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King of Fighters E blog (Read 1271499 times)

Started by swipergod, November 14, 2007, 02:53:22 am
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Re: King of Fighters E blog
#2161  October 31, 2015, 03:39:22 am
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It's ctrl + 3 iirc

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: King of Fighters E blog
#2162  October 31, 2015, 11:40:32 am
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Lin and oswald would be cool in the roster. Will you do the america team too (Lucky glober and the 2 others) and ramon, Gai and Tyzok ?
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Rahhhhhhh, AI is so hard to deal with !!!!
Re: King of Fighters E blog
#2163  October 31, 2015, 01:40:27 pm
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Ah, k. I understand now LA. Yes if you want to control your partner you have to do ctrl +3. I wrote to Unoshe because he apparently coded an AI fix that lets you control your partner. If Vans has done it, do you know which character he has that uses that code? I'm not sure how that's done currently. i know there are ways of overriding AI. That's not my issue. I just don't know how to give you control of your partner if your partner is AI. I'm assuming you can write up a code that has a bunch of conditions based on var(9) = 1 and you being in a simul match. I wonder if there's a way to just turn off AI. Then I could just code a second cmd or something.

I'm strongly leaning towards bringing Lin in at this point to fill what is currently Hwa's spot. While I like Oswald as well, there's more story behind Lin. I suppose I can do whatever I want there since I did add Shiki and Neo-Dio in. Not sure yet. :S I still plan to make a Hwa for general Mugen, just not KOFE at this point.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2164  October 31, 2015, 05:05:03 pm
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I believe his Hotaru has it. Probably with notes as well since he would probably want people using it in their creations. He tends to think ahead that way. With the AI method, just start the battle with hitting ctrl+3 and it shouldn't be a problem. It just looks ugly having to use debug keys in a full game imo. It is why I scrapped the tag system CFJ2 had

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: King of Fighters E blog
#2165  October 31, 2015, 05:14:43 pm
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Thanks LA. I'll check into it.

In other KOFE news, Adel is now fully color separated with sprite and effects touch ups. I even separated Rose's eyes for the sprites I made for her. Many thanks to Melcore for separating the KOFE specific sprites. Also, Adel's stage returns to the blue sky version.

New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2166  October 31, 2015, 05:39:24 pm
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Oh, and by the way, you don't need all that debug script LA. You can set Debug = 0 and AllowDebugKeys = 1 and you can still ctrl + 3 to control your character without all the jibberish.

Oswald is joining KOFE and replacing Hwa. More interesting gameplay I think. And I don't have to do any custom spriting  :bjugoi:
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2167  November 01, 2015, 10:24:57 pm
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Slowly getting there 2/3 done. Still have to write a code for the AI to use the tag. If anybody wants to take a stab at it, write me a PM. I'm not very good at AI coding.

New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2168  November 04, 2015, 03:33:06 am
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16 more characters to code... I've already noticed I'll have to adjust the start point for the leap in attack and I think the life gain is too slow to be of any value. So I'll have to go in and fix that after. Damn... Then I'll do the screenpack fix and then I'll do Silver and fix Elisabeth (gonna adjust her moveset slightly). And then it'll be on to the collapse KOs for jab/cheese KO. At least that'll be easier to insert than this damn tag thing.

New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2169  November 04, 2015, 04:58:43 am
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Uh oh! Somebody is frustrated....
Re: King of Fighters E blog
#2170  November 04, 2015, 05:20:39 am
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Not posting at all would be more encouraging and inspirational than the mockery you've just posted, you doUche.

swipergod, you clearly sound like you're putting a lot of work into this, so don't mind taking a break every now and then. Making 16 characters does sounds like a lot of work.

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Re: King of Fighters E blog
#2171  November 04, 2015, 05:40:01 am
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wow... nice compliment there Uche...

Swipergod want some more edits for some classic moves for Iori, and is adding more and more... I applaud his effort 
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Re: King of Fighters E blog
#2172  November 04, 2015, 06:41:09 am
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Uh oh! Somebody is frustrated....

Ignore him, this is just Uche the local jester on a sugar high.

On topic, that sounds like a fuck-ton of work. I think maybe taking a break like what MotorRoach said would be recharge you and bring back your motivation. I do that with my ongoing graphical WIPs (stage elements and character sprite projects), and it always works (in fact, I'ma go back to working on one of'em tomorrow! :D)

Good luck Swiper.
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Re: King of Fighters E blog
#2173  November 04, 2015, 07:58:29 am
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Last Edit: November 04, 2015, 08:37:13 am by Melcore
Re: King of Fighters E blog
#2174  November 04, 2015, 01:57:13 pm
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And it's only Tuesday. ;)

Thanks for the concern all. It's not too bad work wise, it was just a pain to get through 47 character and realize I have to change some of the coding. But I couldn't test it until I had a good chunk done (I find it avoids getting too absorbed in the details). It'll be ok. 8 characters today, 8 tomorrow. And then the coding fix. I'll be onto the screenpack adjustments this weekend. I wasn't able to find anyone who could had the "down" and "perfect" rips from KOF XI, so I'll be ripping them myself. Some character had the counter rip. So I have that at least.

It's just fine tuning mostly for the 1.0 release. The work isn't actually that bad. :)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2175  November 07, 2015, 04:13:52 am
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So I finally finished implementing phase 1 of the tag mode. Phew. Now just have to fine tune the life gain and pos for leap in. Beginning work on the screenpack tomorrow. Relatively easy I think. I'll take a couple day breather after that onto Silver. :)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2176  November 07, 2015, 05:21:58 am
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Nice to hear that. I'm personally curious to see what you have in mind for the screenpack. I take it that you're going to use Melcore's portraits, right?

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Re: King of Fighters E blog
#2177  November 07, 2015, 01:42:42 pm
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Yes, I'll be using Melcore's portraits. The char select is from '98 UM and that won't be changing. There will be a new title that says KOFE and the "select your mode" will be from KOF XII. Fight.def will remain with bars from '98 UM and graphics from XI. The VS screen's the only mystery. Melcore wants to make sprites for that as well, but I haven't landed on a new background yet.
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2178  November 07, 2015, 06:17:57 pm
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Yes, I'll be using Melcore's portraits. The char select is from '98 UM and that won't be changing. There will be a new title that says KOFE and the "select your mode" will be from KOF XII. Fight.def will remain with bars from '98 UM and graphics from XI. The VS screen's the only mystery. Melcore wants to make sprites for that as well, but I haven't landed on a new background yet.

yeah, I should be starting on VS sprites as soon as all the portraits are done.

I got the go ahead from swiper to open a new topic regarding this idea. (thanks again)
they will be regular sized sprites but will be unique to the characters sprite set.
Re: King of Fighters E blog
#2179  November 07, 2015, 09:55:09 pm
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Ok, so the new menu screen is coming along. Need to have active selection font added and I'd like to do a menu item description later on. Nothing for the vs. screen yet. Sadly my game is not in HD, so I can't use the KOFE logo. I don't want to spend the time right now to convert so... Not great, but better than it was before.

New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: King of Fighters E blog
#2180  November 08, 2015, 01:07:01 am
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For active, maybe you can have the font zoom in towards the user.