[KH2FM] Sora w/ Limit form

Started by Ichisennen, August 07, 2011, 02:17:25 PM

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Ichisennen

I've been working on this for a while now, and I think it's about time to go for an open beta thing.

Kingdom Hearts 2- Sora




MUGEN- Kingdom Hearts 2 Final Mix Sora Montage

As accurate to source as possible whilst adapting it to the arcade fighting style that mugen has.

Added videos, Kamijo against Sora and Dante against Sora
Spoiler (click to show)


More screens:
Spoiler (click to show)





He has all of the abilities he can do in normal form and Limit form, as true as can be to the original game while adding an arcade touch. He's a four button scheme character, one button for attack, another for magic, another for special triggers, and a button for helpers. I might change it though.

He has:

- Same attacks as KH2FM (not all of them)
- Drive Bar indicator, filled up when doing/receiving damage
- KH: COM card helper system (When you call a helper, you randomly summon one according to which card is present beside the drive bar. Three characters so far.)
- An active Limit Form drive (not yet rehashed though)

Limit form is stable, ALTHOUGH when he goes to custom state via enemy attack, he shows up as normal Sora, which kind of kills the moment. I really dont know how to fix this so I'll leave it at that.

I'm posting this here because I initially wanted this to be something private, but I believe I will improve more as a coder if people would beta test this out for me, so here I am.

I would really appreciate feedback concerning clsns, the custom bars, clash system, the damage, and things which feel weird in terms of being not source accurate.

BTW, the portraits... will be replaced... Those that are in there are for Hloader's screenpack =.=

NEW LINK!

http://www.mediafire.com/?e33ymvwsnl2kwcw

...  :sugoi:

weaster4

#1
just. wow.

Im not a coder or anything so i cnt help, but just from the screens this character looks AMAZING
Looks like itll be the best sora out there. Good Luck :D


EDIT:
This char. is amazing.
A happy medium between one of my favorite ps2 games of all time and mugen

As for issues, i DID read the readme file included and ill try to be as helpful as possible:

- I cant see the drive gauge nor the helper cards (Nvm, i just switchted my resolution)
- Power bar regenerates by itself at a moderate pace (intentional?)
- Controls are wierd for me, but then agian i changed my mugen controls from the default. ill be sure to try it out with defaultt controls later  (found a control config tht works well)
- I noticed that sora has Second chance/Once more equipped :D
- When i enter limit form, i lose half of my hp (intentional? )
- At times i also gain hp from going into limit form ( my second chance was used, i was about to die, and then i went into like a SOS limit form?)
- At the end of the normal aerial attack combo, Sora just keeps doing the finisher. Multiple finishers=insane damage
- Drive gauge resets after every round (intentional?)
- Also, may i change the x and y scale of this character? i like to have all my chars the same size :P (if i do change the size, with of course scaling projectile moves too, will it in any way negatively affect the character? if you dont know yourself, I can try it out and see

Anyways, great work, this is amazind :D

Mask

This looks like it could be the best sora on the internet. I'll get :)

:sugoi: :sugoi: :sugoi: Cudos to you sir

Laharl

hey dude its toratatsu from youtube had no idea you would post this for the public lol well it is a good idea people have different ideas of feedback than me my offer to fixing the voices is still open

Quote from: Cybaster on May 21, 2013, 04:37:37 PM
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?

Girku

How come I'm never credited for ripping the Sora stuff.. -- I mean some of these  arent me..But alot of them are

Ichisennen

#5
Quote from: weaster4 on August 09, 2011, 09:51:48 AM
just. wow.

Im not a coder or anything so i cnt help, but just from the screens this character looks AMAZING
Looks like itll be the best sora out there. Good Luck :D


EDIT:
This char. is amazing.
A happy medium between one of my favorite ps2 games of all time and mugen

As for issues, i DID read the readme file included and ill try to be as helpful as possible:

- I cant see the drive gauge nor the helper cards (Nvm, i just switchted my resolution)
- Power bar regenerates by itself at a moderate pace (intentional?)
- Controls are wierd for me, but then agian i changed my mugen controls from the default. ill be sure to try it out with defaultt controls later  (found a control config tht works well)
- I noticed that sora has Second chance/Once more equipped :D
- When i enter limit form, i lose half of my hp (intentional? )
- At times i also gain hp from going into limit form ( my second chance was used, i was about to die, and then i went into like a SOS limit form?)
- At the end of the normal aerial attack combo, Sora just keeps doing the finisher. Multiple finishers=insane damage
- Drive gauge resets after every round (intentional?)
- Also, may i change the x and y scale of this character? i like to have all my chars the same size :P (if i do change the size, with of course scaling projectile moves too, will it in any way negatively affect the character? if you dont know yourself, I can try it out and see

Anyways, great work, this is amazind :D

Thanks for the feedback! I'm working on a patch now regarding limit form.. A lot of these are quick fixes, which I overlooked... And yeah you can resize, but do remember that scaling it down or up will result in some fx to be misaligned and look big/small.

