Hey, guys! So, just yesterday, my computer died (brand-new, too!), so, I'll be releasing this today so it's in time for the end of July.There are some known issues that I'll describe shortly, due to not being able to apply the finishing touches. These will be rectified ASAP!So! The character is Reiji Oyama from Power Instinct, reimagined in the Neo-Geo Pocket Color style! He has a few different features that make him fun and playable, and he's scaled up to be able to fight with the big guys, too. He's accepting all challenges!Features:6-button layout, a la Street FighterCD-quality voice clips straight from Power Instinct 212 palettesDamage dampening with separate rules for his superStreet Fighter Alpha KO explosions dependent on which part of the super the opponent is defeated withA reimagined movelist with accurate normals as well as brand-new onesAs for screenshots/videos, unfortunately, since the computer is broken, I can't provide any at this time. However, this will change as soon as I get the opportunity!Now, for the known issues (and forgive me if I forget one or two; be sure to mention any you've found):Camera scroll issues on normal throwPositioning issues when doing super with opponent in cornerOtherwise, he's good to go! You can download him here: https://www.mediafire.com/?xxcrcpbm66icwctRemember, be sure to list any thoughts and issues you have in the following posts, and most importantly, have fun using my take on who I feel is a great character.But, we can't forget about the movelist, now can we? I unfortunately don't have one included in his file, so here's a visual one you can refer to:Visual Command ListReiji OyamaCommand NormalsSakotsu Wari - + (Overhead)Omae Nanka Kouja - + (Cancelable)Special MovesGekishouhadouha - +Ryuenshou - +Raikoukyaku - Press repeatedlyShouenbu - (in air) +Koga Rengeki - (close to the opponent) +Super MovesRyu Kishou Enzan - +
Hey, everybody. Just letting you guys know, Reiji got updated! Here's what was changed:Jumping Heavy Kick hitboxes made fairerRaikoukyaku meter gain and chip damage fixedExplods for Shouenbu fixedChanged behavior for Ryu Kishou Enzan dash HitDefMade Omae Nanka Kouja unable to be air recovered fromThe download link is the same as before, so go ahead and download him and overwrite the old one! When more things are updated, I'll let you guys know.
Hey, everyone! Probably the last major update for Reiji, which fixes a lot of previously addressed issues (but is still missing a sprite or two).Here's what's changed:Aligned all hitsparks and added special sparks for Raikoukyaku and Ryu Kishou EnzanFixed winposes, changed intro, and edited a few inconsistent spritesChanged Koga Rengeki properties; now able to grab during combos with damage scaling applied, with larger grab rangeFixed dashing punch and kick properties to prevent autoturning during the attacksChanged/Added sound effects to certain attacks and situationsAdded three different dashing distances to Ryu Kishou EnzanOnce again, the link is the same, so, be sure to give the changes a whirl! When anything else major pops up, you'll all hear from me about it right here. Enjoy!
you know we sure do need more neo geo pocket fighter for mugen and not saying that you should making them all. I am just saying its be cool to see them all to be premade haha. but anyways, I want to let you know that I do loved what you did with your reiji character and is super awesome, Thank you CRASHEM8000 for making this character and for your hard work. I love what you did with him
It's been a few months, but I have another update! This time, I simply added a close version of s.LK and fixed the second kick of HK Shouenbu. Otherwise, Reiji is pretty much intact; no major changes have been made due to a lack of feedback. Oh well!
Some quick feedback:- Remove the kfm.ai, it's useless.- Missing many required sprites (I don't consider invisible pixels as sprites);- remappal debug message (just rename the palette 0,0 to 1,1 and fix the source to 1,1 instead of 0,0 in the remappal code in state 5900);- isn't his Gekishouhadouha (hadouken) a bit misaligned? I think it should be moved a bit down... then again I'm not familiar with the character so I can't say if it is accurate or not...- if you hit the opponent with any basic attack and then do Koga Rengeki (HCB+kick), there's debug flood saying "Expression truncated to integer", you can solve it using either ceil or floor (link: http://mugenguild.com/forum/topics/ceil-math-and-floor-math-triggers-169065.0.html ), I think it's for the second LifeAdd state controller in state 1403 where you use decimal values;- this is me nitpicking, but I thought the close heavy kick was an aerial attack, however you made it a standing attack;- the dash forward and backward animations seem to have wrong timings; also they can be repeated a lot of times, maybe remove the control of the move, I don't know.- The close light kick hitspark is misaligned.- About the kick flurry (kick,kick,kick...), should it work like Chun-Li's? If you do the strong version and while you're doing it press the light kick button he still keeps doing the strong version; in other words, if you start a version, even if you press different buttons he will keep doing the same version.Start with light version -> while at it press c repeatedly (strong version) -> he keeps doing the light version.This happens for the other versions and/or buttons too. I hope I explained that well.- Why do you use playsnd instead of the hitsound and guardsound parameters in the hitdefs?
Thank you.Being that this is my first character, I was expecting a big fat list of things to change, and you didn't disappoint. Next time I'm on Fighter Factory, I'll implement some of your suggestions!As for the hit sounds and stuff, I originally started from a template and didn't bother getting rid of all those sound calls when I dumped out the majority of the excess stuff. Also thanks for reminding me about the AI file, cause I missed that.