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Yuuki Terumi v1.02 (Read 3033 times)

Started by OHMSBY, January 09, 2019, 10:15:48 pm
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Yuuki Terumi v1.02
#1  January 09, 2019, 10:15:48 pm
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Hello everyone,

Terumi is now complete. He has the same gameplay system as the rest of my characters, and is based on a hypothetical "what if this character was playable in Cross Tag" move set.

Also, I finally figured out how to code AI, so this is my first character to come with AI right out of the box. It's not quite on the same level as Holn's patches, but its a start.



Spoiler: More Screenshots (click to see content)

Get Terumi Here:
https://drive.google.com/file/d/1X12w_kv3oUH9xsBgU4qN26SdvHkeEtCY/view?usp=sharing

And of course, there's a poll for the next character. Vote here:
Erika Wagner has won the poll. Thanks for voting

As always, have fun.
Last Edit: January 13, 2019, 05:49:56 am by OHMSBY
Re: Yuuki Terumi
#2  January 09, 2019, 10:26:31 pm
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Congrats for your 5th character cheers!!!
[/img]http://imgur.com/PXKjXbP[/img]
Re: Yuuki Terumi
#3  January 10, 2019, 02:53:50 am
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It seems like I missed something on my last feedback.

-Terumi's position after performing Retaliating Fang is misaligned (I noticed this before and thought it was just me. But he seems like he actually does move back a bit after using the attack. Even moves the camera if he misses).
-Just a small aesthetic. Since Terumi scratches the knife on the ground while he's running, thought it might sound cooler if you put the sound where he sheathes the knife back when he stops.
-Most of the time, Terumi doesn't finish the Jumping A animation before he touches the ground so the knife sheathe sound doesn't play (Although, I'm not sure if it's possible to fix as if he's high enough in the air and performs the attack and the knife sheathe sound does play, it would play it twice when he touches the ground if you do it that way. Just thought I might ask if it's possible).

Other than those small things, I believe that's it. Thanks for the release as always. Also, congrats on winning CotM since you now have a green trophy besides the contributor star.
Re: Yuuki Terumi
#4  January 10, 2019, 03:20:15 am
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Hmmm...this is just me, but I'm a bit curious about Kirby. I'm guessing since it says "Kirby Super Star" you're gonna grab SNES sprites and try to make a character out of that, ya?
Re: Yuuki Terumi
#5  January 10, 2019, 03:37:25 am
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Re: Yuuki Terumi
#6  January 10, 2019, 03:42:42 am
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...oh. Okay then.
Wouldn't that be Smash Bros and/or Kirby Return to Dreamland, instead of Kirby Super Star, though?
Re: Yuuki Terumi
#7  January 10, 2019, 03:56:56 am
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Very good A.I i like better than Holn A.I patches, They are impossible to beat.
Re: Yuuki Terumi
#8  January 10, 2019, 03:59:17 am
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You can beat Holn A.I patches but in a scrub way XDD
Re: Yuuki Terumi v1.01
#9  January 10, 2019, 04:49:28 am
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I just put out a quick update to address the bug that SolidZone pointed out, go ahead and redownload him.

Quote
-Fixed a bug that caused Terumi to suddenly scoot back a few pixels after using Retaliating Fang
-Added the sheath sound effect to the run stop animation



-Most of the time, Terumi doesn't finish the Jumping A animation before he touches the ground so the knife sheathe sound doesn't play (Although, I'm not sure if it's possible to fix as if he's high enough in the air and performs the attack and the knife sheathe sound does play, it would play it twice when he touches the ground if you do it that way. Just thought I might ask if it's possible).

It's pretty much just as you have said. I could add a trigger to the landing state that detects if he was just using jA, but that would run the risk of having the sound play twice if he uses the move high enough in the air.

Also, congrats on winning CotM since you now have a green trophy besides the contributor star.

Thanks.


Re: Yuuki Terumi v1.01
#10  January 10, 2019, 05:26:39 am
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Re: Yuuki Terumi v1.01
#11  January 10, 2019, 05:21:11 pm
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Thank You OHMSBY! Terumi Is So Cool, Since His Own Game! And I Want To Play With Him With MUGEN And BBCF (Terumi's Lastest Appentince)
Re: Yuuki Terumi v1.01
#12  January 12, 2019, 06:54:56 am
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This is a placeholder for AI feedback. Will be updated soon.

