YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
SolidZone 26 is Offline
Contact SolidZone 26:

SolidZone 26

Contributor

Messages by SolidZone 26

    

Re: All Character & Patch Updated 01/14/2019

 January 17, 2019, 12:59:04 am View in topic context
 Posted by SolidZone 26  in All Character & Patch Updated 01/14/2019 (Started by Sennou-Room January 14, 2019, 11:23:12 am
 Board: Your Releases, 1.0+

    

Re: All Character & Patch Updated 01/14/2019

 January 15, 2019, 11:22:14 pm View in topic context
 Posted by SolidZone 26  in All Character & Patch Updated 01/14/2019 (Started by Sennou-Room January 14, 2019, 11:23:12 am
 Board: Your Releases, 1.0+

Looks like I forgot to test out Ingrid as I was using my on PotS only client, I replaced her with DeathScythe's. I use yours for my main one as she has chain combos. So he's my quick feedback:

-I feel like you should put a sliding fx on the Sun Swing (Although she touches the ground with her feet, she slides a bit after that so I think the same sliding fx from a finished run would work better instead of a landing effect).
-Sun Arch could use a landing effect as she touches the ground before she jumps again to perform the somersault.
-This might be a lot of work, but is there any plans to change the effects to DeathScythe's Hi-res ones?

I continued testing everyone else and there's actually no other problems. When it comes to details and aesthetics, I believe that's pretty much it. I hope you consider letting characters with normal/EX or custom combo/MAX modes selectable through holding the start button on the character select screen in a future update. If I turn the selectors off in their config files, I can only have one or the other. Not both, so they are stuck with whatever default mode they are set on. I could make another character slot of the same character, but the config file is tied to the character which will change the config for that character's slot too so that's not possible.

-If the stage has music, it doesn't temporary stop if the opponent was finished with a special attack.
I always found that weird.  Why no music only for a special attack finish and none of the rest?  It seems inconsistent.  I'd personally get rid of it entirely.
Actually, that's something R@CE AKIR@, Falcon Rapper, and Infinite's characters does. For some reason with this new update, Sennou-Room's character continues playing the music if that happens. I don't think he should as it would be inconsistent with them.
    

Re: Kyosuke (Pots Style) by Varo Hades - Updated 01/15/19

 January 15, 2019, 08:20:51 am View in topic context
 Posted by SolidZone 26  in Kyosuke (Pots Style) by Varo Hades - Updated 01/16/19 (Started by BahamianKing Gaming January 12, 2019, 05:58:36 am
 Board: Edits & Addons 1.0+

Ok, this is weird. I downloaded him, but every bug, missing sound effects and aesthetics I mentioned on my previous feedback is now back. Everything was fixed before except the two things I posted after, now it's back the way it was like the update never happened. I think you may have uploaded the character when it was first released. Can you please reupload?

Downloaded it again and all problems fixed. Figured it's better to edit this post instead of posting again.
    

Re: All Character & Patch Updated 01/14/2019

 January 15, 2019, 01:32:47 am View in topic context
 Posted by SolidZone 26  in All Character & Patch Updated 01/14/2019 (Started by Sennou-Room January 14, 2019, 11:23:12 am
 Board: Your Releases, 1.0+

Since there is nothing wrong with the normal versions nor characters without EX modes, this feedback will mostly only focus on those who recently got the EX modes through this update, while general and if they are any characters without EX modes, I'll cover any bugs or missing aesthetics I encountered on them:

Kirito:
-The Crossing Wave's projectile has no transparency when it hits the opponent.

Mech-Hisui 404:
-Her intro where she's flying and lands doesn't have a landing effect when she touches the ground.
-The Blow-Iron Ball on the S.O.S attack could use a landing effect when it touches the ground.

General:
-If the stage has music, it doesn't temporary stop if the opponent was finished with a special attack.
-I wish you made your characters with normal/EX and custom combo/MAX modes selectable by holding start in the character select screen (It forces me to have their selector options turned on in their config files in order to use them. It's fine for my main roster as I'll keep them on anyway. But for my PotS only client, I kinda want them be more accurate and consistent to the style).

