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Kohaku~★

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Re: Kohaku's WIP thread

 January 23, 2012, 04:06:34 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

Throw:


Kasane Shouro (Level 1 super):




Yes, I like working on the supers first. Going to work in her Arc Drive as her other level 1 and then move on to her Rekka attacks.

Lookin' bitchin'.  Also, curious, what stage is that?  looks very nice.

Watefall by Dissidia.

    

Re: Kohaku's WIP thread

 January 20, 2012, 02:59:01 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

What? D:
    

Requesting some of my own creations

 January 20, 2012, 01:52:55 am View in topic context
 Posted by Kohaku~★  in Requesting some of my own creations (Started by Kohaku~★ January 20, 2012, 01:52:55 am
 Board: Requests

After hearing the recent news that MegaUpload was shut down, I realized that some of my works were hosted on that site and now they're gone. I'm requesting that if anybody have my KoF 12 lifebars or any of my stages would kindly send it to me so I'll be able to put them back up for download.

Here's the list of my stages:
http://kohaku.mugen-infantry.net/type-mugen/stages

kohaku@mugen-infantry.net
    

Re: Kohaku's WIP thread

 January 18, 2012, 02:16:18 pm View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

    

Re: Aya updated 1-12-12

 January 12, 2012, 03:11:37 pm View in topic context
 Posted by Kohaku~★  in Aya updated 1-12-12 (Started by Kohaku~★ November 01, 2011, 05:26:53 am
 Board: Your Releases, older Mugen

Aya updated

Aya v3.0
- Revamped Defense System that includes fixes and new features.
- Improved combo system for greater combo ability.
- Implemented damage dampener.
- Small damage increase to The Latest Scoop and Suika is unblockable during the attack
- Initial hit of Latest Scoop will always keep the opponent on the ground now.
- Aya is no longer invincible during the duration of Tempest.
- Fixes to Squall preventing it from automatically changing state if done right on a wall.
- Increased the size of light and medium Tengu Burst's hitbox.
- Illusionary Dominance no longer freezes the timer or darken the screen.
- Adverse Wind cannot be used again while it is already in effect.
- Updated and fixed the after image effects of most supers.
- Removed the cut-in for Illusionary Dominance.
- Gale Fan and Aerial Gale can now be cancelled out by other projectiles.
- Slight damage decrease (including chip damage) to both Gale and Aerial Gale
- Can now jump cancel from the second hit of light and medium Tengu Burst.
- Can now throw the opponent in the other direction.
- Increased cooldown of both strikers.
- Fixes to dash and landing states.
- Added envshakes for most attacks.
- Updated super effect for Level 3 attack.
- Additional changes and tweaks to the cmd file.
- Made compatible with Akiha's Kemono wo Kogasu.
- New Dash effects.
- New voice clips.
- New big and win portrait.
- New win quotes (replacing some old ones).

not 1.0? why?

grandstardust or whatever it's name seems awkward cause it drags the opponent even if it's lying down. maybe it'll be better if marisa would pass the opponent if her opponent is lying on the floor.

and kohaku 1.0 is invalid.

I already explained before why these characters weren't going to be ported to 1.0. Though these characters should run fine with the new engine.

The opponent is literally sent flying as fast as Marisa is which is why it looks like it's dragging. Don't know how else to describe it so bear with me.
    

Re: Marisa updated 12-25-11

 December 26, 2011, 01:56:56 am View in topic context
 Posted by Kohaku~★  in Aya updated 1-12-12 (Started by Kohaku~★ November 01, 2011, 05:26:53 am
 Board: Your Releases, older Mugen

Merry Christmas! Since I didn't have time to finish that surprise character I mentioned a while back I decided to instead release the update for Marisa. This basically gives you a sense as to what to expect with these updates.

I would have released the update for Aya as well, but I haven't found a suitable voice I can use for her yet. So if you have any recommendations then I'd like to hear them.

