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MKJ

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Posts posted by MKJ

  1. Wow

     

    I want KOF manhua now xD

    Perhaps you can have whip appear briefly in one of his intros MKJ

     

    That would be nice if I had a little child version of Whip, but I can use the normal Whip.

     

    Woah now these are nice Effects and pretty cool attacks great work from what i see so far :awesome

    Thanks!

  2. I agree, when does testing begin?

     

    Well I never expected this character to rise from the ashes again. What you have listed so far sounds great but

     

     

    how can one give feedback without a DL link?

     

    Aside from that I wish you the best of luck with Orochi K's progress! Also if I may inform, how come your computer was broken for months?

    Thanks, I was implying you give feedback based on how the char, the effects, and the sounds look so far from this vid I uploaded. I am actually planning to change his XIII flames to blue ones, and anything else that people suggest.

    And let's just say computers and super glue don't work well with each other in office spaces....

    I got superglue inside my computer...

     

    1st and Importantly

    WELLCOME BACK BROTHAA!!! :heeee:

    Glad to see You are back again!! + New character and New Update

    As i told you personally you are going great [AGAIN]

    This K' is very awesome than the rest, Good changes and edits very nice

    Keep going and rawking WISH You Good Luck

     

    Great Piece of Work Brother .. :bow:

     

    @Winmugen11

    Dont ask that:awesome he is One Angry Bird

     

    Heh, thanks brother! :)

     

    when does testing begin

    Hmmmmmm..........soon, very soon......sorta......maybe......I think.......probably........yeah....

  3. Here is the next update to Orochi K' progress so far, you don't want to miss this!
     
    http://youtu.be/R8XKJICKtcM
     
    Sprites by 中国电信china user
    Edit by me
    Big portrait by Cyleong2013
     
    Changed the effects of his Orochi Trigger
     
    Added teleportation moves
     
    Added new grab special with juggling
     
    Added a custom heatdrive
     
    Added a new SDM
     
    Added a new HSDM
     
    And added super/dream/max cancel effects. 
     
    Sorry for such a long wait, I actually haven't able to do anything for a while since my Computer was broken for a few months...Feedback would be appreciated! 
  4. Damn, i wish i didn't lose the sprites I made! I'd love to have seen them on your Orochi K'. Well anyways,I like how you're Orochi K' is coming along and i think the voices were a nice touch, keep it up. Now when will we see Iori? :P

    Thanks, I'm really just making stuff up as I go. and yeah, real hard to make it look nice with the lack of good sprites...seriously. And after this guy's done, THEN Iori...just you wait ;)

     

    holy... shit!

     

    I proudly say i've never been so excited before!

     

    This looks like one hell of a edit, I actually support this idea!

    He's perfect!

     

    holy shit.

     

    I can't wait to try him out!

    I'm glad you really like it, I appreciate it. It'll be worth waiting for, I promise.

  5. Sorry for such a long wait, been busy with life n' stuff. But here is a little video of my progress of Orochi K' so far guys, requested by a friend. I'm limited on Orochi adapted K' sprites, so don't expect too much of that. But I promise you it will be pretty good. If anyone would like to help me out on said sprites or whatever, give a shout.
     
    So far:
     
    - basic, special, grab, and super attacks with complete XIII hitsparks/supersparks
    - K' voice snd, XIII snds, various sfx put together myself
    - XIII flame effects, orochi effects and various 608 effects 
    - 2 DMs and 1 SDM right now
     
    Note:
    This char will not be XIII accurate, so don't particularly expect all of the XIII perks to be applied to him (hyperdrive mode, whatever...).
     
    http://youtu.be/6BFkz8QfUt4
  6. I'm FINALLY done with stuff on True K' now, new normal moves, new intros, good AI,  new specials, 5 lvl 1 supers, 4 lvl 2 SDM's, 4 lvl 3 HSDM's (including EXTINCTIONS), and 2 lvl 4 NEO EXTINCTION HSDM's....

    Here is a preview of the new moves I added recently if you've seen my vids before, and me against God Rugal in the Ultimate Return:

     

    http-~~-//youtu.be/seG_UUWHI0k

     

    And here is the link, enjoy:

     

    http://www.mediafire.com/?eq262makr7ac9fp

     

    Credit where credit is due:

     

     - dbdrummer7,Dope,evilakuma1000, and -Genesis- for private testing, debugging and feedback. Made a lot of a difference in this project

     

     - C.A.N./Madame CanCan/The C.A.N/MugenBro for private testing, debugging, feedback, suggestions, guidelines, finding a good dampener and a lot of other stuff
    that perfected almost 75% of this char.

     

     - DeUcEoVsPaDeZ/20S for the guidelines on A.I., Helpers, his works and other stuff that helped me get started on Mugen a few years ago.

     

     - SamSouji for inspiring me with his crazy characters and providing other effects I used in K'....nice guy!

  7. Alright, took longer than I expected but quite a few patches,tune- ups and changes made to K'. Changed his Crimson - Star Road, his final heatdrive a little, made a new lvl 2 heatdrive, changed his combo-ability, and Finished one of his lvl 4 NEO EXINCTION moves. Oh, and I also played with the AI a little:

    If anyone is willing to give reports on AI, Supers, commands, etc. Notify me as soon as possible, as well as give feedback and such.
  8. yo i like what i see man . I love using K'. He is my main in KOF. Your character reminds me a bit of unleashed terry. I like the custom moves and the hitsparks. It really makes me think of KOD (K Overdrive) which is a bunch of styles packed into one char.

    Just some questions - does your K have a diagonal projectile? Some K's have a move where they can jump and kick the fireball in downward diagonal. its a good aerial keep away and can be a good setup for combos. also can your K air dash right (both forward and backward)?