Overall, that's all for now. Will post again if I find anything else. They are just as good before the update and are even better now. I like how ever character who only has just one grab have a 2nd one used with the kick commands. Thanks for the updates, I can't wait to see how Minori and Ciel will be later in 2019.
    

Re: Kyosuke (Pots Style) by Varo Hades - Updated 01/13/19

 January 14, 2019, 11:48:51 pm View in topic context
 Posted by SolidZone 26  in Kyosuke (Pots Style) by Varo Hades - Updated 01/16/19 (Started by BahamianKing Gaming January 12, 2019, 05:58:36 am
 Board: Edits & Addons 1.0+

Tested the update, it feels much better. However, there are some issues I began to notice on it:
-The running sounds feels off (It was fine before the update as the sound from the running step rotates from (100,0) to (100,1). But now each step repeats the same (100,0) sound).
-The dust during the startup of the run is missing a sound effect, which I believe is (110,0). It used to be one of the running step sounds when the dust comes out, but now there is none.

Everything else is fine or fixed already. Just these two things appeared on the update.

oh no the sounds are correct i used the same sounds that infinite use on his chars. its the same sounds i use on all the chars i release so far.  thats why i was confuse on what you saying. for me i think having different sounds would be better. different sound for level 1,2 and 3. ok so other than that he should be good! ill update link tomorrow.
Oh, ok. When I played him against R@CE's or Sennou-Room's characters, I always thought it was wrong. Turns out I never used much of your other edited characters on my roster as they were that way too. Rugal was actually the last character I used when he was released, so I never noticed until now. But no worries, it's a relatively minor issue and I can change them myself. So it's all good.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 January 14, 2019, 08:47:56 am View in topic context
 Posted by SolidZone 26  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

What are the best Zeros (Megaman series) for Mugen?
Here's the ones that come in mind:

For SvC accurate, N-Mario's great: http://gcnmario.free.fr/mugen/zero-svc.html
But I use an edit of his made by aznperson569M: http://www.mediafire.com/file/zhgpp1hsx82ahh8/Zero.rar

For MvC2, I used this one edit made by DarkCipherLucius, Ddarkbeing, ArielCo. But I believe it's offline.

Accurate to the Megaman Zero games, I use the one made by kuroneko, but that's offline as well.

A PotS style one made by Ranzaneko & Mr. Karate, but it's still a beta and Mr. Karate won't release the update. Here's the link with a small edit by NDSilva that adds an intro with his Wily: http://mugenguild.com/forum/topics/small-edit-zero-ramzaneko-mr-karate-181328.0.html
    

Re: Kyosuke (Pots Style) by Varo Hades

 January 14, 2019, 06:40:14 am View in topic context
 Posted by SolidZone 26  in Kyosuke (Pots Style) by Varo Hades - Updated 01/16/19 (Started by BahamianKing Gaming January 12, 2019, 05:58:36 am
 Board: Edits & Addons 1.0+

All things fix mentioned except the dashing thing and sound reverse thing. I don't quite understand or see no problem on my end. Plus like I said I don't really use or care for dashing. I always change state in ccommand from 110 to 100. I don't like dashing. Shout out to divinewolf for not adding it in his chars! But I'll ssoon post the updated link to kyosuke.
No, they're not bugs and just things l believe that makes the character look better. For the dash, I'm fine with it as it's not really a major issue. As for the sound reverse thing, I meant that the super spark sounds used on level 1 (8500,0) and level 2 (8500,1) are supposed to be the other way around and all you need to do is swap the index numbers. It's not a problem, just thought I mention it for the sake of consistency with other PotS characters. Overall, I believe that's all the issues. I never knew he had missing sound effects until I started playing as him in the source game so hope you got all of that. I look forward to the update.
    

Re: Kyosuke (Pots Style) by Varo Hades

 January 13, 2019, 08:29:03 am View in topic context
 Posted by SolidZone 26  in Kyosuke (Pots Style) by Varo Hades - Updated 01/16/19 (Started by BahamianKing Gaming January 12, 2019, 05:58:36 am
 Board: Edits & Addons 1.0+

i meant to fix taunt to cut off when you move him. if you dont move him its fine. the other things i honestly dont understand. plus i changed in command in all the chars i share run from 110 to 100 cuz i dont like the dashing. i perfer they go right into running. all the other chars i do this with.  only thing i understand to fix is the blue to purple spark. yea i missed that. its fixed

plus all these varo chars i share are mine i commission varo to do for me then i go over them and edit them. so its all up to me to share them or not. i choose to share them with you all
Most of the other things I mentioned are mostly aesthetics. It's just stuff I think that makes the character look better or more accurate to the style that the gameplay is based on. In this case, PotS's.

