YesNoOk
avatar

Aoi Kusanagi MUGEN CHAR (Read 11776 times)

Started by Blue_blood, December 25, 2020, 10:50:33 PM
Share this topic:

Poll

What design do you prefer to be the new official default pal? (Check page 3)

Current one with fishnet stockings
2 (33.3%)
New one with fishnet stocking showing part of the thighs
0 (0%)
New one with fishnet stocking showing part of the thighs plus garter belt a (extra black line where fishnet stockings end)
4 (66.7%)

Total Members Voted: 6

Re: Aoi Kusanagi MUGEN CHAR
#21  December 27, 2020, 09:40:53 PM
  • ****
  • Simply BLUE
    • Argentina
By the way, letting aside the fixes of current version... What would you like to see in an hypothetical alternative version of this character?

Just sayin'...  :wink3:
Check my DeviantArt for more amazing spriting stuff!
https://www.deviantart.com/blueblood2/gallery
Re: Aoi Kusanagi MUGEN CHAR
#22  December 27, 2020, 09:57:42 PM
  • ***
  • Osu!
  • Screenpack Creator.
    • Brazil
    • www.cvsextreme.com
Hum, I have various hot ideas (?) but first, you have something in plans, right? xD
Re: Aoi Kusanagi MUGEN CHAR
#23  December 27, 2020, 10:06:57 PM
  • ****
  • Simply BLUE
    • Argentina
I dunno... Maybe.  ::)



Hot enough?

By the way, this is not an alternative skin or stuff like that. Sorry. It's only the first sprite of intro vs. Yuki, other of my creations.

Any other ideas?  :mellow:

Check my DeviantArt for more amazing spriting stuff!
https://www.deviantart.com/blueblood2/gallery
Re: Aoi Kusanagi MUGEN CHAR
#24  December 27, 2020, 10:24:29 PM
  • *****
  • Trying some POTS/Infinite type stuff...
  • A.K.A. NED
By the way, letting aside the fixes of current version... What would you like to see in an hypothetical alternative version of this character?

Just sayin'...  :wink3:

I'm not sure to understand this question.

Are you talking of a full aternative spriteset for her.
Or using CS to simulate different clothes?

I thought about giving her some dress as an alternate.
But not a school costume.

I would give her more stand command moves.
Perhaps some air throw.
perhaps some other variations in her "rekka" special (QBC+P)
I would give her some command throw. something with a bit of "femme fatale" feeling.


Also, My only visual "complain" would be about when playing Aoi, I have some very constant Athena graphics feeling.
OK, the sprites comes from various inspirations from other SNK girls, but some poses are still very Athena-ish. like her palm push.

Also her close HK seems a bit strange. (looks like it's based on this strange Mai kick in kof)

Don't take me wrong. the result is good.
But many times I feel like I want to change some of them with other poses.

Her throws are a bit generic, even if it's ok.

The overall animation work is really good! Again. I always liked your work and this one is one more masterpiece.
Hope my message will not sound bad or something. This is just that I had that in mind and felt lazy about typing it, because english is a lot of work for me... Hope it can help.

-Kotaro on hold. advanced coding makes process longer to me.
-Other character projects in mind + possible sprite upgrade...
MOE : I'm an important character, I deserve to be converted into POTS. YANG : Hmm... I don't think so.
Re: Aoi Kusanagi MUGEN CHAR
#25  December 27, 2020, 10:40:13 PM
  • ***
  • What is Love?
You did a great job, sis!
I'm here to fulfill the duty.
Re: Aoi Kusanagi MUGEN CHAR
#26  December 27, 2020, 10:44:02 PM
  • ****
  • Simply BLUE
    • Argentina
Firstly, no, I'm not taking wrong. I asked for it so it's correct I take it. And I give thanks for the feedback.

Unfortunately, the strongest wash of face was already applied during 2020 so many things won't be remade. I'd love to with other of my projects (like Luise) but if I keep remaking things it's impossible to move forward with new things. And I say this for mugen chars and for life in general.

