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NU-13 by Neat Unsou released 7/17/12 (Read 58461 times)

Started by Phantom Blood, July 17, 2012, 06:26:31 pm
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NU-13 by Neat Unsou released 7/17/12
#1  July 17, 2012, 06:26:31 pm
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Re: NU-13 by Neat Unsou released 7/17/12
#2  July 17, 2012, 06:32:15 pm
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A bit of a fair warning: 300MB SFF.
Re: NU-13 by Neat Unsou released 7/17/12
#3  July 17, 2012, 06:34:08 pm
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Another Blazblue character huh, worth testing and hopefully accurate D:
Re: NU-13 by Neat Unsou released 7/17/12
#4  July 17, 2012, 06:34:33 pm
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Step aside peons, there is much work to be done.


Edit: Char is fine dafty
Last Edit: July 17, 2012, 06:48:38 pm by Avatar Of Woe
Re: NU-13 by Neat Unsou released 7/17/12
#5  July 17, 2012, 06:36:25 pm
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Re: NU-13 by Neat Unsou released 7/17/12
#6  July 17, 2012, 06:45:45 pm
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I never thought this day would come....


:heart:
Last Edit: July 17, 2012, 06:48:57 pm by Kirishima
Re: NU-13 by Neat Unsou released 7/17/12
#7  July 17, 2012, 06:50:49 pm
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something looks a little off...

My youtube channel: http://www.youtube.com/user/TVeanko
Re: NU-13 by Neat Unsou released 7/17/12
#8  July 17, 2012, 06:54:31 pm
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Oh. Shit.
Calamity Trigger my god.
Yes.
YES.

TESTING.
Re: NU-13 by Neat Unsou released 7/17/12
#9  July 17, 2012, 06:59:05 pm
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Just as overpowered as she was in CT, amazing.

This is honestly worth the download if your PC can support her large SFF
Re: NU-13 by Neat Unsou released 7/17/12
#10  July 17, 2012, 07:07:39 pm
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Spoiler: Thank you based Neat (click to see content)
Re: NU-13 by Neat Unsou released 7/17/12
#11  July 17, 2012, 07:19:50 pm
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Wow with that size SFF i expected her to lag a lot but i was able to run her fine in mirror matches on all my Hi-res stages (except for Exshadow's cultural festival) while have a MMO that use like have of my CPU usage opened and i don't even have that great of a Laptop.

Though i can't get her Astral to work is that just me or is anyone else having that problem.
Re: NU-13 by Neat Unsou released 7/17/12
#12  July 17, 2012, 07:28:45 pm
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Girard did you lose a round?
In CT it had to be the final round.
Re: NU-13 by Neat Unsou released 7/17/12
#13  July 17, 2012, 07:32:48 pm
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That would explain it thanks now it works.
Re: NU-13 by Neat Unsou released 7/17/12
#14  July 17, 2012, 07:51:54 pm
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Holy shit a Blazblue character with actual effort put into it! My laptop's body can't handle it! No really I'm serious it's like trying to run Blazblue on a playstation in terms of load times D:
Iroha stripped for me
Re: NU-13 by Neat Unsou released 7/17/12
#15  July 17, 2012, 08:41:54 pm
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The good news: We finally have a good finished BB character
The bad news: It's CT Nu. All those repressed memories.....coming back.
Re: NU-13 by Neat Unsou released 7/17/12
#16  July 17, 2012, 08:45:22 pm
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Not being a fan big fan of the game fighting systems but, she is a dope character. I like this version of her know based from this creators previous works. She can only get even better and yeah she works just fine on my pc. Good stuff right here folks.
Re: NU-13 by Neat Unsou released 7/17/12
#17  July 17, 2012, 08:53:15 pm
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I just hope he makes other Blazblue characters too, I'd love to see his take on Bang or Carl, even Taokaka maybe
Re: NU-13 by Neat Unsou released 7/17/12
#18  July 17, 2012, 08:59:58 pm
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Finally a good BB creator, awesome! This character is neat(lol no puns intended), keep up with the good work. It runs fine on my mugen though, perfectly smooth o-o
Re: NU-13 by Neat Unsou released 7/17/12
#19  July 17, 2012, 09:08:31 pm
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The real question is, what game is she based on?  CT?  CS Lambda with Nu's skin?  CS2?
Re: NU-13 by Neat Unsou released 7/17/12
#20  July 17, 2012, 09:10:33 pm
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Half the posts have "CT" in them, so it's hard to tell.   :???:
Re: NU-13 by Neat Unsou released 7/17/12
#21  July 17, 2012, 09:10:59 pm
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300 MB character?

I'll see what is taking so much space.
Hug the Pikachus!

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Re: NU-13 by Neat Unsou released 7/17/12
#22  July 17, 2012, 09:19:32 pm
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The code for Basics obviously, Sherlock.

This character is definitely a keeper. CotM in my book, with no doubt.
Plays fabulously well, and I can only hope Neat Unsou will attempt converting more balanced BB chars.
Re: NU-13 by Neat Unsou released 7/17/12
#23  July 17, 2012, 09:20:33 pm
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Half the posts have "CT" in them, so it's hard to tell.   :???:

I noticed that, but I was taking that as meaning Nu herself was from CT, not that her gameplay was actually based on it.
Re: NU-13 by Neat Unsou released 7/17/12
#24  July 17, 2012, 09:25:18 pm
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Everything about this Nu is CT. Right down to the special vs. Ragna intro.
Hrnnnngh.

IT'S SUCH A WONDERFUL THING
Re: NU-13 by Neat Unsou released 7/17/12
#25  July 17, 2012, 09:41:05 pm
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I've been playing Lambda too much I've forgotten how different Nu's basics are in CT.

So far the only gripe I have is how her Standing C acts differently.  After a move that puts the opponent in the air and following up the combo with Standing C for all 8 hits, the opponent suddenly goes more higher than normal.  And the SuperBackground tends to lag my system down during startup but its fine.

The real question is, what game is she based on?  CT?  CS Lambda with Nu's skin?  CS2?
Calamity Trigger, right down to its old mechanics before CS.
Re: NU-13 by Neat Unsou released 7/17/12
#26  July 17, 2012, 09:51:34 pm
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The reason why I am concerned about overly large character files is that it would signify that the person did not optimize resources effectively (i.e. only including necessary sprites, etc.) and can make backing up a pain.

I might keep the character if the size is more reasonable, but I'll pass for now.
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Re: NU-13 by Neat Unsou released 7/17/12
#27  July 17, 2012, 09:59:21 pm
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The size is huge because the SFF contains full screen animations for supers, super BGs, huge animations for all specials, and the sprites for the char itself are HD.
It's not a question of "optimised ressources", just that the SFF is huge because it needed to be to contain all the necessary animations to make it accurate to the game.
Re: NU-13 by Neat Unsou released 7/17/12
#28  July 17, 2012, 10:00:12 pm
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The size is huge because the SFF contains full screen animations for supers, super BGs, huge animations for all specials, and the sprites for the char itself are HD.
It's not a question of "optimised ressources", just that the SFF is huge because it needed to be to contain all the necessary animations to make it accurate to the game.



Oh okay.. judging a character from a file size when most of the space was from HD effects with 4.5k sprites being overly large but are cropped + 310 sound files. It seems it should be that size, that is a lot stuff lol.

Ninjaed by Cybaster >_>
Re: NU-13 by Neat Unsou released 7/17/12
#29  July 17, 2012, 10:01:51 pm
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The size is huge because the SFF contains full screen animations for supers, super BGs, huge animations for all specials, and the sprites for the char itself are HD.
It's not a question of "optimised ressources", just that the SFF is huge because it needed to be to contain all the necessary animations to make it accurate to the game.

I just saying that I am not too fond of large characters like this one for data management reasons.
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Re: NU-13 by Neat Unsou released 7/17/12
#30  July 17, 2012, 10:22:34 pm
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The size is huge because the SFF contains full screen animations for supers, super BGs, huge animations for all specials, and the sprites for the char itself are HD.
It's not a question of "optimised ressources", just that the SFF is huge because it needed to be to contain all the necessary animations to make it accurate to the game.
goddammit cy you made me think that drewski may have possibly said something smart for the first time ever
Re: NU-13 by Neat Unsou released 7/17/12
#31  July 17, 2012, 11:00:34 pm
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My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.
Re: NU-13 by Neat Unsou released 7/17/12
#32  July 18, 2012, 12:39:02 am
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Having not actually played CT, is she supposed to be able to hit downed opponents?
Because her 2B (crouching Y in mugen) can keep most opponents pinned comfortably after an OTG.

By that point I was doing single digit damage per hit, but it was still visible.
236D (qcf+a) works similarly, though the lag was enough to throw off my combo around 20-23. I didn't get a good screenshot as a result. You have to do that at a distance, though.