Marisa v2.0
- Revamped Defense System that includes fixes and new features.
- Improved combo system for greater combo ability.
- Implemented damage dampener.
- Fixed a few TargetLifeAdd problems regarding Mystical Chain.
- The timer will now stop during the duration of Mystical Chain.
- Significantly reduced the length of the Final Spark move.
- Final Spark damage decrease.
- Final Spark no longer freezes the time or darken the screen.
- Initial laser of Final Spark now hits continuously as opposed to before where the was a pause before dealing damage again.
- Removed the cut-in for Final Spark.
- Reduced the amount of lag Blazing Star caused.
- Escape Velocity damage increase.
- Fixed some shadow problems regarding effects in Goliath Doll.
- Light normal air attack can now chain onto itself.
- Updated super effect for Level 3 and Final Spell attack.
- Additional changes and tweaks to the cmd file.
- Made compatible with Akiha's Kemono wo Kogasu.
- Fixed a bug with the hurt version of the hyper portrait.
- New Dash effects.
- Fixes to dash and landing states.
- Added envshakes for most attacks.
- New voices.
- New big portrait.
    

Re: Kohaku's WIP thread

 December 12, 2011, 12:19:46 pm View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

I actually have the rips for all the voices from that game. That's how I was able to make that voice patch for Wakimiko. Anyways I did have the idea of using those voices though the biggest problem is that not all my characters will benefit from the rips and that only a hand full the of clips are usable in a fighting game.

Regardless I've decided that all the voice clips that I have used for my Touhou characters will be removed except for a few and they will remain mostly silent until I've figured something out with them.
    

Re: Kohaku's WIP thread

 December 10, 2011, 07:34:53 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

Well, it's glad to see that you're updating your old stuff.

And IMO, it'd be neat if you replaced the old lvl 3's with the DMs, since almost everyone and their mom is using 'em, it seems.

I eventually decided to keep them, though I do plan on changing up some level 3s since I consider some of them...meh.

Cool beans.  Quick things, can you:

-Move the defense type menu for 1.0 versions up, so that they're on screen?  (Although I thought I saw you talking about removing that feature alltogether at one point, may be wrong about that)

-Remove the "results" at the end of the match for 1.0 versions?  They don't fit on 1.0's widescreen resolutions and also defeat the purpose of having a "win screen" when one is already built into mugen now.

Otherwise, looking forward to the updates and to this (not quite so) secret character.  :)

Like I stated previously before these Touhou characters won't be updated to the 1.0 engine. However if you do still plan on using these characters on 1.0 then by all means do. They should still work normally though the position of some of the effects will look awkward depending on your resolution (not to mention having to experience two win screens).

I plan on remaking these characters at some point to a more simpler version than they already are without all the clashing effects and unnecessary abilities and those will be exclusive to the 1.0 engine. The reason Tenshi is the only 1.0 updated character amongst my Touhous (other than Myon) was merely to experiment with the 1.0 engine.

There's no reason to move it up so its "on screen", it has to do with whether or not mugen is using a 4:3 or 16:9 aspect ratio. It's very easy to alter the position of the defense select based on the aspect ratio, I've done it with mine. Same goes for the results screen.

RP's alive?!  :o



    

Re: Kohaku's WIP thread

 December 09, 2011, 02:02:56 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

I'm in the middle of updating all my Touhou characters right now so you won't see a new character from me until that's done. Though that's not to say I haven't started on the new character.  :ninja:

Right now I'm in the process of updating Aya and Marisa with the massive overhaul of the defense system as well as numerous changes to the characters themselves. I'm taking some of the features from my MB characters and putting them into these updates like the combo and dampener system to name a few.

I'm also contemplating whether or not I should take out their desperation super all together with some of them being their new level 3 super (while replacing the old one).

More opinions - not sure if I care for the new supermove sparks either.  They're obnoxiously large and block the super portrait, and they're big enough that they seem to lag the game.  These are opinion based though, take them with a grain of salt.

The special intro makes me laugh.  Specifically Kohaku's face.

" |:D "

edit:  crap double post

well might as well make use of it

Would it be possible to get a version with the old super sparks (the ones that played upon activation of the supermove, with the portrait in the background)?  The new ones just lag out too much and take up too much space to my liking.  Or, where would I look in the coding to find these new sparks, so that I could plop the old code on top of it?

edit:  Quick "bug" report.  On all of the new versions, it seems that the sound effect that plays upon killing an enemy with a super doesn't always play.  Half of the time, I just get silence.

