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KOFE Kasumi & Whip edits

 December 23, 2007, 05:32:24 am View in topic context
avatar  Posted by swipergod  in KOFE Kasumi & Whip edits (Started by swipergod December 23, 2007, 05:32:24 am
 Board: Resource Releases

Hi, I'm making a kof game that you can read about here: http://mugenguild.com/forumx/index.php?topic=69500.0

I had to edit some sprites and decided to post them for other people to use.  The Kasumi sprites are all her 96 throw animations transferred to fit her 99 and up sprite set.  I couldn't edit the pants due to my lack of skill.  Sorry.  The Whip sprites are for new straight gunshot move.  It's nothing spectacular, but it looks good when animated.  I also removed one of her whips from her new XI DM, because it didn't make sense to me that she had two (Billy Kane doesn't have 2 poles).  I looks really good when you add afterimages.

Kasumi Link: http://s270.photobucket.com/albums/jj119/swipergod/?action=view&current=kas.gif


Whip Link: http://s270.photobucket.com/albums/jj119/swipergod/?action=view&current=whip.gif

    

Re: A Little Mugen Project

 December 23, 2007, 03:30:57 am View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

I've completed Whip.  Much like the other betas, I'm feeling really good about this one.  I've touched up some sprites (I'm not very good at sprite editing, so it took forever) and will be posting those in the resources section.  She has a revamped gun attack.  It's slow, but unblockable.  However the high shot can be ducked, while the low shot cannot hit jumping opponents.  ;)  .  She also has a new throw and her fwd +p attack has been modified into an SDM.  She also has her XI DM. 

Whip: http://youtube.com/watch?v=Vpbgt-oWUlg

Will need some help with a couple sprites that I simply can't edit (Mary ankle snap animations) and still looking for someone willing to help me with voice ripping, but I'll request those it the request section.  Also be posting Kasumi's 96 throw animation in 99 style.  Couldn't do anything about the pants unfortunately.

Also, I cut out Ryu from the game in favor of adding Gato, and moved Rugal to the boss section to take his place.  I've tuned little things for the betas as well like poweradds, fall.recovers and damage.  The balance is great.  I'll be editing a couple of the alpha's next (probably Mai and Kim), before going on to Iori.
    

Re: A Little Mugen Project

 December 14, 2007, 01:15:10 am View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

    

Re: A Little Mugen Project

 December 13, 2007, 06:35:13 am View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

Okay, finished the Mr. Karate beta.  Think he turned out even better than Terry.  Lot more original coding from me though.  May wind up releasing him a bit earlier down the road so you can get a feel for what I'm trying to do.  Would at least like to try and get permission from the relevant parties first though.  Honestly, I was disappointed with all the Mr.Karate/Takumas out there which is why I'm considering the early release.  The AI is pitiful though.

Mr. Karate:http://youtube.com/watch?v=nSYo8p2MgrQ
Billy Kane: http://youtube.com/watch?v=pndEUlRFQxI
B. Jenet (yes I removed Rolling Thunder, sorry): http://youtube.com/watch?v=WAVvseiF2RY

So a few more things I figure I'd share for people who might be wondering what's the difference between alpha and beta aside a little knit-picking.  Alpha are characters whose move sets have been altered to fit the image of the character I'm trying to make (removing moves, modifying moves, adding new moves).  A beta incorporates more of the mechanics:

Adjusting all shared animations to one standard (basically make everything match).
Give everyone those awesome super explodes for levels 1,2 and 3.
Giving everyone universal rolls and quick recovery from a fall.
Give everyone counter throw animations (giving and receiving).
KOF Style Alpha counters and Escape rolls.

Things that are not in this game:  Dizzying (unless it's specific for a move like Ryo's Super Punch), Guard Crush (Never liked this feature in games) and Air Recovery (seeing how this game tries to stay away from the infinite juggling play style, it isn't necessary).

I'm thinking of doing Whip next and then Iori, but I'm gonna take a break for a bit.  Once i finish two more characters, I'm gonna convert all the alpha's to beta's before finishing the last stretch.  Going from beta to final will be the priority check, two in one programing, hit/guardflag check, poweradd/damage check, attr check and basic AI.  That'll be a long time coming.  I'll be satisfied if I can just get the betas done for now.
    

