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Fixing Holy Ken (Read 18544 times)

Started by Umezono, May 18, 2014, 11:46:02 am
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Fixing Holy Ken
#1  May 18, 2014, 11:46:02 am
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I've always liked the "rare" MVC Ken edit "Holy Ken" by Sub-Zero and BadAssBoy (found here: http://www.mediafire.com/download/k99p3uh97q9hpi4/Holy+Ken.zip) but I kind of recognize its a pretty horrid character with a fuckton of problems. I have no idea how to MUGEN or to contribute to MUGEN so I thought, hey, what better way than to fix a personal favorite of mine. SO I decided to take it upon myself to fix the clsns on all 362 of Holy Ken's animations (including all the weird frankensprited stuff) armed with nothing but KOD's basic CLSN tut and Kamekaze's Ken as reference for his basic clsn stuff.

vs.
vs.

I know this is pretty underwhelming, but for me its hard work to go and fix shit on all of this, cause its my first time doing any such work and also I think it would be worth it to have Holy Ken not be a total piece of shit on the technical side :P I just want to learn.

Next on my list is to fix the character itself but I don't know how to code but I think firstly I'll fix the priorities on some of his attacks and make them accurate to some game, idk what yet, I have to look at what games have published frame data and stuff, and I want to start playing Ken in some games on emulator so I can get a feel for his shit. I really want to learn how to MUGEN code so I'm hoping poking around the code and fixing issues will help me get a feel for stuff when I start my first original character. IDK. if anyone has anywhere to point me in terms of Ken frame data for any game that uses his versus incarnation I am down to check it out. Until then I am working off of Kamekaze's stuff like the fuckin leech I am lol

Once I get far enough in (I only just started tonight and got a good amount done but not really enough to post nything) I'll put up a link so I can start getting feedback and ideas
Last Edit: May 18, 2014, 12:06:57 pm by Umezono
Re: Fixing Holy Ken
#2  May 18, 2014, 12:39:49 pm
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U try angel Ken by darkcipherlucius

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Re: Fixing Holy Ken
#3  May 18, 2014, 09:12:44 pm
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Looking forward to this.
Re: Fixing Holy Ken
#4  May 18, 2014, 09:19:41 pm
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Looking good! keep it up
Re: Fixing Holy Ken
#5  May 18, 2014, 09:38:52 pm
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Question what do you mean by ken's frame data? Do you mean by the style off play this ken plays? Because the best ken you can use is looking at Street fighter alpha ken since this version is pretty much an edit of street fighter alpha ken
Re: Fixing Holy Ken
#6  May 18, 2014, 09:48:13 pm
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I need to upload you a video of SFA Ken's animations with CLSNs and timings for you like I did with SFA Ryu. The attack CLNS you posted could be improved.
Re: Fixing Holy Ken
#7  May 18, 2014, 09:52:57 pm
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progress! im around normals/air normals now

old j. hk vs. new j. hk vs. kamekaze mvc3 ken j. hk vs. sf4 j. hk

vs. vs. vs.

have i improved a bit?

I need to upload you a video of SFA Ken's animations with CLSNs and timings for you like I did with SFA Ryu. The attack CLNS you posted could be improved.
yeah, id love this, right now i have no idea what to base the hitbox data off of besides kamekaze

for that attack clsn i honestly didnt know what to do with it, its a completely new thing so i just tried to emulate the clsn examples posted on kod's tutorials as i look at kamekaze's boxes i see a million diff ways i could go with that upside down tatsu alone....
Re: Fixing Holy Ken
#8  May 18, 2014, 10:13:57 pm
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Yeah, this edit is one of those holy edits I actually liked and felt quite original and fun (it even has custom sprites!). Good you are fixing the CLSN. Now, if someone could fix some bugs in its coding...
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Re: Fixing Holy Ken
#9  May 18, 2014, 10:16:35 pm
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Yeah, this edit is one of those holy edits I actually liked and felt quite original and fun (it even has custom sprites!). Good you are fixing the CLSN. Now, if someone could fix some bugs in its coding...
eventually, this is what I intend to learn how to do

edit:

went for a fatter hitbox on ken's head. idk if there is way to just copy this and paste it for all his animations where i need it, trying to recreate this size each time is painstaking
Last Edit: May 18, 2014, 10:29:13 pm by Umezono
Re: Fixing Holy Ken
#10  May 18, 2014, 10:36:23 pm
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for that attack clsn i honestly didnt know what to do with it, its a completely new thing so i just tried to emulate the clsn examples posted on kod's tutorials as i look at kamekaze's boxes i see a million diff ways i could go with that upside down tatsu alone....
As much as I like KOD, his hitbox tutorial is HORRID when it comes to attacks. The whole "red box perfectly covered by blue" harkens back from ye olde MUGEN days when people thought that attacks had "priority," and don't get me started on the "weapons don't need CLSN2 on them" thing, which despite some people's objections (I won't say who, but let's say there was at least one particularly vocal dude that would yell at you in capslock on IRC in defense of it) makes chars totally broken.

