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Emi Yusa (updated 5-21-19) (Read 62820 times)

Started by Kohaku~★, September 01, 2017, 06:03:12 am
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Emi Yusa (updated 5-21-19)
#1  September 01, 2017, 06:03:12 am
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Emi v1.1
- Emilia the Hero damage increased, lunge range decreased
- Holy Vitan will now reduce the AP/Power cost of Emilia the Hero at the cost of the entire duration
- Abaddon can now be enhanced with 3 SP which extends the range of the attack
- Fixed a bug with Abaddon which prolonged the attack under certain circumstances
- Fixed a graphical glitch with Abaddon which caused the effects to not appear properly
- Sadao will spawn closer to Emi when performing Abaddon
- Blazing Dance will now recover 1 SP upon usage and knocks back opponents farther
- Frigid Waltz will now pass through projectiles
- All versions of Skylight will knock back the opponents farther

kohaku.trinitymugen.net
Type-Mugen 1.0+ ---> Characters
Last Edit: May 21, 2019, 03:56:36 pm by Magical Amber
Re: Emi Yusa
#2  September 01, 2017, 06:35:20 am
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Ex windblade doesn't connect properly when the opponent is in the corner.
Also Frigid Waltz and Zephyr Blade have wrong commands in the readme.
It should be D, B instead of B, D DB,
Re: Emi Yusa
#3  September 01, 2017, 06:46:57 am
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I have corrected the typo in the read me and reuploaded the character since I wanted to prevent any further confusion regarding the commands for those attacks. Will wait for additional feedback before I can start on the necessary fixes on Emi, that way I can nip them all in the bud at once.

Thanks for the feedback.
Re: Emi Yusa
#4  September 01, 2017, 07:00:03 am
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Oh and the same thing happens with Selvaria's EX DP.
Re: Emi Yusa
#5  September 01, 2017, 07:22:56 am
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So let me ask, she doesn't have a config to move the power bars. Something like a toggle on and off, but have the assist character come out once your regular like bar fills up. Like a super lv1,lv2 and so on. I like your works just wish the power bar, was able to be toggle off. Keep it rocking.
Re: Emi Yusa
#6  September 01, 2017, 08:09:25 am
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I too would look foward for a toggle instead plain removing the .sff, or at least a offset toggle for widescreen >_>
cause these do stand out a since its layered to be above.

Spoiler, click to toggle visibilty
Re: Emi Yusa
#7  September 01, 2017, 11:13:18 am
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Well I'll just state this right now, one of the main reasons why I've been neglecting the making of a config file to get rid of the bars was because I really wanted to push the use of their system abilities, namely the Awakening mechanic. I feel as though not using the system at all defeated the whole purpose of making these characters and basically gimping them if you decided not to use it just because the UI was in the way. Though I do realize some of you guys just want a convenient way to reposition the bars that it doesn't become an eye sore like those who use the characters in different resolutions of Mugen, so I'll see what I can do.

But for the time being, if you do want to get rid of the UI just open the main cns file (Emi_K.cns for example) and search for any helper blocks with the name "Max_Bar", "Cooldown", and "Speech" and delete them. Don't worry it's not a lot.
Re: Emi Yusa
#8  September 01, 2017, 04:53:01 pm
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great job
Re: Emi Yusa
#9  September 01, 2017, 06:58:27 pm
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A small update has been released for Emi today as it addresses a minor issue.

Emi v1.01
- Fixed error where you wouldn't be able to select a palette upon the start of the match if the special intro for Taiga, Kuroyukihime, or Kirito played
Re: Emi Yusa
#10  September 03, 2017, 01:18:55 am
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Thx for sharing this fine character with us.

but got one question which mugen programm do you use to run your char cause when i'm using mugen 1.1b1 1280x720 no new hyper portraits are shown or their positions can't be seen at screen. but with 640x480 SP i can see those portraits...strange and weird. could you tell me for which SP and which mugen those new portraits have been coded. which localcoord...or not?

Thx for now.
Re: Emi Yusa
#11  September 03, 2017, 03:59:39 am
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All of my recent characters have been developed with Mugen 1.0 and localcoord 320,240 in mind.
Re: Emi Yusa
#12  September 03, 2017, 06:52:55 am
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Great job, here's my vid. I just do some basic combos.

Re: Emi Yusa
#13  September 03, 2017, 05:12:17 pm
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Thanks for the promotional vid lol.
Re: Emi Yusa
#14  September 04, 2017, 03:15:59 am
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She's lit, Doc. Thanks for the release!



