The Return of Kyo

Canceled The return of kyo v4 D-2

No permission to download
Project is halted prior to completion and will not receive further updates.
UNIQUE HEART :    I would not have any problem, but bloodbane already edited it, I try to edit characters that have not been edited for openbor,                                                      ,If I had to edit an athena, it would be one of the last kof, since my mod is based, in the era between kof maximum impact and kof XIII.


When the game ends, in the final version, there will be changes, enemies, music, backgrounds, etc.

What I show in the videos is improvements and progress, the final product, may vary.  ;) greetings
 

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That looks great. It looks like special soldier of enemy gang.
[/quote]

I plan to make other armed enemies, a fire extinguisher with flames, a submachine gun and one that throws dynamite XD greetings  ;D
 
Yeah, Uni, I'm using Athena as a base for my OC in the same way Kris Kagura is using Ingrid as a base for Keke Satan. Except that I don't export MUGEN characters with OpenBORstats, I perform a test play in either the source material or a Mugenized version to see what moves I can use, in addition to watching videos from other games, like Arad Senki/Dungeon Fighter, San Guo Zhan Ji/Knights of Valour or Shen Jian/Gladiator for moveset references.

That and I change the voiceovers, because let's be honest here... high pitched screams every time you need to fix an animation or to implement a new move can drive anyone crazy.

Everything that I do for the palette showcase and whatnot is for organization purposes. I use Fighter Factory Classic for testing the characters.
 
Kurisu said:
Yeah, Uni, I'm using Athena as a base for my OC in the same way Kris Kagura is using Ingrid as a base for Keke Satan. Except that I don't export MUGEN characters with OpenBORstats, I perform a test play in either the source material or a Mugenized version to see what moves I can use, in addition to watching videos from other games, like Arad Senki/Dungeon Fighter, San Guo Zhan Ji/Knights of Valour or Shen Jian/Gladiator for moveset references.

That and I change the voiceovers, because let's be honest here... high pitched screams every time you need to fix an animation or to implement a new move can drive anyone crazy.

Everything that I do for the palette showcase and whatnot is for organization purposes. I use Fighter Factory Classic for testing the characters.

interesting, I use the fighter factory, to import the sprites and edit the obeditor, it works great for me, but the openbor stats, you run the risk of destroying the files, in my next project I will not use the fighter factory at all hahaha  :D
 
hello guys¡¡¡¡¡ new playgame the sub level 21a metro indoor¡¡¡¡  someone suggested it, your wish came true,  ;D  The first level of a metro under roof, created from 0 and original, for openbor, with pieces of decoration of levels, I have recreated a Japanese-style metro, enjoy it, the next level 22 is a parking street of tokyo shops . 


greetings  ;)
 
Very similar sprites to what Im using, with the posters from old games.
One question? Why does a pole give off so much glass damaged pieces when hit? That seems unnatural.
 
DatKofGuy said:
Very similar sprites to what Im using, with the posters from old games.
One question? Why does a pole give off so much glass damaged pieces when hit? That seems unnatural.

If I noticed, the pole object is in beta version, I have to remove the script that makes the flaws appear.  :)
What do you think about the subway edition? Did you say you are using the same sprites?  ???  I have used sprites from the dd crew, punisher and crime figthers. greetings  ;)
 
Kusanagi83 said:
DatKofGuy said:
Very similar sprites to what Im using, with the posters from old games.
One question? Why does a pole give off so much glass damaged pieces when hit? That seems unnatural.

I have used sprites from the dd crew, punisher and crime figthers

Me too, for my old mod, I used a lot of games nobody else really used
 
:) Hi guys, I finally finished editing without a name, I am left, a very playable character, now I will edit kyoko, greetings!  ;D
 
I want to make a change, in the character selection menu and that it has animation, the letters, I have not managed to do it    :-\. How is it done?  ???
 
Kusanagi83 said:
I want to make a change, in the character selection menu and that it has animation, the letters, I have not managed to do it    :-\. How is it done?  ???
Kusanagi83
I would like to help you, but I don't undersand anything about what you want to do with select screen.

