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SolidZone 26

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Messages by SolidZone 26

    

Re: Mai Natsume v1.01

 October 18, 2018, 09:00:17 am View in topic context
 Posted by SolidZone 26  in Mai Natsume v1.02 (Started by OHMSBY October 16, 2018, 09:02:37 pm
 Board: Your Releases, 1.0+

After playing the official release, I noticed there are some things I mentioned during my pre-release testing still remained unchanged. However, there are mostly personal preference and aesthetics, so it's not too major of a concern.

Like the ground fx for the Suzuran, I originally thought a landing a spear on the ground doesn't create much impact unlike a punch to the ground similar to what Yang and Mika does. Since I bring that up, you kinda forgot to put the ground fx back on Ragna's Belial Edge when you fixed his landing bug. There was one before the bug, but not after. I didn't report the missing ground fx earlier as I thought it looked better without it, which is why I mentioned it during my pre-release feedback. You can go back to fix it if you want, but I like it better when there isn't any for that move only.

As for the lifebar portrait, I already know it's not something you can fix on your end so it will probably be in later updates. She just looks like she had a bad makeup day.

Overall, everything else looks good. I'm also glad to see Gordeau being the next WIP this time around. Besides the last poll (which he was in the middle), he always gets high votes but beaten by newcomers who were recently added every time.

Edit: Forgot one thing. For the Sylvan Hurricane Assault that uses number 62 as ground fx, I do like the change but I personally think it's too big. It should be the same size as the opponent:

Also make the character play (7,2) from the common.snd when the opponent hits the ground.

I know OHMSBY replied but please refrain from requesting other characters in release threads, thank you!
And I know you are a Global Moderator for this site, but OHMSBY does not update his WIP topic anymore. Therefore, has no places for free discussion. Just saying.
    

Re: Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze

 October 15, 2018, 05:32:20 am View in topic context
 Posted by SolidZone 26  in Castle (SHADEs of Manhattan 3) - by SeanAltly & Kamekaze (Started by Sean Altly October 15, 2018, 01:03:18 am
 Board: Your Releases, 1.0+

Is it me or did you upload an unfinished version of the character? Compared to the older SHADEs of Manhattan characters, he's missing a lot of sounds, no lifebar portrait, uses fightfx sounds and not his own. Also, his regular portrait is reversed so he's looking at the wrong direction.
    

Re: Darkstalkers in POTS Style by varo_hades - Current: Demitri + B.B. Hood Updated

 October 11, 2018, 12:02:56 pm View in topic context

Here's some feedback on Anakaris and Sasquatch after a few minutes of testing:

Anakaris:
-Hitsugi No Mai, Imashime No Bohi, Pharaoh Magic, Pharaoh Salvation and Ouke no Sabaki has a default hitspark when blocked.
-Hitsugi No Mai and EX Miira Drop could use landing effects when it hits the ground.
-Hitting the opponent with Pharaoh Magic while they're still in the air makes the opponent stand in the air.
-Naraku No Ana should have the same sound fx like Ouke no Sabaki when the opponent hits the ground.
-This happens when you are doing Anakaris's Pharaoh Salvation super on the right side:


The projectiles simply pass through the opponent instead of hitting the opponent, causes both characters to be stuck in a custom state and unable to move. This doesn't seem to happen when Anakaris is on the left side.

Sasquatch:
-His two intros doesn't have landing effects and one of them is a sight pixel misaligned when he touches the ground.
-One of his sprites during his grab when it successfully hits is misaligned.
-The banana on Big Trap and the beam of Big Freeze doesn't move if the opponent walks to Sasquatch.
-There's no difference between the level 1 and level 2 versions of Big Trap and does little damage.
-Big Snow doesn't have a landing effect after his feet touches the ground.

Will update if I find anything more.
    