When it comes to the super sparks they actually look much better in 1.1, then it again it might have something to do with 1.1's feature of being able to handle more colors. Regardless, like I said before I have no intentions right now to bring back the old super sparks.
    

Re: V.Akiha updated 11-29-11

 November 30, 2011, 04:42:45 am View in topic context
 Posted by Kohaku~★  in Aya updated 1-12-12 (Started by Kohaku~★ November 01, 2011, 05:26:53 am
 Board: Your Releases, older Mugen

I updated the 1.0 version as well. But for the record, yes this character will work just as well in 1.0 though you'll obviously be missing some features.
    

Re: V.Akiha updated 11-29-11

 November 30, 2011, 03:38:13 am View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

V.Akiha updated

V.Akiha v1.1
- Changed the size of the collision boxes in Crimson Submerge to further prevent the opponent from being knocked out  of the attack
- Reworked the posadds/velocities of some attacks
- Changed up the velocities of basic movement and jumping
- Changed the frame time on several animations
- Made it so that some supers now comsume power at the first frame for simul purposes
- Minor visual changes on Crimson Submerge
- Can now cancel out of a landing animation with the exception of some attacks
- Added negative edge to all normal versions of Momiji
- New voice clips
    

Re: V.Akiha updated 11-29-11

 November 30, 2011, 03:35:41 am View in topic context
 Posted by Kohaku~★  in Aya updated 1-12-12 (Started by Kohaku~★ November 01, 2011, 05:26:53 am
 Board: Your Releases, older Mugen

V.Akiha updated
    

Re: V.Akiha released, all MB characters updated 10-31-11

 November 03, 2011, 08:58:34 am View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

She shouldn't take that long to recover from a jump. You might have the frame times right (I haven't checked), but she should gain control immediately during landing after a neutral jump or any other kind of jump.

It's not supposed to be the way you have it. You're confusing the frame times and their durations with the time it takes to gain control from an action. That is not the case in Melty Blood, you need to look carefully. For many of the characters, the older frame display tool has the correct moments of control gaining; some moves have, of course, changed in the transition to MBAA. You just need to do the experiments. Use the PS2 emulator and its video capturing feature to your advantage.

To be honest about Akiha, she kind of feels misplaced. I don't like her. I think she could be better.

- The hit sounds don't feel right for certain attacks, notably attacks that are scratching attacks.

- The jumping feels way to loose. She takes off too high, the velocities are not correct at all. I thought you were getting correct velocities and accels, I guess not. I guess that's also why I don't like the way she feels.

- The posadds and stuff feel weird. Her standing high punch, for example, is completely wrong. It looks like the wind is blowing her. She needs to move forward and then backward. The attacks don't feel solid enough. You completely disregarded the functionality of the movement of some moves and you did them completely wrong; now they don't serve their purposes.

- Her jumping hard kick's active phase lasts way too long. Should be 4 ticks, not 10 ticks. The hitboxes on it are also questionable.

- I would have just used her Act Cadenza voice.

Thanks for pointing those out. I'll address those right away.

Nanaya...
- no reversals
- Lack of invul frames, even a smidgeon, on his DP non EX
- QCB+K, it's special followup looks like an overhead, why not make it one? It'll serve an extra purpose that way if you do.
- Cr. LP has a dissappearing clsn moment.


Noted, but what do you mean about "no reversals"?

I have to agree, I just don't understand why you used the Actress Again voices when they are really low quality when you could have used the Act Cadenza ones. And in case you encountered things that weren't in AC, you could just take those from AA or try to use another ones from AC to replace it. At least until we get AA for PC, which will be soon.

Also, I experienced the same problem with lag as the others. Isn't there anything you can do to solve it?

I'll try to use the AC voices then and as for the super sparks I don't plan on changing it, but when it comes to reducing the lag on it; I'll see what I can do about it. Like it was stated before it's most likely a palette related problem.
    

Re: Kohaku's WIP thread

 November 01, 2011, 11:36:15 pm View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

If there was a way to deal damage and drain life/power at the same time without the need of the code then I would have done so, but as of right now there's no way to get that effect unless you add that code to the character's -2 statedef. Besides the attack isn't completely useless without it as you still have the means of activating it to deal actual damage.

