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.
Feedback.
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.
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.
Now you added Dengeki Bunko Fighting Climax as a choice of WIPs, I feel more excited to see your take on Kuroko over Gordeau.
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.
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?
-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.
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.
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.
Quick fun fact: I was actually prepared to start working on Gordeau after Ruby before Gladiacloud asked about another poll.Will be for another time. ;)
- 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
- Fixed a bug that would sometimes cause the opponent to fly backwards after being hit by Seed of Tartarus
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.
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.
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.
- 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
they use screenpack default hitsparks to save space for the. sff's
- 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?)
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?Sure. I can send the cns files as well if you want to implement the other changes I've done to it.
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.
- 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
One question (kinda off-topic) you can run 1.1 at HD and with openGL?
Both of Ragna's VA are great, so I made his JP Voice Patch as well
An AI patch for him would be very nice. Like, a good Ragna with good AI is pretty nonexistent at the moment.
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?
although some animations are half rare
- Made the timing for the Hell's Fang follow up a little more lenient
- Added alternate japanese sound file, courtesy of Mister Fael Chan
- Fixed a bug that caused Ragna to go into a custom state during the continue screen
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
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.
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.
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?
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
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?
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.
- Increased the height of Ragna's hurtbox during the dizzy animation
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.
I downloaded the update and when I did Ragna's Belial Edge this happened.
https://streamable.com/7soe2
Devoured by Darkness does deal too much damage. I am getting Calamity Trigger flashbacks here. It should be lowered to at least 320.
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.
- Fixed Ragna not landing after belial edge
- Lowered the damage on devoured by darkness
I downloaded the update and when I did Ragna's Belial Edge this happened.
https://streamable.com/7soe2
- 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
- Added special interactions with Terumi. Japanese voice has also been updated to reflect this
- Adjusted the frame data on Ragna's normals
- The first hit of 5AAA, Hell's Fang, and both follow ups from EX Dead Spike are now air blockable
- 5B, 2A, 2B, 2C, 66A, and 66B are now air blockable when used during a block string
But Nep Heart If Ohmsby wants to update Ragna does this mean Holn AI patch won't be compatible anymore?
- Upgraded to Nep Heart's Burst system (Ragna can now burst during custom states, but not during throws and supers)
- All attacks now deal extra damage on counter hit
- 5C now only causes the opponent to stagger on counter hit. Otherwise, it causes a hard knockdown
- Opponent stays in the stagger state a little longer and moves slower during it
- Blood Scythe now causes a hard knockdown when used again in the same combo
- New slash sounds, Japanese .snd has also been updated
- Counter message now shows up when countering with Dead Spike
- 5AAA is now only jump cancelable after the second hit
- Adjusted the hitstun on jB, effectively preventing an infinite
- Fixed an error where Dead Spike wouldn't count towards the combo meter under certain conditions
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Ragna in a powered up state that gives the following benefits:
+Health and Meter will gradually recover overtime (Unless you're taking damage)
+Damage output will be increased by 20%
+Timer will be frozen
+Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
+Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state
- Implemented throw escape system, the opponent can now escape Ragna's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit
- New Burst icon
- New astral heat BG
- New Cut in for Astral Heat
- Revised Burst System
- Realigned aerial sprites
- General improvements for effects
- Ragna now makes use of custom fall states, bypassing fall.defence_up
- Changed animation for running grab, also it can now be canceled into Carnage Scissors, Devoured by Darkness or Black Onslaught
- Dead spike B now has longer startup than Dead spike A
- Adjusted hitboxes for 5A and Inferno divider so they can hit smaller opponents more consistently
- Expanded Hitboxes for Devoured by Darkness and Black Onslaught downward
- Axe Kick now puts the opponent in a custom state that prevents them from recovering too early after hitting the ground
- Implemented incremental cornerpush and hitstun decay
- After a successful Burst, none of Ragna's attacks will connect until the opponent has recovered
- Fixed an error where Ragna could Rapid Cancel his Burst
- Changed scale from .315,.315 to .33,.33
- Added AI
- Added special intro against Jin Kisaragi
- Japanese voice now uses Ragna's voice clips from BBTAG
- For the sake of lowering the file size, the Japanese voice is now a separate download, which is available here:
https://drive.google.com/file/d/14RcC_6o7IYGFpPtvnZfQQXILvFp4i3Vi/view?usp=sharing
- New 2B, Its now Ragna's old 6D from the Blazblue Main series
- Adjusted velocity for Running B and grounded Blood Scythe
- 5BBB Now knocks the opponent back a set distance without wall bouncing, making it easier to follow up with certain attacks
- Added Soul Eater Particles that spawn upon hitting with a soul eater move, Ragna now Heals once the particles move into him rather than instantly after hitting with a soul eater move
- Fixed an error in the incremental cornerpush code
- Added Special intro against Yumi
- Japanese Snd file has also been updated for the new interaction
- Added Special intro against YumiI guess this mean Yumi's release is imminent which is great news. Will Ragna get a similar update when Akatsuki gets added (assuming you're making him of course)?
Ragna: I'm warnin' ya, I don't know how to go easy.I think when I saw the quote I had the idea of Akatsuki liking Ragna going all out in battle against him, but I see what you mean now.
Akatsuki: I'm counting on it. Charge!
- Fixed an error where Ragna could not be killed by certain astral heats and finishers
- Damage Scaling Adjustments
- Adjusted the hitboxes on Hell's Fang and the ground version of Gauntlet Hades so they can hit smaller opponents more consistently
- Adjusted hitboxes and velocities for the A auto combo so it can hit more consistently at max range
- Adjusted launch trajectory for forward throw and air throw
- Ultra Burst's aura effect will be temporarily disabled whenever Ragna is in a custom state
- Additional Effects
- the opponent can now recover from Carnage Scissors and Devoured by Darkness sooner
- Fixed an Error where Ragna could not be KOed via lifeadd in certain cases
- The soul eater particles will now disappear if Ragna gets hit before they reach him