I would keep her, but her being able to hit grounded opponents is enough that she's not going to be amongst the characters I'm keeping when I get a new computer.
"I should probably call it a night. ...Sure, give me a sword and a throne and we'll make a big thing of it."
Re: NU-13 by Neat Unsou released 7/17/12
#33  July 18, 2012, 12:47:28 am
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That's accurate but the damage dampener makes it's alright since it'll pretty much do 0 damage eventually, it can be done in Blazblue since that game is combo crazy.

Although the grabs should be fixed, in Blazblue they don't get weaker if I recall, even after doing a 200 hit combo by using C spam
Re: NU-13 by Neat Unsou released 7/17/12
#34  July 18, 2012, 12:50:18 am
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That's an invalid I think.
Re: NU-13 by Neat Unsou released 7/17/12
#35  July 18, 2012, 01:02:51 am
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Re: NU-13 by Neat Unsou released 7/17/12
#36  July 18, 2012, 01:08:06 am
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Re: NU-13 by Neat Unsou released 7/17/12
#37  July 18, 2012, 01:33:58 am
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It does have a "problem" with some character like Muteki's GG characters in that they will stay snug on the floor after any knockdown, but that's an issue off Muteki's front as his conversions are meant to be used against each other, and thus within a fullgame environment. The custom knockdown states for both sides clash, essentially.

As for what was explained above, sounds like someone didn't know about recovery. That is, indeed, invalid. You can recover out of that bounce anytime.
Last Edit: July 18, 2012, 01:36:59 am by Shwa
Re: NU-13 by Neat Unsou released 7/17/12
#38  July 18, 2012, 01:43:35 am
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Wow, this character is crazy!  :o
How i can execute the hyper move?
I see in command" D,D,D, a " but not work  :-\
I change the command and nothing happen too.....low life not work too
Sorry, i'm noob about this things  --;
Spoiler, click to toggle visibilty
LOL Elzee is very funny! XD
Re: NU-13 by Neat Unsou released 7/17/12
#39  July 18, 2012, 01:48:10 am
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That's her Astral.

100% meter
3rd round
Opponent at low health.


It's a grab, btw.
Re: NU-13 by Neat Unsou released 7/17/12
#40  July 18, 2012, 02:01:41 am
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Awesome char!

He has to make more of these...

Pal

Re: NU-13 by Neat Unsou released 7/17/12
#41  July 18, 2012, 02:38:27 am
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Just recently I was thinking how neat it would be if we got a good BB character already. Will download and test... eventually when I'm back at my own computer.
Re: NU-13 by Neat Unsou released 7/17/12
#42  July 18, 2012, 04:27:08 am
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So, Neat Unsou is back. That's nice. Hope he's back for a long time. >.>
PotS said:
That they don't just restrict themselves to my style.

Fact.
Re: NU-13 by Neat Unsou released 7/17/12
#43  July 18, 2012, 04:30:49 am
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Neat never left. :|
Re: NU-13 by Neat Unsou released 7/17/12
#44  July 18, 2012, 04:34:39 am
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Neat never left. :|

INdeed, he just takes his sweet-ass time.

And that sweet-ass time gives us this.
[size=3pt]which happens to have a sweet ass I mean WHAT[/size]
Re: NU-13 by Neat Unsou released 7/17/12
#45  July 18, 2012, 05:05:17 am
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Speaking of sweet asses, he might as well make Mu eventually.
With CT system.
Re: NU-13 by Neat Unsou released 7/17/12
#46  July 18, 2012, 05:22:29 am
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Given how unpredictable Neat Unsou is who the hell knows what he's got planned next.  Guy has made shit from Sengoku Basara, Blazblue, Power Instinct and POKEMON.
Re: NU-13 by Neat Unsou released 7/17/12
#47  July 18, 2012, 05:32:34 am
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Re: NU-13 by Neat Unsou released 7/17/12
#48  July 18, 2012, 11:24:28 am
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never played BB but holy fuck i'm impressed by this creation (also impressed by my computer, who seems to be able to handle it alright: so far, i don't see smoke coming out of it...)
Re: NU-13 by Neat Unsou released 7/17/12
#49  July 18, 2012, 11:43:00 am
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I don't know if anyone is having this problem but if I try to fight any of devilpp's blazblue characters against her the game shuts down and say there's a character with one of them  :-\

o and can we get a japanese voice patch for her
Re: NU-13 by Neat Unsou released 7/17/12
#50  July 18, 2012, 11:45:28 am
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Re: NU-13 by Neat Unsou released 7/17/12
#51  July 18, 2012, 12:41:59 pm
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Last Edit: July 18, 2012, 01:03:40 pm by Hisui
Re: NU-13 by Neat Unsou released 7/17/12
#52  July 18, 2012, 12:45:27 pm
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Re: NU-13 by Neat Unsou released 7/17/12
#53  July 18, 2012, 12:59:15 pm
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 :stare:
Re: NU-13 by Neat Unsou released 7/17/12
#54  July 18, 2012, 05:04:17 pm
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as expected from neat unsou


i knew he's good at this
Re: NU-13 by Neat Unsou released 7/17/12
#55  July 19, 2012, 12:55:08 am
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o and can we get a japanese voice patch for her