Aaaaaalso... how do I reconfigure Awakening? I wanna reassign it to the C Button.
Re: Emi Yusa
#15  September 04, 2017, 05:25:15 am
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Thanks for the vid and to remap what button activates Awakening, just open the CMD file and look for the two ChangeState blocks called "Max Mode" and "Max Mode Off".

Quote
[State -1, Max Mode]
type = ChangeState
value = 6000
triggerall = var(45) >= 100
triggerall = Var(46) != 1
triggerall = StateType != A
triggerall = command = "a"
triggerall = MoveType != H
triggerall = !Numhelper(6003)
trigger1 = ctrl || (StateNo = [100,101])

[State -1, Max Mode Off]
type = ChangeState
value = 6005
triggerall = Var(46) = 1
triggerall = StateType != A
triggerall = command = "a"
triggerall = MoveType != H
trigger1 = ctrl || (StateNo = [100,101])

Change both of those triggeralls from command = "a" to command = "c"
Re: Emi Yusa
#16  September 06, 2017, 05:37:25 pm
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Hey, thx again for those awesome characters. but still can't see those new hyper portraits.
i've played on 640x480 res and even on 1280x720   i've played on mugen 1.0  and mugen 1.1  and can't see any of your new hyper portraits. unless i open the character files with fighter factory and change the animation position.  what should i do to see those anims without touching your previous work.

What's the prob ???

thx for your answer , it's the first time something so weird happened ?
Re: Emi Yusa
#17  September 07, 2017, 03:10:59 am
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The portraits should be working fine on 1.0. The problem is that the latest version of 1.1 apparently added a new way of displaying explods which causes the portrait itself to not show up (assuming they're offscreen somewhere instead), so the current code used to display the portrait is obsolete and isn't supported by 1.1.

It'll be addressed in an update soon enough.
Re: Emi Yusa
#18  September 07, 2017, 10:50:29 am
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I put several codes for playing with Mugen 1.1
Please understand that it was originally rewritten as private use.

↓New Hyper Portraits (Can be used with Mugen 1.1 & Mugen 1.0)
Spoiler, click to toggle visibilty


extra code
↓Super Combo Finish with Mugen 1.1 stages (Only Mugen 1.1)

Spoiler, click to toggle visibilty

I hope these codes will serve just a little.



Your Emi Yusa is a great character! I look forward to your work in the future.
Re: Emi Yusa
#19  September 07, 2017, 10:30:53 pm
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Thanks Sennou, I'll be sure to apply these to my characters and test them out. I have to redownload Mugen 1.1, since mine is the alpha version instead of the beta.
Re: Emi Yusa
#20  September 09, 2017, 01:04:31 am
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Oookay. ;P


Absolutely love this. Thanks for another awesome job!
Re: Emi Yusa
#21  September 09, 2017, 07:13:37 pm
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Thanks again for the awesome vid, Gui.
Re: Emi Yusa
#22  September 10, 2017, 01:24:16 am
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Re: Emi Yusa
#23  September 12, 2017, 07:18:53 pm
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so smooth. good job!
Follow me on twitter! @djhannibalroyce
Re: Emi Yusa
#24  September 13, 2017, 03:03:37 am
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ITS TIME FOR SOME AAAAANNNNIIIMMMMMEEE!!!!!
Re: Emi Yusa and all AP characters updated (9-20-17)
#25  September 21, 2017, 04:23:11 am
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Emi and the rest of the AP characters have been updated. Thanks again to Sennou with the fix.

Emi v1.02
- Fixed error where super portrait wasn't showing up properly in Mugen 1.1
- Fixed error where Zephyr Blade wasn't hitting the opponent properly when used in a corner

Senna, Homura, Taiga, Rentaro, Miyuki, Shana, Kirino, Asuna, Kuroyukihime, Selvaria:
- Fixed error where super portrait wasn't showing up properly in Mugen 1.1
Re: Emi Yusa and all AP characters updated (9-20-17)
#26  September 22, 2017, 05:37:35 am
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Oh, thanks a lot both of you. Now i could play with them in MUGEN 1.1 well. :)
Re: Emi Yusa and all AP characters updated (9-20-17)
#27  October 09, 2017, 02:05:11 pm
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oh i never notice there's an update before i made a vid of her oh well i will make another vid of her soon
Re: Emi Yusa and all AP characters updated (9-20-17)
#28  November 07, 2017, 04:16:12 am
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Another solid release Kohaku she is a blast too play I was just curious if there is someway I could change her local cord to look better in Hi res since my laptop can't handle HD sprites please and thank you

ps sorry for late post
Re: Emi Yusa (updated 5-21-19)
#29  May 21, 2019, 03:57:49 pm
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Emi Yusa has been updated.

