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Ragna the Bloodedge v1.04 (Read 10471 times)

Started by OHMSBY, September 26, 2018, 05:16:10 pm
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Ragna the Bloodedge v1.04
#1  September 26, 2018, 05:16:10 pm
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Hello everyone,

Ragna the Bloodedge is complete. Like my other characters, he uses a custom gameplay style that is largely based on his Cross Tag moveset, and he also has a few of his old moves.



More Screenshots in the spoiler:
Spoiler, click to toggle visibilty

Get Ragna here:
https://drive.google.com/file/d/1I_wSNkzz29Ug3FyaE2JfBwVaGPOSyJnY/view?usp=sharing

As always, there is a poll for next character. There have been a lot of instances while working on Ragna where I thought to myself "you know, this character could be fun to work on", so there are a lot of choices this time around. Vote here:
Mai has won the poll. Thank you for voting.

As always, have fun.
Last Edit: November 26, 2018, 08:47:48 pm by OHMSBY
Re: Ragna the Bloodedge
#2  September 26, 2018, 05:57:16 pm
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I haven't played with him for very long but the first thing I've noticed is that his main bnb from Tag is impossible.  Since your character has normal walking rather than the automatic dash, you can accomplish this by making dead spike dash cancellable as it is in BB.
Re: Ragna the Bloodedge
#3  September 26, 2018, 06:11:01 pm
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Hot damn, another great work from you! Haven't downloaded yet but I'm sure this gonna be good. This is like Christmas coming early.
Re: Ragna the Bloodedge
#4  September 26, 2018, 06:32:01 pm
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Well this was fast,will test when i have the chance.Looks nice from the screenshots,especially the small portrait,it has the vans feeling
Re: Ragna the Bloodedge
#5  September 26, 2018, 06:55:06 pm
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As far as gameplay goes, the momentum on Gauntlet Hades and Bloodscythe just feel wrong. They both suddenly accelerate.

As far as graphics go, they need a lot of work. The most glaring examples are Hell's Fang's first part and Carnage Scizzors (which is also missing the spark for the first hit). The effects are too small and they don't create a trail (this one applies more to Hell's Fang). Dead Spike B and EX also need adjustments. The former needs to have the last 2 sprites increased in size (some BB effects sprites are much smaller than they show up in the game, including the moving Dead Spike and Hazama's green energy snakes).
Some throws use wrong sprites, including Devoured by Darkness. You should use 5062,0 since that one grabs the enemy by their head.

Black Onslaught feels...empty. The lack of those orbs, extra hits before the final strike and the extra hit effect on the final strike itself make it look underwhelming.
Re: Ragna the Bloodedge
#6  September 26, 2018, 07:19:34 pm
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On the subject of gauntlet hades if you try to use it during a midscreen combo Ragna will cross the opponent up after the followup because of the excessive forward momentum.
Re: Ragna the Bloodedge
#7  September 26, 2018, 07:51:22 pm
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I haven't played with him for very long but the first thing I've noticed is that his main bnb from Tag is impossible.  Since your character has normal walking rather than the automatic dash, you can accomplish this by making dead spike dash cancellable as it is in BB.

Ooh, I haven't even thought about bringing back his dash cancel. I'll have to try that out.

Feedback.

Duly noted on the Gauntlet Hades and Blood Scythe momentum, I will make some adjustments.

As for the graphics and effects, I want to keep the file sizes for my characters relatively low, which is why I've been trying to hold back on them. Although, I do agree that Black Onslaught could use some sprucing up.
Re: Ragna the Bloodedge
#8  September 26, 2018, 10:12:59 pm
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As for the graphics and effects, I want to keep the file sizes for my characters relatively low, which is why I've been trying to hold back on them. Although, I do agree that Black Onslaught could use some sprucing up.
I think you can keep it low without cutting too much. You could probably use a bunch of small effects in addition to what you already have to make things look better. But most of the problems I've mentioned regarding the effects can be fixed without touching the sprites.
Re: Ragna the Bloodedge
#9  September 26, 2018, 10:26:09 pm
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I think you can keep it low without cutting too much. You could probably use a bunch of small effects in addition to what you already have to make things look better. But most of the problems I've mentioned regarding the effects can be fixed without touching the sprites.

True. I'll make some adjustments to these as well.
Re: Ragna the Bloodedge
#10  September 27, 2018, 03:30:17 am
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 May seem nitpicky on my part, but noticed that your characters use p2stateno in hitdefs instead of targetstate to send an opponent into custom states. If attacks ever clash, the fighters will end up inheriting each others states and nasty bugs can occur. It's a bigger deal than it may sound and would be a good idea to switch over to targetstating instead.
Re: Ragna the Bloodedge
#11  September 27, 2018, 03:46:59 am
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Small problem: It seems that Ragna's throw isn't techable. I have never played BBCTB before so is it a thing from that game? Or you just forgot to code it?
Re: Ragna the Bloodedge
#12  September 27, 2018, 03:50:35 am
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Great work on Ragna. Here's my feedback after a few minutes of testing:

-The third hit of his standing B attack doesn't have a hitspark.
-If you stop dashing then jump right after the slide, the sliding fx moves along with the character (This is a shared issue with Ruby, Yang, and Mika and I didn't know about it until now as it was more noticeable on Ragna).
-Nightmare Edge is missing the sound fx where he lands on the ground (Not sure if it's intentional, but it kinda has less impact do to the attack's speed and that he lands on his legs).
-The landing sound effect on the jumping C move doesn't play if it hits (Or maybe it does, but it cuts off due to the hit sounds).
-Devored by Darkness doesn't have hitsparks during the hits of the grab (I still don't have Cross Tag Battle yet, so I'm not sure if it's supposed to).
-For Ruby's special intro with Ragna, you should add dust fx and sparkles like in the Cross Tag Battle game. Also, make Ruby move one more time so she stops right when she finishes talking.

That's all for now.

Another feedback regarding the next character poll. It's great to have them for your next WIPs, but the more you keep adding new characters that weren't present in the last one, the more I feel like Gordeau will get shafted again. It makes me less wanting to vote for him as the new additions feels way more appealing than him. Now you added Dengeki Bunko Fighting Climax as a choice of WIPs, I feel more excited to see your take on Kuroko over Gordeau. Just saying since you had him since the first poll and he's always 2nd place, getting beaten by someone who just got added in the new poll. I do hope you get around him eventually.
Re: Ragna the Bloodedge
#13  September 27, 2018, 03:53:24 am
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Now you added Dengeki Bunko Fighting Climax as a choice of WIPs, I feel more excited to see your take on Kuroko over Gordeau.

 I actually agree, it would be interesting to see how he'd handle the teleportation mechanics and make them interesting.
Re: Ragna the Bloodedge
#14  September 27, 2018, 04:53:07 am
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May seem nitpicky on my part, but noticed that your characters use p2stateno in hitdefs instead of targetstate to send an opponent into custom states. If attacks ever clash, the fighters will end up inheriting each others states and nasty bugs can occur. It's a bigger deal than it may sound and would be a good idea to switch over to targetstating instead.

You know, throughout the whole time I've using Mugen, I don't think I have ever seen anything like this happen. You learn something new every day.

Small problem: It seems that Ragna's throw isn't techable. I have never played BBCTB before so is it a thing from that game? Or you just forgot to code it?

This gameplay style isn't meant to be an exact replica of Cross Tag. There is throw teching in that game, but here, I intentionally made the throws more akin to that of Guilty Gear X2, where there is no throw teching.

-The third hit of his standing B attack doesn't have a hitspark.
-If you stop dashing then jump right after the slide, the sliding fx moves along with the character (This is a shared issue with Ruby, Yang, and Mika and I didn't know about it until now as it was more noticeable on Ragna).
-Nightmare Edge is missing the sound fx where he lands on the ground (Not sure if it's intentional, but it kinda has less impact do to the attack's speed and that he lands on his legs).
-The landing sound effect on the jumping C move doesn't play if it hits (Or maybe it does, but it cuts off due to the hit sounds).
-Devored by Darkness doesn't have hitsparks during the hits of the grab (I still don't have Cross Tag Battle yet, so I'm not sure if it's supposed to).
-For Ruby's special intro with Ragna, you should add dust fx and sparkles like in the Cross Tag Battle game. Also, make Ruby move one more time so she stops right when she finishes talking.

