
Board: Contributions of the Month

I'm not sure where to post that since many places talks about your characters.The best place is usually my last release thread (if mods could move these two messages to Terry's thread I would appreciate it).
Are you planning to upgrade Jubei's moveset more? (not needed a tall, but just curious about it)I don't think I will. Jubei might only need a single extra Special Intro that we discussed with Rabano, but it will be down the line for a character that hasn't been made yet.
I'm curious about the voices. Where are they from?The voices are from Hiroshi Masuoka, Master Roshi in Budokai Tenkaichi 3. The samples were heavily curated so the dialogue makes sense. Hopefully it won't be an issue considering Roshi's voice actor hasn't been on the role for about 15 years!!
I noticed a bug/problem in Angel's AI.Oh yeah, it happens in some other of my characters I think. It was an issue that popped up when I tried to implement more aggressive AI on my character. I'll fix it soon!
May be in other characters.
To make it happen you have to be far from her, she will start running to you, then you can jump over her.
Result she will run against the edge of screen indefinitely. -> Untin you hit her to maker her quit this run loop.
-The hitspark on his Grasping Upper plays 1 frame later (It's relatively quick, but if you pause each frame by ticks, the opponent gets thrown after the hit).This one is intentional.
-There is no swish sound on his Buster Throw.Added.
-The swish sound on his standing HK cuts off when the landing sound effect plays (The landing effect itself isn't there either).Changed the channel so it doesn't get cut-off. Added the landing visual effect.
-The swish sound on Crack Shoot plays after it hits the opponent.This one sadly has to be a thing because the startup on the heavy version is so big.
-Don't know how Round Wave and EX Power Wave works in source, but he has a few frames of vulnerability when executed (Making them less useful as he can easily get hit and be interrupted).The idea is for you to frame trap with the them. You cancel a normal on block into it up close if your opponent tries to mash a normal it gets punished by the projectile. They're also plus on block so you can keep the pressure going if they don't do something about the blockstring.
Thank you!Fixed these real quick!
Some quick feedback on Terry...
- Typos in the readme for Normal Terry
<SUPER>
Buster Wolf (MAX) D, DF, F, D, DF, F, p is done with k
<Lv3 SUPER>
Trinity Geyser D, DF, F, D, DF, F, 2k is done with 2p
- same for EX Terry
<SUPER>
High Angle Geyser (MAX) D, DF, F, D, DF, F, p is done with k
<Lv3 SUPER>
Rising Force D, DF, F, D, DF, F, 2k is done with 2p
Questions on Orochi Iori.Good questions!
Why doesn't he have his iconic variation of the Kin 1211 Shiki Ya Otome?Spoiler, click to toggle visibiltyOr at least the Level 3 CvS variation?Spoiler, click to toggle visibilty
If you think Orochi Iori has enough Level 3... He is a boss chracter.
Or just change it up and use it as his MAX version. Just asking.
I wonder how far Karma will take the next one...Far in what sense?
Made one palette for Terry. Took me a while to figure the template out, especially with the Crack Shoot effect, but I think I get it now.
If I have the time, I might try to adapt his KOF XV palettes like I did with Iori and Ash.
Also made a few more palettes for JubeiSpoiler: Jubei Palettes (click to see content)
Sorry about the double post, just finished making some more palettes for Terry. This time, his KOF XV colors as I said in my previous post.Holy fucking shit, you outdid yourself! Thank you soooooooo much! These are absolutely incredible!
Once again I hope I converted them accurately without making any mistakes.Spoiler: Palettes (click to see content)
```Step 1 - Porting
- DEF: 100%
- SFF: 100%
- AIR: 100%
- CMD: 100%
- SND: 100%
- CNS:
- Constants: 100%
- System: 100%
- Normal: 100%
- Special: 100%
- Super: 100%
- Helpers: 100%
Step 2 - Extras
- Add new intros (3/3)
- Add new win pose (1/1)
- Add new voice samples (DONE!)
- Add new EX moves (6/6)
- Add new command normals (2/2)
- Add new specials (4.5/5)
- Round Wave (DONE!)
- Quick Burn (Partially DONE!)
- Fire Kick (DONE!)
- Power Charge (DONE!)
- Add new supers (3/3)
- Overheat Geyser (DONE!)
- Trinity Geyser (DONE!)
- Rising Force (DONE!)
Step 3 - Fine tuning
- Make Color Separation.
- Port all palettes he ever had.
- Make alt Portraits.
- Make AI.
- Play test and bug fix.