Emi v1.1
- Emilia the Hero damage increased, lunge range decreased
- Holy Vitan will now reduce the AP/Power cost of Emilia the Hero at the cost of the entire duration
- Abaddon can now be enhanced with 3 SP which extends the range of the attack
- Fixed a bug with Abaddon which prolonged the attack under certain circumstances
- Fixed a graphical glitch with Abaddon which caused the effects to not appear properly
- Sadao will spawn closer to Emi when performing Abaddon
- Blazing Dance will now recover 1 SP upon usage and knocks back opponents farther
- Frigid Waltz will now pass through projectiles
- All versions of Skylight will knock back the opponents farther
Re: Emi Yusa (updated 5-21-19)
#30  May 21, 2019, 05:56:24 pm
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is there anyway you can make an alternate cns for the bars to work in 1280x720 mode? I tried modifying it myself but I cant figure out where the bars go.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: Emi Yusa (updated 5-21-19)
#31  May 21, 2019, 10:25:41 pm
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I'm glad you're still active in this community.
My hat is a pancake.
Re: Emi Yusa (updated 5-21-19)
#32  May 22, 2019, 12:55:00 am
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is there anyway you can make an alternate cns for the bars to work in 1280x720 mode? I tried modifying it myself but I cant figure out where the bars go.

I don't know about making a completely separate cns file just to fit a resolution since I find maintaining multiples of the same file when updating quite cumbersome.

However if you want to update the positioning of the bars yourself, then just open the main cns file (Emi_K.cns in this example) and look for states 6003, 6004, and 6010. Look for any explods within those states that have the "gamewidth/gameheight" parameter in their pos and adjust them accordingly.

I'm glad you're still active in this community.

Been meaning to get back into it for a while now. Still have some unfinished business.

Re: Emi Yusa (updated 5-21-19)
#33  May 22, 2019, 12:58:32 am
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 Holy shit, you're actually still alive.

 
Spoiler, click to toggle visibilty
Re: Emi Yusa (updated 5-21-19)
#34  May 22, 2019, 06:45:50 am
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Oh hi Kohaku, good to see you again. Hope to see some more updates and news regarding Orie as well.
I will still do detail and aesthetic feedback for the rest.
Re: Emi Yusa (updated 5-21-19)
#35  May 23, 2019, 07:03:29 am
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Holy shit, you're actually still alive.

 
Spoiler, click to toggle visibilty

*disappears again*

Oh hi Kohaku, good to see you again. Hope to see some more updates and news regarding Orie as well.

Orie has a long way to go. While this update for Emi was long overdue, it was a way for me to get familiar with coding again since it has been a long time.
Re: Emi Yusa (updated 5-21-19)
#36  May 23, 2019, 09:02:49 am
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Orie has a long way to go. While this update for Emi was long overdue, it was a way for me to get familiar with coding again since it has been a long time.
Ah, No wonder why she wasn't release ready by the end of last year. Well no worries, a lot has changed since you were gone and today's resources will definitely help make Orie better. With the release of Blazblue Cross Tag Battle, maybe you can give her an English voice and a special intro with OHMSBY's Mika. But wishful thinking aside, getting familiar with coding again should be top priority first.
I will still do detail and aesthetic feedback for the rest.
Re: Emi Yusa (updated 5-21-19)
#37  May 23, 2019, 09:10:16 pm
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is there anyway you can make an alternate cns for the bars to work in 1280x720 mode? I tried modifying it myself but I cant figure out where the bars go.

I don't know about making a completely separate cns file just to fit a resolution since I find maintaining multiples of the same file when updating quite cumbersome.

However if you want to update the positioning of the bars yourself, then just open the main cns file (Emi_K.cns in this example) and look for states 6003, 6004, and 6010. Look for any explods within those states that have the "gamewidth/gameheight" parameter in their pos and adjust them accordingly.

I'm glad you're still active in this community.

Been meaning to get back into it for a while now. Still have some unfinished business.



alright ill try it thanks.

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