If you don't understand the "dash dancing" part, it's a term that OHMSBY recently told me when I was giving him feedback of his Terumi. It's when the character can do short consecutive dashes or runs. It can be done by constantly spamming forward to the opponent, which is something that the AI of his Terumi kept doing. Basically, if you go a short run or dash, it shouldn't stop right away. If the character doesn't have a dash, the run should go at least a few meters. I hope you understand what I'm saying.

I see, so that's why the originals don't exist anywhere. Now I know and glad to see you fix issues before sharing them. It makes the characters even better, so thanks for that.

Edit: It seems that after playing him in Capcom vs. SNK 2, I missed some more things:
-The charge voice during the super spark is missing on the Diffusion Cross Cutter (It's used during the Double Mirage Kick, but not this move).
-Kyosuke technically supposed to only have 1 intro and win pose (Intro 2 and Win 2 aren't needed and are just reversed versions of the 1st ones).
-I feel like there's supposed to be another sound effect to go along with the swing sound in both the normal and double Mirage Kicks.
-For some reason, I feel like Kyosuke goes down on the ground faster than normal and doesn't bounce if he gets knocked down from any opponent's attack (Maybe it's just me, I'm not sure).
-Just an personal aesthetic, but there is no landing effect on standing MK.
    

Re: Yuuki Terumi v1.02

 January 13, 2019, 07:57:42 am View in topic context
 Posted by SolidZone 26  in Yuuki Terumi v1.02 (Started by OHMSBY January 09, 2019, 10:15:48 pm
 Board: Your Releases, 1.0+

Wow. Waldstein was high on the list on the 1st day, then got beaten by Wagner bad on the next few days. Oh well, don't feel disappointed on this result this time around as I used to vote for her but got overshadowed by Azrael. Unlike Terumi in the Blazblue games, Under Night's gameplay is very similar to Cross Tag Battle's, so her hypothetical moveset should be easy for you to figure out. She'll also be your first character without an English voice.

Either way after seeing how well done Terumi was, I feel like any character (Whether they exist already or not in Cross Tag Battle) made by you will be amazing no matter what. I look forward to see what you have in store with Wagner.

Edit: I found a small minor bug on Terumi, the forward grab registers 3 hits on the combo counter when there was only 2. The air and back grabs are fine and registers the correct amount of hits, just the forward one needs adjusting.
    

Re: Akito CVS (2019 Version) released!

 January 12, 2019, 01:23:35 pm View in topic context
 Posted by SolidZone 26  in Akito CVS (2019 Version) released!  (Started by Akito January 01, 2019, 10:05:36 pm
 Board: Your Releases, 1.0+

Here's some feedback on testing normal Akito (Haven't tested Byoki yet):

-His walking animations are too fast (Feels pointless to run as walking is just as fast).
-His medium frame on his standing MP is too quick after it hits (Looks like a quick jab).
-The dash sound is missing when Akito dashes forward or runs.
-Only the 1st hit of Thunder Uppercut and hit and the rest can miss on certain characters if their hitbox is small.
-He can still chain combo with the standing WP and MP attacks even if chain combos are set to 0.
-Thunder Blast is using a normal guard spark instead of a special one.
-Thunder Fury is missing the grab sound when it successfully hits.
-A small aesthetic, but I don't really like how you downgraded the portraits into sprites on the Normal and Byoki SFFs (The Classic SFF has a custom lifebar portrait and a select portrait, which is what I rather use over the normal one. Is there any reason why they're changed?).

That's all for now. Will post if I find anything else.
    

