Posted by ZolidSone
in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Projectiles are generally not air unblockable even when they are angled upward, and this is also true for Yukiko in both Cross Tag and P4 Arena. I think it's better this way since the projectiles remain active until making contact, as opposed to only being active for a few frames.He makes a good point. Since Yukari is the only character you made has that, this can also make Feather - Bomb unblockable if you combine it together. It could deal a lot of damage in the air and can be very hard to avoid airborne due to how spread out the arrows are. I'll probably have to report that to Resentone's Cirno as well as I didn't know it works that way.
I'm glad you enjoyed the old name since it was just a wack spoonerism for "Adachi". For Vinnie, Vincent Zhang was my IGN in The Last Stand: Dead Zone back in 2012. Yet I don't feel like using it again now since it rather long, so I shorten it to just "Vinnie".At least you'll keep your old name for the 42 characters you made already. Possibility for the best in case someone decides to make author specific intros with them and may not update them with the new one if they are no longer active.
I assume you want to keep the small portraits consistent, otherwise I'm not sure if it would help to maybe use one of the portable games or a different version of him for a different small portraitI think it's better to keep it consistent with OHMSBY's Guilty Gear X2 face portraits as well since he choose them for his characters.
This one is tricky. The effect plays during hitpause. I tried 2 solutions: making it play later (3rd frame as you mentioned) and making it pause during hitpause. I didn't like neither. If you miss this move, the animation playing later feels weird. Guess we just have to deal with how it looks....Actually, you did something different and looks much better. The animation doesn't keep playing while hitting the opponent and the real solution was to just keep it paused upon each hit. I originally thought about having it on the 3rd frame without doing that and guess that wasn't it. But it's all good now.
I forgot to post here, but I fixed it yesterday, thanks for reporting.Downloaded it just now, but I still see that massive shadow on 1.0 regardless of what fruit was thrown:
I'll have to check the source for this one, but I'll have to do it later. Since I got a new pc I still need to get the tools and games I had in the old one.I think the voice clip should play right when or before it connects, although I have no way to slow down gameplay footage myself to tell.
This one is intentional, I noticed it also happens in CvS2 and wondered why this isn't a thing in other chars in this style, I thought it was cool and added it.Gotcha. Then you'll probably have to do the same with R. Mika, Akuma and Sakura as well when you get to them as that was new to me. I guess it was just consistency sake for characters outside the style.
I think this is because of the hitpause. It was shorter before, but now it matches the source games.I checked her in Street Fighter Alpha 3 MAX and it indeed does. I always thought it was supposed to hit fast, but guess that wasn't the case.
Done! :]Thanks, that just leaves R. Mika and Akuma now since it was already done with Sakura months ago.
I'll include one soon. I just wanted to rush to release her before 2024When you do, credit me by the current name I have now rather than the one I used for just aesthetic feedback back in the day for testing and suggestions since I don't go by that anymore.
One more thing: I don't know if this is intentional since I've never played the source game, but her Sundive has the command reversed after jumping over the opponent.It is intentional because it's part of Jmorphman's Explodsive Buffering System. Unless the move itself is so it should be fine.
And well, I'm using 1.0, so yeah, it might be a version thing. Hmm.I can confirm, I'm getting that too. If you want specifics, it's all the strong punches, forward medium punch, all Sun specials, Sunshine, Sun Drive and Sun Delta.
I got the bug fixed for Kanji. As for Margaret, hopefully this update will put an end to this 5BB > 5C bug. Not entirely sure if this will still occur on your end but do let me know if it happens. However, keep in mind that some of Margaret's inputs require quick execution for the attacks to link together. A little moment of pausing might cause their movetime to overlap with each other, causing the Personas to disappear sooner than they should.I checked and it's fine now. I even tried it the slowest as possible and still managed to get it part of the same string. Since Margaret is the only one that uses 3 Personas, this probably won't be an issue with other Persona characters again since she uses 3 separate helpers in play and the others would have just one. I did had that happen when Cu Chulainn disappears right when first 5C hits, but only when the 2nd 5B missed. But that's fine as it was mistimed.
Thanks. I'll keep this in mind and have everyone's common1.cns files updated soon since I'm focusing on Yukari right now.Alright, I don't have anything else on the others at the moment.
