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[WIP] Diary - Feb 6 (Read 726322 times)

Started by Ricepigeon, January 30, 2011, 09:14:19 pm
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Re: Ricepigeon's WIP Thread
#41  January 18, 2013, 04:07:00 am
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The DPP legendaries had 2000 health shared between them. Here, each one will have its own separate lifebar, with health for Each Pokemon scaled to proportion of their maximum possible HP value at level 100:

Reshiram/Zekrom: 404
Carracosta: 352
Vanniluxe: 346
Archeops: 354
Klinklag: 324
Zoroark: 324

Total: 2104

Im debating if I should scale each HP value by 1.5 and have it so that you only need to win 1 round against N, with health carrying over between rounds.
Re: Ricepigeon's WIP Thread
#42  January 18, 2013, 04:09:15 am
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That sounds good, but how would you make it so only one round is needed to beat N?
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Ricepigeon's WIP Thread
#43  January 18, 2013, 11:17:41 pm
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this is a nice idea. keep it up rice'
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Re: Ricepigeon's WIP Thread
#44  February 14, 2013, 05:22:29 pm
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Alright so anyone who's seen Darkflare's topic about his edit of Lie Meiling should know that I'm back to working on her for personal reasons. Right now my primary focus is on balancing out one of her signature attacks from her game of origin (one that DF removed): Her Seven-Star Sword (incorrectly named Dichromatic Aura Sphere in her first release).

What this attack originally did was fire 6 tracking projectiles at the opponent. All three versions were identical and caused knockdown.

Since then, The move has been altered several times. Its hard to find a move to base this attack on as a reference. The last "official" release's readme documented the following changes:

Quote
- Seven-Star Sword: Renamed from Dichromatic Aura Sphere. Differences are as follows:
    QCF/236 + X: Stationary
    QCF/236 + Y: Half Screen + No Heat Seeking
    QCF/236 + Z: Full Screen + Heat Seeking
- Seven-Star Sword: All versions no longer cause knockdown
- Seven-Star Sword: Overall damage decrease
- Seven-Star Sword: Removed Projectile and Aerial invincibility during Y and Z versions

Since this update was released, I've made the decision to completely remove the projectile's tracking abilities altogether on all three versions. Additionally, the properties for the X (light) and Z (hard) versions were reversed, so the Hard version is now stationary while the light version now travels the full screen distance, with each version dealing its own damage values proportional to After going back and forth with Darkflare on Skype, a couple of suggestions were brought up to balance the move out a bit including, just to name a few:

- Reduce the number of projectiles fired
- Have each version fire at different angles

I was hoping to get some feedback on some proposed changes to the move that I had in mind, but can be grouped into two possible approaches I can take:

Option 1: Distance vs Power

Light Version: Slowest startup time, low damage, fires 4 projectiles, projectiles travel the entire screen in a straight line. Does not cause knockdown.
Medium Version: Medium startup, medium damage, fires 5 projectiles, projectiles travel 1/2 screen length. Does not cause knockdown.
Hard Version: Fastest startup, highest damage, fires 6 projectiles, projectiles only cover immediate area in front of ane behind Lie, Causes knockdown.

Option 2: Angles

All versions: Identical startup, Identical damage, Number of projectiles reduced to 4/5. Ground only.
Light Version: 0 degree angle, projectiles travel the entire screen in a straight line.
Medium Version: 45 degree upward angle.
Hard Version: 70~90 degree upward angle.


Alternatively for option 2, I was thinking of basing it on Ammy's Cold Star in MvC3 and have the Hard version put her in an aerial state and fire downward at the ground.
Re: Ricepigeon's WIP Thread
#45  February 14, 2013, 06:03:54 pm
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Great stuff there, like always.
On a less related note, can I have that template for Spellcard names, please?
===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: Ricepigeon's WIP Thread
#46  February 14, 2013, 07:04:17 pm
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Great stuff there, like always.
On a less related note, can I have that template for Spellcard names, please?

- I was actually asking for a public opinion on which of the two options I should take.
- I knew I was forgetting something. Let me get to work on that as soon as I get the chance.
Re: Ricepigeon's WIP Thread
#47  February 14, 2013, 07:08:39 pm
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-Hmm, hard to decide...but I go with option 1.
-Oh don't worry, I have much things to do as well, like actually finishing her last two hypers and the Y and Z variations of her last special, plus some additional visual things.
===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: Ricepigeon's WIP Thread
#48  March 14, 2013, 06:59:13 pm
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Alright, so I opted to go with a hybrid of the options.

