I removed the Floor coding (admittedly I don't yet understand Floor and Ceil coding).Do you just mean you don't know what floor and ceil mean ?
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!Not sure if I understood well, but I just wanted to say that CCIronMugen != R[E]ika.
I add them to each character's sff file and copy and paste.Hmm. Why don't you make a fightfx.sff/fightfx.air, compile all the system sparks there (hitsparks, DM sparks, SDM sparks, ground waves, burnt effects and everything) so that you only have to compile it once & don't have to insert them into every single character?
Missfairy, I'm sorry Rugal isn't what you expected. Just to let you know, with the exception of God End, I wanted to stay away from Capcom's Rugal as much as possible. No Genocide End and the like. Dark Gravity and Gigantic Press are just DM versions of Omega 98's normal moves, while Breath Destruction is just a toned down Omega Destruction. I chose more 98 over 2002 because I don't really like 2002 Rugal. Oh well. I'm not sure what moleboxing is. If you'd like, you can fill me in on that one to see if I'm doing it or not.I understand. Honestly even though Rugal wasn't quite what I imagined I have to give you major props for putting so much work into that stuff. It's REALLY awesome IMO!
I can't win with the regular hitsparks/sounds because I'd either have to recode the basic moves (which I'm doing) or all the ported specials. Not too familiar with the system side of Mugen yet. I don't quite know how fight.sff/snd etc.. works, but I can look into it and see if I can add the DM sparks and save some time. Thanks for the suggestion.
Missfairy, I'm sorry Rugal isn't what you expected. Just to let you know, with the exception of God End, I wanted to stay away from Capcom's Rugal as much as possible. No Genocide End and the like. Dark Gravity and Gigantic Press are just DM versions of Omega 98's normal moves, while Breath Destruction is just a toned down Omega Destruction. I chose more 98 over 2002 because I don't really like 2002 Rugal. Oh well. I'm not sure what moleboxing is. If you'd like, you can fill me in on that one to see if I'm doing it or not.I understand. Honestly even though Rugal wasn't quite what I imagined I have to give you major props for putting so much work into that stuff. It's REALLY awesome IMO!
I can't win with the regular hitsparks/sounds because I'd either have to recode the basic moves (which I'm doing) or all the ported specials. Not too familiar with the system side of Mugen yet. I don't quite know how fight.sff/snd etc.. works, but I can look into it and see if I can add the DM sparks and save some time. Thanks for the suggestion.
Moleboxing is making the files zipped so you only have access to the exe. Basically people wouldn't be able to adjust commands and stuff if they wanted - Honestly I despise this and I really do hope you don't do it!^^
Haha, I only posted that since he didn't know what it was.Missfairy, I'm sorry Rugal isn't what you expected. Just to let you know, with the exception of God End, I wanted to stay away from Capcom's Rugal as much as possible. No Genocide End and the like. Dark Gravity and Gigantic Press are just DM versions of Omega 98's normal moves, while Breath Destruction is just a toned down Omega Destruction. I chose more 98 over 2002 because I don't really like 2002 Rugal. Oh well. I'm not sure what moleboxing is. If you'd like, you can fill me in on that one to see if I'm doing it or not.I understand. Honestly even though Rugal wasn't quite what I imagined I have to give you major props for putting so much work into that stuff. It's REALLY awesome IMO!
I can't win with the regular hitsparks/sounds because I'd either have to recode the basic moves (which I'm doing) or all the ported specials. Not too familiar with the system side of Mugen yet. I don't quite know how fight.sff/snd etc.. works, but I can look into it and see if I can add the DM sparks and save some time. Thanks for the suggestion.
Moleboxing is making the files zipped so you only have access to the exe. Basically people wouldn't be able to adjust commands and stuff if they wanted - Honestly I despise this and I really do hope you don't do it!^^
really, if you don't want him to do it, stop suggesting it :P
However, it is impossible to replicate priorities in MUGEN due to the way KoF handles CLSNs.I have seen people say that several times, but which of it exactly is impossible to duplicate?
Now, I'm curious about collision boxes Yeong Woong. I did as you directed and tried with 98. There was a odd colored Kyo that popped up on my screen. I could get him to do moves, but I couldn't see any collisions. You're right, most my mods have edited collisions. They're pretty tight to the sprites, but I have noticed some discrepancies. I was gonna edit priority/hit.priority. Wouldn't that fix the priority problem as well?Make sure you've turned on 1-2, because anim viewer (the one you activated) is 1-1, which will indeed give you a character on the screen with the palette of the character you're using, which is related to ripping sprites. Which is also not what you want. You can use the anim viewer in conjunction with the CLSN viewer in case you want a certain animation's CLSNs but you find it difficult or impossible to access through normal means. But that's rarely the case.
I'll see what I can do with some, but I may just release the betas and have people come back and tell me which moves are too low/high priority wise (for example, "Um, swipergod, Rugal's trip beats out everything! Can you fix that?"). That'll probably be a main fix for the final release versions of all characters. I will check to see if some character's collisions are too far extended though. My personal preference is that basic attacks trade hits and it's the speed they come out at that will determine the winner. Specials will be different.That's probably the best idea IMO.
The deadly rave has become an auto combo and (gasp!) a level 1. I never understood why SNK forced you to manually input each hit when, say, the Maiden Masher or Dragon Dance did it automatically.I think, they made it Level 3 + manual input because you can let the standard animation run, and continue comboing, making Deadly Rave more varied, in terms of gameplay.
I will finish K' this weekend. There will still be final tweaks and some AI programming if missfairy is still interested before the release. As usual, I'll keep y'all posted.Of course! can't wait. ;)
Iv'e been checking up on this topic from time to time, So I thought I'd give a little input. The Change to the Deadly Rave bothers me alot more than Raging Storm. Heck, Nightmare Geese by jin has raging storm as a HCFx2 command, and it doesn't bother me one bit. But deadly rave is just more iconic, you only really used it if you knew you could perform the move. It's a show-off move, but thats why I enjoy it so much, he has enough other specials that the Deadly rave is more of a bonus to those who actually learn how to play Geese.I believe that's what he's trying to move away from, though.
Even so I'm looking forward to seeing how you make these characters play though, so I'll definitely check em out.
Missfairy. Great. I'm working on K' right now, but it's gonna take a couple extra days (more to do than I realized). If all goes well, I can send you the first few characters by next weekend.Alrighty :)
The Counter System. Unfortunately from what I understand Mugen's reversal.def will not recognize the different between standing moves that need to be blocked high and other standing moves.
Hi Dark Symphony. I like talking about fighting games too. I'd like to take a wait and see approach to the opening window for Geese's counters. The moves are pretty good damage and have the ability of countering hypers (thus even countering moves with invincibility windows like Terry's buster wolf for example for the price of nadda unlike the guard counters, which would still go through the move's invincibility). Timing should play a key in countering I think (but not something ridiculous like Heidern's counter). 4 frames is 1/4 of a second I think, so it's not so bad and it forces you to vary your offense slightly, so you're not a turtling Geese. We'll see if that works in practice though.
Edit: Here's the K' Vid: http://youtube.com/watch?v=bhzIWFVjTWc (http://youtube.com/watch?v=bhzIWFVjTWc) More updates coming soon.Yay, nice to see k'.
Happy days are here. K' is finished. I'll post a vid soon. With the prelims done, I can get to tinkering with the priorities, invinicibilities and the dreaded two in ones. Barring that I'll also need to double check all credit and missfairy's gonna try to put some AI into these things. Sorry the delays are stacking up, but we all want a good release and honestly, I underestimated the time it'd take me to do all this. One thing I can assure you is that they will be release no later than the end of Feb. Guaranteed. I'm shooting for 2 weeks though.