Re: Kyosuke (Pots Style) by Varo Hades

 January 12, 2019, 07:42:03 am View in topic context
 Posted by SolidZone 26  in Kyosuke (Pots Style) by Varo Hades - Updated 01/16/19 (Started by BahamianKing Gaming January 12, 2019, 05:58:36 am
 Board: Edits & Addons 1.0+

Here's some feedback after a few minutes of testing:

-The voice from the taunt cuts off if you attempt to move while the taunt is active.
-Just a suggestion, delay the voice taunt for a bit and let it play when Kyosuke touches his glasses.
-The level 1 and level 2 super sounds are reversed.
-The dash is too short and can result to dash dancing.
-The dash sound doesn't play when running.
-He doesn't have an animation when he stops running.

Other than these issues, the character was very good. I'm finally glad to see a PotS style Kyosuke. Thanks for the release.

By the way BahamianKing, I have a question. I was wondering, but has varo_hades ever release his latest characters publicly? Every time I see you release a character by him edited by you, I can't find the original versions anywhere nor they are available at his site on the readme. I never knew he's still making more characters as I don't see him update his site or post them at the MugenGuild. If the original characters without your edits can't be found, I'm glad you still choose to leave varo_hades as the author when you release yours.

Edit: I missed a bug while testing:
-The hitsparks of Super Raijin Upper and the Mirage Wave part of Double Mirage Kick are supposed to be purple, not blue.
    

Re: Yuuki Terumi

 January 10, 2019, 02:53:50 am View in topic context
 Posted by SolidZone 26  in Yuuki Terumi v1.02 (Started by OHMSBY January 09, 2019, 10:15:48 pm
 Board: Your Releases, 1.0+

It seems like I missed something on my last feedback.

-Terumi's position after performing Retaliating Fang is misaligned (I noticed this before and thought it was just me. But he seems like he actually does move back a bit after using the attack. Even moves the camera if he misses).
-Just a small aesthetic. Since Terumi scratches the knife on the ground while he's running, thought it might sound cooler if you put the sound where he sheathes the knife back when he stops.
-Most of the time, Terumi doesn't finish the Jumping A animation before he touches the ground so the knife sheathe sound doesn't play (Although, I'm not sure if it's possible to fix as if he's high enough in the air and performs the attack and the knife sheathe sound does play, it would play it twice when he touches the ground if you do it that way. Just thought I might ask if it's possible).

Other than those small things, I believe that's it. Thanks for the release as always. Also, congrats on winning CotM since you now have a green trophy besides the contributor star.
    

Re: DragonBallZ vs One Piece New Version

 January 05, 2019, 04:11:50 am View in topic context
 Posted by SolidZone 26  in DragonBallZ vs One Piece New Version (Started by kenshiro99 December 16, 2018, 10:48:46 pm
 Board: Your Releases, 1.0+

Man, what the hell is your problem? If you felt like your question wasn't fully answered, you could've just asked again. There's no reason to be a huge dick about it and get all defensive. Drop the attitude, now.
Because he was making fun of me a while back regarding RicePigeon. I didn't report that earlier because it was just a small issue and one of the other mods and RicePigeon resolved it already. Even if I did, he'll tell me to "stop" as it feels like I'm trying to intentionally write a trick question. Plus, I don't know which group he was directing that "spoiled" comment to, but that feels uncalled for and that's why I thought he was attacking people. The two who complained about the 4 buttons deserves it, but not the ones who appreciate the project like myself. Sorry, I promise it won't happen again.
    

Re: DragonBallZ vs One Piece New Version

 January 05, 2019, 02:19:54 am View in topic context
 Posted by SolidZone 26  in DragonBallZ vs One Piece New Version (Started by kenshiro99 December 16, 2018, 10:48:46 pm
 Board: Your Releases, 1.0+

No.

Please can you guys stop asking, we made the decision to adapt to 4-buttons and we will stick to it.


That is not changing. Please support kenshiro in any future endeavors.
I already know the full game will be and that won't change, I'm talking about characters and updates released outside of the full game. If you're just going to dodge the question, then don't answer it. And saying "No" is the exact opposite of what you're saying.

This is a forum and is open for free discussion. People can ask whatever questions they want as long as they on-topic and follow the rules. If you have a problem with that, then take it up with the mods. I ain't going to argue with you.

I respect kenshiro's decision on the matter, but if you're going to keep attacking me and many others just because they asked simple questions, then idk what to tell you.
    

