Actually, sort of. As I'm so hyped over SF4, she got some nice ex moves too. Character is pretty much done, and she is on beta test phase. Might release it this week. A.I. is still around 60-70% thought, and won't be finished in time.Movelist:Hold Rush When close, b / f + CSliding Kick df + DVenom Strike (Ex)(SC) qcf + K Moushuu Kyaku (Ex) b,d,db+KTrap Shot (Ex) f,d,df + K Tornado Kick (Ex) qcb + KDouble Strike (1 gauge) qcf,qcf + KSurprise Rose (2 gauges) qcf,qcf + PScreens:
That's how AOF King is, so that's how 98 Um Ex mode is.Anyway, Surprise Rose has become a DM since 2K1, you can't have missed that.
Dr. H said, January 07, 2009, 08:41:41 amCharacter released, now recoding Tung Fu Rue, more news later. great!! good news...also, waiting for your other secret chars (SF related)... hope they get released soon, I saw some of your edits and they are great, so those are some of the WIPS I'm waiting the most!
Well, two modes like the previous versions, but now Ex mode will use some new, scratch done moves for different gameplay. Normal mode is his NBC self plus some RBS2 things.Will post the command list planned for the normal ver (names from Tel's faqs): THROWS MOVE NAME b/f+C or D Thousand Palms COMMAND ATTACKS f+A Kourin Hazaki SPECIAL MOVES qcb+P (Ex) Senshippo charge b,f+P (Ex) (Sc) Shou Ha f,d,df+K (Ex) (Sc) Ressen Kyaku f,d,df +P (Hold) (Ex) Gekihou qcb+B in air Raimei Kyaku qcb+C in air Joujiken Screen Shots later. [DM] f,hcf+P (1 Gauge) Senpuu Gouken qcf(x2)+KK (2 Gauges) Teigeki Ken -Ex Shou Ha is Daishou Ha, somewhat fast projectile with great range.- Weak Ressen Kyaku will have some invincibility, while the first hit frame of strong and Ex will be an anywhere juggle (Those moves that aways juggle like Oswald and K9999 SDMs).- Gekihou is his RBS2, and will be more of a great damage dealer than a defensive move.- Currently thinking about make an aerial version of Senpuu Gouken. Not sure yet.
Tung is progressing nicelly, all normals and the 3 versions of Shou Ha are done. Weak Senshippo is almost as well. Fixed.
I think I'll take the command path, so one can play with both during a playthrough. Another thing I could do is to give the player the option of which version should be the default one.
Charlotte Coolhorn said, January 08, 2009, 04:48:55 pmis it just me or the image links are broken?you...looks good H!!we need more unique chars on mugen!!
Dr. H said, January 07, 2009, 08:09:29 pmYeah, I like that standart. But he would have other 2 for his Ex self. So, his Chou Shou Nami (the Level 3 super move from Neo Geo Battle Coliseum) will be available in the EX version?
Yeah, it's a bit different though. NGBC's version is to useless, while XI's broken.BTW, All Specials and Ex Specials are done. His shaping up to be a fast, good combo maker, but nor so good on defense. Pretty nice to play with, specially if you have someone to go versus.*Weak Shou Ha is fast and set juggle. Comboable from low attacks.*Strong also set juggle, but it's rather slow. Has more range and does more damage.*Ex Shou Ha is a hard knockback (like K's one inch punch) but you can ground recover from it. Fast and ranged.*Weak Senshippo is in it's XI glory, fast, nice recovery.*Strong Senhippo has more startup, but it's still fast and more ranged.*Ex Senshippo... It's slow, but has tons of auto guard property before the actual punch. The punch itself destroys projectiles. Very slow, has good recovery time and does many hits. Good to cheap your enemy.*Weak Ressen Kyaku... first hit OTG, while the rest of the move is an anywhere juggle.*Strong Ressen has upper body invincibilty (and since his already so small...), and does more damage. *Ex Ressen is my favorite move so far. The first Kick has total invincibility (still, it's way less than an normal shoryuken), but you can cancel it with forward or back dash. Since the first kick sends the enemy upward, you can do some nice combos in the corner. Pretty versatile move.*Gekihou can be only performed with strong punch and does not have an ex version. Move is interesting, it's lagged, you can only combo it from 1 hit Near D. Being based in his RBS2, you can imagine the asthetical of this move, but here you have to keep pressing C in order for him to finish the ove with a Hard Knockback that can't be recovered from. It's also his most damaging move. Also, the 4 first hits don't have guard pushback, so it can also be used for pressure. It would also do a decent anti-air if it wasn't so lagged. Try it yourself and see.*His NGBC's aerial moves are intact.
Tung is almost done, just going through adjust, tests and updating stuff based on King's feedback. Will make sure you'll not have to download than that many times. They'll be released together.*Tung lost his aerial Qcf+P. That'll be Ex Tung exclusive.*Gained an aerial version of his Senppu Gouken DM (spinning muscular body). Will need some of your imput once released.*Since you can't make Mugen characters without invincible frames, ground DM and SDM has some. DM's invincibility last until the first hit frame starts, meaning it's tradable at least. Since the move is a bit lagged, it's a great avoid&hit move that does nice cheap damage. SDM's lasts longer and the overall move is pretty good.*Both DMs and SDM are easy to punish.Yeah, needs portrait and sparks pos adjust.
^| Sorry, couldn't, bad format. Normal ver is already on beta test. King seens to be finally bug free. Expect great news by wednesday.
The quality of that pic is pretty flawed, I assume it's because of bad format.I think I'll release these guys today, wait for some news.
Just started Shiki, another great yet not (quite) converted character. Aiming for a mix of her SVC and Gals Fighter self with as much accuracy my gameplay system will allow me. Currently doing her normals:New intro, based in her Gals fighter:CD:Air CD (Shiki is a pain in the ass when it comes to draw sprites):One thing I'd like to ask you guys, what should I do about her Special Grab? They're supposed to reverse the directional commands in case you don't know, and that's not possible in normal MUGEN. Please, give me some idea about this.
Not sure that's really possible either.Since it's supposed to bug the opponent, who won't be able to play correctly anymore, why not something like Reu's Evil Ryu's fully charged Denjin Hadouken, where the opponent receives some electricity every 5 seconds during a certain amount of time, cancelling a combo or a move he's in ?
though you could still play correctly even if your were reversed, it's not like an assured random guard down thing that could interrupt combos or anything, limiting to normals only would be the fairest thing
Sweet, I was working on a Shiki once but it didn't really take off.Dr. H said, January 18, 2009, 06:50:51 pmOne thing I'd like to ask you guys, what should I do about her Special Grab? They're supposed to reverse the directional commands in case you don't know, and that's not possible in normal MUGEN. Please, give me some idea about this.Viable stuff for Mugen's coding:- Delayed damage (like Leona)- Delayed Dizzy (like Gen)- Hurt P2 if he tries any attack (but only once or so)- Decrease defence (or rather, increase your offence hehe)The first two would be nice to extend combos (attack -> effect kicks in -> keep attacking), the second two would make P2 turtle.
P.o.t.S. said, January 18, 2009, 07:17:07 pm- Hurt P2 if he tries any attack (but only once or so)You could use this idea but make it disable special attacks or normals, your choice, sorta like she broke your arms? =O... making it so every time the hitdef attribute is anyhting with normal/special, the helper attack and stops it, maybe have it in effect for 240 ticks?
Thanks guys, keep it coming. Also, forgot to say, her Special grab will also have it's own Ex version (half gauge cost thing).For now, I was thinking about doing this: The normal would be a mix of Leona's and Gen's effect... you know those flames that binds Asura's target in his 1 gauge DM? It'll be something like that, after some time those flames would pop out and bind her opponent, while doing small damage (like 98 Iori's projectile DM).For the Ex version... the actual attractive would be the high damage the move inflicts, the effect would be a sudden death thing, kinda like a "hit me in 10 seconds or you're dead". Or "kill me in 10 seconds". Some thing rather inviable, but great in case it works.They might sound a bit cheap, and maybe they are, but keep in mind that they will keep their whole moveset intact....just thoughts, again, keep posting your opinion.
copy - paste from MI..._______________________________for that move would be cool if you make an effect like Faust of GGXX with his poison...if the poison hits you, you will be lossing energy(life) slowly....until you can hit faust....something similar to Iori proyectile 98...So in that way...if you get touched with that move, you will need to attack, doesn't matter if you are winning the fight, cause you will be lossing life, and if the enemy hist you the damage will be a bit more than usual.nice to see this WIP raposo!
Is it possible to have it like Chizuru's Reigi no Ishizue super move?That is her super move where if she hits, the opponent will not be able to use special and super moves.
Not possible, things like that aren't manageable outside of a full game. that'd be a very nice thing though, i wish you could do things like that without any troubles but, MUGEN is ironically limited.
If ya need a small portrait for Shiki made, just tell me, get me one of her sprites with the palette you're using, and I'll see what I can do.
