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Ricepigeon

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Messages by Ricepigeon

    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 14, 2019, 04:43:01 pm View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

I like how the people complaining about Mega Evolution being removed never once brought up the fact that, because Dynamaxing doesn't require a specific item ala Mega Rayquaza, a Pokemon could in theory both Mega Evolve AND Dynamax. If you think Mega Evolutions were broken by themselves, imagine what having both can do.

We already have instances in Gen 7 where you have to guess if a Pokemon is a Z-move user or a Mega Evolution (this usually just applies to Gyarados, but instances of multiple possible Z-Moves/Megas on a single team is also a thing), so adding Dynamax on top of that would only convolute matters further. If anything, Dynamaxing makes the Z-Move/Mega mechanic much more dynamic in that you no longer have to dedicate a single teamslot to your Mega/Z-Move which, if you run multiple Megas/Z-Move users, can result in one of your Pokemon effectively having no item; because hold items didn't exist in LGPE, this wasn't an issue so running multiple Pokemon capable of Mega Evolving is seen as a much more viable strategy in LGPE than it is in XY/ORAS/SM/USUM, and Dynamaxing is effectively built from that idea.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 13, 2019, 10:16:11 pm View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

The way I see it, Dynamax is their solution to effectively give every single available Pokemon the equivalent of a Mega Evolution rather than only giving a small percentage (26 Pokemon, or 3.214% of the Gen 7 National dex, to be exact). They tried to do this with Z-moves in Gen 7 as well, but how exactly are they going to explain Z-moves in SwSh? Unlike Megas, Z-moves were explicitly tied to the story of Necrozma, even if it was very subtle. So not only did they do it for balance reasons, they did it because it fits the narrative.

Yeah, it's going to suck not being able to use Mega Charizard X or Flyinium Z Landorus-T or whatnot, but if it creates a more level competitive playing field then I'm all for it. I mean, just look what happened when Mega Rayquaza, Mega Lucario, Mega Kangaskhan, Mega Gengar, and Mega Salamence were introduced; the only ways to level out the playing field was to either make everything else stupidly broken, or remove the broken elements. Adding Dynamax and removing Megas and Z-moves, as I see it, was the middle ground between those two extremes.

And those complaining about mot being able to transfer certain species to SwSh, you're acting as if SwSh are going to be the last games in the series. I'm willing to bet that in November 2020 when Sinnoh Remakes or whatever gets released that finally allow you to use your precious Kommo-O or Bidoof, you'll forget all about this; after all, they had to make it possible to migrate those Pokemon over to Pokemon Home for a reason besides just leaving them there to rot.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 13, 2019, 02:04:37 am View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

Mega Kangaskhan doesn't die easily to one type.

No but everything else dies easily to 2 Seismic Tosses/Crunches/Returns coming from something that is both reasonably bulky AND has a decent speed tier. Honestly, the brokenness of Mega Kangaskhan needs no introduction, even with the nerfs it got in Gen 7 (actually, if anything, the nerf inadvertently made it even more broken because now it can actually afford to run defensive investment and just spam Seismic Toss all day).

And please don't get me started on Mega Rayquaza.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 12, 2019, 09:25:23 pm View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 12, 2019, 05:22:22 am View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

I'm going to be frank here, and I know I'm going to get flak for this but... As much as I'm disappointed that not every Pokemon will be transferable to Gen 8, I feel like it's for the better in the long run.

As someone who has had some experience with the competitive side of Pokemon, you have how many Pokemon from previous Gens that dominate the metagame? Look at every VGC since gen 5 and you'll see staples like Landorus and Garchomp are the most consistently used, among others. This isn't just exclusive to VGC either, even unofficial formats like Smogon's Singles OU is plagued by this: every gen since 3-4 is more or less dominated by past gen legendaries and/or psuedolegends, and barely any ordinary Pokemon from the later gens (sans Toxapex and, in Gen 6's case, Talonflame) actually stand out. By axing some of the previous Pokemon, you not only give these newcomers a chance to shine, but also curb the out-of-control power creep that's been plaguing the games since at least gen 5; considering we are now at the point where we now have 850+ Pokemon (not including alternate forms and Megas), such a power creep is only going to get worse without trimming some of the fat.