- I accidentally assigned a spark that doesn't even exist to the hitdef. This will be fixed.
- Good catch. Fortunately, this shouldn't be too hard to fix.
- I gave that move a ground slam sound effect, and I thought that would suffice. I just tried it with the regular land sound effect to go along with it, and it does sound better.
- After using it over and over to hear for myself, it seems that it just gets drained out by the other sound effects
- In Cross Tag, its just the slash effects, although I put them behind the claw as opposed to in front like in the game. I may mess around with it more.
- Noted.

Another feedback regarding the next character poll. It's great to have them for your next WIPs, but the more you keep adding new characters that weren't present in the last one, the more I feel like Gordeau will get shafted again. It makes me less wanting to vote for him as the new additions feels way more appealing than him. Now you added Dengeki Bunko Fighting Climax as a choice of WIPs, I feel more excited to see your take on Kuroko over Gordeau. Just saying since you had him since the first poll and he's always 2nd place, getting beaten by someone who just got added in the new poll. I do hope you get around him eventually.

Quick fun fact: I was actually prepared to start working on Gordeau after Ruby before Gladiacloud asked about another poll. I hope to eventually get around to him as well. Also, I don't think I'll be adding any more options to the next poll.
Last Edit: September 27, 2018, 05:27:49 am by OHMSBY
Re: Ragna the Bloodedge
#15  September 27, 2018, 04:54:43 am
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Another feedback regarding the next character poll. It's great to have them for your next WIPs, but the more you keep adding new characters that weren't present in the last one, the more I feel like Gordeau will get shafted again. It makes me less wanting to vote for him as the new additions feels way more appealing than him. Now you added Dengeki Bunko Fighting Climax as a choice of WIPs, I feel more excited to see your take on Kuroko over Gordeau. Just saying since you had him since the first poll and he's always 2nd place, getting beaten by someone who just got added in the new poll. I do hope you get around him eventually.
I'm still going to vote for Gordeau because I need to GRIMREAPAH some mofos in Mugen.
Re: Ragna the Bloodedge
#16  September 27, 2018, 07:34:31 am
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 Personally, at the rate Gordeau's been shafted to second place in every poll, I think he should be made as the next guaranteed character after whoever wins this one since I feel he could catch a break for once.
Re: Ragna the Bloodedge
#17  September 27, 2018, 12:08:35 pm
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Re: Ragna the Bloodedge
#18  September 27, 2018, 03:10:12 pm
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Is there any way to have the training mode dummy automatically tech out of invalid combos?  It's very difficult to test this character without knowing what would blue beat.
Re: Ragna the Bloodedge
#19  September 27, 2018, 03:13:01 pm
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Trainning by stupa does have an auto-tech option.
Re: Ragna the Bloodedge v1.01
#20  September 27, 2018, 05:12:41 pm
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Ragna has just been updated, go ahead and redownload him.

Quote
- A and B versions of Dead Spike can now be dash canceled like in previous Blazblue titles. Running attacks can also be used during this dash.
- Adjusted the momentum on Gauntlet Hades and Blood Scythe
- Adjusted the launch trajectory on the follow up for Gauntlet Hades
- B Version of Dead Spike is smaller, but it also moves forward now
- Increased the size of the effects for EX Deadspike and it's follow up as well as their hitboxes
- Changed some of the grabbed animations
- Fixed a bug where the dust from sliding after a run would follow Ragna while jumping
- Fixed a bug where Ragna would regain meter during his force breaks
- Added a landing sound to Nightmare Edge
- During Devoured by Darkness, the slash effects now show up in front of the claw as opposed to behind
- Made some of the effects look nicer
- Spruced up Black Onslaught a bit
Re: Ragna the Bloodedge v1.01
#21  September 27, 2018, 07:51:05 pm
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Depending on the size of the opponents hurtbox and his position above Ragna, this happens.
Re: Ragna the Bloodedge v1.011
#22  September 27, 2018, 08:00:21 pm
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Whoops, I forgot to add p2facing to that hitdef. I just uploaded a quick update to fix it, so you can go ahead and redownload him.
Quote
- Fixed a bug that would sometimes cause the opponent to fly backwards after being hit by Seed of Tartarus
Re: Ragna the Bloodedge v1.01
#23  September 27, 2018, 08:04:24 pm
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You still have not fixed Hell's Fang and Carnage Scissors's effects. They are still too small. For a comparison:

Once again, you should not set the size of all effects to be 1 (or 0.315 if you want to be precise). Some are scaled to be much larger in the game than they actually are.
Also, the Astral Finish victory animation should use the one where he swings his arm instead of his sword, but that is more of an accuracy thing.
Re: Ragna the Bloodedge v1.011
#24  September 27, 2018, 08:56:08 pm
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You still have not fixed Hell's Fang and Carnage Scissors's effects. They are still too small. For a comparison:
[Image]
Once again, you should not set the size of all effects to be 1 (or 0.315 if you want to be precise). Some are scaled to be much larger in the game than they actually are.