IMO when I have to wing it (read: almost all the time), I just look at how King of Fighters handles them for similar attacks, since they tend to be very simplistic and effective.
Re: Fixing Holy Ken
#11  May 18, 2014, 10:37:43 pm
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yea, I agree. im gonna redo it (though idk how!!)
Re: Fixing Holy Ken
#12  May 18, 2014, 11:12:59 pm
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okay, which of these work the best, fighting game masters???

the original clsn of the move only had red on one side of the attack and no blue at all, so no blue on the other

realism? vs. inspired by kamekaze ken mvc3 tatsu vs. inspired by j. hk

vs. vs.

Re: Fixing Holy Ken
#13  May 18, 2014, 11:35:55 pm
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Someone could help to make better effects btw and a Big portrait
Re: Fixing Holy Ken
#14  May 19, 2014, 12:01:57 am
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that certainly sounds cool. so far im only messing with air but sff building should be easy enough. he has a lot of unique hitsparks, explosions, fireballs that im sure people could mess with. my only issue is since its sfa/mvc it might just look better to keep that aesthetic than go for mega fancy effects
Re: Fixing Holy Ken
#15  May 19, 2014, 12:03:04 am
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Here's a big portrait

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Re: Fixing Holy Ken
#16  May 19, 2014, 12:17:18 am
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Yeah, this edit is one of those holy edits I actually liked and felt quite original and fun (it even has custom sprites!). Good you are fixing the CLSN. Now, if someone could fix some bugs in its coding...

Couldn't agree more, one of the first and favorite Ken variants I ever tried!  Looking forward to this man!
Re: Fixing Holy Ken
#17  May 19, 2014, 01:05:09 am
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Go with the 1st. I'd pick up the lower CLSN2 off the ground. I might even go ahead and lift it above his head so it can still pass over some sweeps. Ryu's Hurricane kick only hits from 1 side wile the other leg can still be hit.

However! If you wish for it to be a better attack against jumping opponents I would extend the CLSN1 to the other leg. I'll take a look at Chun Li's Spinning Bird Kick to see how best to approach this move. That's basically what it looks like.

I'm learning to code too so hit me up when you get there and we can try to fumble through it together.

EDIT: The best way I found to give the same CLSN to several sprites is to find all the standing sprites. Put a word or some numbers that are quick to copy paste. Copy paste it in text mode for all frames in the air you wish to have that default CLSN set.

I do this for all standing attacks too. Because many times you'll only tweak a portion of it. Especially if you are as anal about it as I am and want to always use 3 CLSN2 boxes like most CPS2 games.

You'll repeat this for crouching and air. Make the random word you use for Standing, crouching, and air unique.
Once you have this in all instances of the frames you wish to have template CLSNs go ahead and use Fighter Factory's find and replace feature to replace all instances of the word with the CLSNs you want.

I wish there was an easier way. I asked for it but it was near the end of FF's last update spree. When the author feels like working on it again I'll ask again.
Last Edit: May 19, 2014, 01:12:27 am by Just No Point
Re: Fixing Holy Ken
#18  May 19, 2014, 01:17:00 am
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here's both attack frames of the animation, how's it look?



edit: damn, missed your edit. right now i did most of my standing clsn for each animations off of guestimation. theres no doubt tons of weird fluctuations, so once i release my test fix we can check it out and ill implement that method for where its too obvious. if its inst obvious i feel like its fine to leave it the way i did it. unless this is considered bad form.
Re: Fixing Holy Ken
#19  May 19, 2014, 02:43:17 am
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working at this randomly, took a look at his super shoryu which is a giant red box because of a vertical beam effect it has. or it might be a giant falcon

here's the original sequence:

and so on

i fixed up the first three frames to work like his regular shoryu supers in the game, with some slight changes so maybe its more "godly," idfk, check it

and so on...

idk this still looks stupid. i should prob upload a vid of how the super looks with the beam in. idk how to make it so it keeps the beam/falcon but doesnt need the fucking dumb huge red box. this looks so dumb lmao.

i had forgot i was still dealing with a overblown character. his hitboxes will have to stay like that, however as a compromise I drastically shortened the clsn1 width of the attack

Last Edit: May 19, 2014, 03:30:00 am by Umezono
Re: Fixing Holy Ken
#20  May 19, 2014, 03:47:08 am
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I think it's important to note that my clsns were a bit exaggerated to match mvc3's goofball clsns. so my ken is not that honest in that department.
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