The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => King of Fighters E => Topic started by: swipergod on May 06, 2016, 02:27:08 am

Title: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 06, 2016, 02:27:08 am
Here's the release topic for version 0.99

http://mugenguild.com/forum/topics/kofe-0-99-fullgame-release-173897.0.html (http://mugenguild.com/forum/topics/kofe-0-99-fullgame-release-173897.0.html)

Tell me what you think of the current version of the game. Thoughts of the gameplay, characters, whatever's on your mind.

Please also use this space to report any bugs, glitches and weird stuff. I expect with the tag mode recently implemented there might be a couple.

Also note that only 20 characters have collapse KOs. That's not a glitch. I wasn't able to implement them all for this release.

Please don't forget to use ctrl + 3 when going through tag mode so you can control your tag partner. The AI is a real bitch when it's controlling your partner.

Please also remember these character are made for the KOFE engine an will not work in regular Mugen.

I hope you all enjoy!
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: kkhohoho on May 06, 2016, 03:11:41 am
So is the game already out, or were you just getting the Bug thread ready first before the actual release?
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 06, 2016, 03:46:05 am
You were a bit too fast. It's up now.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: kkhohoho on May 06, 2016, 04:16:35 am
You were a bit too fast. It's up now.

Ah. Sorry about that.

EDIT: So I've been playing the game for a bit, and for the most part, it's pretty darn good. (Kudos for putting this together Swiper, seriously.) That said, I get what you were going for here, but I still think that you should make forming combos a bit less strict. Let's say that I wanted to do C.LK>St.LK>Unique Chain>Special. The problem is, not every character can cancel light kicks into unique moves, and vice versa for others. If you wanted to keep characters from just running up to their opponents, breaking through their defenses with a C.LK, and starting a big combo, that would be one thing, but if you're going to let some characters be able to effectively do that anyway, then you might as well let them all do it. I'm not the one making the game, so maybe I don't know really know, but I think that doing so wouldn't really mess with the way you've got things currently laid out. All I'm suggesting is being able to let characters combo into their unique chains from any crouching or standing light attacks, and not just either punches or kicks depending on the character. It would give the players more freedom both in how they play the game and how they can start their combos as opposed to having to stick with what's honestly a somewhat rigid combo system as currently presented, though it's your call as to whether or not you want to add that in.

Also, any reason why Terry doesn't have his df+SP? It's been a staple of his for years, so I'm kind of shocked that he doesn't have it here. It's basically his anti-air uppercut and it's useful to have around, so I don't really see why you felt you had to take it out, is all.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: eldarion on May 06, 2016, 12:06:00 pm
Haven't play yet, just looked at the movelist PDF.
You forgot Chin's entry in the code/contributors list.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 06, 2016, 01:29:41 pm
Haven't play yet, just looked at the movelist PDF.
You forgot Chin's entry in the code/contributors list.

Crap. There was so much to update, I knew I'd forget something.

@kkhohoho

So the issue with the combos is that you want fixed more flexibility on what weak moves chain into the unique move? Ok, I think this echoes one of the issues MotorRoach had too. I think it's doable, but I'd have to change some of the simple chains. I'll see what I can do here. I haven't worked Terry for years. I don't know why i didn't include the move. I have to check. Thanks for the feedback :)
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Melcore on May 06, 2016, 08:12:52 pm
well the first thing I noticed myself was cosmetic, I color separated Rock's Shirt from his pants years ago, you even put the sprites in there but his palette's just have his shirt as pitch black still.
easy to miss cause his shirt is usually black but all the shades of his shirt are pitch black lol, you may want to change up his alt palette to show the change, its up to you.

I am not sure about the A.I.
in the arcade its great, not too hard not too easy but still challenging enough for it to be fun, but in watch mode its like the A.I. doesn't exist there, was this intentional?

I also agree with kkhohoho, I would like less strict combo options if that's okay, I like a little variety myself.   
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on May 06, 2016, 09:05:04 pm
I experienced some bugs with the tag mode in which the AI controls the character once my first char gets K.O'd

And also about the credits, how about this?

