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Messages by Daimonmau

    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 November 12, 2010, 01:30:36 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Spriggan, sorry for the late answer, I hadn't noticed the portraits before (or you edited later).
Thanks for they, maybe I will use it later (I guess on the HR version).

And I din't liked the hit sounds to much too, but, unles I used the wrong ones, they are the original from the game (but I guess I really used on the wrong order or something, there is a lot of hit sound effects)
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 November 09, 2010, 11:59:24 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Yeah, cool stage that one. But i don't know the name, ask to DtNero (who did the video) on the coments on youtube.
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 November 07, 2010, 03:10:22 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

New problems with Hakumen, the first one is really bad:

- Infinite with the aerial grab "b+c". Yeah, I can do an infinite with it anywhere (near corner or not). It even works for characters with air recovery. Just use the aerial grab once and then grab him again when he's falling. Do that until you get the infinite. I can't believe I found this :-\

- With the Astral Finish (this applies to both Hakumen and Ragna), you should stop the stage music when the music of the Astral Finish appears.

Yeah, it really led to a easy infinite, I will fix that.
And I tought about stop the stage music, but the problem is that, on the astral of Ragna, because of the random slowmotion, at some parts the stage music would be coming back and stoping over and over, wich is bad.
But I will make some more tests on some other stages and probably I will make the music stop anyway.

And a youtube friend of mine has made a video showing the chars for me to put on the initial post, sooo... I did it, há.
    

Re: Ragna Mau and Daimon Haku (Blazblue) -version 1.0-

 November 04, 2010, 10:29:16 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Haku (Blazblue) -version 1.0- (Started by Daimonmau August 10, 2010, 04:31:32 pm
 Board: Your Releases, older Mugen

No, I mean you posted on the old released version post (ragna/hakumen version 1.0 (update version, not meaning that is meant for the 1.0 mugen version).
You have to post on the 2.0 release version, here:
http://mugenguild.com/forumx/index.php?topic=121914.0

Yeah, I caused a little confusion because of the name I picked for the previous update I had released (1.0).
hum... I guess it's well explained now...
    

Re: Ragna Mau and Daimon Haku (Blazblue) -version 1.0-

 November 04, 2010, 03:29:24 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Haku (Blazblue) -version 1.0- (Started by Daimonmau August 10, 2010, 04:31:32 pm
 Board: Your Releases, older Mugen

Nanashi, you posted on the wrong post, this is the old release post (version 1.0).
And ok, I will take a look on both things you said, tranks.
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 30, 2010, 06:30:12 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Hum... explain better because I din't undertood this one.
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 30, 2010, 04:27:51 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

If the music is, for some strange reason, causing some problem to you frosty, do this:
open the CNS file of Ragna or hakumen, press ctrl+f to open the search window, and search for "música". Now just delete the song code.
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 29, 2010, 05:52:39 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Yeah, I knew that, but for the moment I decided to let it this way, since, if I had removed the effect while spining, it would look a littl bad.
But I will see if I make the shadow effect spin too later (in fact, why i din't tought about this earlier? haha).
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 29, 2010, 06:16:46 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Hahaha, but I just made Ragna smarter.
If he existed on the reality he really should have a gun guarded for unexpected dangerous moments, otherwise what he would do on the situation of some 30 machineguns aimed at him on some open field? unless Ragna has some deflect bullets powers that I din't heard about (and don't care, haha).
(of course the wisest thing is to not fall on this kind of situation in the first place)

"It's a sword effect from Blazblue."
Yeah, but still is a summoned monster, since it start coming from the floor and tries to bite the enemy.

"I assume you have the character storyboard download, so you could use that."
Hum... like some cool picture of Ragna/Hakumen that I could insert on the background on the activation moment of their astrals?
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 29, 2010, 05:19:43 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

The Pain Train Demoman:
I read what you posted earlier on that quote+from+quote, but I already responded that questions already on some of the answers for the other guys.

Aaand… I guess I responded to all (uff, took me some time writing it)
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 29, 2010, 05:11:03 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

As I said, the flip is just a small thing to add some diference for the foward and back jumps, it's a little strange but in the heat of the fight it would not matter too much (unless you can't remove your attention of that, haha). and it looks t least a little cool (or I am being blind here?)

