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LucifelShiningL

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Messages by LucifelShiningL

    

Re: Update - Xehrnyth Updated 20/08/10

 August 22, 2010, 11:49:48 pm View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

I uploaded some video.
http://www.youtube.com/watch?v=ltTl_bL689I

Xehrnyth movements test.

The bomb killed him? I thought these kind of attacks don't hurt, just push the opponent away from you.
Oh, and he's referring to the Combo Breaker killing Kim.
Those just push away.

And I do think you should add 9000,1 and 9000,0 portraits.

oops. I forgot remove the wall crash damage.

Removed wall crash damage.

Will be updated....... soon?
(the "R" is my acquaintances. and R are drawing a portrait for this character now. so, Please wait until the portrait is finished.)
    

Re: Update - Xehrnyth Updated 20/08/10

 August 22, 2010, 04:09:32 pm View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Update - Xehrnyth Updated 20/08/10

 August 22, 2010, 01:04:18 am View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Update - Xehrnyth Updated 20/08/10

 August 21, 2010, 11:52:43 pm View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

Tested out the new version somewhat.

-Infinite Priority on all "blade attacks", if you can call them blade attacks.
-Still lacks a 9000, 0 and 9000, 1.
-When you knock and enemy down and into a corner, you can mash D+A and you can accumulate a gigantic amount of hits if this isn't downright an infinite. Corner push effects her very little when she's doing that technique on an enemy on the ground, and you could quickly press foward, and resume if you wanted to.

Overall, she still hasn't gotten too much more fair.
Most of the feedback I posted in the other found releases thread still applies.

But there's more.
-Having medium attack hit 3 seems a bit redundant. Make it hit once.
-Having the heavy attack hit 4 times also seems redundant. It should hit twice unless you intended for it to be multihit.

-I like how in the warning stages of overheating you made her jump lower and her backdash doesn't go as far, but you should also either not allow them to airdash and dash forward, or limit those somehow. They still go blazing fast. It looks like you made her a bit slower during warning levels, but she still seems fast during those.
-Having 13 levels seems extremely redundant. What about just 3 levels?
-Having EXShield working like Parry is cool and all, but I can litterally mash forward to parry everything. Literally. You should make it harder to EXShield.

Basically anything crossed out you have fixed or has been justified by you.
And I like that, but more testing....

-I find that having more than 2 jumps seems a bit useless since she can already super jump. And you can do 3 more jumps after a super jump. Most characters can't go as high as she can.
-How about instead of outright draining her, why not make her explode as soon as she overheats, taking some pretty severe damage but not kill her, kinda like Robo-Ky but not exactly.
-She can air dash after she jumps multiple times and vice versa. You should limit that to her jumping multiple times or just dashing and not allowing her to jump after dashing.

I haven't found anything wrong with her damage values and any sort of infinites this version.
Doing quite nicely.

okay, fix it little more slower.

okay, I'll limit jump after super jump.

Robo-ky style overheat damage are hard to me. sorry.
and this character has been based on this thinking.
[Overheat damages is can kill herself. so heat must be controlled carefully.]

It is her merit. this will be a great demerit when it disappear.
she's defence is very low. so opponent's attack should be avoided as much as possible.
and this movements are easy to make her overheat.
    

Re: Update - Xehrnyth Updated 21/08/10

 August 21, 2010, 02:08:30 pm View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

This is begginer author LucifelShiningL.

Beta 0.0.1.E : Fix Waltz:a Ballata.(avoid stand, air attack.)
Fix Cotillon:Allegro.(avoid throw, projectile attack.)

Caution:This character is customized Len for MUGEN 1.0
Xehrnyth's common1.cns is 'Modified common1.cns' for Xehrnyth only. so, do not overwrite common1.cns please.
readme.txt are written by japanese. sorry.

http://cid-c225c4f09086fbe2.office.live.com/browse.aspx/MUGEN
SkyDrive

http://firestorage.jp/groups/89885746e3f2ffa3d3e2d3818129775f104d59f7
Firestorage
    

Re: Update - Xehrnyth Updated 21/08/10

 August 21, 2010, 08:24:22 am View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

This is begginer author LucifelShiningL.

Beta 0.0.1.D : Fix D+A.
Fix Movement dampener by overheat.
Fix Parry system.
Fix skill the Saltarello:Arioso Unblockable in the air.

Caution:This character is customized Len for MUGEN 1.0
Xehrnyth's common1.cns is 'Modified common1.cns' for Xehrnyth only. so, do not overwrite common1.cns please.
readme.txt are written by japanese. sorry.

http://cid-c225c4f09086fbe2.office.live.com/browse.aspx/MUGEN
SkyDrive

http://firestorage.jp/groups/a9633dbe28f53f3dab9063c436bb694802c16f33
Firestorage
    

Re: Update - Xehrnyth Updated 20/08/10

 August 21, 2010, 06:33:51 am View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Update - Xehrnyth Updated 20/08/10

 August 21, 2010, 03:08:22 am View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

You're not getting what I am saying...
Maybe someone else can put it in better words than I can.
oops. sorry. I found bug.

fixed.