On top of the balance reasons for axing the Pokemon, it also gives an incentive to continue playing the older games. With the ability to basically transfer every single Pokemon over from a previous generation, the metagame effectively becomes a 2.0 version of the previous gen's metagame. You can also see this to a lesser extent with ORAS and USUM with the new UBs/Megas that aren't transferrable to the previous games, and Nintendo/Gamefreak tried to capitalize on this in both gen 6 and 7 by effectively creating two Battle Spot ladders: One for XY/SM and one for ORAS/USUM for each gen, respectively. How many of you can honestly say that you continue to play a previous generation competitively when you can just transfer those Pokemon to the latest generation and use them there? In the very likely event a Diamond & Pearl remake is released in the next year or two, I'd imagine that the same rules would apply, thus you would have certain Pokemon that exist in Sword & Shield that cannot be transferred to the Sinnoh remakes, effectively giving the Sinnoh remakes a distinct, separate metagame that isn't just Sword & Shield 2.0, which is the problem you see with XY/ORAS and SM/USUM.

By doing this, Gamefreak is effectively making Pokemon more akin to something like Street Fighter: you have characters exclusive to previous games that dont show up in the later games, thus giving you an incentive to play both.
    

Re: [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19)

 June 11, 2019, 04:11:35 am View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Yuuka updated

Quote
=====================================
06/10/19 - Version 2019.06.10
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (6f->5f).
- [System] Corrected regular jump landing time (4f->5f).
- [System] Corrected jump cancel timing of forward dash.
- [System] Corrected Forward dash skid animation time (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Fixed issue where certain attacks could not carry momentum from a dash.
- j.2z: Recovery frames are now flagged at the correct time.
- Throw/Air Throw: Now apply standard 90% Proration.
- Fantastic Spring Flowers: Recovery frames are now flagged properly.
    

Re: Touhou: Gensokyo Reloaded Roadmap of Future Updates

 June 10, 2019, 09:25:35 pm View in topic context
 Posted by Ricepigeon  in Touhou: Gensokyo Reloaded Roadmap of Future Updates (Started by Ricepigeon October 09, 2017, 10:44:45 pm
 Board: Touhou: Gensokyo Reloaded

Its been over a year since the last update, but we've been overhauling the UI and system mechanics to the game, so with that in mind, we have a new roadmap for future updates.

Version 3.0.0 (Soon)
  • New character: Meimu (Playable)
  • Tweaks and rebalancing for the entire cast
  • Various system revisions and consistency across all characters in the roster
  • Completely redone UI and visuals
Version 3.1.0
  • Inclusion of predetermined character-specific Arcade mode routes, so different characters will now have different bosses
  • New NPC Boss: EX Yukari Yakumo
  • New NPC Boss: EX Lie Meiling
  • Revision to how groundbounces and wallbounces are handled
  • Tweaks and rebalancing to the cast, if needed
  • More focus on story mode dialogue, as opposed to only having it during the final boss
  • Inclusion of intros & endings (hopefully)
    

Re: [GR style] Patchouli updated (06/05/19), Kanako & Remilia updated (06/01/19)

 June 06, 2019, 01:52:13 am View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Patchouli Knowledge updated

Quote
=====================================
06/05/19 - Version 2019.06.05
=====================================