Re: A Little Mugen Project

 December 12, 2007, 05:01:39 am View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

Translating all the code to CCI's (yours) would just be too much I think.  I'm a really big fan of your coding though, which is why I'm trying to use as much of it as possible.  I have your code to thank for teaching me how this crazy Mugen world works, so Thanks!  Thanks goes out to all those throwing in their support.  I've almost finished Mr. Karate.  It seems 3 days is the magic number for all these translations.  I  will most likely finish, just because the results are so promising.  I'll have a heck of a time with characters like Kula and Chizuru, which is why I'm leaving them until last.  Those will take more than a couple days for sure.  When I finish Karate, I'll throw up his Video and a couple more Alphas.
    

Re: A Little Mugen Project

 December 10, 2007, 07:02:11 pm View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

Sander's coding was a nightmare to translate for me because I have just a bit more than basic knowledge.  Basically I had to change all the 5000 states (hit states) and block states so they matched CCI's coding (to universalize everything) and re-number all the airs that I needed to use in Sanders animations (78658885 to 220 for a fierce punch for example).  I also had to either add or remove variables that existed in Sander's coding that didn't exist or existed as a different variable in CCI's coding (such as the Fvar).  I had to change damage, velocities, priorities, poweradd and I removed the Floor coding (admittedly I don't yet understand Floor and Ceil coding).  Changed motions, removed a lot of moves (his Terry had like 80 specials), altered a few (slide into power charge!), added some new sprites and sounds etc...

Basically all the Basic techniques (attacks, evades, quick recover, counters, counter throws etc...) are directly coded from CCI with ported animations, sounds, sparks and coding tweeks.  All the Throws and Specials/DMs are Sander's code modified to function under CCI standards (removing such coding as !Time = !Stateno so Terry wouldn't pass through the floor when doing a Crackshoot).  Unfortunately, this technique removes Sanders excellect AI coding, but once I've finished transferring all the characters, I plan on learning AI programming so I can hopefully fix that.  Honestly, I don't expect other characters to be as hard to code.  Hopefully that clears things up for ya.
    

Re: A Little Mugen Project

 December 10, 2007, 09:08:45 am View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

I've added Terry to the mix.  I basically did a direct conversion from Sander's coding to CCI's coding skipping the alpha phase of the conversion.  Took 3 days.  I think Terry turned out pretty good.  A shame I can't post sound with my recorder.  Anyway Beta Terry is up and on youtube here: http://youtube.com/watch?v=1WerYTg8oyg

I've also posted videos for alpha Benimaru: http://youtube.com/watch?v=vjJ2PbMS_Y0
and alpha Kasumi (Still looking to give her her 96 throw): http://youtube.com/watch?v=zXSmfy6-3PM

Success with Terry even when trudging through Sander's complex coding to simplify it gives me a lot of confidence with the project.  Especially the end result.  I'll be hitting up Kyo, Iori and Ash next, if I can't get Orochi Shermie's Voices (I'd like to do her next).  As usual, I'll keep you posted.
    

Re: A Little Mugen Project

 November 21, 2007, 04:51:21 pm View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

I know I said I wouldn't keep posting when I threw up new vids, but I'd also like to grab a couple of opinions for effects I've added. 

I gave Kim his phoenix explode from Real Bout and I think it looks alright, but was wondering what others thought (framerate skips in the vid unfortunately).  I'll be posting vids of K', Athena and Yuri today or tomorrow.  For K', I've given him a new HSDM along the lines of Freeman "walking counter".  Just wondering if it looks alright.  Also for King (who I've already posted), what do people think of the Real Bout 2 HSDM effect I threw in? 

Anyway, here are the 3 new ones posted so far.  After I post the next 3, I won't be able to post anything for a couple of weeks (gotta get ready for my move to a new city).  So enjoy these for now.

Geese: http://youtube.com/watch?v=xI4TtZPMmFI
Leona: http://youtube.com/watch?v=6nOlMRVzf2E
Kim: http://youtube.com/watch?v=rXx3FjOIqdE

Edit: Added:

K`: http://youtube.com/watch?v=ED4e-bPa2Lo
Athena (Extremely early alpha): http://youtube.com/watch?v=Y-BOTmGPrPE
Yuri: http://youtube.com/watch?v=KSIRZ6JSarY
    

Re: A Little Mugen Project

 November 20, 2007, 04:48:19 pm View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

Thanks for the advice and good luck with your own ongoing project!  I'm going to keep posting videos throughout the week.  Just search for videos by swipergod on youtube.  Leona, Geese, Athena and Kim should go up this week for sure.  Just to let you all know, so I don't continue to spam my own topic with "this video is up and that video is up".  On a side note, I'm surprised Mai the most popular posted character so far (I figured Ryu would've been) and that Rock's a distant second.

