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Messages by Wackafoo

    

Re: KOF-ver. Dong Hwan [WIP]

 December 02, 2019, 04:19:36 AM View in topic context
avatar  Posted by Wackafoo  in KOF-ver. Dong Hwan *Released* (Started by Kolossoni October 10, 2019, 09:41:17 AM
 Board: Projects

Sent you some sprites last night! Hope you can use them :)
    

Re: KOF-ver. Dong Hwan [WIP]

 November 28, 2019, 09:06:20 AM View in topic context
avatar  Posted by Wackafoo  in KOF-ver. Dong Hwan *Released* (Started by Kolossoni October 10, 2019, 09:41:17 AM
 Board: Projects

Don't forget that they made many of the KOF characters play more like their Real Bout versions in 98. KOF 96 Geese, in fact, is lost to history.

90% of KOF characters have a hold forward light kick or light punch attack.

I hope to help you out with some sprites soon! Just holidays are getting a bit crazy.
    

Re: KOF-ver. Dong Hwan [WIP]

 November 26, 2019, 03:46:51 AM View in topic context
avatar  Posted by Wackafoo  in KOF-ver. Dong Hwan *Released* (Started by Kolossoni October 10, 2019, 09:41:17 AM
 Board: Projects


"Like Jae Hoon, this is a KOF rendition of Dong Hwan NOT just a sprite conversion for MOTW.
That said, I'm aware of that move but decided to not implement it cuz it felt too Garou-esque-ish."

Garou characters are Garou esque. That is what king of the fighters is. A ax kick should be fine. If you look at other guest characters, Hyate has Kizuna Encounter wall bounce, Nakoruru has samurai showdown attacks, and Gai has a completely new combo system.
    

Re: KOF-ver. Dong Hwan [WIP]

 November 21, 2019, 09:55:55 AM View in topic context
avatar  Posted by Wackafoo  in KOF-ver. Dong Hwan *Released* (Started by Kolossoni October 10, 2019, 09:41:17 AM
 Board: Projects

Coding on this is really good. Do you code?

Your missing a kick - https://gyazo.com/84bcd46c61d28669b6370e3663092b7a - This can be his forward kick animation.

Rapid kick attack is a little unfinished. 5 frames is kinda low. Possibly needs 2 - 4 more. Leg also looks weird.

Hard kick seems very short. May need to be a bit longer.

It would be great if you got his walk forward and walk backward animations. This is the third character with almost the same walk.

That taunt has got to go... If you MUST use the taunt, use half of it so he kicks one time, and redo his face. Waving with his foot as a taunt is the most rememberable thing, however.
    

Re: The King Of Fighters Anthology V3.1 (18.06.22)

 November 20, 2019, 05:59:16 AM View in topic context
avatar  Posted by Wackafoo  in The King Of Fighters Anthology V3.1 (18.06.22) (Started by duracelleur July 04, 2011, 06:35:30 AM
 Board: Your Releases, 1.0+

May characters in Mugen have an issue that does not show up on many computers. If a character has way too many hitboxes, it overflows the game and locks it all into memory to try and handle it all. When you switch to a new character, the game crashes trying to dump all that memory.

This is an issue of bad hitbox creation by the creator of the character. If you look at the hitboxes, look for sprites that have over 4 - 6 boxes. Replace the boxes with clean large boxes instead of tons of smaller ones.

This is happening in popular games such as Marvel vs DC, Capcom vs SNK 3, KOF Wing, MK Project, and others.
    

Re: KOF-ver. Dong Hwan [WIP]

 November 14, 2019, 01:51:13 PM View in topic context
avatar  Posted by Wackafoo  in KOF-ver. Dong Hwan *Released* (Started by Kolossoni October 10, 2019, 09:41:17 AM
 Board: Projects

Hello!

I am glad to see so much progress on this character. I wanted to say a few things about this and your next project Ushiwakahime.

I would suggest waiting on Ushiwakahime. The new Samurai Showdown is pumping out characters like crazy. If the game came out with your character, all of your moves and normal hits could be totally different. I would hate to see you put so much work into it to find out SNK has made the character 100% different.

----

Wall jump in KOF. It is a thing. - http://meh.brpxqzme.net/himff/trijump.html

King of Fighters series
Asamiya Athena (excepting the KOF MI series), Choi Beon-Gae, Kisaragi Eiji (except in KOF ’98 UM), Bao, Ramon (starting with KOF 2002), Malin (only in KOF 2003 so far), Duo Long (only in KOF 2003 so far).

-----

I have a feeling you plan to try and do Chae Lim at some point?  - https://snk.fandom.com/wiki/Chae_Lim - https://www.youtube.com/watch?v=RKRvBTc-DFg

She would be the last in Kim's army lol! You are working so much on Taekwondo characters and thought this would be a no brainer. Just like Kim's sons, she is a lot like Kim. Also, this may be a character you can be a little creative with since shes from a different KOF game.

You are now the Taekwondo character master! :D
    

Re: My sprites, edits and animations

 September 26, 2019, 05:49:36 AM View in topic context
avatar  Posted by Wackafoo  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 PM
 Board: Graphics

The rocky you talk about. His kick animations were off. Would love to see those kicks replaced.

The creator of the rocky said he loved doing robots but humans were a major problem.
    

Re: KOF ver. Kim Jae Hoon by Kolossoni

 September 26, 2019, 05:16:50 AM View in topic context
avatar  Posted by Wackafoo  in KOF ver. Kim Jae Hoon by Kolossoni (Started by cupcakkemama August 23, 2019, 07:39:26 AM
 Board: Found Releases 1.0+

I would like to say thank you for all your work.

The final character strites are perfect. I would love to see you do more converted to KOF characters, but we all know the spotlight is now on the second brother. I can not wait for it!

I would like to see you make your sprites and learn from you. Would you consider doing some recording and putting it on YouTube?

I think you should do the body first and then do the hair after finishing all the moves. You may even be able to get some help from me or others with finishing hair sprites. My clothing work is not very good, however I do know others that can do that.

Also, I think you should start a development thread for the new character. That way we don't keep this thread at the top all the time :)
    

Re: Kof 2003 Portrait project

 September 21, 2019, 02:34:48 AM View in topic context
avatar  Posted by Wackafoo  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 AM
 Board: Sprite Projects

I watched the stream when he did this. I spent a lot of time trying to make her face the right expression.
    

Re: King of Fighters E blog

 September 05, 2019, 03:31:00 AM View in topic context
avatar  Posted by Wackafoo  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 AM
 Board: King of Fighters E

Looking froward to seeing the videos soon!
    

Re: KOF ver. Kim Jae Hoon by Kolossoni

 September 05, 2019, 03:07:44 AM View in topic context
avatar  Posted by Wackafoo  in KOF ver. Kim Jae Hoon by Kolossoni (Started by cupcakkemama August 23, 2019, 07:39:26 AM
 Board: Found Releases 1.0+

Full move set please from Garou. Or he will always feel unfinished.

Balance your character after the sprites are made. Coding a character is never done. It always keeps continuing.
    

Re: KOF ver. Kim Jae Hoon

 August 25, 2019, 07:51:47 AM View in topic context
avatar  Posted by Wackafoo  in KOF ver. Kim Jae Hoon by Kolossoni (Started by cupcakkemama August 23, 2019, 07:39:26 AM
 Board: Found Releases 1.0+

This Kim Jae Hoon is top-notch compared to other KOF conversions.

It is a little early I feel to get into details on his moves and combos considering moves are missing. His two attacks off his dive kick are missing, his back back kick is also gone, and his TOP overhead kick (should be his f+k move for KOF) is partly made. 

The character has a great core base. Not a very broken build and feels like a kof character. Very nice to see.
Sprites are amazing.

The color pallets are ruff and does not show them off. I see these pallets made before on other characters and are not my style. However if you give him a standard KOF pallet, you can tell the detail in every sprite. I was amazed.

I would say this build is around 78% and is already shaping up to the best KOF Kim Jae Hoon.
    

