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.