Once finished the next batch of 10 will broken up into two releases
The first will include: Iori, Kasumi, Orochi, Ryo, Angel, Benimaru
The second will be MOTW release and will include: Jenet, Hotaru, Gato, Rock
As I will be taking a big breather and letting people throw me some feedback on the first 10, the next release probably won't be until sometime in late April/May. The list is subject to change, especially if I can find the Shermie voices I'm missing or figure out how to rip them (I'm dying to make her).
yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.Nah it wasn't with my coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
link, kthnxplz
Those have all since been resolved. (I need to upload those titles)yeah miss fairy posted a few AI related problems on MI she seems to be coming across some strange problems with her AI coding.
offtopic question: http://www.youtube.com/watch?v=0h_jnTnxyxM wat kof moveset is that hyper from where mai does the spinning fan attack in the air?
link, kthnxplz
http://www.mugen-infantry.net/forum/index.php?topic=98445.0
http://www.mugen-infantry.net/forum/index.php?topic=98400.0
^^ those problems are most probably sorted by now but this one was the strangest everyone that tried to help cudnt figure it out lol
http://www.mugen-infantry.net/forum/index.php?topic=97228.0
I don't think you should be using zzasd's k',since its inaccurate on many points and has alot of standard k' combos missing,unless you fixed them.Heaven Drive wasn't a good DM, anyway.
Also,Sniper Side shouldn't knock down and Heaven's drive is missing.
Missfairy, be nice. :) You're the only one who has actually played the characters. Let others speculate and voice concerns now and we'll see if they still have those concerns later on. :DOh, I was.
Yeah that would be totally rad. (http://youtube.com/watch?v=31UL5YLQsKw)
Preliminary feedback.Geese is supposed to use reppuken quite a bit.
K' created a clone when hit out of his SDM Heaven's Drive by a projectile.
Guardtimes seem too long on some special attacks (noticed on Iori), as if they were coded for DOSmugen.
King and geese AI is a bit projectile spammy, Terry AI seems to abuse rising tackle in corners.
That's all I noticed so far, But I thought I'd post to let you know. I'll add more feedback when I get a chance to play with them longer.
lol. Chizuru's sexy KO will be Anonymous' and [E]'s. It's very well done and fits the game well so I didn't even have to mod it. :) Thanks again Shion. I'm just glad to hear some input.
I've finished Chizuru, although I'm not as happy as I could be with her. I can't figure out how to "powerseal" Specials and DMs. Sander's version would have the opponent get hit every time they tried to attack with one. The problem there is if an opponent is invincible they won't get hit and their move won't get "sealed". I've tried a couple things, like a bind state and targetstate changes when specials are activated, but with no success. So the alternative I've come up with is that Chizuru's powerseals (Level 1 and 3) merely drain 1 or 3 Levels (getpower = -1000 or -3000 respectively) if they connect. Like I said, I'm not big on that as I'd prefer the actual powerseal, but it's a decent replacement I think. If anyone has power seal suggestions, please post 'em, cause I'm stuck.
I'll post a video some time tomorrow.
First link sends me to front page, second links leet me download the chars pack only. Can't get the chars+bonus pack. Apparently you still haven't quite fixed that, I thought your April 27 edit meant you did.the PDF said:bridge_evening by その他o_O その他 means "others". It's the download type. If you check, all the stages are labelled as "stage (others)".
Also the "direct link" on that stage doesn't work : the site is a dynamic news site, the "direct link" you give definitely isn't going to show the stage you meant to link to. You should link to the actual page, which would be a link such as this one (http://mugenchara.blog.shinobi.jp/Entry/474/).
I'm not exactly sure I should be allowed to juggle Rising Tackle over 3 times for over 460 damage.PDF said:Legs of Conquest (d,d +p) sk versionAlso the Buster Wolf command says 2qcf+2P but it's 2K.
Whip : can't do String Shot ; Assassin Strike and Desert Eagle command as given in the PDF overlap (can't get DEagle)
Some debug text (Whip's Whip Shot for instance gives a "truncated to integer" error, I think there are some "missing required anims" too) etc.
"K' (Prime)" ? No it's dash, not prime.
K''s "Plus attack" after Crow Bite doesn't hit Rugal. His Blackout just doesn't come out. PDF says Air Trigger is qcb+P, but it's qcf+K.
Leona's Earring Explosive is written as qcb+K but it's qcb+P.
Don't know what's up with the missing animations. I'll check whip out. To my knowledge though, there are no missing animations with any character in terms of attacking.The missing animations seemed to be for pretty much everyone... checking...
nearly 800 damages.in your 50 MUGENS and +9000 INTERNETS. lol.
hcf +k??? Why did you make it an hcf instead of the usual qcf ?
The screenpack is finished. I'll try to get missfairy to take a pic or 2. It mixes a touch of KOF '96-XI (excluding the aesthetically deprived '97 and 01).97? but but but... they had those nifty KOF 3D logo animations and the world maps :'(
Finally for the Howard Legacy team, Rock doesn't like Billy Kane.
Well, Rock hates his daddy and hates being linked to it, and Billy worships Geese. those are both canon, so Rock... probably hates Billy. You may find it odd that Rock is in the Howard Legacy when he rejects it, that's all.Finally for the Howard Legacy team, Rock doesn't like Billy Kane.That's only in the Another Day anime though, which is not canon.
Kasumi hates the kyokugen dojo.Agreed.
For the Orochi Disciples...where's Chris? Thats just strange to have Yashiro and Shermie without Chris.Well I suppose if Orochi is planned as a boss, considering Orochi possesses Chris, you may just say Chris is already in another "team" (boss team).
Interesting idea. I suppose because I have the screenpack set to not move onto unused cells (so the bosses can be selected off screen), I could use random select as a placeholder. That'd be a lot of random selects though. I'll give it a go though.Use "blank".
I agree with Shion.Finally for the Howard Legacy team, Rock doesn't like Billy Kane.
That's only in the Another Day anime though, which is not canon.
Also, Angel's (and K9999) mission is to kill K' as well as to kill Kula (at the end though)
Well I suppose if Orochi is planned as a boss, considering Orochi possesses Chris, you may just say Chris is already in another "team" (boss team).
Neo Cartel:
Hotaru
Howard Legacy:
Ash
Hotaru is not gorgeous. :P
Hero Team: Neo Cartel:
Kyo, Iori, Rock, Benimaru K', Kula, Maxima, Vanessa
Fatal Fury: Justice Soldiers:
Terry, Andy, Mary, Joe Athena, Kasumi, Kensou, Kim
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, King Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
Mai, Angel, NO NEED FOR MORE PEOPLE, Jenet Yashiro, Shermie, Vice, Mature
Howard Legacy:
Ash, Gato, Billy, Yamazaki
UGLY LOLIS TEAM
Hotaru
Hero Team: Neo Cartel:
Kyo, Iori, Rock, Benimaru K', Kula, Maxima, Vanessa
Fatal Fury: Justice Soldiers:
Terry, Andy, Mary, Joe Athena, Kasumi, Kensou, Kim
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, King Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
Mai, Angel, Ash, Jenet Yashiro, Shermie, Vice, Mature
Howard Legacy:
Hotaru, Gato, Billy, Yamazaki
Rock: My MotW memory is fuzzy, but didn't Rock agree to go with Kain at the end and ditch Terry? I took that to mean it was the first step towards Rock following in Geese's footsteps.Rock being part of "Howard Legacy" Seems really strange to me, too. Rock hates Geese (and geese never cared about him) whereas Billy worships Geese. So them teaming up is sort of impossible to believe going by KOF storyline.
Ash: I could rename it "Shady Team"? I was shocked when Iori and Kyo turned up on the same team in XI? I mean, didn't Iori have a blood hatred for Kyo? And yet SNK themselves made Kyo and Iori team up after years of purposely keeping them separate. Ash is another main character somehow liked to Orchi and the mystic flames that Kyo and Iori use. I thought it made sense to stick him with the others to fight against Orochi. Teams don't have to be without animosity. Plus, who really knows Ash's motives at this point anyway?
My MotW memory is fuzzy, but didn't Rock agree to go with Kain at the end and ditch Terry? I took that to mean it was the first step towards Rock following in Geese's footsteps.Exactly, except Kain wanted to ruin Geese's legacy and take the city for himself. Also rock did it for his mother, not for the looting and ruling ; but Billy won't team up with Kain, so Billy and Rock won't team up either because rock still doesn't like Geese while Billy worships him.
Well it seems like Ash and Rock's placings are currently unforgivable. So after some musical chairs, we arrive at this:
KOFE Teams:
Hero Team: Neo Cartel:
Kyo, Iori, Benimaru, Angel K', Kula, Maxima, Vanessa
Fatal Fury: Justice Soldiers:
Terry, Andy, Joe, Mai Athena, Kim, Kensou, Rock
Art of Fighting: Ikari Warriors:
Ryo, Robert, Yuri, Kasumi Leona, Ralf, Clark, Whip
Gorgeous Fighters: Desciples of Orochi:
King, Mary, Hotaru, Jenet Yashiro, Shermie, Vice, Mature
Villains Team:
Ash, Gato, Billy, Yamazaki
You take villains team '03 and add Ash, who appears to be a villain himself and that = team. To fill the gap in the Hero's team you put Angel in his place and let them deal with her reform. You take Vanessa as [E] mentioned and toss her into the Cartel and finally you take Rock (who feels more at home with at least one other Fatal Fury character and can't join the women's team) and have him boot Hotaru out of the justice team to the women's team. Work better?
The Golden Tiger Kick isn't supposed to cancel projectiles.I think one good thing to remember is these characters aren't supposed to be like an official game. (The game itself isn't, either)
-People miss Iori's f +wp,wp. Although I don't find the move necessary from a gameplay standpoint considering the animation copies Iori's far strong punch initially.One of his most renowned combo is : cross-up Yuri Ori, land close LK, Yumebiki, Aoi Hana * 2, Ya Otome. See how the lack of cross-up Yuri Ori and the lack of Yumebiki severely break Iori's entire offense. I don't think it would be right to replace it with HP since the damage will be different and changing the commands around just for that doesn't really seem like a conscious, educated tweak.
-[L] strongly suggested switching Iori's crossup kick to f +wk while in the air.While crossing up. That is, when he's in the air and going behind the opponent (or in other words, with the opponent behind him). It still needs to stay as b+LK when the opponent is still in front of Iori and not behind, so that you still can do the "fast backdash" trick (dashback and in the middle of dashback, hit LK, he'll do Yuri Ori and fly backward way faster since he's not slowed down by the regular dashback velociy)
-YagamiC4 has some issues with the charge D, u motions. Is this an issue for others?I haven't tried Terry, but I didn't notice anything off with Kim's Hien Zan. @YagamiC4 : are you using the keyboard or a gamepad ? I'm using keyboard here, sometimes it makes a difference. But I don't know how that difference is fixed most of the time...
Thanks a lot [E] for all the in depth coverage. I will check all throws and close up combos for missing "do not execute while opponent is blocking" code. Moves become far too broken if opponents can force characters into their combos at will.
I will tighten the timing of Angel's qcf +b to remove the infinite. Since I lack the skill to do infinites in the real games, it's hard for me execute and catch them in my game as well. If you find any other infinities/broken/unbalanced combos, let me know.
Based on your reply, I can tell that this project is more based on how you "feel" rather than putting in hardwork to get the numbers right. The easy route is to say "this feels better, animation is smoother, you are missing the boat here, SNK should have done it my way etc.." The hard route which only a few follow is keeping true to the game, to try to get the "real feel" of the game by getting the numbers down.
Looking at some of the feedback that was given here, I can see that getting accurate KOF data now is a lot more simpler than back in the days when I was still active. I haven't even heard of some of the tools they are mentioning.
I guess it depends on your goal - are you aiming to create a MUGEN KOF game that has solid KOF gameplay with extended roster? Or are you aiming to have a KOF game that fits your tastes (and a few others here that give you feedback)?. Or maybe you want a KOF game that fits your tastes but has solid KOF gameplay?
Your project is still young and has lots of potential. Just showing you your options. Personally I would say that you get the accuracy down FIRST, then move on with tweaking stuff to your liking (though if you tweak I still :'(), but that's just silly old me.
Again good luck, sorry if I can't beta test / download cause the game is too big... if you can get some characters available for download maybe I can check em out. Though it maybe months again before I post here :P, or not depending on how bored I am.
Dark Symphony, I will have to disagree with you on one point. I don't like luring people in with flash, coolness etc... because when they play it and find it hard/impossible to do moves they saw in the videos it's a big turn off. I'm not big on say luring someone into SF2 cause they thought Zangief was so cool, but end up only using Ryu and Ken cause Zangief's too hard to use. I want to encourage people to use Angel or Jhun cause they look cool, have cool moves and hey, you can do 'em. The depth of any game I believe is how skillfully you use the moves at your disposal not how many stances you've got or how fancied up a move is with multiple follow ups. Plus this is KOF, so you should readily be able to use 4 characters in the case of 4 on 4 team battle. If you devote all your time to one or two, it makes that type of fight less interesting cause then the other 2 on your team become "fillers" instead of fights. And can you imagine going through 4 fights like that with opponent using the same 4 over and over again. That's a yawn for me.
I'm hoping actual testing with people who use combos systems in fights will tell me if my Chain systems are broken or energy sappers. In this department, my skill is minimal so I'll be looking to others for help. I don't think you're being hard. If you see some past posts on the release forum, those were rough. You're just offering your own fighting game experiences and that's always welcome. I may take a breather after the 1/2 point to try my hands at something none KOFE related. In cases like that collaboration is always good.
Thanks a bunch everyone.
Well, hopefully as the project gains more steam, more people will test and find more glitches/give more gameplay feedback. As [E] and I discussed earlier, the juggling system Mugen uses has some problems that may not be avoidable, but I'm sure there's plenty of other stuff to fix.
Good to know. I'm thinking about it. Especially with Krauser's high Blitz Ball. The issue has become more glaring. That'll be for the next overhaul though. Thanks Vans.
Welcome Uche1234. Nice to see you making the transition from youtube over here. I'm trying to join your chess game as we speak, but you seem to be AFK... Guess I didn't take all the guest views into account. So let me know what you think of the game so far.The game is great so far, except that Kim Kaphwan's AI spams that Ground Pound and Somersault Kick. Whoever gave the AI coding to you should bettter incorporate other moves. The same goes for Jhun Hoon as he uses the same moves over and over again.
Holy cow! That's a huge bug. Thanks for posting superyuzqy. Can you offer more info? Can you tell me when this occures or what move Chizuru/Kyo/Krauser was doing when it happened. I'll see if I can replicate the issue and figure out a fix for it. Clearly, this has something to do with the helper states since Chizuru's coding is full of them and I'm guessing this glitch doesn't happen with others. I can't look at it today, but I'll check it out tomorrow. Any more info would be appreciated and I'll release a fix for her when I release Athena.I think Chizuru spouts multiples of herself when she's thrown into from a corner of any stage.
I'm still thinking up better ways at making the next full download easier than this. The good news is that the music files will be substantially smaller next time around. That'll get rid of a good 100 megs of space.
XI's Kizu Darake No Blue Moon is my favorite Psycho Soldier theme and I'd like to use a theme with lyrics. I liked '98s version of Shuddering Gong, but they never arranged it (I'm using Arranged music only) and it doesn't fit Athena's pop starlet image as well. '97s theme just fits the stage better though). *shrug*
I'm strongly considering adding Krizalid to the mix. He'd replace Orochi as a Boss and Orochi would become the Final Boss.What?! o_O All due respect, Orochi was sealed away by the Sacred Treasures Team back in 1997. How did the seal get broken if Orochi is the final boss?
I'm strongly considering adding Krizalid to the mix. He'd replace Orochi as a Boss and Orochi would become the Final Boss.What?! o_O All due respect, Orochi was sealed away by the Sacred Treasures Team back in 1997. How did the seal get broken if Orochi is the final boss?
Yes, I know it has taken too long for me to notice this, but I was occupied with my thoughts at the time and didn't think about this very much.
Back to what I was saying: If anything, Kain R. Heinlin should be the final boss.
Chizuru has been fixed. 8) Hitoverrides were missing for some of the helper moves. She now goes through counters, which can be devastating, but since she's a boss, I can live with it. Helpers are such a pain. The coding seems incomplete in some ways. I'd much rather have the helpers getting grabbed = Chizuru getting grabbed, but I'm not sure that's possible without cloning occurring.SF, huh? You don't say. You got my support and the support of your fans. Isn't that right?
Character update news. I'll be completing the reflect issue with Athena today. That'll just leave the DMs and AI. I will be adding Krizalid to the list and one other. Initially I wanted to add Neo Dio, but conceiving his moves has been a nightmare. There were other possibilities, but I've got to be honest here. I'm running out of moves to give characters. Plus I've been itching to do an SFer. Those who know about the early days of the project know about Ryu KOFE who was removed soon after his announcement. Well, as KOFE's only bonus character, Gouki will be making it into the game. Send your hate mail now. He will use the template set by the Evil Ryu I was working on. He'll have 6 special moves (including his hooligan combo type move) and 4 DMs (like Rugal). Instant Hell Murder will be instant death. If I can find a spriter for this project, he may not last, but as it stands right now, those are the 50 official characters.
Edit: Athena's vid here: http://www.youtube.com/watch?v=SVd7wGvBLtc (http://www.youtube.com/watch?v=SVd7wGvBLtc)I look forward to trying out the latest version of M.U.G.E.N. KOFE.
Athena's moveset is now complete. Like Iori, I wanted to make her HSDM interlude something different then the norm. I've included a pic below to show what the result was. Looks better when animated. I'll be post a vid in a little while so, check back soon.
Major changes done to Athena:
Stabilizing the Phoenix arrow and fang arrow moves. The number of hits were so random depending on how big your opponent was and how far you were. Now, there's a ceiling for each (3 hits for weak, 5 for strong, 12 for DM and 21 for SDM) and Athena's more likely to get the full amount of hits now.
The juggling for Shining Crystal Bit has been reduced. It now only does 2 hits. This increases its reliability. Since most of Athena's other moves are relatively weak, SCB is one of the strongest HSDMs in the game.
Psycho Shot is a DM and has pop up properties. With some skill, you can chain the slow PS into the SDM Fang Arrow for some sweet damage. You can also chain the weak PS into a strong PS.
Athena has 2 reflect effects. Her weak one reflects fireballs, her strong one absorbs fireballs, filling a bit less than 1/3 of 1 level.
Changed her classic "sneeze taunt". I'm not really a fan of it. She now wishes her opponent good luck and winks at them.
She'll be released tomorrow after I finish her AI. I'll also be releasing a fixed Chizuru (I've also fixed the animation for her P throw) and an updated Vanessa in the pack.
(http://i270.photobucket.com/albums/jj119/swipergod/mugen0.jpg)
Athena has been posted here: http://mugenguild.com/forumx/index.php?topic=89047.0 (http://mugenguild.com/forumx/index.php?topic=89047.0)What are your plans for Benimaru Nikado?
Last second fixes include changing her stage music to the XI special theme (Wounded Blue Moon) and giving her a special intro with Kyo.
Also included in the package are small fixes to Vanessa and Kyo (a super spark fix and special intro addition), plus Chizuru's major bug fix pointed out above plus cleaner animation for her P throw.
It'll be a little bit for I start up with Benimaru. Until then, enjoy!
To my knowledge through, this cloning issue only occurs when the helper is a projectile and not a hitdef.
Honestly, I wouldn't use the roll from CCI's system. Problem is, it results in BS like characters rolling in and out of moves. Example - Geese does a Thunder Break, Terry rolls INTO it, but then he safely rolls out of it. Total BS. I had some trouble going through an arcade run with Ryo when the CPU would run into my Zanretsuken, then roll away. Pissed me off beyond belief, until I finally nailed them with it and Haohshokouken'ed them in the face. :P
Benimaru as promised:Looking good so far. I bet Goro Daimon will look even better.
[youtube,425,344]0SSjdkXQPeQ[/youtube]
I will work hard to complete him today for a release tomorrow. 1/2 way point attained. Yay!
Goro won't be making it into this project. I couldn't conceptualize him very well. Adel has taken his place (actually Duck King took his place and Adel took Duck King's place). You can see the full confirmed roster and current status of the project on the 1st post on the 1st page of this topic.:evilgrin: Say, if somebody were to rip the sprites of Nameless, could you use those to make him into your project?
Guys like Goro, Saisyu, K'9999 and Heidern got the short end of the stick. There were plan for them, but I just couldn't figure out what to do with them/make them stand out. Plus I needed to give myself a cutoff or I'd be working on this project forever.
I actually decided to put Krizalid in because Nameless (from 2k2 UM) reminded me of him a bit (look-wise). I played with Krizalid and realized that I couldn't make a decent regular character out of him, but I could make a good boss character with him. Else I wouldn't have added him to the roster.
Roster talk is fun. :)
Benimaru release:Does that mean we will be seeing your website soon?
http://mugenguild.com/forumx/index.php?topic=90141.0 (http://mugenguild.com/forumx/index.php?topic=90141.0)
This will be the last time a character for KOFE will be released in this fashion. KOFE will evolve to celebrate it's second year. I've already blabbed enough. Enjoy.
It's at least a month away, if not a bit longer. It really isn't too much to get excited about as it will probably just be bare bones. It should just make downloading/upgrading characters a whole lot easier.Did you at least update your KOFE?
Big change in plans. Krizalid will be pushed back a bit. I am confirming number 50. Since the number of characters in this project keeps going up, I'm sure no one will believe me when I say, "This is it for additions," but 50 is a nice round number for me.I look forward to it, swipergod. For final bosses, may I suggest the Original Zero?
I know I was playing around with idea of Gouki making it in, but he's getting the axe. I've finally conceptualized Neo-Dio into a format that will work for KOFE. He will be the alternative final boss.
Since #25 will now be the 1/2 way point, I will make one of the Final bosses as a celebration of sorts. I'm not sure who since the other final boss will be the final release of the beta game. My focus is still the website at the moment, but just to fyi you all, it might be a week or two until the next update as I'm eye deep in my other project at the moment. Stay tuned.
Okay, here's a couple of shots of the basic website design. Yes it's ugly, simple and you can tell it was done with iweb in like 10 minutes, but it does the job it needs to. Remember that A, this isn't a part of the game so quality is minimal and B, the site is mainly a place to download the game and characters.
(http://i270.photobucket.com/albums/jj119/swipergod/hme.jpg)
(http://i270.photobucket.com/albums/jj119/swipergod/inf.jpg)
Anyway, I'm since the only page left to do is the downloads page, I'll be starting Orochi.
:2thumbsup: :afro: :alien: :antlers: :army: :artist: :baby: :bandana: :kugoi: :suttrox: :beatnik2: :biker: :disguise: :elf: :elf: :elvis: :hair: :hair2: :hat: :hat2: :helmet: :indian_brave: :indian_chief: :drummer: :guitarist: :karate: :santa2: :stooge_curly: :stooge_larry: :stooge_moe: :sultan: :nutrox: :borg:<===Fans of KOFE: (wild applause & cheers)
Okay, here's a couple of shots of the basic website design. Yes it's ugly, simple and you can tell it was done with iweb in like 10 minutes, but it does the job it needs to. Remember that A, this isn't a part of the game so quality is minimal and B, the site is mainly a place to download the game and characters.
Read again :Okay, here's a couple of shots of the basic website design. Yes it's ugly, simple and you can tell it was done with iweb in like 10 minutes, but it does the job it needs to. Remember that A, this isn't a part of the game so quality is minimal and B, the site is mainly a place to download the game and characters.
I just currently finished my site and am working on the kof site.Good luck, BigBoss.
You have a great future as an MC for private parties.Thank you, Mr. Scruffy Detective.
Running total:
Neo-Dio = 1
K'9999 = 0
I think it looks great BigBoss. Thanks again for helping out with this one. I may start initial work on both Andy and Robert while I wait for the results the Dio-4nine poll. Rush to get those 3 finished as quickly as possible since the website seems to be progressing and I don't want to lag behind too much. Please don't forget to vote. :)
Neo-Dio
BigBoss, why is Kusanagi and Wild Wolf on the banner? They are not in the game.
How do you guys dare preferring a stupid alien-like guy to the awesome Tetsuo !!?! >:(
Robert's basics are complete except the special intro. Gave him a revamped taunt complete with snapping sound. Oooooo. I'll finish his basic attacks and throws today and work on Andy over the weekend. Considering we're only 1/2 through December, there is a strong possibility that they could all be finished for New Year's day. We'll see what happens.
Neo Dio = 6...and besides the roster has been finalized. No more roster suggestions please and let the KOFE Team finish this project.
K9999 = 3
Robert's HSDM will be a modified version of his '99 air multi kick.
Well I've stated before that you can edit the KOFE character as you see fit if you're not a fan of their current movesets.
Certain characters were excluded and had their moves stolen to fill up the movesets of the others. Heavy D! and Chris are some of these casualties.
I don't plan on putting effort into creating and editing characters just so they can be filler (characters like Seth are just embarrassing) and I won't be making characters for the sake of team structure. I'm interested in some characters like Goro, but that's not a certainty and comes after the 50 are complete.
Other characters like Rick Strowd and Hon Fu from other games have been excluded because their sprites don't mix with the KOF sprites well and they're missing certain hit animations and frames.
Neo Dio = 6...and besides the roster has been finalized. No more roster suggestions please and let the KOFE Team finish this project.
K9999 = 3
Robert's HSDM will be a modified version of his '99 air multi kick.
Well I've stated before that you can edit the KOFE character as you see fit if you're not a fan of their current movesets.
Certain characters were excluded and had their moves stolen to fill up the movesets of the others. Heavy D! and Chris are some of these casualties.
I don't plan on putting effort into creating and editing characters just so they can be filler (characters like Seth are just embarrassing) and I won't be making characters for the sake of team structure. I'm interested in some characters like Goro, but that's not a certainty and comes after the 50 are complete.
Other characters like Rick Strowd and Hon Fu from other games have been excluded because their sprites don't mix with the KOF sprites well and they're missing certain hit animations and frames.
...I was also considering either Nakoruru or Shiki and of course, Gouki.
Thank you :) <3...and while you're at it, can you please update the AI on the fighters as well?
Glad to see things are doing so well!
I hope Dio is done soony. I'd love to see what take you have on him. :D
Also, something I've noticed is that the AI on Hard 8 are cheaper than they are skillfull. Every person I fight(especially Mai), all the enemy ever does is roll. Its gotten to the point where I don't even enjoy fighting Mai anymore because it feels like I'm playing against the chumps I know in my town that hardly use the directional buttons and just roll everywhere so I just press F1 everytime she comes up.That's weird. That was supposed to have been fixed a long time ago. :S
...I was also considering either Nakoruru or Shiki and of course, Gouki.
:o please no capcom chars !!! it's a SNK KOF game ! ( playmore is just tolerate :P)
;D
True. Teleports and moves with long invincibility frames will avoid the shadow since it only lasts 8 ticks on the ground. It's a great move to do as someone's landing from a jump since Dio is completely invincible when the shadow is coming out.
Dio's vid: http://www.youtube.com/watch?v=7UF4GnannX4 (http://www.youtube.com/watch?v=7UF4GnannX4)
I'm passing Dio along to MissFairy for coding, so hopefully he'll become Final Boss worthy.
Actually Wild Tengu, that's not a bad idea. Maybe I'll add another 2 slots (although if I made bonus non-kof characters Nakoruru would be front in the running). This would be a post 50 thing though, so I'm not making any commitments at this point.
I continue Robert today. I expect his DMs to be completed later tonight. Cheers.
Thanks Uche. I hope you're enjoying the holidays.Boy, do you work quick. One day you lose Robert as well as all of your hard work on him; the next thing we know, your nearly complete.
Robert's HSDM is complete, so all that's left is to do his DM ranbu and SDM ranbu (I'm coding them so they bind as opposed to hit). I'll post vids soon.
Thanks for the support guys.:afro: :bandana: :singer: :guitarist: :drummer: :nutrox: :suttrox: :karate: :kugoi: :army: :stooge_larry: :stooge_moe: :stooge_curly: :hat: :hat2: :chef: :egypt: :balloon: :balloon2: :balloon3: :gorgeous: :hair: :hair2: :kid: :baby: <==KOFE Fans: (wild applause)
Big Update:
Website is now ready enough for viewing.
http://mugekofe.web44.net/ (http://mugekofe.web44.net/)
It just gives an idea of what's going on with the project right now (a kind of KOFE central). There's no forums or anything since that will all stay here. The links for downloading aren't up yet, but I'll keep you posted as things start to finalize. The download section itself will have the characters broken into teams (which it isn't currently). Website should be up to 100% in another week or so.
I've posted some more sprites to be shared from the project done by myself:
http://mugenguild.com/forumx/index.php?topic=91908.0 (http://mugenguild.com/forumx/index.php?topic=91908.0)
Should give an idea of what Robert's new HSDM is. Thedge let me know that it shouldn't be long now before the new Robert stance is complete. I'll hold off on posting a video until I've added the new stance in. Other than that Robert is done. So should be starting Andy soon.
I can't see Andy taking longer than a week to finish. I've finished off his basic attacks already. I'm gonna take a break from him for a couple of days and work on the PDF and Vanessa's sexy KO fix.:( on bad news, worse off >:( at bad news.
On the bad news front, the whole reason I was looking for a website was to upload files for people to download. Now I have a site, but the limit is 5 megs per file, which is far too small. I'll probably end up uploading everything to filejockey and link everything to the site. It's not ideal, but at least there will be one central site for everything.
I've finished Vanessa's sexy KO and have posted her, Krauser, Geese and Yuri up on the website ready for downloading. These were the characters that had the biggest updates (although all characters have had minor ones). Joe also had a big update, but I'm not posting him until I've done his special intro with Andy.Now that is how to get people attracted to a website, swipergod.
If you don't know what website I'm talking about, check my sig.
Since these are just character updates, I won't be posting in the release section. I'll start posting more tomorrow. Try to get about 1/2 uploaded. No word yet on how the team's progress is going, I'll check in with them tomorrow. Later.
:) Well I'm gonna slow down for a bit after the fullgame is uploaded. Take a week or 2 breather before jumping on Krizalid.Speaking of which, do you have Robert's video on YouTube yet?
Andy is released. You can download him at the website. Been about a month since the last release. Don't think I'll be posting on the release thread. I'm pretty sure that people who are waiting for downloads check here anyway and will probably frequent the site from time to time.
All other characters are up except for Neo-Dio and Robert who are still awaiting final touches from KOFE team members.
I'll throw up the system tomorrow. The full game will go up when Robert and Dio are ready for downloading. Cheers.
Orochi needs to balance with Neo-Dio, so he won't be ridiculously cheap. An unbeatable boss is a waste of gameplay IMO. His soul crusher move will be instant death however, so be afraid. Be very afraid...OHKO? That really is a boss. Is it OHKO even if you set to more than 100%HP? The only 3 other beatable characters that I know also have OHKO attacks are:
Ralf's Galactica Phantom SDM is a OHKO on counter hit.
Ralf's Galactica Phantom SDM is a OHKO on counter hit.
Fixed. :)
Okay, I think it's time I stopped being a jerk. There is currently a clone issue that happens when you play outside of KOFE with KOFE characters. After watching this vid:Tech Bonus?
http://www.youtube.com/watch?v=lUtkVfdl-rk (http://www.youtube.com/watch?v=lUtkVfdl-rk)
I felt like I shouldn't stop people from using KOFE characters in their own Mugen if they want to. It was nice to see a youtube vid of a KOFE character that wasn't from me. Plus the 800 clones in that video were just silly.
Here's how you fix it:
-Go into a KOFE character's "king.cns" file (every character has one).
-Search for statedef 370 (it's labeled "recovery")
-Find this line:
[State 196, Pheonix Explod]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "Tech"
id = 371
;postype = p1
;pos = 15,159
stateno = 371
removeongethit = 1
keyctrl = 0
ownpal = 1
-Delete it.
Clone issue fixed. That line was implemented to create a "Tech Bonus" helper, but I decided not to add it in the end. I will delete this code for all characters in future releases, but if you want it fixed now, just follow the instructions.
Why dont you put in Alba and Soiree and also Rock Howard I would also like Freeman
It would make the game better
but its just a suggestion you do not have to do it
Can you be more specific? Do you get to the links page? Your browser doesn't allow downloading from sites like Megaupload? I know a Chinese friend of mine couldn't access the sites uploadjockey forwarded him to. I need more details though so I can help you.