Re: Vanny released KOF Wing 2019

 August 10, 2019, 10:28:18 AM View in topic context
avatar  Posted by Wackafoo  in Vanny released KOF Wing 2019 (Started by Yagoshi300 August 06, 2019, 03:52:27 PM
 Board: Found Releases 1.0+

How is that elite? Just curious?

Someone got on their team and pretended to be a playtester. Then started trading all over the place for "rare" characters. People got tired of them real fast and leaked everything to stop all the nonstop begging on facebook for "rare" character trade.

Basically killed anyone that was making videos with characters for views, and taunting everyone that they had them. Vanny should just add the characters. Not Vanny fault people can be jerks. That just happens.
    

Re: Alpha Storm 2 - 1.1 - 720p

 July 25, 2018, 12:14:01 AM View in topic context
avatar  Posted by Wackafoo  in Alpha Storm 2 - 1.1 - 720p (Started by glassbox July 24, 2018, 11:27:25 PM
 Board: Projects

Video is broken
    

Re: Skullomania KOF XI UM style by Zadkiel Mugen

 May 12, 2018, 04:11:37 AM View in topic context
avatar  Posted by Wackafoo  in Skullomania KOF XI UM style by Zadkiel Mugen (Started by AnimugenZ May 12, 2018, 03:25:20 AM
 Board: Your Releases, 1.0+

I thought this was going to be Hwa Jai.

This is okay character,.
    

Re: Let's update Kung Fu Man

 February 16, 2016, 02:12:01 AM View in topic context
avatar  Posted by Wackafoo  in Let's update Kung Fu Man (Started by Just No Point January 01, 2016, 04:31:05 PM
 Board: Projects

A athena that I have had a very good system showing what everything was. I learned a lot from it. Every attack and move is set up like this

;------------------------------------------------------------------------------;
; 立弱P (近距離)
;------------------------------------------------------------------------------;
[Statedef 200]
type        = S
movetype    = A
physics     = S
juggle      = 1
anim        = 200
ctrl        = 0
velset      = 0, 0
sprpriority = 1
poweradd    = 25

;-------[ Sounds ]-------;

[State 200:         Attack SE]
type     = PlaySnd
trigger1 = AnimElem = 3
value    = 4, 0

;-------[ Hit Defs ]-------;

[State 200:         Hit Def, 1]
type             = HitDef
trigger1         = AnimElem = 3
id               = 200
attr             = S, NA
hitflag          = MAF
guardflag        = MA
priority         = 3, Hit
damage           = 27, 0
animtype         = Light
pausetime        = 3, 4
hitsound         = S5, 0
guardsound       = S6, 1
sparkxy          = -10, Floor(-73 * const(size.yscale))
sparkno          = 0 ;S6000 + Random % 8
guard.sparkno    = 41 ;S6060
ground.type      = High
ground.slidetime = 11
ground.hittime   = 10
ground.velocity  = -3.5, 0
guard.ctrltime   = 9
air.velocity     = -2.5, -1.1
air.hittime      = 10
fall             = 0
air.fall         = 1
fall.recover     = 1
fall.recovertime = 10

;-------[ States ]-------;

[State 200:         Standing]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1

;------------------------------------------------------------------------------;

I would like KFM easy to learn from his CNS and not from a doc that explains stuff all weird.
    

AI move combo problem

 April 26, 2015, 12:46:29 AM View in topic context
avatar  Posted by Wackafoo  in AI move combo problem (Started by Wackafoo April 26, 2015, 12:46:29 AM
 Board: M.U.G.E.N Development Help

Some characters have three special moves or so to make a combo. Like Fei Long, Iori, and Kyo all have a three special move hit combos.

I have been trying to make a combo ai for these characters and I can not figure out how to do it.  The best tutorial I found was to make normal attack combos.

Thank you very much in advanced for anyone that can help me out.

; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 1250
triggerall = ctrl
triggerall = statetype = S
Triggerall = var(59) > 0             
Triggerall = random < var(58)*5.0   
trigger1 = roundstate = 2           
trigger1 = random = [0,150]         
trigger1 = AIlevel >= 1             
trigger1 = abs(p2bodydist x) < 25   

  [State -1]
type = ChangeState
value = 1260
triggerall = (Ctrl) && (p2movetype = H)
trigger1 = Prevstateno = 1250                                 
;triggerall = random < var(58)*9.0   
triggerall = Time = 4
trigger1 = roundstate = 2           
trigger1 = random = [0,150]         
trigger1 = AIlevel >= 1             
trigger1 = random <= 1000  ;trigger1 = abs(p2bodydist x) < 25   


 [State -1]
type = ChangeState
value = 1270
triggerall = (Ctrl) && (p2movetype = H)
trigger1 = Prevstateno = 1260                               
;triggerall = random < var(58)*9.0   
triggerall = Time = 4
trigger1 = roundstate = 2           
trigger1 = random = [0,150]         
trigger1 = AIlevel >= 1             
trigger1 = random <= 1000  ;trigger1 = abs(p2bodydist x) < 25   
;triggerall = (Ctrl) && (p2movetype = H)                   
;triggerall = (roundstate = 2) && (var(59) != 0)
    

Re: Hwa Jai 2k2 Sprites 100%. Need a coder

 December 12, 2014, 03:04:09 AM View in topic context
avatar  Posted by Wackafoo  in Hwa Jai 2k2 Sprites 100%. Need a coder (Started by Wackafoo December 11, 2014, 08:07:18 AM
 Board: M.U.G.E.N Discussion

I see no reason why this should be a one person project. This is a community. No?

Someone work on the sff, someone on the air, ect ect.
    

Hwa Jai 2k2 Sprites 100%. Need a coder

 December 11, 2014, 08:07:18 AM View in topic context
avatar  Posted by Wackafoo  in Hwa Jai 2k2 Sprites 100%. Need a coder (Started by Wackafoo December 11, 2014, 08:07:18 AM
 Board: M.U.G.E.N Discussion

I do not see a Classified section so I am posting this here.

I have 274 sprites made for 2K2 version oh Hwa Jai that was made for a KoopaKoot project. He however has not started the project in a year and is very busy with work. So the sprites are being offered to a good coder. Each sprite is color separated for many outfit ideas. Some minor editing may be needed, but not much, and I am willing to make a few more and fix problems.

All sprites are cropped and are based on a Joe Higashi that is made very well. Joe will be shared with the files so you can get the exact numbers to line up each sprite.

Also looking to see if the community will help with a few extra sprites to round him off.

I never check this forum for messages so comments may be slow.



Thank you for your time.
    

Le@n's characters crash when unloaded from cache

 June 18, 2014, 11:27:28 AM View in topic context
avatar  Posted by Wackafoo  in Le@n's characters crash when unloaded from cache (Started by Wackafoo June 18, 2014, 11:27:28 AM
 Board: M.U.G.E.N Configuration Help

When Brian or Chang are unloaded from the cache, the game crashes and this message comes up in the mugen.log

Player Brian Battler purged from cache: 17
Freeing player RC Brian Battler...CMD...CNS...SFF...AIR...

It should look like this example if it did unload.

Player Silver purged from cache: 16
Freeing player RC Silver...CMD...CNS...SFF...AIR...SND...Misc...OK

What could cause this problem and how do I fix it?
I have commented out some files to try and pinpoint this problem, with no luck.

[Info]
name         ="Brian Battler"
displayname  ="Brian"
author       ="Le@n"
versiondate  = 2010,12,10   
pal.defaults = 1;,2,3,4,5,6
mugenversion = 1.0
localcoord   = 320,240
[Files]
cmd      =Brian.cmd
cns      =Brian.cns
st       =Brian-B.cns
st1=Brian-N.cns
;st2=Brian-S.cns
;st3=Brian-H.cns
;st4=Brian-2.cns
stcommon =common1.cns
sprite    =Brian.sff
anim     =Brian.air
;sound   =Brian.snd
;pal1=Paletas\1.act
;pal2=Paletas\2.act
;pal3=Paletas\3.act
;pal4=Paletas\4.act
;pal5=Paletas\5.act
;pal6=Paletas\6.act

The character has been updated to 1.0 and fixed all errors that Fighter Factory showed.

Very confused on this.