html

Tell me what you think of the current version of the game. Thoughts of the gameplay, characters, whatever's on your mind.

Please also use this space to report any bugs, glitches and weird stuff. I expect with the tag mode recently implemented there might be a couple.

Also note that only 20 characters have collapse KOs. That's not a glitch. I wasn't able to implement them all for this release.

Please don't forget to use ctrl + 3 when going through tag mode so you can control your tag partner. The AI is a real bitch when it's controlling your partner.

Please also remember these character are made for the KOFE engine an will not work in regular Mugen.

I hope you all enjoy!
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: May 06, 2016, 03:45:35 am by swipergod
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#2  May 06, 2016, 03:11:41 am
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So is the game already out, or were you just getting the Bug thread ready first before the actual release?
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#3  May 06, 2016, 03:46:05 am
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You were a bit too fast. It's up now.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#4  May 06, 2016, 04:16:35 am
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You were a bit too fast. It's up now.

Ah. Sorry about that.

EDIT: So I've been playing the game for a bit, and for the most part, it's pretty darn good. (Kudos for putting this together Swiper, seriously.) That said, I get what you were going for here, but I still think that you should make forming combos a bit less strict. Let's say that I wanted to do C.LK>St.LK>Unique Chain>Special. The problem is, not every character can cancel light kicks into unique moves, and vice versa for others. If you wanted to keep characters from just running up to their opponents, breaking through their defenses with a C.LK, and starting a big combo, that would be one thing, but if you're going to let some characters be able to effectively do that anyway, then you might as well let them all do it. I'm not the one making the game, so maybe I don't know really know, but I think that doing so wouldn't really mess with the way you've got things currently laid out. All I'm suggesting is being able to let characters combo into their unique chains from any crouching or standing light attacks, and not just either punches or kicks depending on the character. It would give the players more freedom both in how they play the game and how they can start their combos as opposed to having to stick with what's honestly a somewhat rigid combo system as currently presented, though it's your call as to whether or not you want to add that in.

Also, any reason why Terry doesn't have his df+SP? It's been a staple of his for years, so I'm kind of shocked that he doesn't have it here. It's basically his anti-air uppercut and it's useful to have around, so I don't really see why you felt you had to take it out, is all.
Last Edit: May 06, 2016, 09:53:57 pm by kkhohoho
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#5  May 06, 2016, 12:06:00 pm
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Haven't play yet, just looked at the movelist PDF.
You forgot Chin's entry in the code/contributors list.
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#6  May 06, 2016, 01:29:41 pm
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Haven't play yet, just looked at the movelist PDF.
You forgot Chin's entry in the code/contributors list.

Crap. There was so much to update, I knew I'd forget something.

@kkhohoho

So the issue with the combos is that you want fixed more flexibility on what weak moves chain into the unique move? Ok, I think this echoes one of the issues MotorRoach had too. I think it's doable, but I'd have to change some of the simple chains. I'll see what I can do here. I haven't worked Terry for years. I don't know why i didn't include the move. I have to check. Thanks for the feedback :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: May 06, 2016, 01:33:18 pm by swipergod
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#7  May 06, 2016, 08:12:52 pm
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well the first thing I noticed myself was cosmetic, I color separated Rock's Shirt from his pants years ago, you even put the sprites in there but his palette's just have his shirt as pitch black still.
easy to miss cause his shirt is usually black but all the shades of his shirt are pitch black lol, you may want to change up his alt palette to show the change, its up to you.

I am not sure about the A.I.
in the arcade its great, not too hard not too easy but still challenging enough for it to be fun, but in watch mode its like the A.I. doesn't exist there, was this intentional?

I also agree with kkhohoho, I would like less strict combo options if that's okay, I like a little variety myself.   

Amy

Re: KOFE 0.99 Feedback and Bug Reporting Topic
#8  May 06, 2016, 09:05:04 pm
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I experienced some bugs with the tag mode in which the AI controls the character once my first char gets K.O'd

And also about the credits, how about this?

Spoiler, click to toggle visibilty

Let he who has not a glass ceiling cast the first stone...
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#9  May 06, 2016, 10:14:55 pm
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How do I tag in and out?
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#10  May 06, 2016, 11:29:44 pm
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Another thing i missed in the instructions. Dang. Tag is down +start.
Amy that credit screen's sweet! I'll throw it in. About the tag issue, was this after using ctrl +3? I'm investigating a fix for this.
Melcore my man sorry about Rock. I missed that on the things to do. I'll change the colors. I did get Joe Jhun and Adel right. :) and yes I'll look into to combo adjustments. AI is the same in both modes. Probably just reacts better than initiates. AI does need a make over though. I have that flagged as something to do, but didn't have time for 0.99. Keep the feedback coming and thanks!

Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/

Amy

Re: KOFE 0.99 Feedback and Bug Reporting Topic
#11  May 07, 2016, 12:29:50 am
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Another thing i missed in the instructions. Dang. Tag is down +start.
Amy that credit screen's sweet! I'll throw it in. About the tag issue, was this after using ctrl +3? I'm investigating a fix for this.
Melcore my man sorry about Rock. I missed that on the things to do. I'll change the colors. I did get Joe Jhun and Adel right. :) and yes I'll look into to combo adjustments. AI is the same in both modes. Probably just reacts better than initiates. AI does need a make over though. I have that flagged as something to do, but didn't have time for 0.99. Keep the feedback coming and thanks!



Nice to know you found it sweet, I made two frames of it. I can re-do the whole credits if you want with that font style which in my opinion seems a little more video-game'ish and oldschool.

EDIT:

Another one fresh from the oven!

Spoiler, click to toggle visibilty

Let he who has not a glass ceiling cast the first stone...
Last Edit: May 07, 2016, 01:55:44 am by Amy
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#12  May 07, 2016, 02:46:12 am
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Gave it a bit of a try, and here are a few nitpicks:

* This:



* Neo Dio's d,df,f x2 K DM seems to be unblockable.

* Also, this:



* Everything I've said from the other thread about not being able to chain normal moves into unique commands and chaining normal/unique attacks into the HSDMs apply in here.

Still testing it. Really enjoying it too.
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#13  May 07, 2016, 02:53:54 am
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If you want swipes, I could clean up the white around the Elecbyte sprite.
Spoiler, click to toggle visibilty
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#14  May 07, 2016, 01:29:49 pm
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Thanks for the feedback all. Amy those credits look way better than what I have. If you want to touch them up, please do. 

Melcore, if you want to fix the white around elecbyte, I'm game.

MotorRoach, glad you're enjoying the game. I completely forgot to do a width check. I was too wrapped up in my bind checking. Thanks for flagging those. I'll be adjusting the combos to allow for more weak attacks to combo. I'll figure out how that will work. Neo-Dio's rush DM is intentionally unbloackable. That's his dirty final boss tricks. I think I flagged as unblockable in the manual.

I hope everyone else is enjoying it as well. :)
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#15  May 07, 2016, 01:40:49 pm
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If you're going to keep it unblockable, I think it's worth to try making the start up for it take longer, so you can actually predict the attack, given that currently, it happens in way too little time.

So far, I absolutely love playing through the game as either Blue Mary or Nameless. Really loving their gameplay.
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#16  May 07, 2016, 01:58:05 pm
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not gonna lie but I really liked trying akuma was fun, btw hows with the Missing case? not sure about it.
lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#17  May 07, 2016, 02:37:04 pm
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So who wants a day 1 patch? No more ctrl +3 or ctrl + 4 to select your tag partner. Put it straight into KOFE's folder an double click on the one that applies:

http://www.mediafire.com/download/itunhm40jwnpv8d/KOFEp.rar

bs0_p1 - arcade as p1 
bs0_p2 - arcade as p2
bs0_vs - vs as p1 and p2 

Big thanks to vgma2 an Ash for flagging this to me an to walruslui who came up with the code (I think). If I'm off here, please let me know.
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: May 07, 2016, 04:40:47 pm by swipergod
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#18  May 07, 2016, 04:16:49 pm
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I figured out why the watch mode sucks. I disabled AI cheating when I was testing code. I forgot to re-enable it. Go into mugen.cfg and select AI cheat = 1 and you're all set
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/

Amy

Re: KOFE 0.99 Feedback and Bug Reporting Topic
#19  May 07, 2016, 04:23:34 pm
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I'll touch them credits up for you then. Be back later.

Let he who has not a glass ceiling cast the first stone...
Re: KOFE 0.99 Feedback and Bug Reporting Topic
#20  May 07, 2016, 09:51:11 pm
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Awesome game, however I got a few nitpicks

this
http://imgur.com/ns7qw5Z

and this

http://imgur.com/F2VUbTZ

Also Hotaru doesn't have her unique attack where she does a stomp attack in the air, (similar to chun li's aerial down mid kick)

http://imgur.com/SuR3gpB

Its can't be overused, like chunli's, but its can be followed up with her aerial special attack Combo Kick (QCB + K). She have that since Garo, Mark of the wolves. Still, its really great also are you adding more characters, I know your working on Oswald and notice on your homepage you added Grant and Nakoruru to the roster.