Jesuszilla said, January 19, 2009, 01:58:46 amIf ya need a small portrait for Shiki made, just tell me, get me one of her sprites with the palette you're using, and I'll see what I can do. If someone wants to make her some palletes, go ahead.Just finished her normals, they were more time consuming than I had expected.*Far C has Chaos timing and vels, but won't knock her target. What's more, while the move is cancellable into anything in NGBC and into nothing in Chaos, here you can cancel into her DMs, like the second hit of NearC.*Since her Chaos Near and Far D are so useless, I made the first one recover quickly so you can follow up with Near C. It's not a cancel like her NGBC self can do, it's just like Ryo's CrouchB->CrouchC. Far D in the other hand will send the target upward, but they'll be able to fall in their feet (Think about Kaede's Near C, Seth's CrouchC). It's cancellable, but the only thing you'll be able to combo will be here Qcf+K Ex, which is here anywhere/sure fire/absolute juggle move.*Ground CD is ranged and cancellable. Guess we don't need pics of normal slashes, eh? Will post some when I get some Specials done.
Raposo: Mind cleaning up that palette to only colors that Shiki's sprites use? I don't think she uses that many colors, and it's so unorganized... I can't tell which is which. Also, the transparent color seems to be in the wrong spot. In Photoshop, it's the last color, but it's first with that sprite....I need her to have the palette applied that you use, and I doubt that your ACT looks like this (at least I hope it doesn't...).
Running Wild said, January 20, 2009, 01:03:29 amYou should totally use that for her portrait.Jesuszilla said, January 20, 2009, 01:06:06 amRaposo: Mind cleaning up that palette to only colors that Shiki's sprites use? I don't think she uses that many colors, and it's so unorganized... I can't tell which is which. Also, the transparent color seems to be in the wrong spot. In Photoshop, it's the last color, but it's first with that sprite....I need her to have the palette applied that you use, and I doubt that your ACT looks like this (at least I hope it doesn't...).Haha, it's messy indeed, but fighter factory provides some good manipulation options no matter how badly done the Act file is. All the colors you're seeing there are actually necessary, as she has tons of effects.Unfortunately, I can't provide you a better act as I only have Gimp for the job, which sucks. But it works just fine here, really... no transparence problems at all.In time Qcf+P is half way done.
She doesn't need effects in her portrait. This is to ensure that I only use colors for the portrait that her sprite uses.
Jesuszilla:Shaggy: Go ahead. Both Command Moves are done, as well as Qcf+P and DP+P with Ex versions. The usual minifaq:*Qcf+P are SVC accurate. The Ex version travels further, and that moment where she disappear lasts longer. The actual hit phase has some vel like the NGBC SM, and the follow up hits twice.*DP+P are SVC accurate. The Ex version is based on her auto-combo finisher. Does 3 hits and has more invincibilty, thought the strong DP already has plenty.
Shiki-LeonaShiki-SionDownload:http://www.fileden.com/files/2007/9/9/1419333/Shiki%20Palettes%20For%20Dr.%20H.rarHope That Saves You Some Time
^That small portrait looks freakin awesome. And yeah, shiki's not the easiest character to do small portraits for. Anyway, here you go man...
I made all of Shiki's NGBC palettes only to find that Scal already made a post about it. Just in case you haven't recieved them though, here you go:SVC alternative palette:
Nice job with the pals and portraits there guys.Kiss throw and Teleports done, can't post pics now, sorry.*Kiss has Leona's RDP+K utilty after all. After 300 ticks, that skull will go down, infiltrating directly to the targets body, performing an unbockable explosion. The juggle time is very small, but it's there. *Ex Kiss has a different anim but ultimately only does more damage, works just the same as above.*Teleport... it's SVC accurate, but I also added go-to-air Teleport (D,U+Something). Both versios can be done in air. Also, like in NGBC, you can cancel the coming back phase of air teleport"s startup with any Air Special.
Hey Dr. H, just wanted to say that I tested your King and Tung Fu Rue, and their game play is absolutely phenomenal.For both: I love the SF4 system you gave them... I really like the balance of having only 1 DM and SDM and the EX-moves add another dimension I really enjoyed. King is so much fun to play with... Ive never been a huge fan of King but this King is just ridiculously fun to play with... the move-set is concise yet extremely effective and absolutely lethal if used correctly. Im especially a very big fan of the EX-moves you gave her. Ex Moushuu Kyaku to Ex Trap Shot looks and feels awesome.Tung Fu Rue is far far better than his appearances in both ngbc and XI. His game play is also awesome, again, this is partly due to the Ex-moves, which are very fun as they are in King... but also the tweaked (or I guess brand-new) priorities, velocities and timings are really impressive. SNK needs to take notes.Anyway, I hope to see more creations made in this KOF/SF4/Raposo game play style, and I anxiously await Tungs EX-mode and Shiki.Thanks!
Wow thanks, I'm really glad to read it. BTW, no news about Shiki, as I was busy enjoying some beach. Expect something for tuesday.
also the pause of his ex moves looks off, tung pauses while the opponent keeps falling or whatever, and he performs the move when it's too late. pausing everything would be overpowered(i.e easy broken juggles)...maybe do something between the two
One thing about King Dr. H:Sorry to be posting feedback in the WIP topic but the release thread is kind of far from the first page now so...Anyway, I seem to be having trouble performing her SC... I'm trying to chain venom strike with her DM but it doesn't wanna come out. Anything I'm missing?Thanks.
the period the opponent is paused is too short, while tung's is longfor example HP>qcb+2P doesn't combo
Jarek Bachanek said, January 26, 2009, 03:33:40 amSo ex mode will be separate char ? No mode via palette Love him. Great work on it. Won't be a separate char, you'll be able to imput a code to use him duringthe intro, as well as choose which version will bethe dafault one in his config cns.YagamiC4 said, January 26, 2009, 12:58:21 pmOne thing about King Dr. H:Sorry to be posting feedback in the WIP topic but the release thread is kind of far from the first page now so...Anyway, I seem to be having trouble performing her SC... I'm trying to chain venom strike with her DM but it doesn't wanna come out. Anything I'm missing?Thanks.Feel free to post feedback here as well. About the SC, SC that can't relly on hit pauses to increase the timing are indeed very difficult (see Robert NBC). I myself cant pull it too often, but it's there, and it's a 4 frames chance. I tried to make it easier, but it ended up aesthetically unpleasant.Charlotte Coolhorn said, January 26, 2009, 01:25:24 pmthe period the opponent is paused is too short, while tung's is longfor example HP>qcb+2P doesn't comboOh, but Ex Senshippo is not supposed to combo. He's not actually paused, it's just a lag where he is full of auto-guard.
Yeah, sorry about the lack of news, college just started and it's taking tons of my time. Just need to take the time for Exceed and fix some things.Bad news is, no Gals FIghters stuff, at least not for now, I'm focusing my paint time for another project. Will edit this post with pics soon, I need to take a nap now.
Man i completely understand, between work and school there's barely time to breath. Good to know you're still working on her, and hope your classes go well.
Shiki is a favorite character of mine. I understand the breather time, but I do look forward to her release, whenever it may be. I'm looking foward to the end result as I'm not terribly satisfied with the Shiki's that are out there right now. I've never gotten around to coding my own because of all the coding I'm doing for my game. Cheers.
Yeah, currently updating my pc's divers then I'll cast out my last breath of interest and finish the character in this holidays (carnival here).That's pretty odd: 95% of Shiki came out in about 4 days of actual work, the rest are taking more than 2 months.
QuoteIs it possible to have it like Chizuru's Reigi no Ishizue super move?That is her super move where if she hits, the opponent will not be able to use special and super moves.QuoteNot possible, things like that aren't manageable outside of a full game. no, its possible for sure. Sander make something like that, the guy who made the SS2 boss too and even me done this on Shin Kazuma.its quite simple: is a invisible helper that keeps on the screen, and attack everytime he feels that p2 is doing an super attack. To this trigger right, the p2's creator should follow a little standart: moves with states beyond 1000 are supers. Less than 100 should be normal moves.So, you just trigger with something like:Quotetrigger1 = enenynear, Stateno >= 1000 && enemynear, movetype = ARaposo, Shiki is one of my favorite char, as with Tung Fu too. Will you add some Gals Fighter moves to Shiki?
O Ilusionista said, February 25, 2009, 05:26:16 pm p2's creator should follow a little standart: moves with states beyond 1000 are supers. Less than 100 should be normal moves.That's the problem. Unless you add to your triggers the names of several creators who are known to respect this standard for their chars, and apply the move only to them, it's not really efficient out of a full game.
God's Anger said, February 26, 2009, 09:41:09 amO Ilusionista said, February 25, 2009, 05:26:16 pm p2's creator should follow a little standart: moves with states beyond 1000 are supers. Less than 100 should be normal moves.That's the problem. Unless you add to your triggers the names of several creators who are known to respect this standard for their chars, and apply the move only to them, it's not really efficient out of a full game.this is a creator guilty. KFM (the char) uses that kind of standard and since KFM was a base to many chars...its a bit logical to follow it. On my char, I had just rare errors on chars that not follow this standard.
Main problem there is that moves with startup invincibility wouldn't get nulled anyway.Also, ended up using Leona's concept and it's looking fine this way. Gals Fighters stuff were once planned, but won't be added for the time being.
QuoteMain problem there is that moves with startup invincibility wouldn't get nulled anyway.Won't get nulled just for the invincibility time, but will be nulled when the invicibility is over.
And that's pretty much the problem, sounds a lot like a bug. The enemy is actually being hit, not cursed.
Leona bomb can make shiki a more interesting character, if it can be used to set up some combos, just punish it with damage dampening.