Spoiler, click to toggle visibilty
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Bioluminescence on May 06, 2016, 10:14:55 pm
How do I tag in and out?
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 06, 2016, 11:29:44 pm
Another thing i missed in the instructions. Dang. Tag is down +start.
Amy that credit screen's sweet! I'll throw it in. About the tag issue, was this after using ctrl +3? I'm investigating a fix for this.
Melcore my man sorry about Rock. I missed that on the things to do. I'll change the colors. I did get Joe Jhun and Adel right. :) and yes I'll look into to combo adjustments. AI is the same in both modes. Probably just reacts better than initiates. AI does need a make over though. I have that flagged as something to do, but didn't have time for 0.99. Keep the feedback coming and thanks!

Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on May 07, 2016, 12:29:50 am
Another thing i missed in the instructions. Dang. Tag is down +start.
Amy that credit screen's sweet! I'll throw it in. About the tag issue, was this after using ctrl +3? I'm investigating a fix for this.
Melcore my man sorry about Rock. I missed that on the things to do. I'll change the colors. I did get Joe Jhun and Adel right. :) and yes I'll look into to combo adjustments. AI is the same in both modes. Probably just reacts better than initiates. AI does need a make over though. I have that flagged as something to do, but didn't have time for 0.99. Keep the feedback coming and thanks!



Nice to know you found it sweet, I made two frames of it. I can re-do the whole credits if you want with that font style which in my opinion seems a little more video-game'ish and oldschool.

EDIT:

Another one fresh from the oven!

Spoiler, click to toggle visibilty
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: MotorRoach on May 07, 2016, 02:46:12 am
Gave it a bit of a try, and here are a few nitpicks:

* This:

(http://i.imgur.com/VU7UjOP.png)

* Neo Dio's d,df,f x2 K DM seems to be unblockable.

* Also, this:

(http://i.imgur.com/1yqpHTF.png)

* Everything I've said from the other thread about not being able to chain normal moves into unique commands and chaining normal/unique attacks into the HSDMs apply in here.

Still testing it. Really enjoying it too.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Melcore on May 07, 2016, 02:53:54 am
If you want swipes, I could clean up the white around the Elecbyte sprite.
Spoiler, click to toggle visibilty
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 07, 2016, 01:29:49 pm
Thanks for the feedback all. Amy those credits look way better than what I have. If you want to touch them up, please do. 

Melcore, if you want to fix the white around elecbyte, I'm game.

MotorRoach, glad you're enjoying the game. I completely forgot to do a width check. I was too wrapped up in my bind checking. Thanks for flagging those. I'll be adjusting the combos to allow for more weak attacks to combo. I'll figure out how that will work. Neo-Dio's rush DM is intentionally unbloackable. That's his dirty final boss tricks. I think I flagged as unblockable in the manual.

I hope everyone else is enjoying it as well. :)
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: MotorRoach on May 07, 2016, 01:40:49 pm
If you're going to keep it unblockable, I think it's worth to try making the start up for it take longer, so you can actually predict the attack, given that currently, it happens in way too little time.

So far, I absolutely love playing through the game as either Blue Mary or Nameless. Really loving their gameplay.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: MrChris on May 07, 2016, 01:58:05 pm
not gonna lie but I really liked trying akuma was fun, btw hows with the Missing case? not sure about it.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 07, 2016, 02:37:04 pm
So who wants a day 1 patch? No more ctrl +3 or ctrl + 4 to select your tag partner. Put it straight into KOFE's folder an double click on the one that applies:

http://www.mediafire.com/download/itunhm40jwnpv8d/KOFEp.rar (http://www.mediafire.com/download/itunhm40jwnpv8d/KOFEp.rar)

bs0_p1 - arcade as p1 
bs0_p2 - arcade as p2
bs0_vs - vs as p1 and p2 

Big thanks to vgma2 an Ash for flagging this to me an to walruslui who came up with the code (I think). If I'm off here, please let me know.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 07, 2016, 04:16:49 pm
I figured out why the watch mode sucks. I disabled AI cheating when I was testing code. I forgot to re-enable it. Go into mugen.cfg and select AI cheat = 1 and you're all set
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on May 07, 2016, 04:23:34 pm
I'll touch them credits up for you then. Be back later.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: John_Fu_Doe on May 07, 2016, 09:51:11 pm
Awesome game, however I got a few nitpicks

