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KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates) (Read 407712 times)

Started by Werewood, June 29, 2011, 05:44:23 pm
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KOF XIII Saiki beta7f by Werewood & BoyBoyz (no more updates)
#1  June 29, 2011, 05:44:23 pm
  • ****
  • Trying now to act normal
    • https://onedrive.live.com/?id=7DB65F02B0BBD12E!105&cid=7DB65F02B0BBD12E
Yo please don't COTM nominate my KOF XIII Saiki beta; he is far from completion.  Thanks!    :wall:
Admin please ignore my KOF XIII Saiki beta nominations  :wink2:


In my "What kind of MUGEN stuff you will never make even if....." topic   http://mugenguild.com/forumx/index.php?topic=130419.0    , I stated that I will never convert a KOF character.

But!

Bosses are an exception!  So I decided to take a risk and tried to convert a KOF XIII Saiki:


"Stole my power, huh!?"

Sprites:  E+ (65% "rip-able" & useful / 35% "un-rip-able" & not useful)
Accuracy:  D-
Customization:  A.I.

Version beta-7f:

Now BoyBoyz is one of the author of this beta Saiki!  :sugoi:

1. Added a sound to the super counter should it fail to counter anythin, just like the normal counter.
2. removed an incorrect sound from stone throw startup, and added a sound for his hand movement whizzing through the air (the sound of light punch)
3. Corrected the walk and grab's 3 punch hitsound to S1600,1
4. Adjusted air fireball's second stun phase to not hit falling enemies so that when you legsweep the enemy just as the fireball hits, the enemy won't be stunned. True to source.I can't implement this for the forward fireball and handswipe because that stun needs to hold falling enemies in the air.
5. reduced fireball and counter's damage to 30, true to source.
6. Reworked air fireball's helper appear time and appear position again, by removing some image frames in the .air file (to cover the fireball while it's paused) and increasing the pause time before the fireball's velocity activates.
7. Adjusted forward fireball's handswipe sound from animelem 18 to elem 4 (the sound comes from the forward handswipe, not the fireball appearing). Somehow this sound doesn't seem right still; but if it isn't then it hasn't been ripped.
8. Decreased stationary grab startup animation time and extended the duration at the middle (where he folds his arms and pauses) to compensate.
9. adjusted forward fireball's speed to 7.2 from 7.5 (it makes a difference, seriously lol)
10. Changed stone throw's hand sound again to 0,4
11. changed air fireball's handswipe sound to 0,4 (somehow I think this is still not right; maybe it's not been ripped)
12. removed duplicate stone throw sound
13. Added an extra red clsn to animelem 4 of C+D attack. Saiki's elbow hits the enemy too. Modified the hitdef correspondingly. Walk and Grab's C+D and counter's C+D modified too.
14. stationary grab's startup animation quickened again to be more like source.
15. Corrected Standing Strong Punch to only have one hitdef, so it can't perform a 2-hit combo to tall enemies.
16. made forward fireball's sprpriority to negative and readjusted its x axis, so it looks like it comes from within the handswipe
17. Added two more posadds for legsweep, so his forward step looks very natural now. Made the kick come out faster, return slightly slower like in the source.
18. reduced walk and grab's range by a bit. You gotta understand that his arm is quite long. I gauge the range by his arm length.
19. changed counter's black flame sound to 1000,1 from 1300,2, true to source. SUCCESS
20. Changed airfireball and forward fireball's handswipe sounds to 1300,2 from 0,4 and 1000,1 respectively. SUCCESS.
21. Changed legsweep and C+D sounds to 0,3 from 0,4. 0,4 is only for stone throw's handswipe.
22. Changed standing light/strong punch's sound to 0,2. Both are the same, since their voices are the same too.
23. added random chance that all normal moves won't trigger. Also added random 2nd voice (thanks to kenshin and cyanide). True to source. A+B random sound can't be done, because the teleport sound isn't ripped/there.
24. Completely reworked his super darkening fullscreen move: startup sequence time, pauses, screen darkening time, and speed that the red clsn activates. As true to source as possible.
25. Added alternate hitsound for heavy stone throw
26. made saiki's forward fireball speed 7.5 again.
27. added proper sound to super counter
28. removed some standing and counter sprites to make the animation smoother (no bobbing). Adjusted everything according to the minused anims.
29. QCF+lightkick when near makes the sweepkick unblockable, but comes out slower. changed sound and hitsound for it too.
30. added sweepkick's 2nd random sound.
31. added new HITsound  for ligh/strong stone throw. changed the pickup stone sound
32. Revamped all normal move hitsounds. All except C+D were wrong.
33. Changed some anim time for super darkening in the air file; modified pausetimes and screen darkening accordingly
34. hard stone throw hitsound is now 5000,94, hence the need for the sound file in the patch.
35. removed 1 sprite from state 50001, 4000, and 1300 (the counter statedefs) respectively. Head doesn't 'jerk' that much during counter moves already. Nothitby, ctrlset, destroyself, changeanim modified accordingly.
36. Reduced lose-if-time-over sprite to 3 anims only. True to source.
37. Changed C+D's voice to animelem 2. If you didn't get this in the last update, just change it urself (the first statedef 900).
38. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.
39. Adjusted dark binding's (1099) position
40. changed C+D voice (900,0) to animelem 2. True to source.
41. Updated AI to not use walk and grab for more unthrowable characters.
42. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.
43. Fixed bug with AI's stationary grab and counter moves.
44. Adjusted walk and grab's hit animation to be slightly slower and truer to original.

Version beta-7:

Now BoyBoyz is one of the author of this beta Saiki!  :sugoi:

- readjusted speeds of all projectiles/helpers to 7.5 from 8.
- readjusted downward fireball explod and helper to appear at a later animelem
- adjusted downward fireball's 2nd stun phase to come later at 23 (more like original),
- changed dark binding (1099)'s projanim etc to 10001 instead of 1302.
- added another helper with the same definitions as 1007
- Fixed a bug where the stone would randomly disappear by removing the trigger1 = NumHelper(1601) = 0 in the non-AI helper.
- added the random stone throw in and increased walk and grab speed to +0.5 from +0.4.
- new knockback for fireball handswipe (ground velocity to -6, -4). Readjusted handswipe's clsn and priority, and reduced hit range to animelem 21.
- Adjusted handswipe such that you can only do 2 handswipe combos up close (exceptions like juggernaut etc with huge clsn boxes), before having to move forward to try again due to the pushback and pausetimes (12,12).
- adjusted C+D's ground velocity (-5.5, -4) to push enemy further like in original, and animtype = Hard
- new fireball (for both forward and downward) stun animation with 2 stun phases; fireball now travels faster forwards. New fireball also eats all fireballs including magaki's white orb. No duplicate sounds. Always stuns.
- fixed walk and grab positioning, fixed grab bug, movespeed (adjusted to +0.4), and clsn reach
- added nothitby to counter move, adjusted activation range for C+D, adjusted ctrlset animelem to 33, fixed some bugs, added damage to counter succession but kill=0
- added nothitby to qcb+ x/y (reversal move) to balance out the 'nerf' in counter move (personal preference)
- added nothitbys to fireball p1 starting sequence (to get rid of a bug where if saiki got hit before fireball landed, fireball would disappear or dark web wouldn't appear)
- fixed counter helper staying on screen by adjusting destroyself to animelem = 21. With that, also readjusted all the destroyself and nothitby to 21
- fixed dark web (statedef 1099) being pushed off screen by changing move physics to S
- Made A+B roll time faster (more like original)
- legsweep (strongkick adjusted to reach 30), qcf+a adjusted accordingly
- Fixed inability to block second stun phase (darkweb appearing) by adding a trigger = MoveGuarded to changeanim for statedef 1001. BUT this results in the bug below.
- Since I used beta5 model, the random stone throw thing is gone. Instead, I adjusted the stonethrow to hit enemy into the air, but fall=0 so they'll land on their feet.
- Tweaked jump height (jump.neu = -11.2) and speed (yaccel = 0.55), and adjusted landing/turning speed in .air
- Adjusted fireball's clsn to prevent misses in the air and no darkwebs.
- fixed certain fall/air.fall/forcenofall stuffs for handswipe (statedef 999/1302)
- Adjusted the numhit of some moves to 0, so the combo counter would display accurately
- fixed guardspark bug by adding removeexplod with removetime=20 to both fireballs (1001 and 1002 helpers)
- reworked forward fireball, so that when it hits enemy in the air, state 1888 (freeze) does not happen first; instead, enemy falls to ground, then the second stun activates the freeze. This is exactly like in original. The downward fireball needs more work still though.
- reworked fireballs' groundtype (High then Low vice versa) and ground velocity to make it look more like original.
- removed fireball's juggletime so the combo counter would count infinitely
- Reworked fireball pausetime and groundvelocity so that if handswipe hits, enemy will be stuck in air; but hitting with another fireball allows them to land due to air.velocity = 2 and forenofall = 1
- reworked darkweb (1099)'s air.fall to 1, fall to 0, forcenofall to 0, so that when hit into air by the handswipe, enemy will fall to floor after stun ends, while if just stunned by the fireball, enemy will land on feet after stun ends (does not work for some characters with too small or weird clsn boxes like KOFXII iori)
- Fixed dark web so that when you go behind the stunned enemy and stun him with 2-hitcombo up close, his stunned back will face you still. However, if you make him land with a 1-hit fireball, he will face you.
- Fixed a bug where if enemy was web-binded in the air, another fireball would cause stun to miss
- Reworked standing strong punch to Medium animtype and C+D to hard instead of diagup. Fixed more velocities (ground and air) of handswipe and C+D
- implemented 1302 (counter's helper) for all fireball helpers, so they won't miss (in the air especially) or look awkward (with another fireball coming out)
- Created trigger = command = "Qcf_y" for forward fireball to fade. Until a better solution is found, this will do :D
- Reworked 3 sounds (makeshift commands):
    1. (1300,1) when Saiki's countermove connects into C+D (movetype = H, AnimTime = 0 && p2dist x <= 74)
    2. (1300,0) when saiki's counter fails to hit anything (p2movetype = A && movecontact = 0, animelem = 24)
    3. When Saiki's counter connects successfully (p2movetype = H, animtime = -40). This isn't the correct command. When enemy is stunned, just doing another counter move makes saiki say this voice again, which isn't right.

