Eyedol (Killer Instinct Arcade) UPDATED with 3rd video

Started by Obreck2, September 24, 2007, 05:24:17 PM

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Obreck2

UPDATE: 3rd new video on page 2

The Video. Sorry, its a little choppy:
http://www.youtube.com/watch?v=db4d43RKQto

I've wanted to port an arcade quality Killer Instinct character for quite a while. Finally I sent out and did it using the Mame background remove cheat. I picked Eyedol because I thought he'd be the simplest to start with and he's one of my favorite fighting game bosses.

Features:

- All his moves
- The complete arcade sprite set and visuals.
- Fully functional KI combo system.
- The extended combos Eyedol had in the Snes version.
- Crude but compatible combo breaker and projectile reflection systems.
- KI combo announcer.
- Life recover stomp usable by the player at the cost of super meter.

To Do:

- KI Blood (Sprites already ripped)
- Create an Ultra and Ultimate combo system for him.
- Add more sparks and the pyrotechnics to his fireball.
- Complete the combo annoucement system.
- AI
- Other stuff I'm sure I forgot

I plan to make Eyedol open source so others trying to make KI characters have some base layout code to work with, covering the combo system/combo breakers/ultras/KI fall physics/etc.

I may or may not add the danger mode to Eyedol, since fatality systems in Mugen are so glitchy and KI has Ultimate combos that do the same thing. Any thoughts?
My Mugen Creations. STILL Hosted at Random Select.

Dany-the-dog

#1
+1 Seem overpowered but very interesting !  :sugoi:

The Lord of the Flies

Damn, I remember that guy was a bitch back in the arcades  ;P. Looks cheap as he ever was, but hey, he's a two headed monster with a club. He has the right to be cheap. Many luck on this one! I'm a fan of your creations, Obreck.

Quote from: Obreck2 on September 24, 2007, 05:24:17 PM
I plan to make Eyedol open source so others trying to make KI characters have some base layout code to work with, covering the combo system/combo breakers/ultras/KI fall physics/etc.
Sounds good. Most likely, in the future I'd like to make a Glacius or Sabrewulf :).

Sig made by TempesT :)

Kaio

#3
I'm a fan of Killer Instinct.
People who wanted to make KI character from arcade version, never finished, me including.
The antialising is a big problem.
Your creation it's exactly the same one as the game, very good job !
:sugoi:

Two-Tone Dearly

This guy will make one hell of a boss once he's released

spikeriley

Quote from: Obreck2 on September 24, 2007, 05:24:17 PM
The Video. Sorry, its a little choppy:
http://www.youtube.com/watch?v=db4d43RKQto

I've wanted to port an arcade quality Killer Instinct character for quite a while. Finally I sent out and did it using the Mame background remove cheat. I picked Eyedol because I thought he'd be the simplest to start with and he's one of my favorite fighting game bosses.

Features:

- All his moves
- The complete arcade sprite set and visuals.
- Fully functional KI combo system.
- The extended combos Eyedol had in the Snes version.
- Crude but compatible combo breaker and projectile reflection systems.
- KI combo announcer.
- Life recover stomp usable by the player at the cost of super meter.

To Do:

- KI Blood (Sprites already ripped)
- Create an Ultra and Ultimate combo system for him.
- Add more sparks and the pyrotechnics to his fireball.
- Complete the combo annoucement system.
- AI
- Other stuff I'm sure I forgot

I plan to make Eyedol open source so others trying to make KI characters have some base layout code to work with, covering the combo system/combo breakers/ultras/KI fall physics/etc.

I may or may not add the danger mode to Eyedol, since fatality systems in Mugen are so glitchy and KI has Ultimate combos that do the same thing. Any thoughts?

Eyedol didn't have fatailites or ultimate combos in the actual game.


I ate Ed Boon's peabody.

Obreck2

#6
Quote from: spikeriley on September 25, 2007, 03:12:57 PM
Eyedol didn't have fatailites or ultimate combos in the actual game.

I know. I intend to finish what Rare started and make Eyedol a complete KI character. That means adding in an Ultra, Ultimate, and Shadow moves.

Got the shadow move system in last night. Eyedol now has a shadow version of his leap attack and triple fireballs. Also I nice little counter appears in the corner showing you how many more shadow s you have left.

Shadow moves were aquired after you performed a combo breaker. Then you could perform powered up versions of some of your moves that had a gray afterimage. That was back in 94' when afterimages in fighting games were a new thing. They lost their afterimages in the Snes version:



I also got a proper hit count display for the combo system. Will count the number of hits you dished out up to 80 just like in KI:



Eyedol's nasty infinite from the arcade version will only be able to land a limited number of hits in this version (Though the damage is so reduced by that many hits it was more annoying than broken). However after performing his Ultra he'll get it back if you want to further your show boating on an already dead character.
My Mugen Creations. STILL Hosted at Random Select.

Jessy

looks nice...KI 1 was really cool...
and I see..the char will be great..good luck..
-I hate haters and S.o.S chars.....
-time to migrate from winmugen...

Reza

Wow just Wow man finally someone is making Killer Instinct characters, i know that there was a KI Project but i think it died and Ruben is working on a KI2 Tusk. Man that video is awesome just from the preview he looks like he plays like the original game, i would know i play the game a lot on my Xbox. What type of KI combo system are you using KI1 or KI2.

KI: Kinda hard to explain, but you got the idea.

KI2: if you didn't play it this is how the combo system works...