Nah, that's because I used numhelper(298) to determine when Elizabeth can pull out 4AAAA instead of numhelper(7773). Should be fixed now.I see. The command was previously a tad restrictive and had to press multiple times just to pull it off. I originally thought making 4AAA's slightly longer would fix that since I decided to try that before reporting, but turns out changing that numhelper was the better idea.
first for all,i am not requesting you,just asking you,i means if you do,i won't do it with myself,if you not plan to do it,i will do it for myselfI never believed you were in the first place. You proved you can as you already made 5 for Ichida before. So there's no reason for someone with a contributor star would request something if they already know how to do it themselves.
Shovel Knight P2:
-Fixed a vestigial bug on the common file that makes certain tight juggles harder or impossible to do.
-Adjusted the sparknos on certain command normals.
-Small adjustments to hit animations.
-Added a missing sound effect I forgot on his taunt.
-Fixed the treasure chest during his taunt so it won't disappear upon hit.
-Slightly nerfed the speed of his air dashes as he previously moves way too fast.
-Fixed an error where the X appears for the opponent's Burst icon on OHMSBY styled characters after getting hit by Hail the Troupple King! and using ground command normals on them right after.
-Slight aesthetic adjustments to Steel Thy Shovel.
Gunvolt:
-Fixed a vestigial bug on the common file that makes certain tight juggles harder or impossible to do.
-Adjusted the sparknos on certain command normals.
-Adjusted the tag reticles so it now properly tracks the opponent's mid.pos.
-Adjusted Astrasphere's invulnerability as he can now be hit when the effect disappears.
- Both characters seem to have the POTS style victory font after a character finishes a hyper from K6666orochiI know this is late, but this is intentional as I'm the one who added it, not k6666orochi. This will be the gimmick I plan for any OHMSBY's styled characters I'll make.
I think he's going to do Bandana Waddle Dee as an experiment for making characters not based on a fighting game (or at least, officially). As such, we'll see what he'll do with Ganondorf by then.That would be interesting to see. However, Tears of the Kingdom isn't a 3D platformer unlike where Bandana Waddle Dee is in. So he would have to get the camera aimed at him in a certain angle for his sprites to look right assuming that's how he rendered them with the Smash characters.
I'd pretty much end up making a brand new character if I were to do that. Although that isn't to say that I wouldn't go for it.Same goes with Samus, but I much prefer to see you put those resources into Dark Samus instead. Although now I wonder if she would be considered an EX variant since Unknown's sprites are from SSB4 and yours would be ripped from SSBU. But instead of giving ripping new sprites to her (Which doesn't look too different from SSBU aside from your art style and the altered idle animation), just give her a single sprite so it works with Powered Ciel's Calvaria Galgalim: Guillotine as she's currently the only Smash character without one. I wouldn't have a problem editing the sprite to work with Unknown's palettes since it's just one half of it. Plus Unknown's sprites has more freedom with the colors, so it would probably look better.
That and he will also have access some of the Parasol ability's moves.Speaking about Parasol, will Kirby get that as a copy ability as well? The CopyAbility.png looks like it can fit two more. Most of the copy abilities are attack based, so it would be refreshing to have one that doesn't depend on dealing damage. Although I don't know what the 2nd one should be and don't want it to be too similar to the current ones like Arrow, Throw or Whip.
Theoretically, yeah.And now my curiosity spiked even higher as the possibilities are endless if you were to dive into games outside of 3D platformers. The only way I can think of you getting renders for them is from Persona 5 Strikers. Although, their Personas would be the hard part.
I can always go back and redo him again if I feel like it, even if it means making him from scratch. I don't really mind as I wanted my characters to look good/consistent.Very well. I don't want to see this version of Tails gets taken offline once the remake is completed as the moveset might be different and that you don't scrap all the work you put into the old one, so I have an idea. Since the sprites are from the GBA games as Kamui mentioned, I like to call this variant "Advance Tails" and the Origin should be from Sonic Advance instead to differentiate the remake whenever that happens (The remake can still use the original name and origin as shown on the site). Like what Ichida is planning on doing with the UNIB cast, it can co-exist without being considered an EX-Typed character. But you don't have to change that right now and it can wait when that time comes.