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SolidZone 26

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Messages by SolidZone 26

    

Re: Yumi

 January 27, 2020, 01:14:28 am View in topic context
 Posted by SolidZone 26  in Yumi (Started by OHMSBY January 26, 2020, 11:51:33 pm
 Board: Your Releases, 1.0+

Thanks for the release. No issues on my end as I should have pointed out most of them already.

By the way, I found misaligned hitsparks on some of your earlier characters when they are jumping. Mostly the ones before Misaka as I was pointing out around her later on. What I pointed out before was shockwave effects as it was more major. I didn't want to PM you again unless I found something related to Yumi, which I haven't. Here are those who have them:

-Mai's Suzuran.
-Mika's jumping MA.
-Gordeau's jumping HA (Only noticeable if the opponent is higher than him).
-Azrael's jumping MA (Only noticeable if the opponent is higher than him).
-Terumi's jumping HA.
-Waldstein's crouching MA/HA (When hit high up in the air), Wirbelwind (When hitting opponents in the air), jumping WA (When hit on the ground) and jumping MA.
-All 3 of Wagner's jumping attacks.

No need to show screenshots of each of them being fixed, just letting you know when you get around it. Also speaking about Misaka, her Girder Strike has a misaligned normal ground shockwave if the opponent is hit by it and touches the ground (I didn't notice it before as it was blocked by my custom fightfx's strong ground shockwaves. It also plays a strong ground shockwave sound effect instead of a normal one).

That is actually how it is in the source. The repeated first step is mostly just for catching the opponent off guard when they are expecting you to use one of her other follow ups.
That's also why I did not mention that while I was testing. If you would actually kept the combo going, it would resort to an infinite as Yumi can spam it. And that is something you do not want. So I had a hunch it was intentional.
    

Re: Karin (Pots Style) By Phantom.Of.The.Server - Updated 1/20/20

 January 21, 2020, 09:42:43 pm View in topic context
 Posted by SolidZone 26  in Karin (Pots Style) By Phantom.Of.The.Server - Updated 1/20/20 (Started by BahamianKing242 January 19, 2020, 08:06:13 pm
 Board: Edits & Addons 1.0+

mirrored guard sparks i dont get it sorry. i see no such thing
What do you mean you don't get it? It's literally right there if you notice it carefully. Look at Karin's guard sparks:

Which is not supposed to be like that and this applies to all of Karin's basic attacks and both sides. Now look at Sakura's:

Her's however is fine and is supposed to be that position as for all PotS style characters. Instead of saying reversed, I said "mirrored" since it means it's being flipped horizontally. If you look at a mirror, you can see yourself that the image is not the same as it's horizontal. I've been testing these type of characters for months and I know for certain if something is wrong.

yes she does have landing effect and landing sound. hard to hear and see them cuz of the helicopter wind dust and blade sounds. its there if you actually look on the actual code
Yes, I noticed the landing effect already. That's why I mentioned the sound only. But now after slowing the game down, I noticed her voice clip cuts off when he stands up and goes to her stance.

her running has two step sounds if you listen carefully. and if you look at the running code or listen the sounds in her sound file you will see its there.
No, I only hear one. This code only is configured to play 100,0 and even RagingRowen himself noticed this as well:

[State 100, Step Sound]
type = PlaySnd
trigger1 = (AnimElem = 3 || AnimElem = 6)
value = 100, ifElse((AnimElem = 3 || AnimElem = 6), 0, 1)

The value is supposed to be "100, ifElse((AnimElem = 3), 0, 1)". There is no animation for 6.

i see nothing wrong with the custom combo animation spark. it might be need to be about move ahead up by two points or so but i see no big deal with it it fine to me.
Even if you say there's nothing wrong, it's still slightly misaligned as it's appearing not in the middle of the character.

for me personally i always think default pal should be where it is but you all can change it yourself if you want its a small change anyone can do so i see no big deal with that
This is mostly when testing characters in Fighter Factory as it will show the palette it's set on. Not a big issue, but it's still not the default palette.
    

Re: Karin (Pots Style) By Phantom.Of.The.Server - Updated 1/20/20

 January 21, 2020, 01:23:08 pm View in topic context
 Posted by SolidZone 26  in Karin (Pots Style) By Phantom.Of.The.Server - Updated 1/20/20 (Started by BahamianKing242 January 19, 2020, 08:06:13 pm
 Board: Edits & Addons 1.0+

After some testing, I found this a huge improvement over ShinRei's original. However, there are some aesthetics that need some fixing:

-I kinda miss her "ojou" laugh in one of her intros and taunt (Don't know why this was removed as it's part of her character).
-Her normal guard sparks are mirrored when the opponent blocks.
-Her special intro with Sakura and Guy has no landing sound effect when she touches the ground.
-She only has one step sound during each step of her running animation.
-Her intro with Ishizaki has an out of place step sound and a delayed step sound instead of a landing sound effect when she touches the ground.
-The spark effect animation when activating custom combo is misaligned.
-Her "pal.defaults" should be 1 instead of 4 as it's not the default color.

That's all I have for now. I also have feedback plans for Sakura, but will be testing her and posting it another time since it's late where I live.
    

Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality

 January 18, 2020, 10:01:22 am View in topic context
 Posted by SolidZone 26  in (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Here's my feedback on Evil Ken (I didn't get around testing him until now):

-His special intro doesn't play with PotS's Shin Gouki or Victorys's own Evil Ryu as the intro state's type is set on Null.
-The landing sound effect is played too early on his back dash (And I think it's playing a step sound instead of a landing sound effect).
-The explosion effect on the MAX Shinryuken is misaligned as it's on the upper left corner of the screen.
-The last hit miss animation of his Shippu Jinraikyaku has no swing sound.
-The hitsparks and guard sparks on Inazuma Kakato Wari and Ushiro Mawashi Geri is misaligned and stays on the same position whether if the opponent was hit farther or not.
-The last hitspark on his Tsukami Nage throw doesn't have envshake like the rest of the hits.

Other than the missing EX moves, that should be all of it. While it's true for PotS bosses to lack EX moves, Victorys's Evil Ryu has them. So it would be weird for Evil Ken not to.

I believe victorys just didnt add them because he lacked time or something.
That explains why it never saw a official release.
    

Re: Character(s) looking forward to be released/update version 2020

 January 07, 2020, 12:04:05 pm View in topic context
 Posted by SolidZone 26  in Character(s) looking forward to be released/update version 2020 (Started by hulkhogan December 31, 2019, 10:44:55 am
 Board: M.U.G.E.N Discussion

Basically anything OHMSBY and PotS style. They are the ones I mostly look forward to and usually give feedback for other people.

Pretty sure he switched over to working on OHMSBY style stuff since then and it shows.
I honestly don't blame him. I've been testing OHMSBY's characters for a whole year and it's a lot easier to learn compared to a PotS style character. No complex helpers and effects.

Orie by Kohaku (I saw it in her WIP thread last year, but I'm not sure if it's still being worked on)
I asked Kohaku about that a couple of months ago and said he barely made any progress to her. That was back in Emi's update when he wanted to get familiar with coding again. Knowing it's his life and all, but I think maybe he should stop being too addicted to Fate/Grand Order like that guy who spent $70,000 on it.
    

Re: POTS Styled Characters and other miscellaneous stuff

 January 06, 2020, 10:53:42 pm View in topic context
 Posted by SolidZone 26  in POTS Styled Characters and other miscellaneous stuff (Started by NateBoi January 06, 2020, 02:45:14 am
 Board: Requests

Indeed. I'm confused. lol
That's why I don't promise release dates. I lost count of how many are broken over the years due to them not letting others know they can't make it or scrapping the entire project completely over a deadline. Shame that Tessa was going to be his last PotS style character released before fully transitioning to OHMSBY style.

Also regarding Chazzanova's Kaede, I don't think it was ever released as it's not on his site and I would have known as he would have posted a release topic here like all his other characters. But since he's been inactive for 2 years, probably never will be.
    

Re: Infinite/SvK Characters Updated/Tweaked: Ryu (More to come...)

 January 06, 2020, 09:29:45 am View in topic context
 Posted by SolidZone 26  in Infinite/SvK Characters Updated/Tweaked: Terry Bogard  (Started by RagingRowen January 04, 2020, 03:11:33 am
 Board: Edits & Addons 1.0+

My projects are good. Ive had to take a break due to personal health reasons and concentrating mainly on other real life stuff.
Huh, I was about to ask you about this as well. Does this mean you haven't made any progress with the other turtles or updates to your older characters since your hiatus? Either way, it's good to know you haven't completely cancelled them. Hope you feel better soon.
    

Re: POTS Styled Characters and other miscellaneous stuff

 January 06, 2020, 08:58:07 am View in topic context
 Posted by SolidZone 26  in POTS Styled Characters and other miscellaneous stuff (Started by NateBoi January 06, 2020, 02:45:14 am
 Board: Requests

    

Re: (Hibiki Takane) Rowen's PotS/Infinite Edits of Varying Quality

 January 05, 2020, 12:57:52 pm View in topic context
 Posted by SolidZone 26  in (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

A minor aesthetic, but the dust effect on the startup of Chikayori te Kiru Nari is also missing a dash sound effect. There's step sounds during the run, but no sound effect when the dust appears. You might want to take a look at that too.
    

