Can't thank you enough for the info, it's amazing to see a greater King of Fighters universe character in the XIII style as well, and very creative design for a fighting style.
Yes, it worked doing it from notepad, I saved it from Fighter Factory, maybe that's why and I don't know why, but it doesn't matter, thank you very much.
Been helping on this full game project for both the mugen and ikemen version. I helped with a few coding things regarding the ikemen version but mostly I'm revamping the sound effects and doing custom voices for the roster minus a like 5 characters. Having them interact with each other with tagging and such.. Showcase of custom announcer and custom juggernaut voice I did with my own recording with the help of AI.
In the latest version of Night Build Ikemen Go I have problems with the debug mode, all the combinations with the CTRL key, they do not work, while for example, F1, F2 etc., they work. Has anyone had similar problems?
the character come from feature phone game "days of memories" .the game also published on NDS platform.my design based on DOM2.In game she is a college student, and has a part-time job in PAOPAO cafe. WIKI said that she owned Orochi's blood and has a CG about Chris. indeed her height is same as Chris. that's why the basic motion look like King and Chris. when she fight with Chris art, original color shows blue eyes(for example,2C)
the fighting style I designed for her called 回忆录(memoir).that's why most special move has 2 kind of dress. In my plan, use the special/super, program should give 3 random layer mask circle to remove local style and make up dress in local game.
Kamui 2.0 Please could you try with cvs hayato to see if everything is going well or if you have the same problem as me? Could you also show me where and in what part the text should go so that the energy bar doesn't appear?
It is working normal for me
First open cvshayato.cns with notepade
after opening it, scroll down to last code and add the POT's code as the last code, I recommend your downloading again cvshayato
Pretty cool looking game, the sprites in particular are pretty nice
One thing I would suggest is doing something to make the super moves more straight to the point. One issue a lot of Saint Seiya Mugen characters have is that they subject you to watch a whole cutscene before the super move finally comes out and it just makes the fight a bit more of a slog as a result.
This is the thing with Saint Seiya Anime, the characters in mugen are faithful to the original source.
I agree with MotorRoach, a good fighting game must be straight and fast, not full of cutscenes. In PS4 game they managed the problem by creating fast versions of the super moves and inserting cutscenes only in the most powerful moves (big bang attacks) and they could start only if the first hit hit (if you parried it, no cutscene and the game continued: otherwise, you had to watch it all, a bit like a punishment xD). You can see this things in other games too. While for many characters it is feasible to put cutscenes only for the most powerful versions of the moves, for others (e.g. Seiya, Shiryu and especially Hyoga) it is complicated because their initial super moves have long frequencies! Personally, to get around the problem, I inserted a variable in some moves to be able to "skip" the dances after they have been performed for the first time: