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Sayaka Miki by Nep Heart (Read 12527 times)

Started by Nep Heart, October 14, 2018, 10:18:10 pm
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Sayaka Miki by Nep Heart
#1  October 14, 2018, 10:18:10 pm
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
Spoiler, click to toggle visibilty

https://www.youtube.com/watch?v=37S8NfkRXLU
https://www.youtube.com/watch?v=jQl8yMXfp4o

(both links are the same videos on different accounts)

 After working on this character for nearly half a year (with a few months of delay due to PC problems in the interim), I finally release my first MUGEN creation using Otz-Kai's version as a resource basis. While her gameplay takes some inspiration from various fighting games such as Marvel vs Capcom, Melty Blood, Guilty Gear and King of Fighters, she is otherwise completely custom. Have fun!

https://1drv.ms/u/s!AvDqTmHZ37DihlJFdprY-GA5Bma6
Last Edit: November 06, 2018, 12:24:24 am by Nep Heart
Re: Sayaka Miki by Nep Heart
#2  October 15, 2018, 01:18:44 am
  • ***
  • ❤ Graphical Enthusiast ❤
    • Japan
Been following your progress on her since you started and i gotta say im extremely impressed. For your first mugen creation she plays VERY well. Best Sayaka in mugen, without a doubt.

The only "Issue" i've come across so far is during her Hyper (QCF_x+y+z), and she gets to the rage part where she screams and goes ham on the enemy, there is a small positioning issue when using Zoom on 16:9 resolutions.

Screenshot:
Spoiler, click to toggle visibilty

Absolutely fantastic job though <3
Re: Sayaka Miki by Nep Heart
#3  October 15, 2018, 01:46:58 am
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  • くすぐる
    • Brazil
    • deathscythemugen.neocities.org
Finally :sugoi:
Gonna test it later.
Spoiler, click to toggle visibilty
Re: Sayaka Miki by Nep Heart
#4  October 15, 2018, 01:55:17 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
The only "Issue" i've come across so far is during her Hyper (QCF_x+y+z), and she gets to the rage part where she screams and goes ham on the enemy, there is a small positioning issue when using Zoom on 16:9 resolutions.

Screenshot:
Spoiler, click to toggle visibilty

 Whoops, that's gonna need to be my next fix when I get back from work tomorrow. Do the palette changes for the characters and background work correctly in your MUGEN at least (background turning red and characters turning black on the final blow)?

Spoiler, click to toggle visibilty

 
Spoiler, click to toggle visibilty
Re: Sayaka Miki by Nep Heart
#5  October 15, 2018, 02:19:10 am
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  • ❤ Graphical Enthusiast ❤
    • Japan
Whoops, that's gonna need to be my next fix when I get back from work tomorrow. Do the palette changes for the characters and background work correctly in your MUGEN at least (background turning red and characters turning black on the final blow)?

Yeah, the BG turns red on her final hit and they do turn black. Only issue i saw was the positioning.
Re: Sayaka Miki by Nep Heart
#6  October 15, 2018, 07:37:04 pm
  • ***
    • USA
I've noticed that if she uses her burst while she's facing away from her opponent, then the opponent will be launched towards her rather than away from her.

You may want to add something like this to prevent that from happening.
Code:
[State 8000,]
type = Turn
trigger1 = facing * enemynear(0),facing = 1

This way, she'll immediately turn to face the opponent, which causes the burst to launch the opponent in the right direction.
Re: Sayaka Miki by Nep Heart
#7  October 16, 2018, 12:46:29 am
  • ****
  • Cute Bounty Hunter
What if there are opponents as in plural, and they're surrounding her?

But then again, coding for Simul...
Re: Sayaka Miki by Nep Heart
#8  October 16, 2018, 12:52:57 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
I've noticed that if she uses her burst while she's facing away from her opponent, then the opponent will be launched towards her rather than away from her.

You may want to add something like this to prevent that from happening.
Code:
[State 8000,]
type = Turn
trigger1 = facing * enemynear(0),facing = 1

This way, she'll immediately turn to face the opponent, which causes the burst to launch the opponent in the right direction.

 Thanks, that worked like a charm actually.

What if there are opponents as in plural, and they're surrounding her?

But then again, coding for Simul...