Also what do you mean my character's aren't updated download wise? I just redownloaded Kohaku from the site and the intro with Akiha worked just fine. Unless you mean that it doesn't work against other Akihas as I only have it where she only does it with my Akiha. I should have been more specific if that were the case...
    

Re: V.Akiha released, all MB characters updated 10-31-11

 November 01, 2011, 09:42:42 pm View in topic context
 Posted by Kohaku~★  in Aya updated 1-12-12 (Started by Kohaku~★ November 01, 2011, 05:26:53 am
 Board: Your Releases, older Mugen

Well I'll admit that when it comes to palette related problems I'm pretty incompetent, but I'll see what I can do about it with what I got so far. Hopefully just making the sprites share the palette within the group other than the first one would help in some way.
    

Re: V.Akiha released, all MB characters updated 10-31-11

 November 01, 2011, 09:39:42 pm View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+


V.Akiha:
- Infinite with s.Y > s.Y > s.Z > Tori wo Otosu
- Compared to her landing recovery time after jumping forwards/backwards, the recovery time on her landing after a neutral jump is pretty big. You can cancel out of it by doing any kind of move, but if you just want to walk forward/backward, you're gonna have to wait for a while.

That's really how long it takes for her to get up from a neutral jump, but I'll see what I can do to further cancel out the animation. As for the infinite, I address that as soon as I can.

Quote
White Len:
- If you do another Fleur Freeze Kururu right after the first one, only one ice needle comes out. If you do a third one right after, the other needles come out.

I'm assuming you mean Etoile Sirius since that move is the normal version of said super. Anyways it's weird something like that happened, but it's nothing like a simple numhelper trigger in the move's cmd won't fix (which I should have put on in the first place...).

Quote
Also, IMO, your characters could use a stricter damage dampener. It's not as noticeable in Nanaya, but in the others, especially Kohaku...ouch.

What I think about the dampener is that it should VARY from character to character. Stuff like that doesn't have to be universal all the time.

I'm really going to start experimenting with that varying dampener as it's much less tedious than constantly adjusting the damage of every single attack to find that sweet spot.
    

Re: V.Akiha released, all MB characters updated 10-31-11

 November 01, 2011, 01:23:36 pm View in topic context
 Posted by Kohaku~★  in Aya updated 1-12-12 (Started by Kohaku~★ November 01, 2011, 05:26:53 am
 Board: Your Releases, older Mugen

Quote
I was really hoping to see those nice dark sparks, but it looks like you didn't resolve the lag they produced. New hitsparks are not bad, just a tad too bright, IMO.

Reason why I used these sparks and had the rest of my MB characters keep the old ones is because I wanted to gauge them first from the public before deciding what to do with it.

Quote
On the topic of framerate, it looks like her 2*qcf+P and the Super FX make MUGEN lag ever so slightly (until I tweaked my power options) (or it might just be my laptop subtly telling me it's getting too old)


Believe it or not the code that generates the Super FX literally uses hundreds of explods so some lag is to be expected. However I guess it depends on the mugen/computer you're using since it lagged on my Winmugen, but not on my 1.0.

Quote
Speaking of which (again), the parry hitboxes don't cover her as much as they should ; part of her head is still vulnerable when attempting a standing parry, same for her feet with the aerial parry.

Noted, will adjust.

Quote
She can cancel her standing normals into a crouching normal, but not the other way round. Dunno if it's intended or not.

Intentional. None of my other MB chars have that as well.

Quote
Stumbled upon a weird bug : when I cancel a qcf+P into her level 3 exactly 7 frames after the flame hits and before the last hit, the enemy gets kicked out of the level 3 custom state, and can try to parry the giant flame thing afterwards (and that's about the only thing they can do since it is unblockable)

Bleh, I knew I forgot something. It was already brought to my attention before, but I forgot to fix it. Will patch it soon.

Quote
No Negative Edge on her dp+P.

Look at stupid me forgetting things again.