    Could you add a guilt gear burst move? kinda if K takes a ton of damage he can sort of burst with energy to break out of a combo. I dont know why but i really want chars to have that... tired of getting stuck with in an infinite combo and cant do shit.

    its flashy which is good i like it , but i hope its not OP to the point where it becomes gimmicky. so i sort of see ryon's point...

    I wish these moves were used with the KOF13 K sprite but thats just me.

    Hope to see more progress. Cant wait for a final release.

    Thanks, heh I kinda wish he was as good as that Terry. He has diagonal projectiles in the air. Air dashes and guilty gear bursts? Mmm, dunno if i'll actually put those in, but when he is being attacked I could have him initiate a recover, dash to the opposite side of the stage and shoot out a fireball to disrupt the opponent at the cost of maybe one and a half powerbars....maybe? I'll have to think about that.

  9. There are other edits of K', but they all derive from the same fashion of KOF chars, same sparks, moves, effects, behavior, sounds; same stuff happening over, and over, and over again....I'm not gonna try making another uniform K' with a only a few things of my own, I want to make him into something people don't necessarily see in other KOF chars without sacrificing the KOF style in it's entirity.

  10. i dont mean to be negative or to throw you off from your goal.

    but really, your "true k" just seems like a over powered , glamorous suped up k', with shiny effects and moves he doesnt really need.

    but thats my opinion.

    First K' char like that though, right....? I know he seems a little too sparkly, kinda too late now though. Fortunately, I'm gonna tone down on the next char I work on, little less excessive. Overpowered would imply excessive damage, correct? I've been working on that, and plus I've recently shortened his 1st cross cancels to make it a little less excessive and have more replayability.

    Okay, more new things I added,fixed and changed to K':

    http-~~-//youtu.be/xYNmYxZKjQQ

    -Changed Blackout move (D,F, a/b)

    -Changed blazeout moves (D,B, a/b after x eine trigger)

    -New grab move extension made for Y eine trigger

    -New phase drive extensions made for spike drive move

    -shortened the two 1st cross cancels for better replayability

    -New True Eine Trigger to have MAX extensions

    -Fixed the infinite you could do with x eine triggers second shoot.

    -Changed Heavensdrive SDM a little bit.

    Tell me what you guys think so far if there is anything you would like changed or see in the next set of updates.

  11. it could be me, but i think i lost sight of your reasoning behind making him?

    Well, there is mainly three reasons:

    K' is awesome?

    ^^reason number 1, very true...

    When I saw Cross Cancel, reminded me of the awesome edits Samsouji made in the past

    ^^reason number two, I loved SSouji's stuff, talked to him last summer, dunno where he is now but I wanna make a char by his inspiration... a little.

    and I'm just trying to see what my peak potential of creating a complete and solid char with no problems and authentic concepts and style, so I can be ready for some more serious business that involves a little bit more effort in various areas of expertise.

    And.....learn how to make AI with various moves and combos at hand.....so that's actually four reasons.

  12. I'm probably going to put most of my move displays in this topic, here is a display of K's spark drives in a new look with afterimage. It Also shows the new Lvl 2 heavensdrive I made:

    -his lvl 2 moves will be two button combinations from now on -slightly changed his x eine trigger flame look -added width to spike drives Going to shorten that one intro next time [191] and make True Eine Trigger follow - ups, maybe make lvl 2 heatdrive and set cross cancel for heatdrive lvl 1. Feedback would be great if you have any suggestions on move changes, etc.
  13. [Preview]

    http-~~-//youtu.be/yPTSBYfloTs

    [Download]

    http://www.mediafire.com/?7ocidb18fqhcqx1

    [Comments]

    Sorry If it's been a while, my computer was broken all summer. Wasn't trying to go overkill with this K', I was testing out a new concept I came up with and I want to see to the completion of said concept. Now, I have finally uploaded my last update on True K' -

    Different about this K':

    -Different looking supers made by me (original chaindrive,heavensdrive)

    -New specials, supers and Hypers created in accordance to K's style (Burning Mirage, Violent Combination, Final Heatdrive)

    -Chaindrive and Burning Mirage (original super) have CROSS CANCEL chain link supers available, which crosses up to lvl 3.

    -Different flame effects, sounds, supersparks, etc.... implemented into K's moves

    -Slightly better AI (I'm not good with AI, if you want to change it be my guest)

    Additional stuff:

    -Also organized all of his sprites.

    -New Movelist for normal, special, and supers, cross cancel chain links and EXTINCTION HSDM

    -Removed a few pointless items to reduce file size

    -No more AI popping random intro poses in the middle of matches (at least I think)

    -Added a width conroller to second part of Idignation cross cancel super to keep K' from phasing in front of enemy when he's suppose to be behind

    -Added Palfx to enemy during Realization cross cancel super

    -Fixed heavensdrive super to revert back to state 0 if it doesn't make contact with enemy.

    -NOT RECOMMENDED ON 1.O MUGEN.

    If anyone sees a debug message about a "state 2044" let me know, oh and don't take the bottom info in the Movelist readme too seriously, it's an overzealous promise which I don't completely plan to keep. Feedback is appreciated, enjoy

  14. OK, this is basically 1.3.5. LINK IS UPDATED Fixed the helper effect problem AND: - added three new win poses (still need to do intros) - made three new specials in accordance with eine trigger ( D, DB, a/b after X eine trigger are two and D,DB, a/b with Y eine trigger is one, plus executing "Phase_X" at point in second eine triggers special will extend it) - improved AI a little more - changed palfx from fire hits

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