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BoyBoyz

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Everything posted by BoyBoyz

  1. The dark aura appears only with the final stage in the arcade mode. It can be ripped but probably is too tedious to implement, and would lag like crazy. The current auras make use of afterimagetime, and yes, are done pretty poorly :( Yes, this Dark Ash brings with it memory issues, especially if u play it in mugen 1.0. It is best played in mugen 1.1b.
  2. The AI in the past was just repeating like 3 moves only. This time he does a few more. It makes him more versatile, but could expose certain weaknesses. Now, he also doesn't trap you in the corner and keep executing the unblockable grab. Edit: the file was being updated so those who had problems downloading please download the new file: Boss Saiki XIII_26-4-2014u.rar
  3. https://www.mediafire.com/?4jnnhavdz16cdwm - updated 22mb file: Boss Saiki XIII_26-4-2014u.rar https://www.mediafire.com/folder/5gsem6412qcw4/Mugen - folder. He has localcoord 260. Playable in mugen 1.0 and 1.1b. So KOF XIII got released on steam and the practice mode, coupled with accurate timings by animget, allowed much more improvement for this charismatic BEAST of a boss. I removed all his custom moves to reduce file size and lag. You will feel the difference in play style, especially for his counter move (DB+ kick). These are most of the Changes: 1. Face portrait smaller so it doesn't jut out of the edges on fighting screen. 2. Removed all custom moves (and their sounds) except 2: normal saiki's neomax and dark ash's full screen DM, so less bulky file size and lag. 3. Added increased attack/defence for boss mode (hold start + any button to select). Boss mode flames changed a little. 4. All move timings synchronized with the ticks in animget shots. As such a lot of changes have been made. 5. Added correct guard evade sound, adjusted fade in/out of evade. Evade can now be spammed infinitely, like in original. 6. Added a pause for p1 during reversaldef of counter. The reversaldef also starts 1 animelem earlier. This is extremely important to saiki's playstyle and was missed out previously. 7. Counter and after-punching followup hit's red clsn reduced vastly. It does not hit across the entire screen now. 8. Added missing sprites and fixed some wrong animations (eg breathing, turning, punching, and more). 9. Added some missing guard.cornerpush.veloffs. 10. Air fireball handswipe has full-body projectile shield. 11. Corrected some voices/sounds and their timings. 12. Fixed a bug where STUN word appeared on helper (helper could be dizzed bug). 13. Added missing hit-ground-sound during stunned sequence. 14. Forward fireball's handswipe pausetimes and other stuff tweaked. 15. Added/ removed winquotes according to the steam version. 16. Totally reworked super darkening's flame pillar positions and p2 get hit velocity. 17. Reworked neomax. 18. Removed screenbound command for dark web. 19. Fixed bug with super armor when p1 died. 20. Removed the background flash of KOFXIII when enemy died, as the coding is buggy in mugen 1.1b. 21. Fixed bugs with pausemovetime and supermovetime. 22. Removed blue clsn on stone helper. 23. Added playerpush commands to be safe 24. Other stuff I forgot 25. AND... beefed up AI! What's left: 1. Complete black flame animation (boss mode). Till now, no one has been able to rip the proper flames!!! I have the cheat table for KOF XIII Steam Edition that lets you play as flaming saiki, if anyone is interested to rip the sprites. Bugs: 1. simul/turns mode is buggy! Dark web/hitspark appears on random p2 instead of the enemy that is hit 2. The BGpalfx fade to color 0 (in grab moves) has a bug with enemy moves that slow time. 3. Flame mode has some bugs with pausemovetimes, where the flame will still be on the hand for a short period before being removed at the next animelem. Custom changes: 1. Super counter does more damage 2. Counters can counter all throws and the counter followup hits no matter where p2 is on the screen. 3. Cannot jump 4. A few custom nothitby frames (eg. forward fireball's handswipe 1-2 extra nothitby frames.) 5. During super darkening, Saiki could be thrown in KOF XIII. I made him fully invulnerable.
  4. THis is actually very good, for those who watched the movie and know about him. His super kamehameha has weird timings His Kienzan move has a non-goku voice.
  5. The best update ever!! This is looking really good man! -BoyBoyz
  6. Yes I tried all of your characters! :D I'll be waiting! So far Oni is super well done. Glad that you like them, Darkwolf! :)
  7. Thanks Werewood! Pleasure to see you around! Love your Beatrice and Oni works!
  8. Erm... I have no idea what you're talking about :S
  9. Malicious? The only possible file that can be detected as a malicious false positive is the .cmd file. I don't think I am good enough to create viruses yet.