Re: Asuna(Kimono) & All Character Updated 01/05/2020

 January 05, 2020, 07:16:18 am View in topic context
 Posted by SolidZone 26  in Asuna(Kimono) & All Character Updated 01/05/2020 (Started by Sennou-Room December 21, 2019, 06:43:48 pm
 Board: Your Releases, 1.0+

It seems that found a very minor bug on Ingrid. I noticed the hitspark and guard spark on crouching MP and crouching HK is misaligned. It seems to stay on the same position whether if the opponent was hit farther or not. Guess I must have not seen this earlier as I was mostly using DeathScythe's on my PotS roster and not my main one for a while. I tested everyone else's sparks are misaligned to make sure and they're fine, just Ingrid's the one who needs adjusting.

Also good that you change Asuna Kimono's display name as certain screenpacks or lifebars can't read brackets as some don't have the font for it.
    

Re: Knuckles8864's WiPs - Captaining the Command(o) (Crazy Guy Update)

 January 02, 2020, 12:05:53 pm View in topic context
 Posted by SolidZone 26  in Knuckles8864's WiPs - Captaining the Command(o) (Crazy Guy Update) (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

The Yamazaki-Beta rar file has nothing inside it. Why is it empty?
    

Re: Knuckles8864's WiPs - Captaining the Command(o) (Crazy Guy Update)

 December 30, 2019, 11:17:36 am View in topic context
 Posted by SolidZone 26  in Knuckles8864's WiPs - Captaining the Command(o) (Crazy Guy Update) (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Yeah, I looked at Falcon's Iori, and I'm seeing he mostly copied my own Iori (which I'm both amazed and a bit embarrassed since he was my first character released)... which is ironic since I'm using Karma's as sort of a idea for updates, so... I guess that's double irony? I do want to keep my own ideas though, but it's hard since most of his recreation from CvS2 mostly works for Iori (some things I don't agree with, but hey, I'm not here to cause trouble or nothing.) I was planning to do maybe a XIII version, but he beat me to the punch. A XIV version would be a nice add, but there's extra work (aka Sprite work) to be done for that to happen.
Falcon's felt like a combination of yours and Quickfist's. He merged certain aspects of both versions into one and added a little bit of his spice to it. That's how I noticed the similar issues with your Iori and why I decided to post the feedback. At least he credited both of you on his readme, so there shouldn't be anything wrong. Looking at your first character today looks more aesthetically polished than Quickfist's take in my opinion (Don't think he's going to do updates on his characters anymore since RagingRowen is now updating his Yuri on his behalf). Aside from the aesthetics, there's no major bugs with your Iori. Look forward to his official update alongside everyone else's.

Also, turns out I did post feedback for him on your Iori release topic back on page 3. But it's not much as my eye for detail wasn't sharp back then and has gotten much better now as I've been testing for other people.
    

Re: Knuckles8864's WiPs - Captaining the Command(o) (Crazy Guy Update)

 December 29, 2019, 11:51:38 pm View in topic context
 Posted by SolidZone 26  in Knuckles8864's WiPs - Captaining the Command(o) (Crazy Guy Update) (Started by Knuckles8864 February 14, 2017, 03:34:40 am
 Board: Projects

Since I did some feedback for Falcon Rapper's Iori, I might as well post them here for yours to fix:
-Standing MP has a light slash sound instead of a medium one.
-Close standing HP has a medium slash sound instead of a heavy one.
-100 Shiki: Oniyaki can be canceled with another one during Custom Combo.
-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
-The effects on 100 Shiki: Oniyaki, Tsumagushi and Shiki 311: Saku Tsumagushi has shadows.
-The dust effect of his dash has no sliding sound effect.
-Shiki 1201: Ya Otome has no dash sound effect during the startup, light slash sounds instead of heavy ones and no envshake except for the last hit.
-Shiki 100: Oni Homura has no effects except for the last hit.
-San Shingi no Ni has no envshake on the final explosion.
-Chi No Bousou has no envshake on the hits, medium slash sounds instead of heavy ones and can still Iori's afterimage right when the screen goes dark.
-Orochi Iori's level 1 Shiki 1201: Ya Otome has no strong shockwave sound effect on the strong ground shockwaves.