Also, please correct this, as I've said before. These attacks shouldn't miss, as you've said:
> "b" normal ground attack.
> "z" normal ground attack.
Both attacks missed close to the opponent. It happens with any character that isn't fat.
I will try, but no garanty, since I already added the widght control thing (with fixed it, but as you discovered now, it still don’t work against “small” chars
Okay, now to check again Ragna. Also, another problem with Hakumen: when I used BCF Yukari from Felicity, I escaped from her grab with Hakumen and suddenly sprites of Ragna appeared instead of Hakumen. Download her (go to MI to find her release thread) and see for yourself why that happens. That Yukari is buggy, that's for sure, but that weird error only happened with Hakumen.
The thing is that I made hakumen together with ragna, they are one char, but I separate then before releasing a update. But this means that, unless I start hakumen from  zero, there is the chance that some creator could create some weird custom state that could make some of the little number of sprites of ragna that hakumen still has to appear. but normaly it should not appear

---

Feedback for Ragna (hi-res version):

- The superarmor should be removed. If you want it to appear, make it appear in the Blood Kain mode.
I made, but I left still that really weak attacks could activate the one on normal ragna. But ok, I will remove it for ragna+without+blood+kain

- The "F,c" normal attack should sent the enemy flying if he's lying on the floor, not just making them stand. It's really weird that they suddenly stand after using this attack, and doesn't benefit you at all, since the opponent completely recovers after this.
because on the original game it makes the enemy fly away? Well, ok, I will change

- The grab triggered with the medium and strong kick throws the opponent too high in the air. It makes comboing after this more difficult, since you have then to time your attack. Just reduce how high he flies, and you're fine.
Ok, you are right, but it was proposital, otherwise this throw could too easily become the start of a great combo that could take too much life (in other words, for a good player this throw would be equal to great damage, because of the combo that would follow)

- As you probably know, the same problem with the superarmor that if you hit somebody while he attacks and cancel his attack, he attacks again (already reported in Hakumen). Can you try to find a way to put the other kind of superarmor?
for ragna yes I guess, but I don’t know for hakumen, there is a incompatibility on my codes and I don’t remember what it was
- Faultless Defense is useless, and no point keeping it.
haha, I already explained, it’s just there should you want to guard push, just it

- Again with Dead Spike. Don't add CLSN to the sword when it's the dark thing that attacks you. Screw realism, I don't want that in my game. Also, third wave attack shouldn't be a crouch attack.
the third wave attack cause a mini explosion on the floor, that’s why it must be guarded low. And what is the big problem with the CLSN? Why this matter so much to you? It causes some big problem on duels or something?

- Wow, reduce the speed of the second part of "D,F,c" (third version of Gauntlet Hades). He goes way too fast.
Ok

- Worst part of Ragna. You used the Japanese voices, when the English voices are way better! Unforgivable! Thanks God you used the Japanese voices for Hakumen, the English ones suck. Don't mind this biased comment, please. It's not like I'm forcing you to use the other voices, or because I want to hear him say Carnage Scissors! ::)
Nah, nah. I want the English ones, I just don’t have it (if you find it send to me)
I must say, you really corrected some of the problems I commented you before, which is good. Glad to see there's a limit of time for the first Blood Kain. Try to increase the blue CLSN of the sword attacks a little, just to be fair.
I increased on the basic sword attacks, you consider that it was not enough?
---

New things before I forget:

- Your fatality Stomp fails to connect since Ragna moves backwards a little, making the next hit miss.
dam… because they are smaller for the hr versions, I din’t checked this fatality…
- Huge slowdown in Carnage Scissors (both versions).
nothing  can do I guess, it’s because of the size of the sprites
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 29, 2010, 04:52:07 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Bahh, sorry guys, I was away for most of the day. I will respond each now:

Sal-azul:
If you are gonna play in 680x480 then use the normal versions instead (look again on the first post here, since the post on the mugen1.0 section was erased now the initial post here has the links for both versions (normal and high resolution).
Or, if you still want to use the hr versions, then less the number, biger he gets. try 350 or 300.