Mana system is intentional; note how you can't use magics when out of mana and regenerating it, like in KH2.

The config I use when using him is a keyboard=a, s=b, d=c, z=x, x=y, and c=z. Try it. 

Quote from: Masked Punk on August 09, 2011, 05:01:36 PM
This looks like it could be the best sora on the internet. I'll get :)

:sugoi: :sugoi: :sugoi: Cudos to you sir

Glad you liked it. XD

Quote from: Laharl on August 09, 2011, 08:07:48 PM
hey dude its toratatsu from youtube had no idea you would post this for the public lol well it is a good idea people have different ideas of feedback than me my offer to fixing the voices is still open

I know, right. Closed beta didn't go so well so I decided to obt instead, in hopes to get more ideas and feedback.

Quote from: Edward Elric on August 10, 2011, 03:04:02 AM
How come I'm never credited for ripping the Sora stuff.. -- I mean some of these  arent me..But alot of them are
Which ones did you rip?

Sprites all come from Braveshyguy; go to deviant art look him out.

I think you gave me sounds... None of the sounds you gave back then were clear enough so I got another person to completely redo all of the sounds. Notice the echo on every sound; proof that it was game ripped. Even those that do not have such echoes was something that is already circling on the net that was either gotten from sounds-resource or similar sites. I can even show you the folder if you'd like.

So yeah, no substance in your argument.

Girku


weaster4

#7
asd
zxc


Thats the same as the control config i use for all my other characters
I would personally prefer if:
a= keyblade combo
s= upward swing
d= Blizzard

Because i like it like this, i changed my controls to this:
szx
cda


Im not too concerned with the placement of the other buttons, but having the main attack button as the last button and the other main attack buttons away from it is a bit uncomfortable to me :P
Also:
- I tested it out a bit more, and Limit form ALWAYS puts your hp at 50%(even if you have more than 50%)
- Im guessing the AI wasnt worked on yet XD
- the readme file doessent tell u HOW to go to limit form, ive just been button mashing to get it XD
- I think that Ragnarok should still launch its attack even if the beginning combo doesent hit (keeps getting blocked XP)
- Have yet to pull off Ars Arcanum (BUTTON MASH, Y U NO WORK?)
- U have to press the keyblade attack button much faster in Limit Form (intentional?)
- Ive preformed speedbreaker multiple times, but about 90% of the time it didnt damage p2 (I love how u can speedbreak hypers XD)
- Ty for the approval, ill give feedback regarding the size change  (i just tested it, there are some problems with the knockback, so some hits in a combo wont hit, nothing too major though. size: x=1.1 y=1.2             ill test out some bigger sizes just to be sure)
also, the FX dont look wierd at all when scaled down (unlike some other chars XD)

Shadow0X3

Is there a problem with MUGEN 1.0 running this character? I can't see the drive guage, and I can't call in helpers.

If you see a Diverien, it's almost definitely me. So say hi :D

Laharl

this character runs fine on 1.0 I tested it there

Quote from: Cybaster on May 21, 2013, 04:37:37 PM
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?

Shadow0X3

Quote from: Laharl on August 11, 2011, 08:55:36 PM
this character runs fine on 1.0 I tested it there
Ok, nevermind. I found out that you can't see them on 1280x720 resolution. Any fix for that possible by any chance?

If you see a Diverien, it's almost definitely me. So say hi :D

Алексей

Quote from: Shadow0X3 on August 11, 2011, 09:15:32 PM
Quote from: Laharl on August 11, 2011, 08:55:36 PM
this character runs fine on 1.0 I tested it there
Ok, nevermind. I found out that you can't see them on 1280x720 resolution. Any fix for that possible by any chance?
const480p(#)?

