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KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates) (Read 407562 times)

Started by Werewood, June 29, 2011, 05:44:23 pm
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Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#81  September 07, 2011, 02:29:39 pm
  • ***
OOOOH. Ok! maybe you can post it in the edits and addons section : DDD Will keep a lookout for it and give feedback!!
Last Edit: September 07, 2011, 03:00:33 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#82  September 07, 2011, 10:39:25 pm
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new patch (35kb file), sorry for the minor screw up.

For those playing in 640x480 resolution, u'll have noticed the air fireball's awkward positioning. It's fixed in this cns file. Just replace it and the .air file over ur original files.

This also properly makes the air fireball explode on ground... I did it wrongly in the previous file, where sometimes it wouldn't explode. The 2 new bugs before mentioned are fixed in this small patch too.

There're some bugs in the AI of saiki, because I'm not good in editing it. Werewood is the original creator of the AI. However, the usable version is perfect.

http://www.mediafire.com/?w714ij1c3d15uwb     -      patch (35kb)
http://www.mediafire.com/?ce2ab3ral1blv82   -      updated 7c (14mb)
Last Edit: September 07, 2011, 10:58:06 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#83  September 08, 2011, 07:56:53 am
  • ****
  • Trying now to act normal
    • https://onedrive.live.com/?id=7DB65F02B0BBD12E!105&cid=7DB65F02B0BBD12E
new patch (35kb file), sorry for the minor screw up.

For those playing in 640x480 resolution, u'll have noticed the air fireball's awkward positioning. It's fixed in this cns file. Just replace it and the .air file over ur original files.

This also properly makes the air fireball explode on ground... I did it wrongly in the previous file, where sometimes it wouldn't explode. The 2 new bugs before mentioned are fixed in this small patch too.

There're some bugs in the AI of saiki, because I'm not good in editing it. Werewood is the original creator of the AI. However, the usable version is perfect.

http://www.mediafire.com/?w714ij1c3d15uwb     -      patch (35kb)
http://www.mediafire.com/?ce2ab3ral1blv82   -      updated 7c (14mb)


Thanks BoyBoyz for another quick update!   ;D


>> There're some bugs in the AI of saiki,
What bugs did you refer to???
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#84  September 08, 2011, 11:08:48 am
  • ***
Oh I was referring to how the AI at one time kept spamming the counter move nonstop until the end of the match... and how sometimes the counter move can still stun enemies from far because it reflected the projectile, which it isn't supposed to do.

What I did with the counter is just to make it absorb projectiles like in the source. I've no idea why the long range stun still happens. Perhaps it's the new statedefs I created. The AI still uses 1300 as a reference, but mine has changed a bit to implement the reversaldef.

Well it's not a big issue though! Not really a bug.

I was wondering if a break-free-from-throw could be done for saiki too, with the C+D animation. Not sure how to do that one though.
I noticed something: the stone throw actually has another animation to it. When he throws the heavy stone that knocks down, he does the animation currently. When he does the quicker stone throw, he bends down in a different position.

I duno how to make a character icon! xD Ima noobie.
Last Edit: September 08, 2011, 03:36:30 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#85  September 08, 2011, 03:28:56 pm
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Important patch (If you didn't download beta7C beforehand, just go to werewood's site and download that copy and update with this):

1. Added a sound to the super counter should it fail to counter anythin, just like the normal counter.

2. removed an incorrect sound from stone throw startup, and added a sound for his hand movement whizzing through the air (the sound of light punch)

3. Corrected the walk and grab's 3 punch hitsound to S1600,1

4. Adjusted air fireball's second stun phase to not hit falling enemies so that when you legsweep the enemy just as the fireball hits, the enemy won't be stunned. True to source.I can't implement this for the forward fireball and handswipe because that stun needs to hold falling enemies in the air.

5. reduced fireball and counter's damage to 30, true to source.

6. Reworked air fireball's helper appear time and appear position again, by removing some image frames in the .air file (to cover the fireball while it's paused) and increasing the pause time before the fireball's velocity activates.

To be done:
1. Need the teleport sound to be ripped (sounds like whizzing).
2. Need damage dampener for handswipe (statedef 1000) combo
3. Need to fix dark binding so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.
4. More sprites

Things not true to source:
1. Stationary grab is a reversal in this version.
2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.
3. Fireballs, handswipe, and helpers can hit falling opponents to juggle from legsweep (this can't be changed for other small details to work... too troublesome to explain here)


Werewood's site for the very first Beta7
http://page.freett.com/werewood/mugen.html

My strategy is to constantly deliver small updates to make this character as accurate to the source as possible. Sorry for this, as I do very frequent testing and discover something new each time.
Last Edit: September 08, 2011, 04:39:04 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz latest patch
#86  September 08, 2011, 04:42:39 pm
  • ***
Sorry, another new important patch here (do not confuse this with the last one... I posted this like within 10min of posting the last one):

7. Adjusted forward fireball's handswipe sound from animelem 18 to elem 4 (the sound comes from the forward handswipe, not the fireball appearing). Somehow this sound doesn't seem right still; but if it isn't then it hasn't been ripped.

