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Eyedol (Killer Instinct) Released. (Read 11683 times)

Started by Obreck2, October 25, 2007, 10:39:40 pm
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Eyedol (Killer Instinct) Released.
#1  October 25, 2007, 10:39:40 pm
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He's finally released. As I said before he's open source for anyone who wish to build their own KI characters. Be sure to read the documentation for links to the sound ripper and background disable cheats I used.

Get him here:
http://randomselect.piiym.net (hosted creations->host characters->Mike Obrecht)

P.S. For some reason he doesn't show up on the webpage on my computer, but Ive seen that others HAVE been able to download him ??? If anyone else has this problem let me know, or maybe its just my computer being a piece of crap again.
My Mugen Creations. STILL Hosted at Random Select.
Last Edit: October 26, 2007, 09:55:19 am by Sepp
Re: Eyedol (Killer Instinct) Released.
#2  October 25, 2007, 11:07:25 pm
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now u have to add eyedol in ur sig
Re: Eyedol (Killer Instinct) Released.
#3  October 25, 2007, 11:32:02 pm
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Man, I've missed this guy.  Lots of fun to play as (And, incidentally, combo-breaking Elque just feels sooooo good)

Now you can never unsee it.
Re: Eyedol (Killer Instinct) Released.
#4  October 25, 2007, 11:34:26 pm
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oehw nice char,that was a long time ago i played killer instict on the snes/nes:P
I always picked Glacier:D
One question though,how's the stage called that you have in ur picture with Eyedol and is that a low or high ress stage:)
Thanx in advance


About 24 pics......
Spoiler, click to toggle visibilty

He would have hurt it if he did all the shit 1nfrn0 requested.
Re: Eyedol (Killer Instinct) Released.
#5  October 26, 2007, 12:06:24 am
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i've been waiting for this! all right!! downloading now. in a bit ill get the chance to test, and post feedback  :D

edit: ok i messed around with him for a bit in training mode, and turned enemy AI on for the sake of trying things like combo breakers etc. i cant get that CB to show up though. the moveset you included says how to do it, but i cant get it to work. perhaps i'm pressing the commands properly. i wont give up though. i noticed this with others, too. it seems hard to get the move to work, but again it may just be my own failure at pressing buttons. also, his sprites, theres a few small pixel errors. on his purple palette, i noticed a few red pixels around his stomach..also hes got a bit of a white outline in a few edges of his sprites. other than that, i think he plays just fine. i will keep testing more, however but so far, he seems very good.
Last Edit: October 26, 2007, 02:59:37 am by mugen nub
Re: Eyedol (Killer Instinct) Released.
#6  October 26, 2007, 12:13:33 am
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I've been waiting forthis release.  :sugoi:
Holla Back  :sugoi:

R.I.P Reuben Kee (1984-2007)

Musica:
http://www.soundclick.com/zsnake
Re: Eyedol (Killer Instinct) Released.
#7  October 26, 2007, 02:08:00 am
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Thanks for making the KI system open source, hopefully more KI style characters will result from this. :)

I haven't found any bugs other than him dissapearing (bad spelling ftw) for a tick in his falling in intro.

Nice job!
Re: Eyedol (Killer Instinct) Released.
#8  October 26, 2007, 04:08:31 am
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For all his power, Eyedol cannot beat the Mushroom Kingdom.

M-Nes game 1 - Eyedol can't jump over the blocks.  HA!

Now you can never unsee it.
Re: Eyedol (Killer Instinct) Released.
#9  October 26, 2007, 05:26:08 am
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Thank you so much for releasing eyedol!!

Killer Instinct characters are fun to play with!

Thanks alot for your hard work!  excellent job!
Re: Eyedol (Killer Instinct) Released.
#10  October 26, 2007, 05:56:56 am
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its fun to play as him, and fun to fight him, awesome!
Re: Eyedol (Killer Instinct) Released.
#11  October 26, 2007, 06:03:23 am
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I've been waiting for Eyedol, now he's in my mugen

He's pretty sweet, his humiliation move is hilarious!
Re: Eyedol (Killer Instinct) Released.
#12  October 26, 2007, 06:07:00 am
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Also hilariously, he can't fight Leopaldon without F1.


Eyedol is extremely addicting to play, though.

Now you can never unsee it.
Re: Eyedol (Killer Instinct) Released.
#13  October 26, 2007, 01:34:18 pm
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... are we all downloading the same character because... he needs a ton of work...
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: Eyedol (Killer Instinct) Released.
#14  October 26, 2007, 01:41:44 pm
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... are we all downloading the same character because... he needs a ton of work...
Well, from the few KI videos I've seen, he pretty much plays alike, although this type of gameplay is far from being my favorite one.
But maybe you want to give some constructive feedback ???
Re: Eyedol (Killer Instinct) Released.
#15  October 26, 2007, 01:57:40 pm
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Ook, I was getting to that :P

Well, first off:


He's standing there... doing nothing. ???

Also, playing as LotF's God Rugal in Demonstration mode, he attempted his Ultimate combo while I was crossing over and the first hit scathed me, but I ended up on the other side. And he was still going about his combo anims. After it ended, I have no idea what part of the code caused it, but he started flipping out and doing standing HPs until I finally got caught by one and died.

Killer Instinct is a very buggy game, I know. But it would've been nice to have an improvement, rather than a complete, accurate conversion. Also; I haven't played Killer Instinct in a long time, but IIRC, he couldnt kill you with 2 combos. And one punch didnt take off 1/4 of your health. Correct me if I'm wrong of course.

It's time like these that I wish I could actually point out problems in the code, but sadly you'll have to do with traditional feedback from this gal. :(

edit: I understand the pop up combos, and you die once you hit the ground, but uhh, the standing combos do the same thing. Shouldn't you get KO'd BEFORE you hit the ground with standing combos?

One more thing: Some of his combos take off all of your life, you hit the ground, you get up and THEN you get KO'd.
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Last Edit: October 26, 2007, 02:02:53 pm by TempesT
Re: Eyedol (Killer Instinct) Released.
#16  October 26, 2007, 10:09:12 pm
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Ook, I was getting to that :P

Well, first off:


He's standing there... doing nothing. ???

I must be honest, I couldn't care less if some stupid message is played in debug mode. Has nothing to do with his game play.


Also, playing as LotF's God Rugal in Demonstration mode, he attempted his Ultimate combo while I was crossing over and the first hit scathed me, but I ended up on the other side. And he was still going about his combo anims. After it ended, I have no idea what part of the code caused it, but he started flipping out and doing standing HPs until I finally got caught by one and died.


Hmmm..... maybe I left something in the AI that act funny after failing an Ultimate. Was he doing the golf club swing? Part of his AI is designed to react to approaching helper with the golf club in order to reflect helper projectiles. I might remove it in future releases since occasionally it causes him to just loop the golf club attack over and over if a steadfast "attacking" helper gets stuck near him.


Killer Instinct is a very buggy game, I know. But it would've been nice to have an improvement, rather than a complete, accurate conversion. Also; I haven't played Killer Instinct in a long time, but IIRC, he couldnt kill you with 2 combos. And one punch didnt take off 1/4 of your health. Correct me if I'm wrong of course.

Yes, in the Snes version of Killer Instinct Eyedol could kill you in 2 combos and can almost do it in the arcade version. If fact several KI characters can end a round in 2 of their larger combos. KI battles tend to be short and brutal.

It's time like these that I wish I could actually point out problems in the code, but sadly you'll have to do with traditional feedback from this gal. :(

edit: I understand the pop up combos, and you die once you hit the ground, but uhh, the standing combos do the same thing. Shouldn't you get KO'd BEFORE you hit the ground with standing combos?
I basicly had to hack in a system in that allows Eyedol to finish his combo on a "defeated" opponent. For standing combos the player is supposed to just keel over where they stand after running out of life, but Mugen is hellbent on doing the standard "throw p2 up in the air when KO'ed" so I wasn't able to add that part.

If your talking about why all the hitdefs have a fall.damage setting its a safeguard that never actually gets used, just in case he's fighting some odd mugen character that always falls off their feet when hit. It never shows up in standard game play, so I don't see the issue there.


One more thing: Some of his combos take off all of your life, you hit the ground, you get up and THEN you get KO'd.
That's Mugen's fault. It's fall.damage feature seems to be a bit buggy and sometime doesn't register. So sometimes the other part of my kill code has to finish P2 off. I added in a ground hit that's supposed to fix that but many Mugen characters seem to be able to escape it too. A select few who have had their ground code heavly modified can escape being KO'ed that way all together. Irritating, but Mugen limitation leave little I can do about it.

Trying to capture KI game play in Mugen was like trying to jam a square peg into a circle shape hole, so a few kinks are going to be there, especially when he's used against other Mugen characters that push the limits of the game engine.
My Mugen Creations. STILL Hosted at Random Select.
Re: Eyedol (Killer Instinct) Released.
#17  October 27, 2007, 12:33:01 am
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Haha,ok. Thanks for clearing that up, congrats on the release.
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: Eyedol (Killer Instinct) Released.
#18  October 27, 2007, 01:39:48 am
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Awesome job on Eyedol.  It's cool having another KI char!  Mah bros are gonna dig this.

- Verid
Re: Eyedol (Killer Instinct) Released.
#19  October 27, 2007, 06:06:28 pm
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Can anywhone tell me the name of the stage in the first pic of the topic,and tell me if it's high or low ress and where to DL it.
Thanx in advance ;D


About 24 pics......
Spoiler, click to toggle visibilty

He would have hurt it if he did all the shit 1nfrn0 requested.
Re: Eyedol (Killer Instinct) Released.
#20  October 27, 2007, 08:29:02 pm
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Can anywhone tell me the name of the stage in the first pic of the topic,and tell me if it's high or low ress and where to DL it.
Thanx in advance ;D

THats the "Moonlit Wilderness" stage from Tekken 5
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