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SolidZone 26


Messages by SolidZone 26


Re: All Chars Update(2018-19) Careful what you wish for...

 November 11, 2019, 11:49:40 pm View in topic context
 Posted by SolidZone 26  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Not sure if you noticed, but you still have "1.0" on mugenversion listed on DWAkuma's def file. Since that version is supposed to be Winmugen compatible, I'm uncertain if that prevents the character to playable on it. Doesn't bother me as I personally use 1.0 and will work just fine on it, but thought I ask in case someone here does.

Re: Iron Tager v1.02

 November 11, 2019, 11:30:31 pm View in topic context
 Posted by SolidZone 26  in Iron Tager v1.02 (Started by OHMSBY November 10, 2019, 04:06:57 pm
 Board: Your Releases, 1.0+

One more set of minor feedback after testing this update:
-Shockwave effects played twice on the 4th hit of A command normals (I figured you would have removed the misaligned one instead of realigning it as another one appeared when the opponent finally touches the ground normally after that):

My mistake for not mentioning that as I only took the pic of the misaligned one instead of both a second after.
-The landing dust effects are still affected by Palfx (As seen on crouching Voltic Battler):

-The shockwave sound effect after the opponent touches the ground from Gigantic Tager Driver can still be heard twice, overlapping each other.

Other than those same issues, there's nothing else I found with the other moves aesthetic wise.

This is actually accurate to the source. The EX version of Gigantic Tager Driver/Air Driver is supposed to be the only one that can catch opponents that are in hitstun.
Ah, I see. Thought I couldn't do it as I was using a PS4 controller. It feels so much easier doing the moves with a keyboard.

Re: (NEW: Seth by Human) Rowen's PotS/Infinite Edits of Varying Quality

 November 11, 2019, 09:44:12 am View in topic context
 Posted by SolidZone 26  in (NEW: Seth by Human) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Here is some aesthetic feedback for Seth:
-Dash effect has no sound effect as it's on the slide effect.
-Dash effect is on the opposite side when dashing backwards.
-Screw Piledriver has a dust effect instead of a strong shockwave effect and sound on the slam (It also doesn't have a swing sound during the start up and has Seth's English voice on the JPN snd during the move).
-The hitsparks of the first two hits of Hyakuretsukyaku seems misaligned (The guard spark is also misaligned when blocked).
-Don't remember, but weren't the rapid hits of Hyakuretsukyaku better as heavy punch sounds instead of heavy kick ones?
-The effect where the thunder sound effect can be heard on Tandem Storm needs to be bigger.

Re: Iron Tager v1.01

 November 11, 2019, 08:54:20 am View in topic context
 Posted by SolidZone 26  in Iron Tager v1.02 (Started by OHMSBY November 10, 2019, 04:06:57 pm
 Board: Your Releases, 1.0+

It seems that I noticed a few more things after doing much more detailed testing:
-The cloud of dust is red during Ultra Burst when performing the 4th hit of A command normals, the forward/backwards throws and the landings of Gigantic Tager Driver and the Genesic Emerald Tager Buster. Here are some examples:

-There is a misaligned shockwave effect after the 4th hit of A command normals if hit before the opponent touches the ground:

-The shockwave effect when the the opponent touches the ground is still misaligned (It's supposed to be around the middle of Training and I also think both the sound and the effect plays twice at the same time as it's much whiter than normal):

-As seen on the combo video, he's also supposed to have electrical effects on his arms while he is idoling in his stance (Not sure if you intentionally left it out).
-Magna Tech Wheel could use a dust effect alongside the shockwave effect on the impact (Noticed it was on the combo video as well).
-The dust effect turns yellow when performing crouching Voltic Battler right after landing on the ground from a jump.
-For some reason, you can't combo Wedge Catapult with an air Gigantic Tager Driver, yet you can with the air EX Driver and a normal air throw.

Re: Kyoko (W.I.P)

 November 10, 2019, 09:35:49 pm View in topic context
 Posted by SolidZone 26  in Kyoko (W.I.P) (Started by k6666orochi September 13, 2019, 06:02:06 am
 Board: Projects

Hey, don't feel bad, k6666orochi. I haven't got the time to work on Ryu and Mario either. Too busy with college, not enough time on M.U.G.E.N. I even have to put Kazuya, Rock and Shadow due to OHMSBY revising the new Burst system and I'm too stressed updating everyone with it. But not to the point on quitting as I still want to make content for it and aesthetic feedback as always. Take your time, I understand.