Go into the config file and look for State 1000. Change the first trigger from 1 to 0 (trigger1 = 1 --> trigger1 = 0). Voila.

sorry, it closes and says there's an error with ragna's/hazama's  .def and .sff whenever I try to fight her but they work fine against everyone else

Go into the config file and look for State 1000. Change the first trigger from 1 to 0 (trigger1 = 1 --> trigger1 = 0). Voila.

awesome thanks
Re: NU-13 by Neat Unsou released 7/17/12
#56  July 19, 2012, 10:57:24 pm
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Spoiler, click to toggle visibilty
LOL Elzee is very funny! XD
Re: NU-13 by Neat Unsou released 7/17/12
#57  July 20, 2012, 08:47:59 pm
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Not a big fan of the game but since he is one of my favorites creators and that he always put some decent IA on his creations this one for sure have to be at my list  :sugoi:
Re: NU-13 by Neat Unsou released 7/17/12
#58  July 20, 2012, 09:13:25 pm
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Good lord is this character good -- feels pretty much like the real deal.

Here's hoping Neat decides to convert Tsubaki.

Spoiler, click to toggle visibilty
Re: NU-13 by Neat Unsou released 7/17/12
#59  July 20, 2012, 09:20:20 pm
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CSEX Tsubaki isn't even that bad. Not when you compare her to Makoto, anyway.
Good lord. Ugh.

Also I like how Neat unintentionally nerfed Nu. Somehow the input window for D is actually strict so you can only press D upon impact, making her swords come out somewhat slower and rendering them unmashable.
They require actual timing now.
This may be due to some weird buffering issue I've seen in Win characters in 1.0 several times, could have something to do with 1.0 itself.

But it made Nu actually legit. lol

devilpp

Re: NU-13 by Neat Unsou released 7/17/12
#60  July 21, 2012, 06:45:12 am
holy shit this is just amasing the better Blazblue char meaker , anyone know how contact whit him, or if his chars are open source, i need some sprittes to improve my work, I am horrible whit the efect rip and i dont have much time, please helpme
Re: NU-13 by Neat Unsou released 7/17/12
#61  July 21, 2012, 07:03:52 am
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so the good news is : a good BB character, who would have tought it would be her

the bad news is : Take way to much space

Edit : even more bad news  for me : only for 1,0,, which means lots of log and crash
Re: NU-13 by Neat Unsou released 7/17/12
#62  July 21, 2012, 07:12:55 am
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Found releases 1.0+
Re: NU-13 by Neat Unsou released 7/17/12
#63  July 21, 2012, 10:25:20 am
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even more bad news  for me : only for 1,0,, which means lots of log and crash
if you complaining about his 1.0 only character dont you even think to post here and besides neat unsou knew that it wont fit for win mugen for some reason i think and learn to deal with it

so stop bitching it

Re: NU-13 by Neat Unsou released 7/17/12
#64  July 22, 2012, 12:38:31 am
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@Devil, I'm surprised you haven't made the switch from Win to 1.0 yet.

GOH

Re: NU-13 by Neat Unsou released 7/17/12
#65  July 22, 2012, 02:53:58 pm
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>2012
>Winmugen Vs. 1.0 debates

Let's not.
Re: NU-13 by Neat Unsou released 7/17/12
#66  July 22, 2012, 06:14:56 pm
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It's not even a debate, there is literally no reason to complain about it being 1.0 only when it's posted in the damn 1.0 subforum. 
Re: NU-13 by Neat Unsou released 7/17/12
#67  July 23, 2012, 05:51:23 am
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No use, 1.1 is coming out soon and if they complain with that being worse than 1.0/winmugen, I'm really going to slap a bitch.