Athena's feeling will stay there since it was a strong base. (And I love the palm push XD, sorry)

Now I guess I should had made the question right to the point from the beginning.

I'm not talking a CS because she will have a very intensive one. I'm not making a poll to decide that, ja ja. It will be done so if you have suggestions I have some missing pals available for your suggestions.

An alternative clothes is a suicide. The sprite sheet is huge so please don't imagine her in her motorcycle outfit all the time because that's not gonna happen. If XENOMIC is reading you may have a midnight bliss with that clothes but that's all.

I wasn't talking about a full sheet either. BUT... some other special and super special moves maybe?

So I'd like you to write more about your suggestions:

I would give her more stand command moves. <I agree
Perhaps some air throw. <let's keep making her a bitch, alright
perhaps some other variations in her "rekka" special (QBC+P) <More chains like Kyo? Alright...
I would give her some command throw. something with a bit of "femme fatale" feeling. <Any character as example to illustrate your "femme fatale" point? I'd hate to misunderstand that XD

Thanks once more for the feedback!!!
Check my DeviantArt for more amazing spriting stuff!
https://www.deviantart.com/blueblood2/gallery
Re: Aoi Kusanagi MUGEN CHAR
#27  December 28, 2020, 12:49:31 AM
  • avatar
    • Argentina
Happy release! I've tried out Aoi and she is very fun to use. The sprite work is top notch and I like how the moveset has been implemented.  :D

I have a little bit of feedback:

- There appears to be a debug flood involving "target" and helper(1005). I haven't looked at her code but if I had to guess, I believe both issues would be found in the cornerpush segment of the code.
-There does not appear to be palfx on any of her fire attacks. Additionally, if she is hit by another character who has moves with palfx, she only flashes with the palfx momentarily.

I am also very curious as to why custom hit states are used for what seems to be all of her attacks. Did you find a bug or more strange behaviour within mugen's common states?

hi koop! I've been trying to fix the debug problem with the help of Vans. they come from me bad writing for triggers like a "numhelper (1005) = 0 || numhelper (1005) && helper (1005), var (x)

the correct wording would be

trigger1 = !numhelper (1005)
trigger2 = numhelper (1005)
trigger2 = helper (1005), var (x)

I am currently detecting and rewriting all lines of code of that type.

About the custom states, they are a direct port of my fullgame, with much less, but they make me program much easier and more effective things like

-changeanim2: many chars have horrible collisions, and for precise movements like Kyo's shiki kai I need them to have collisions identical to KOF
-palfx: gethit has an ID for the palfx in the custom states. This can be controlled unlike the hitdef palfx where the time cannot be controlled and they are overridden if the char already has its own palfx like the max mode
-vels
-flash, counter, etc
I hope you understand despite my poor English. thank you very much for the feedback

Very nice release, congratulations to both of you.

Here are the things I have noticed so far:
- HSDM: green background effect interaction with WinKO effect gives a weird effect when opponent got killed by the very first hits. Maybe you should update them by adding the parameter kill = 0
- Run: able to roll / CD while holding down. Command moves / normal moves should be triggered instead
- Constants: head.pos Y slightly off (~ -10 pixels)
- Neutral jumps: do not play the good sound (regular jump) if down is briefly pressed before
- Debug messages flood (already mentioned by KoopaKoot)
- Throw escape: freezes some opponents, it happened against KoopaKoot's Takuma

- I must test how the background behaves with the kusanagi max2 in KOF02 um
- Fixed. Thanks!
- I was based on the sprite 5010,0 which is the most used for head grabs
- Fixed. Thanks!
- in process
- oh, , i've tested it on  KoopaKoot's kyo/kula/mai/mary/vice/vanessa/king and i haven't had any problems. but i will check it

Thanks so much Scal.
I admire you a lot

https://streamable.com/9s6w0j
this happens when you chain her air fireball into her light normals

this is a dope creation btw, great work!

I'm working on that bug, thanks for the video ! xp

Thank you again for the feedback. It helps me a lot to learn and improve my work
Last Edit: December 28, 2020, 12:54:37 AM by Kusaa Ist
Re: Aoi Kusanagi MUGEN CHAR
#28  December 28, 2020, 01:40:23 AM
  • ****
  • Fist of Nothingness
  • I'm not powerful.
    • Mexico
    • j_llamosa@hotmail.com
Best SNK Styled release of the year, thanks Mr.
Re: Aoi Kusanagi MUGEN CHAR
#29  December 28, 2020, 03:23:15 AM
  • ******
  • The Lord of Vampire
  • Member of the Reign of Kreation
    • Brazil
    • guiaugusto20@hotmail.com
    • Skype - guiaugusto20
Re: Aoi Kusanagi MUGEN CHAR
#30  December 28, 2020, 04:44:45 AM
  • ****
  • Simply BLUE
    • Argentina
Thanks for the video.

For fixed release you will have some extra intros to show n_~
Check my DeviantArt for more amazing spriting stuff!
https://www.deviantart.com/blueblood2/gallery
Re: Aoi Kusanagi MUGEN CHAR
#31  December 28, 2020, 11:02:58 AM
  • *****
  • Trying some POTS/Infinite type stuff...
  • A.K.A. NED
Thanks for the video.

For fixed release you will have some extra intros to show n_~

I PM'd you about precisions.
So, I will not post big unneccessary text to the release thread !


Thanks for updating her.
I think you guys did some awesome project.
There is a lot of potential to make this character one of the best KOF original ever released!

1
I don't know if this have been talked about / fixed.
But I think Aoi's command move "Slide kick" velocity is a too long.
This kind of move should not go so far away.

Perhaps use a velocity closer to Mai's command move "sliding kick" (distance of 1 or 1,5 character reach)
Just my suggestion.


2
I think her special move "dash flying kick" Half circle back + K     , could have a higher Y verlocity.
Right now it gives the feeling she just try to do a hop and fall heavily.
I would suggest that.
LK version to fly and hit a bit higher than right now. (really few pixels)
HK version to fly and hit EVEN higher and go a farther.


Perhaps, the LK version can have a shorter startup time.
And HK version have longer startup delay, but have a first hit before the actual kick. 1st hit during handstand position, then 2nd hit diring flying kick part.

These are just suggestion.
I don't want to change what you planned for her, just my vision on how to make her even better.


Good luck for the next updates to both of you.

-Kotaro on hold. advanced coding makes process longer to me.
-Other character projects in mind + possible sprite upgrade...
MOE : I'm an important character, I deserve to be converted into POTS. YANG : Hmm... I don't think so.
Re: Aoi Kusanagi MUGEN CHAR
#32  December 28, 2020, 03:53:01 PM
  • avatar
    • Argentina
1
I don't know if this have been talked about / fixed.
But I think Aoi's command move "Slide kick" velocity is a too long.
This kind of move should not go so far away.

Perhaps use a velocity closer to Mai's command move "sliding kick" (distance of 1 or 1,5 character reach)
Just my suggestion.

i used King velocity, but i try to change it on next act.

I think her special move "dash flying kick" Half circle back + K     , could have a higher Y verlocity.
Right now it gives the feeling she just try to do a hop and fall heavily.
I would suggest that.
LK version to fly and hit a bit higher than right now. (really few pixels)
HK version to fly and hit EVEN higher and go a farther.

Perhaps, the LK version can have a shorter startup time.
And HK version have longer startup delay, but have a first hit before the actual kick. 1st hit during handstand position, then 2nd hit diring flying kick part.

These are just suggestion.
I don't want to change what you planned for her, just my vision on how to make her even better.

Good luck for the next updates to both of you.

I understand your point, in fact many have suggested that I make it faster. The problem is that it has a lot of other fast moves, so I decided to make it a counterattack move, not a combo move. That's why it has immunity on roll, it does a lot of damage and, if it counter, it sends you to bounce to the corner.

