Thank you very much! I need this to finish the screenpack! I work hard with the lifebars too! I show you the progress during this days. I hope next month I can release the screenpack. Thank again PhoenixPhantom for your interest in the project.
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh. (I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)
Forgot to say but if you have sprites for both you could have her both landing on her back or face according to hit type. Check any decent KOF char. Not a big deal either way.
Hey! Here I record a video to show us submenus, selectable games and characters that I include since now. Finally I can solve the problem with the rank portraits and I finish (but it's not in the video...) the turns mode screen. Not lifebars... When I release the screenpack I include the templates that I used if you want, and for alocate the sprites you need to use the .def file, you can find all the actions like portraits or stand animations there. For high quality images I use ia, A really good one is this site: https://waifu2x.booru.pics/ Now I would need a big favor. As you can see in the video there is a small explanation for each of the main modes, however there is none for the different modes of the submenus. Could you give me a short phrase to define each one? English is not my native language and I don't trust myself. Thanks a lot. When I have this thing finished I release the screenpack because it's not 100% complete but it's really playable. Here you have the video, I hope you like it!
[youtube]https://youtu.be/8_OZdY8GEQI[/youtube]
For that, I kind of do have some suggestions you could use for those (Some are placed just in case you're using them & do bare in mind that some might be fairly bad cause I clearly don't know how to give submenus an explanation but also, It's also my first time doing that)
Arcade: Single Mode - Fight through a series of 10 stages Team Arcade - Battle Opponents with a team of characters through a series of stages Team Co-Op - Team Up with a friend to take on opponents together Versus: 1P Vs 2P - Fight with your friend Team Versus - Battle in teams together with your friend Versus Co-Op - Fight with your friend against the COM Quick Match - Jump straight into a match Network: Host Game: Start a game session for others to join. Join Game: Enter an existing game session. New Address: Connect to a specific IP address. Versus 2P: Online versus mode against one other player. Arcade Co-Op: Play arcade mode with a friend online. Survival Co-Op: Survive waves of enemies online with a friend. Practice: Practice - Try out specific characters or improve your skills in a controlled environment Mission: Survival: Endure endless waves of opponents. Survival Co-Op: Endure waves of opponents with a friend. Time Attack: Complete challenges against the clock. Bonus Games: Enjoy additional mini-games for fun. Watch Mode: COM Match: Observe computer-controlled characters battling. Randomtest: View random matchups. Replay: Watch recorded online matches.
Tried Taokaka. The char is good but has a couple fundamental flaws that hold it back (first two points):
- She has no mediums. Dancing Edge seems like it should be a special or the C button - Her fastest ground normal is 11 frames? - When you stop crouch walking she slides forward a bit - I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also) - 4B seems like it was meant to be invincible against air attacks rather than everything - Her normal grab has like half screen range - Sticky Kitty slides down too fast for you to use most normals - Sticky Kitty is backwards when you do it in the front corner - "I'mma beat the crap out of you" is completely invincible - Uses sound 1100,3 which doesn't exist - She can rapid cancel out of her throw jump followup even though she can also act freely
Edit for Botan: - 5C startup is still statetype S during the first jump frames - 5AAAA has the same problem but for the entire animation - Uses invalid sounds 105,0 + 105,1 + 800,1 (I love this Ikemen feature) - Her back dash seems too fast for the invincibility it has - 5C misses against a crouching KFM. Only hits in a mirror match by a couple pixels - 5C startup is movetype I (I see this a lot) - 2B has deceptively long range. Like it's the spark that hurts P2 rather than the knife - Dashing throw misses against crouching KFM - Tactical Leap recovery frames can still be cancelled into the follow-ups - Bullet Rain would be better if it kept her jumping direction I think - Bullet Rain helper is type player - 22C has the same statetype bug - Does EX Quickscope really need that hitbox? I mean if it were many times smaller it'd still be huge - State 3050 also has the statetype thing but very briefly - You could probably easily tile the stairs from the helicopter to make them reach the top of the screen - Her KO scream is too quiet/short
It is also possible the character has the get hit states overridden, in a way that as soon as it gets to stste 5100, it changes to another state or has their defense modified
Best tournament maker by far, but please consider making a version that is more streamlined and has less stuff, sometimes setup takes up way too much time since you have to add pngs etc.
bumping just to say I made an Imgur Folder with all of my ports that had been posted here so far + a few unreleased ones since discord nuked all the links lol
future ports will be still added here as normal but they will also be added to that folder
- Added another file that takes advantage of IKEMEN features. Provides better corner detection so the scroll formations will be more accurate to the source game. This also frees 3 helper slots.