Infinity MUGEN Team

IMT Main => M.U.G.E.N WIP => Topic started by: obreck2 on September 24, 2007, 11:36:31 AM

Title: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: obreck2 on September 24, 2007, 11:36:31 AM
Update 10/6/07: Another video on page 3

The Video. Sorry, its a little choppy:
[youtube=425,350]db4d43RKQto[/youtube]

I've wanted to port an arcade quality Killer Instinct character for quite a while. Finally I sent out and did it using the Mame background remove cheat. I picked Eyedol because I thought he'd be the simplest to start with and he's one of my favorite fighting game bosses.

Features:

- All his moves
- The complete arcade sprite set and visuals.
- Fully functional KI combo system.
- The extended combos Eyedol had in the Snes version.
- Crude but compatible combo breaker and projectile reflection systems.
- KI combo announcer.
- Life recover stomp usable by the player at the cost of super meter.

To Do:

- KI Blood (Sprites already ripped)
- Create an Ultra and Ultimate combo system for him.
- Add more sparks and the pyrotechnics to his fireball.
- Complete the combo annoucement system.
- AI
- Other stuff I'm sure I forgot

I plan to make Eyedol open source so others trying to make KI characters have some base layout code to work with, covering the combo system/combo breakers/ultras/KI fall physics/etc.

I may or may not add the danger mode to Eyedol, since fatality systems in Mugen are so glitchy and KI has Ultimate combos that do the same thing. Any thoughts?
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: .:K.I.N.G:. on September 24, 2007, 11:41:29 AM
thank you man that would be very helpful.
btw could you point me to that background disable cheat please.
i need to know where to get that...thanks
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: BigJ on September 24, 2007, 12:10:23 PM
Very nice.. I've been waiting for a good quality KI character. :) Now if only an accurate Cinder with arcade sprites was made ;*))
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: anjim on September 24, 2007, 12:33:44 PM
oww man eyedol my worst nightmare in KI but are you doing jago too :)
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Lightblackheart on September 24, 2007, 01:39:26 PM
i remember eyedol the hardest fight of killer instintic this will be a boss, cheapo or what?
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: medrops on September 24, 2007, 01:58:39 PM
he is so beautiful..... tear....
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: DARKTALBAIN on September 24, 2007, 04:11:00 PM
Finally a decent KI character ! Man , this is great !!!! Where do I get him ??  Can you make the rest of the arcade quality KI characters ? Especially SabreWolf !   
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: xPreatorianx on September 24, 2007, 04:24:53 PM
dude kickass i will be keeping an eye on this topic i love eyedol he is my fav boss of all time. If you decide to make any more ki chars PLEASE MAKE SABREWOLF!!!!!!!!!! I loved eyedol sabrewolf and cinder ooh and jago. Thanks for making this char m8l!!!!!!
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: ♦ßlôödÑinjå♦ on September 24, 2007, 04:29:20 PM
i must say this takes me back. *sniff*
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: The Rippah, Roo'Jizah Panzermanathod on September 24, 2007, 04:33:57 PM
Nice. I'd like to put Eyedol in my mugen as well.

But, yeah, I wish there was a Sabrewulf out there as well. And, no, not the crummy Johnny Cage/Sabrewulf character.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: I_Burner on September 24, 2007, 04:57:41 PM
(http://i193.photobucket.com/albums/z320/I_Burner/drool.gif)

FINALLY!!! A GOOD Killer Instinct character for Mugen! And one of the most cool bosses of all time, to boot.

I fully support your open-source approach on this one, as well. Hopefully, this will open the door for more people to convert KI characters (and let us start replacing those shrunken little KFM sprite swaps that are floating around).
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Error Macro on September 24, 2007, 05:13:29 PM
Obreck = king

BOW DOWN TO THE KING!

Thats awesome dude! I always wanted a Eyedol!

AND OPENSOURCE!?!?!

I may finally restart Cinder!

*Bows more*
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Magma MK-II on September 24, 2007, 08:14:24 PM
 XD|| XD|| XD|| XD|| XD||

We want Killer Instinct! Everybody!

 >:-(-|I really don't know why nobody made KI chars yet! And why most of Mugen creator prefer to create crappy Ryu edits.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: DARKTALBAIN on September 24, 2007, 08:28:41 PM
He even has the "Killer Combo" announcements like all KI characters should . This character rocks !!!!!