Version beta-6:

- alternate AIR (kof13saiki_alt.air) deleted no more in need for a boss like Saiki

>> so far this walk&grab move has 2 things to note: first, only the C+D final hit kills; and second, the three punches do normal damage even if the enemy is at veryyy low health.
= Fixed by adding to kill = 0 to the three punches' TargetLifeAdd to ensure these won't kill P2

>> This bug happened where krizalid suddenly jumped out of Saiki's grab, and it was quite funny because saiki was punching the air.
= Not quite a fix but adding a trigger2 = p2movetype != H to make Saiki change to his stance state once P2 for some reason jumps out of his grab.  Please note that Saiki's grab uses a very intrinsic throw HitDef and TargetBind which seems to be permanently binding P2 during the state.

>> Also, with tall enemies like magaki/mukai/orochi/rugal (however it does work fine for some like juggernaut...) or super short enemies like pikachu or metool, the grabbing position is a bit wrong.. saiki looks like he's grabbing magaki's crotch!
= Fixed by using an absolute TargetBind P2 y positioning instead of using P2's size.head.pos.y constant


>> Beta5saiki's straight fireball handswipe's red clsn stops at 16/54 ticks, but i've observed in the original that it ends at around 29/54 ticks (as long as the black flame was still there around his body), meaning that the enemy can still be hit at 29/54.
= Fixed by BoyBoyz

>> For Saiki's hard version fireball, his hand (not the fireball) sweeping outward can cancel boss priority projectiles.
>> Saiki's fireball needs to have higher priority. Even True Geese's double reppuken is cancelling and going past it
= Increased the hand sweeping fireball from projpriority = 1 to projpriority = 100; it should be able to cancel most other fireballs such as Magaki's pink fireballs and even his fog-like helper-based fireballs!
= Changed the main fireball (the oval-shaped dark stone) from Projectile to Helper and added an extra projectile along with the helper to try to cancel out P2's fireball
= The helper and its projectile now has pausetime = 0,0 which means they no more stun P2 in mid air

>> hard version fireball and counter move need a stronger dark bind..........
= Now Saiki's hard fireball and counter move use Helper instead of Projectile to stun bind P2, hopefully making it bind stronger.........