Noted

Also, the Astral Finish victory animation should use the one where he swings his arm instead of his sword, but that is more of an accuracy thing.

Yeah, I wanted to try spicing things up a bit by using the winpose that he does when he wins against Izanami.


Re: Ragna the Bloodedge v1.011
#25  September 27, 2018, 11:32:59 pm
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Another feedback regarding the next character poll. It's great to have them for your next WIPs, but the more you keep adding new characters that weren't present in the last one, the more I feel like Gordeau will get shafted again. It makes me less wanting to vote for him as the new additions feels way more appealing than him. Now you added Dengeki Bunko Fighting Climax as a choice of WIPs, I feel more excited to see your take on Kuroko over Gordeau. Just saying since you had him since the first poll and he's always 2nd place, getting beaten by someone who just got added in the new poll. I do hope you get around him eventually.
I'm still going to vote for Gordeau because I need to GRIMREAPAH some mofos in Mugen.

I vote we need Gordeau next too, because as maximillian would say, "IMMORTAL SLU-" oh wait I cant say that word here xD
NEKOS ARE JUSTICE!

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Re: Ragna the Bloodedge v1.015
#26  September 28, 2018, 05:10:00 am
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Ragna has gotten another quick update. This time, it's mostly just cosmetic fixes based on Susanoo's feedback.
Quote
- Adjusted the size of the effects for Hell's Fang and Carnage Scissors
- Hit box for the second hit of Carnage Scissors has been given a slight adjustment

Go ahead and redownload him.
Re: Ragna the Bloodedge v1.015
#27  September 29, 2018, 12:17:08 am
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YESSS! Finally a good Ragna! <3

I also hope Mai Wins, voted for her. Mai is best girl in BlazBlue.

Absolutely fantastic job OHMSBY. Your becoming one of my favorite mugen creators.
Re: Ragna the Bloodedge v1.015
#28  September 29, 2018, 12:54:33 am
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Ground Gauntlet Hades is supposed to be a overhead move to hit people who are blocking low.

However, the ground version of Gauntlet Hades moves Ragna up so much that against some characters low blocking, you literally fly over them without hitting them.
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Re: Ragna the Bloodedge v1.015
#29  September 29, 2018, 02:14:59 am
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Dang, I could've swore I made that an overhead.

Thanks for pointing that out, I'll have that fixed.
Re: Ragna the Bloodedge v1.015
#30  September 29, 2018, 02:32:57 am
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I just have a quick question, do your chars use their own hitsparks or the default? Because they all have RLY lacking hitsparks, so tiny and lack any impact. I feel like im just tapping enemies with little to no force.
Re: Ragna the Bloodedge v1.015
#31  September 29, 2018, 02:38:43 am
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they use screenpack default hitsparks to save space for the. sff's
Re: Ragna the Bloodedge v1.015
#32  September 29, 2018, 03:01:17 am
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Re: Ragna the Bloodedge v1.02
#33  September 29, 2018, 08:33:07 am
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Ragna has gotten another update. Go ahead and download him again.

Quote
- Increased the amount of time before Ragna reagins control after air dashing
- Reduced the height Ragna goes up during the ground versoin of Gauntlet Hades
- Gauntlet Hades is now an overhead, as it should've been (How did I miss this?)

Also, this is the last day of the poll. So get your last minute votes in if you haven't already.
Re: Ragna the Bloodedge v1.02
#34  September 29, 2018, 10:01:18 am
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I have been working on something you might like. Only 1 effect has been added (special hitspark when the enemy is hit with Soul Eater attacks) along with some coding, but I think it improves a lot of moves he has. Black Onslaught probably benefits the most from those graphical changes and different hit sounds.

I also added the rose petals blown by the wind for Ruby's full screen DD using the effects already present in her files, but that is for another thread
Last Edit: September 29, 2018, 10:06:18 am by Susanoo-no-Mikoto
Re: Ragna the Bloodedge v1.02
#35  September 29, 2018, 12:02:40 pm
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I repeat: OHMSBY, if he wanted to, he could create all the characters in Blazblue. With the help of Susanoo, it would be even better.

But of course I do not want to force him.
Re: Ragna the Bloodedge v1.02
#36  September 29, 2018, 05:55:42 pm
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I have been working on something you might like. Only 1 effect has been added (special hitspark when the enemy is hit with Soul Eater attacks) along with some coding, but I think it improves a lot of moves he has. Black Onslaught probably benefits the most from those graphical changes and different hit sounds.

I really like what I see here. It adds more to Black Onslaught without adding too much to the file size. Would you mind sending me that special hit spark?

Re: Ragna the Bloodedge v1.02
#37  September 29, 2018, 06:01:05 pm
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I really like what I see here. It adds more to Black Onslaught without adding too much to the file size. Would you mind sending me that special hit spark?
Sure. I can send the cns files as well if you want to implement the other changes I've done to it.
Re: Ragna the Bloodedge v1.02
#38  September 29, 2018, 06:10:50 pm
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That would be great as well.
Re: Ragna the Bloodedge v1.02
#39  September 29, 2018, 06:25:49 pm
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I just noticed something: Shouldn't carnage scissors move Ragna slightly foward when he does the follow-up strike?

Spoiler, click to toggle visibilty

Also, someone I know noticed that the fall velocity from his Inferno Divider look so odd.

And I have a suggestion, tone down how much HP Ragna gets when he uses Devoured by Darkness during a combo.
Re: Ragna the Bloodedge v1.02
#40  September 29, 2018, 06:31:12 pm
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Noted.

Re: Ragna the Bloodedge v1.02
#41  September 29, 2018, 10:45:44 pm
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Ok, but if Ragna devoured by darkness Will be toned dawn, how can i modify the amount of life he regains? so i can put it like before on my Ragna
Re: Ragna the Bloodedge v1.02
#42  September 30, 2018, 02:37:44 am
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Was it intentional for Ragna's base combo (mainly his sword attacks) to have little to no SFX when making contact? His first hit has the typical hit SFX but the rest basically don't, all you hear are the swings.
Re: Ragna the Bloodedge v1.02
#43  September 30, 2018, 03:42:32 am
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Was it intentional for Ragna's base combo (mainly his sword attacks) to have little to no SFX when making contact? His first hit has the typical hit SFX but the rest basically don't, all you hear are the swings.
I hear the swings and the hits just fine. It might be something on your end.


I am not sure if it happens with the rest of your characters, but Ragna's turning animations are not flipped. The last frame should always face right.
Also, Ragna really looks better with colors matching his art
Re: Ragna the Bloodedge v1.03
#44  September 30, 2018, 08:02:09 am
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Ragna has gotten another update, so go ahead and download him again.
Quote
- Added a special hitspark for soul eater attacks (Thanks to Takehaya Susanoo)
- Black Onslaught has been spruced up more (Again, Thanks to Takehaya Susanoo)
- Ragna now moves forward a little bit during the second hit of Carnage Scissors
- Made the fall velocity for Inferno Divider look more natural
- Devoured by Darkness now absorbs less health when used during a combo
- Fixed Ragna's turning animations
- Included Takehaya Susanoo's Palette based on Ragna's official artwork

And of course, the Poll:


Mai is the winner this time. She's actually my main in Central Fiction, so I'm pretty excited about this.

Also, I'm a little surprised to see that Azrael and Terumi got as many votes as they did, considering how they both already have really good conversions for Mugen.
Re: Ragna the Bloodedge v1.03
#45  September 30, 2018, 09:15:05 am
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I´m more surprised by the sudden number of votes, what? Like 500 peeps???
Maybe like half or a fourth cuz can vote more than once but still amusing.

One question (kinda off-topic) you can run 1.1 at HD and with openGL?

Re: Ragna the Bloodedge v1.03
#46  September 30, 2018, 01:08:24 pm
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why do i get the feeling someone voted multiple times for the same character

it seems weird that the top two overshadow the other ones by about a hundred each when the other choices are more realistic for this forum's numbers

could be just me though
Re: Ragna the Bloodedge v1.03
#47  September 30, 2018, 05:02:10 pm
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I had IP duplication checking turned on like I did for the rest of the polls. So unless somebody found some sort of work around for that, I don't think thats the case.

One question (kinda off-topic) you can run 1.1 at HD and with openGL?

Unfortunately, I cannot. Trying to run Mugen in openGL mode simply results in a black screen for me.
Re: Ragna the Bloodedge v1.03
#48  September 30, 2018, 05:07:46 pm
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I hope Hakumen was in the character pool. he need some love to be playable~
Re: Ragna the Bloodedge v1.03
#49  September 30, 2018, 05:59:35 pm
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I was probably the only one here voting for Waldstein because, well, look at him. He's so badass.... Maybe you'll make him in the future.
Re: Ragna the Bloodedge v1.03
#50  September 30, 2018, 08:52:25 pm
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 I voted for Kuroko myself. She actually had the most momentum for the first two days, but then she suddenly got left behind the days afterwards. Oh well, I suppose next time.
Re: Ragna the Bloodedge v1.03
#51  September 30, 2018, 10:43:28 pm
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Re: Ragna the Bloodedge v1.03
#52  October 01, 2018, 01:14:09 am
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An AI patch for him would be very nice. Like, a good Ragna with good AI is pretty nonexistent at the moment.
Re: Ragna the Bloodedge v1.03
#53  October 01, 2018, 05:20:56 am
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Re: Ragna the Bloodedge v1.03
#54  October 01, 2018, 11:49:18 am
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Re: Ragna the Bloodedge v1.03
#55  October 01, 2018, 05:53:04 pm
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Is it just me or is the timing to do the follow-up to Hell's fang kinda weird.
Like it's too slow or something....is this how it is in cross-tag?
Re: Ragna the Bloodedge v1.03
#56  October 01, 2018, 07:17:56 pm
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very good your char, although some animations are half rare, maybe it is the time in the animation or some sprites are not well aligned
Re: Ragna the Bloodedge v1.03
#57  October 01, 2018, 07:53:55 pm
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Is it just me or is the timing to do the follow-up to Hell's fang kinda weird.
Like it's too slow or something....is this how it is in cross-tag?

It's actually a little more lenient in Cross Tag, but I ended up making it more accurate to how it is in previous games. I'm going to fix it to be more accurate to the timing in Cross Tag.

although some animations are half rare

I'm going to be honest, I'm not really sure what you mean by that. Would you mind elaborating?

Re: Ragna the Bloodedge v1.031
#58  October 02, 2018, 06:49:41 am
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Tiny update for Ragna, go ahead and redownload him.

Quote
- Made the timing for the Hell's Fang follow up a little more lenient
- Added alternate japanese sound file, courtesy of Mister Fael Chan
Last Edit: October 02, 2018, 09:53:09 pm by OHMSBY
Re: Ragna the Bloodedge v1.031
#59  October 02, 2018, 04:53:20 pm
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found another problem

whenever I get in the continue section or I get beat on the match and this happaned

http://imgur.com/uJGf7Ud

can you fix it?
Re: Ragna the Bloodedge v1.032
#60  October 02, 2018, 06:00:21 pm
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This is actually something I already knew about, I didn't know how to fix it until now.

It turns out that I accidentally gave one of the custom states the same state number as the continue state.

Anyway, Ragna has been updated with the fix, so you can go ahead and redownload him.

Quote
- Fixed a bug that caused Ragna to go into a custom state during the continue screen
Re: Ragna the Bloodedge v1.032
#61  October 03, 2018, 04:37:26 am
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This is actually something I already knew about, I didn't know how to fix it until now.

It turns out that I accidentally gave one of the custom states the same state number as the continue state.

Anyway, Ragna has been updated with the fix, so you can go ahead and redownload him.

Quote
- Fixed a bug that caused Ragna to go into a custom state during the continue screen

Any chance for a AI for your Ragna?
Re: Ragna the Bloodedge v1.032
#62  October 03, 2018, 05:17:43 am
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My knowledge on coding AI is very limited. So if Ragna is getting AI any time soon, it won't be from me.

I may ask Holn to make an AI patch if there is enough demand for it.
Re: Ragna the Bloodedge v1.032
#63  October 03, 2018, 07:32:49 am
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I think if anyone deserves an AI patch it's the main man himself.
Re: Ragna the Bloodedge v1.032
#64  October 03, 2018, 08:33:07 am
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We really do not have a good Ragna with an AI (or an AI for that one really good Noel). I -might- try to make one myself, but it might end up being a little much to deal with every time even if I will not make it cheat like my other characters.
Re: Ragna the Bloodedge v1.032
#65  October 03, 2018, 02:16:05 pm
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My knowledge on coding AI is very limited. So if Ragna is getting AI any time soon, it won't be from me.

I may ask Holn to make an AI patch if there is enough demand for it.

He did a pretty good job for Ruby and Yang. It would be pretty cool if he did one for Ragna. He deserves one.
Re: Ragna the Bloodedge v1.032
#66  October 03, 2018, 06:40:45 pm
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We really do not have a good Ragna with an AI (or an AI for that one really good Noel). I -might- try to make one myself, but it might end up being a little much to deal with every time even if I will not make it cheat like my other characters.

I say go for it, let them feel the power of the Azure.  After all, doesn't Ragna deserve to be kind of a threat?  Wait, which Noel are you talking about?
Re: Ragna the Bloodedge v1.032
#67  October 03, 2018, 06:46:42 pm
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We really do not have a good Ragna with an AI (or an AI for that one really good Noel). I -might- try to make one myself, but it might end up being a little much to deal with every time even if I will not make it cheat like my other characters.

I say go for it, let them feel the power of the Azure.  After all, doesn't Ragna deserve to be kind of a threat?  Wait, which Noel are you talking about?

he's talking about noel vermillion from blazblue
Re: Ragna the Bloodedge v1.032
#68  October 03, 2018, 07:31:03 pm
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We really do not have a good Ragna with an AI (or an AI for that one really good Noel). I -might- try to make one myself, but it might end up being a little much to deal with every time even if I will not make it cheat like my other characters.
I like your chars, Susanoo, Izanami and Terumi are the best and my favorites in blazblue, when talking of villains. But Ragna is really an amacing character, if you like to create a Ragna, you have my suport. I don't have any problems with him being really strong
Re: Ragna the Bloodedge v1.032
#69  October 03, 2018, 08:11:10 pm
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I say go for it, let them feel the power of the Azure.  After all, doesn't Ragna deserve to be kind of a threat?  Wait, which Noel are you talking about?

The one by ron_ti_chu I think. You can tell it's the right one by looking at ther sprites, which look a little blurry due to not being direct sprite rips. She is also around 160MB unpacked, but it is the best version of Noel available.

I have been wondering...How long does it usually take you to finish these characters? With or without taking breaks.
Re: Ragna the Bloodedge v1.032
#70  October 03, 2018, 09:03:38 pm
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Without taking breaks into consideration, I'd say about a week to a week and a half. 2 weeks at most.

Although with Mai, it will probably take a little longer since I'm still trying to figure out how to get Gallia Sphyras to work properly.
Re: Ragna the Bloodedge v1.032
#71  October 03, 2018, 09:15:34 pm
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Without taking breaks into consideration, I'd say about a week to a week and a half. 2 weeks at most.

Although with Mai, it will probably take a little longer since I'm still trying to figure out how to get Gallia Sphyras to work properly.

I'm going to assume the hitboxes are a bigger problem than angling the spear itself.
Re: Ragna the Bloodedge v1.032
#72  October 03, 2018, 09:41:14 pm
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Right now, the biggest issue is getting it to properly track the opponent after the direction change, I haven't run into any problems with hitboxes just yet.

If I don't get it figured out soon, then I'll ask about it in the development help section.
Re: Ragna the Bloodedge v1.032
#73  October 06, 2018, 02:16:52 am
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An issue I kept forgetting to talk about was that Ragna, Yang and Ruby can only be hit with crouching attacks when they're dizzy. (This is not an issue with Mika.)
Re: Ragna the Bloodedge v1.033
#74  October 06, 2018, 04:50:33 am
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I initially didn't see this as that big of an issue. But yeah, Yang probably should've been hit by that attack there.

Anyway, Ragna, Ruby, and Yang have gotten an update that fixes this. So you can go ahead and redownload them.

Quote
- Increased the height of Ragna's hurtbox during the dizzy animation
Re: Ragna the Bloodedge v1.033
#75  October 06, 2018, 10:11:17 am
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Re: Ragna the Bloodedge v1.033
#76  October 06, 2018, 01:21:33 pm
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Alongside the bug Manby mentioned, you might also want to take a look at the Devoured by Darkness super again. I compared it to your other characters and I'm beginning to think it does too much damage for a level 1 distortion drive. It almost does half of the opponent's health if it successfully hits. Damage values seems to be inconsistent as some of your characters do less while some do more.