 
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Lightblackheart on September 24, 2007, 10:48:21 PM
XD|| XD|| XD|| XD|| XD||

We want Killer Instinct! Everybody!

 >:-(-|I really don't know why nobody made KI chars yet! And why most of Mugen creator prefer to create crappy Ryu edits.

 >:-(-| i too dont know what they dont make more KI char are they hard to code??
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: The Rippah, Roo'Jizah Panzermanathod on September 24, 2007, 10:53:31 PM
Compared to most other creations, a KI character shouldn't be any more difficult to make than other accurate characters. Not to say it's easy, but a good coder could code a KI character.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: malisiousjoe on September 24, 2007, 11:49:52 PM
I really like the char! He's the right size, has all his original moves, and bring over the KI announcer :o.
Question: Will you be able to charge and then swing his club like in the game? I used to do the killer combo and after the opponent was knocked into the air I would charge in place the release run and swing the club before they landed to get an extra hit. I would want that to change in the translation ;D.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Spectre on September 25, 2007, 12:50:58 PM
omg eyedol looks amazing.Great to see a good looking accurate version of a ki character for mugen  ;D i thought you might be making this when i saw that you posted the spritesheet over at sprite database the other day. anyway good luck with the char man - looks awesome!
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Mugen Toons on September 25, 2007, 01:32:14 PM
wow this wip looks so awesome i cant waith for the release
i love the killer instinc game  =D>
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: MÅÐKÅT on September 25, 2007, 04:43:25 PM
 :o Just what i needed ;D I was thinking if someone like to do a KI full Mugen game :P I was starting ripping orchid with the bg removal code, KI doesn't run so fast on my pc, but that's one reason to port on Mugen, i'll be waiting for this release and with the Ki template it will be more easier and faster to do the full game. Congrats =D>
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Lightblackheart on September 25, 2007, 04:55:00 PM
:o Just what i needed ;D I was thinking if someone like to do a KI full Mugen game :P I was starting ripping orchid with the bg removal code, KI doesn't run so fast on my pc, but that's one reason to port on Mugen, i'll be waiting for this release and with the Ki template it will be more easier and faster to do the full game. Congrats =D>

great idea  ^:)^  =D>
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: obreck2 on September 25, 2007, 05:00:29 PM
Got the shadow move system in last night (I want Eyedol to be a complete KI character, filling in what Rare left out).

Eyedol now has a shadow version of his leap attack and triple fireballs. Also I nice little counter appears in the corner showing you how many more shadow s you have left.

Shadow moves were aquired after you performed a combo breaker. Then you could perform powered up versions of some of your moves that had a gray afterimage. That was back in 94' when afterimages in fighting games were a new thing. They lost their afterimages in the Snes version:

(http://i178.photobucket.com/albums/w247/Obreck1/Mugen/mugen123-1.png)

I also got a proper hit count display for the combo system. Will count the number of hits you dished out up to 80 just like in KI:

(http://i178.photobucket.com/albums/w247/Obreck1/Mugen/mugen124.png)

Eyedol's nasty infinite from the arcade version will only be able to land a limited number of hits in this version (Though the damage is so reduced by that many hits it was more annoying than broken). However after performing his Ultra he'll get it back if you want to further your show boating on an already dead character.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: ♦ßlôödÑinjå♦ on September 25, 2007, 05:03:29 PM
omg awesome progress your doing a great job.  =D>
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: BigJ on September 25, 2007, 05:19:35 PM
Man I cant wait for Eydol... He's gonna be my new boss char.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: The Rippah, Roo'Jizah Panzermanathod on September 25, 2007, 05:25:55 PM
Ah, yes, the shadow moves.

Granted, I never played the arcade version. The roms needed a certain plugin I could never find.

So I had to settle down with the not as good but still good SNES version.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Error Macro on September 25, 2007, 05:29:22 PM
Got the shadow move system in last night (I want Eyedol to be a complete KI character, filling in what Rare left out).

Eyedol now has a shadow version of his leap attack and triple fireballs. Also I nice little counter appears in the corner showing you how many more shadow s you have left.

