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.
You're right tomohawkjoe. I will not add a height requirement so he can be like Rufus but lower the hit stun to avoid infinites. Thanks man.I hope you have fun with it yaret!
Good to know that you are enjoying it. Each character has a Read Me file in the Chars folder. You can find the individual move lists there. My friend and I are also working on a website where you can find out gameplay info, character guides, and even a tier list.
soujiro and saito for top tier lol. anyways heres some more feedback btw, I feel like Sanosukes rapid punch attack is way to spammable the ai has used (and I) can loop up to 3 sometimes 4 times with it if they guard, it adds up with the chip damage. I feel like something should be done about that.IDK what it is about saito or if I suck terribly but I cannot beat him no matter how hard I try (on hard 8 but still) I was able to beat most of the others besides soujiro and saito either they have something about them or I just suck lol. I think your AOSHI ai (ironic) is lacking cause he doesn't win often against most of the other cast in my own tests at least. His ai might need a bit of a buff.speaking of aoshi you said the english voice was mistakenly put there well I say don't get rid of it granted not everyone will have one but I myself will most definitely be keeping it cause it fits really well with the animated lip movements and stuff. I am most excited for Misao and Hiko (PLZ IF POSSIBLE GET THEIR ENGLISH) espescially hikos hes fucking hilarious. Keep up the good work this has been a mix of feedback and personal preferences lol.
Thanks for the feedback as usual! You definitely deserve some props in the credits on the next update.I just noticed that on Sano so I added a couple of ticks on his recovery frames so it wouldn't be spammable.Saito is probably one of the easiest to fight once you know how to use the counter attacks (a+x). I will give him a stricter damage dampener though since he already has one of the best ranges in the game and the AI is really good at countering attacks lol.As for Aoshi, I'm also reworking his AI because I noticed he would sometimes use the teleport technique at the wrong time. So he's usually getting hit on start-up against moves such as gatotsu, tsumuji, etc. He also currently has bad meter management.. So I have to fix that as well.I don't intend on removing it since its already there. But like I said before, I don't know if the other characters will have eng voices unless someone is willing to help me.
I may be able to help with that for a couple of chars I might be able to get hikos. Idk about the backround noise though. "MY STUPID APPRENTICE". Thanks for the credit if you feel I deserve it go for it I guess. I just want to help make the game the best it can be. the fact you said hes the easiest to fight kind of makes me feel horrible LOL.