Feedback:
-AI gets too trigger-happy with the anti-air from what I've seen. A clean empty jump's going to screw him over.
-Specials for opening moves are kind of dangerous, but it's easy to poke him out of them.
-Jabbing from afar makes him airdash immediately. People can exploit this to make him airdash as the round starts and get easy anti-airs. This is LETHAL against BB's granddaddy, Guilty Gear, especially if he's up against something like Sol, Chipp or Slayer.
-Why can he combo after his Burst?
Last Edit: January 12, 2019, 07:21:49 am by Himeragi Yukina
Re: Yuuki Terumi v1.01
#13  January 12, 2019, 06:34:42 pm
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-AI gets too trigger-happy with the anti-air from what I've seen. A clean empty jump's going to screw him over.

I think an X Velocity trigger that detects whether the opponent is jumping towards or away from Terumi may be able to fix this, I'll have to try it out.

-Jabbing from afar makes him airdash immediately. People can exploit this to make him airdash as the round starts and get easy anti-airs. This is LETHAL against BB's granddaddy, Guilty Gear, especially if he's up against something like Sol, Chipp or Slayer.

This might have been a result of me trying to get the AI to react to projectiles, and it seems that regular attacks are being picked up up in the detection as well. I'll have to look into this.

-Why can he combo after his Burst?

That was an oversight on my part, and it will definitely have to be fixed.

This is my first time coding AI, and it admittedly kind of shows. So, feedback like this is definetly helpful.
Re: Yuuki Terumi v1.01
#14  January 13, 2019, 02:49:12 am
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I think an X Velocity trigger that detects whether the opponent is jumping towards or away from Terumi may be able to fix this, I'll have to try it out.

You'll have to have the AI react differently to situations using the same base triggeralls if you're gonna do that. Anti-Air is a tricky thing to manage if you don't know how to set it up, especially if you don't take into account the top-down reading MUGEN does.

Ideally you'll want Ground to Air states above the Air to Air states, which would then be above the Air to Ground states. Neutral ground to ground would be at the bottom.

You'll also want to give stuff like reversals, combos and the like their own sections, preferably higher up than the rest to avoid things breaking. They won't be relevant until the AI actually starts getting put in those situations anyway.

Quote

This might have been a result of me trying to get the AI to react to projectiles, and it seems that regular attacks are being picked up up in the detection as well. I'll have to look into this.


It's not a perfect thing, but I use an invincible helper at the center of the screen to help the AI determine if it's a projectile or not. If one but not the other is in guard distance, then I have it react accordingly. If both are in distance (i.e. the projectile's being used up close), then I have it guard.

Maybe the same thing will help you too. Just make sure it's fixed on the center of the screen, or a few characters' width away.
Last Edit: January 13, 2019, 02:57:26 am by Himeragi Yukina
Re: Yuuki Terumi v1.02
#15  January 13, 2019, 06:01:50 am
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Alright, so firstly, Terumi has gotten another update. Along with some tweaks and adjustments (mostly to the burst), his has been adjusted based on Himeragi's/Thentavius' feedback and suggestions (thanks for that). It's a little bit smarter now, and is much more responsive to projectiles. Go ahead and redownload him.

Quote
- Made some adjustments to the burst animation
- Increased the cornerpush on burst
- When bursting in the air, Terumi will no longer have control until he touches the ground
- Made some slight adjustments to the launch trajectory for the final hit of Retaliating Fang and the first hit of Dungeon of Serpents
- Made some adjustments to the AI



Next is the poll results:


Looks like Wagner is my next project. Like Terumi, she is not playable in Cross Tag, so I will be making a hypothetical Cross Tag move set for her as well.
Thanks for voting everyone.
Re: Yuuki Terumi v1.02
#16  January 13, 2019, 06:16:05 am
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I really enjoy your characters so far
Hope Waldstein wins one of these days...
Re: Yuuki Terumi v1.02
#17  January 13, 2019, 07:57:42 am
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Wow. Waldstein was high on the list on the 1st day, then got beaten by Wagner bad on the next few days. Oh well, don't feel disappointed on this result this time around as I used to vote for her but got overshadowed by Azrael. Unlike Terumi in the Blazblue games, Under Night's gameplay is very similar to Cross Tag Battle's, so her hypothetical moveset should be easy for you to figure out. She'll also be your first character without an English voice.

Either way after seeing how well done Terumi was, I feel like any character (Whether they exist already or not in Cross Tag Battle) made by you will be amazing no matter what. I look forward to see what you have in store with Wagner.

Edit: I found a small minor bug on Terumi, the forward grab registers 3 hits on the combo counter when there was only 2. The air and back grabs are fine and registers the correct amount of hits, just the forward one needs adjusting.
Last Edit: January 13, 2019, 12:49:13 pm by SolidZone 26
Re: Yuuki Terumi v1.02
#18  January 13, 2019, 01:12:44 pm
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nice! I'm gonna start test him soon!