Posted by Basara Lapis
in Athena_WPr by Akkin updated 09/05/09 (Started by ☠Haruhi Suzumiya July 07, 2009, 07:18:25 am
Board: Found Releases
Board: Found Releases
Stoled from original news posted by Okami Amaterasu in MI
link : http://blog.livedoor.jp/chinya1988/
note : click on download page and you'll be redirected to another page which has the link to chin-ya's mediafire account , from there everything is obvious .
It's basically a sprite swap of ahuron's Athena XI : (...The only feedback in MI... move to edits & add-ons??
she's even missing the wall jump still.
I don't really understand why you all focalize on Vyx. He doesn't care about you (He doesn't want to speak about what happened here).And if you're not Vyx, why do you defend him?? Do you know him personally or something?? As the other said, it's pretty obvious about this, even for me that I don't know well what's happening the last time...
HYDRO PUMP+1
Well it's not much of a "long jump" because it goes about the same distance has the normal jump, it just has a shadow trail and thats about it. Get accurate vels.Yes, you're right Already tested and there's almost no difference between normal and long jump. I'll fix that and I'll add proper sounds to jumps
Uhh... has nothing to do with him being "slow", but these vels are just wrong. Ryu back dashes way too far, and Tatsumaki is pretty much useless since Ryu continues to spin after hitting and knocking down his opponent, leaving him vulnerable because his opponent will get back up before he stops spinning.Well, about Tatsumaki, I'm already fixing that stuff, especially about hitting the opponent when he's blocking... about backjump vels, I'll redude it, but I'm still thinking those vels are good for an EX char in general...
Old KOF's didn't have EX attacks, but I'm just saying the white flash does not look good for depicting an EX attack. Have some shadow trails or something and/or a unique sound.Already has shadow trails and an unique sound, but the white flash is to advice the character is making an EX move, that's unchangeable
Silent Storm by X.C.B (Big Eli King)That's a private edit of BEK, the closer you'll get about SS is Tetsu Yatogi. Available in RandomSelect...
http://www.dailymotion.com/user/The-Human-Torch/video/x9riwz_black-on-black-crime_videogames
or start....Yeah, who knows
BOT: Anyways, if you want to create a game like this, look at what fighting styles are familiar to which country. For example, UFC for USA, Luchador for Mexico, Thai Boxing from Tailand, Ninjitsu from Japan, Tae Kwon Do from Korea, etc.I think stereotypes chars are everywhere and in every game. I think just characters from various countries with their own fighting style. Maybe like Aggressors of Dark Kombat. There's an example about this game could be...
the only guilty gear that I played a lot was the first on the playstation 1That sounds like you made a SF3TS char when you only played SF1
BASARA YOU ARE A CRAZZY MACHINNE!!!Yeah, chicks says the same 8)
El problema es que yo mas bien edito, no he codeado desde cero,y aunque lo puedo intentar, tengo problemas con funciones básicas del FF, porque nunca me he hecho con el tiempo o interés para aprenderlas, y eso retrasaría el asunto como mil mesesYo jamás he podido hacer algo con el FF, aún no se qué le ven o lo fácil... yo me sigo quedando con el MCM, el paletero y el bloc de notas pa hacer mis chars
ahora que tampoco quisiera soltar los sprites asi nomas..
I don't think these were made in 2k2 style, so the hop might have been omitted on purpose, as well as a couple other things you listed.That's true. Made a la KOF != made accurate to some KOF game in specific... so let me answer you some of the feedback I get:
Ryu is NOT A dbz char! , No but looks nice.Hahahaha, that's because the pic simulates a Kame-hame-ha (well, the NGBC Tung Fu Rue's SDM beam is very closer to Kamehameha than Ryukoku Hadouken I made )
Does Ryu EX still have the Jojo mode?LOLWUT??
- Ryu can move around during the fight intro before the fight actually begins.I don't know what's the wrong there (already noticed but not an important factor for me)
- No jump sound.Already Ryu has long jump, but like jump and roll, he doesn't have that sound. I'll see that
- No long jump.
- No sound when he rolls.
- Can't hop.Not implemented in any of my EX chars
- No guard cancel attack or guard cancel roll.
- Ryu can jump over his opponent and keep jumping in that direction without turning around.I want to fix these stuff, but I don't know where's the problem and how to solve it
- Reppuu Jinrai Shou (Level 2) makes the damage on the lifebar and combo counter reset when it hits, instead of totaling it all together.
- He back dashes too far.Ryu isn't too slow as you think... These vels were made with a purpose. About Tatsumaki hit, I've to see that thing, to continue hitting the enemy when blocking instead just a single hit
- Tatsumaki lasts far too long, Ryu is still spinning after he hits and knocks his opponent down, leaving them time to get back up and punish him.
- I think Tatsumaki, both weak and strong go too far across the screen.
- Hadouken hit sound (weak/strong) aren't right.Well, sounds are from SVC, where this Ryu comes from
- Jump Strong Punch attack frames doesn't last long enough, the clsn only come out for a split second and then they are gone, resulting in this move whiffing very often.Yeah, I've to see times in AIR, various of them were already in Ryu 2k2, I put clsn2 in anims doesn't have it, more than that I respect what LXM90 did it already
- Too much delay on his fwd+X overhead before the attack actually comes out.Well, I based in POTS' Ryu in times of those command moves
- Too much delay on his back+X move has well.
- None of his basic moves/command normals appear to be cancelable.Be more specific here, plz... in AIR (clsn2) or in CMD (stateno + movecontact)??
- Feint Hadouken should be done with QCF+K, not QCF+Start.It's a taunt, that's why I use start instead kick for the move. And that command is for the forward kick mov Ryu makes in SF3 series, so I respect that thing and I don't put Hadou no Kanae in that command
- Shoryuken command does not work at all, Hadouken completely overlaps it.F,D,DF + punch is the command. F,QCF + punch won't work at all. However, I received a note in MI about another guy can't make Shoryuken, I'll see that to make it easier
- I really don't like how there is a full screen white flash when you perform EX moves. Why not just use the EX move effect+sound from SF3 Third Strike?Rai and Yuki has it, too... is part of EX chars series and emulates old KOFs. You know, putting SF3 stuff in a SVC+KOF character doesn't fit at all...
- All of Ryu's level 1 supers have the SDM (Level 2) sound effect when it should be the regular DM sound.All supers has the same sound, the only thing changes is the color of the FX and the powerbar it uses. And the other EX chars have it, too
- During Shinkuu Tatsumaki start-up, Ryu is in the postion for his Shoryuken, that doesn't look right.I don't get those sprites, I'll fix that in the next update
- Level 3 Shinkuu Hadouken Beam is very, very, ugly looking. It's a pixalated mess. You should of used 2k2UM EX Takuma's Subaruru'Ou Shikouken beam for this move, it'll look alot better.I used Yuki's Chodokyu Mega Beam 100 sprites for the Ryukoku Hadouken, it looks very similar to the ones used in Evil Ryu's RH. Can you post a shot of that move?? since it sounds like Tung Fu Rue's SDM Kamehameha-like I said before, and that wouldn't fit with the purpose of RH... you know, Ryu != Goku
- When you do the Shin Shoryuken, part of the super fx gets stuck during the initial hit of the move. Also there is a delay before the background turns negative.Yeah, that's because the exagerated hittime Shin Shoryuken has. I've to fix some stuff in super FX to avoid that and the time between the super and the negative PalFX is a thing I've to fix, too
He needs alot of work, fix everything I listed though, and he might turn out to be pretty decent.It sounds you don't like my Ryu at all, too bad...