Anyways, lets see what Neat Unsou is going release next.  ;)
Re: NU-13 by Neat Unsou released 7/17/12
#68  August 18, 2012, 01:54:50 am
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I hope I'm not too late posting, I've been gone for awhile, but a character that is 300 MB is WAY too much. I would have downloaded it at max of 200MB but not even my computer can handle a character size this huge without memory problems. Also I have seen only one type of feedback of problems this character might have. Even though its made to be accurate it can still have problems, such as debug floods and glitches. Accuracy doesn't make it better by default(I have seen this with other characters). Can someone tell me if this character is debug and glitch free? Then a may just download it.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#69  August 18, 2012, 01:58:39 am
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Bugfree, runs smoothly for me (Unlike that Hatsune Miku which literally takes forever to load or Yu-Hotaru's Ange).
Accurate, plays like the actual game, and it's size is optimized properly, which is great. As long as you have good RAM, you're good to go. 3GB + ram may run this smoothly, I think. I can run both of them in 1280x720P with localcoord.

NoZ

Re: NU-13 by Neat Unsou released 7/17/12
#70  August 18, 2012, 02:02:31 am
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Speedy this is the best Blazblue character made for mugen as of now,I don't say this because it's only my opinion,just read the topic and just try it,she is awesome,you might learn a thing or two for your characters
Re: NU-13 by Neat Unsou released 7/17/12
#71  August 18, 2012, 02:28:29 am
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@ NoZ

Looking at this character for reference isn't going to help me a lot for my characters because I have not created a NU-13 or have even played as this character in the original source game. Can you be more specific on what to learn from this character that I can apply to mine? In your opinion?

The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!

NoZ

Re: NU-13 by Neat Unsou released 7/17/12
#72  August 18, 2012, 02:52:27 am
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Well I know you go for a more custom style of Blazblue characters,but I believe this is a good chance for you to test a proper source accurate Blazblue gameplay style,you can see the pros and cons of it and maybe implement some stuff or even learn some stuff from this,I have no experience making characters but I lot of people would agree with me on this
Re: NU-13 by Neat Unsou released 7/17/12
#73  August 18, 2012, 04:27:14 am
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Well, you guys convinced me to download it.

Feedback:

Wow, I wasn't expecting this character to have special things coded when fighting my Ragna and Noel  :) However the special intro vs Ragna... the voice is different. Is it suppose to be like this? Anyways I would like to thank the author.

At first I thought there was something wrong with the air grapple when testing with my characters but I found out it was a slight problem on my part. (So this character did "teach" me something)

"Seems" pretty accurate but I have not really taken the time and played this character in source. Also people have said this character is based more on Calamity Trigger, the first Blazblue game(which I don't have anymore since I sold it for Continuum shift)

The AI is about the same as my AI for my characters I would say, maybe a bit weaker but good enough.

Sadly I can't have more than three different fights with this character before my mugen shuts down from memory problems.

The actual size of the character itself is good not to big, not too short, just like the same size of my characters.

Sometimes a bit laggy during supers(It maybe just my computer)

Well, guys it was going to happen sooner or later, some Japanese guy makes a godly Blazblue character, lol. But to fully enjoy it you need one hell of a computer. I really wish the mb size was smaller so my mugen doesn't crash right away. :P

Also BTW I was expecting this character's coding to be like Warusaki3 style(extremly complex and hard for most to understand) but surprising it's pretty easy to understand which is a great thing incase people want ideas from this character. Just goes to show a Blazblue character's coding doesn't need to be very complex.

The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#74  August 18, 2012, 04:43:02 am
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@Devil, I'm surprised you haven't made the switch from Win to 1.0 yet.

I  would have switched if it wasn't for a fact that my winmugen works better , like way better , even if i did the switching it would be meaningless since I don't play mugen much anymore , lets not forget that a new version is coming anyway, its like  buying a PS1 or a SNES at the end of its life cycle
Re: NU-13 by Neat Unsou released 7/17/12
#75  August 19, 2012, 03:12:50 pm
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welp, i've been giving this character a try and i like her. Never had nor played blazblue or any sequels to it but she's really good. just like his Basara X characters.

regarding Devil, you don't have to switch really if you got a computer that can handle it run both Win and 1.0 i do. I'll replace 1.0 with 1.1 when that gets released and believe it or not it'll do the same as 1.0 but with additional features. Who knows maybe someone will figure out how to make all the characters and other things that only worked for Win to work on a newer Mugen i know so far Chu-nin's AI patches don't work but that's all so far.
The Wikkens Will Rise!
"To follow our path, to complete our goals, A Wikken's way is truly whole, for we seek the thrill of challenge, none too bleak*too easy* But until the day we all shall peak!"-WiCloud
Re: NU-13 by Neat Unsou released 7/17/12
#76  August 19, 2012, 08:00:19 pm
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Can you be more specific on what to learn from this character that I can apply to mine? In your opinion?
Just using his helper system for all the FX may be a little yet good stuff towards making your stuff look better.
You can also reference some vels and hitpauses and the way stuff is coded. I don't have a big BB knowledge, but I'm pretty sure stuff can be referenced from one char to another.
Re: NU-13 by Neat Unsou released 7/17/12
#77  August 28, 2012, 03:49:55 pm
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anyone knows where the author found the special effects ? I have seen on dustloop the links for the characters rips but the effects included were very limited.

