My first uploaded video playing with the second version of Omega Tiger Woods by Most Mysterious "OTW 2007 Comeback Edition" The char had a few tweaks like his jumping X attack, those little sparks of light, they are more combo frendly but the damage they produce has been reduced like other attacks like "Heads from hell" attack, look the thumbnail for further reference... It's overall a nerfed OTW with reference to its original version, it is therefore weaker and there is more of a struggle to win playing with this version.
There were times when I watched in disbelief as the CPU dodged my attacks like when Glacius dodged my bus and then Natasha did the same by jumping over it. Dang it! In the end I couldn't recognize what attack Beavis connected on me to finally defeat me.
awesome work as always Felo. I haven't been on here much in a good while but I may pick up my old projects again. I've lost most of my own work(not nearly as good as yours) so I'm starting fresh
Ouch man, that hurs!! If need help with spriting, hit me up, I'll try to help!
I have a character in my mugen whose fall.defence_up doesn't work. Whenever he gets hit with a combo, it is completely unscaled. What can I do to fix this?
awesome work as always Felo. I haven't been on here much in a good while but I may pick up my old projects again. I've lost most of my own work(not nearly as good as yours) so I'm starting fresh
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?
Checking it again I think I meant the freeze and fire shots. Indeed, you could extend the hitbox in the first frame(s) of the projectiles. Or momentarily increase width so she pushes P2 in front of the gun. I personally try to use that for the minimum amount of frames necessary. Usually only 1 frame.
Re: Save The Animals! (Super Metroid 30th Anniversary Stage)
Do you think the Noble Demon's arrangement I used for the second fight in the preview video might be better paced? I can include that in the update as well if so, and I welcome any suggestions for BGM.
It takes a while to pick up, but when it does it definitely packs more of a punch than the original, I think. Highly subjective thing, either way.
You could also use the final escape music given the context, but that might be too fast paced. It also would feel weird since Samus isn't escaping ASAP in the stage I guess. Maybe the Crateria main theme would be a good middle ground. Or the credits theme.
Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)
i have done tao's jap voicepatch(same like bullet,the 2 special intro voiceline idk where from,also i find a problem idk why the japanese special intro for noel is not work properly,can you help me find where the problem from?) Here: https://www.mediafire.com/file/h0unqo3rna5zn39/Taokaka+JPN.rar/file
also i update bullet's jap voicepatch with taokaka special intro(the voiceline i put it randomly so thats does not sound weird,cuz i can't find the where the original eng group 192,1 voiceline come from) (the animation may delay if possible can you fix his intro delay time?) Here: https://www.mediafire.com/file/ou2tqfbkv9dje1y/Bullet+JPN.rar/file
So I've slept on it for a bit, and also done some experimentation. I tried altering Ryu so that his combo paths follow KoF XV's rules - any close normal chains into a command normal which then chains into a special move. I'm still not entirely sold on it, since it doesn't really feel "Capcom"-y despite the reasonings I gave. I might work on two versions with the different combo systems to see which one people prefer.
On a side note, here's some changes I'm thinking of making to the "Capcom"-style gameplay:
I'm dropping mediums. It feels really awkward to press LP or LK again to get the medium hit in a chain combo, especially when you're not able to use medium attacks in any other situation. I'll either just go for a simple L > H chain or do a Darkstalkers thing of LP > LK > HP > HK. We'll see how it goes.
To compensate for dropping mediums, I'll change how chaining into command moves and specials work. the current idea is that you can only chain into command normals from hard attacks, like HP or HK, but you can chain into any special move from a command as well as any normal. I might loosen that up so you can chain into command normals from any button.
Musing on the idea of Super Cancels. Obviously, that would only work in the case of going from a Level 1 to a Level 2, unless the cost of doing so was only one bar extra, so it might not be worth it.
Roll Cancells???
Stay tuned on both this and the thread in projects, I'll have an update soon-ish.