Re: DragonBallZ vs One Piece New Version

 January 05, 2019, 01:10:55 am View in topic context
 Posted by SolidZone 26  in DragonBallZ vs One Piece New Version (Started by kenshiro99 December 16, 2018, 10:48:46 pm
 Board: Your Releases, 1.0+

Ok, so I'm fine with the game 4 button and all, but here's a question I want to ask. If the characters and updates were to be released outside the full game, will they still be 4 buttons? I'm sure if someone tries to take the files out and put them in their own personal client, there would be some issues with compatibility and stuff. I can see the reason why the full game is 4 buttons as it's for the purpose of tag team, but I'm not sure if it would work outside the full game as not every single character would have the Uno Tag Team Patcher applied already.
    

Re: Numbuh 3 Public Beta

 January 04, 2019, 01:25:30 pm View in topic context
 Posted by SolidZone 26  in Numbuh 3 Public Beta (Started by jenngra505 December 21, 2018, 05:08:31 pm
 Board: Your Releases, 1.0+

-The flame pillars of Fire Kuki stops if Kuki got hit while she punches the ground, interrupting the super completely.
-I feel like H.I.P.P.I.E.H.O.P should only be done once per round since it gets destroyed either way as it can't be blocked.
After testing the update, I'm glad you decided to disregard these two. Here's why:

-For the Fire Kuki, I thought the flame pillar animation wasn't finished when she got hit, turns out it's fine after pausing it as the animation was really quick. But the problem is that she can't be hit until she already punches the ground, so only a fire pillar can come out once if any projectile is already close to her. Allowing one hit on the opponent up close before getting interrupted (I know the fire pillars can destroy projectiles, but not those that are already close range of her). She should be able to get hit before that and no single fire pillar comes out.

-As for H.I.P.P.I.E.H.O.P super, I totally forgot in the show that H.I.P.P.I.E.H.O.P always gets rebuilt and destroyed multiple times as a running gag. So making it only usable one per round would have destroyed the purpose and not stay true to the character. It's been a long time since I watched that show, so my memory was hazy. But I think the health meter should stick on the screen and not on the sprite like the countdown font. Hopefully that can be changed.

I also noticed that you haven't changed certain things I mentioned. But most of that stuff is just aesthetics and personal preference that makes the character look better, which I'm mostly good at noticing than actual bugs. So it's really up to you if you want to change them or not.
    

Re: Numbuh 3 Public Beta

 January 03, 2019, 02:37:11 am View in topic context
 Posted by SolidZone 26  in Numbuh 3 Public Beta (Started by jenngra505 December 21, 2018, 05:08:31 pm
 Board: Your Releases, 1.0+

This was a character I've been watching for a while and was happy to see her completed. Some feedback I found on her:

-Rainbow Monkey Toss has no hit sound.
-F.R.A.P.P.E should turn opponent blue on all of the hits instead of just the last one (I noticed later that certain characters have freezing sprites when hit by it. So in that case, make them still turn the opponent blue during those hits).
-Bradley Spray can be constantly spammed if the opponent is hit by it already (It can't hit the opponent again, but it should be disabled since it can't be used again until the opponent is no longer stunned).
-S.H.A.V.E.R.A.M.A should have a dizzy animation once the opponent is close to Kuki like in Mortal Kombat.
-There is no Rainbow Monkey dizzy sprites on the light and medium versions of the V.E.G.G.I.E Spin.
-Fire Kuki should knock the opponent down to the ground from the hits.
-The flame pillars of Fire Kuki stops if Kuki got hit while she punches the ground, interrupting the super completely.
-The beam hits from the Butterfly Suit are behind the opponent instead of front of them.
-There is no envshake from H.I.P.P.I.E.H.O.P's explosion.
-The opponent falls down normally from H.I.P.P.I.E.H.O.P instead of a crash from the ground like the Butterfly Suit.
-I feel like H.I.P.P.I.E.H.O.P should only be done once per round since it gets destroyed either way as it can't be blocked.
-If H.I.P.P.I.E.H.O.P was successful, Kuki's standing position when she goes back on the stage is misaligned.

Thanks for the release, will post again if I find anything else.