 She doesn't work too well in Simul Mode due to her coding working under the presumption of a 1-on-1 environment anyway. Examples being that her damage scaling not functioning at all and ignoring her built in juggling system when in Simul.

 Anyway, I got a fair amount of feedback in and out of MFG, so, I'll have a busy week updating the character to fix her issues. Keep up the feedback, it makes the character better every time I fix her.
Re: Sayaka Miki by Nep Heart
#9  October 19, 2018, 09:03:15 am
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  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 Updated the trailer link because Dailymotion is being a pain in the ass as usual. Requested it to both of my friends.
Re: Sayaka Miki by Nep Heart
#10  October 22, 2018, 12:48:58 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 Sayaka Miki updated. Download link now will reflect this.

 What has been fixed?

Quote
- Increased start-up time and minimal height threshold of all air dashes.
- Decreased hitstun on all air normals.
- Made it so that after 20 hits, air normals have increased corner pushback.
- Burst fixed to always face opponent on use.
- Fixed Affetuoso's positioning for P2 in custom state; it should be more consistent in multiple resolutions now.
- New portrait (previous one wasn't as good as previously thought).
- Fixed P1 and P2's positioning during Grandioso.
- Arioso cancels are made more lenient in timing for more consistent comboing.
- Fixed custom state for j.2z's hit after a ground bounce.

 Edit: Also, accidentally removed the time value for the level 3 KO palfx, restored that now too.
Last Edit: October 22, 2018, 05:48:43 am by Nep Heart
Re: Sayaka Miki by Nep Heart
#11  October 23, 2018, 10:51:57 pm
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 Another small correction that was overlooked.

 Fixed mid-air jump to not occur during states that it shouldn't be able to work in.
Re: Sayaka Miki by Nep Heart
#12  October 23, 2018, 11:05:14 pm
  • *****
  • You came to defeat me!? Hmph. In your dreams, bud!
  • RoK Member & MUGEN Lover & Editor
    • Brazil
    • guiaugusto20@hotmail.com
    • Skype - guiaugusto20


Simply AMAZING! * . * Congrats for the first creation Nep Heart. :)
Oh, i know that you're working on another char, but any plans on the other Puella Magi girls?
Re: Sayaka Miki by Nep Heart
#13  October 23, 2018, 11:34:16 pm
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
[youtube]https://www.youtube.com/watch?v=QUpAYgnyi6g[/youtube]

Simply AMAZING! * . * Congrats for the first creation Nep Heart. :)
Oh, i know that you're working on another char, but any plans on the other Puella Magi girls?

 Thank you, glad that you find her fun to play. If you find any issues, do report them. It always makes the character better whenever I can fix anything.

 Also, I most likely consider Homura as the next PMMM character, probably after I finish Akyuu.
Re: Sayaka Miki by Nep Heart
#14  February 11, 2019, 02:32:59 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 Decided to make early updates for all characters this time instead of waiting until I release my next character, so, have fun with that, everyone.

 Here's Sayaka's updates...

- J.2y completely overhauled with far more utility to allow Sayaka to bounce off non-lying opponents and be able to chain off non-command aerials. To compensate, it now does less damage and scales damage slightly more.
- Improved aesthetics.
- Standardized ground throw.
- J.2z's knockdown hit after ground bounce is used up is now a hard knockdown, allowing Sayaka more follow-up options (such as making more use of Melodia and Aria)
- Corner pushback on all aerial normals increased.
- Air dash speed slightly increased, but its travel distance slightly reduced to compensate.
- Reduced overall guard crush damage potential.
- the x version of Forzando has damage revised based on Sayaka's current life; less life = more damage.

 The updates for everyone including Sayaka...

- Fixed wall bounce animations, hurtboxes and a bug that was found in them.
- Fixed ground bounce animations and hurtboxes.
- Fixed custom tripping animations and hurtboxes.
- Revised projectile reflectors for characters who have one.
- Added Gold Burst and Bursting now uses up all juggle points on hit.
- Revised ground teching to be similar to Melty Blood's.
- Revised lv3/lv5 super aesthetics.
- Tweaked all damage scaling.
Last Edit: February 12, 2019, 04:38:34 pm by Nep Heart
Re: Sayaka Miki by Nep Heart
#15  February 17, 2019, 07:48:55 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 A minor mechanic revision update for all characters since I've finally figured out how to make certain things work.