- Revamped the character's file structure.
- Realigned certain gethit sprites.
- [System] Updated common states to the latest Gensokyo Reloaded character standards.
- [System] Minor adjustments to hurtboxes in most states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (5f->4f).
- [System] Corrected regular jump landing time (5f->4f).
- [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
- [System] Corrected forward dash startup time (2f->4f).
- [System] Corrected time in which the forward dash can be jump cancelled.
- [System] Corrected Forward dash skid animation time (9f->8f).
- [System] Corrected back hop/air dash landing times (10f->8f).
- [System] Repositioned dash effects.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Replaced cornerpush system.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Rudimetary A.I. implemented.
- All Normals and Command Normals: Hurtboxes adjusted slightly.
- 6y: No longer loses overhead properties when chained into.
- 5z: Can no longer cancel into 6y.
- j.5x: Hitbox repositoned, size increased
- j.5x: Startup decreased (7f->5f).
- Throw: Corrected inability to conserve forward dash momentum into the attack.
- Throw: Now applies 90% normal proration.
- Guard Cancel: No longer gains counterhit bonuses.
- Summer Red: Hurtboxes adjusted slightly.
- Summer Red [Air]: Adjusted effects to reflect projectile trajectory.
- Sylphae Horn: Corrected visual bug when projectiles fire.
- Sylphae Horn: Now fires 2 additional projectiles during Philosopher's Stone.
- Winter Element: Geyser now disappears if Patchouli is hit before it becomes active.
- Winter Element: Spellcard cancel timing adjusted.
- Autumn Blade: Hurtboxes adjusted slightly.
- "St Elmo's Pillar": Hurtboxes adjusted slightly.
- "St Elmo's Pillar": Recovery frames are now flagged properly.
- "Royal Flare": Hurtboxes adjusted slightly.
    

Re: [WIP] RicePigeons' WIPs (IZ Suwako)

 June 05, 2019, 07:34:27 pm View in topic context
 Posted by Ricepigeon  in [WIP] RicePigeons' WIPs (IZ Suwako) (Started by Ricepigeon January 30, 2011, 09:14:19 pm
 Board: Projects


Ancient Geyser, another one of Suwako's Specials that can be used from the underground state. While she can't use it in the air unlike in source, she can now hit OTG with it.
    

Re: [WIP] RicePigeons' WIPs (IZ Suwako)

 June 03, 2019, 05:31:46 pm View in topic context
 Posted by Ricepigeon  in [WIP] RicePigeons' WIPs (IZ Suwako) (Started by Ricepigeon January 30, 2011, 09:14:19 pm
 Board: Projects



Divine Instrument "Moriya's Iron Ring", regarded by some as Suwako's signature spellcard. Unlike source, she only fires 1 of them, but still retains the property of being able to bounce around the screen up to a total of 5 times. As a compensation for being only able to fire one of them, she has the ability to select the angle depending on the button press used for the attack. Also, unlike source, she has a variant where she can use this move while underground. Just try not to get hit, as the ring will disappear if she does.
    

Re: [GR style] Kanako & Remilia updated (06/01/19), Reimu updated (05/30/19)

 June 01, 2019, 11:53:05 pm View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Kanako & GR Remilia have been updated.

Kanako:
Quote
=====================================
06/01/19 - Version 2019.06.01
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (4f->5f).
- [System] Corrected regular jump landing time (6f->5f).
- [System] Corrected forward dash startup time (6f->4f).
- [System] Corrected jump cancel timings for grounded forward dash.
- [System] Corrected Forward dash skid animation time (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- [System] Minor corrections to hurtboxes.
- 2x: Now carries horizontal momentum from a dash.
- 6z/j.6z: Recovery frames are now flagged properly.
- 3z: No longer loses overhead properties when cancelled into.
- Throw: Now applies standard 90% proration.
- Guard Cancel: Now longer gains counterhit bonuses.
- Sky God: Wind Summon: Recovery frames are now flagged at the proper times.
- Sky God: Onbashira: Recovery frames are now flagged at the proper times.
- God Sign "Beautiful Spring-like Suiga": Recovery frames are now flagged at the proper times.

Remilia:
Quote
=====================================
06/01/19 - Version 2019.06.01
=====================================

- [System] Adjustments to common state animations and hurtboxes.
- [System] Updated outdated Recovery frame flags to current standards.
- [System] Updated outdated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump landing time (5f->4f).
- [System] Corrected back hop/air dash landing times (11f->8f).
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
- Fixed visual issue where the tech recovery explod was being affected by palfx.
- Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- Ground Backward Dash: Cancel window reverted.
- 2y: Can now be blocked high.
- 6z: No longer loses overhead properties when chained into.
- j.5z: Groundbounce counterhit proration multiplier decreased (85%->90%).
- Throw: Now applies 90% normal proration.
- Guard Cancel: No longer gains counterhit bonuses.
- Chain Gang [X & Y]: Now disappears if Remilia is hit.
    

