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Messages - Vans

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1
News / Xiangfei (beta) released.
« on: October 14, 2014, 08:02:40 PM »


I'm releasing a BETA version of Xiangfei.

A log what is and what isn't done:

- Movelist, movement and KOF2002UM behavior 100% complete.
- Includes (a basic) AI.
- Implementation of the scramble mode is experimental, incomplete and disabled by default.
- Some animations and/or edits are still missing.
- Compatibility with Hon-Fu by TORA is still missing.

I will not provide any further details as to the use, behavior and/or operation of the scramble mode until it is complete and do not make myself responsible if the user chooses to enable it.

Enjoy!

Downloads -> Vans

2
MUGEN WIPs / Re: MVC2 Mewtwo
« on: February 01, 2014, 07:17:13 PM »
Holy shit that looks amazing!

Will you be using an existing MvC2 system or will you code your own?

3
News / Shingo Yabuki
« on: January 20, 2014, 11:31:42 PM »


This time around I release Shingo from KOF2002UM. :)

Comments in the readme.

Downloads → Vans

4
Video Games / [3DS] Ace Attorney: Dual Destinies / 逆転裁判 5
« on: May 15, 2013, 05:58:33 AM »
Phoenix Wright - Dual Destinies Announcement trailer




GUESS WHO'S BACK

http://i.imgur.com/bQnM1UQ.jpg

5
IHOM / Re: 日本語を話す人ようこそ! (JAPANESE ONLY)
« on: April 03, 2013, 08:33:44 PM »
。。。賑やかねえ。

私はちょっと困ります。じつはクラスで400漢字ぐらいだけを勉強します。

今800漢字ぐらいを見分けます、でもぜんぶの読み方がまだ分かりません。

6
Random Shit Mk II / Re: SPAM Thread II: SPAM HARDER
« on: April 02, 2013, 08:44:46 PM »
FUCK YEAH CAEK

7
IHOM / Re: 日本語を話す人ようこそ! (JAPANESE ONLY)
« on: March 29, 2013, 01:38:39 PM »
こんにちは!

今、日本語を勉強しています、でもまだ下手です。

私はもっと練習したい、そのためここで日本語を使います。よろしくお願いします!

8
Tips, Tricks, and Tutorials. / Re: Kof basic hitdef issues
« on: February 11, 2013, 09:25:55 PM »
Basic move damage is random in KOF2002. Most of the time, it is a difference of 2 units of damage.

The only way to get fixed values is to check KOF2002UM.

Power, these calculations were made during the dark era of not having artmoney, lol. I measured the pixels and divided.

64 pixels / 6 pixel damage difference = 9.2857142857142857142857142857143, * 1000 = 93.75 which scales up to 94.

This is something I forgot to correct afterwards. Also, I do believe the maximum power value in KOF2002 is 66, and not 64 as stated in the table, this needs checking.

sparkxy

There's no reliable way of getting sparkxy that I know of. I usually try to get the y position of the spark relative to P2, and run with that.

Other times, I align it by eye (I am a very lazy person when it comes to this). Keep in mind that the x-parameter depends on P2.

Pausetimes, keep in mind pausetime is the number of ticks the character will be frozen for.

In Iori's example, his standing D lasts for 4-frames. If this attack hits, Iori is frozen in this frame for 16 ticks.

This means that the pausetime is the difference between these two values, 16-4 = 12. 12 ticks of pausetime.

Keep in mind that if the mugenversion is 1.0, these become 11 for the attacker.

Calculating guard pausetimes uses the same principle.

Priority. Impossible, there is no "priority" concept in KOF, everything is decided via CLSN.

The only reason we all keep using these priority parameters is because they were standards set by previous KOF creators (CCIronmugen, OrochiKOF97 among others).

We keep them in order to maintain whatever sense of balance we managed to achieve. But technically, priority should be the same for every single move.

Guard.ctrltime

This value starts counting from pausetime onwards. To calculate, hit an opponent. As soon as they enter the blocking animation, start counting down.

For Iori's close HP you can clearly see it lasts for 28 ticks.

Air.velocity. KOF uses exponential friction for several air gethits, it has only been recently that we've started adding these via custom states.

The values you see in Iori_WLS are merely approximations to replicate the same velocity structure using MUGEN's calculations.

The only way around this is making everything a custom state, but by doing that you are violating a fellow author's gameplay standards. This (in my case) should be avoided as much as possible, and due to this, I've decided to use approximations for these values in order to preserve my opponent's states.




9
Random Shit Mk II / Re: Show us your desktop.
« on: February 08, 2013, 08:14:04 PM »
My wallpaper rotates every few mins.


10
News / Re: [KOF2002 UM] Iori, F-Iori, Marco released. Jhun updated.
« on: February 03, 2013, 10:38:01 AM »
Thanks for the report.

I have fixed the problem with KOD's Kyo.

As for the sounds it's quite the contrary, Kyo is too loud. :P

11
News / [KOF2002 UM] Iori, F-Iori, Marco released. Jhun updated.
« on: February 02, 2013, 03:21:59 PM »
1.0 Only

I'm releasing:
- Iori Yagami from KOF2002 UM.
- Flameless Iori Yagami in KOF2002 UM style.
- Marco Rossi in KOF2002 UM style.

Updating:

- Jhun Hoon.



Downloads → Vans

12
Tips, Tricks, and Tutorials. / Re: Some Constants Issue
« on: February 01, 2013, 10:00:16 PM »
About the head.pos constants. Those are quite troublesome.

You should never use the stance as a base, and there's a reason why:

Head.pos constants are usually used during throws. Most characters' head won't be in the same position during throws so you should be using 5010,0 as a base instead.

One other problem is that there's no way to get them to look accurate.

Every throw in KOF is coded in a per-character basis. This means that Clark's frankensteiner doesn't use a "fixed" value for the head position, you may only use approximations.

It really comes down to using two/three characters and test the head position until it looks OK. There's honestly no better way to go about this.

I believe I changed the head.pos value in the newest version of Iori, but I'm not sure. lol

13
MUGEN WIPs / Re: Marco Rossi (NGBC + KOF2002 UM)
« on: February 01, 2013, 07:08:11 PM »
He's been complete for about... 2? almost 3 weeks.

I just haven't had the time to actually release, lol.

14
MUGEN WIPs / Re: Iori Yagami from King of Fighters 99
« on: January 30, 2013, 07:28:06 PM »
The striker system will be added if I have more experience in coding ;) I plan to add all kof99 characters as the striker, player can change their striker preference from a config file but that will be made after I have created many characters :P

I see.

Back when I was considering making Arcana Heart characters, I had many ideas about how to code expandible arcana. This same principle could be applied to strikers and what not.

Once you feel more comfortable with CNS, we could discuss some of this if you want. It's actually pretty cool. :P

15
MUGEN WIPs / Re: Iori Yagami from King of Fighters 99
« on: January 29, 2013, 07:52:54 PM »
Interesting. What are your plans for the striker system? (Will it be present?)

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