I've finished the biggest part of the sprite edits for Kula. It's K's knee attack (edited from Juke's Fliz). Here's one of the frames:
(http://i270.photobucket.com/albums/jj119/swipergod/knee.gif)
I still need to touch up the shoes, but it's functional to start coding with.
Since I've mentioned that Kula will be quite different, I'll jump into a little detail:
-Kula gains K's knee command attack.
-Kula will lose both her slide and ice spike command attacks
-Kula will gain the ice spike as her CD attack, but the range will be shorter.
-Kula's punch throw will now feature Foxy.
-The Ice prison throw is now a command throw that stuns the opponent (like scum gale)
-Kula's DMs are all completely different. One has her call Diana to dash at the opponent (DM projectile). One has her call Foxy for an anti air (very short range). Her SDM will feature Geese's unused Claw Raging Storm. Her HSDM is her full screen attack, but there is no Diana pre-attack. It will leave her open in the initial start up (like Whip's HSDM), which should allow you to see it coming. I may also make it air blockable to further balance it out.
I'll start coding Kula next week. Considering all her special intro and modified victory poses, she'll probably take awhile.
As for Ash spot, what I'd really like to do is add in Raiden (a Raiden, Billy, Yamazaki, Eiji team makes sense). The problem here is pretty evident. There is no Raiden sprited in the KOF style. What I'm proposing is to collaborate with a spriter to port over the CVS Raiden. I think it's clear what's in it for me here, but as part of the collaboration, I'd be willing to code a separate Raiden (non KOFE) for regular Mugen in any fashion the spriter wishes using their sprites. He could play XI style with Dreamcancels or '98 advanced or extra system or even Street Fighter Zero style. Raiden's a grapple character that interests me and since he's in XII I figure why not. I'm reaching here, but my project's going to go on for another year at least, so I have time. I'd like to finish up Kula before making a call for help outside this topic. If you know anyone who might be interested, let me know.
GmSpectre. That's an interesting mod. My concern is that it's probably missing a lot of hitstates and moves that the CVS version has unless there's a lot of custom sprites. I'd also assume the animation isn't as smooth as the KOF series, although I've never seen that creation before. It's very interesting though. How does it play? If anything it could help serve as a color template.
Stage completed and all standard specials except the reflect have been coded. I've given Ice attacks hits "Ice effects" to match the electric and burn effects in the game. Kula's moves juggle properly so far. The possible damage though, means I'll have to code her stun throw to lock her opponent in the air, so juggling potential is less. It's already possible to do SP Ice breath, into WK tornado, into slide kick, into her DP for DM worthy damage. I'll post pictures when I get to her DMs since that's where the major changes will be. She's been a lot easier to code than I thought. Her special intros will probably give me the most trouble, which isn't saying much.Eolith?
Also, after giving more thought, I've decided to retain Adel. I figure I have an Eolith Character in the game, there should be at least one Ash Saga character, and with ties to Rugal, Adel made more sense. I'd still like to do Raiden and would put KOFE on hold immediately if I were given the chance to collaborate with someone on him, but I'm not sure I know any spriters who don't already have a load of their own projects and this would be a huge undertaking for them. So, I'll still pursue making Raiden, and make Adel a bonus character if someone decides to help me out with him. This drastically affects the teams. I'll post the new teams tomorrow.
Kula vid:
http://www.youtube.com/watch?v=Wo_JcT03plE (http://www.youtube.com/watch?v=Wo_JcT03plE)
List of changes:
-New jumping wp
-New close standing wk
-df +sp command move is now CD attack and has shorter range and more lag
-New jumping CD attack
-New sp throw with Foxy
-Old sp throw now a command throw that "air stuns" an opponent. Grabbing animation works like Iori's Scum Gale.
-New f +wk rising knee attack a la K'.
-New Diana DM
-New Foxy DM
-New Ice Claw SDM
-Altered Fullscreen HSDM. Slow start up and different explode.
-Other misc changes like victory poses, intros.
I'll release by Friday. That way I don't have to stress out about getting the rest done quickly. The next thing I plan to work on will be the in game credits. I really want to credit everyone who helped in game so someone doesn't need to look through a PDF to see all the hard work that went into the game. Then it's Adel and Krizalid.
Well, the ice cage glitch still exists. I don't know how to work around it. All I can suggest is to ignore it when playing simul. Simul has been a headache and a half. I may attempt to develop or use a tag code and implement it into the game. That would eliminate most current existing glitches that have me shaking my head and shrugging my shoulders. I've completed the AI and combo system for Kula. Now it's just the one victory pose and she's pretty much done. Still looking like Friday for a release.
I was wondering if someone could explain the Hitoverride code to me. I've seen it and used it for helpers and understand it's basics, but if I wanted to use it to override hits when you exchange with a grab hit, would that work? I want to try and eliminate bind errors by having binding hits override in an exchange.
That's coding I've never come across before, so I'm not too familiar with it. I can give it a shot though. I'll post in the dev help section if I can't make it work.
Finally Kula is released
If you want worst, look at NGBC, where SS/LB chars can fight Marco from MS
who are you working on since you finished kula
Sorry for the lack of updates. Life is getting really busy for me with about a month and a bit to go until I'm off to Europe. I'd like to try and hit the 30 character mark before then, so I'm going to forego Shiki for the moment and focus on Yamazaki and Maxima who are pretty much straight conversions from their Alphas. Everyone else requires too many sprite rips or edits and I don't have the time right now. I probably won't start them until Friday.Wha?! Did you say Yamazaki?! :shocked:
which 50 are you doinghttp://mugenguild.com/forumx/index.php?topic=69500.0
Well I couldn't help myself and started Shiki even though I'm still working on Yamazaki. They may end up being a simul release, depending on how challenging it is to do all of Shiki's new moves. A special note, Shiki won't have a sexy ko upon release (unless you've got one hiding somewhere [E]). I plan to give her one in the future, but because of the last second addition, nothing's ready right now.
Well, you probably don't like me anymore because of my requests/suggestions but I just felt like throwing this out there. The music on Kyo's stage seems kinda stale so I replaced that stages sound with Tears, Kyo's theme from KoF99 and it seems alot better. Keep up the phenominal work!
Fair enough, but as I stated Leona's far more in control of her Orochi power than Iori is at this point in KOFE. Not to mention the driving force behind this storyline isn't Orochi, it's Neo-Dio. I'll get to creating the intro at some point, but basically Dio's appearance has caused an imbalance that has the dead rising from their graves and has broken Orochi's seal. And as I've previously mentioned, I'm not going to add an alternate version of a character. The moveset the character starts with at the beginning of the round will not change. KOFE is about simplicity and that would ruin balance.At least it explains Shiki's involvement into KOFE, but the broken seal of Orochi? Does that mean we will be seeing Orochi anytime soon?
I have a treat for everyone. I'm not sure if it exists or not, but I'm working on making Zankuro's SS3 "fire" stage as Shiki's stage. I'm adding the top pixels required by the game. Once it's done I'll release a pic.
If you notice, all KOFE intros have both character involved doing a unique intro (no rehashing the standard intro). Characters like Orochi and Goenitz don't have enough animations to make that work (although I am planning special intros for Iori, Leona and Chizuru vs Orochi).Leona? Isn't that blank space be Kyo instead? The trio guardians?
Technically:
Vice, Mature, Geese (FF continuity, KOF he's still alive), Yashiro, Goenitz, Shermie, Krizalid, Rugal.
Outside of KOF, I'm not sure. I'd like to have 52 characters, but I have no one right now that I decided on. I'm actually not very big on Nameless, who would've taken that 52nd slot. To me Shiki works as a undead warrior. Someone like Haomaru or Kaede seem like overkill. I was considering Gouki for the project, but I'm not sure yet.
Yamazaki pretty much done. I'll post a vid tomorrow. With any luck he'll be downloadable tomorrow too.
Technically:
Vice, Mature, Geese (FF continuity, KOF he's still alive), Yashiro, Goenitz, Shermie, Krizalid, Rugal.