Re: [WIP] RicePigeons' WIPs (IZ Suwako)

 May 31, 2019, 09:19:25 pm View in topic context
 Posted by Ricepigeon  in [WIP] RicePigeons' WIPs (IZ Suwako) (Started by Ricepigeon January 30, 2011, 09:14:19 pm
 Board: Projects



To those who have never played Suwako in Hisoutensoku, she has certain attacks and movements that place her in an underground state, from which she's able to use certain Specials. The system she uses in that game is rather jank, as she can't use certain grounded Specials like you would think she could, and is only able to use them while airborne, in her lilypad (crouching), or underground states, but not standing. There was also no way to manually go underground except as part of certain moves or her forward dash.

Here, her underground mechanic has been revamped as her Unique Skill, which given its nameless nature, I've decided to dub... Toad in the Hole... Naughty smirks and giggles aside, this can be manually activated at any time, during which she's freely able to move. Like in the source game, she can also use certain grounded Specials while in this state, just as she can in her normal grounded state. I must note that she possesses no invulnerability in this state, and is unable to block, but her hitbox is so small that she'll be able to pass under most attacks that aren't sweeps, grabs, or grounded projectiles. She's also time limited, and will automatically pop up after a certain amount of time.
    

Re: [GR style] Reimu updated (05/30/19), Mamizou updated (05/26/19)

 May 31, 2019, 12:50:27 am View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Reimu updated

Quote
=====================================
05/30/19 - Version 2019.05.30
=====================================

- Revamped the character's file structure.
- [System] Updated common states to the latest Gensokyo Reloaded character standards.
- [System] Minor adjustments to Reimu's regular hurtbox in most states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Corrected regular jump landing time (6f->4f).
- [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
- [System] Forward air dash velocity multiplier decreased (x0.75->x0.9).
- [System] Backward air dash velocity multiplier decreased (x0.75->x0.85).
- [System] Repositioned dash effects.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- [System] Rudimetary state tree based A.I. implemented.
- 5x: Revised hurtbox placements.
- 5y: Revised hurtbox placements.
- 5z: Revised hurtbox placements.
- 6x: Fixed a bug introduced in a previous update where the move wasn't causing wallbounce on counterhit.
- 6y: No longer loses overhead properties when chained into.
- 3z: Fixed issue where opponent could recover prematurely.
- j.5x: Revised hurtbox placements.
- j.5y: Second and third hits no longer have block restrictions.
- j.5z: Revised hurtbox placements.
- Throw: Corrected inability to conserve forward dash momentum into the attack.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Ascension Kick: Can no longer carry momentum over from a forward dash.
- Dimensional Rift: Can no longer carry momentum over from a forward dash.
- Rain Dance: Aerial versions now have separate animations that use the regular aerial hurtbox.
- Rain Dance: Can no longer carry momentum over from a forward dash.
- "Fantasy Seal": Aerial version now has a separate animation that uses the regular aerial hurtbox.
- "Fantasy Seal": Fixed debug flood that would occur if P2 was somehow missing.
    

Re: [GR style] Mamizou updated (05/26/19), Suika updated (05/24/19)

 May 26, 2019, 10:36:29 pm View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Mamizou updated

Quote
=====================================
05/26/19 - Version 2019.05.26
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Forward dash startup increased by 2f.
- [System] Corrected jump cancel timings on forward dash.
- [System] Air dashes now have a height restriction when ascending.
- [System] Corrected certain debug errors if p2 is not present.
- [System] Added missing hit ground from fall sounds.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- 2x: Now carries momentum from a dash.
- 6y: No longer loses overhead properties when cancelled into.
- Animal Lute Priest: Recovery time increased by 2f. Now disappears if Mamizou is hit.
- Animal Lute Priest: Projectile hitbox size decreased.
- Youkai Karakasa Transformation: Fixed a scaling error that would occur upon colliding with another projectile.
- Youkai Tsurube Transformation: Damage decreased (100->90), recovery time on all versions increased by 4f.
- Youkai Tsurube Transformation: Projectile hitbox size decreased, projectile hurtbox size increased.
- Utsusemi Jizo Transformation: Landing recovery increased by 3f, landing damage increased (80->90).
    