Right now just tweaking her hitvels and reworking some of her other specials, primarily her spin and axe kick specials.
Last Edit: March 18, 2013, 07:29:20 pm by RicePigeon
Re: Ricepigeon's WIP Thread
#49  March 18, 2013, 07:29:37 pm
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Re: Ricepigeon's WIP Thread
#50  April 09, 2013, 07:11:22 am
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Leaving this here just in case. Totally not related to Lie either
Re: Ricepigeon's WIP Thread
#51  April 09, 2013, 09:52:55 pm
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Leaving this here just in case. Totally not related to Lie either
Not related to Lie? So you want to imply that you're working on Hong Meiling again? That would be a nice surprise, since EotD was one of the first Touhou games I played.
===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: Ricepigeon's WIP Thread
#52  April 29, 2013, 03:04:37 am
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Rather than updating some of my older stuff, decided to fool around and test to see if this one idea had would work. Turned out well in my opinion, and what was originally just me fooling around eventually turned into Reimu_RP.

So what to expect?

  • Her system will mostly be the system used in Hong & Lie's updates.
  • Most of her commands will be charge based. This is what I was fooling around with before seriously considering her as a WIP, and aside from her obvious nod to Guile's Flash Kick, her projectile works rather nicely as well.

Still deciding on an english voice though...
Re: Ricepigeon's WIP Thread (Current WIP: Reimu)
#53  April 29, 2013, 04:51:01 pm
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Ran into a bit of a snag with her Dimension Rift special. In both IaMP, SWR, and Hisoutensoku, she only has two versions of the move, each one doing a different follow up attack to the teleport (either an aerial divekick that must be blocked high or a sliding kick that must be blocked low). Considering the mixup potential of this move, I'm wondering how I can implement a third version. Was thinking possibly a back teleport that hits mid.
Re: Ricepigeon's WIP Thread (Current WIP: Reimu)
#54  May 04, 2013, 03:25:54 am
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Still early alpha at this point.
Re: Ricepigeon's WIP Thread (Current WIP: Reimu)
#55  May 06, 2013, 12:16:43 am
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Just some progress on the supers. Still have to iron out a few bugs and things to make sure they work properly
Re: Ricepigeon's WIP Thread (Current WIP: Reimu)
#56  May 11, 2013, 10:52:14 am
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Breaking the silence
Re: Ricepigeon's WIP Thread (Current WIP: Reimu)
#57  May 11, 2013, 04:57:28 pm
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Oh god, Reimu's english voice sounds so horrible, it made me laugh.
Aside from that, your work looks impressive, like always.
===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
Last Edit: May 11, 2013, 05:39:11 pm by Trinitronity
Re: Ricepigeon's WIP Thread (Current WIP: Reimu)
#58  May 13, 2013, 09:12:34 pm
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A gravitational field is a model used to explain the influence that a massive body extends into the space around itself, producing a force on another massive body. Thus, a gravitational field is used to explain gravitational phenomena, and is measured in newtons per kilogram (N/kg). In a field model, rather than two particles attracting each other, the particles distort spacetime via their mass, and this distortion is what is perceived and measured as a "force". In such a model one states that matter moves in certain ways in response to the curvature of spacetime. Every planetary body (including the Earth) is surrounded by its own gravitational field, which exerts an attractive force on all objects. Assuming a spherically symmetrical planet, the strength of this field at any given point is proportional to the planetary body's mass and inversely proportional to the square of the distance from the center of the body. An object in motion will stay in motion unless something pushes or pulls on it. This statement is called Newton's first law of motion. Without gravity, an Earth-orbiting satellite would go off into space along a straight line. With gravity, it is pulled back toward Earth. A constant tug-of-war takes place between the satellite's tendency to move in a straight line, or momentum, and the tug of gravity pulling the satellite back.


TL;DR version: I dun goofed
Re: Ricepigeon's WIP Thread (Reimu Hakurei public beta released)
#59  May 17, 2013, 04:47:42 pm
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Reimu public beta released. Check first post.
Re: Reimu Hakurei public beta released (Ricepigeon's WIP Thread)
#60  May 19, 2013, 07:44:22 am
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As I wait for feedback on Reimu...