Quote
Took a glimpse at the Super FX code... That's some wacky coding you've got there

 :twisted:
    

Re: V.Akiha released, all MB characters updated 10-31-11

 November 01, 2011, 01:07:20 pm View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

- Hmmm...maybe it's me, but the super BG effects seem slow.

- How good is 'Kochou no Yume' supposed to be?  It can't be parried and projectiles go through it.

- 'Secret Draw Out: New Years Asteroid' doesn't look like it can be parried either.

1. Not surprised considering that the super fx itself is composed of hundreds of explods. You're bound to lag a little.

2. That's on purpose. Besides, the attack has so much start up time and leaves White Len open for a considerably long time if the attack is blocked or whiffed, that it's basically a gamble.

3. It can be parried.
    

Re: Kohaku's WIP thread

 November 01, 2011, 07:05:03 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

Due to personal reasons, I had to delay the release till the last minute. However despite the setback, Akiha was actually uploaded and made available for download on the website through out the whole day. I just didn't have the time to make the announcement.

When it comes to Hisui and Ryougi, I'm leaning towards making Ryougi first. As for the Hisui vs Kohaku thing I really don't see a big deal about it, but I have considered Mech Hisui taking Hisui's place if were to happen a while back.

Spoiler, click to toggle visibilty
    

Re: V.Akiha released, all MB characters updated 10-31-11

 November 01, 2011, 05:30:26 am View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Happy Halloween! My treat to you guys is the release of Vermillion Akiha which has been in the making since 2007 and after countless changes and delays the day has finally arrived.

The rest of my Melty Blood characters have also been updated.

Kohaku v1.4
- Adjusted hit velocities of Flying Amber Kick.
- Initial hit of Flying Unsealed Amber Kick is now unblockable.
- Flying Unsealed Amber Kick will now wall slam on final hit.
- EX Air Blast deals less damage.
- EX Rude Dismissal now causes wall slam.
- Changes to the damage dampener so it's not as strict anymore.
- Adjustments to damage on some attacks to accomodate the updated dampener.
- Adjusted collision boxes on some gethit anims.
- Revamped parry mechanic to address problems with parrying projectiles.
- Implemented a defense modifier that adjusts according to the character's remaining life.
- Implemented side step.
- Normal attacks will now cause chip damage while in Overlimit.
- Fixes to cmd file to prevent clashing of certain commands.
- Adjusted command time of all super and special moves.
- Changed up the envshakes of most attacks for better effect.
- New Super FX and sounds.
- Made compatible with Akiha's Kemono wo Kogasu.
- Intro with Akiha.
- New small and big portrait.

White Len v1.3
- Increased damage output of Utakata and Kochou no Yume.
- EX Swan Lake now causes wall slam.
- Revamped heavy version of Capriole.
- Changes to the damage dampener so it's not as strict anymore.
- Adjustments to damage on some attacks to accomodate the updated dampener.
- Revamped parry mechanic to address problems with parrying projectiles.
- Implemented a defense modifier that adjusts according to the character's remaining life.
- Implemented dodge roll.
- Normal attacks will now cause chip damage while in Overlimit.
- Fixes to cmd file to prevent clashing of certain commands.
- Made compatible with Akiha's Kemono wo Kogasu.
- New Super FX and sounds.
- New small and big portrait.

Nanaya v1.1
- Low version of Meigokushamon now deals less damage and won't travel as high.
- Added some after image effects to both versions of Meigokushamon.
- Both versions of Ichiroyotsuji will now only KO on the last hit (unless guarding).
- Increased push back on Hattenshou and will now only cornerpush on the last hit.
- EX Rikuto doesn't launch the opponent as high anymore.
- Changes to the damage dampener so it's not as strict anymore.
- Adjustments to damage on some attacks to accomodate the updated dampener.
- Revamped parry mechanic to address problems with parrying projectiles.
- Fixes to cmd file to prevent clashing of certain commands.
- Implemented a defense modifier that adjusts according to the character's remaining life.
- Implemented dodge roll.
- Normal attacks will now cause chip damage while in Overlimit.
- New Super FX and sounds.
- Changed up the envshakes of most attacks for better effect.
- Made compatible with Akiha's Kemono wo Kogasu.
- Intro with Rajaa's Shiki (1.0 version only).
- New running animation.
- New big portrait.