Also, this 2nd issue applies with all your characters. I've been playing arcade mode and just realized they lose all of their meter when a new round starts. Is this intentional? I do know that Blazblue Cross Tag Battle has no rounds, but it sucks if you want to save up meter for the next round and then losing it all, having to build it up all over again. It feels kinda tedious and I hope you can adjust this.
Re: Ragna the Bloodedge v1.033
#77  October 06, 2018, 02:38:02 pm
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Also, this 2nd issue applies with all your characters. I've been playing arcade mode and just realized they lose all of their meter when a new round starts. Is this intentional? I do know that Blazblue Cross Tag Battle has no rounds, but it sucks if you want to save up meter for the next round and then losing it all, having to build it up all over again. It feels kinda tedious and I hope you can adjust this.

That is how it works in normal BB games. All meter and character-specific gauges are reset between rounds except for Overdrive (e.g. Susano'o's unlocked specials are locked again, etc), which is not refilled if it's emptied in the previous round.

Devoured by Darkness does deal too much damage. I am getting Calamity Trigger flashbacks here. It should be lowered to at least 320.
Last Edit: October 06, 2018, 02:41:06 pm by Susanoo-no-Mikoto
Re: Ragna the Bloodedge v1.035
#78  October 06, 2018, 03:32:16 pm
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I downloaded the update and when I did Ragna's Belial Edge this happened.
https://streamable.com/7soe2

Looks like the trigger for the landing got deleted somehow, whoops

Devoured by Darkness does deal too much damage. I am getting Calamity Trigger flashbacks here. It should be lowered to at least 320.

Agreed

Also, this 2nd issue applies with all your characters. I've been playing arcade mode and just realized they lose all of their meter when a new round starts. Is this intentional? I do know that Blazblue Cross Tag Battle has no rounds, but it sucks if you want to save up meter for the next round and then losing it all, having to build it up all over again. It feels kinda tedious and I hope you can adjust this.

Along with what Susanoo said, this is not just in Blazblue games, but most other Arc System Works games as well. This is meant to encourage the player to go all out in each round rather than be conservative.



The update that fixes both of these things has just been uploaded, so go ahead and redownload Ragna.

Quote
- Fixed Ragna not landing after belial edge
- Lowered the damage on devoured by darkness

Last Edit: October 06, 2018, 07:16:50 pm by OHMSBY
Re: Ragna the Bloodedge v1.035
#79  October 08, 2018, 08:35:16 pm
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ohh he still get update? btw I made my own palette. so check this out!





so far those two palette I work on is try to reflence to CP Original pallet. if you interest I will make the link for you!
Last Edit: October 08, 2018, 08:56:28 pm by ArcBeast
Re: Ragna the Bloodedge v1.035
#80  October 09, 2018, 01:56:43 am
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Re: Ragna the Bloodedge v1.035
#81  October 12, 2018, 02:53:42 pm
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Like i did with Mika, here's my vid with Ragna. The best version of him for sure! :)
Re: Ragna the Bloodedge v1.04
#82  November 26, 2018, 08:54:37 pm
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Alright, so in preparation for Azrael's release (which should be pretty soon), Ragna has been updated with a special intro against him among other things. Go ahead and download Ragna again.

Quote
- Ragna now uses Ricepigeon's damage scaling system, the same system used by my most recent characters, damage values have also been adjusted accordingly
- Added special intro with Azrael
- Included Mister Fael Chan's updated japanese voice, Which has been updated again with a clip for the Azrael intro
- Seed of Tatarus no longer has cornerpush
- Fixed a bug where the special hitspark wouldn't show up if 5AAAA was blocked
- Brought back the landing effect for Belial Edge
Re: Ragna the Bloodedge v1.04
#83  December 02, 2018, 11:13:12 pm
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Is an AI Patch still a possibility for your Ragna?
Re: Ragna the Bloodedge v1.04
#84  December 02, 2018, 11:20:36 pm
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Holn is currently working on one, but it may take a while.
Re: Ragna the Bloodedge v1.04
#85  December 02, 2018, 11:28:10 pm
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Oh, good to know. Thanks for answering.