Please, explain better and post picture if possible
 
Total Ram: 17111093248 Bytes
Free Ram: 11548876800 Bytes
Used Ram: 6328320 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1360, 768, 24, 60
OpenBoR v3.0 Build , Compile Date: Aug 21 2018

Game Selected: ./Paks/My Mod.pak

FileCaching System Init...... Enabled
Initializing video............
Reading video settings from 'data/video.txt'.

Colordepth is depreciated. All modules are displayed with a 32bit color screen.

Initialized video............. 320x240 (Mode: 0)

Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 5 6 7 8 Done!
Timer init................... Done!
Initialize Sound..............
Loading sprites.............. Done!
Loading level order.......... Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............

Cacheing 'selectbg' from data/bgs/selectbg.txt
Cacheing 'e' from data/chars/nameless/e.txt
Cacheing 'x' from data/chars/nameless/x.txt
Cacheing 'ertt' from data/chars/nameless/ertt.txt
Cacheing 'f' from data/chars/nameless/f.txt
Cacheing 'lash' from data/chars/nameless/lash.txt
Cacheing 'spik' from data/chars/nameless/spik.txt
Cacheing 'expp' from data/chars/misc/expp.txt
Cacheing 'shon' from data/chars/leonb/shon.txt
Cacheing 'exx' from data/chars/shen/exx.txt
Cacheing 'lef' from data/chars/luise/lef.txt
Cacheing 'p' from data/chars/luise/p.txt
Cacheing 'tur' from data/chars/luise/tur.txt
Cacheing 'fly' from data/chars/luise/fly.txt
Cacheing 'upp' from data/chars/lien/upp.txt
Cacheing 'burt' from data/chars/lien/burt.txt
Cacheing 'are' from data/chars/lien/are.txt
Cacheing 'ass' from data/chars/lien/ass.txt
Cacheing 'til' from data/chars/lien/til.txt
Cacheing 'erl' from data/chars/lien/erl.txt
Cacheing 'tort' from data/chars/kyo/tort.txt
Cacheing 'et' from data/chars/kyo/et.txt
Cacheing 'carb' from data/chars/alba/carb.txt
Cacheing 'ran' from data/chars/alba/ran.txt
Cacheing 'jah' from data/chars/alba/jah.txt
Cacheing 'esx' from data/chars/alba/esx.txt
Cacheing 'ox' from data/chars/misc/ox.txt
Cacheing 'ex' from data/chars/kyo/ex.txt
Cacheing 'sx' from data/chars/jude/sx.txt
Cacheing 'es' from data/chars/caroline/es.txt
Cacheing 'stom' from data/chars/luise/stom.txt
Cacheing 'ray' from data/chars/luise/ray.txt
Cacheing 'tor' from data/chars/luise/tor.txt
Cacheing 'blu' from data/chars/luise/blu.txt
Cacheing 'missile4' from data/chars/misc/traps/missle/missile4.txt
Cacheing 'mseffect' from data/chars/misc/traps/missle/effect/mseffect.txt
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'dust' from data/chars/misc/dust.txt
Cacheing 'esp' from data/chars/ruth/esp.txt
Cacheing 'repk' from data/chars/misc/repk.txt
Cacheing 'rstorm' from data/chars/misc/rstorm.txt
Cacheing 'storm' from data/chars/misc/storm.txt
Cacheing 'kam' from data/chars/misc/kam.txt
Cacheing 'flat' from data/chars/misc/flat.txt
Cacheing 'Flash5' from data/chars/misc/flash5.txt
Cacheing 'Flashc' from data/chars/misc/flashc.txt
Cacheing 'flas' from data/chars/alba/flas.txt
Cacheing 'expo' from data/chars/alba/expo.txt
Cacheing 'spec' from data/chars/misc/spec.txt
Cacheing 'rakor' from data/chars/misc/rakor.txt
Cacheing 'raker' from data/chars/misc/raker.txt
Cacheing 'ej' from data/chars/misc/ej.txt
Cacheing 'ek' from data/chars/misc/ek.txt
Cacheing 'ef' from data/chars/misc/ef.txt
Cacheing 'bol' from data/chars/misc/bol.txt
Cacheing 'ep' from data/chars/misc/ep.txt
Cacheing 'sap' from data/chars/misc/sap.txt
Cacheing 'sep' from data/chars/misc/sep.txt
Cacheing 'sop' from data/chars/misc/sop.txt
Cacheing 'sup' from data/chars/misc/sup.txt
Cacheing 'fumo' from data/chars/misc/fumo.txt
Cacheing 'exp' from data/chars/misc/exp.txt
Cacheing 'dustt' from data/chars/misc/dustt.txt
Cacheing 'fire1' from data/chars/misc/fire1.txt
Cacheing 'expop' from data/chars/misc/expop.txt
Cacheing 'kyodie' from data/chars/kyo/kyodie.txt
Cacheing 'albadie' from data/chars/alba/albadie.txt 