Re: Aoi Kusanagi MUGEN CHAR
#33  December 28, 2020, 04:27:26 PM
  • *****
  • Trying some POTS/Infinite type stuff...
  • A.K.A. NED

-Kotaro on hold. advanced coding makes process longer to me.
-Other character projects in mind + possible sprite upgrade...
MOE : I'm an important character, I deserve to be converted into POTS. YANG : Hmm... I don't think so.
Re: Aoi Kusanagi MUGEN CHAR
#34  December 29, 2020, 12:14:58 AM
  • *
    • Argentina
Me encanta!! Feliz navidad y gracias por el regalo!
Pequeña duda; donde puedo configurar para cambiar los sparks de modo kof 2k2 UM a los sparks de kof XI?

I love it!! Merry Christmas and thanks for the gift!
Little doubt; where can I configure to change kof 2k2 UM mode sparks to kof XI sparks?
Last Edit: December 29, 2020, 12:53:23 AM by gerardoperez
Re: Aoi Kusanagi MUGEN CHAR
#35  December 29, 2020, 12:35:17 AM
  • *****
  • The story begins with who's gonna win
    • USA
English please, outside the international part of the forum
Too deep in yearning we need
something to hold, and something to keep
Innocent eyes could not realize
the meaning of "destiny"
But someday I promise that
you’ll start to notice what’s there on your shoulders someday -
Wings that are strong,
they will guide you along to the future that holds your fate!
Let me tell you a cruel angel’s thesis -
Flying high from the window, finding egress
There is something betraying all my memories,
burning pathos, emotion overwhelming!
Re: Aoi Kusanagi MUGEN CHAR
#36  December 30, 2020, 01:56:36 AM
  • ****
  • T.G. "Thunder God" Xenomic
    • USA
    • Skype - shinxenomic@hotmail.com
    • http://network.mugenguild.com/xenomic/
I have been summoned??? Ah...a Midnight Bliss? Yeah, haven't done any of those in a couple years, and haven't seen anyone that's been interested in doing them for the project, so don't know if that'd be a thing that will come from me. Wonder what would be a good one for her though. Hm....
Re: Aoi Kusanagi MUGEN CHAR
#37  December 30, 2020, 03:04:31 AM
  • ****
  • Simply BLUE
    • Argentina
We're deciding between the bike suit or the school one...
Nice to read you here, Xeno...
Check my DeviantArt for more amazing spriting stuff!
https://www.deviantart.com/blueblood2/gallery
Re: Aoi Kusanagi MUGEN CHAR
#38  December 30, 2020, 04:33:04 AM
  • ****
  • T.G. "Thunder God" Xenomic
    • USA
    • Skype - shinxenomic@hotmail.com
    • http://network.mugenguild.com/xenomic/
Ah, I see. Which is her bike suit? I see the school one, very reminiscent of Iori's which isn't a bad thing (assuming that's the one), but need to see this other one first~
Re: Aoi Kusanagi MUGEN CHAR
#39  December 30, 2020, 04:53:35 AM
  • ****
  • Simply BLUE
    • Argentina
I'll be sending a PM tomorrow.
Meanwhile:



I did this a very long while ago so I plan to polish it a little. Discard the helmet and change the position of that arm (just like the uniform pose)

By the way, Iori's MB is awful. He's absolutely gorgeous as man so I don't understand why the female version is so poorly attractive... That's why I tried the same uniform with Aoi. Just to teach him how that uniform should be worn.  :mellow:

Even though I don't use the uniform for MB I'm making a special intro vs. girls with school uniform like Athena XI, Kisarah and my own Yuki.
Check my DeviantArt for more amazing spriting stuff!
https://www.deviantart.com/blueblood2/gallery
Re: Aoi Kusanagi MUGEN CHAR
#40  December 30, 2020, 05:14:16 AM
  • ****
  • T.G. "Thunder God" Xenomic
    • USA
    • Skype - shinxenomic@hotmail.com
    • http://network.mugenguild.com/xenomic/
Ooh, that looks pretty good, actually! I'd vote that one over the uniform for the MB, if you have no other ideas in store~