-[Все слова это только слова.]-

weaster4

MOAR FEEDBACZZZZZ:

-speed breaker preforms better then i thought (super effective on sonic lol)
-I think that for the helper system, the black part of the card that would normally tell u the value of a card (yes i played CoM) should tell you how many cards you have stacked

-Drive gauge Doesent gradually decrease while in limit form, it just turns gray and flashes. It would be nice if it showed how much time i had left transformed
-Strike raid/Judgement does not hp leech(intentional?)
-IMO, Ars arcanum should do more damage, as it is very tricky to pull off and most of the time its not worth the risk
-Clash system is beautiful. I just had to say it.
-That seems to be it, im getting pretty good with this char  ;D

Cybaster

Didn't read the rest of the posts. :P

There are some very interesting things in here. I only played KH1 and never had the time to start KH2, but well, at least I kinda know what it's about and how the gameplay is to some extent.

Some feedback :
- Overall, I find the readme's presentation hard to read and follow properly. This may be because of the number of features, in which case you may have ot switch to a PDF or HTML format readme for better comprehension and presentation.
- In the drive bar, the bar has a higher sprpriority than the characters, but the gauge itself (the scale thing) has lower priority than the chars, which makes it look very odd.
- The scaling is strange, as the left part of the bar moves and comes lcoser to the border during the scaling.
- This kind of bar would gain in being HR so that it looks nicer and doesn't clutter the fight. Even on a 480p screen, I think it's too big and too high and disturbs the fight a little.
- Debug flood in several states concerning "expression truncated to integer" : state 992, state 9982, state 333.
- Taunt is missing sounds.
- Taunt doesn't have any CLSNs, so Sora is invincible during it.
- Sprites revert back to normal form during taunt in limit form, but you know that.
- About your problem with switching back to normal form during custom states, there nothing you can do about that. It's a Mugen limitation. However, to me, the Limit Form and Normal Form sprites look really similar, and look mostly like a palette change, so you could use SFFv2 and apply remappal when changing form, so your custom states will be mostly fine.
- He could get a jump start sound FX.
- His run looks pretty misaligned.
- Are the X button moves supposed to work or is this a readme placeholder ?
- The jump cancel during A launcher could become a sort of Super Jump à la MVC, give some afterimages too to make it pretty and so we can truly see we jump cancelled. The chaining is kinda stiff from A > jump > Z,Z,etc.
- Are you using additive transparency correctly during Finishing Leap for the FX. I can see black borders on the flames, which I believe shouldn't be here.
- Limit attack :
   + Needs envshake.
   + Is it normal it continues even if the opponent blocks the attack ?
   + There are no guardsparks if the move is blocked, apart from the launcher part.
   + Why doesn't the opponent fall at the end of such a powerful attack ?
   + If this move doesn't put the opponent in a custom state and he can do stuff during Sora's move, then Sora shouldn't be invincible at all after startup. For example, if I block the first part of the move, I can hit Sora during the part where he's in the air preparing his air dash slash, while I should. Sora is also invincible during the airdash part of the move and even when landing, when he shouldn't IMO.
- During Blizzard, the nice heart ice FX could be centered on P2 using his constants, instead of using it as a projectile explod or something. Would look much nicer IMO.
- Please remove the shadow from the FX on "Fire" move.
- Idem for Thunder.
- You didn't include the command for Thunder in the readme (qcf+Y).
- Goofy is completely misaligned on the screen. He shouldn't appear under the ground.
- Yukikaze Super Counter could get nicer FX. There's some glass breaking animation in the ressource section somewhere, looking like yours but less pixeled, or there's the KOF 2k2UM one.
- Yukikaze Super Counter could put the opponent in a custom state at the end, so he doesn't get up so fast.
- Dunno how it happened, but once the green helper crown box got duplicated and one of the versions didn't follow the fight anymore, while the other one was acting fine.
- Small and large portraits don't follow the conventional standards at all.

This is some fine job you're doing here, especially if it's your first character. Lots of originality and good job putting action RPG mechanics in a fighting game without making it unbalanced and still having sense. I hope you'll continue working on this until it reaches some solid state.

weaster4

#14
^ x button means the z button, i think he confused himself since in game, the x button is for attacking with the keyblade




A pretty big bug:

-Im still not sure how i managed to pull it off, but sora became... invincible?
its as if his hitboxes completely dissapeared... The opponent however can still be damaged.
this happened once while i was using him, and agian while I was fighting cpu sora
- Also, if you press y(the magic button) fast enough, the 4th AND 5th attacks will be crits, instead of just the 4th
-Also agian, when using the super counter, when u go to the other side of the screen, the drive guage and helper card frame follow u as they should. The actual picture of the helper however stays in its original spot. It fixes itself during the screen shatter FX