- Made ground teching more consistent in that it will work even against knockback that can't be recovered from normally with the exception of most custom hit states much like Melty Blood.
- Most ground normals with certain exceptions such as launchers and dash attacks can be cancelled into a jump on hit or on block much like aerial normals can; alas reinforcing the Guilty Gear inspiration further.
- To compensate for the above, all aerial normals will cause both P1 and P2 to experience increased push back the more a grounded opponent is being combo'd or the lower their guard crush meter is.
Re: Sayaka Miki by Nep Heart
#16  March 13, 2019, 04:18:05 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance.

all characters:

- Corrected another cornerpush quirk.
- Revised counter hit notification and Burst icon FXs.
- Added recovery notification FX.
- Added a juggle meter that appears under opponent whenever they are being juggled.
- Fixed a bug in projectile reflectors for all characters who have one.
- Corrected buffering on all half-circle commands for those that have it.
- Corrected issue where Spell Bonuses failed against super/hyper armor.
- Fixed aerial guard crush/counter hit custom hitstates.

Sayaka:

- Increased pushback and overall damage on Tempestoso. It also causes knockdown now.
- Revised Sayaka's guard hitsound to standardize it with the rest of the cast.
Last Edit: March 13, 2019, 04:21:27 am by Nep Heart
Re: Sayaka Miki by Nep Heart
#17  April 01, 2019, 12:44:16 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 It's that time again with Doppel Nanase being ready for release in a week or two. All characters are updated in advance.

All Characters:

- Tweaked guard crush system for more consistency.
- Updated burst buffering for more consistency.
- Tweaked cornerpushing and guard velocities for more consistency.
- Tweaked current lv3/v5 FX to make them flow better.

Sayaka Miki:

- Heavily revamped Allegro to make her more in line with the rest of the cast's Unique Abilities.
- New Super: https://streamable.com/pyh1d
Last Edit: April 01, 2019, 12:51:09 am by Nep Heart
Re: Sayaka Miki by Nep Heart
#18  April 18, 2019, 04:26:34 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
All Characters:

- New mechanic; guard cancel dash.
- Burst can now recharge faster while the character is taking damage.
- Various sound improvements.
- Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers.
- Repositioned juggle meter to account for more convenient viewing during corner juggles.
- Tweaked cornerpush on all characters for slightly more leniency and more consistency.
- Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained.
- Fixed super jump bug that gave control too soon.

Sayaka Miki:

- Damage increase on most normals with damage scaling compensated.
- Tweaked all versions of Squartatore to be harder to escape the actual hits, but also made to be ground techable now.
Re: Sayaka Miki by Nep Heart
#19  April 19, 2019, 07:23:17 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
 Very quick update since there was an annoying bug I accidentally left behind while updating the burst system.

- Corrected a bug where burst couldn't be used until you get hit after the start of a round.
Re: Sayaka Miki by Nep Heart
#20  May 08, 2019, 02:31:55 am
  • ***
  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069
Seeing as how Nayuki is going to be released some time this week, you know the drill...

All Characters:

- Revamped juggle system; instead of being based on move count like before, it's based on a timer now.
- Introduced hitstun decay system.
- Increased damage on all normals and uniformed damage scaling across everyone to be 30% minimum to accommodate the new juggle system.
- More moves are made untechable to accommodate the new juggle system. In addition, grounded normals that force targets to stand now cause soft knockdown now.
- Hitstun increased to various extents for all normals and special to accommodate for introduction of hitstun decay.
- Burst now comes with a meter below the icon that tells the player its recharge status as well as a cross-out that will appear over said icon whenever the character is in hitstates that they cannot burst out of.
- Guard Crush damage reduced by 33% across all characters except for Akyuu, whose is reduced by 66%.
- Fixed counter hit and spell bonus bugs.
- Adjusted cornerpush to occur only on hit.
- Fixed bug that caused Gold Burst to be read too late.
- Revised super finish aesthetics.
- Debug now allows player to have a "cheat sheet" to view juggle timer, hitstun decay and damage scaling.

Sayaka Miki:

- Fixed a few custom state bugs.
- Adjusted velocities for even more consistency.
- Grandioso and Oratorio have increased damage.