This guy has incorporated ALL the effects or at least most of them and I am wondering where he got the sprites for these great effects.
My stages exhibition
https://www.youtube.com/watch?v=FO2YZO7ut5I

Find them at: http://www.trinitymugen.net/forum/index.php?action=tpmod;dl=cat294

You are free to use the materials in the stages I released before 2014. Credits are always appreciated.
Re: NU-13 by Neat Unsou released 7/17/12
#78  August 28, 2012, 04:00:06 pm
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anyone knows where the author found the special effects ? I have seen on dustloop the links for the characters rips but the effects included were very limited.

This guy has incorporated ALL the effects or at least most of them and I am wondering where he got the sprites for these great effects.

I was wondering the same thing. How did he rip/get these? I want to use them but I don't want to "steal" them from the author. Also using those sprites = Huge ass MB size for your character. @_@
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#79  August 28, 2012, 04:02:11 pm
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Texture rips from the actual game, merely .pac files extracted to .dds files or .dds.xpr extensions. Then he manually pieced them together, it's pretty hard and it takes quite some time for it.
Re: NU-13 by Neat Unsou released 7/17/12
#80  August 28, 2012, 04:04:08 pm
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Texture rips from the actual game, merely .pac files extracted to .dds files or .dds.xpr extensions. Then he manually pieced them together, it's pretty hard and it takes quite some time for it.

Blah, I almost have no sprite ripping experience what-so-ever. But still, Huge ass MB size @_@
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#81  August 28, 2012, 04:09:08 pm
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meh you can email him to get those sprites

as if i knew Devilpp got contact him and he got what he needs
Re: NU-13 by Neat Unsou released 7/17/12
#82  August 28, 2012, 04:11:07 pm
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But the author is from Nippon and I don't know Japanese well enough to email him, or probably anyone else.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#83  August 28, 2012, 04:16:48 pm
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well true (but as if you dont know he's a member here but rarely active i think) and get a help from Devilpp
Re: NU-13 by Neat Unsou released 7/17/12
#84  August 28, 2012, 04:18:56 pm
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well true (but as if you dont know he's a member here but rarely active i think) and get a help from Devilpp
From looking at Devilpp's posts I don't even think he knows english well enough... How is he suppose to communicate with a Japanese author? And online translators mostly suck.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Last Edit: August 28, 2012, 04:22:20 pm by Speedy9199
Re: NU-13 by Neat Unsou released 7/17/12
#85  August 28, 2012, 04:21:36 pm
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but the question is how did he do that
Re: NU-13 by Neat Unsou released 7/17/12
#86  August 28, 2012, 04:28:47 pm
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Uhm, you know I can rip them right? I just need the .pac files from the game. Though, you have to manually combine your textures yourself.
Re: NU-13 by Neat Unsou released 7/17/12
#87  August 28, 2012, 04:36:07 pm
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I just want to say something about this character and the author;

We shouldn't become "greedy" and want/demand more characters from this author too much. Even though it would be nice to have more characters from this author BUT making a character that is almost 5000 sprites, 300-ish sounds, 300 MB is just TOO much work for something that is just a hobby... I mean if the author thinks he can do it, he can, but this is just too much work...(even though only the author him/herself knows exactly how much work they put into it.) I can't imagine all the PAIN this author had to go through to make this. From my creating experience for my Blazblue characters, even though mostly custom they do have SOME accuracy to them(even though a small percent) and even that percent is PAINFUL to make when creating them. I think one Blazblue character of this scale is good enough from the author.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#88  August 28, 2012, 04:39:34 pm
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The sum of all the files of all your chars exceed 300MB, so instead of creating 10 chars, you could have created just one, thus your argument is invalid. :P
he just takes his time, that's all, hobby or not.

And he can now use all his work on this character as a template, especially for all the system FX and code. Same as what Warusaki3 did : first chars took a long time, but after a few years, he could code a CVS2 character in a week or less thanks to his template.
Developping them is long, but once it has been done, it can be reused with no work.
Re: NU-13 by Neat Unsou released 7/17/12
#89  August 28, 2012, 04:47:51 pm
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The sum of all the files of all your chars exceed 300MB, so instead of creating 10 chars, you could have created just one, thus your argument is invalid. :P
he just takes his time, that's all, hobby or not.