Re: Contributor Suggestion Thread

 October 08, 2018, 05:01:23 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

@Susanoo-no-Mikoto for his Yuuki Terumi and Es Alter:

http://mugenguild.com/forum/topics/yuuki-terumi-mbac-style-full-release-06-01-2018-patch-3-12-01-18-182371.0.html
http://mugenguild.com/forum/topics/es-alter-mbac-style-released-30-09-2018-184909.0.html

He is also the creator of Susanoo and Hades Izanami and is the same person as Takehaya Susanoo, but forgot his password to his original account and no way to access it:

http://mugenguild.com/forum/topics/blazblue-susanoo-melty-blood-style-released-14-05-17-last-update-25-05-17-179770.0.html
http://mugenguild.com/forum/topics/blazblue-hades-izanami-melty-blood-style-released-13-06-17-180142.0.html
    

Re: Iron Man

 October 08, 2018, 04:33:59 am View in topic context
 Posted by SolidZone 26  in Iron Man (Coding has begun) (Started by ReddBrink September 06, 2018, 07:16:33 pm
 Board: Projects

I just gotta ask...why are his pauldrons/shoulders different colors? I'm guessing it's suppose to be to create a depth effect like one is in shadow or something, but his legs are both the same color negating this effect and in every palette I've seen made the color difference really stands out and looks silly. Why not just make them the same color in the CS...it would look SO much better...in my opinion.
I don't think you understand what CS (Color Separation) is. The colors shown is not supposed to be a palette used in-game. The parts are different so when people make palettes, they know what colors to use for that part of the character's palette. By making it the same, you are merging the colors together and will change both the pauldrons/shoulders instead of one or the other. People can't make unique palettes if you restrict them.
    

Re: Ragna the Bloodedge v1.033

 October 06, 2018, 01:21:33 pm View in topic context
 Posted by SolidZone 26  in Ragna the Bloodedge v1.035 (Started by OHMSBY September 26, 2018, 05:16:10 pm
 Board: Your Releases, 1.0+

Alongside the bug Manby mentioned, you might also want to take a look at the Devoured by Darkness super again. I compared it to your other characters and I'm beginning to think it does too much damage for a level 1 distortion drive. It almost does half of the opponent's health if it successfully hits. Damage values seems to be inconsistent as some of your characters do less while some do more.

Also, this 2nd issue applies with all your characters. I've been playing arcade mode and just realized they lose all of their meter when a new round starts. Is this intentional? I do know that Blazblue Cross Tag Battle has no rounds, but it sucks if you want to save up meter for the next round and then losing it all, having to build it up all over again. It feels kinda tedious and I hope you can adjust this.
    

Re: Crashman (edited by Mr.Giang)

 October 04, 2018, 09:12:13 am View in topic context
 Posted by SolidZone 26  in Crashman (edited by Mr.Giang) (Started by Mr.Giang October 03, 2018, 03:35:31 pm
 Board: Edits & Addons 1.0+

I don't know why you had to download the original character from Mugen Archive when it's clearly still online at Infinity Mugen Team's website. I'd trust that site more than MA as Laspacho hosts all his creations there, so that proves it's a more reliable source. I even downloaded the character there and I saw this on the beginning of the def file:

;===========================================================================
;Marvel vs. Capcom - Eternity of Heroes - Animations Template V.8b
;by Acey, FX ripped by Kong, Based on MvC2 Guile by RedHot, updated by Scar
;Version 8b optmization by O Ilusionista
;===========================================================================

So O Ilusionista's name is still there. Whoever hosted it at MA definitely tampered with the original character and erased his name. Even the written format of the def file is different.
    

Re: Ingrid Released! (Updated 10/02/2018)

 October 02, 2018, 12:14:05 pm View in topic context
 Posted by SolidZone 26  in Ingrid Released! (Updated 10/11/2018) (Started by DeathScythe September 02, 2018, 01:18:58 am
 Board: Your Releases, 1.0+

Found a small issue while play testing. As I was hitting her with attacks from Jmorphman's Benimaru, her shocked animation was playing, but no sprites were assigned to them. I checked the air file and realized that they are set on the wrong group and index numbers. I'm guessing they were different when you switched to CrazyKoopa's CS sprites. Thought you might want to fix that.
    

Re: Ruby Rose v1.035 + Yang Xiao Long v1.09

 September 29, 2018, 02:32:47 pm View in topic context
 Posted by SolidZone 26  in Ruby Rose v1.041 + Yang Xiao Long v1.091 (Started by OHMSBY August 30, 2018, 08:15:21 pm
 Board: Your Releases, 1.0+

It seems like you didn't adjust Ruby's intro with Ragna. She still stops moving before her sound clip finishes. Although, I looked at her "All Unique Interactions and Win Quotes" video on YouTube again and it seems like she gets pushed away before she finishes talking, so I can see why you left it as is. But the way you animated the intro looks weird and made Ruby look static until she got kicked. That's why I mentioned it during Ragna's feedback. Unless it's intentional and you do decided to leave it unchanged, then the only thing that's left is the missing effects.

