Thread Rating:
  • 7 Vote(s) - 4.29 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Mod: LF2 Extra
#11
Hope I can post it here, instead of creating another thread.
I wanted to make a mod for a long time, but keep losing interest or not being happy with stuff I made, so I will just upload it as it is and will try to add more stuff to this as a base.

What's in so far?

Characters (Click to View)
New backgrounds:
Empty Coliseum (Click to View)
CUHK at night (Click to View)
Tai Hom Slums (Click to View)
Lee on Road copy for use in stage mode


The only stage mode edit right now is additional row of trees in stage 1. You also get one injured Jack criminal at beginning and ability to call for others that might be hidden behind trees, by using "come" command

[Image: Fdji2kr.png] [Image: jVFqJDe.gif]

[Image: BMIXC9N.gif]

Crates will drop random items while getting destroyed, might add ice sword to it

Download
Reply
#12
Decided to add some stuff from original thread and few new ones.

Deep defend+A (Click to View)
Deep >>+DA (Click to View)
John D^A+< (Click to View)
Louis >>+A (Click to View)
Woody >>+JA (Click to View)
Woody jump+D>J (Click to View)
Davis >>+JA (Click to View)
Davis >>+DA (Click to View)
[Image: hJUn9YR.png]
Beginning of second row of trees at the end of stage 1-1

Removed Henry jump+D>J and Dennis jump+D>A from last post and polished some stuff

Download
Reply
Thanks given by: STM1993 , Memento , LutiChris
#13
(08-06-2020, 04:24 PM)The_Hari Wrote:  John D^A+<
[Image: PMhNS24.gif]
Same move as John in LF1, unfinished for now
I noticed that you're using the same method as in YinYin's LF half, where John is forced to keep walking.

You can consider making John actually spawn a type 2 heavy weapon that turns into the disc, and have itr kind 2 to pick it up(which does mean requiring you to go to frame 116-117 unfortunately, and input will be D^AA instead).
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
Reply
Thanks given by: The_Hari
#14
(08-06-2020, 04:35 PM)STM1993 Wrote:  I noticed that you're using the same method as in YinYin's LF half, where John is forced to keep walking.

That's how i thought it was in LF1, guess just becasue of YinYin's mod. In that case I will try type 2, but only if I'm able to skip picking animation with itr kind 8
Reply
Thanks given by:
#15
Can anyone explain how these JA moves actually work ..

You press both of them together but when I looked in data , I found the staring frame of the move was having frame number 210 ...

In walking and standing hit_j goes to something other than 210 (like hit_j:209)

:p
Have a Good Day !!!
Stuff you might like (Click to View)
Reply
Thanks given by:
#16
(08-07-2020, 04:12 PM)sssks6070 Wrote:  Can anyone explain how these JA moves actually work ..

You press both of them together but when I looked in data , I found the staring frame of the move was having frame number 210 ...

In walking and standing hit_j goes to something other than 210 (like hit_j:209)

:p
That's exactly it. See here.

LF2 has two input detection systems.
One is the default input from state 0/1, the other one is hit_whatever.

When you simply press J, hit_j takes priority.
However, if press J+A together, the game gets "confused" and just uses the default input and goes to frame 210.

Same logic applies for D+A / D+J, but it goes to frame 110, which is not recommended because frame 110 has some important properties.

There are a couple of flaws with this system however.
* The default input detection has a longer buffer detection window than the hit_whatever's window. Which means it is actually possible to press J and get JA instead if you press it at a specific timing early.
* hit_whatever doesn't work if you run out of mana, which means you suddenly can't jump. Which also means this method is actually not recommended for characters who have -mp moves like Dennis(D>J) or Firen(D>J/DvJ).
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
Reply
Thanks given by: darkfiren
#17
I think I fixed everything that was added so far in terms of missing sounds, wpoints and better itr stats, didn't even realized how much I'm forgetting while adding even the simplest changes.
Here is some new stuff:

Rudolf catch+D>A (Click to View)
Louis jump attack (Click to View)
Deep DvA+D>J (Click to View)
Dennis DvA+< (Click to View)
Rudolf catch+DvJ update (Click to View)
John's crystal breaking (Click to View)
John DvA/super punch update (Click to View)
Dennis >>+DA (Click to View)
Sprites aren't finished but there is also Firen's burning run attack and currently updating Davis horizontal dragon punch, which he can now perform also from running.

I was trying to make something more interesting with >>DA moves, as the input is quite awkward, so wanted to make it more worth it and deleted Deep's one from previous post and go for shorter and energy less version of D>J that he would keep running after performing. For Davis I slightly edited kick sprites and gave him state 7, as sprites looked similar to his defend pose, but scrapped both of them. Although I started collecting sprites that I won't use, so they will be for a grab.

Would like to ask you guys for some ideas for moves, like variations/expansions/combo possibilities of already existing ones
Reply
Thanks given by: STM1993 , darkfiren , JCostal
#18
Fantastic work ...

What about providing a higher dvx in Rudolf's Catch D>A when he hits the enemy with his swords .

I would like to see the sprites you collected , just put them in a folder give us some time and our ideas will be on the way ..

Here is a short video for some new idea's :D

Here

It would be a nice idea if Woody , Deep , Freeze and few others can perform their energy blast attack in air .

For Henry , I guess you already did it and removed it . Only for (state: 3000) type blasts  :p

(I added something like that in woody but sadly AI hardly uses D>A in air specially woody . He never used it)

It can be useful or it can be useless ...  :(

I always love it to have a few moves which you can perform in air because sometimes they can provide you a good escape , specially when you are dealing with hordes of enemies ...
Have a Good Day !!!
Stuff you might like (Click to View)
Reply
Thanks given by: JCostal
#19
(08-19-2020, 01:32 AM)holyfreeze Wrote:  It would be a nice idea if Woody , Deep , Freeze and few others can perform their energy blast attack in air .

Deep might get it, others probably not, tried it already for some.

Here is spritesheet of unused stuff, hopefully nothing more will be added to it.

[Image: MbtE9yS.png]


And a little of bit of new stuff:
Firen D>J+A (Click to View)
Freeze flipping out of ice (Click to View)
ice and fire ball coliding (Click to View)
Reply
Thanks given by: JCostal , STM1993 , darkfiren
#20
(08-22-2020, 01:33 AM)The_Hari Wrote:  [Image: cuozHX8.gif]
Is there any way to opoint independent object, So Firzen's projectiles will go after both teams?
Unfortunately there isn't, the only known way to make independent objects are:
1) Having it spawn directly from weapon drops / Stage spawning weapon or ball type directly.
2) Having an already independent object hit/pickup a weapon/ball to change its team.

Direct ball to ball collision results in the balls being converted to one specific team, the exact team of which is rather random.

Best thing you can do is make the fire and iceball hold their own separate objects as a weapon, and then upon collision, release the weapon and they will become their own respective set of Firen D^A meteors - half goes to owner of iceball, half goes to owner of fireball.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
Reply
Thanks given by: JCostal , The_Hari




Users browsing this thread: 1 Guest(s)