And he can now use all his work on this character as a template, especially for all the system FX and code. Same as what Warusaki3 did : first chars took a long time, but after a few years, he could code a CVS2 character in a week or less thanks to his template.
Developping them is long, but once it has been done, it can be reused with no work.

Using your character as a base to create more characters is just too lazy... I don't care if people think I'm crazy for saying or doing this but I pretty much start ALL my characters from scratch with just starting with the default states/values and nothing else. Sure I reuse things and it takes more time, but you are less likely of error when doing this. I need a medal or something :P
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#90  August 28, 2012, 04:50:29 pm
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.... Lazy? It's time efficient and if it uses the same velocities/what not then it's fine. Rather, you can start a "blank" character and just use the code that you need from the previous character that you made. ._.
Re: NU-13 by Neat Unsou released 7/17/12
#91  August 28, 2012, 04:58:07 pm
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.... Lazy? It's time efficient and if it uses the same velocities/what not then it's fine. Rather, you can start a "blank" character and just use the code that you need from the previous character that you made. ._.

blah, you can do so many different ways to make things. But I personaly don't like just swapping out the sprites and reusing identical code, maybe some code, but not the entire thing. It not really fun doing it this way to just replace things and edit things. It's better to actually create something completely new and I seem to get more satisfaction from my work like this. Even though it may take longer to do.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#92  August 28, 2012, 04:59:57 pm
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I didn't mean that.
My way:
Start a blank template
Import all the FX animations that I need.
Make the right cns files for what I need.
Import the code that all the character utilizes in the game (as coded).
Put the helpers that you need, and common states.
Then add sprites and align manually (blank.sff that is already labelled).

I didn't mean to start a template with a CHAR(and with char sprites and all). >_>
Re: NU-13 by Neat Unsou released 7/17/12
#93  August 28, 2012, 05:03:05 pm
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Oh my bad, yeah, I do it that way what you said. lol?

And at Cybaster I don't want my character's MB size to be THAT high. Other computers that people use my characters might not be able to take the size. Even my computer can hardly take the Nu-13 character.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Last Edit: August 28, 2012, 05:19:03 pm by Speedy9199
Re: NU-13 by Neat Unsou released 7/17/12
#94  August 28, 2012, 05:38:53 pm
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The 1st part was a joke. I can perfectly understand not wanting to have huge ass chars in your Mugen folder, for space or power requirements.

But using code you've developed is not lazy, it's being efficient. All system FX and code (super jump, parry, roman cancel, AI activation, specials sounds and FX, state overrides) should be reused between chars. It's not just being efficient, it's also being consistent.
If you start from scratch each time, not only do you use time, you also have huge differences in behavior between each of your chars which are supposed to have the same system. Templates allow to achieve consistency and harmony between characters. Vans developed his KOF template (which Koopakoot and others used), POTS has his own template (used by Jmorphman), Warusaki3 has a CVS2 template in a file, along with SFF/SND/AIR. He just copies this in his char folder and codes from her : all the groove coding and variable handling is already done, he only needs to focus on actually coding the moves. etc.
Re: NU-13 by Neat Unsou released 7/17/12
#95  August 28, 2012, 05:48:53 pm
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The 1st part was a joke. I can perfectly understand not wanting to have huge ass chars in your Mugen folder, for space or power requirements.

But using code you've developed is not lazy, it's being efficient. All system FX and code (super jump, parry, roman cancel, AI activation, specials sounds and FX, state overrides) should be reused between chars. It's not just being efficient, it's also being consistent.
If you start from scratch each time, not only do you use time, you also have huge differences in behavior between each of your chars which are supposed to have the same system. Templates allow to achieve consistency and harmony between characters. Vans developed his KOF template (which Koopakoot and others used), POTS has his own template (used by Jmorphman), Warusaki3 has a CVS2 template in a file, along with SFF/SND/AIR. He just copies this in his char folder and codes from her : all the groove coding and variable handling is already done, he only needs to focus on actually coding the moves. etc.

Ok, I better understand now, by just asking Cybaster have you created multiple characters from the same game? I can see doing this for that situation by if you make characters from different games with different systems... I don't think you should do that. Is that what you mean by reusing between all characters? Just to clarify.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#96  August 28, 2012, 06:11:53 pm
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I'm obviously talking about chars using the same game mechanics. After coding Goku Z2, I reused all the system code when coding Gohan Z2, Satan Z2 and now Vegeta Z2, ie. Slash Chop, Super Jump, run, air dash, SFX, hitsparks, dash collision, etc. codes.