>> This happened when Igniz reflected Saiki's projectile, but the stun thingy still appeared. Rugal and athena have reflects too.
= Now Saiki's hard fireball is using Helper, so Igniz/Rugal/Athena shall have hard time reflecting it........

>> the stone throw had light and hard versions of it (I've no idea how to activate them in KOFXIII though)
= I added one more version of the move yet it comes out by 50% chance!

>> Saiki's counter move could be spammed VERY fast - he could do another counter move (if the first one missed) right after his hand reached his chest (did not need to wait for the hand to return to his side).
= I added a CtrlSet value = 1 to allow you to gain control of Saiki when his hand reached his chest (animelem = 26)

>> Consider adding AI solutions for opponents like Onslaught, Abyss, Apocalypse, Leopaldon (Guilty Gear Isuka) etc who cannot be grabbed
= Now using the p2name trigger, A.I. will use stone throw move instead of walk&grab move against A.I. Onslaught, Abyss, Apocalypse, Leopaldon, and my Infant Mutant Naughty Baby!!!

Version beta-5:

- increase poweradd for normal moves and special moves

1a. After stunning the enemy with his fireball, beta4saiki should not be able to walk through the enemy. Original Saiki could only walk against the enemy and the black thingy would be moved along with the being-moved opponent
>> added this feature by setting velset State Controller in the black thingy Helper statedef

1b. Major bug! Sometimes the enemy doesn't get stunned by Saiki's fireball even though the black thingy appears. This happens mostly (not confirmed) when the enemy is about to start a move or EX move or jump, and is quite close to saiki (not right next to him though).
>> used different methods to try to prevent this from happening, hopefully

1c. In beta4Saiki's hard version fireball, the first hit with his hand should 'chain' with the fireball. In other words, the enemy should not be able to block the fireball after getting hit by the hand.
>> increased the P2 pause time for the first hit

2a. After being stunned by the fireball, if beta4saiki did a counter move right next to the stunned enemy, he would automatically follow-up with the punch as if the counter succeeded.
>> fixed by using a new variable

2b. Quite lucky to chance upon a very rare and interesting thing: if Beta4Saiki's counter move succeeded but he was accidentally hit out of it, he could perform another counter move which would not do anything (or any other move for that matter), then after that the C+D would automatically still come out! Maybe the whole move should not be bound together or something, and maybe saiki should be made invulnerable once the counter connects.
>> now Saiki is invincible during D,DB,B,a/b special counter move

2c. I only encountered this ONCE. After stunning the enemy with a fireball, I performed a counter move from about 1/4 screen distance away (while the enemy was still stunned). I executed some other move while the counter move was in motion (can't remember what I did exactly). Something happened... and saiki just stood there and kept doing the counter move (without me pressing anything) until the enemy stopped being stunned. I couldn't get the bug to appear again... maybe it's nothing?
>> fixed by tweaking ChangeState State Controller triggers, hopefully

3. Saiki's walk and grab/grab move: when the enemy is at very low health, the first three punches deal no damage.
>> changed to triggerall = p2life >= 10 for the TargetLifeAdd State Controller

4. In addition to the infinite fireballs, after the opponent is stunned by a fireball, original Saiki could still do the counter move also. I've learnt from you to add the ';' in front of the numhelper thingy!
>> cool~

5. There's one more thing that makes the original saiki so powerful. He can cancel his punches or kicks into any of his special moves (fireball, grab, counter) even without the punches/kicks hitting the enemy! However, the order is only from punch/kick to special move, and it ends there. I wonder if this can be enabled in mugen?
>> done!  changed from movecontact to time >= 3