this
http://imgur.com/ns7qw5Z

and this

http://imgur.com/F2VUbTZ

Also Hotaru doesn't have her unique attack where she does a stomp attack in the air, (similar to chun li's aerial down mid kick)

http://imgur.com/SuR3gpB

Its can't be overused, like chunli's, but its can be followed up with her aerial special attack Combo Kick (QCB + K). She have that since Garo, Mark of the wolves. Still, its really great also are you adding more characters, I know your working on Oswald and notice on your homepage you added Grant and Nakoruru to the roster.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on May 08, 2016, 05:13:37 pm
Back to show some more progress. When I'm done with all of them I'll prepare a PCX pack and send it via PM to you, Swiper.

Spoiler, click to toggle visibilty
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: ZaptoGames on May 08, 2016, 08:00:06 pm
Defeated Vanessa when she has blocking and this happened
(http://i.imgur.com/sSbfkBG.png)
Spoiler, click to toggle visibilty
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Melcore on May 08, 2016, 09:58:42 pm
Here is the fixed Elecbyte image.
(http://i.imgur.com/dnbfaf5.png)
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 09, 2016, 12:54:51 am
@zapto games. Apparently ff3 didn't save my changes to her sff for the collapse ko. It happens here and there. I thought i caught them all.

@amy and melcore. Big thanks for your work with the credits

Amy please add your name to the credits for the credits on the special thanks credit screen. And please add walruslui to the coding helper list. Many many thanks
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on May 09, 2016, 05:53:59 pm
@zapto games. Apparently ff3 didn't save my changes to her sff for the collapse ko. It happens here and there. I thought i caught them all.

@amy and melcore. Big thanks for your work with the credits

Amy please add your name to the credits for the credits on the special thanks credit screen. And please add walruslui to the coding helper list. Many many thanks

Will do.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Thedge on May 10, 2016, 11:59:28 pm
Hi, had a few tries and the only bug I found was facing Gato.
He did the DM where he jumps and breaks your neck, I was still rolling and facing the other way and he did grabbed me, his possition got mirrored so he sat on air and did the animation, the move did took my life away and everything went as supposed except his possition.

Then, not exactly a bug, but most characters feels stiff, Iori for example lost almost all his comboability, I know you are aiming to keep the things simple but you shouldn't change how the characters are supposed to be played.
Then, adding back the ability to combo into command moves wouldn't alienate your idea of simplicity.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 11, 2016, 12:54:59 am
Yo Thedge, thanks for the feedback. Do you know which character you were using when the Gato glitch happened. I need to see the head pos for that character to see what the issue is.

And yes, more weak attacks will link into commands for the unique chains.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Thedge on May 11, 2016, 12:58:00 am
It was Terry.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 13, 2016, 01:32:01 am
Fixed huge bug with Heidern and K' during Heidern's counter move. Pain in the ass, but it's gone now. I suspect it may fix bugs he has with other characters too if they also experience glitching with his counter.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 14, 2016, 06:09:48 pm
Hope everyone's enjoying the game. I've uploaded fixes for the following characters based off of my testing and feedback from everyone so far:

http://mugekofe.web44.net/downloads.php

Vanessa - Fixed her collapse KO glitch
Heidern - Fixed a glitch with his counter
Athena - Fixed a tag mode glitch with her helpers
Chizuru - Fixed a tag mode glitch with her helpers
Chris - Fixed a bug in the AI
Goddess - Fixed a bug in the AI
Maylee - Fixed a binding issue with her kick throw
Hotaru - Gave her her down +wk attack
Rugal - Fixed width issues with DM and SDM
Nameless - Fixed width issue with his special attack
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: MotorRoach on May 14, 2016, 07:11:36 pm
Hold on... Gouki has be replaced with Ryu? I thought everyone wanted Gouki to stay, given he's the main SF crossover character. Not only that, but he's more complex than Ryu himself, making Gouki a better fit, tbh.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 15, 2016, 05:23:04 am
I'm not sure what the plan is yet, but if I decide to bring in 4 Capcom characters instead of 2, then Gouki kinda doesn't work as well. I have 5 moves set up for Ryu to add to his complexity.  I think Ryu and Morrigan are also more diverse than Gouki and Morrigan. Let's see how Ryu turns out before making the final call.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: teddylam on May 15, 2016, 05:43:11 am
I'm not sure what the plan is yet, but if I decide to bring in 4 Capcom characters instead of 2, then Gouki kinda doesn't work as well. I have 5 moves set up for Ryu to add to his complexity.  I think Ryu and Morrigan are also more diverse than Gouki and Morrigan. Let's see how Ryu turns out before making the final call.

Wiht Ryu and Morrigan, Guile, Dimitri, sagat or Chun-Li could be great.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: kkhohoho on May 15, 2016, 07:04:17 am
I'm not sure what the plan is yet, but if I decide to bring in 4 Capcom characters instead of 2, then Gouki kinda doesn't work as well. I have 5 moves set up for Ryu to add to his complexity.  I think Ryu and Morrigan are also more diverse than Gouki and Morrigan. Let's see how Ryu turns out before making the final call.

Can you at least keep a separate download of Gouki up as an optional DLC boosterpack?
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: eldarion on May 15, 2016, 03:13:54 pm
I'm not sure what the plan is yet, but if I decide to bring in 4 Capcom characters instead of 2, then Gouki kinda doesn't work as well. I have 5 moves set up for Ryu to add to his complexity.  I think Ryu and Morrigan are also more diverse than Gouki and Morrigan. Let's see how Ryu turns out before making the final call.

Wiht Ryu and Morrigan, Guile, Dimitri, sagat or Chun-Li could be great.

Chun-Li could be, I don't think Sagat could (FireBall, Upercut and advancing moves : too close to Ryu)
Guile would need big changes.
Demitri has one problem : Midnight Bliss (and also a Shotoclone)
Dictator could be a good entry
Tessa for the last spot, no to feel to much "Street Fighter" team

But it is Swiper's choice :)
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on May 15, 2016, 04:02:20 pm
I vouch for either Lilith, Lei-Lei or Bulleta if you're bringing someone from DS series
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: eldarion on May 15, 2016, 04:03:26 pm
I vouch for either Lilith, Lei-Lei or Bulleta if you're bringing someone from DS series
They dont have snk sprites
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Zephhyr on May 15, 2016, 05:11:50 pm
Here's a video of some stuff I've found while messing around.



A few other notes:
 - Tagging is WAY too safe to be balanced. In addition, you can attempt to tag while the character you'd tag into is KO'd. If the KO'd character is on the other side of the opponent, it can cause the tagging character to tag out from one side and then tag in on the other.
 - Angel has a bug that causes her to repeatedly do her qcb+x until she is hit out of it. I haven't found the exact cause yet.
 - Rock's double reppuken has less projectile durability than Geese's. They should cancel each other out but Geese's will keep going.
 - My name is misspelt as "Zephhry" in the credits.

If I find more stuff I'll post it.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 17, 2016, 02:34:23 am
Hey Zephhyr, always great to see you in action. So some of the juggle values have to be corrected for sure and I think it'll be pretty easy to do. The rapidfires are intentional.

I'm not sure what I can do about the tagging in issue. Characters tag in based off of where their partner is facing, so if you hit someone from behind, the tag person is coming in from behind you.

Did the Angel bug happen when you played as her or when the computer was using her?

Rock's double reppuken being weaker than Geese's is intentional. Geese's double is actually a DM level projectile that can't be air blocked. This is due to his sub-boss status. Rock's double just creates a momentary barrier against other projectiles and does more damage.

Sorry for misspelling your name. Must have been too much in a rush.

Thanks again for the awesome feedback. Keep it coming.