Re: [GR style] Suika updated (05/24/19), Ichirin updated (05/23/19)

 May 26, 2019, 07:50:23 am View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Suika was already updated again shortly after that was discovered. Try downloading her again.
    

Re: [GR style] Suika updated (05/24/19), Ichirin updated (05/23/19)

 May 24, 2019, 09:30:39 pm View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Suika updated

Quote
=====================================
05/24/19 - Version 2019.05.24
=====================================

- [System] Air dashes now have a height restriction when ascending.
- [System] Corrected time in which the forward dash can be jump cancelled.
- [System] Corrected regular jump landing time.
- [System] Corrected forward dash startup time.
- [System] Corrected Forward dash skid animation time.
- [System] Corrected back hop/air dash landing times.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- Guard Cancel: No longer gains counterhit bonuses.
- 2x: now carries momentum over from a dash.
- 6y: No longer loses overhead property on chaining.
    

Re: [GR style] Ichirin updated (05/23/19), Youmu updated (05/21/19)

 May 24, 2019, 03:48:32 am View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Ichirin updated

Quote
=====================================
05/23/19 - Version 2019.05.23
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected forward dash startup time (4f->5f).
- [System] Corrected time in which the forward dash can be jump cancelled.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Dash skid times are now consistent regardless of Unzan is active or inactive.
- Fixed visual issue where the tech recovery explod was being affected by palfx.
- Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- 6z: No longer loses overhead properties when chained into.
- 2x: Corrected inability to conserve forward dash momentum into the attack.
- Throw: Now applies 90% normal proration.
- Guard Cancel Counter: No longer applies counterhit bonuses.
- Raging Running Fist (Unzan Inactive): Recovery frames are now flagged properly.
- Hanging Cloud's Iron Hammer: Recovery frames are now flagged properly.
- Handful of Floating Cloud: Recovery frames are now flagged properly.
- "Deadly Wind of Penitence": Recovery frames are now flagged properly.
- "King Kraken Strike": Recovery frames are now flagged at the correct time.
    

Re: Name a really ridiculous, cool thing you think will be available in the future

 May 23, 2019, 11:14:43 pm View in topic context
 Posted by Ricepigeon  in Name a really ridiculous, cool thing you think will be available in the future (Started by GeorgeMP May 23, 2019, 09:27:37 pm
 Board: All That's Left

Surgery on a thumbtack

Spoiler, click to toggle visibilty
    

Re: [WIP] RicePigeons' WIPs (IZ Suwako)

 May 22, 2019, 06:50:26 pm View in topic context
 Posted by Ricepigeon  in [WIP] RicePigeons' WIPs (IZ Suwako) (Started by Ricepigeon January 30, 2011, 09:14:19 pm
 Board: Projects



Stone Frog God and Ancient Metal Ring, both of which are Suwako's QCF specials on the ground and air, respectively. I've noticed that alot of Suwako's moves in source tend to hit multiple times so the same is true here. Stone Frog God also has the additional property of hitting OTG, so she can use that after a knockdown.

Working on some character-specific system stuff with Suwako, which I'll probably show off next, which will also include her Unique Skill. Try taking a guess as to what that might involve.
    

Re: [GR style] Youmu updated (05/21/19), Byakuren updated (05/19/19)

 May 22, 2019, 03:55:46 am View in topic context
 Posted by Ricepigeon  in [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Youmu updated

Quote
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05/21/19 - Version 2019.05.21
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- 5y: Changed attacking sound clip.
- 5z: Can now only chain into 6y starting from a spirit level of 2.
- Insightful Sword (counterattack): Fixed a bug where the move could cancel into Spellcards before the counterattack had hit.
- "Secret of Life and Death" Spellcard now plays the level 1 activation sound if Power is lower than 2000.