Edit:

This is what I meant about the misalignment of her after H.I.P.P.I.E.H.O.P. Look what happens when compared to Dexter, her position doesn't matches Dexter after he gets hit by the explosion. Her position gets fixed by jumping. Also another thing I like to add regarding H.I.P.P.I.E.H.O.P, the opponent can't move around freely while it's active, so you can't look at H.I.P.P.I.E.H.O.P's entire sprite transformation since the opponent is trapped until the super is over.
    

Re: Red Earth (Warzard) Chars in Pots style: Kenji released 12/25/2018

 December 30, 2018, 07:31:50 am View in topic context
 Posted by SolidZone 26  in Red Earth (Warzard) Chars in Pots style: Kenji released 12/25/2018 (Started by k6666orochi December 10, 2017, 03:09:06 pm
 Board: Your Releases, 1.0+

Finally got around testing your Red Earth characters. Here's my feedback on them:

Mai-Ling:
-Lifebar portrait is missing.
-I don't know if it's just me, but either her dash is too short or her run is too fast.
-Her sounds on her flaming kick super cuts off if it misses.
-Her standing HK feels like it has too much knock back.
-Her flame kick super should use the strong kick sounds instead of those flame sound fx when it hits.
-The special where she jumps then kicks should knock the opponent to the ground (A kick that fast doesn't make the opponent fall?).
-The landing effect from the jump then kick special also plays twice with no sound when touching the ground.
-The projectile super has no additional hitspark when it hits (It has one, but only if the opponent is really close) and doesn't knock the opponent to the ground.

Kenji:
-Standing, Jumping, and Crouching HP misses if the opponent is too close.
-The sound on his running animation doesn't play on every step.
-The effect during his HK either doesn't disappear fast enough or is misaligned when angled.
-The effect of the Standing HK still appears on the ground if Jumping HK was performed.
-Standing HK should use a projectile hit sound or a sound similar to Mai-Ling's standing HK instead of strong kick one.
-His tatsumaki special has no landing effect when he touches the ground.
-His throwing kunai special uses the default fightfx hitsparks.
-The super with the kunais has no slash sparks.
-The opponent looks like he's still standing on one of Kenji's grabs.
-I find it odd that he can't perform his kunai special in the air (Don't know if he could in Red Earth as I never played it, but he's kinda defenseless without air specials and that he's a ninja).

Couldn't test Leo because he gives me an error on 1.0 that his SFF won't load even though the def says it's for that. If Leo for 1.1 as you stated but not Mai-Ling and Kenji, why is that? It doesn't feel right to have one Red Earth character for 1.1, but not the rest of the cast. This screws over the people who only use 1.0 and will have one missing Red Earth character from you. Also, none of the characters have a movelist (Kenji and Mai-Ling has a readme, but they are blank and unedited from MEMO's template). This makes feedback more difficult as I don't know what the names of the moves are, so you might not know which ones have issues, which is why mine feels a tad sloppy. Will update if I find more.
    

Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)

 December 11, 2018, 05:34:25 am View in topic context
 Posted by SolidZone 26  in [GR style] Cirno, Lie Meiling, & Yuyuko updated (01/14/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

The main focus right now is the Gensokyo Reloaded fullgame. We're in the process of making what is effectively the final build of the game, and we want to iron out as many issues as we possibly can. Sometimes things go unnoticed, and when I become aware of them, I address them ASAP. These recent and frequent updates just so happen to be the result of this. It's more important now than ever that these issues get ironed out before we release the final build of the game.
When you announced Incident Zero a couple of months back, I thought Gensokyo Reloaded was already completed or near completion. Handling two full games projects can be difficult and hard to keep track of so I thought that was the case. I know you're just trying to fix many bugs for the full game, but I just didn't see what's the point of certain updates such as changing hitboxes when they don't affect characters outside the full game. That's why issues like these are hard to tell and certain feedback can't be proven with other characters. Another reason why it was hard to keep up with the updates is because of bandwidth. Some of the files aren't edited so people will be downloading files that aren't updated. It was sad to see what happened to that user who made that GR Tenshi Hinanawi, he lost confidence on his project and was abandoned shortly after her release. When GR is officially out, I hope that doesn't happen anymore.

