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Work Shop (Read 5347 times)

Started by Koop, November 17, 2014, 09:51:03 pm
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Re: Work Shop
#21  December 19, 2014, 10:57:42 pm
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If you go that route, then that would make this even more unique.
Re: Work Shop
#22  December 19, 2014, 11:00:46 pm
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That palette Shwa made looks CRISP in action. Love it!
"We live in a world of perpetual outrage"
Re: Work Shop
#23  December 20, 2014, 02:26:43 am
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Everything looks pretty amazing!
Re: Work Shop
#24  December 20, 2014, 02:44:07 am
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I personally like the auto dash, it was like the one thing I liked in KOF13 system lol.  Would definitely make max mode a better utility than it already is.
Re: Work Shop
#25  December 20, 2014, 09:00:49 am
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If you make max unique, what are your ideas for the implementation of it?

im buggin out man
Buriki One
Re: Work Shop
#26  December 22, 2014, 12:38:25 pm
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I was thinking of making the properties when you are in max mode different. I was thinking of something neat for Akari were her movement speed increases (compared to kof characters she moves really slow) but I think I make make that a super for her instead.

Other ideas include a mode based off the 98 UM EX gauge. More on that later.



   
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Last Edit: December 22, 2014, 10:03:53 pm by Koop
Re: Work Shop
#27  December 22, 2014, 10:04:06 pm
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Right, time for some testing (I hope)!

http://www.koopakoot.trinitymugen.net/Gals/

At the moment, characters do not have any max cancels, though activating max mode is possible. Yuri has 3000 power and Shiki has 5000. This is just to see how effective meter gain is in a 1 on 1 environment. Super Cancels are freebies like in neogeo battle coliseum.

Here are the instructions to set up the characters so that they work correctly:

1. Because the common sounds and fight fx use non standard numbers. I recommend using a clean mugen1.0 or 1.1
2. Extract the files in the datafiles.rar into your mugen directory's data folder.
3. Open your fight.def and change the filenames under [Files] to match the files in the datafiles.rar. You could also rename the files in the datafiles.rar to replace the original files.

That's pretty much all you have to do for now! Setting up characters is the same way it always is. Add them via select.def or run them via command line, it's your choice.

If you find anything good/bad or have any suggestions, don't hesitate to let me know. Also please don't use "I don't know much about x" or "I don't play as y." I get that enough from my regular testers (and considering the last character I released was Terry, I know that to be a lie, lol).
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Work Shop
#28  December 24, 2014, 10:48:16 pm
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awesomeness! :)
Re: Work Shop
#29  December 26, 2014, 03:31:04 am
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Great release!
Yuri was incredible!
I have only one doubt about the reflector projectiles, it should work with open chars or just with the chars of SGF fullgame?
I tried with a char I'm editing and the projectile was not reflected.
Sorry my english
Last Edit: December 26, 2014, 04:40:39 am by DvVasconcelos
Re: Work Shop
#30  December 26, 2014, 08:03:43 am
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The reflector will only work on characters in the SGF full game. :)
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Work Shop
#31  December 28, 2014, 01:26:06 am
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gonna try that later the download speed to too slow
Esaka rules Beat that.... Or Just Get outta my way
Re: Work Shop
#32  December 29, 2014, 08:50:44 pm
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Update time again. Akari's special moves are all coded (she has about 30 something, some followups aren't even documented )

Here's another webm

I think I'm going to make a start on the screenpack now as I've just been using my regular mugen's one.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Work Shop
#33  December 30, 2014, 04:38:10 am
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Is Akari arranged for system balancing sake, or is she mostly accurate to LB?

im buggin out man
Buriki One
Re: Work Shop
#34  December 30, 2014, 12:13:20 pm
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She's mostly accurate to how she is in neogeo battle coliseum.
Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.