Also, is Ruby and Yang supposed to have infinite juggling? Because I realized I can pin an opponent to the wall and keep juggling them endlessly. Even though the damage gets lower, I can get over 100 hits and even more as long as I can keep up with the combo and not let them touch the ground. Probably Mika and Ragna can as well, but how their movesets work they can't juggle opponents as easily like those two.
    

Re: All Chars Update(2018): "Mai" Wife

 September 27, 2018, 04:51:44 am View in topic context
 Posted by SolidZone 26  in All Chars Update(2018): Poison (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Okay I 100% respect all the hard work you put into all these characters you done over the years, but could you PLEASE find a way to make having to re-download each and every single one of your 20+ characters not be so damn tedious? I hope many will agree with me but it has become such a pain with having to go and download everyone all over again quite often after I already got them all set up them all in my mugen all because of brand new updates, whether minor or major. Why not have a alt option of a update patch that only contains the updated files of the characters that received such each time? Or maybe even a all-in-one character pack for those people who what to get them all at once? Would save a ton of hassle.

Again I fully respect your work and I have been a huge fan of your creations for about 4-5 years now. I really don't mean to sound like a salty whiner or anything and I apologise if my rant upsets you but somebody needed to bring this up at some point. Not everyone has the best internet in the world to go and download each character of yours individually every time they get updated, especially when its all of them like in this case.
Really? I do agree with you, but I think DW is nothing compared to RicePigeon. You should see how many times RicePigeon updates his Gensokyo Reloaded characters. He does it over 20 times per character and still does it now. I don't mind seeing updates, but not to the point they have to keep constantly doing it for the sake of balance or a small bug fix that was forgotten after a recent update.

If you have bad internet, why would you? You shouldn't be downloading them period. Mine hasn't been good for the past few days and I haven't got around posting anything here recently. And speaking about internet, I don't think a "all-in-one character pack" is a good idea either because if your internet goes down while you are downloading it, you would have to do it all over again. Wasting all that bandwidth all because you wanted save a ton of hassle.

Wow...

Let me just say this; If it were  just a patch, it'd be something else you'd have to DL anyway. The SFFs are usually intact. So if you gave one of my chars like, custom portraits or something, you could just transfer that(edited SFF) over to the updated version. While I can sympathize with not having the best internet speeds and all, I gotta do me man. Lots of creators update their work in this fashion, it's just common place.

I've gotten this format to my ideal state now though. So this will be the last mass update. Believe it or not, I am thinking of people like you when I'm doing this. I'm pushing through procrastination and getting it all out the way for everyone. 21 characters. Believe me when I tell you redownloading something is far easier than having to update and tweak all this code. May be inconvenient, but it'll be worth it in the end. Put your faith in me. Believe in me. I'll lead you to the Promised Land. :wings:
I remember bringing this up a few pages ago. I think it all depends on how updates are handled. For you, I don't see you pushing it too much and the way how you handle them is fine. I was originally worried at first, but after a few months that isn't the case anymore since I rarely see you update again after a major one unless there's feedback involved. So I do have faith in you, keep it up.

Also found a small minor issue on Kung Fu Girl. After the opponent gets tripped by a crouching high kick from KFG, the ground fx and sfx doesn't appear after they hit the ground. Hope you take a look at that.
    

Re: Ragna the Bloodedge

 September 27, 2018, 03:50:35 am View in topic context
 Posted by SolidZone 26  in Ragna the Bloodedge v1.035 (Started by OHMSBY September 26, 2018, 05:16:10 pm
 Board: Your Releases, 1.0+

Great work on Ragna. Here's my feedback after a few minutes of testing:

-The third hit of his standing B attack doesn't have a hitspark.
-If you stop dashing then jump right after the slide, the sliding fx moves along with the character (This is a shared issue with Ruby, Yang, and Mika and I didn't know about it until now as it was more noticeable on Ragna).
-Nightmare Edge is missing the sound fx where he lands on the ground (Not sure if it's intentional, but it kinda has less impact do to the attack's speed and that he lands on his legs).
-The landing sound effect on the jumping C move doesn't play if it hits (Or maybe it does, but it cuts off due to the hit sounds).
-Devored by Darkness doesn't have hitsparks during the hits of the grab (I still don't have Cross Tag Battle yet, so I'm not sure if it's supposed to).
-For Ruby's special intro with Ragna, you should add dust fx and sparkles like in the Cross Tag Battle game. Also, make Ruby move one more time so she stops right when she finishes talking.