The timing of the consecutive Parry is more hard than before.

Fix before, the timing of the consecutive Parry was permit it too long.
    

Re: Update - Xehrnyth Updated 20/08/10

 August 21, 2010, 03:02:45 am View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Update - Xehrnyth Updated 20/08/10

 August 21, 2010, 02:27:47 am View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

Tested out the new version somewhat.

-Infinite Priority on all "blade attacks", if you can call them blade attacks.
-Still lacks a 9000, 0 and 9000, 1.
-When you knock and enemy down and into a corner, you can mash D+A and you can accumulate a gigantic amount of hits if this isn't downright an infinite. Corner push effects her very little when she's doing that technique on an enemy on the ground, and you could quickly press foward, and resume if you wanted to.

Overall, she still hasn't gotten too much more fair.
Most of the feedback I posted in the other found releases thread still applies.

But there's more.
-Having medium attack hit 3 seems a bit redundant. Make it hit once.
-Having the heavy attack hit 4 times also seems redundant. It should hit twice unless you intended for it to be multihit.
-I like how in the warning stages of overheating you made her jump lower and her backdash doesn't go as far, but you should also either not allow them to airdash and dash forward, or limit those somehow. They still go blazing fast.
-Having 13 levels seems extremely redundant. What about just 3 levels?
-Having EXShield working like Parry is cool and all, but I can litterally mash forward to parry everything. Literally. You should make it harder to EXShield.

D+A is very low damage.
And when damage dampener work, this is can't hurt enemy.
but if you think this is unfair, i'll fix it.

Medium and heavy attacks is almost same style with Len(White Len).
Len(White Len)'s Medium and heavy attacks are multi-hit.

Xehrnyth is easy to overheat.
but Xehrnyth is easy to cooled, too.(if Xehrnyth have the power.)
Xehrnyth can cooled immediately.
so, when Xehrnyth is almost overheated or overheated, Press the cooling key.(Y)
Xehrnyth will be cooled with a consumed power [1(1000)]. (Z key is switch of auto cooling.)
And E.R.A(Explosive Reactive Armour. while Xehrnyth hitting, press the X key to operate.) consume power [3(3000)].
this is why Xehrnyth many have the power bar[13(13000)].
read the Info/002.Cmd list.txt please.

Parry is almost same style as ST 3rd.
input command in 3 frame before enemy attack.
and not attached guard-parry.
do you think it is too easy?

I'll fix D+A and movement dampener by overheat.
    

Information - Xehrnyth REBOOTED 1.8 16/02/13

 August 20, 2010, 11:32:40 am View in topic context
 Posted by LucifelShiningL  in Information - Xehrnyth REBOOTED 1.8 16/02/13 (Started by LucifelShiningL August 20, 2010, 11:32:40 am
 Board: Your Releases, Mugen 1.0 +

This is begginer author LucifelShiningL.

I'm in the Military service now.
Estimated Termination of Service is 09/09/14.
If you want download Xehrnyth, Go to Lycoris(Higanbana)'s Homepage.
Enjoy playing MUGEN.

I'm so sorry for the late report. (REBOOT 1.8 updated 27/07/12.)

There is no default AI in this character.

but Silvan created AI patch for Xehrnyth.

Caution:This character is customized Len for Old version Win MUGEN & MUGEN 1.0
Xehrnyth's common.cns is 'Modified common1.cns' for Xehrnyth only. so, do not overwrite common.cns please.

readme.txt are written by japanese. sorry.

http://bit.ly/vKQX8D
My blog



A simple manual.
Spoiler, click to toggle visibilty
[/center]
    

Re: Xehrnyth verB beta by LucifelShiningL released 11/08/10

 August 20, 2010, 09:39:13 am View in topic context
 Posted by LucifelShiningL  in Xehrnyth verB beta by LucifelShiningL released 11/08/10 (Started by Phantom Blood August 14, 2010, 11:17:06 pm
 Board: Found Releases

Generally, weapons attacks are also given blue CLNS as they're supposed to trade hits with other fighters, like so
 Oh yes, Combo penalty, we call it Damage Dampener.

Xehrnyth's Blades attacks is not 'Weapons attacks'.

Damage dampener... okay.
    

Re: Xehrnyth verB beta by LucifelShiningL released 11/08/10

 August 20, 2010, 09:15:47 am View in topic context
 Posted by LucifelShiningL  in Xehrnyth verB beta by LucifelShiningL released 11/08/10 (Started by Phantom Blood August 14, 2010, 11:17:06 pm
 Board: Found Releases

and this image is Author M3's White Len Arrange version CLSN.









any problem?
    