Amy, Lilith is a part of Morrigan, so you'll see her in Morrigan's gameplay (specifically her intro, SDM and HSDM). :)

kkhohoho, Gouki is done, so if you have the version that came in 0.99 that's his final version. He won't have anymore updates. No need to keep him around in the official roster if I end up going with Ryu. You can just plop him in with the others in 1.0.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: teddylam on May 17, 2016, 03:46:07 am
Gouki is done, so if you have the version that came in 0.99 that's his final version. He won't have anymore updates. No need to keep him around in the official roster if I end up going with Ryu. You can just plop him in with the others in 1.0.

In that case, can't you upload Gouki on your site as a non-official character ? I lost 0.99 but I would like to have Gouki.
And could you give us a template ? There is some characters I would add to the game (mostly from Rage of the Dragon).

Excuse my bad english.  :P
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: eldarion on May 17, 2016, 08:01:28 am
Gouki is done, so if you have the version that came in 0.99 that's his final version. He won't have anymore updates. No need to keep him around in the official roster if I end up going with Ryu. You can just plop him in with the others in 1.0.

In that case, can't you upload Gouki on your site as a non-official character ? I lost 0.99 but I would like to have Gouki.
And could you give us a template ? There is some characters I would add to the game (mostly from Rage of the Dragon).

Excuse my bad english.  :P

You can DL again 0.99, Gouki is still in
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Zephhyr on May 17, 2016, 02:48:11 pm
Did the Angel bug happen when you played as her or when the computer was using her?

It happened while I was in training mode with her, I've been able to recreate it once while mashing buttons during the move. I'll try and record it at some point down the line.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: John_Fu_Doe on May 17, 2016, 08:24:46 pm
Did the Angel bug happen when you played as her or when the computer was using her?

It happened while I was in training mode with her, I've been able to recreate it once while mashing buttons during the move. I'll try and record it at some point down the line.

I was able to trigger the glitch with angel and this seems to be a random chance.
Also, a similar glitch also happen when doing her QCB+X where at random chance, she stuck at a loop until you hit her!
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Thedge on May 17, 2016, 10:14:43 pm
Check if you are somehow sending her to a non existent state, that behaviour is usually caused by that.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Zephhyr on May 17, 2016, 11:11:13 pm
I was able to trigger the glitch with angel and this seems to be a random chance.
Also, a similar glitch also happen when doing her QCB+X where at random chance, she stuck at a loop until you hit her!

That is literally the same bug I was on about. Comforting, I suppose, to know that someone else also found it.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 20, 2016, 01:34:23 pm
Ok, I found a mysterious change state in the qcb +y version so I removed that. Other than that, I can't seem to make this glitch occur, so hopefully that was the fix. I posted the fix online.

I'll be reuploading KOFE with all the fixes over the weekend. I'll be removing Gouki from this version. So I recommend if you have downloaded KOFE and want to play as Gouki, you grab the game now.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: teddylam on May 20, 2016, 03:07:48 pm
Please, upload a template too, I would like to convert some characters in your game.  :D
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: John_Fu_Doe on May 20, 2016, 11:44:53 pm
progress on Oswald?
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on May 21, 2016, 10:52:41 pm
Please try to keep this topic for feedback of the 0.99 release and use the blog for other comments of the game. Thanks :)
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on June 04, 2016, 04:52:48 am
Sadly I've found 2 bugs and 1 is pretty major.

Minor: Oswald's rush DM does insane chip damage (I accidentally put 20 instead of 2 for the block damage).

Major: You can continue to tag out when your partner is KO'd. You come right back in, but this obviously shouldn't happen.

Bummer.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Bullfrog on June 09, 2016, 09:39:20 pm
Was testing Andy right now and maybe have found one bug

When the opponent is on the corner, the "Flying Fist" with low punch will hit, but the high punch version will miss.