That's all for now.

Another feedback regarding the next character poll. It's great to have them for your next WIPs, but the more you keep adding new characters that weren't present in the last one, the more I feel like Gordeau will get shafted again. It makes me less wanting to vote for him as the new additions feels way more appealing than him. Now you added Dengeki Bunko Fighting Climax as a choice of WIPs, I feel more excited to see your take on Kuroko over Gordeau. Just saying since you had him since the first poll and he's always 2nd place, getting beaten by someone who just got added in the new poll. I do hope you get around him eventually.
    

Re: Mike Haggars BIG update

 September 20, 2018, 12:39:07 am View in topic context
 Posted by SolidZone 26  in Mike Haggars BIG update (Started by ReddBrink July 20, 2018, 02:32:08 am
 Board: Projects

Oh yeah, I do have some feedback on the beta of Haggar. I did some testing a couple of days ago, but forgot to post about it.

-Haggar stops glowing yellow if the opponent is successfully grabbed during the EX Sky-High Backdrop.
-Headbutt Slam has ground fx and sounds from the fightfx when the opponent hits the ground (I don't think it's necessary since it's blocks the ground effects from the character's SFF and that other of Haggar's moves don't have it).
-I personally think Giant Haggar Press could use the ground fx where Haggar hits the ground to add a little more impact and oomph alongside the explosion.
-Level 1 Rapid Fire Fist has no swing sounds on the rapid hits, but level 2 does.
-Double Lariat can't seem to be performed even with the correct command (Probably it's a beta and isn't finished yet).

I apologize if this was late, so some of this may be fixed already. Either way, look forward to the final release.
    

Re: Mika

 September 13, 2018, 10:44:03 am View in topic context
 Posted by SolidZone 26  in Mika v1.027 (Started by OHMSBY September 12, 2018, 09:04:06 pm
 Board: Your Releases, 1.0+

Even you forgot to updated your WIP topic, you finished her relatively quick. I'm impressed what you've done. Here's my feedback after a few minutes of testing:

-Mika can still perform EX Cannon and EX Missile even if she has no meter.
-Mika Cannon (B and the EX version) and Hip Strike is unblockable (Not sure if it's supposed to be as I haven't played either games with her in them, but Mika Galaxy makes sense since it uses the full meter though).
-A rare occurrence where she trips the ground during her intro doesn't have ground fx.
-I personally think it would sound better if you put swing sounds on the animation where she misses her grab, Mika Hip Strike, and Mika Cannon.

More if I find anything else. Since you added Ragna for your next character poll, I decided to vote for him. I would love to see your take on the character and see that special intro with him and your Ruby.

good char but he needs to improve a little AI, did not give much fight xD
He already said in his previous releases that he isn't good at doing AI. I wouldn't count on it.
    

Re: All Chars Update(2018): Lilith

 September 10, 2018, 03:55:22 am View in topic context
 Posted by SolidZone 26  in All Chars Update(2018): Poison (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Since you are doing updates in alphabetical order, I noticed you skipped a character. And no I'm not talking about Hiryu, I was thinking about Kung Fu Girl since you switched to Lilith right after Kula and going to Mai on wards. Any reason why? I can understand why Hiryu had to be skipped because you said his CS is complicated, but you never explained why on KFG. Or is it because KFM is first and wanted KFG to be last of the updates?
    

Re: Blake Belladonna W.I.P

 September 06, 2018, 05:21:47 am View in topic context
 Posted by SolidZone 26  in Blake Belladonna W.I.P (Started by k6666orochi August 27, 2018, 05:27:39 pm
 Board: Projects

Since you decided to use OHMSBY's Yang as a base before she got updated, I hope you are aware that there's a few bugs that are still present in your Blake. Here's some examples Yang had:

-There's no running sound.
-Certain effects from the fightfx will loop or end abruptly.
-Some hitsparks may be misaligned (Probably not an real issue as Blake uses different attack animations).
-Distortion drives and astral heat lack envshake values.
-Stagger Animation was originally 5300 instead of 5112.

Since she's still a WIP, just thought I let you know in case.
    