Also, i have more suggestions :P :
-The super counter should do more damage than the normal counter (what else would make it super?)
-Ragnarok beams should look like arrows/beams of light, like in the game (The current ball projectiles still look pretty cool)
- Instead of casting critical magic while in Limit form, I think that sora should cast magic that is only present in kh1 (Stopga, Aeroga, and Graviga)
I know that this is not source accurate, but it would be pretty cool  :)

Ichisennen

#15
First off, thanks to all who are helping me work out the kinks. I'm making a patch right now, and also am trying to do something about the sprites.

Quote from: Cybaster on August 13, 2011, 02:17:31 AM
Didn't read the rest of the posts. :P

There are some very interesting things in here. I only played KH1 and never had the time to start KH2, but well, at least I kinda know what it's about and how the gameplay is to some extent.

Some feedback :
- Overall, I find the readme's presentation hard to read and follow properly. This may be because of the number of features, in which case you may have ot switch to a PDF or HTML format readme for better comprehension and presentation.
Will make a better one on release.
- In the drive bar, the bar has a higher sprpriority than the characters, but the gauge itself (the scale thing) has lower priority than the chars, which makes it look very odd.
- The scaling is strange, as the left part of the bar moves and comes lcoser to the border during the scaling.
I am aware of that, and sadly I don't know as of yet how to fix that...
- This kind of bar would gain in being HR so that it looks nicer and doesn't clutter the fight. Even on a 480p screen, I think it's too big and too high and disturbs the fight a little.
I guess I should make it a bit smaller. I will also change its position, nearer to the bottom I guess.
- About your problem with switching back to normal form during custom states, there nothing you can do about that. It's a Mugen limitation. However, to me, the Limit Form and Normal Form sprites look really similar, and look mostly like a palette change, so you could use SFFv2 and apply remappal when changing form, so your custom states will be mostly fine.
I intend to replace his sprites with better ones, so I initially coded it as such when the time comes I change the sprites... So I guess there's no probable workaround(there is, but I don't know how N-Mario did it).
- Are the X button moves supposed to work or is this a readme placeholder ?
LOL those. Typo: That's supposed to be FWD+z,z,z.
- The jump cancel during A launcher could become a sort of Super Jump à la MVC, give some afterimages too to make it pretty and so we can truly see we jump cancelled. The chaining is kinda stiff from A > jump > Z,Z,etc.
Gonna consider that, thanks. By stiff you mean hard to connect or its hard to cancel?
- Are you using additive transparency correctly during Finishing Leap for the FX. I can see black borders on the flames, which I believe shouldn't be here.
Now that you mention it.. Never noticed that. Bad eyes. I shall fix.- Limit attack :
   + Needs envshake.
I'm trying to find a proper balance of them, since if everything has envshake, looks rough.
   + Is it normal it continues even if the opponent blocks the attack ?
Its a source thing; I could change that.
   + There are no guardsparks if the move is blocked, apart from the launcher part.
Aware of that; I still can't find a good guardspark... :( Any suggestions? I will credit of course.
   + Why doesn't the opponent fall at the end of such a powerful attack ?
Source works that way;I could change it so they get wall bounded if in the air or kneel down when on ground.
   + If this move doesn't put the opponent in a custom state and he can do stuff during Sora's move, then Sora shouldn't be invincible at all after startup. For example, if I block the first part of the move, I can hit Sora during the part where he's in the air preparing his air dash slash, while I should. Sora is also invincible during the airdash part of the move and even when landing, when he shouldn't IMO.
Limit attack is one of Sora's trump cards in source; because of it's invincibility frames, and it being virtually interruptable, you can get away with a well placed use of it. First version it did have blue clsns; but yeah its really punishable. Doesn't seem OP since it does low damage and takes 1/3 of regen manabar. However, if its recommended for balancing, I could change it. What's your opinion?- During Blizzard, the nice heart ice FX could be centered on P2 using his constants, instead of using it as a projectile explod or something. Would look much nicer IMO.
How to do so? I've always had problems with alignments.
- Idem for Thunder.
Uh... Sorry what's an Idem?- You didn't include the command for - Goofy is completely misaligned on the screen. He shouldn't appear under the ground.
Will fix, I was REALLY concerned about this; thinking about it for a while. It's confirmed now, so yeah thanks.
- Yukikaze Super Counter could get nicer FX. There's some glass breaking animation in the ressource section somewhere, looking like yours but less pixeled, or there's the KOF 2k2UM one.
Is in beta so I'm still working on making it look good. BTW, care to refer me to some good shatter FX?
- Yukikaze Super Counter could put the opponent in a custom state at the end, so he doesn't get up so fast.
Will do so... After I get enough knowledge on custom states (which I suck at)
- Dunno how it happened, but once the green helper crown box got duplicated and one of the versions didn't follow the fight anymore, while the other one was acting fine.
A bug I have no idea how to fix; a mugen thing I suppose, but I shall try to fix.
- Small and large portraits don't follow the conventional standards at all.
H-loader screenpack portraits... Lol. Shall provide good ones.