I have already done this. The GR versions of those characters are effectively my revisits, and those that didn't get this treatment (ie: Hina & Yuugi) were because the sprites were, in retrospect, unusable for a polished product.
I was thinking of your even earlier characters way before GR. Like the SSB Touhou, Inuyusha, Pokemon, etc. They're not on your website and feel a little out of date. I hope YouTube wasn't the sole reason behind them as it's not a very good place to show off creations as there will be a lot of people who just want the characters for themselves.

I've already taken this into account when designing the IZ versions of these characters. Granted there's always going to be similarity with the same character between game systems (ie: Ryu will always play like Ryu, Zangief like Zangief, etc), but I feel that I've implemented enough of a difference between the two systems and their character movesets to the point where neither is redundant and gives an incentive to use both versions. And this isn't even taking extreme cases like Reisen and Yukari into account, whose movesets have been drastically changed to the point where they now play much differently.
Ok, but at least you did plan ahead of time when announced IZ. It's not just about your old characters, but to that project as well. I like to see that it improve. That's why I posted that rant as I thought you're paying less attention to it.

Oh, and for those think I'm "entitled," I made a post about this earlier on 6 months ago on DW's character update topic. The global moderator Speedpreacher understands how constant updates can be a pain for naming triggers for intros. DW took it lightly and tries not push too much updates after a main one unless feedback is involved. If I said that 3 years ago without any reason behind it, then yes I would be considered "entitled." But why did I waited until now to say it instead of back then with plenty of points to back up my argument? I know Ricepigeon is a great creator and I've been keeping track of him since my first post on the first page, but other people today who visits this post and his site will not see that. If I kept quiet, then no one will ever know the truth behind his updates. Cut some slack, you guys just wrote a sentence about me without reason and didn't bother to read any of it. At least I became prepared.
    

Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)

 December 11, 2018, 03:39:44 am View in topic context
 Posted by SolidZone 26  in [GR style] Cirno, Lie Meiling, & Yuyuko updated (01/14/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Ok, I think it's about time for me to write a little rant about these "updates." I never bring it up as I thought this issue was minor, but it still keeps happening to this day and has officially come to the point that I can no longer keep quiet about this.

How long are going to keep posting updates for the Gensokyo Reloaded characters? You just updated them a week ago with one or two simple fixes, and then you posted another update of the same characters a few days later with more issues that could have been resolved previously. What you are doing is so tedious and annoying, I even lost track of how many times you done it as this is not the first time it happened. You even stopped posting dates on when they were updated on the file names recently, making it even more difficult to keep track unless they see this post and visit your website. Is there any reason behind that?

This is also a big issue as if people want to use your characters as a template to make their own Gensokyo Reloaded characters or do some personal edits. Since there's never a finalized version, it renders them obsolete automatically after one single update you make. I remember a user here used one of your characters as a template to make a Gensokyo Reloaded version of Tenshi Hinanawi, but it's already obsolete before it's release since it's plagued with bugs you decided to fix later on. For every update you make, you are slowly killing their projects to the point they're abandoned and no longer giving them support. One or two issues is fine, but a huge list of them after that? The issues slowly adds up and gets too technical they can't fix it themselves.

When I heard you announced that you are working on a new Touhou project called Incident Zero a while back, I was hoping you would've moved on and put your focus and energy on that. But that turns out that still hasn't changed anything. If you're just going to continue updating the Gensokyo Reloaded characters for the sake of balance or minor bug fixes in small consecutive updates, it makes me less want to use the new versions of them since they play the same just with different FX and mechanics. I don't recall any feedback asking for these specific changes.

When I posted that comment on the first page 3 years ago, I was excited to see you move on to new things. But coming to now, what I said that day was a mistake. All the Gensokyo Reloaded characters are already finished and complete, so why do you continue sticking into them like glue? I never seen someone update the same characters over 20 times nor have I seen you done this back in your old M.U.G.E.N days. Why not revisit your old characters as they needed it most? You don't even have those characters on your website either, so what's exactly stopping you from doing that?

Ricepigeon, you used to be one of my favorite creators. But now, you have officially lost it for me. A spark that shows a sign of uniqueness towards other creators has been burnt out. I'm sure there are people out there that feels the same way I do.