While it won't bother me if you host this, I'd much rather prefer if you just link to TM since I am already fully hosted by them. Do note that any updates to my characters that I make will go to them.
Orbinaut said, June 20, 2010, 04:49:42 pmWhile it won't bother me if you host this, I'd much rather prefer if you just link to TM since I am already fully hosted by them. Do note that any updates to my characters that I make will go to them.Cool..I'll go into design on this MugenDream Ki soon. I will link it to TM.
I enjoyed your Jago and im sure ill enjoy saberwulf too, Thanks.Orbinaut said, June 20, 2010, 06:50:57 amstig87 said, June 19, 2010, 10:11:04 pmI posted this in your other thread for tusk. It would be nice if u replied here.stig87 said, April 11, 2010, 05:36:50 pmJust a general question I'm about to ask all of the good KI creators. Is there a central location where you or anyone else, put all of your KI material. I'm thinking of adding a KI section to mugendream.com. I originally wanted to make some KI characters, but since i'm retired from creation I don't have the time. However. I would be happy to add create a central location for the KI lover to find out everything there is to be in KI mugen. Also it would be nice of someone could update me on Who does the KI Characters these days. I know i've seen two or three creators. But Who else might there be?I dont think anyone is doing KI characters. The most recent ones released that are not by me are:Glacius by The_NoneKI Cinder by FlamekyoChaseallendiaz/Dr. Your Mom's Ki1 stuff (Sabrewulf, Combo, Jago)I started on Orchid a couple weeks ago but i never got around to continue working on her, maybe ill get back to it.
Look at the beggining of this video:http://www.youtube.com/watch#!v=-RiasUYeN3oBy AshramVII, the first character to be tested was this one.
Nanashi_1337 said, June 21, 2010, 12:32:01 amLook at the beggining of this video:http://www.youtube.com/watch#!v=-RiasUYeN3oBy AshramVII, the first character to be tested was this one.That was a result of me forgetting to delete one sctrl of code before release while trying to replicate a glitchy combo seen in one random youtube video. Shame on me I guess. It will only happen in training mode as I reset a knockdown variable when p2 health drops below 150. If you try it in versus mode, it will not go past 13 hits. It will be removed obviously as I fix other things. But for a quick fix just remove these lines in the cns file. [State -2, experiment]type = varsettrigger1 = p2life < 150v = 5value = 0It's near the bottom of the file and should be relatively easy to find...
Orbinaut said, June 21, 2010, 01:33:40 amNanashi_1337 said, June 21, 2010, 12:32:01 amLook at the beggining of this video:http://www.youtube.com/watch#!v=-RiasUYeN3oBy AshramVII, the first character to be tested was this one.That was a result of me forgetting to delete one sctrl of code before release while trying to replicate a glitchy combo seen in one random youtube video. Shame on me I guess. It will only happen in training mode as I reset a knockdown variable when p2 health drops below 150. If you try it in versus mode, it will not go past 13 hits. It will be removed obviously as I fix other things. But for a quick fix just remove these lines in the cns file. [State -2, experiment]type = varsettrigger1 = p2life < 150v = 5value = 0It's near the bottom of the file and should be relatively easy to find... I rather wait for u to update that and update also the download link
I haven't played KI for years, and I absolutely love what you've done. At first I totally forgot that they mapped different specials. Down to even super linkers, you have done a fantastic job, I practically had to relearn KI2, which is a pretty technical game, to appreciate how good he is. I am also stoked that you are doing KI2 instead of one, which has been kinda rare in mugen so far, but I do think it is the much better game if you put the time in.
furrynick said, June 21, 2010, 02:35:44 amI rather wait for u to update that and update also the download linkI'm glad he at least told us a quick fix for the problem, but hey...procastination is awesome.
The file has been updated and is temporarily available via mediafire. Most of the issues (All but one) have been resolved.
Looks good but I'd like to see Saberwulf in MVC style to mesh better with the other mugen characters.
cypherdivine said, June 22, 2010, 04:44:32 pmLooks good but I'd like to see Saberwulf in MVC style to mesh better with the other mugen characters.fuck dat shit
ughwtf said, June 22, 2010, 05:10:45 pmcypherdivine said, June 22, 2010, 04:44:32 pmLooks good but I'd like to see Saberwulf in MVC style to mesh better with the other mugen characters.fuck dat shitIn-fucking-deed.
Guys, guys...pipe down.I'm pretty sure that by what he said he means...He wants a broken-ass Sabrewulf with MVC superjump/effects and infinite priorities all over so it can mesh well with other broken characters such as Kongs. I for one, am glad THAT didn't happen.Spectacular release Orbinaut.
Found a bug.If Saberwulf's Bat finisher is blocked... all the bats turn into Saberwulf after being blocked and come crashing to the floor as clones. (Stationary clones)
Drunk Ryu said, June 23, 2010, 10:05:39 pmFound a bug.If Saberwulf's Bat finisher is blocked... all the bats turn into Saberwulf after being blocked and come crashing to the floor as clones. (Stationary clones)This doesn't occur since on block, they enter a second custom state of them switching direction and flying off.HOWEVER....The bats are fully hittable once they're in that custom state. FUCK!!!!!!!!!!!!!!Uploading the update to TM admins and hopefully if they don't hate me by now, it will be up shortly. It is up.
I'm not sure if this is your character's fault or the other character. Some characters I hit with the bat finisher sometimes just float up and end up disappearing, heck, sometimes their sprites just disappear and the bats just fly up.
I only use one required sprite for the bat finisher - sprite #5040, 10The bat carries the player upwards until it reaches a height of 300 units above the ground, while locking the camera in the y direction. Once they reach 300 units, I set them there until 130 ticks of time pass. This is when sound effects take place and finally they drop to a position of 10015 units under the player. A life trigger on p2 will always set their remaining health to 0 once this occurs. It is possible that the other character is missing required sprites. Though I have tested the finisher on over 100 characters and all of them worked fine for me.It is also possible, though highly doubtful, that perhaps your helpermax parameter is set too low. Mine is set to 32 and the move works fine.
So far its happened with 119way's Krizalid and some guy's Jospeh. It might be the stage so who knows. I'll test further.EDIT: So far I've tried it again and it seems to only happens when the finisher connects as a counter attack. And its only sometimes that happens.