Re: Ruby Rose v1.02 + Yang Update v1.07

 September 04, 2018, 09:51:57 am View in topic context
 Posted by SolidZone 26  in Ruby Rose v1.041 + Yang Xiao Long v1.091 (Started by OHMSBY August 30, 2018, 08:15:21 pm
 Board: Your Releases, 1.0+

Who is Mika?

Mika is from Under Night In-Birth, and is also one of the more recent DLC characters for Blazblue Cross Tag Battle.

This page should be able to answer any other question you might have about her:
http://in-birth.wikia.com/wiki/Mika
To be more specific, she's in Exe:Late[st], not Exe:Late or the original. In case Gladiacloud asks why she's not there even if it's the right game.

Anyway, excited for Mika. She'll definitely make a good partner with Kohaku's Orie when she gets released by the end of the year hopefully.
    

Re: Ingrid Released!

 September 03, 2018, 12:35:58 pm View in topic context
 Posted by SolidZone 26  in Ingrid Released! (Updated 10/11/2018) (Started by DeathScythe September 02, 2018, 01:18:58 am
 Board: Your Releases, 1.0+

Since you plan to fix a bug, I found a few more minor issues:

-After a few matches, I feel like the time on the red hitbox for Sun Upper and Sun Lower is too quick. I keep getting hit and the move tends to fail quite a bit. For some reason, that never happens with Sennou-Room's Ingrid for me.
-Can you also make her voice cut off during her taunt if she got hit? It sounds weird when her voice clips continue playing after she got hit.

That's it for now.

Edit: I found out why on the first minor issue after looking in Fighter Factory. The 2nd frame with the red hitbox on your Ingrid has 15 ticks and next frame without it has 16. Sennou's has 17 ticks and 14 on the frame without it. Those ticks actually made a difference on why the move keeps failing.
    

Re: Ruby Rose v1.02 + Yang Update v1.06

 September 03, 2018, 12:58:12 am View in topic context
 Posted by SolidZone 26  in Ruby Rose v1.041 + Yang Xiao Long v1.091 (Started by OHMSBY August 30, 2018, 08:15:21 pm
 Board: Your Releases, 1.0+

- I'll mess around with the hit sparks, but what exactly do you mean by the ground fx acts weird? Is it misaligned or something?
- She actually does emit flames during semblance mode. I did add a ground pound effect from the fightfx, but it seems that I'll have to make it bigger. I could also try adding an envshake value to see if that helps.

Once again, thanks for the feedback.

EDIT: I think I might know what you mean by the weird ground fx now. Does the animation loop or stop abruptly? If that's the case, then I just have to get rid of the removetime value.
-Since you noticed, the ground fx stop abruptly and the animation doesn't finish completely like the first two hitsparks on the grab.
-Oh yeah there is one, but there is no sound fx for the impact and it also stops abruptly. As for in the semblance mode, I think it's needs a little more oomph to it and there is no ground fx at all.

No problem, glad to help.
    

Re: Maverick Hunter Zero (POTS STYLE)

 September 03, 2018, 12:39:26 am View in topic context
 Posted by SolidZone 26  in Maverick Hunter Zero (POTS STYLE) BETA (Started by Rtrindade August 31, 2018, 06:21:09 am
 Board: Edits & Addons 1.0+

Also, you re using a beta posted without my permission.

Current and stopped version has a lot of fixes and new featurings.
Explain why have you not released it then. Unless you have a reason, don't keep updates private, force others to fix your bugs and complain that they edited them without permission. I bet NDSilva wouldn't edit your Zero just to add a special intro for his Wily and this edit would be here if the update was released as this character has been a beta since 2015.
    

Re: Ruby Rose v1.02 + Yang Update v1.06

 September 02, 2018, 02:26:32 pm View in topic context
 Posted by SolidZone 26  in Ruby Rose v1.041 + Yang Xiao Long v1.091 (Started by OHMSBY August 30, 2018, 08:15:21 pm
 Board: Your Releases, 1.0+

Just a heads up, but I seem to noticed a few more minor issues with Yang and I forgot to mention some of them during my last feedback:

-Her crouching animation is sightly misaligned as her legs move a bit.
-The default hitsparks on the first two hits of her grab disappear too quickly and the ground fx acts weird when the opponent hits the ground on the bounce.
-The flames should fade away during her Strawberry Sunrise (Looks weird when it vanishes after a frame).
-I feel like there should be more impact when she punches the ground on the HP (Maybe something like a ground pound effect or flames emitting like in the Yellow trailer).