The Return of Kyo

Canceled The return of kyo v4 D-2

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Project is halted prior to completion and will not receive further updates.
UniqueHeart said:
nedflandeurse said:
Nice!
I would recommand NOT to use regular palettes.

By using custom/different palettes, we will not have the feeling to fight Clark or Shingo... But fighting various different thugs  :)
I don't think so. Even if you change character color, that character is that character.
And this game just use kof chars and sprites. This mod story has nothing to do with original kof game.

Sorry to hear you're not aggre with my point of view.

My suggestion was mainly to avoid one of these sittuation we had a lot in the early days of BOR mods (in 2005-2006) :

-Syndrom of bor game like "main character of any game VS clones of good guys + bad guys"
-Syndrom of bor game like "main character of any game VS mugen"
(...)

Also, you can have real good result by using a combination of "head swap + color swaps + anim redraw" (basically Ryu is not Ken)
But my try to suggest at least color variation was a way to avoid giving Kusanagi83 more work.
But the best result would be "head swap + color swaps + anim redraw"

I hope my limitation with english is still understandable, and my text doesn't sound mean or something.
It's just that Kusanagi83 seems to work well, and I REALLY would like to avoid those  outdated 2005-2006 trends if it's possible. :-[
 
I agree with Ned.. its the one thing that always bothered me about all mods. Having enemies that are normally good guys.

Also the overuse of edited kof characters as enemies.. like eiji shirow, khriz, hagen, gorimaru etc..

It never made sense. But I guess at the end of the day its the easiest way to do a game quickly.

I myself am making edits swapping heads, bodies and legs, some combinations give good results.
Its extra work but your mod will be more unique at the end. Which is why mine is taking forever
 
Hello guys ,  :)  It seems to me that they have been confused with the palettes I was saying and the story, I explain it in parts, so that it is understood what I am trying to say.


Here you can see duke in his original colors, the sprites have been extracted from the original mugen, using fighter factory, I have loaded the generic palette of my mod. . .



you can see, it has lost a lot of color and it looks horrible.



Now from the existing palette I add the colors of the character . . .




Colors have been increased to 144 and I already have their color palette ...



Now I carry the same palette as before to, take the other pallets





Now its main palette looks good but the others do not, now I will take the colors that the other palettes have.




The character's color palette has now been increased to 159 and I save it.




I have loaded the palette from before, because I have too many color boxes empty, so I take advantage of this palette to extract the colors from clark.





The colors also looked bad with the palette I made from duke, so I have extracted the colors from clark, to join them to the duke palette, so I can use a palette for two or three characters depending on the color remaps that the character has in mugen.



This I can do with the new version of openbor, the one that my game used, could not, and I had to use the generic for everything or create a specific palette for which it is a character, it only came out at that level, since in other levels It looked horrible, with the new version there is no problem, because this is what I am doing in the character edition for openbor.  ;)

I can use any character with a unique palette, without having to rely on the generic original, In this way, the characters come out perfectly colored, I am not creating new color changes, with the reassignments that the character already has, it works for me, I do the same with the levels, objects, flash, items, when I'm editing something new, that's why it looks graphically perfect, I didn't know it for the characters with the new version, damon kaskey, he told me, that's why now I don't suffer losses of color in the characters, it is a pity that I can not use it with the other existing ones.  :(


My game is a game of fans, with an original story, alternative to the story of kof, I use characters that have to do with the story of kyo, I mention because it is not in the kof tournament, I mention the kof, but this story It is a universe parallel to the original timeline of kof, in my timeline, kyo has formed a team with alba meira and lien neville, when we all know that his original japan team is formed with benimaru, goro daimon, in this story mai shiranui fell in love with kyo, they got married and had children, everyone knows that mai is the partner of andy bogard, in my timeline, it's not like that, mai shiranui is my favorite female character of kof and that's why I put her together with My favorite character Kyo Kusanagi, generally speaking, my game has nothing to do with the story of Kyo in the original Kof.  ;D

The first versions of my game used original characters from me, but they were very basic, boring, so I decided to use mugen editions, I learned to make new combos and animations and I made them very complete, now each character, which has been edited, fights different, some character is more difficult than another. They can be used in any game, the authors do not want you to pose as their creator, and to put yourself, as their creator, as if you had made it yourself, so if you do not know who created them, do not put credits, in my case it will be like this, if I put credits, the story is for me, the levels are also created by me, that's all, I hope I have clarified, everything you have said, hehe regards.  ;)




 
I thought OpenBor doesnt need to worry about just using 1 pal for everything.
Like I dont use pals at all, I use png files with the pal changed as the pal file for characters.
That way there is no limit on spaces for colors.
 
borpalsno.png


This is how I set up the colours for the elements in the entities in my mod.

I don't like using the original act files for the players and enemies because my organization system, while it takes a bit of time to get everything right, allows me to have a better way of making alternate pals without playing Voltorb Flip in the act files. I love Fighter Factory Classic for this.

Also, "alternatepal" system is better than "remap", change my mind.
 
:) mm  I use this system, I am not familiar with the other methods, I feel comfortable doing it like this, I think the result is the same, the characters and the backgrounds do not lose color, that is the important thing and I think the beauty of being a modder, every one of us does it his style, I like that, so I see the techniques of others, and I learn more haha.  :P

Right now this reviewing the txt of the enemies to go, adjusting animations, attacks, jumps and things like that, you can see the difference between one that I did, a long time ago and now.I will continue to review txt and see it in the game, small flaws, greetings. :)
 
Kurisu said:
borpalsno.png


This is how I set up the colours for the elements in the entities in my mod.

I don't like using the original act files for the players and enemies because my organization system, while it takes a bit of time to get everything right, allows me to have a better way of making alternate pals without playing Voltorb Flip in the act files. I love Fighter Factory Classic for this.

Also, "alternatepal" system is better than "remap", change my mind.
Basically that
 
DatKofGuy said:
Kurisu said:
borpalsno.png


This is how I set up the colours for the elements in the entities in my mod.

I don't like using the original act files for the players and enemies because my organization system, while it takes a bit of time to get everything right, allows me to have a better way of making alternate pals without playing Voltorb Flip in the act files. I love Fighter Factory Classic for this.

Also, "alternatepal" system is better than "remap", change my mind.
Basically that

:)  The next project I'm going to do, I'm going to use that kind of technique  ;D

by the way if there is some level that does not go well, I can help you ;) greetings.
 
Thanks. And I hope you achieve great success!

Well, I'm doing a bit of testing with the combos and will upload a vid soon. I'll let you know in case I need stages!
 
:) thanks kurisu  ;D 

Someone of you suggested that the lion character shoot, well I have created two versions of the character, one shoots, using the pistol with the  anim freespecial and the other only has the XD bazooka  :P


 
:) hello guys, the explication band bernstein - section baston's



2 new members -  caine by bloodbane y barton (nick) by creator p.o.w



greetings  ;D
 
They all look good.

Beside of Billy clones and Kim Sue Il who looks too accurate to Snk universe.

I particulatly like the middle row ones. Edit by Blood Bane in his mod if I remember well. al always thought this enemy look great!

Also I like what custom look you game to the enmeies with short stick.


Are all these enemies just hitting or thay an even grab and throw you ? Or run into you etc...
 
Shinmrgrill said:
Any thoughts of adding another hero to your new bad guys?

surely yes, I will add some more, my mission is to edit almost all the edits of kof and some that are not, so that in the future, my mod will be used, as a repository of enemies, where you can take the one you like the most and add it to it to your mod.
 
nedflandeurse said:
They all look good.

Beside of Billy clones and Kim Sue Il who looks too accurate to Snk universe.

I particulatly like the middle row ones. Edit by Blood Bane in his mod if I remember well. al always thought this enemy look great!

Also I like what custom look you game to the enmeies with short stick.


Are all these enemies just hitting or thay an even grab and throw you ? Or run into you etc...

They only attack you with their truncheons and truncheons, in the next mod I fight, I'll use the grabbackard, grabbackwalk, etc. Also the scripts to do the different types of slams, now doing it would mean a lot, a headache and I almost started to understand the scripts, I want to finish the game and finish the other projects too. Greetings  ;)
 
nedflandeurse said:
They all look good.

Beside of Billy clones and Kim Sue Il who looks too accurate to Snk universe.

I particulatly like the middle row ones. Edit by Blood Bane in his mod if I remember well. al always thought this enemy look great!

Also I like what custom look you game to the enmeies with short stick.


Are all these enemies just hitting or thay an even grab and throw you ? Or run into you etc...
The guy with the baseball bat is Laurent Demianoff by IronMugen aka CCIDavidDemianoff
 
Kurisu said:
borpalsno.png


This is how I set up the colours for the elements in the entities in my mod.

I don't like using the original act files for the players and enemies because my organization system, while it takes a bit of time to get everything right, allows me to have a better way of making alternate pals without playing Voltorb Flip in the act files. I love Fighter Factory Classic for this.

Also, "alternatepal" system is better than "remap", change my mind.
Excuse me, will you make athena as player in your mod?
Kusanagi83 said:
:) hello guys, Tomorrow I will upload a video of levels 21 and 22, greetings.  ;D
Good. I will can see your completed this mod early.
Kusanagi83 said:
:) thanks kurisu  ;D 

Someone of you suggested that the lion character shoot, well I have created two versions of the character, one shoots, using the pistol with the  anim freespecial and the other only has the XD bazooka  :P


That looks great. It looks like special soldier of enemy gang.
 
DatKofGuy said:
nedflandeurse said:
They all look good.

Beside of Billy clones and Kim Sue Il who looks too accurate to Snk universe.

I particulatly like the middle row ones. Edit by Blood Bane in his mod if I remember well. al always thought this enemy look great!

Also I like what custom look you game to the enmeies with short stick.


Are all these enemies just hitting or thay an even grab and throw you ? Or run into you etc...
The guy with the baseball bat is Laurent Demianoff by IronMugen aka CCIDavidDemianoff

Yes, of course he is! ^^
I'm into mugen since the beggining. And I played 3 versions of Lauent Demianoff. (the incarnation od CCIDavid's own brother) ;)

I intentionally ignored all edits that are not just color swaps :) I was mainy pointing the guys with beard and short stick.
Because they look less generic. Even it the right ones looks to be based on Kof John Crawley edit.

I can't wait to see progress and even MORE to finally try a demo.
 
Kurisu said:
borpalsno.png


This is how I set up the colours for the elements in the entities in my mod.

I don't like using the original act files for the players and enemies because my organization system, while it takes a bit of time to get everything right, allows me to have a better way of making alternate pals without playing Voltorb Flip in the act files. I love Fighter Factory Classic for this.

Looks great - except for one thing. With OpenBOR it isn't necessary at all for child models like projectiles, visual effects, etc. to share palettes with the parent. Is there some specific reason you are doing this?

Also, "alternatepal" system is better than "remap", change my mind.

Of course alternatepal is better, the only reason remap still exists at all is for backward compatibility. Anyone still using it is just making life harder on themselves for no reason. Incidentally, just in case you are not aware, you don't have to use image files for palette and alternatepal. They'll accept .act files too.

DC
 
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