Re: Xehrnyth verB beta by LucifelShiningL released 11/08/10

 August 20, 2010, 09:02:47 am View in topic context
 Posted by LucifelShiningL  in Xehrnyth verB beta by LucifelShiningL released 11/08/10 (Started by Phantom Blood August 14, 2010, 11:17:06 pm
 Board: Found Releases

No blue CLNS in Red CLSN

no blue CLNS in red CLSN?
I have used A little bit different, but almost same CLNS style with Len(White Len).
Len(White Len)'s blue(red) ball attack CLNS style = Xehrnyth's Blade attack CLNS style.(


this is Author & co-author ⑨ & YoungKirei & Take.K's White Len's CLSN.


And this is Xehrnyth's CLSN.

another image.













and Xehrnyth is set to very low defence(55).
When cross-counter, Xehrnyth will be receive deadly damage.
    

Re: what's the best program for recording mugen videos?

 August 20, 2010, 06:00:32 am View in topic context
 Posted by LucifelShiningL  in what's the best program for recording mugen videos? (Started by JSLC1108 August 19, 2010, 09:04:43 am
 Board: M.U.G.E.N Discussion

I use Bandicam. Bandicam has Default codec(MPEG-1).
and movie will be compress automatically by Default codec.
    

Re: Xehrnyth verB beta by LucifelShiningL released 11/08/10

 August 20, 2010, 04:51:03 am View in topic context
 Posted by LucifelShiningL  in Xehrnyth verB beta by LucifelShiningL released 11/08/10 (Started by Phantom Blood August 14, 2010, 11:17:06 pm
 Board: Found Releases

    

Re: Xehrnyth verB beta by LucifelShiningL released 11/08/10

 August 20, 2010, 04:31:11 am View in topic context
 Posted by LucifelShiningL  in Xehrnyth verB beta by LucifelShiningL released 11/08/10 (Started by Phantom Blood August 14, 2010, 11:17:06 pm
 Board: Found Releases

-Still lacks a 9000, 0 and 9000, 1.
-When you knock and enemy down and into a corner, you can mash D+A and you can accumulate a gigantic amount of hits if this isn't downright an infinite. Corner push effects her very little when she's doing that technique on an enemy on the ground, and you could quickly press foward, and resume if you wanted to.

9000,0 and 9000,1 is drawing now. but I can't draw well.(Whimper)

Xehrnyth has Combo penalty.
In XehrnythSetup.cns
 
var(14) are Attack power setting.(Default:55)
fvar(0) and fvar(1) are damage penalty.
var(59) are value for fvar(0) calculate.(While she hit the opponents, var(59) will be increases.)
 
(var(14)*0.01)*fvar(1)*fvar(0)
 
[state -2,Combo penalty]
type = varset
trigger1 = var(59) >= 1000 && var(59) < 2000
fvar(1) = .9
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
 
[state -2, Combo penalty]
type = varset
triggerall = !Ishelper
triggerall = numtarget
trigger1 = target,gethitvar(hitcount) = [0,4]
fvar(0) = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
 
-fvar(0)-
var(59) is lower than 1000 : 100% damage
var(59) is over 1000, and lower than 2000 : 90% damage
var(59) is over 2000, and lower than 3000 : 80% damage
var(59) is over 3000, and lower than 5000 : 70% damage
var(59) is over 5000, and lower than 6000 : 60% damage
var(59) is over 6000, and lower than 7000 : 50% damage
var(59) is over 7000, and lower than 8000 : 40% damage
var(59) is over 8000, and lower than 10000 : 30% damage
var(59) is over 10000, and lower than 11000 : 20% damage
var(59) is over 11000, and lower than 12000 : 10% damage
var(59) is over 12000, and lower than 20000 : 5% damage
var(59) is over than 20000 : No damage
 
-fvar(1)-
0~4hit combo : 100% damage
5~9hit combo : 90% damage
10~14hit combo : 80% damage
15~19hit combo : 70% damage
20~24hit combo : 60% damage
25~29hit combo : 50% damage
30~34hit combo : 40% damage
35~39hit combo : 30% damage
40~44hit combo : 20% damage
45~49hit combo : 10% damage
After 50hit combo : No damage
 
Example : if combo count is 30 and var(59) is 4000.
attack damage 100(example) * (55*0.01) * 0.4 * 0.7 = 15.4 damage.
 
If you hit opponents too much, penalty is very low damage.
    

Re: Xehrnyth verB beta by LucifelShiningL released 11/08/10

 August 20, 2010, 03:31:15 am View in topic context
 Posted by LucifelShiningL  in Xehrnyth verB beta by LucifelShiningL released 11/08/10 (Started by Phantom Blood August 14, 2010, 11:17:06 pm
 Board: Found Releases

It's weird. I also had to paste in Winmugen's common1.cns for it to work.

Sorry, this character are Elecbyte's MUGEN 1.0 Only.
I'm sure, "This character MUGEN1.0 Only" I wrote in the readme.txt
...oops. readme.txt was written in Japanese.
Really sorry, sir.