Re: Robo Weiss v1.055

 October 24, 2019, 08:54:28 am View in topic context
 Posted by SolidZone 26  in Robo Weiss v1.056 (Started by OHMSBY April 01, 2019, 03:56:44 pm
 Board: Your Releases, 1.0+

Just tested again, I think I made a mistake on one of the bugs:
-Crouching B and running A has misaligned hitsparks (Sorry, not crouching A. The hitspark on crouching B appears in the middle instead of the bottom where Myrtenaster hits the opponent).
-I experimented some ways why the Hals Brechen's airdash effects appearances are inconsistent as they still are:
1. Simply jumping up without moving or a backwards jump, then Hals Brechen will cause the airdash effects to appear many times.
2. Doing a forward jump (Air dash optional) or simply standing, then Hals Brechen will make an airdash effect to appear only once.
3. Performing a run, then jump forward (Air dash optional), then Hals Brechen, the airdash effects don't show up at all.
For the 3rd one, you have to perform the run to make it not appear. As long as you don't run, then the Hals Brechen's effect will always appear once for the 2nd one whether you forward, back air dash or not at all.
-After getting an Error, then performing an A Ich Glaube Nicht to nullify the 1st explosion, the 2nd explosion gets nullified as well and punishes her on the 3rd one (This is more of a balance issue as it can deal 40% damage to the opponent as the opponent will be hit by the counter and two explosions. Easy way to do this is by doing 3 crouching As).

Hopefully, this is the last one.

I made some adjustments to the air throw anyway, but keep in mind that the custom fall states messes with training's auto recover function.
The air throw is more balanced now thanks to the cooldown, so it can no longer be abused. Didn't know the custom fall states will mess that up, but good to know.

This was actually intentional for Ich Glaube Nicht and is actually brought up in the read me. It was not intentional for Durchgedreht though.
Guess I completely missed that. I was figuring out other ways to avoid it and that was how I encountered it with Durchgedreht.

Re: Robo Weiss v1.052

 October 23, 2019, 10:16:23 pm View in topic context
 Posted by SolidZone 26  in Robo Weiss v1.056 (Started by OHMSBY April 01, 2019, 03:56:44 pm
 Board: Your Releases, 1.0+

Well, I guess maybe I'm a little spoiled. His Weiss does look good, but I feel like that the next update would be rushed, much like his Bowser "2.0".
I'll admit I did kinda called his 2.0 update on Bowser "sloppy" (Not sure if that's the right word for it). I think his characters are good, I just wish he didn't rush that one by adding the new Burst update and that's it.

Re: Robo Weiss v1.052

 October 23, 2019, 07:48:15 am View in topic context
 Posted by SolidZone 26  in Robo Weiss v1.056 (Started by OHMSBY April 01, 2019, 03:56:44 pm
 Board: Your Releases, 1.0+

Since you updated Robo Weiss, I got some feedback for her since I didn't think you had plans for an update as I thought it's a one time only thing:
-The hitsparks of Crouching A, and jumping A and B are misaligned.
-B Ich Glaube Nicht and Gletscherstrom doesn't have a hitspark when it hits.
-Performing Durchgedreht and A/B Ich Glaube Nicht right when time is up for Stabilisieren is possible to avoid self damage.
-Performing Durchgedreht right during Error can to avoid self damage, but error happens anyway during the force break (I don't know if this is intentional and I don't think it's a bug, but I find this hilarious as you still done a loop and punishes you anyway. It was weird that it didn't do that with the end of Durchgedreht or A/B Ich Glaube Nicht. That's why I mentioned it).
-The new air throw has no recovery (Robo Weiss can grab the opponent not too close near the side of the stage in a certain position which won't push her back and keep jumping up and grabbing them, resulting to an infinite).
-Hals Brechen doesn't play the air dash effect consistently on either side (Sometimes it appears a lot of times, only once or not at all).
-Hals Brechen gains power when it hits the opponent.
-Ultra Burst text is still misaligned (So after looking after the SFF, I realized it's still not aligned with the other Burst texts as it turns out the sprite got slightly cropped. So the new position is supposed to be (-4,42) instead. That explains why (-3, 43) was fine on the earlier characters as the image px was different. Might want to fix that with the other characters if you haven't yet. Sorry about that).
-Very minor issue, but Y axis on the ! sprite is 58 instead of 59 (There's nothing wrong having it on a slightly lower position as it doesn't affect anything gameplay wise, but your other characters had it on that y axis. Just thought I mention it for consistency purposes).

I ain't.
Why you asked then? Then there would be no point to for k6666orochi to make one in the first place if OHMSBY planned to do so. Don't disrespect his work.