7. If the enemy is hit out of the black thingy before the full stun-time, the black thingy should fade away faster instead of remaining on screen for the full duration.
>> done!  added a ChangeAnim State Controller for the black thingy

8. Not sure but did you give saiki a recovery stance? Like when he is about to fall and touch the ground he can recover by pressing A+B.
>>  done! please press ("z") or ("x" & "a") or ("x" & "y")

Version beta-4:

bug report and fix by Insanius:
>> The sparks need to use additive transparency,
AS256D128 added to super start-up FX, hit, & guard/block sparks anims

bug report and fix by Nameless353:
>> Hitsparks appear even when the enemy isn't hit.
Fixed by changing trigger1 = (enemy, stateno = [5000,5999]) && (timemod = 10, 0) to trigger1 = (enemy, stateno = [5000,5050]) && (timemod = 10, 0)
>> I dunno how, but the A.I. stays on the air floating sometimes.
Fixed by adding in P1 throw and P2 thrown states a posset and posfreeze State Controllers

bug report and fix by BoyBoyz:
>> 1. When the opponent gets stunned by the fireball, he/she can be moved outside of the black thing by just walking into the enemy. The stunned enemy is supposed to be stuck inside the black thingy.
Fixed by adding a playerpush value = 0 State Controller to P2 custom state
>> 2. the hard version of saiki's fireball doesn't do a 2-hit combo when saiki is right next to the enemy; only the hand hits but the fireball doesn't hit. Maybe the CLSN of the fireball can be adjusted a little.
Fixed by making the fireball red clsn box rearly wider
>> 3. After the counter move connects and the enemy is stunned, saiki will use his hand to knock the enemy away. When this happens, the black thingy should not remain on screen anymore.
Fixed
>> 4. The counter move only has a follow-up (where saiki knocks the enemy away with a  CD attack) when saiki counters right  next to the enemy. The followup should rather occur within the CD attack range.
Fixed by increasing p2dist x <= 50 to p2dist x <= 100
>> 5. There's no infinite fireballs : ( When the enemy gets stunned, saiki cannot throw another fireball to follow up immediately. The original saiki could do a straight fireball, an air fireball, then throw a rock at you for a 3-hit combo
Please download the kof13saiki_infinite_fireballs.cmd
>> 6. The walking forward time has been changed to 7, but the walking backwards is still 10.
Fixed by subtracting 3 from 10 for anim 21
>> 7. His legsweep (hard kick) is still wrong. Saiki first steps outwards (hence he moves forward a bit to give the sweep more range) then sweeps the enemy, then returns back to original position. He only moves forward DURING the move, but not after.
Ok, I posadd x = 5 at animelem = 2 and posadd x = -5 at animelem = 14, does it look alright now?
>> 8. Saiki's stone throw move (AI) sometimes has him throw the stone backwards (but the hit is still forwards)
This is a custom move for the A.I.!!!
>> 9. This is kind of minor, but after his counter move ends, saiki's head seems to bob up and down. No idea why. Maybe the sprite rips were out of place?
I don't know why since I ripped Saiki sprites from the Arcade PC dump............maybe wait for Insanius' proper rips......
>> 10. On one occasion while watching Saiki's AI, after winning he said two winquotes at the same time!
I used random trigger to generate 3 different winquotes.  Now I use life to see whether improved or not.......

Version beta-3:

update:
1. normal jump abililty added to human player

2. super start-up FX added

3. super P2 get hit palfx added

4. D, DF, F, x black smoke position fixed

5. KOF XIII hit sparks added

6. KOF XIII guard/block sparks added

7. Grab and Punch combo number count added

** 8. infinite fireball patch available for separate download *

bug report and fix by BoyBoyz:
- 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.
- He walks much faster and his movements are more fluid and easily cancelable.
- His fireballs travel across the screen slightly faster.
- The 'stun' frames after the fireball hits should be slower
- The standing grab (HCB+Punch) has a much further reach, exactly the same as walk-and-grab.
- His standing Hard Kick moves him forward a bit to foot-swipe enemies
- His fireballs cannot kill, even if the enemy has 1 HP left. Also, his grab move only kills after all the punches land.

bug report and fix by Cybaster:
- During Throw stone, disabled the shadow so we don't see a shadow flying through the sky.