8. Decreased stationary grab startup animation time and extended the duration at the middle (where he folds his arms and pauses) to compensate.

9. adjusted forward fireball's speed to 7.2 from 7.5 (it makes a difference, seriously lol)

10. Changed stone throw's hand sound again to 0,4

11. changed air fireball's handswipe sound to 0,4 (somehow I think this is still not right; maybe it's not been ripped)

12. removed duplicate stone throw sound


http://www.mediafire.com/?ljg1gcr1yuh17z1

Werewood's site for the very first Beta7
http://page.freett.com/werewood/mugen.html
Last Edit: September 08, 2011, 05:24:03 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#87  September 09, 2011, 01:38:28 pm
  • ****
  • Loading....Loading.....Error
Makes me still wonder why the fuck is his grab range so big.


I made this sig. :ninja:

Props to a friend for my avvie
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz beta7D link fixed
#88  September 09, 2011, 05:18:54 pm
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saiki beta 7D is here! Pros please read the 'to be done' section and see if you can help:

13. Added an extra red clsn to animelem 4 of C+D attack. Saiki's elbow hits the enemy too. Modified the hitdef correspondingly. Walk and Grab's C+D and counter's C+D modified too.

14. stationary grab's startup animation quickened again to be more like source.

15. Corrected Standing Strong Punch to only have one hitdef, so it can't perform a 2-hit combo to tall enemies.

16. made forward fireball's sprpriority to negative and readjusted its x axis, so it looks like it comes from within the handswipe

17. Added two more posadds for legsweep, so his forward step looks very natural now. Made the kick come out faster, return slightly slower like in the source.

18. reduced walk and grab's range by a bit. You gotta understand that his arm is quite long. I gauge the range by his arm length.

19. changed counter's black flame sound to 1000,1 from 1300,2, true to source. SUCCESS

20. Changed airfireball and forward fireball's handswipe sounds to 1300,2 from 0,4 and 1000,1 respectively. SUCCESS.

21. Changed legsweep and C+D sounds to 0,3 from 0,4. 0,4 is only for stone throw's handswipe.

22. Changed standing light/strong punch's sound to 0,2. Both are the same, since their voices are the same too.

23. added random chance that all normal moves won't trigger. Also added random 2nd voice (thanks to kenshin and cyanide). True to source. A+B random sound can't be done, because the teleport sound isn't ripped/there.

24. Completely reworked his super darkening fullscreen move: startup sequence time, pauses, screen darkening time, and speed that the red clsn activates. As true to source as possible.

25. Added alternate hitsound for heavy stone throw

To be done:
1. Need the A+B teleport sound and sweep kick's 2nd random sound to be ripped.
2. The super sprites, even the startup currently, is missing (his body slowly turns black without lines first, then after he's completely black, it fades and the lines appear on his body)
**3. Need damage dampener for handswipe (statedef 1000's hitdef) combo
***4. Need to fix dark binding (statedef 1099) so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.
5. More sprites in october

Things not true to source:
1. Stationary grab is a reversal in this version.
2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.
3. Fireballs, handswipe, and helpers can hit falling opponents.

http://www.mediafire.com/?ge82yj37h1r58za       ----- 40kb patch (just use this to update over whatever you have)

http://page.freett.com/werewood/mugen.html        ----- 14mb original beta7
Last Edit: September 09, 2011, 05:40:32 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#89  September 09, 2011, 06:13:50 pm
  • ****
  • Loading....Loading.....Error


You have got to be kidding me,

Spam the trapping fireballs. Switch up to the falling fireballs. Then in the end, do his command grab...which has XXL range for some reason.


I made this sig. :ninja:

Props to a friend for my avvie
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#90  September 09, 2011, 06:57:20 pm
  • ***
that's saiki pal, that's why i love this boss : D SNK didn't make him spam them only.
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#91  September 10, 2011, 03:45:52 am
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Asking your opinions: Due to Saiki's sprites not being fully ripped, his counter move animations are imperfect (Instead of putting his hand down, he should extend it.) Hence, I've made a new counter animation. Tell me if you guys like this one or the previous one (current one) that you have. Both 40kb patches have these minor fixes, so you don't have to worry:

1. made saiki's forward fireball speed 7.5 again.

2. added proper sound to super counter

3. removed some standing and counter sprites to make the animation smoother (no bobbing). Adjusted everything according to the minused anims.


hang on... another patch comin
Last Edit: September 10, 2011, 06:18:43 am by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#92  September 10, 2011, 07:39:35 am
  • ***
Quite a lot of proper sound updates:

*1. QCF+lightkick when near makes the sweepkick unblockable, but comes out slower. changed sound and hitsound for it too.

2. added sweepkick's 2nd random sound.

3. added new HITsound  for ligh/strong stone throw. changed the pickup stone sound

4. Revamped all normal move hitsounds. All except C+D were wrong.

- anyone bother to rip the A+B sound? My speakers are spoilt so Audacity doesn't work for me.