Loading models............... Done!
Object engine init........... Done!
Input init................... No Joystick(s) Found!
Done!
Create blending tables....... Done!
Save settings so far........ Done!



Warning, an error occurred while playing animated gif file 'data/scenes/logo.gif'.

Loaded 'lienbike'
Loading models............... Done!
Object engine init........... Done!
Input init................... No Joystick(s) Found!
Done!
Create blending tables....... Done!
Save settings so far........ Done!



Warning, an error occurred while playing animated gif file 'data/scenes/logo.gif'.



:( Guys, I have a serious problem, when I compile the game, I get this, I can play it without compiling, but when I do, I don't get that.  :-\
 
Sorry I have not the skill to use logfile errors for debugging.
But some skilled one will help you.
 
nedflandeurse said:
Sorry I have not the skill to use logfile errors for debugging.
But some skilled one will help you.

I'm looking trying to fix it, if I don't get it, I'll leave it like this, anyway, they will unzip it, so, I'll leave it, if I fixed that problem, but it was wrong, the path where the image is, but it keeps happening the same, remains so.


I have managed to find a way for the letters to light up, using the wait or select animation, I added the custknife fx, but as an announcer, not as an attack fx, it is very cool, very arcade, it changes the selection menu totally , if I have decided to compile everything I have created in a demo, but only at the end of chapter 4. greetings ;)
 
I love how the stages look. Especially the top of the train and the one made from scratch (level 21a). Trabajo eccelente! 8)
 
Kusanagi83 said:
I have managed to find a way for the letters to light up, using the wait or select animation, I added the custknife fx, but as an announcer, not as an attack fx, it is very cool, very arcade, it changes the selection menu totally , if I have decided to compile everything I have created in a demo, but only at the end of chapter 4. greetings ;)

Good to know.
I can't wait to see it.
 
nedflandeurse said:
Kusanagi83 said:
I have managed to find a way for the letters to light up, using the wait or select animation, I added the custknife fx, but as an announcer, not as an attack fx, it is very cool, very arcade, it changes the selection menu totally , if I have decided to compile everything I have created in a demo, but only at the end of chapter 4. greetings ;)

Good to know.
I can't wait to see it.


hehe, I am polishing on the attacks combo the dropv with pause ;), adding new voices and fx on hard hits.  The character kyoko is already finished, it has left me as the most perfect character that I have made, haha ​​XD greetings bro  8)
 
maxman said:
I love how the stages look. Especially the top of the train and the one made from scratch (level 21a). Trabajo eccelente! 8)

:) hello bro,  you didn't notice, at level 22, when the cars pass, and you have to avoid being run over, didn't you see a bus?  8) he he

If someone wants to use it in their game, it is free to do it, it would be nice to see the typical tokyo bus, see it in different mods, so my seal is patent, in the community.

This is the bus, which built from 0 and 100% original, making sprite art.



greetings  :P
 
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