About the 2 bugs MC2 found:
1. Saiki being able to escape from P2's air combo - Now I added triggerall = movetype != H to all of the A.I. changstates!  Hopefully Saiki will no more escape from P2's combo (thanks Cyanide).
2. MB Sion being able to escape from Saiki's grab punch - 9's Sion has code that lets her escape from get hit states (5000-5011).
It is like GGX and FOTS and SBX having this escape-from-get-hits-states feature, which I cannot have control.....so it should not be my Saiki's fault.

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


Version beta-1:

- Taunt:  start button s
- Evade:  z/x+a or hold backward, z/x+a
- Counter:  c/y+b
- Guard Evade:  z/x+a or hold backward, x+a during a guard (requires and consumes 1000/3000 power)
- Guard Counter:  c/y+b during a guard (requires and consumes 1000/3000 power)
- Throw Dark Bind forward:  D, DF, F, y
- Throw Dark Bind downward:  D, DF, F, x
- "Hit me if you dare":  D, DB, B, x/y
- Dark Matter Shield:  D, DB, B, a/b
- Throw stone:  D, DF, F, a
- Walk and Grab:  D, DF, F, b
- Super Darkening:  D, DF, F, D, DF, F, x+y (requires and consumes 1000/3000 power)
- MUGEN 1.0 victory portrait
- MUGEN 1.0 win quotes
- A.I.

* Saiki cannot crouch and jump!!!

To-do's:
- adding missing super start-up FX and hit sparks & guard sparks
- bug fixes

Reference:
- YouTube
http://www.youtube.com/results?search_query=kof+xiii+saiki&aq=f

Big Thanks To:
- CrazyKoopa and sal-azul, for ripping KOF XIII portrait sprites
- Layer, for ripping KOF XIII sounds and voices
- Insanius, for ripping KOF XIII FX effect sprites
- BoyBoyz, for intensive bug testing and fixes
- Elecbyte, for making a dream fighting game engine MUGEN

*****************************************************************
Yeah, I suck at making palettes.........................
******************************************************************

Download Link:  http://page.freett.com/werewood/mugen.html


Enjoy!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: September 28, 2011, 06:37:54 pm by Werewood
Re: KOF XIII Saiki beta1 (2011-06-29)
#2  June 29, 2011, 05:46:34 pm
  • ****
  • Trying now to act normal
    • https://onedrive.live.com/?id=7DB65F02B0BBD12E!105&cid=7DB65F02B0BBD12E
About super start-up FX and guard/hit sparks, I couldn't find a way to rip......so just using KFM's ones....

So, please suggest some similar open source sprites for Saiki:

1. names
2. download locations

Thanks!
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Re: KOF XIII Saiki beta1 (2011-06-29)
#3  June 29, 2011, 05:48:23 pm
  • avatar
  • ****
Thanks Werewood.
Yes Saiki on mugen at last.
Re: KOF XIII Saiki beta1 (2011-06-29)
#4  June 29, 2011, 06:07:30 pm
  • ****
Wow  :o the first kofxiii character hit Mugen by great werewood ;D will try him later, a awesome collection to my boss mugen game  ;)

My real life is coming soon........!
Re: KOF XIII Saiki beta1 (2011-06-29)
#5  June 29, 2011, 06:56:23 pm
  • ****
  • Sexo con condon ?, haber comete un tamal con hoja.
    • Mexico
    • crampy-gc.blogspot.mx/
Damn that was so fucking fast, cant' wait to test him, hope the manager goes out for a couple of hours  :sugoi:
Re: KOF XIII Saiki beta1 (2011-06-29)
#6  June 29, 2011, 07:32:25 pm
  • ***
  • WEB OF KAINE
    • Mexico
    • www.kaine.mugenimperiolatino.com
interesting downloading  :o
Re: KOF XIII Saiki beta1 (2011-06-29)
#7  June 29, 2011, 07:43:44 pm
  • ***
  • CVS3 = Win
    • USA
    • sites.google.com/site/enlightendshadow/
Really interesting! thank you for releasing this character :D
Re: KOF XIII Saiki beta1 (2011-06-29)
#8  June 29, 2011, 07:49:16 pm
  • ******
  • Just a butcher on a mission
    • www.justnopoint.com/lbends
Your rips make me sad that I cannot release mine.
 