Outside of KOF, I'm not sure. I'd like to have 52 characters, but I have no one right now that I decided on. I'm actually not very big on Nameless, who would've taken that 52nd slot. To me Shiki works as a undead warrior. Someone like Haomaru or Kaede seem like overkill. I was considering Gouki for the project, but I'm not sure yet.
Yamazaki pretty much done. I'll post a vid tomorrow. With any luck he'll be downloadable tomorrow too.
To my knowledge there is no way of locking in teams. I could give each team a number, but this would mean that you'd always fight the same team first and the same team second, etc., which could get pretty boring after the first few times.
Missfairy, you never have to apologize to me. ;) You and [E] are KOFE senior contributors. Means your help is always appreciated without question and I stop the presses whenever you have something new to add to a release. Any AI you want to do would be a great help. Neo-Dio could certainly use some because he's not very hard right now. Maybe you'd like to give Shiki a go? I'll PM to see how things are going and catch up more.Aww thank you. And I might be able to! I think I made AI for a shiki a long time ago so I might be able to borrow from that. Heh~
Here's Shiki's vid:
http://www.youtube.com/watch?v=re39UkZOF2E (http://www.youtube.com/watch?v=re39UkZOF2E)
Coding her HSDM reminded me of way back when I had to do Rugal's. I think it was about 6-7 hours of work start to finish (including sprite rips and everything). Once her sexy KO is done, I will focus on the full release and get it up before my trip hopefully. I'm going back now to Leona to switch her X-Calibur from the '98 grab to the '96 leaping version.
I'll wait. I don't expect someone to jump on the Raiden bandwagon tomorrow. Might be a few months before I find someone willing to convert his sprites, if at all.
I've been wondering if you could use another file-uploading site for your stuff. With Uploadjockey, I've been getting tons of virus and spyware alerts.Do you use a stable Anti-virus system? (Not saying you aren't, I've never dealt with that upload site before. So I have no idea how safe it is..)
Wait, did you post about this already?
Do you use a stable Anti-virus system?Just to say, this isn't the right question. The site gives virii etc. so it should already be ignored, he shouldn't need to fix his side for this, the DL site shouldn't have those problems to begin with.
Thanks. c00per has made a great base for the Raiden conversion at the SNK Raiden topic. Check it out:That's wonderful news, swipergod. This is now the unique King of Fighters ever seen on M.U.G.E.N. because it is the only one to ever have Raiden.
http://mugenguild.com/forumx/index.php?topic=96912.0 (http://mugenguild.com/forumx/index.php?topic=96912.0)
I am now committed to bringing Raiden to KOF and KOFE. Saisyu is out. I won't be able to do anything until I get back from my trip in June, but Raiden's KOF coding will be the priority. As for his spriting, it will probably be an ongoing thing, while I work on other KOFE stuff, so don't worry KOFE won't be put on a long term hold. At the same time, don't expect a Raiden release anytime soon. Many spriters are busy with their own project and there are a lot of sprites to convert. Cheers.
Oh I know. I was asking if he was using a reputable anti virus since some of the lower quality ones can give false positives for websites like that. (As I said I've never used the site, so I wouldn't know)Do you use a stable Anti-virus system?Just to say, this isn't the right question. The site gives virii etc. so it should already be ignored, he shouldn't need to fix his side for this, the DL site shouldn't have those problems to begin with.
Apparently the site is in fact dangerous, though. So my question was moot.
If in the future, once KOFE gets to version 1.0, I decide to make a new team including Ash, K9999/Nameless and another, then I'll bring her back.
Plus I hate the glove concept behind Nameless.? It's a mix of K' and K9999.
In fact, I'm stealing one of Ash's moves already and giving it to Orochi.Which one ?
No, I mean the removing and quickly putting back on. IIRC K' and K9999 use the glove to control the power level, not completely nullify it.Plus I hate the glove concept behind Nameless.? It's a mix of K' and K9999.
No, I mean the removing and quickly putting back on. IIRC K' and K9999 use the glove to control the power level, not completely nullify it.Oh right, that, yeah, heavily agreed. I think it might not be too hard to edit the glove back on his hand, though. But then again, it's probably more work than you care, so whatever :P
Chris isn't in because he's Orochi. I've ripped apart most of his unique moves anyway and gave them to other characters.His normal mode or orochi mode you mean ? Or both ? Sounds interesting, any example of which moves went to who ?
Will you consier adding the Kyo Clones into KOFE?
Kyo clones = no way. I will never even consider it. Diversity is what Iori and Saisyu are for. I have stated many time in this topic that I'm not a fan of alternate versions of a single character. My philosophy is to pick one and give them the moves that they need. If you can't fit them all into one, give them to other characters whom they would suit. I personally think Kyo, Clone 1, Clone 2 and Kusanagi is just stupid. Move tinkering is just lazy. SNK should've made Syo and brought back Saisyu if they wanted to do stuff like that.Speaking of Syo, Ahuron made a version of Syo Kirishima. If you want to add him into KOFE, that's a good place to start.
Not quite back yet. Gimme another 2 weeks. Just filling you in with updates on what I'm planning to do when I get back. I'm getting really pumped for Raiden. I'll be working progressively the way c00per has suggested me to do. Resizing and flushing the colors out. First I'll start with the basics and move on to specials etc... Watch for the SNK Raiden topic to be moved to projects once the core basics are redone.Can't wait for you to be back!!!
Rikimaru, I'm guessing you didn't download the newest version of the game? All special throws with hcb,f + p or k have been replaced with hcf or dp + p or k and DM throws now use hcb,f +p or k. This is a trial phase for this new motion.
With any luck Saisyu, Mature and Vice will be completed this month. We'll see...
Not too much is going to change with them. Vice will get a brand new HSDM and use Mithan's Robe as an anti-air throw. She'll lose her standing Blackend grapple, but will be able to chain Gore Fest into her Mithan's Robe instead. Mature will lose her decided and gain a new DM. Heaven's gate will be upgraded to an HSDM. Both's SDM will be slightly modified. That's pretty much it.Hmmm. Does Mature really need nerfed like that?
My understanding of nerfing was removing something to lessen the effectiveness or desirability of a character (taken straight from wikipedia lol). Toning them down as it were. Removing moves, to my understanding, is nerfing as the more moves a character has, the more effective they can be. This isn't to say that that character isn't still going to be a bitch to fight against with less moves or that they won't be effective in general, just that they'll be less effective then they could have been. So in KOF XII, SNK nerfed a lot of characters in comparison to other KOFs. Hopefully for balancing issues, or perhaps to return to the basics. Then again, they just may have run out of time to make more moves for everyone. :sugoi:
I agree that nerfing is relative, but to your point about revamping making it difficult to compare, I'd point this out. Everyone knows Gouki from Capcom. If SNK had ported him over to KOF, gave him crazy priority, but removed some of his trademark moves like the Raging demon, regardless of the fact that he'd be in a new environment, I still think people would feel he was nerfed. I can't see someone like Mature thriving with such a limited arsenal. Sure the system is new, but I think that the more moves you have at your disposal, the more varied your fight can be and the more jams you can fight your way out of. That's kinda the basis behind KOFE's balance. Removing as many limitations as possible. I think SNK would have given some characters more moves if they'd had more time, which is why this'll probably be like KOF '03 in terms of a starting point, but the end result means that characters aren't what they could've been and thus, are nerfed.
I will be focusing on my Raiden project, which means that Mature and Vice will probably have to wait until next month to get done. Kinda excited about bringing Raiden to KOF. So hopefully that'll translate into a quicker completion time for his resizing and programming. :)
Having a lot of moves that provide options over a number of situations DOES make a character better, but it's the effectiveness of those moves that determines that, not the number. Because there's nothing that says one move can't do many things. Dragon punch moves in many cases (particularly with the light versions) serve as both a good anti air, good combo filler, a good defensive move to counter rush AND good wake-up.
I agree that nerfing is relative, but to your point about revamping making it difficult to compare, I'd point this out. Everyone knows Gouki from Capcom. If SNK had ported him over to KOF, gave him crazy priority, but removed some of his trademark moves like the Raging demon, regardless of the fact that he'd be in a new environment, I still think people would feel he was nerfed. I can't see someone like Mature thriving with such a limited arsenal. Sure the system is new, but I think that the more moves you have at your disposal, the more varied your fight can be and the more jams you can fight your way out of. That's kinda the basis behind KOFE's balance. Removing as many limitations as possible. I think SNK would have given some characters more moves if they'd had more time, which is why this'll probably be like KOF '03 in terms of a starting point, but the end result means that characters aren't what they could've been and thus, are nerfed.
I will be focusing on my Raiden project, which means that Mature and Vice will probably have to wait until next month to get done. Kinda excited about bringing Raiden to KOF. So hopefully that'll translate into a quicker completion time for his resizing and programming. :)
I totally agree that people would think an Akuma without the Raging Demon = nerfed Akuma.
However, them thinking that just means they're thinking that and they're wrong. People really have to stop looking at number of moves to mean anything. If a character has 20 TERRIBLE moves and crappy normals etc., the character is terrible. With that established ,we can see that it's not about the "number of moves."
SF's Guile has survived, really, on two special moves and really stumps people as to what he possibly could be given besides those moves that wouldn't be useless filler since those two moves pretty much cover all the bases (no pun intended). K9999 may not have been the best in the games he appeared in, but he wasn't a slouch and didn't need more than 2 then 3 special moves to hand out packages of grade A grief. In fact, he relied mostly on command moves to do so.
Having a lot of moves that provide options over a number of situations DOES make a character better, but it's the effectiveness of those moves that determines that, not the number. Because there's nothing that says one move can't do many things. Dragon punch moves in many cases (particularly with the light versions) serve as both a good anti air, good combo filler, a good defensive move to counter rush AND good wake-up.
You COULD spread that over 4 moves but the character wouldn't be any more effective. In fact, they'd be LESS effective because that's 3 extra things the brain has to register.
I guess my point is that it's not about the moves or number of moves but how effective what the character has is. There is absolutely nothing that won't allow Mature from dominating with two, even one move.
I think, in the community of MUGEN, the common consensus is that more moves = better. I am just trying to show that there's a disconnect between # of moves and effectiveness and that a characters ability isn't proportional to the number of moves they have. A good right amount of Mugen characters (not speaking of present company) are directionless simply because they just... have things. There's no thought into purpose.
And lastly, more moves = harder to balance. So you have to find the right balance between effectiveness and interest. A character still has to be interesting.
I think that the quicker a person realizes that moves can be added to a character for "fun factor" the better.
Screw it. Got impatient and started Vice. Her basics are already finished. :P
Will get back to Raiden once she's done. Just want to play a new character and Raiden's gonna take another couple of weeks at least.
Garou Team isn't likely until the fall. There's no fast way to do Raiden with my current schedule. Still have to do Mature too and possibly Maxima (I just want to get him done).
Since I've done a couple of updates, I figured I'd share the pics of them. First, Rugal's Reppuken has changed (as I mentioned before). Wk and Sk versions are different sizes, but only have differences in damage and velocity. I pretty much worked all day on sprite editing Karate. I created a new intro (his neck cracking one from '98 onward) and took the old intro and made it into a special intro with Mr. Big. I conceived a special intro for every character now since a few characters had no special intro. Big was one of them. Rock and Jenet (for Jenet) will now have a special intro with each other, I'm thinking Eiji and Gato (for Eiji) will have a special intro and Raiden and Billy (for Raiden) will have a special intro.
Once I get further along with Vice, I'll post picks. Just fyi, I'll been using some '96 sprites for both Vice and Mature to further accent the differences between them.
SP Reppuken by Rugal. I love the 2k2 UM Reppuken sprites! WP is smaller. Adel will use Rugal's old Reppuken sprites.
http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg (http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg)
Art of Fighting Fans rejoice! As Krauser and Geese have a special intro now so do Big and Karate!
http://i270.photobucket.com/albums/jj119/swipergod/mugen5-1.jpg (http://i270.photobucket.com/albums/jj119/swipergod/mugen5-1.jpg)
This November will mark the 2nd anniversary of this project. I'm hoping by the 2nd anniversary of the 1st release of the project next May to have the first beta completed and ready for full scale testing. It's possible, but really depends on a lot of things. Typically I work on this project about 4 days a week and average out about 4-5 hours a day. Sometimes though, I don't touch it in a week at all. Depends. Sprite work is a killer for me as it absorbs so much time. I've ripped over 1500 sprites for this game alone the old fashioned way and edited probably over 100 (not counting Raiden). I'm sure my time consuming technique could be cut, but I have no idea how, and I'm comfortable with it. I can't say I've done this project alone, but the vast majority of programming and such is done by me and takes a bit longer due to my need to create a satisfying character and eventually a satisfying full game.
I'm just glad my efforts are appreciated by so many people. Thanks everyone :)
P.S. The lifebars will be replaced. Not any time soon, but they will be. Not very KOF imo.
A few things to touch up on. Vice's basic attacks are now complete. I'll work on her intros, victories and throws next. She'll have a special intro with Iori and Mature. Gonna have some fun and say that Vice and Mature don't get along anymore since Iori kicked their asses (since I guess he didn't kill them), and base their intro on that. :)
Have to touch up a new Mr. Big intro and might be switching Benimaru's moves around a bit. He'd lose the Genri Hurricane, his lightning dash would be bumped up to a DM like in CVS and he'd gain his Slash special from '03-XI. This change would dampen his juggling ability, so I'm not sure yet. Kinda prepping for Ash, since I probably will re-add him to the mix along. Still not sure yet... XII is just getting all pumped up for KOF again.
Also is there going to be a No-Masked Mr. Karate?
Also is there going to be a No-Masked Mr. Karate?
Without the mask he would just be Takuma. Mr. Karate w/o a mask would be older Ryo.
Vice's specials and 1 DM are done. Her HSDM will take a bit since there are sprite to rip for it. Next weekend she should be finished. Then I'll start Mature. Raiden will chug along. I'll do his dropkick and basic throws next and then do his anti-air grab. :)Nice lie, swipergod. You're a softie at heart. Vice can not go without Mature. It is just impossible.
Note that Vice won't be released until Mature is done. Why? Because I'm a big meanie. :sugoi:
Benimaru's updates are almost finished. Just doing some spite editing from his 03 to his 02. I figure the changes should be finished tomorrow. That'll give me the weekend to finish Vice and work on Raiden a bit (finish dropkick and throws). Right on schedule. :sugoi:Speaking of Raiden, will he have any special introductions?
Benimaru's updates are almost finished. Just doing some spite editing from his 03 to his 02. I figure the changes should be finished tomorrow. That'll give me the weekend to finish Vice and work on Raiden a bit (finish dropkick and throws). Right on schedule. :sugoi:
First, Rugal's Reppuken has changed (as I mentioned before). Wk and Sk versions are different sizes, but only have differences in damage and velocity.
SP Reppuken by Rugal. I love the 2k2 UM Reppuken sprites! WP is smaller. Adel will use Rugal's old Reppuken sprites.
http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg (http://i270.photobucket.com/albums/jj119/swipergod/mugen4-1.jpg)
I'll touch up the website a little bit later on today. Upload the updated characters and Neo-Dio.Umm... no, you misunderstood my question. I did not download the game at all, I am just asking if the game will still be buggy when you put the characters outside of the KOFE system. The last time I recall, you said the characters will bug (clones, sparks, etc.) if used outside it.
eldarion, characters are constantly being updated. Kyo was updated for his special intro with Saisyu. I just did a group update to fix air blocking animations for 80% of the characters. I'll be releasing a huge update for KOFE v0.6 which "should" include the new tag feature, if it's ready. I'd wait until then to get the newest version of characters.
The only characters with major upgrades to their moves is Mai, Rugal, Leona and Benimaru. Karate and Big only got new intro animations.
Lucky, what screenpack are you using? I can't seem to create a clone situation outside KOFE either since KOFE characters carry most of their hitstate defs within the character. Remind me again, when does a clone appear? The only other bugs that will happen outside of KOFE is that it will use your screenpack's sparks instead of KOFE sparks (so DMs might not have sparks, hits might not have sparks, etc...).
Yes, I know my character select screen sucks. Help me make a better one. ;)