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The King of Fighters: Final attack

KOF 2002um Remade and updated with new characters and Boss Rush · By United By Games, Bigruss91

Bug Fixing

A topic by United By Games created 82 days ago Views: 1,477 Replies: 40
Viewing posts 1 to 27
Developer

Here we go! This is some sort of forum so I guess we learn how to make this work. :D

Hinako has a bug where she cannot cancel into any crouching B or A while running. Also, the timing for crouching B cancelling into itself is too quick. It should be slower than the timing for crouch B to crouch A. Refer to KOF2k1.

 Her grounded B&B staple of crouch B x2, df+A 2hit, hcf+B/D (or crouch B, crouch A, df+A 2hit, hcf+B/D) also doesn't seem to work. The inputs do not reliably buffer or feel too jank.

Developer

Fixed! Still need to fix 1 combo

Developer

alfred throw issues are fixed

Mary's spin heel kick adjusted

Saisyu intro now works

Seth Hitboxes fixed 

Seth Ai remade. 

Gai AI remade. 

Akuma raging demon issue fixed

Honda AI throw issue hot fixed

Fixed Chris flame taunt

Ryu's normals all combo like SF Apha 3

Fixed the name on Ryu's super

Gato damage rebalance. No more easy 95% combo

A minor thing, but shouldn't Kula's forward run have ice skating sounds like Candy instead of the regular stepping sounds?

Developer

Fixed!

solo quería dar las gracias por incluirme en los cretitos siempre quise aparecer en ellos y no me lo esperaba en serio muchas gracias

(5 edits)

Quiero mencionar algo que no me gusta del juego y esto es sobre sagat comprendo que el personaje esta basado en su version svc pero sus potentes aca en latam se conocen como golpe fuerte+ patada fuerte son muy lentos y no sirven para jugar ya sea en neutral o el aéreo ya que son demasiado lentos y me refiero sobre todo cuando son en estado counter estos no sirven para jugar ya que demoran muchooooo incluso no se si es idea mía pero a veces debes de darte ventaja te la quitan así que yo eh optado por no usarlos

 

Developer

Fixed!

Gracias

(1 edit)

Surprised nobody mentioned this. Iori's f+A should be supercancellable (not special cancellable) if this is supposed to be KOF2k2 style Iori. Check with KOF2k2.

Developer (2 edits)

Fixed! Will be in the next update! 

Minor nitpick. BASE RUGAL's gigantic pressure (the special not the super) has him running across the screen instead of hovering.

El Tiger Raid de sagat no esta presente con HK

(1 edit)

 

Minute: 44:40

Athena gets stuck in the air if you try to dodge before hitting the ground, it happened twice in the session.

Chonshu's Down+B can be performed infinitely, dealing 100% damage to the opponent. I don't have a video of that but I was able to do it with 3 different characters.

Blue Mary's backdrop real can only be done on the right side.

Kula's "counter shell" (DB + x/y) can't reflect projectiles.

Kim's Jump CD still doesn't work.

Iori12 sff file is with errors on pallets on groups 170, 181, 182, 183, 1922 and 195. Guess the sprites are wrong colored or smt

here, fixed it for yah: fixed sff

Developer

Thank you much!

(7 edits)

No problem :D I've not said it before, and it was a big fault of me, but your game is genial and gorgeous, really! I've tried make something similar in past and my final result was something that was a lot less then what you and your team had accomplished here! Congrats, I love your game, lol! If I could ask anything, I would like that it had a "versus screen" is it on the plans? Also, do you guys checked ikemen go? I dunno if it would be a better engine since its newer, but thats about it.

So, I don't know if it is a choice related of you guys team taste, BUT, I do prefer to battle with cpu thats using the original pallets (except when Im using it, of course). I've made a script in powershell that fix it in the characteres that its needed, are you interested? It puts the original pallet as the first one for all characters, also fix some character not having the original pallet on the LP button. And, besides that, I've made some aesthetic corrections, here are they:
- Raiden original color fix for continue screen (it shows him green, should show him blue) (sff fix)
- Vega (Claw) original color fix for continue screen (it shows him green, should show him blue) (sff fix)
- Sagat pallet intro\taunt (sff fix)
- Benimaru original pallet fix
- Billy original pallet fix (for his colors on kof2k3, black and yellow, like in the portrait)
- Chris Orochi original pallet fix

Oh, btw, your iori12 have a strange bug (probably a feature from the original character) some stages just loads weird backgrounds when using him (kof96 fatal fury; and kof 97 japan comes to my mind now), I improved his sff again btw. Wouldnt you guys consider to change it for the by Ikaruga? (http://ikrgmugen.web.fc2.com/kof02um.html) since it is already in kof2002um style I guess it would be simple to adapt it for the game.


Also, I've made two new pallets for king based on her kof2k pallets. The first one is more like her portrait in the game, using a dark red jacket, so I've configured it to be the original pallet.

And thats about it. I can send you all of it and you can see if you are interested on those changes and fixes =) thanks again by the awesome work of your team!!!!

Developer

https://discord.com/invite/9GBtVqC join the discord! we can be active  about some of these ideas! 

(2 edits)

Saisyu -"thundering hammer" is not cancellabe.. Should be this way?

Vice - can't dodge roll while foward walking. Instead she does "monstrosity"

Tung - has at least one DM and one SDM that is not on his move list. The DM is like the "halo basher" but on the ground, and the SDM is a powerful version of the "power wave" or "power tsunami".. both impossible to be executed, at least by me, but which he uses when You fight him in arcade mode.

Developer

Everything is now fixed however i can not find "The DM is like the "halo basher" but on the ground," if you could give some more info that would be great!

Hay un error en Sagat este ocurre al apretar start o el botón de burla este cambia de paletta de color (version 29)

Developer

Fixed!

Tung - has at least one DM and one SDM that is not on his move list. The DM is like the "halo basher" but on the ground, and the SDM is a powerful version of the "power wave" or "power tsunami".. both impossible to be executed, at least by me, but which he uses when You fight him in arcade mode.

Vice - can't dodge roll while foward walking. Instead she does "monstrosity".

(1 edit)

1. In version 31, there is an error in the color palette of K's intro during his battles against Kula, K9999, and others.

2. Orochi Leona's original color palette (leona10.act) is not on p1.

3. Chizuru and Maki's portraits and color palettes seem to be reversed. Chizuru's original portrait had bangs on the right side and a smile, and her original color palette had a darker shade of white, but now it's completely the opposite.

Developer

Fixed! Thank you much! 

Mukai cannot load in as its having errors as it says: muaki.def failed to load.

Developer

fixed!

Deleted 4 days ago
Developer

Working on these. Pallet will take some time to do. 

King has an strange bar from kof 2001 and in the KOF 2002 scenarios we have an scenario that the background is white and the characters fight in the air

Bruh

I think i can resolve do you give me permission to?

(2 edits)

En esta versión 39 note varias cosas curiosas por así llamarlo primero  el nuevo especial de orochi shermie te tira al suelo mientras que en el 2002 um solo te hace hacia el lado de echo esto como que no tiene mucho sentido ya que el especial se puede mantener apretando el botón rápidamente para golpear múltiples veces y segundo guile te puede arrinconar y pegar 4 sonic boom en la pared y hacerte rebotar de una forma tan asquerosa (me imagino que no me quizo seguir haciendolo solo por que se canso de hacerlo el cpu xD)  tengo video de esto ultimo saludos

  • Balrog has an unlisted special move (hold back, then down-forward + Kick) and an unlisted super (quarter-circle forwardx2 + Punch).
  • Lu Mei has two specials listed as being input using quarter-circle backward + Kick. One, which I presume is supposed to be Nautre's Gift [sic] is actually input using quarter-circle backward + Punch.
  • Vega's backflips are listed as being input using Light Punch or Strong Punch and Light Kick or Strong Kick, respectively, when they require both to be pressed simultaneously.
  • Mr. Karate's Ryuuko Ranbu is listed as using the Kick buttons for its input. It actually uses the Punch buttons.
    • Both the SDM and MAX SDM versions of Haoh Shikou Ken are incorrectly labeled as "Kyokugen Kohou" in the movelist.
  • Both the SDM and MAX SDM versions of Dan's Shinkuu Gadouken are mislabeled as Koryu Rekka. Koryu Rekka's actual inputs (quarter-circle forwardx2 + Kick for SDM, quarter-circle forwardx2 + both Kick buttons for MAX SDM) are unlisted.
  • John's Bear Killer (forward + Light Kick) command normal is listed as also being input using backward + Light Kick, but this isn't actually true in-game.
    • On a side note, it also loses its knockdown property when cancelled into but still can't cancel into anything. Is this intentional?
    • He also has an unlisted command normal (down + Strong Kick in the air)
    • Flying Leg Bomber requires a down-up charge input, but is listed as requiring a down-up motion without holding anything
  • Sima Li's Kicking Tree is listed as requiring a quarter-circle forward + Kick input. It actually requires a half-circle forward motion.
  • Xiangfei's Esaka parries are listed under their KOF 2k2UM inputs (Light Punch + up for high, Light Punch + forward for middle, Light Punch + down for low). The correct inputs are quarter-circle backward + Strong Punch for high, quarter-circle backward + Light Punch for middle, and quarter-circle backward + Light Kick for low.
  • Guile's Sonic Cross is, to my knowledge, impossible to use, no matter how the follow-up is charged.
  • Amanda's Mega Step command normal is listed as being input using forward + Light Kick. It's actually backward + Light Kick.
  • Ash's Bastille Basher-enhanced Nivose (f, d, df + Kick) isn't listed.
    • Ventose doesn't seem to have a Bastille Basher-enhanced version at all.
  • Shermie's Shermie Cute is listed as a normal special move, when it can only be used after command grabs (AFAIK).
  • Hugo has an unlisted move (up + Strong Kick while opponent is downed)
Developer

hell yeah bro. we get on this soon

Developer

I fixed all of this except for ash. I'm confused about the enhanced fireball after his super. There should be no charge time. What else should they be doing?

(1 edit)

I guess a better way to phrase it is that I haven't been able to use his fireball without charging while Bastille Basher is active. I've tried back-forward + Punch, quarter-circle-forward + Punch, and quarter-circle-backward + Punch and haven't gotten anything. 

Dhalsim's Yoga Blast doesn't seem to do anything. The animation plays, and it does have a hitbox, but the opponent just harmlessly passes through it for some reason.