Not know if it's intentional or not
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on June 17, 2016, 12:40:10 pm
Chizuru too op. Pls nerf. Actually, I suggest nerfing all the AI a little bit. I'm getting my ass kicked at difficulty 1.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on June 18, 2016, 04:33:34 am
Hey Amy, fixing the AI is part of the plan for 1.0. It was too big for me to tackle for 0.99.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Amy on June 18, 2016, 12:12:21 pm
Hey Amy, fixing the AI is part of the plan for 1.0. It was too big for me to tackle for 0.99.

Oh sweet, also, can you send me those credit screens per PM? When do you think v1.00 is going to be released? This is so I can have an estimated dead line for the credits.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on June 19, 2016, 05:14:15 pm
KOFE 1.0 will probably get released the first half of next year. Thedge hasn't yet started on the 3 characters he's spriting for KOFE and I'm guessing that will take awhile (especially Richard).

I'll be releasing an "EVO edition" of the game with all the touch ups I've done to get it ready for demoing, but I don't expect anything done by that point. Just waiting on MW to finish the last of the Nakoruru edits he's making.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Bullfrog on June 23, 2016, 04:03:33 pm
KOFE 1.0 will probably get released the first half of next year. Thedge hasn't yet started on the 3 characters he's spriting for KOFE and I'm guessing that will take awhile (especially Richard).

I'll be releasing an "EVO edition" of the game with all the touch ups I've done to get it ready for demoing, but I don't expect anything done by that point. Just waiting on MW to finish the last of the Nakoruru edits he's making.

Nice news!! I'm really hyped for this EVO edition, I'm pretty sure true fans of KoF at EVO will love the game when they see it!! And one more time, congrats on the progress, everything seems to be coming along pretty smooth! =)

Now, about the feedback, did you see my post some days ago? If what I said, is indeed something that wasn't intended, I could help you find more of this "issues"...
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on June 24, 2016, 03:11:32 am
Hi Bullfrog. Glad you're enjoying the game and I hope I'll be able to play the game at EVO. Yup I took note and made adjustments to Andy. :) If you find anymore let me know.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Bioluminescence on July 10, 2016, 12:03:49 am
Is it me or does Mature have no unique combo string?
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Zephhyr on July 10, 2016, 12:09:05 am
She does, it's a -> f+a. I concede that I also thought she didn't have one until Swipergod assured me otherwise.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Kumasan on July 13, 2016, 02:38:09 am
Well, my feedback: this game is amazing and feels really professional, BUT... the AI difficulty! I'm litterally getting beaten up in a corner on easy 1. Is there a way to lower it? Maybe by tweaking some files? Once again, this game is amazing, and getting characters like Bonne is totally cool! And all these levels!

Help us swipergod you are our only hope! :joy:
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: MotorRoach on July 13, 2016, 03:10:00 am
I believe he already stated in his website that the next version will feature easier AI as an option.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Bioluminescence on July 14, 2016, 10:36:21 am
found something off in the guide:
(http://i.imgur.com/Zy4kSvY.png)

Also, Angel's entry font is significantly smaller.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: Kumasan on July 15, 2016, 02:11:35 am
I have a suggestion!
It could be a good idea to add the possibility to toggle off the flashes, just like in the originals games.
It is sometimes exhausting for the eyes (yes I have fragiles ones!), especially when it flashes rapidly (Robert DM for instance).
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on July 16, 2016, 02:55:24 pm
I can't actually do this with Mugen. I can probably "reduce" the effect so it's only used for big hits and not in Ranbus. Will add that on my list of things to revise.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on October 05, 2016, 08:42:27 pm
Some minor stuff was fixed. Animations with incorrect ticks and some glitches. Most notable is Whip who can now be thrown when she whiffs her drop down attack (although the recovery has been shortened to compensate). Saisyu has a new SDM now and King and Ryo have a new special intro (their '98 one). Oh, and now everyone has a special KO sound when they win with a DM or SDM.
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: TheRedBeast on December 11, 2016, 11:13:26 am
i have a question how chage the partnert durning the tag battle?
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: swipergod on December 12, 2016, 01:23:43 am
You'll want to press down + start (taunt)
Title: Re: KOFE 0.99 Feedback and Bug Reporting Topic
Post by: TheRedBeast on December 12, 2016, 09:43:52 am
thanks