Of course, if you code chars with different game mechanics, you're not going to reuse as much code. Little snippets here and there, but obviously not much.
Re: NU-13 by Neat Unsou released 7/17/12
#97  August 31, 2012, 08:32:07 pm
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I recently PMed Neat Unsou on this site asking him/her if he/she was open source and thanking him/her for creating the character and giving the special intro vs my Ragna and Noel. Neat Unsou does seem to understand english well enough by looking at his/her last posts. Mybe I'll have better luck talking with him/her if Devilpp can't for some reason.
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#98  September 02, 2012, 10:39:01 pm
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How do you download the .sff file? It asks me to login.
Re: NU-13 by Neat Unsou released 7/17/12
#99  September 02, 2012, 10:41:13 pm
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then you  need to login. make an msn account.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?

devilpp

Re: NU-13 by Neat Unsou released 7/17/12
#100  September 05, 2012, 07:12:25 am
I recently PMed Neat Unsou on this site asking him/her if he/she was open source and thanking him/her for creating the character and giving the special intro vs my Ragna and Noel. Neat Unsou does seem to understand english well enough by looking at his/her last posts. Mybe I'll have better luck talking with him/her if Devilpp can't for some reason.

my question was directly, I asked permission for use her sprittes and he tell me that this arent her sprittes, i can use at my own risk, like me learns from his awesome work
Re: NU-13 by Neat Unsou released 7/17/12
#101  September 05, 2012, 10:16:53 am
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Discounting FX, all the blazblue sprites are downloadable. FX is more "good luck" don't know if they're ripped.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: NU-13 by Neat Unsou released 7/17/12
#102  September 05, 2012, 05:58:39 pm
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Re: NU-13 by Neat Unsou released 7/17/12
#103  September 07, 2012, 03:06:45 am
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I got a pm awhile ago from Neat Unsou. He said, yeah, his stuff is open source. Go crazy. :P
The answer to most of your mugen problems is to know more math.

How can you get the "feel" of a character if you are only touching a keyboard or controller?!?!
Re: NU-13 by Neat Unsou released 7/17/12
#104  September 07, 2012, 03:12:59 am
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Eh, it's Neat Unsou, what you expect? =P

Pal

Re: NU-13 by Neat Unsou released 7/17/12
#105  September 08, 2012, 07:34:33 am
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Discounting FX, all the blazblue sprites are downloadable. FX is more "good luck" don't know if they're ripped.

FX in BlazBlue are 3D textures. Ripping them is just ripping the texture used.

In Calamity Trigger (thank you PC version) FX animations should be rippable by using TexMod to remove character sprites and stage textures and using AnimGet or even FRAPS to record them. A hard, long, impractical task but very much doable.

Plan B is coding an FX viewer and exporter, which I'm pretty sure doesn't exist yet.
Re: NU-13 by Neat Unsou released 7/17/12
#106  October 06, 2012, 09:10:50 pm
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I can't download the SFF for Nu-13. What do I do wrong?
===My discord servers===
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Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: NU-13 by Neat Unsou released 7/17/12
#107  October 06, 2012, 11:44:08 pm
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God, guys. Stop bumping this thread. Everytime that happens, I think Neat Unsou updated Nu.

And I don't know what you're doing wrong, but I can download it. Just tried it myself.
Re: NU-13 by Neat Unsou released 7/17/12
#108  October 07, 2012, 08:05:55 am
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Huh? I didn't bumped this thread. It isn't one month old yet.
Whatever, the problem still persists. Seriously, do I do something wrong there?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: NU-13 by Neat Unsou released 7/17/12
#109  October 07, 2012, 08:09:28 am
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make a skydrive account to download thats what i had to do.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: NU-13 by Neat Unsou released 7/17/12
#110  October 07, 2012, 08:18:00 am
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make a skydrive account to download thats what i had to do.
Uhm, that was exactly the thing, that I wanted to avoid to do.
Looks like, it was a good decision to request the SFF in the request thread...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: NU-13 by Neat Unsou released 7/17/12
#111  October 07, 2012, 10:48:58 am
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Then why did you have to even bump the thread? :-\
Re: NU-13 by Neat Unsou released 7/17/12
#112  October 07, 2012, 12:33:20 pm
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I didn't bumped that thread. The thread was too young to call it a bump.
Also, I asked that question, just to make sure, if I didn't did anything wrong.
Now I know, that I didn't, so I hope, that someone will visit my request thread and upload some stuff to a website, where I don't have to sign up...
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns