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Weiss Schnee v2.6 (Read 66041 times)

Started by k6666orochi, February 14, 2019, 07:14:07 pm
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Weiss Schnee v2.6
#1  February 14, 2019, 07:14:07 pm
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This is my second char of the Blazblue Cross Tag Battle Game and the second of the team RWBY
Weiss movelist (new update)
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Update v 2.6
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Here you can download it: http://www.mediafire.com/file/b1k3izse211mzhr/Weiss_v2.6.rar/file
Thanks to:
OHMSBY
Ehm (sprites of the game BlazBlue: Cross Tag Battle)
DatKofGuy (sound rips)
holn (for creating the AI )
DeathScythe (snow effect used for the astral heat of your Snow City stage)
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Last Edit: December 22, 2019, 04:44:51 am by k6666orochi
Re: Weiss Schnee v1.0 released
#2  February 14, 2019, 09:13:57 pm
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Here we go:

  • Initial hit of her 5A smart combo doesn't chain with the other attacks.
  • 5AAA is supposed to chain with specials and supers. Same for her 2B and throws
  • Some of her normals lacks blue clns over red ones. For example, her 5B


That's all I can find for now. There are some missing stuff like running A/B/C attacks that are common on OHMSBY chars, her charged glyphs and 8A/B/C moves, and a more complete version of Ice Pillars. (hitting them with projectiles gerenates clones.)

Try giving a look at the dustloop wiki if you haven't already.

EDIT: Another thing I missed is that 214A/B whiffs after using j.c in an aircombo. (Still hits on corner though.)
Last Edit: February 14, 2019, 09:41:40 pm by Mister Fael Chan
Re: Weiss Schnee v1.0 released
#3  February 14, 2019, 11:25:51 pm
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The small Ice Pillar turns into Weiss when hit.
Spriting is harder than I thought.
Re: Weiss Schnee v1.0 released
#4  February 15, 2019, 04:04:11 am
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New Update (v 1.3) in the first post
Now she have:
-more combos were added (with special normal attacks and supers)
-fixed some combos that were made on the ground and crouched
- some collision boxes of some normal attacks were changed position
-the helpers of the attack "Ice pillage" no longer creates clones of Weiss when hit by projectiles
-the heavy blow in the air now throws the opponent at greater distance and when Weiss falls to the ground with that attack can be canceled at the right time to make a combo with B or a super
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Re: Weiss Schnee v1.3 released
#5  February 15, 2019, 12:21:27 pm
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Feedback as of the 1.3 update:

-Her crouching B has an unneeded swing sound and the hit spark and guard spark is misaligned.
-Any moves that have her Glyph disappear by a frame and don't fade away.
-During Snow Flurry, White Night and all Glyph Dash Strikes, a random Glyph appears on the upper left corner of the screen.
-The effect on Myrtenaster of Glyph Dash Strike is misaligned and doesn't have a landing sound effect if performed in the air and touches the ground (The hit spark is also misaligned as it looked like she kicked the opponent instead of her weapon).
-Snow Flurry can sometimes be inconsistent on damage depending on the character's hitbox.
-Her normal and jumping C has a leftover landing effect from Yang's ground punch and has no landing sound effect when she touches the ground (It's not a ground pound move so it shouldn't be there).
-The Ice Pillar effect when it disappears is too small and needs to be bigger.
-Hitting the Ice Pillar still creates a clone of Weiss.
-Glacial Torrent has no hitspark or guard spark when it hits the opponent.
-White Night feels unfinished as they are no effects when the opponent was being hit.
-You should clarify which move on the readme is Snowfall/Snowstorm and Glyph Dash Strike/Glyph Dash Triple Strike as the commands are the same.

Definitely an improvement over Blake, but she still needs work. Hopefully these things are fixed as you shouldn't work on Gunvolt until Weiss and Balke are fully completed. Just my suggestion.
I will still do detail and aesthetic feedback for the rest.
Re: Weiss Schnee v1.3 released
#6  February 15, 2019, 06:35:15 pm
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Feedback as of the 1.3 update:

-Her crouching B has an unneeded swing sound and the hit spark and guard spark is misaligned.
-Any moves that have her Glyph disappear by a frame and don't fade away.
-During Snow Flurry, White Night and all Glyph Dash Strikes, a random Glyph appears on the upper left corner of the screen.
-The effect on Myrtenaster of Glyph Dash Strike is misaligned and doesn't have a landing sound effect if performed in the air and touches the ground (The hit spark is also misaligned as it looked like she kicked the opponent instead of her weapon).
-Snow Flurry can sometimes be inconsistent on damage depending on the character's hitbox.
-Her normal and jumping C has a leftover landing effect from Yang's ground punch and has no landing sound effect when she touches the ground (It's not a ground pound move so it shouldn't be there).
-The Ice Pillar effect when it disappears is too small and needs to be bigger.
-Hitting the Ice Pillar still creates a clone of Weiss.
-Glacial Torrent has no hitspark or guard spark when it hits the opponent.
-White Night feels unfinished as they are no effects when the opponent was being hit.
-You should clarify which move on the readme is Snowfall/Snowstorm and Glyph Dash Strike/Glyph Dash Triple Strike as the commands are the same.

Definitely an improvement over Blake, but she still needs work. Hopefully these things are fixed as you shouldn't work on Gunvolt until Weiss and Balke are fully completed. Just my suggestion.
thanks now I am correcting these problems
now if this time the helpers of the Ice pillars attack will no longer appear more weiss clones when they hit them with any attack, what is missing is to make them stay immobile because player 2 can push them, I really do not know what code to use and try many things :(
PD: I already explained the problem with many of the xplods in mugen 1.0
problem with the explods that only happens in mugen 1.0, in mugen 1.1 many animations of the explodes are programs with scales and angles of rotation
for example:
[Begin Action 1017]
6171,0, 0,0, 1, , AS230D0, 0.1,0.1, 90
6171,1, 0,0, 1, , AS230D0, 0.2,0.3, 90
6171,2, 0,0, 1, , AS230D0, 0.3,0.4, 90
6171,3, 0,0, 1, , AS230D0, 0.4,0.5, 90
6171,4, 0,0, 1, , AS230D0, 0.5,0.9, 90
6171,5, 0,0, 1, , AS230D0, 0.5,0.9, 90
6171,6, 0,0, 1, , AS230D0, 0.5,0.9, 90
6171,32, 0,0, 1, , AS230D0, 0.4,0.5, 90
6171,33, 0,0, 1, , AS230D0, 0.3,0.4, 90
6171,34, 0,0, 1, , AS230D0, 0.2,0.3, 90
6171,35, 0,0, 1, , AS230D0, 0.1,0.1, 90
-1,-1, 0,0, -1, , AS230D0
thing that seems to mugen 1.0 does not recognize and takes those values as null so many explods are "out of place", I had not realized this before since the way to program those animations is new to me and stop using Much mugen 1.0
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Last Edit: February 15, 2019, 06:43:25 pm by k6666orochi
Re: Weiss Schnee v1.3 released
#7  February 15, 2019, 09:17:53 pm
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 For explod rotations in 1.0, you'll have to code them as helpers and use angledraw if you want your FXs to rotate properly. Parameters exclusive to 1.1 logically do not work in 1.0 and rotating explods is one of them. Likewise, transparencies that work in 1.0 do not work in 1.1 if you are using alpha, so, you'll need to use add instead for that instead.
Re: Weiss Schnee v1.3 released
#8  February 20, 2019, 07:25:43 am
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Idk if this has been brought up or not, but her Astral Finish has 0 effects whatsoever aside from the hitsparks + Hyper BG. And, idk if this is due to zoom or it's just a thing, but 95% of the time I use it her Astral Finish either doesn't hit at all aside from the final hit, the initial startup hits but drops P2, or it actually fully hits. As demonstrated in the gif.

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Re: Weiss Schnee v1.3 released
#9  February 22, 2019, 03:14:06 am
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Idk if this has been brought up or not, but her Astral Finish has 0 effects whatsoever aside from the hitsparks + Hyper BG. And, idk if this is due to zoom or it's just a thing, but 95% of the time I use it her Astral Finish either doesn't hit at all aside from the final hit, the initial startup hits but drops P2, or it actually fully hits. As demonstrated in the gif.
I'm doing the missing effects and reviewing those problems
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Re: Weiss Schnee v1.3 released
#10  February 22, 2019, 09:03:22 am
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Aquí tienes un port que puedes utilizar si quieres
Re: Weiss Schnee v1.3 released
#11  February 23, 2019, 03:19:01 am
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Last Edit: February 25, 2019, 05:07:13 pm by k6666orochi
Re: Weiss Schnee v1.3 released
#12  February 25, 2019, 05:11:34 pm
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How can I make a helper not be pushed by player 2?
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Re: Weiss Schnee v1.3 released
#13  February 26, 2019, 12:14:08 am
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If the helper must have Clsn2, you can make them passable with PlayerPush.  Although aren't helpers' PlayerPush already 0 by default?
Re: Weiss Schnee v1.3 released
#14  February 26, 2019, 02:53:15 am
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If the helper must have Clsn2, you can make them passable with PlayerPush.  Although aren't helpers' PlayerPush already 0 by default?
the helpers are still something new for me and that I read a tutorial that helped me understand some things

that's how I have programmed the helper, if I leave the playerpush value at 0 player 2 passes by, if the active at least serves as an obstacle but push it :(
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Re: Weiss Schnee v1.3 released
#15  February 26, 2019, 11:41:38 pm
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I read your question again.  To clarify, do you actually want the helper to impede the opponent by acting as an immovable wall?
Re: Weiss Schnee v1.3 released
#16  February 27, 2019, 02:44:23 am
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Re: Weiss Schnee v1.8
#17  March 03, 2019, 03:40:45 am
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I don't think she agrees with MUGEN 1.0 quite yet

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Re: Weiss Schnee v1.8
#18  March 10, 2019, 01:47:53 pm
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Re: Weiss Schnee v1.8
#19  April 25, 2019, 08:02:40 pm
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Re: Weiss Schnee v1.8
#20  April 26, 2019, 02:40:18 am
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And some news about the update, specially on the issue on MUGEN 1.0 showed before?