This version contains the new counter animation. I'm not uploading the old one.
Last Edit: September 10, 2011, 05:01:12 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#93  September 10, 2011, 04:59:37 pm
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Some fixes:

1. Changed some anim time for super darkening in the air file; modified pausetimes and screen darkening accordingly

2. hard stone throw hitsound is now 5000,94, hence the need for the sound file in the patch.

3. removed 1 sprite from state 50001, 4000, and 1300 (the counter statedefs) respectively. Head doesn't 'jerk' that much during counter moves already. Nothitby, ctrlset, destroyself, changeanim modified accordingly.

4. Reduced lose-if-time-over sprite to 3 anims only. True to source.

5. Changed C+D's voice to animelem 2. If you didn't get this in the last update, just change it urself (the first statedef 900).

These are the files I'm currently using. Probably won't have a patch until Werewood or I get some new sprites or get some help with 3 bmp-to-sprite conversions (I can't add them in... the colours get all messed up).


Last Edit: September 11, 2011, 12:38:51 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#94  September 12, 2011, 02:16:36 am
  • ******
  • DCB | Vato
    • Bolivia
    • www.justnopoint.com/dshiznetz
why arent you using aoks kofxiii fx ripps
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#95  September 12, 2011, 03:36:57 am
  • ***
AOK? where?? If I know where to find em I'll use em!
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#96  September 12, 2011, 03:48:59 am
  • ******
  • DCB | Vato
    • Bolivia
    • www.justnopoint.com/dshiznetz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#97  September 12, 2011, 04:00:07 am
  • ***
oh that is in already! The hitsparks are the kofXIII ones. I'm working on Saiki's AI, will release a real good one soon.
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#98  September 12, 2011, 06:44:15 am
  • ***
Let's call this beta 7e; basically the AI is buffed up. It spams only 3 moves, and 2 supers (one of which it does only near death), but u'll find out it's even tougher than before (only Igniz-Boss and Psyqhical-Boss have chances of beating him). Good luck and pls report any bugs!:

*1. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.
2. Adjusted dark binding's (1099) position
3. changed C+D voice (900,0) to animelem 2. True to source.
4. Updated AI to not use walk and grab for more unthrowable characters.
5. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.
6. Fixed bug with AI's stationary grab and counter moves.
7. Adjusted walk and grab's hit animation to be slightly slower and truer to original.

To be done:
1. Need a proper nojump for saiki. He can still jump in ai mode.
1. Need damage dampener for handswipe (statedef 1000's hitdef) combo
2. Need the A+B teleport sound to be ripped
3. super and Counterconnect sprites

http://www.mediafire.com/?1f9555ij7e5k7qb         -   9.5mb patch

http://page.freett.com/werewood/mugen.html       -    original 14mb file
Last Edit: September 12, 2011, 01:01:41 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#99  September 12, 2011, 04:56:01 pm
  • ***
Also, for those who want to disable saiki's jump completely (and this will solve his 'weak link' in the AI), you can download this common1.cns and place it inside your saiki folder. THat's all that's needed.

http://www.mediafire.com/?64gyhg471fi4pdo
Last Edit: September 12, 2011, 05:42:09 pm by BoyBoyz
Re: KOF XIII Saiki beta7 by Werewood & BoyBoyz (update 2011-09-05)
#100  September 13, 2011, 11:50:31 am
  • ****
  • Trying now to act normal
    • https://onedrive.live.com/?id=7DB65F02B0BBD12E!105&cid=7DB65F02B0BBD12E
Let's call this beta 7e; basically the AI is buffed up. It spams only 3 moves, and 2 supers (one of which it does only near death), but u'll find out it's even tougher than before (only Igniz-Boss and Psyqhical-Boss have chances of beating him). Good luck and pls report any bugs!:

*1. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.
2. Adjusted dark binding's (1099) position
3. changed C+D voice (900,0) to animelem 2. True to source.
4. Updated AI to not use walk and grab for more unthrowable characters.
5. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.
6. Fixed bug with AI's stationary grab and counter moves.
7. Adjusted walk and grab's hit animation to be slightly slower and truer to original.

To be done:
1. Need a proper nojump for saiki. He can still jump in ai mode.
1. Need damage dampener for handswipe (statedef 1000's hitdef) combo
2. Need the A+B teleport sound to be ripped
3. super and Counterconnect sprites

http://www.mediafire.com/?1f9555ij7e5k7qb         -   9.5mb patch

http://page.freett.com/werewood/mugen.html       -    original 14mb file

Yo your http://www.mediafire.com/?1f9555ij7e5k7qb         -   9.5mb patch for beta 7e got deleted??

By the way, the 3 saiki sprites you want is here:





PCXs:  http://page.freett.com/werewood/kofxiii_saiki_PCX_1300_58-60_revised.zip
* copy & paste the link to your web browser address bar

I duno how to make a character icon! xD Ima noobie.

By character icon I meant for your forum topic: 
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: September 13, 2011, 03:55:56 pm by Werewood