Most of it is taken from his since his originally shared similar issues to yours. Since you plan to update him still, I don't believe I posted any feedback when you released him as I wasn't serious about it back then.
    

Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper

 December 29, 2019, 07:14:43 am View in topic context
 Posted by SolidZone 26  in CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper (Started by Falcon Rapper December 27, 2019, 09:16:38 pm
 Board: Your Releases, 1.0+

Since not all the issues are fixed, these ones still persists:
-One of his frames is missing a sprite when he lands after jumping over the opponent.

I think I know why it's like that. I noticed in the air file, animations 5 and 6 has no sprites assigned to them. Perhaps this is the cause of the conflicting issue since Iori and Orochi Iori have two different turning animations?

-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
In my opinion, this throw feels slow and Hikiri Kine feels faster. Him waiting a second before the throw hits is something I don't understand. Knuckles8864's Iori also has this issue as well. I also forgot that the slash hit has no envshake to it. I don't know in the source game if it's intentionally supposed to be like that as CharmaKarmeleon's is more source accurate to CvS2 and does the throw immediately once caught.

And here are the rest that I have no comment on still aren't:
-Custom Combo effect while standing is misaligned.
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.

And these ones are half fixed:
Quote
-Shiki 1201: Ya Otome has default hit sparks during the hits.
-Shiki 100: Oni Homura has no effects except for the last hit.
I noticed Shiki 100: Oni Homura's guard sounds are fixed, but the effects still aren't there. Guess it's intentional and an aesthetic thing for yours. Kinda weird when other creator's Ioris had them when they performed the same move. Also, Orochi Iori's Shiki 1201: Ya Otome still has default hitsparks from the fightfx mixed in with the PotS style ones.

Hopefully, that's should be all that's left.
    

Re: Spec Ops Mexican Typhoon updated

 December 28, 2019, 09:17:08 am View in topic context
 Posted by SolidZone 26  in Spec Ops Mexican Typhoon updated (Started by O Ilusionista December 28, 2019, 01:17:55 am
 Board: Your Releases, 1.0+

Nice to see Mexican Typhoon getting a long overdue update after all these years, but at the cost of RMM's 3.0 update. Hope to see more Street Fighter Spec Ops characters updated to 1.0 as some of them are still on Winmugen and using outdated aesthetics.
    

Re: CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper

 December 28, 2019, 08:08:27 am View in topic context
 Posted by SolidZone 26  in CVS Iori Yagami/Orochi Iori POTS-Infinite by Falcon Rapper (Started by Falcon Rapper December 27, 2019, 09:16:38 pm
 Board: Your Releases, 1.0+

I have some feedback as well:
-One of his frames is missing a sprite when he lands after jumping over the opponent.
-The swing sound on his crouching MK plays after he hits the opponent.
-100 Shiki: Oniyaki can be canceled with another one during Custom Combo.
-Custom Combo effect while standing is misaligned.
-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
-Geshiki: Goufu In "Shinigami" should have MK hit sounds, envshake and MK damage since it's uses a B command.
-The effects on 100 Shiki: Oniyaki, Tsumagushi and Shiki 311: Saku Tsumagushi has shadows.
-The dust effect is played twice during his run as it's much whiter than normal (I believe when he started the running animation, it interrupted the dash right when it begun. Causing the dust for his dash to play as well).
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Shiki 1201: Ya Otome has no envshake except for the last hit.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-Shiki 1201: Ya Otome has default hit sparks during the hits and has no envshake except for the last one.
-Shiki 100: Oni Homura has no guard sounds when blocked and has no effects except for the last hit.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.
-San Shingi no Ni has no envshake on the final explosion.
-Chi No Bousou has no envshake on the hits and blood effects (Would have added more impact to the attack).

There's quite a bit to fix since I was testing both versions. Even though there are 3 PotS Ioris already, this feels like a combination of 2 of them. To be precise, it has Knuckles8864's PotS style & Quickfist's Infinite style to it as I noticed some similar issues to them. I'm glad you added the option to change to different modes during the fight because that's something Anjel's Iori had and none of the modern PotS versions can do it. I also like the palette changes as well as Anjel's was stuck to whatever palette he had since it's a Winmugen character and can only do it with a specific amount of health and meter.
    

Re: Early Christmas Present: M.I.C.A Final HD 720P ScreenPack Release

 December 25, 2019, 09:34:10 am View in topic context
 Posted by SolidZone 26  in New Rebuild M.I.C.A FINAL HD Screen Pack NTcore Version Complete Release (Started by OldGamer December 24, 2019, 11:22:17 am
 Board: Your Releases, 1.0+

I always though your original M.I.C.A Final Version Edition screenpack is going to be your last work to finally retire out of M.U.G.E.N judging by the name, but you always come out of retirement and make the screenpack better than ever. You never cease to amaze me, OldGamer. :)
    

Re: (Hibiki Takane) Rowen's PotS/Infinite Edits of Varying Quality

 December 25, 2019, 07:01:34 am View in topic context
 Posted by SolidZone 26  in (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Since your updating Hibiki now, here's the feedback I posted on her previously for gui as these issues still persists:
-A minor asthethic, but the basic attacks where she draws her sword should be the same ones used by Nakoruru instead of normal swing sounds.
-EX Chikayori te Kiru Nari doesn't have a swing sound nor there is a sound where the opponent hits the wall.
-Jumping WP should be a weak slash sound.
-Throw 1 has no envshake like the basic hits.
Plus more I found after some more testing:
-There's is no dash sound effect on the start up of Suigetsu o Tsuku Nari and no sliding effect and sound on the end.
-The first hit of Shikabane o Koete Iku Nari has no sword swing sound.
-The hit when the oppnent gets caught from Hasshou Suru Shinki Nari, Musou Shinden-ryu Swan Song and Shi o Osorenu Kokoro Nari would look better and adds more impact with envshake.

Hope you get around fixing those now that you took over.
    

Re: Asuna(Kimono) & All Character Updated 12/22/2019

 December 24, 2019, 12:09:29 pm View in topic context
 Posted by SolidZone 26  in Asuna(Kimono) & All Character Updated 01/05/2020 (Started by Sennou-Room December 21, 2019, 06:43:48 pm
 Board: Your Releases, 1.0+

    

Re: Weiss Schnee v2.6

 December 24, 2019, 11:56:07 am View in topic context
 Posted by SolidZone 26  in Weiss Schnee v2.6 (Started by k6666orochi February 14, 2019, 07:14:07 pm
 Board: Your Releases, 1.0+

thanks for the feedback I was so focused on making glyphs work as well as possible that I didn't realize those details, I had mentioned before with weiss glyphs that this effect works in mugen 1.1 is an  code that makes them resize sprites in animations
[Begin Action 1018]
6171.50, 0.0, 1,, AS230D0, 0.2.0.1
6171.51, 0.0, 1,, AS230D0, 0.3.0.2
6171.52, 0.0, 1,, AS230D0, 0.4.0.3
6171.53, 0.0, 1,, AS230D0, 0.5.0.4
6171.54, 0.0, 1,, AS230D0, 0.9.0.5
6171.55, 0.0, 1,, AS230D0, 0.9.0.5
6171.56, 0.0, 1,, AS230D0, 0.9.0.5
6171.57, 0.0, 1,, AS230D0, 0.9.0.5
6171.58, 0.0, 1,, AS230D0, 0.9.0.5
6171.59, 0.0, 1,, AS230D0, 0.9.0.5
6171.60, 0.0, 1,, AS230D0, 0.9.0.5
6171.61, 0.0, 1,, AS230D0, 0.9.0.5
6171.62, 0.0, 1,, AS230D0, 0.9.0.5
6171.63, 0.0, 1,, AS230D0, 0.9.0.5
6171.64, 0.0, 1,, AS230D0, 0.9.0.5
6171.65, 0.0, 1,, AS230D0, 0.9.0.5
6171.66, 0.0, 1,, AS230D0, 0.9.0.5
6171.67, 0.0, 1,, AS230D0, 0.9.0.5
6171.68, 0.0, 1,, AS230D0, 0.9.0.5
6171.69, 0.0, 1,, AS230D0, 0.9.0.5
6171.70, 0.0, 1,, AS230D0, 0.9.0.5
6171.71, 0.0, 1,, AS230D0, 0.5.0.4
6171.72, 0.0, 1,, AS230D0, 0.4.0.3
6171.73, 0.0, 1,, AS230D0, 0.3.0.2
6171.74, 0.0, 1,, AS230D0, 0.2.0.1

try downloading version v2.8b of Blake
So that explains why the gylphs don't work correctly on 1.0. It's a unique code that works on 1.1 exclusively. Must have missed that or don't remember if you had mentioned it before. I do personally think you should find another way to make the glyphs disappear on both since it's a 1.0 character after all.

Ah, can't believe I missed that too. Guess I was too busy grinding for the Champion Kart on Crash Team Racing: Nitro-Fueled during the month of November, it slipped though me completely. Never got around testing Blake until this Weiss update. Also, the moon background issue is also affected on Blake's Astral as well.