THE FULL GAME BETA IS NOW AVAILABLE!! Full version (1.1): http://www.mediafire.com/download/ex649oc32294asu/RK_SAS_1.1.rarLight version (1.0): http://www.mediafire.com/download/q3jvt3c7mnkpk06/RK_SAS_1.0.rarNOTE: To play the full beta, you need OpenGL supported graphics card. There is a light version alternate link for those who have old graphics cards. BETA INCLUDES: + 9 characters/ 9 stages (stages were not done by me)+ 8 different difficulty levels+ 6 attack buttons+ Counter/parry system similar to Last Blade+ Guard push, air/roll recovery, and wake-up attack+ Chain combos and 2/3 button hypers (ex. QCF LP+HP)+ Level 3 desperation move (low life and max power like KOF series)+ Exclusive "Kenki" system which allows very slight health/power regeneration, combo breakers, and counter rolls+ Character-specific victory movie clips+ Arcade intro prologues for Kenshin, Battousai, Aoshi, and SaitoTHANK YOU AND CREDITS:+ DanMT for color separation/portrait fixes/sprite refining for Kenshin, Battousai, Soujiro, and Sanosuke+ EXELord from Infinity Mugen Team for the lifebar design+ Warner for Kenshin sprites, Edogawa Inpo for Sano sprites, and Tokathiki for Enishi sprites+ Sensei Yoda for Basarax Palace & Library Stages+ DooM for DM-Dojo Stage+ Sang Kalaza for Treant Forest & Mikyaku Impact Stages+ Kuroneko for Tayutama Shrine Day Stage + Night for Hanzo Stage+ Alfred for MB-Satsujin Kousatsu Stage+ JAM for Basara X Osakahuyonojin Stage+ Vince from Ruroken.com+ Cybaster and various members of mugenguild.com+ various members of crusadercast.comFor more news and progress check out the sub forum.. http://mugenguild.com/forum/rurouni-kenshin-soul-and-sword.408Thanks again for all the support and to those who are involved with the project. If you would like to join the team, please let me know! Constructive feedback also helps! ENJOY!!!
Downloading right now. Ok so feedback thus far I haven't played a ton but something strange happened.Mugen crashed as soon as I set my joystick controls and tried to save them idk why. Also I am not a fan of the stock mugen sounds for the punches and kick moves I hope you can find something better than those. Also About Okita I get what you were going for but having him fall down and cough like he was as a game mechanic Idk I don't like it alot.
Nice catch! I had the "data" folder hidden and I guess it causes it to crash whenever there are any changes to in the options menu. I'll reupload and update the links. Thanks!As for Okita, I added this mechanic to be accurate to the manga and add balance to him since he is very fast and have a lot of attack options. This could change if there is a lot of feedback on this though.
he doesn't feel all that stronger compared to the other characters I could be wrong though. I will keep checking stuff out .
how what a surprise...by the time i'm waiting for this one.great thx my friend... do you plan to convert HR or HD your characters ??? If you need help ask Eliott or Ralfab.If not, it's even good enough that way.thx for all.great work !
I forgot to mention obviously enishi won't have english since he wasn't ever in the actual anime only that terrible movie :/.
Laharl: To be honest, those english snd files were there by mistake. At the moment, there are no plans for english dubs for the other characters unless I get some help. Since RK doesn't have any english games, it requires a lot of time to rip from the show which I simply don't have. Zorro: Thanks for the nice words! I don't have any plans for HR since some character sprites still need to be refined and it would require additional coding. To be honest, I like the way it is since it is reminiscent of the good old days of Last Blade and SamSho.
Glad to test this game of one of my favorite anime 10 years ago I like Kenshin so far, Batosai less. Some suggestions for Kenshin, perhaps you could give him more velocity for his specials (he should be faster IMO) but for balance give him more charging time before he slash his Katana.
so thats what its called I reported an infinite with soujiro but wasn't sure how to do it only saw the ai do it.
Thanks for the tip tomohawkjoe! A fan showed me a video of the infinite and I will definitely fix this in the next update. I'll lower the hitstun and add a jump height requirement for the move.teddylam: You got it.. I'll make Kenshin faster but not as fast as Battousai.
I don't know if lowering the hit stun and raising the height requirement are both needed. The Dive slash is a great tool for pressure and I really like the idea of it. If you only reduce the hit stun it can act like the dive kick from Rufus in where it can still lead into combos and be used at a low height to pressure the opponent but it has to be spaced properly and can't lead into the infinite. If you only raise the height requirement it can act a little more like typical dive kick in that it can lead to good combos and still be used to pressure the opponent but can also be punished and wont lead into the infinite.