  10. The dragon in dragon fist is much better. Super saiyan God attack is super cool. This is a good character.
  11. There's actually no accurate source (unless you're talking about the battle spirit 1.5 game). The game the sprites come from allows u to learn all sorts of different moves. Thanks for trying him out though! Updated link. The previous update screwed up a lot of things, as moves that werent supposed to slow the enemy started doing so, which made the gameplay really bad. Sorry about that. http://www.mediafire.com/?wvsq6w3gswsif6g Look out for Baihumon and Azulongmon soon!
  12. Minor bug fixed: http://www.mediafire.com/?dp5wo9zvt5ujrsn
  13. Yea there's alot more to be done. I dont have the time right now to work on it to such accuracy. Help to make patches if you are more familiar with XIII terry!
  14. Hey takuma, I think you need to be updated!! xD
  15. Cropped the portrait. I had it in the todolist but I lost the list and I forgot about it.. http://www.mediafire.com/?jg9p32jb8bp02sh
  16. As suggested, I have made a patch for him. Only things not fixed are the gethit voices. 1. All hitsounds, hitsparks, guardsparks implemented and corrected 2. Busterwolf and neomax startup voices fixed 3. Added another FX to Busterwolf (the flames behind Terry as he dashes forward). 4. Fixed the pausemovetime for Terry's hand explod during Busterwolf 5. Totally reworked crackshoot's number of hits for ground/air enemies, timing, and distance travelled. 6. Fixed rising tackle's bugs 7. Fixed the Throws 8. Changed F+x move's velset to posadds 9. Fixed A+B evade roll timing and velset 10. Removed the flashing fx from C+D counter 11. Fixed EX power wave's speed and pausetime and power wave 2's projectile range 12. Fixed C+D range, timing, and posadd. 13. Fixed some bugs with burn knuckle. 14. Fixed neomax's number of hits to 3 instead of 2 15. Fixed move sounds and other wrong hitsounds. 16. Rising tackle was exceedingly tough to perform (charge D, U +x/y), and my keyboard is working perfectly fine. I changed it to FDF +x/y. You can change it back if you want.. 17. Some other stuffs... http://www.mediafire.com/?jg9p32jb8bp02sh - file only http://www.mediafire.../?5gsem6412qcw4 - folder
  17. Preliminary judgments: 1. Rising tackle starting hits and hits during EX version have no hitspark 2. Burn knuckle has no hitsound 3. Neomax's voice starts abit early 4. Buster Wolf has no "rock you" voice in the beginning. 5. Buster Wolf's explod on his hand (not the 2nd big explosion) has some pausetime issues after hitting enemy. 6. Hitsparks are aligned badly. 7. Lots of moves have no hitspark. Overall, still the best terry XIII out there so far
  18. yes there is but it isn't even complete :((
  19. This is the best ash XIII out there IF ONLY IT HAD THE "Silence" aspect of the super dash (DBDF + XY). After enemy is hit by that move, enemy will have palfx translucent green and not be able to perform special moves. He also needs more comboability like super cancels etc. His signature combo from DFDF+kick into neomax is missing, etc I hope you make dark ash too. So smooth and accurate... simply good work.
  20. most winmugen characters work in mugen 1.0 without any extra coding. Try it.
  21. http://www.mediafire.com/download.php?q8a0a6l908jb7dj file only http://www.mediafire.../?5gsem6412qcw4 for folder 25/11/2012 huge update since Daemon Bride has been emulated: 1. New Intro, and new intro/super partner added 2. A+B evade (air and ground) voice 3. y move knocks far away on first helper hit (very little downward fall) 4. x move Hits diagup 5. b move has trails behind it. does not knockdown. does little dmg. sets enemy ablaze 6. a move flame pillar hits 2 times only, doesnt hit diagup much. 7. purple pillar instead of red, and lessened red clsn of it *8. HE REGENERATES LIFE SLOWLY WHEN NOT HIT *9. Totally remade super. envshake added. movecamera if stage permits it *10. Totally remade z move to homing hit. 11. adjusted duration for super 12. Added new anims 13. aligned portrait to the right abit 14. Fixed bugs for wings, flame pillars, super, gethit explods, 15. Changed some gethit sounds 16. Added land on feet sound (provisional) there are 1 or 2 bugs that I will fix in due time
  22. Interestingly his characters were ok and even good before this recent update to the common.cns thing...
  23. when you see the name KOFM RUN!!!! IT'S SNK BOSS!!! - lol totally agree
  24. Yea, it's very good. Much better than another igniz scarlet, which it's based off.
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