Shadow moves were aquired after you performed a combo breaker. Then you could perform powered up versions of some of your moves that had a gray afterimage. That was back in 94' when afterimages in fighting games were a new thing. They lost their afterimages in the Snes version:

(http://i178.photobucket.com/albums/w247/Obreck1/Mugen/mugen123-1.png)

I also got a proper hit count display for the combo system. Will count the number of hits you dished out up to 80 just like in KI:

(http://i178.photobucket.com/albums/w247/Obreck1/Mugen/mugen124.png)

Eyedol's nasty infinite from the arcade version will only be able to land a limited number of hits in this version (Though the damage is so reduced by that many hits it was more annoying than broken). However after performing his Ultra he'll get it back if you want to further your show boating on an already dead character.
Dude thats awesome!

Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: obreck2 on September 25, 2007, 05:35:33 PM
Compared to most other creations, a KI character shouldn't be any more difficult to make than other accurate characters. Not to say it's easy, but a good coder could code a KI character.

Coding his hasn't been as troublesome as I thought it would. However there are some definite hurdles when bringing a KI character to Mugen:

1. While KI has a large cult following, its not as popular as say Capcom/SNK games. More creators are going to go for the  more well known games. I always feel old knowing the last KI game was made in 1995. Now on to those hurdles....

2. Ripping from the arcade port is a mess. The background disable cheat made it much easier, but the cheat is unstable and difficult to understand the instructions of. Then you still have to get your character's rather large framecount, then seperate the afterglow effects all the characters had. And the afterglow effects come out the wrong tint, since the disabled background is light gray. Transparent effects are best ripped from an all black background.

Glacius fans are double screwed with that ice mist obstructing the sprites. Shame, because he was one of the characters I considered making a followup to Eyedol.

3. KI gameplay is quite different from the standard Mugen fare. No super moves, the KI combo system, combo breakers, shadow moves, and some noticeable differences in their physics (Example: KI characters don't bounce backwards after being knocked up in the air by an opponent, they smack ground like a rock with only a small "no-vel X" bounce up.) Not exactly a good beginner's project.

But hopefully by the end of the week I'll have Eyedol complete and an open source KI template in the process. I'm on vacation and have no trips planeed so, nothing better to do in the daytime.

I'll have to include instruction for using the M1 mame sound ripping utility ;*))

Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Lightblackheart on September 25, 2007, 07:15:26 PM
i now understand
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Magma MK-II on September 25, 2007, 07:51:19 PM
Will he have the "NO MERCY" move?

And when he wins, will the screen "SUPREME VICTORY" appear?

These are good ideas!
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: malisiousjoe on September 25, 2007, 10:25:30 PM
Question: Will you be able to charge and then swing his club like in the game?
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: The Rippah, Roo'Jizah Panzermanathod on September 26, 2007, 01:06:51 AM
Compared to most other creations, a KI character shouldn't be any more difficult to make than other accurate characters. Not to say it's easy, but a good coder could code a KI character.

Coding his hasn't been as troublesome as I thought it would. However there are some definite hurdles when bringing a KI character to Mugen:

1. While KI has a large cult following, its not as popular as say Capcom/SNK games. More creators are going to go for the  more well known games. I always feel old knowing the last KI game was made in 1995. Now on to those hurdles....

KI was a pretty good game, 'nuff said. Still, look at all the game characters made from pre-'95 games. Liking an old game is nothing to be ashamed of.

2. Ripping from the arcade port is a mess. The background disable cheat made it much easier, but the cheat is unstable and difficult to understand the instructions of. Then you still have to get your character's rather large framecount, then seperate the afterglow effects all the characters had. And the afterglow effects come out the wrong tint, since the disabled background is light gray. Transparent effects are best ripped from an all black background.

I really don't want to rip sprites myself. I'm pretty sure I'd screw up royally. Hell, one of my first character ideas was making a Tekken Advance Yoshimitsu.

Glacius fans are double screwed with that ice mist obstructing the sprites. Shame, because he was one of the characters I considered making a followup to Eyedol.

Good. WORK ON SABREWULF NEXT! Don't and I'll... I'll...
>:(

3. KI gameplay is quite different from the standard Mugen fare. No super moves, the KI combo system, combo breakers, shadow moves, and some noticeable differences in their physics (Example: KI characters don't bounce backwards after being knocked up in the air by an opponent, they smack ground like a rock with only a small "no-vel X" bounce up.) Not exactly a good beginner's project.

Of course it's no beginner's project. As I said, it wouldn't be easy. The combo system is do-able, as are everything else (considering there are a few characters out there that can attack while being attacked. No, I'm not counting the ones using superarmor.) As for the physics, couldn't that be altered by messing with the character's common.cns file?

But hopefully by the end of the week I'll have Eyedol complete and an open source KI template in the process. I'm on vacation and have no trips planeed so, nothing better to do in the daytime.

Of course. I won't tell anyone you're a vampire.

I'll have to include instruction for using the M1 mame sound ripping utility ;*))


Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: DARKTALBAIN on September 26, 2007, 02:09:56 AM
This is great news I can't wait until the end of the week ! I've always like KI also . Wondered why someone never made good versions of the characters for Mugen . Now I see why , they are pretty much a pain . I'm glad your working with th KI 1 characters as opposed to KI 2 . I liked KI one much better !  ;D
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: The Rippah, Roo'Jizah Panzermanathod on September 26, 2007, 02:21:43 AM
Yeah. I liked KI more than KIGold/2 as well.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: obreck2 on September 26, 2007, 08:24:21 AM
Alright ;D

I've managed to create a system that keeps the opponent from dying until they regain control off themselves. This allows Eyedol not be interrupted by a KO in the middle of one of his combos, P2 isn't KOed till after recovering or smacking the ground from a knock up hit. Just like Killer Instinct.

Oh, and I've completed Eyedol's Ultra Combo too   ;)

Question: Will you be able to charge and then swing his club like in the game?

yes. he can also do his charge cancel, and charge jump cancel.
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: xPreatorianx on September 26, 2007, 03:10:11 PM
um how about my propisition obreck? is that cool or no you dont wanna do it? because id be glad to let you beta test my shin lv 2 akuma in exchange for beta testing your eyedol!
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: malisiousjoe on September 26, 2007, 07:30:51 PM
Alright ;D

I've managed to create a system that keeps the opponent from dying until they regain control off themselves. This allows Eyedol not be interrupted by a KO in the middle of one of his combos, P2 isn't KOed till after recovering or smacking the ground from a knock up hit. Just like Killer Instinct.

Oh, and I've completed Eyedol's Ultra Combo too   ;)

Question: Will you be able to charge and then swing his club like in the game?

yes. he can also do his charge cancel, and charge jump cancel.
:o #:-S ;D
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: obreck2 on September 27, 2007, 09:17:45 AM
New video:

[youtube=425,350]XGT1v4ns6mY[/youtube]

New stuff it shows:

- Shadow moves. Eyedol has a shadow move version of his jump attack and fireballs he can perform after landing a combo breaker. They're the ones with the gray afterimages. I even added a little counter in for how many shadow moves you have left when you have them.

- Blood. Got all the KI blood effects in, or at least all the ones Eyedol uses. I even incorporated my colored blood system. Notice Reptile bleeds green in the video?

- P2 won't KO in the middle of a combo. They'll KO after recovering or hitting the ground like in KI.

- Better projectile FX. Added more sparks and the all move more at random. Also added in the burning effect to P2 that the arcade KI had when you hit with a projectile. Shame Mario was the only one who actually got hit with one of Eyedol's projectiles... but at least you can see the FX then.

- The Ultra Combo! I thinking of replacing the hop part with a few projectile shots. Any thoughts on that idea?

- After landing an Ultra Eyedol can perform his infinite juggle to add insult to an already defeated opponent. There's a juggle cap on it normally in my version.

um how about my propisition obreck? is that cool or no you dont wanna do it? because id be glad to let you beta test my shin lv 2 akuma in exchange for beta testing your eyedol!

I might be willing to trade betas by the weekend. By then I should have the danger mode in. After that before a public release I want to build in a KI character detection system, for accurate breaker timings, reflected projectiles, etc when 2 KI characters built off my Eyedol mold battle. Letting someone or two look at it and test things I may not have thought of would be helpful.

Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: BigJ on September 27, 2007, 11:18:25 AM
Wow... that really got me hyped up. You are a god Obreck.
Title: Re: Eyedol (Killer Instinct Arcade) Updated: New Video.
Post by: Magma MK-II on September 27, 2007, 12:19:37 PM
57 HITS!  XD||

