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KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates) (Read 407804 times)

Started by Werewood, June 29, 2011, 05:44:23 pm
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Re: KOF XIII Saiki beta1 (2011-06-29)
#21  June 30, 2011, 03:48:30 am
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Saiki is a character who, by storyline, won't return to KoF...so, for a "rare" character like this, early "Mugenization" (or any "Mugenizaton" for that matter) is not a curse...it is a blessing! I really think you guys should "Tag Team" for this project.

That is, by far, the most bullshit excuse to get a MUGEN character made that I have ever seen in my life.

And trust me, I'VE SEEN LOTS.

CF7

Re: KOF XIII Saiki beta1 (2011-06-29)
#22  June 30, 2011, 04:11:35 am
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@Titiln: I was trying to convince JaySeeVeeDee of helping Werewood;
@Kneesocks: lol
I was considering Saiki's design when I said that ;P
Re: KOF XIII Saiki beta1 (2011-06-29)
#23  June 30, 2011, 05:18:12 am
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It still doesn't make sense ...

And releasing a character before the release of the actual game ? Bleh, whatever ...

PS : @XCB, thanks for the idea and code from Blair's Trial mode, I used it as an inspiration for Goku's Challenge mode. :)
Re: KOF XIII Saiki beta1 (2011-06-29)
#24  June 30, 2011, 05:25:06 am
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Cybaster. KOFXIII has been dumped and released for arcades already : P.

But are there truly grown men in this world?!
Re: KOF XIII Saiki beta1 (2011-06-29)
#25  June 30, 2011, 05:40:54 am
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You mean it has been hacked and leaked to PC. ::)
Re: KOF XIII Saiki beta1 (2011-06-29)
#26  June 30, 2011, 06:33:47 am
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People, please read my first and second topics!

People, if you understand simple English (my native language isn't English), please read my first and second topics!


People, if your eyes are working and you understand simple English (my native language isn't English), please read my first and second topics!


I guess no more such release rule for any choice of game source already from long time ago (not in effect)?????????  :???:


BTW, why no complaint against those KOF XIII stages/screenpacks/lifebars/HUD sprites/sounds rips???  D@mn it! :???:


By the way, I just want useful feedback to improve Saiki.  I am tired of certain ghosts keeping to haunt me  life in my MUGEN path............... --;

@MelvanaInChains:
>> welp, that explains why he's doing that throw move ALL THE TIME.
Oh the hardest mode Saiki usually does that in the source game!  Well, I might reduce the red box size for a non-boss version  ;D

@COLOSSE:
>> you make a little mistake, Saiki can jump... but he hasn't got jumping attack xD
Saiki's jump is no use, actually I added a custom jump super move for the A.I.  :o
>>check also the 4 hit throw move, the char which is thrown by Saiki is misaligned lol
Oh I tried it with some other characters and didn't show that before releasing!  Would you please tell me which characters were thrown?  A screenshot at best heh  ;)

Oh I still need nice folks to suggest some open source hit/guard sparks for Saiki.........
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: June 30, 2011, 07:47:44 am by Werewood
Re: KOF XIII Saiki beta1 (2011-06-29)
#27  June 30, 2011, 07:19:24 am
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You mean it has been hacked and leaked to PC. ::)
The dump itself is not a leak if people can openly buy the game. That would make ROMs by definition "leaks."
The loader and config files, however, are questionable, but China would've been able to deal with it in no time. :V

By the way Werewood, mind explaining the random slowdowns Saiki can cause? I don't remember how I did it, but it was after his counter/command grab/shadow grope thingie that the fight just... slowed down. It was strange.
This was tested on himself, KFM and a few others with the same results, but it rarely ever happens.
Still, please look into that.
Re: KOF XIII Saiki beta1 (2011-06-29)
#28  June 30, 2011, 09:27:35 am
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Quote
Oh I tried it with some other characters and didn't show that before releasing!  Would you please tell me which characters were thrown?  A screenshot at best heh  ;)

check this:







It make this with all my roster lol (I use winmugen not 1.0 btw)
Re: KOF XIII Saiki beta1 (2011-06-29)
#29  June 30, 2011, 10:11:05 am
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@Shin Anigans:
>> random slowdowns Saiki can cause
Were you talking about the A.I.?  If so then I tell you I added 2 custom super moves for A.I.:
1. slow-mo-jo super (power >= 1000 && life <= 200) - Saiki can control time so he can slow down the time and P2 but his projectiles and walking are not effected only faster.  This super lasts for 1000 ticks.  Notice the background turning to greyscale gradually during the super move???  ;)
2. jump-up-and-down-hit super (power >= 1000 && life > 200) - I used Saiki's not-so-useful jumping animation for this move.  He jumps up fast then lands and hits P2 fast.  This is a unguardable/unblockable super move  >:D

@COLOSSE:
I know what you mean now!  My bad, I used sprites 5012_0,10,20 and 5062_0 for P2 custom animation but in AIR I set y axis to -300!  I shouldn't have done that and should have used const(size.head.pos.y) in P1 targetbind and posset y = 0 in P2 custom state!  Quick fix coming soon............. :o
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: June 30, 2011, 10:19:31 am by Werewood
Re: KOF XIII Saiki beta2 (2011-06-30)
#30  June 30, 2011, 10:45:19 am
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KOF XIII Saiki beta2 (2011-06-30) update!

Version beta-2:

- fixed the sprpriority of Saiki during the Super Darkening move
Before
After

- fixed the grab-and-punch position binding bug

- added an alternate AIR (kof13saiki_alt.air) in which the red hit box of Walk and Grab move was reduced
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: June 30, 2011, 11:02:59 am by Werewood
Re: KOF XIII Saiki beta2 (2011-06-30)
#31  June 30, 2011, 11:25:35 am
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U're fast  ;D downloading now...

u could think on making crouch & jump attack with sprite editing, just for making combo in order to vary his attacks & escape to spaming throw, even if we know that in the game he spams a few this move (that's only a suggestion :P )

also should we expect a dark ash with the same sprite style? ;)
Re: KOF XIII Saiki beta2 (2011-06-30)
#32  June 30, 2011, 12:00:00 pm
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hey I've got a few stuffs to add, so the creator can make an even better saiki for mugen:
1. The fireball saiki throws forward has a hit animation with his hand. His hand swiping outward can negate projectiles and hit enemies, and the move will land a 2-hit combo up close.
2. He has a second super (powered up version of counter)
3. His counter move can negate all projectiles with the black flame rising from the ground too.
4. He walks much faster and his movements are more fluid and easily cancelable. It's like he is in permanent hyper drive mode.
5. His fireballs can be chained one after another infinitely, and they travel across the screen slightly faster.
6. The 'stun' frames after the fireball hits should be slower
7. The standing grab (HCB+Punch) has a much further reach, exactly the same as walk-and-grab.

edit: 8. His standing Hard Kick moves him forward a bit to foot-swipe enemies
         9. After being 'stunned' by his fireballs, if saiki is close to the enemy, performing the rock throw move (QCF+light kick) will cause him to leg sweep the enemy instead of throwing a rock.
        10. His fireballs cannot kill, even if the enemy has 1 HP left. Also, his grab move only kills after all the punches land.
Last Edit: July 01, 2011, 12:56:57 am by BoyBoyz
Re: KOF XIII Saiki beta2 (2011-06-30)
#33  June 30, 2011, 01:08:36 pm
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Quote
2. He has a second super (powered up version of counter)

? never seen this lol
Re: KOF XIII Saiki beta2 (2011-06-30)
#34  June 30, 2011, 05:37:06 pm
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Re: KOF XIII Saiki beta2 (2011-06-30)
#35  June 30, 2011, 11:47:06 pm
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hey I've got a few stuffs to add, so u guys can make the best saiki for mugen:
But this is already the best Saiki for Mugen! Oh wait, it's the only one. :P ANd "you guys" ? Werewood is only one person dude.

Back to topic :
- During Throw stone, why does the stone go through the ground instead of bouncing and fading off. Or at least disable the shadow so we don't see a shadow flying through the sky.
- Insanius just released a set of common sparks from KOF13, you may find something you like inside, but yeah, change the hitsparks please.
Re: KOF XIII Saiki beta2 (2011-06-30)
#36  July 01, 2011, 01:18:41 am
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I used Saiki's not-so-useful jumping animation for this move.  He jumps up fast then lands and hits P2 fast.  This is a unguardable/unblockable super move  >:D
Err... a jump is always useful. You should make Saiki jump, and then, disable the jump on the AI.
And why the grab move doesn't counts hits?
By the way, on XIII Saiki can jump, heavily, but he can.
Last Edit: July 01, 2011, 01:25:06 am by Nameless353
Re: KOF XIII Saiki beta2 (2011-06-30)
#37  July 01, 2011, 01:25:14 am
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Re: KOF XIII Saiki beta2 (2011-06-30)
#38  July 01, 2011, 03:48:54 am
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Very nice Saiki Werewood!
Awesome!
Spoiler, click to toggle visibilty
LOL Elzee is very funny! XD
Re: KOF XIII Saiki beta2 (2011-06-30)
#39  July 01, 2011, 07:16:37 am
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Hi, not planning to download this but, dumb question, is this a hi-res char?

I ask this because the message icon doesn't say 'Hi-Res'

If it's hires then the icon should be changed.
3d rocks!
Re: KOF XIII Saiki beta2 (2011-06-30)
#40  July 01, 2011, 07:54:31 am
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Did you not look at the screenshots?