Re: KOF XIII Saiki beta1 (2011-06-29)
#9  June 29, 2011, 08:00:10 pm
  • ****
  • Trying now to act normal
    • https://onedrive.live.com/?id=7DB65F02B0BBD12E!105&cid=7DB65F02B0BBD12E
Your rips make me sad that I cannot release mine.
 

No, please disregard my half-ass version, release your work since your rips are always top-quality!  I want to see your Saiki 斋祀!!!  :D

My Saiki sprites are incomplete and have E+ quality  :(  while yours are professional A+ quality!  :yes:
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: June 29, 2011, 08:21:19 pm by Werewood
Re: KOF XIII Saiki beta1 (2011-06-29)
#10  June 29, 2011, 08:25:34 pm
  • ******
  • Just a butcher on a mission
    • www.justnopoint.com/lbends
My hands are tied.  I can't release rips until October when the game is out for consoles.
Re: KOF XIII Saiki beta1 (2011-06-29)
#11  June 29, 2011, 08:35:00 pm
  • ***
  • Slash!!
Awesome Werewood!! :sugoi:
Re: KOF XIII Saiki beta1 (2011-06-29)
#12  June 29, 2011, 09:46:12 pm
  • ***
  • Lord Folks, not Folken.
    • colossemugen.blog.fc2.com/
Last Edit: June 29, 2011, 10:03:02 pm by COLOSSE
Re: KOF XIII Saiki beta1 (2011-06-29)
#13  June 29, 2011, 10:27:46 pm
  • ******
  • i'm a gay trans lady
  • to hell with this site, find me at mffa or w/e
    • USA
    • Skype - MelvanaInChains
    • www.melv.thedailypos.org/


welp, that explains why he's doing that throw move ALL THE TIME.
Re: KOF XIII Saiki beta1 (2011-06-29)
#14  June 30, 2011, 12:28:17 am
  • **
  • The Black Knight ALWAYS triumphs!!!
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I have to say this is awesome! A great work Werewood! Downloaded him and Omni. My mugen will get really heavy now, but it's worth it.
Sorry about english errors. Really.
Re: KOF XIII Saiki beta1 (2011-06-29)
#15  June 30, 2011, 01:43:10 am
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Dear sweet Jesus, yes. Testing now.

Black Ken, is coming to save the day.
50% Done.
Re: KOF XIII Saiki beta1 (2011-06-29)
#16  June 30, 2011, 01:44:00 am
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nice... those rips could be helpful for a spriter to do a classic Saiki too, so it's a win win situation
            Zorf Giudecca
Re: KOF XIII Saiki beta1 (2011-06-29)
#17  June 30, 2011, 02:40:20 am
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  • Loyal to the Game
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    • http://jesuszilla.trinitymugen.net/
... despite the fact Insanius just showed that there are ways to get better rips.


.... I think I just had an aneurysm. You people are stupid.
Re: KOF XIII Saiki beta1 (2011-06-29)
#18  June 30, 2011, 03:12:28 am
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  • Palette God? Champion? AntiChrist? Something.
  • I AM THE KING OF PALETTES!!
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For all of you talking this up, I have a video for you all.  You'll see soon.

CF7

Re: KOF XIII Saiki beta1 (2011-06-29)
#19  June 30, 2011, 03:27:28 am
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In my "What kind of MUGEN stuff you will never make even if..." topic, I stated that I will never convert a KOF character.

But!

Bosses are an exception! So I decided to take a risk and tried to convert a KOF XIII Saiki
My hands are tied.  I can't release rips until October when the game is out for consoles.
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.
Re: KOF XIII Saiki beta1 (2011-06-29)
#20  June 30, 2011, 03:46:34 am
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why would he work with a guy that won't release rips until october. that doesn't sound productive at all