This is some fine job you're doing here, especially if it's your first character. Lots of originality and good job putting action RPG mechanics in a fighting game without making it unbalanced and still having sense. I hope you'll continue working on this until it reaches some solid state.
Yeah, this is my first char, and I'm trying my best to improve. I was really hoping for good feedback and it did come; so thanks for this Cybaster.  :sugoi:

Everything not addressed in the quote is already fixed, btw.

P.S. How about limit form? Nothing wrong about it?

Quote from: weaster4 on August 12, 2011, 03:57:28 AM
MOAR FEEDBACZZZZZ:

-speed breaker preforms better then i thought (super effective on sonic lol)
-I think that for the helper system, the black part of the card that would normally tell u the value of a card (yes i played CoM) should tell you how many cards you have stacked
Lol, you read my mind; already spriting it.
-Drive gauge Doesent gradually decrease while in limit form, it just turns gray and flashes. It would be nice if it showed how much time i had left transformed.
Sprite-related; I can't do much ado bout it.
-Strike raid/Judgement does not hp leech(intentional?)
Since he has invincibility already like in source, I opted not to add it anymore since it would be cheap as heck.
-IMO, Ars arcanum should do more damage, as it is very tricky to pull off and most of the time its not worth the risk
LOL YEAH, I know right. I cheer each time I pull it off; BTW it's still in beta, so yeah, I shall work on it..
-Clash system is beautiful. I just had to say it.
Thanks.
-Im still not sure how i managed to pull it off, but sora became... invincible?
its as if his hitboxes completely dissapeared... The opponent however can still be damaged.
this happened once while i was using him, and agian while I was fighting cpu sora
TIn what instance did this happen? Please explain.
- Also, if you press y(the magic button) fast enough, the 4th AND 5th attacks will be crits, instead of just the 4th
in source, that's how it works; there's a crit time, not just the final hit..
-Also agian, when using the super counter, when u go to the other side of the screen, the drive guage and helper card frame follow u as they should. The actual picture of the helper however stays in its original spot. It fixes itself during the screen shatter FX
Yeah, I am fully aware of this; It should be binded to the screen. It screws up though..
Also, i have more suggestions :
-The super counter should do more damage than the normal counter (what else would make it super?)
Yeah, that super counter (Yukikaze) was put in like, 30 mins before I uploaded it. So it's choppy and damage is all wrong; Gonna fix
-Ragnarok beams should look like arrows/beams of light, like in the game (The current ball projectiles still look pretty cool)
Sprite thing; will fix later..
- Instead of casting critical magic while in Limit form, I think that sora should cast magic that is only present in kh1 (Stopga, Aeroga, and Graviga)
I know that this is not source accurate, but it would be pretty cool 
Good idea, will consider greatly; for an added mugen touch

Thanks for the constant feedback weaster; really appreciate this.

==================================================================

I'm currently working on a patch to address most of the problems here and add some more stuff. About the sprites and FX, don't worry I'll touch em up. Here's a really fast prototype of what his sprites will be:



So yeah. Be right back.  :sugoi:


weaster4

np, im just glad to help :P

as for the sprites, are they 2d or 3d?
wait.
sprites=2d.
....
YES!

Laharl

uh ichi I rather like the sprites you use better than that, that looks very odd.

Quote from: Cybaster on May 21, 2013, 04:37:37 PM
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?

weaster4

^ he said that its just a prototype so im sure the actual thing will look much better.
But as for now i agree with you, the current sprites look better

Laharl

yeah probably but i still think he should use the original sprites.

Quote from: Cybaster on May 21, 2013, 04:37:37 PM
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?