The Pain Train Demoman:
-When doing his Forward Z move, if you go cancel into his Forward C move (or any other move) then the sword effect will not disappear.
It’s proposital, since ragna has just summoned that dark monster and stuff (this led to a infinite that I fixed later)
-You do realize that Carnage Scissors IS the move where Ragna hits the opponent, and then blasts them away? Not some air autocombo move.
Aahh, it’s just my version of it, the ground version. The air version has other name on the readme.
-Speaking of that, the move has trouble sometimes connecting if done from the air. If done when the opponent is on the ground, Ragna will stop the move, but the screen will still be darkened.
I know, sometimes it can happen some “not so good” connect.
-You can actually land safely after his Inferno Divider. This means that Ragna has the advantage here, since he doesnt have any recovery time after the move.
But the enemy can recover on the air. But yeah, he has a advantage (I, hu… din’t analized to much this kind of things. I know, I am a lazy guy)
-Whats with the low quality face in his Astral Heat?
Some guy on youtube sent it to me, pre coded (already inserted on the char), since it din’t looked to bad and I am more or less lazy (haha) I just let it for now and focused in completing the update.
-His new Fatality. You made me lol irl. It's so bad. Seriously. Seeing Ragna just.... have a g...
Well, it’s cooll that Ragna hides a gun for some unexpected dangerous situation. If I was a kind of sword fighter on our time I would still carry with me some gun(s), so in the event of I had to kill lots of armed enemies I would just shot then instead of have to come closer and use the sword. In fact, Ragna would be a dumb guy for carry only his sword when there is lots of different enemies after him.
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 27, 2010, 01:50:12 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

No, one is for the old mugen, other is for the new, there is diferences and I linked the both posts to some other places/forums.
so ressurect the old post on the normal mugen releases thread
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 27, 2010, 01:08:12 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

I talked to you about the Super Armor bug, Daimon. You should just remove it, or add a code that disables it during Ragna's or Hakumen's supers.

I know, they can repeat they supers if hit by weak attacks during it (on the case of ragna if he is with the blood kain activated), but it's interesting when this happens... but yeah, I will see that the superarmor don't activate during the hypers attacks.
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 27, 2010, 01:05:46 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Feedback:

- "a", first attack from "6y" and "z" miss if the opponent is really close to you. "5z" too depeding on the distance between you and the opponent (medium distance or a little less).
It's intentional
Seriously? Even the punch and kick attacks? That shouldn't happen at all for these cases
punch and kicks? what I sais it was intentional was just the medium and strong stand sword attacks of hakumen.
- Should I say how ridiculous it looks your jump animation? --;
I know that it don't look too good, but I left it anyway, since it's cool if you are not analizing the movement, and add a diference for the foward and back jump
I think the normal one is fine enough. Besides, it looks weird to see him doing that with this huge sword.
I know, the long sword, but it is a little cool, so I will let it
- I insist, remove Faultless Defense. Or Deflect Breaker. I don't need two of them, only one is enough for defense.
aahh, I just left then, just don't use the one you don't want to use (I know that the fautless defense seens almost useles, but sometimes it can be useful)
I assure you, Faultless Defense is useless. You will have one less thing to worry if you remove it
but why would I need to worry about it? it's just a thing that the char have that you would almost never use (it can happen a situation in that you could want to use it to push the adversary away)
- The Hado problem... aka you're adding attack CLSN to a place you don't need. Don't add them to the hand that throws the projectile. It's enough with the projectile doing the attack. You did the same with Ragna.
but the charachter is at same time attacking with his hand/sword. imagine Ryu on reality, he would still be attacking with his hands
Don't go to realistic stuff here, please. Besides, who would even want to use a projectiles if your opponent is close to you? That would be a stupid idea. Remove that part, really, nobody would even bother using this in close range.
But why remove it? and someone could try to use a projectile move, but the enemy would have just got really close to you, then you do the move anyway since you are almost releasing your hadouken, what woud happen? you would hit the enemy with your hadokis energy and with your hands, haha. so, why remove it at all?
- Not something bad, but I'm sure glad to see that ZANSHIN is easier to block for Hakumen. In Ragna, you made an attack impossible to block since it change from high to low attack in an instant.
I din't undestood this one...
No bad points here, just wanted to comment that this move is fine in Hakumen, compared to the one from Ragna.
But what move from ragna?
- Let's consider MUGEN again (the super). An increase of attack, well not bad; an increase of defense, acceptable; an increase of superarmor (aka now medium hits don't stun the first hit), NO. Just no. Superarmor is already cheap to make it even more cheap. In fine with increasing attack and defense once. And seriously, you don't need a second boost super, it's unnecessary. And besides, since it decreases health it's not useful for you (different from Ragna, who could recover health if he attacked somebody). Seriously, remove it. Include the blackout effect to the list, it doesn't look good at all.
Even if losing health, it's useful for hakumen in that he becomers really strong (so you try to kill the enemy fast before you die), I will remove the "super armor gets stronger" then, and I know that the background effect it's a little anoying, I will change it for something way better on the future (like some black smoke that fills the scenary or something)
Looking at the speed of losing health and the amount of attack increased, it's not good for you. Since increasing the attack more would make this cheap, I really consider the best thing is to remove it.
Naah
- Put a limit to the time you can hold SHIPPU. Remarking that since even the animation of the aura surrounding your sword stops moving after a while.
the limit of time is your power bar, when it depletes he release the attack
Still doesn't solve the problem with that animation.
no big deal, it looks just like a light effect when the animation stops
- See? A slowdown effect would look cool in Yukikaze, like in source. That's when you have to place one to give the attack more effect. Also, that and the other counter moves should have the seal, but I don't know if it's possible or not.
The yukikaze has a cool slowmotion effect, but is rare, keep trying to see. and I want the seal, but I don't have the sprites.
*Looks at Edit* Adding slow-mo here is recommended to make it look good (source game used it in that move too). That's a good place to put one. Just add one here, and that's it.
if it don't let this version laging then ok (remember they are heavy for the high resolution mode)
- Now the number one problem in Hakumen. His insane range. Try to work a little in the sword moves. While I'm not asking you to cover it completely with blue, try to make it more fair. The range of some moves and the speed of it is not fair.
what you sugest me to do? I am without ideas
Me too, unfortunately. Maybe you can ask in Development Discussion how to manage his CLSN.
haha, this answer was funny, I will just let it this way for now, until someone sugest something better


And re-requoted with the answers.

Now re-re-requoted.
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 27, 2010, 12:18:47 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

No, this one is for the older mugen, that other one is for the highresolution mode of the new mugen.

And yeah, the slowmotion looks cool but gets boring fast, and I really overused it, hahaha. on the next update I will still let it, but I will make that it will be rare for it to appear on most moves (and I will remove on other ones).
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 27, 2010, 12:07:32 am View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

Feedback:

- Yeah, I know you're tired to hear this, but please, remove the superarmor. If your Hakumen was as slow as in the source game, maybe I would consider it. But this one moves way too fast. Please, remove it.
Hum... how about I make that he activates it only with the mugen aura active?
- "a", first attack from "6y" and "z" miss if the opponent is really close to you. "5z" too depeding on the distance between you and the opponent (medium distance or a little less).
It's intentional
- Hey, your medium normal attacks are considered weak for your superarmor. Didn't you say only weak attacks makes the armor protect you once? I'm talking about "5y" and "5b". The same goes for your "B,F,y", even though it's done with the medium punch.
when I said "weak" attacks, I meant attacks that do little damage, not necessarily the weak punch/kick
- Should I say how ridiculous it looks your jump animation? --;
I know that it don't look too good, but I left it anyway, since it's cool if you are not analizing the movement, and add a diference for the foward and back jump
- Dogde shouldn't make CLSN disappear. You should still be able to grab an opponent that dodges. Change it.
I know, maybe i will change that on the future
- This is an error that I found sometimes, and that I've been able at last to reproduce easily with your Hakumen. In a mirror match, if you use DEFLECT BREAKER and it succesfully stops an attack, when I counter Hakumen with a weak attack it seems he repeat the attack again automatically. Just Deflect Break, then "x" normal attack to create the problem. I've seen it happen sometimes too. You may want to look into this.
I know, its because of the superarmor effect. There is 2 types of super armor on mugen, by what I know. I wanted the good one but couldn't do because itbecame incompatible with my char (code related). so I had to use the second, that reiniciate the last move when being hit
- I insist, remove Faultless Defense. Or Deflect Breaker. I don't need two of them, only one is enough for defense.
aahh, I just left then, just don't use the one you don't want to use (I know that the fautless defense seens almost useles, but sometimes it can be useful)
- The Hado problem... aka you're adding attack CLSN to a place you don't need. Don't add them to the hand that throws the projectile. It's enough with the projectile doing the attack. You did the same with Ragna.
but the charachter is at same time attacking with his hand/sword. imagine Ryu on reality, he would still be attacking with his hands
- Not something bad, but I'm sure glad to see that ZANSHIN is easier to block for Hakumen. In Ragna, you made an attack impossible to block since it change from high to low attack in an instant.
I din't undestood this one...
- Let's consider MUGEN again (the super). An increase of attack, well not bad; an increase of defense, acceptable; an increase of superarmor (aka now medium hits don't stun the first hit), NO. Just no. Superarmor is already cheap to make it even more cheap. In fine with increasing attack and defense once. And seriously, you don't need a second boost super, it's unnecessary. And besides, since it decreases health it's not useful for you (different from Ragna, who could recover health if he attacked somebody). Seriously, remove it. Include the blackout effect to the list, it doesn't look good at all.
Even if losing health, it's useful for hakumen in that he becomers really strong (so you try to kill the enemy fast before you die), I will remove the "super armor gets stronger" then, and I know that the background effect it's a little anoying, I will change it for something way better on the future (like some black smoke that fills the scenary or something)
- Put a limit to the time you can hold SHIPPU. Remarking that since even the animation of the aura surrounding your sword stops moving after a while.
the limit of time is your power bar, when it depletes he release the attack
- See? A slowdown effect would look cool in Yukikaze, like in source. That's when you have to place one to give the attack more effect. Also, that and the other counter moves should have the seal, but I don't know if it's possible or not.
The yukikaze has a coll slowmotion effect, but is rare, keep trying to see. and I want the seal, but I don't have the sprites.
- There's a part in the aerial and ground version of the combo super in which time freezes (everything stops). Was that intentional?
yes
- Now the number one problem in Hakumen. His insane range. Try to work a little in the sword moves. While I'm not asking you to cover it completely with blue, try to make it more fair. The range of some moves and the speed of it is not fair.
what you sugest me to do? I am without ideas
- Change the "b" pallete to the "a", please, since it's the standart one. Also, the one placed in "a" looks really ugly.
hum... ok,ok
That's it. I recommend another person to do a feedback of it too. I like Hakumen as a character, so maybe I was biased here.

Edit: since you are talking about the version without slowmotions, then there is really no slowmotion on yukikaze
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 26, 2010, 11:41:19 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

But it's cool to have more options, and since it's a level 2 move the Ai will not use that to often, and you can just avoid use it (or you can't resist because you know it is in there? hahaha)

Wicloud, yeah, he is no match for this patched Ky yet (I get a lot of lazyness just by thinking about the work it will be to really improve his AI, to mess with and idealize strategies to all of his moves... aargh)
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 26, 2010, 09:57:30 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

They are bigger on this version, I did it this way because they shrink down when you load the char (I mean, the localcoord thing reduce the size of the portrait).
I tested here on my version of the new mugen and it worked fine, or... are you talking about the screenshots? I took then before I fixed that.

And Nanashi, I explained on the inicial post that the big portrait is not on the right size (I was lazy and let to fix it on the last moment before the release... So... I ended not fixing it, haha)
And don't need to rush on giveme some feedback
    

Re: Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0-

 October 26, 2010, 09:42:55 pm View in topic context
 Posted by Daimonmau  in Ragna Mau and Daimon Hakumen (Blazblue) -version 2.0- (Started by Daimonmau October 26, 2010, 03:24:10 pm
 Board: Your Releases, older Mugen

"Holy fuck, why does he have a small portrait large?"
hahaha, this one I din't get. The small portraits are not on the right size?