Will he have the "NO MERCY!"?
Title: Re: Eyedol (Killer Instinct Arcade) Video Preview.
Post by: Error Macro on September 27, 2007, 05:09:16 PM
Wow... that really got me hyped up. You are a god Obreck.
Thats why I liked KI, the combo announcer, and the fast paced combos get you really hyped up.
Title: Re: Eyedol (Killer Instinct Arcade) Updated: New Video.
Post by: DARKTALBAIN on September 28, 2007, 06:47:27 PM
 ^:)^ ^:)^ ^:)^ ^:)^  OMG ! I love this character can't wait for him to come out !
Title: Re: Eyedol (Killer Instinct Arcade) Updated: New Video.
Post by: ♦ßlôödÑinjå♦ on September 28, 2007, 06:55:49 PM
ultra cooomboooo   =D> amazing.
Title: Re: Eyedol (Killer Instinct Arcade) Updated: New Video.
Post by: malisiousjoe on September 28, 2007, 08:58:44 PM
Wow you updated a lot in a little time...amazing!
Title: Re: Eyedol (Killer Instinct Arcade) Updated: New Video.
Post by: DarkMoonWolf on October 04, 2007, 03:03:41 PM
Impressive character.
Like to try him out when he is released :thumbsup:

 >:-(-| Wonder why many people found him a ugly and an bad end boss.
I always liked him  :-??
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video.
Post by: obreck2 on October 06, 2007, 10:52:20 PM
New video showing off finishers:

[youtube=425,350]e6REfmE1ITY[/youtube]

He's getting close to completion. Just a few more adjustments, another no mercy move and a universal combo breaker system so non KI characters can escape his combos.
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: DARKTALBAIN on October 06, 2007, 11:16:14 PM
Dude , that's Awesome !!!!
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: Error Macro on October 06, 2007, 11:37:46 PM
I love the Matt humiliation. :DxDie
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: ★Leon★ on October 06, 2007, 11:39:44 PM
Eyedol is gonna rock  :w00t:
also..
I love the Matt humiliation. :DxDie
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: ♦ßlôödÑinjå♦ on October 06, 2007, 11:40:15 PM
wow poor erick
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: obreck2 on October 07, 2007, 09:10:46 AM
wow poor erick

Yeah, but he's tough. Took an impalement and got right back up to throw a tantrum for losing :P

That fatality does lose a bit of its effect on characters that get up after losing.
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: juelz aka wolfi on October 07, 2007, 10:20:49 AM
one hell of a character
are u gona make more KI characters? (sabrewulf,etc)
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: MÅÐKÅT on October 07, 2007, 11:20:30 AM
 :O*D Awesome character. Finally KI will be ported to Mugen  =D> This will be the release of the year. So much better than the original  ^:)^ waiting the release  :P
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: C.R.O.M. jodafro619 on October 07, 2007, 11:46:31 AM
exellent character!!! I can't wait to put him on a ditrt-ball boss squad. I just hope he doesn't come up first LOL!!! Good job! :) :thumbsup:
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video.
Post by: Magma MK-II on October 08, 2007, 12:13:06 PM
New video showing off finishers:

[youtube=425,350]e6REfmE1ITY[/youtube]

He's getting close to completion. Just a few more adjustments, another no mercy move and a universal combo breaker system so non KI characters can escape his combos.

Excellent work! Now we have "HUMILIATION" and "NO MERCY"!

 >:-(-| Where did you found that Clown?
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: obreck2 on October 10, 2007, 12:40:54 AM
Update: I've added in the ability to combo break Eyedol with non-KI players. Non-KI  opponents get a boost of super meter and some of their lost life back when breaking one of Eyedol's combos.

One note however: the breaker animation is chosen from a series of educated guesses from animation IDs, most of which are commonly used for attacks in Mugen (1020,1010,1000,200,180,190,0). The visual results are kind of hit or miss. To compensate Non-KI players can be given an animation that overrides the guessed ones by giving it the ID 29906. Guess I have an excuse to update all my characters, in part so they are fitted for this combo breaker system  #:-S

Oh, and RyuUi SinYongKwon's Micheal Jackson uses a proper dance animation when Humiliated. No need to mod Michael either.

>:-(-| Where did you found that Clown?

Sorry, I honestly can't remember. I remember it was an obscure Mugen site, one that might be defunct. He's from the arcade game Fighter's History. Also the port I have is an abandoned WIP with no sound and missing specials :(
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: ♦ßlôödÑinjå♦ on October 10, 2007, 12:47:26 AM
thank you for the reports  :thumbsup:
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: .:K.I.N.G:. on October 10, 2007, 01:03:24 AM
 =D> :thumbsup:
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: DARKTALBAIN on October 10, 2007, 02:33:19 AM
 :thumbsup: :thumbsup: :thumbsup: :thumbsup:

I really can't wait for this character !!!! Obreck you think he'll be out in time for my birthday ? It's the end of the month .
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: Mugen Toons on October 10, 2007, 11:12:13 PM
 ^:)^  :thumbsup:
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: malisiousjoe on October 11, 2007, 12:02:18 AM
The fatality looks awesome and the fact that any char can combo break means you have put a lot of thought in the char :).
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: obreck2 on October 11, 2007, 05:37:31 PM
Bad news: Due to the fact Mugen doesn't seem to be able to read advanced input from an opponent, the universal combo breaker system does not work  ~X(

It was to run off the trigger:

Code: [Select]
trigger1 = enemy,command = "EnemyBreak1"
However after some highly frustrating testing I learned Mugen won't check for a P1 command in P2 properly. For many characters it doesn't work at all, others the command doesn't translate right. For example one of the Ryus I have just hitting y registers as the "EnemyBreak" command  8-}

Fortunately I was still able to get the simple button mashing needed for P2 to escape danger mode to work. Also most Hyper attacks can't be broken by Eyedol so non-KI characters still have their advantages against him.

To sum it up, people who don't have combo breakers won't be able to combo break Eyedol. Unless a miracle happens.
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: Magma MK-II on October 11, 2007, 06:31:04 PM
Bad news: Due to the fact Mugen doesn't seem to be able to read advanced input from an opponent, the universal combo breaker system does not work  ~X(

It was to run off the trigger:

Code: [Select]
trigger1 = enemy,command = "EnemyBreak1"
However after some highly frustrating testing I learned Mugen won't check for a P1 command in P2 properly. For many characters it doesn't work at all, others the command doesn't translate right. For example one of the Ryus I have just hitting y registers as the "EnemyBreak" command  8-}

Fortunately I was still able to get the simple button mashing needed for P2 to escape danger mode to work. Also most Hyper attacks can't be broken by Eyedol so non-KI characters still have their advantages against him.

To sum it up, people who don't have combo breakers won't be able to combo break Eyedol. Unless a miracle happens.

Don't worry about this too much. This turn out that only KI chars can combobreak him, and this is good, in a way of looking!
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: BigJ on October 11, 2007, 07:06:52 PM
hmm... I suggest that when you code his ai, you don't make him spam combos all the time then. :thumbsup:
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: malisiousjoe on October 11, 2007, 09:02:56 PM
hmm... I suggest that when you code his ai, you don't make him spam combos all the time then. :thumbsup:
I would have to agree with Big J. Now that we know non-KI char will have a hard time defending his onslaught of combos.
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: JonnyTanna on October 11, 2007, 10:01:53 PM
In the calm words of Ali G... Respect!!! :w00t:
That's an amazing effort.. glad someone hasn't forgotten about Killer Instinct..
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: obreck2 on October 12, 2007, 12:05:33 AM
hmm... I suggest that when you code his ai, you don't make him spam combos all the time then. :thumbsup:
I would have to agree with Big J. Now that we know non-KI char will have a hard time defending his onslaught of combos.

Hmmm... sadly I don't think that possible either. Mugen's built in AI likes to perform chain attacks on its own. Didn't even have to program my AI to perform combos. Just the starting attacks. And being a KI character at least half of his attacks can be turned into a combo, so, ummm......  ~X(  @-)  8-}

Non-KI characters do have 3 advantages against Eyedol. Eyedol has no throws or unblockable attacks. Also he cannot combo break hyper rank attacks, meaning most super moves cannot be broken by him. And his abnormal jump can NEVER be used to jump over someone, since it automatically stops him close to the opponent.

I tested Eyedol on a variety a characters and have to say he is really hit or miss. Some characters can fend him off with little effort. Others just cannot do anything to him. My Shao Kahn and Kintaro pwn Eyedol. Death Adder and my MK ninjas tend to be a balanced fight against Eyedol. Shoto characters do well on him, as well as many other street fighter characters. Proofed'Up Matt however tends to slaughtered.
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: malisiousjoe on October 12, 2007, 01:28:04 PM
Quote from: obreck2"
Proofed'Up Matt however tends to slaughtered.
I can understand that. Even if his AI is hard on some he still will be put in my line up ;D.
Title: Re: Eyedol (Killer Instinct Arcade) UPDATED with 3rd video
Post by: Magma MK-II on October 15, 2007, 11:21:42 AM
Hey, he is a boss char, he has to be somewhat cheap!
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