Re: Bowser v2.0

 October 21, 2019, 09:26:38 am View in topic context
 Posted by SolidZone 26  in Bowser v2.0 (Started by k6666orochi July 23, 2019, 08:12:14 am
 Board: Your Releases, 1.0+

Just tested this update and I feel like this update broke more things than fixing them:
-When the opponent is caught by a standing throw, there are still on the animation of when they are (I don't ever remember this happening on the previous update):

-The position on the opponent on a running throw is misaligned.
-Running B has no dust effect and has a misplaced landing effect.
-The stomp effect can be heard and envshake shakes twice if Bowser jumps over the opponent and lands behind them.
-Depending on the opponent's hitbox, Fly Guy drops the bomb too early and can miss the opponent (If they are blocking, it won't even hit at all).
-Charged Punch feels very nerfed as I'm getting more "TOO BAD..." than normal (In fact, it works nothing like the way I imagined it).
-Level 3 portrait is misaligned and should be in the middle.
-Counter message doesn't appear if they hit by Fireball, Fly Guy and Piranha Plant while they are attacking.
-Chargin Chuck completely goes though the Training while he attacks.
-I accidentally reset the round while performing The Grand Finale and the stage got bugged (There's no way to fix unless you quit).
-Ultra Burst text is misaligned (It's supposed to be (-3,43) so it's aligned with the other text).
-The Y axis of the ! sprite is 58 (OHMSBY has his set on 59).

These feedback are also missed:
-The swing sound on the 2nd hit of his B command normals plays after the opponent is hit.
-His voice clip on crouching HA plays after the opponent is hit.
-His Fire Breath doesn't destroy projectiles and for some reason, it can't hit Training when doing the 3 second frame move.
-Banzai Bill also can't destroy projectiles (It's odd a large bullet can go through any projectile and not destroy them).
-The hitspark and guard spark on Chargin Chuck is misaligned when it makes contact with the opponent.
-Fly Guy has no explosion sound effect when the bomb explodes.

Was this update rushed? Because there is little to no effort on it at all other than adding the new Burst system. The last update felt like one, but this one is sloppy.

Re: Jack Krauser (PotS Style) by Varo_Hades

 October 19, 2019, 02:53:11 pm View in topic context
 Posted by SolidZone 26  in Jack Krauser (PotS Style) by Varo_Hades (Started by RagingRowen October 15, 2019, 10:48:16 pm
 Board: Edits & Addons 1.0+

Basically, this is a pretty sloppy work. I definitely miss a lot of more problems but I can't bare to dig more than this since the character has way too many flaws to actually be called a Pots-style char. No one could just simply slap a ton of Pots aesthetics and call it a Pots-style character. You might consider actually putting efforts into this.
I think you are blaming the wrong person about this character. Most of the coding done is by varo_hades and his works are usually done though a template. RagingRowen simply edits the characters and tries to fix the issues as I know for a fact he can do it. If issues persists, it's the fault of the original creator, not the editor.

Re: Darkstalkers in POTS Style! - The Sexy Catwoman (Felicia released!)

 October 19, 2019, 02:47:17 pm View in topic context

Some feedback after testing:
-Standing HP has one swing sound too many.
-The close standing HP are on opposite positions.
-Crouching HP and Rolling Scratch doesn't have proper landing effects (Why was this removed as the original had it?).
-The Kick throw throws on the opposite direction (Forward throws back and back throws forward) and has no swing sound when rolling and the opponent being thrown.
-EX Sand Splash effect doesn't properly disappear.
-Please Help Me! has no envshake on the hits.
-Toy Touch doesn't hit the opponent and goes through them.
-Pursuit doesn't have a jump sound effect when she jumps.

No offense to varo_hades, but I see more issues on this version than Jesuszilla's original. The only positive I see that the super jump bug is fixed on this one. This Felicia feels very sloppy for some reason.

Re: Jack Krauser (PotS Style) by Varo_Hades

 October 15, 2019, 11:25:28 pm View in topic context
 Posted by SolidZone 26  in Jack Krauser (PotS Style) by Varo_Hades (Started by RagingRowen October 15, 2019, 10:48:16 pm
 Board: Edits & Addons 1.0+

Some feedback after a few minutes of testing:
-I feel like sword swing sounds would sound better for the standing and crouching MP and HPs instead of normal ones.
-The intro where he touches the ground doesn't have a landing effect and could use an effect when his knife makes contact to the ground.
-Machine Gun has no envshake when the opponent is hit.
-Knife Combo don't have swing sounds at all.
-The arrow on Hunter Arrow should fall immediately after being blocked and don't fade when they disappear.
-Hunter Robot is unblockable when standing or crouching.
-The Mine from the Mine Gun has no explosion effect when the opponent is grabbed by a throw.
-The hitspark on Incendiary Grenade is too small.
-The hitspark on Flash Grenade is behind the blood effects.
-Both punch and kick throws don't have swing sounds and do the exact same thing (One should throw forward and the other backwards).