The next step for me is to finish up the universal skeleton to be used by all characters and start porting the character's moves over.  After I've done that, I'll start the other characters.  If someone has a good way for me to rip orochi shermie's voice from kof 2002 + her striker laugh from 2000 let me know.  I've tried with nebula jukebox, but I can't get the mame rom I have to work with it.  Neorage a good alternative?  Keep the comments, advice and suggestions coming.  Thanks.
    

Re: A Little Mugen Project

 November 18, 2007, 02:44:01 am View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

King's video is up too: http://youtube.com/watch?v=RKVVbVfrvKI

I posted 5 videos without sound (my soundcard doesn't allow sound to record):

Mai http://www.youtube.com/watch?v=0h_jnTnxyxM
Ryu http://www.youtube.com/watch?v=V1ofSc5Ds1o
Maxima http://www.youtube.com/watch?v=FF80Nt6rxcU
Mary http://www.youtube.com/watch?v=OnPYZWGimrA
Rock http://www.youtube.com/watch?v=2TjE-mlE71Y

You'll probably notice little changes made to certain animations and moves.  The exhibitions are in training mode and show the throws, unique moves, specials, DMs, SDMs and HSDMs of each character.  I know super sparks and effects are inconsistent.  That's part of what I'm working on fixing.  I'll put up a vid of King soon.  She's almost finished.  If you want to see more character vids, let me know.
    

Re: A Little Mugen Project

 November 14, 2007, 04:44:13 pm View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

Thanks.  I started learning the code and sprite ripping in January, so it's been awhile.  I'll try to get at least a couple videos up this weekend.

-
    

King of Fighters E blog

 November 14, 2007, 02:53:22 am View in topic context
avatar  Posted by swipergod  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

Website: http://mugekofe.web44.net/

***Note: This posting has been modified to bring the information here up to date***

Hello All,

Eight years and counting and we're almost there. Four core characters remain plus one bonus.  I have made it a personal goal to get each and every character finished.  What brought this about?  I wanted to share what I've been doing privately with all of you and get some feedback and promote more full games (not just compilations).  I'm a big fan of KOF and ever since discovering Mugen, I've wanted to create my own KOF game.  I've been downloading characters (sometimes upto 3 versions) to use their sprite sheets and modding them.  I don't like the flash of dream cancels and XX hit endless chains.  I prefer the KOF98/Super Street Fighter 2 style of play.  I've also been trying to limit the coding differences between the characters.  My idea is to:

70 characters.  Sub-bosses will have slightly altered priority, but shouldn't be drastically overpowering.  Bosses will have high priority and exceptional abilities, however, in order for them to be beatable, they still have recovery time and plenty of hitby frames.  Each character should:

-Eventually use CCIron Mugen's base as their system (blessing received, thanks CCI).

-Minimize sprite recycling. 

-Have 5-6 Special Moves.

-2 DMs, an SDM and an HSDM.

-2 original throws.

-Remain loyal to that character's original design (no Clarks throwing fireballs here), but add a fitting move if, for example, they have a awkward HSDM or only 4 specials.

-Simplify commands so the skill of the game isn't who can do a Raging Storm, but who can use it more effectively.

-Have universal hitstates including Mary snaps and Collapse KOs

-Have a tag mode code for simul 

Characters with beta versions:
Hotaru, Shen, Billy, Eiji, Gato, Heidern, Lee Pai Long, May Lee, Duo Lon, Chris, Yashiro, Shermie, Goro, Ralf, Clark, Xiangfei, Mary, Ash, Elisabeth, Kensou, Adel, Ж', Jenet, Rock, Maxima, Mature, Vice, Yamazaki, Kula, Andy, Robert, Benimaru, Athena, Kyo, Yuri, Jhun, Vanessa, Joe, Ryo, Angel, Kasumi, Iori, K', Leona, Mai, Kim, Whip, Terry, King.  Sub-Boss: Mr. Big, Mr. Karate, Geese, Krauser, Saisyu.  Boss: Krizalid, Rugal, Chizuru, Goenitz.  Final Boss: Zero,Orochi, Neo-Dio, Goddess Special Entry: Shiki

Currently working on: Tung
Up next: Oswald
Ongoing project: Raiden

Characters on the to do list:
Ryuhaku, John, Silver.  Speicla Entry: Nakoruru.

Anyway there's the project.  I would just like to add that I have the utmost respect for all the Mugen creator's whose work I've modded.  I have noted all borrowed codes and plan to give each modded character proper credit.  Something someone said about Mugen creation once, "Mugen would be so much stronger if people shared with each other instead of competed against each other."  I agree.  Thoughts, comments, ideas, suggestions.  I'll continue to throw videos on youtube every time I complete a character.  Help is always welcome.