The Chains are as follows:
-HP or HK can be chained into MP or MK
-High Special Moves(HP or HK) can be chained into MP or MK
-MP or MK can be chained into LP or LK
-Medium Special Moves(MP or MK) can be chained into LP or LK
-LP or LK can be chained into HP or HK
-Low Special Moves(LP or LK) can be chained into HP or HK

These chains are called "Auto Doubles" like the name says it two hits after each previous hit.

Hope this helps :mrox:

JYD

Awesome!!!

He Looks Really Good

Keep Up The Good Work

Obreck2

Alright :D

I've managed to create a system that keeps the opponent from dying until they regain control off themselves. This allows Eyedol not be interrupted by a KO in the middle of one of his combos, P2 isn't KOed till after recovering or smacking the ground from a knock up hit. Just like Killer Instinct.

Oh, and I've completed Eyedol's Ultra Combo too :sugoi:
My Mugen Creations. STILL Hosted at Random Select.

Obreck2

New video:

http://www.youtube.com/watch?v=XGT1v4ns6mY

New stuff it shows:

- Shadow moves. Eyedol has a shadow move version of his jump attack and fireballs he can perform after landing a combo breaker. They're the ones with the gray afterimages. I even added a little counter in for how many shadow moves you have left when you have them.

- Blood. Got all the KI blood effects in, or at least all the ones Eyedol uses. I even incorporated my colored blood system. Notice Reptile bleeds green in the video?

- P2 won't KO in the middle of a combo. They'll KO after recovering or hitting the ground like in KI.

- Better projectile FX. Added more sparks and the all move more at random. Also added in the burning effect to P2 that the arcade KI had when you hit with a projectile. Shame Mario was the only one who actually got hit with one of Eyedol's projectiles... but at least you can see the FX then.

- The Ultra Combo! I thinking of replacing the hop part with a few projectile shots. Any thoughts on that idea?

- After landing an Ultra Eyedol can perform his infinite juggle to add insult to an already defeated opponent. There's a juggle cap on it normally in my version.
My Mugen Creations. STILL Hosted at Random Select.

Cybaster

Everything looks pretty nice. I've never played KI, so I can't say anything about the gameplay, but what you've implemented is awesome so far. :D

Dany-the-dog

In KI you can't perform a air-combo breaker (1:30).  :ninja: ;)

Spirit_Moon

i remember this guy as the boss on my snes version of kiler instinct, he was pretty tough.

Two-Tone Dearly


stig87

When you get done with this I'm totally for making KI Characters. I was my favorite fighting game back in the day. You pulll this off and I'll have a TJ Combo on the way.
KI for mugen.........sounds beautiful.
Ps. has anyone done a KI Screenpack yet?
I'm Basically Retired. Don't ask me to code or create anything, All my stuff is open source.\
mugendream.com

mugen nub

#17
Quote from: stig87 on September 30, 2007, 05:02:17 PM
When you get done with this I'm totally for making KI Characters. I was my favorite fighting game back in the day. You pulll this off and I'll have a TJ Combo on the way.
KI for mugen.........sounds beautiful.
Ps. has anyone done a KI Screenpack yet?

i believe one exists, but i don't know where it is...i myself would love to see more KI characters in mugen, especially the arcade versions. KI was also a favorite of mine, as well as Primal Rage. we need characters from both those games in mugen.

edit: finally got around to looking more closely at the videos. looks like hes coming along very well. couple questions:

1. does he have alternate palettes? just curious. though i dont think he had any in KI, you could try some yourself. green skin might look good.
2. in the snes version, i remember his jump hurting people, because he slams the mace down. he could do a regular jump, or do a low far jump, and hit people. does he have that? i thought i saw it in the video, but i wasnt sure.

Aloha Haloa

Quote from: stig87 on September 30, 2007, 05:02:17 PM
When you get done with this I'm totally for making KI Characters. I was my favorite fighting game back in the day. You pulll this off and I'll have a TJ Combo on the way.
KI for mugen.........sounds beautiful.
Ps. has anyone done a KI Screenpack yet?

i hope eyedol runs smooth on mugen cuz the video makes his animations look kinda choppy.(i'm waiting for someone to do a Spinal and Glacius or a Capcom version of KI characters!)
Think of others , dont use giant sigs.

Obreck2

Quote from: mugen nub on September 30, 2007, 05:06:58 PM
1. does he have alternate palettes? just curious. though i dont think he had any in KI, you could try some yourself. green skin might look good.
2. in the snes version, i remember his jump hurting people, because he slams the mace down. he could do a regular jump, or do a low far jump, and hit people. does he have that? i thought i saw it in the video, but i wasnt sure.

1. Yes. Couldn't get them accurate to the arcade (he had 6 in the arcade) due to his bloated color count, but I way able to make 12 of palettes anyways.

2. His jump behaves pretty much as it did in the arcade version, which is mostly what is was like in the Snes version. It has its hit and can be combo chained with the strong kick button (c,6).

Quote from: XBOX on September 30, 2007, 06:40:09 PM
i hope eyedol runs smooth on mugen cuz the video makes his animations look kinda choppy.(i'm waiting for someone to do a Spinal and Glacius or a Capcom version of KI characters!)

He does. The video is just very choppy quality. Eyedol's got all his arcade sprites. Was a pain, almost every animation he has is in the 15-25 frame count.
My Mugen Creations. STILL Hosted at Random Select.