Overall, a very good PotS edit. Didn't expect you to do this one.

Re: Kokonoe v1.01

 October 14, 2019, 07:48:58 am View in topic context
 Posted by SolidZone 26  in Kokonoe v1.01 (Started by OHMSBY October 13, 2019, 01:19:44 am
 Board: Your Releases, 1.0+

Great work on Kokonoe. I haven't found any other issues on my end aside from the one PackMan mentioned. I may have encountered it before, but I couldn't replicate it consistently, so I wasn't certain it was major. Look forward to your next character.

Honestly I can't wait for Yu. Not only he's the only main Persona 4 Arena character not made yet, but he'll make a nice template for future Persona characters as he'll have the proper coding already. But that could all change if Iron Tager won though. Didn't think he would suddenly get popular since he barely had votes on the last poll.

Re: Magneto

 October 11, 2019, 04:47:27 am View in topic context
 Posted by SolidZone 26  in Magneto (Started by Infinite Intel. September 28, 2019, 03:30:51 pm
 Board: Your Releases, 1.0+

If you plan to update Magneto again, I noticed a few things that could use some tweaking:
-The default palette of the lifebar portrait in the select screen is not the exact one (It's using (1,0) instead of (1,1) as Magneto's skin is sightly pink). I've been noticing that on WBPA's videos.
-The Magnetic Blast projectile sound effect can barely be heard and doesn't fade if it makes contact (Since it's a projectile, the CvS2 projectile sound would be better).
-Hyper Grav projectile doesn't explode when it's blocked.
-The hitspark on the 2nd hit of standing HK could be adjusted to be a little higher.

Re: MvC Hawkeye by Kenshiro99

 October 04, 2019, 08:56:15 am View in topic context
 Posted by SolidZone 26  in MvC Hawkeye by Kenshiro99 (Started by Majin Kaine October 03, 2019, 07:37:07 am
 Board: Found Releases 1.0+

Here's some feedback:
-His xscale is 0.2 too large and causes some his attacks to miss on certain characters during air combos.
-He has a dust effect on the upper left corner of the screen when back dashing on the left side or forward dashing on the right (I mentioned this issue before on Kenshiro99's characters and claims he doesn't have this issue, but I can clearly see it in the video so I know it's not me).

Everything else is good, but these two things bug me and could be fixed.

Re: Gunvolt released 2.0

 October 01, 2019, 06:57:49 am View in topic context
 Posted by SolidZone 26  in Gunvolt released 2.0 (Started by k6666orochi April 01, 2019, 07:16:40 am
 Board: Your Releases, 1.0+

Not only the markers for Gunvolt's Lightning no longer works, but the Ultra Burst text is not positioned correctly. The sprite must have been cropped as the size is not the same as in OHMSBY's characters. The x and y axis should be (-4,42).

Re: Magneto

 September 30, 2019, 12:48:11 am View in topic context
 Posted by SolidZone 26  in Magneto (Started by Infinite Intel. September 28, 2019, 03:30:51 pm
 Board: Your Releases, 1.0+

I missed one more little detail regarding the Hyper Grav special. I feel like you should put envshake when the move connects. Also a minor issue, Magneto's quote with Wolverine has an extra space near the word "bones." That should be all of it.

Re: Magneto

 September 28, 2019, 10:53:21 pm View in topic context
 Posted by SolidZone 26  in Magneto (Started by Infinite Intel. September 28, 2019, 03:30:51 pm
 Board: Your Releases, 1.0+

Here's my feedback:
-Crouching HP has a heavy kick hit sound instead of a heavy punch one.
-One of the taunts has no voice clip when the voice is set to MvC3.
-The Magnetic Shockwave effect gets misaligned if the opponent is launched to the side of the stage.
-Hyper Grav has a default hitspark when hit or blocked.
-Hyper Grav disappears by a frame instead of using the remove FX if it hits the opponent.
-The guard spark is misaligned if Hyper Grav is blocked in the air.

More if I find anything else.

Re: [GR style] Six characters updated (09/26/19), Marisa updated (09/19/19)

 September 27, 2019, 05:42:22 am View in topic context
 Posted by SolidZone 26  in [GR style] Ten characters updated (10/10/19), Yukari updated (10/09/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Reisen is not updated with the minor error of the tick fix code. Her files are dated from 9/2.

Re: Contributor Suggestion Thread

 September 23, 2019, 12:51:55 am View in topic context
 Posted by SolidZone 26  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback