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Re: Nep Heart's MUGEN Thread: Miyako Arima Released, All Other Characters Updated

 July 23, 2019, 11:14:53 pm View in topic context
 Posted by Nep Heart  in Nep Heart's MUGEN Thread: Miyako Arima Released, All Other Characters Updated (Started by Nep Heart July 22, 2019, 05:05:51 am
 Board: Your Releases, 1.0+

@drewski90

 Not really, the AI follows all the same rules as a human player does sans the advantage of not requiring inputs and having inhuman reflexes. I may do adjustable AI levels later, but this is my first time at it and I'm mostly fine with the results I got. She does have a cheap boss mode via 12th palette, but even a human player can access it and it's completely optional.
    

Re: How do Custom Bars work and how do I give my character 3, 1 for each variable?

 July 23, 2019, 04:53:34 pm View in topic context

 Wait, wasn't it pointed out in a thread from last week that there is no such thing as a variable beyond 59 (even then, it's usually best not to use the very last integer var to allow for AI patching)?

 Either way, what you could do it set an explod for the custom meter (and a second one if you want to also have a gauge where the meter occupies) and use an fvar to both keep track of the conditions on increasing andecreasing the meter as well as apply modifyexplod to scale the meter size accordingly. I recommend an fvar so you can scale the meter in a fractional manner.

 It's a bit tricky to do these without experience, so, I would recommend looking into my characters and study their guard crush meter to get an idea how this kind of thing works. It even includes positions for P1 and P2 sides.
    

Re: Nep Heart's MUGEN Thread: Miyako Arima Released, All Other Characters Updated

 July 23, 2019, 07:32:33 am View in topic context
 Posted by Nep Heart  in Nep Heart's MUGEN Thread: Miyako Arima Released, All Other Characters Updated (Started by Nep Heart July 22, 2019, 05:05:51 am
 Board: Your Releases, 1.0+

 Thanks, that was the kind of feedback I was looking for, although it is little surprising that you've finally did it.

 Anyway, some important updates were made just about now. I am aware that there is a recently discovered bug with the guts system on the first hit, but that one's got me stumped in all honestly and I may need to consult a more experienced coder to help me out with it.

All characters:

- Fixed bug that caused characters to fail in retaining momentum while jumping after a dash.

Peulla Magi characters

- Increased endlag from a successful Magi Shield.

Sayaka Miki:

- Numerous graphical and sound fixes/improvements.
- Fixed error in which Grandioso persisted after hitting a helper.

Homura Akemi:

- Numerous graphical and sound fixes/improvements.
- Guard damage reduced for Artillery Strike (although still very high as intended).
- Added a precaution to Rebellion's custom state.

Miyako Arima:

- Removed infinite caused by custom state errors.
- Fixed button-held charge time for 5.z and both x and y versions of Sen-Shippo.
- Fixed errors for a few Ex Specials failing to deduct power on use.
- Tweaked AI.

General:

- I feel like the step sounds for the walk animation aren't needed and feels too redundant.
-The air dash and double jump effects feels inconsistent.
- Double jump has no sound.

Sayaka Miki:

-The Scherzo cutlass projectile has no hitspark when it makes contact and disappears by a frame and don't fade.
-The 1st hit of light and medium Arioso can hit if her sprite never made contact with the opponent (The red hitbox before Sayaka swings her cutlass is too large).
-Tempestoso has no hitsparks and guard sparks when they make contact with the opponent.

Homura Akemi:

-After Rebellion ends, the opponent is standing instead of lying on the ground or recovered too quickly from the hit.

General:

- This one is sort of a divisive one for me since criticism based on this is people either complain if I leave it in or if I remove it, so, the only way I can please is based on how I feel atm. Meaning I'll just keep it in so there is no significant consensus on this to really make a difference.
- I mostly based the specialized air dash and double jump FX on what fits the character thematically, so, it'll never be universal unless they lack something to make them stand out, in which I use a generic FX that I use in their case.
- For the vast majority of fighting games I've played in over 2 decades, I've very rarely seen FGs have an SFX for double jumps. Now, as for characters like Mio, she's an exception and the source game she comes from has similar exceptions like these. Even other commercial FGs have these kind of exceptions (i.e.: Mario and Sonic in Super Smash Bros).

Sayaka Miki:

- The cutlass projectiles do have a hitspark/guardspark, but it was probably too quick to notice. The spark in question is the sword pinning into the target. I've changed that now since it seems nobody was able to ever notice that anyway.
- Don't think I can change the hitbox on the grounds of functionality trumping visuals since the hitbox' sizes are to reduce whiffing.

Homura Akemi:

- I've never ran across this problem before in both 1.0 and 1.1, it might be the specific character she is fighting that is missing sprites/animations perhaps? Nonetheless, I've updated the custom state just to be extra sure.
    

Re: Nep Heart Depository

 July 22, 2019, 07:03:17 am View in topic context
 Posted by Nep Heart  in Nep Heart Depository (Started by Nep Heart February 17, 2019, 07:38:43 am
 Board: Creator's Vault

 With Miyako Arima released, the download post has been updated. In addition, since I was running into a post limit, I had to split the posts in two.
    

Re: MUGEN Video thread

 July 22, 2019, 05:22:16 am View in topic context
 Posted by Nep Heart  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Nep Heart's MUGEN Thread: Miyako Arima Released, All Other Characters Updated

 July 22, 2019, 05:05:51 am View in topic context
 Posted by Nep Heart  in Nep Heart's MUGEN Thread: Miyako Arima Released, All Other Characters Updated (Started by Nep Heart July 22, 2019, 05:05:51 am
 Board: Your Releases, 1.0+

Spoiler, click to toggle visibilty

https://www.dailymotion.com/video/x7dw1mi

 Miyako is here to prove the power of Bajiquan to the MUGEN world! This is also my very first character with an actual custom AI, so, you won't have a watch mode pushover for once. With that done, this will be the last character I will be releasing for a while as I'll be mostly just do updates/possible AI patches in the meantime.

 Get her here: https://1drv.ms/u/s!AvDqTmHZ37DiiCSJjrHUoppZ82Uu?e=TTwBpf



Updates:

All characters:

- Minimum damage scaling decreased to 10% for normals and specials, although all supers have their minimum damage scaling raised to 40%.
- Significantly decreased power gain on hit and on block across the board.
- Fixed Burst knockback by removing the small gap that allowed for OTGs.
- Fixed a detection error for Gold Burst.
- Standardized pre-wallbounce velocities and launcher recovery times.
- Introduced Gold Mode (however, only Miyako has it atm).

Puella Magi characters:

- Revised Magia Overflow.
- Passive meter gain disabled while performing supers.
- Magia Shield causes hard knockdown on both grounded and standing targets.

Touhou Project characters:

- Removed power requirement for Spell Card Mode. Spell Mode also now has passive power gain.
- Slight revision for Brave Guard.

SNK characters:

- Rolls and air dodges cross more distance.

Kadokawa characters:

- Blast now restores 200 life on hit and 50 life on block.
- Reflection Guard cost reduced to 250 to compensate for lowered meter gain.
- Passive meter gain disabled while performing supers.

Eternal Fighter Zero characters:

- Instant Charge now recovers a minor amount of life and power.
- Reduced healing from Recoil Guard, but now occurs every time it's successful as opposed to every 5 successes.
- Fixed Recoil Guard velocity bug.
- Fixed bug that sometimes made Instant Charge unblockable.

Sayaka Miki:

- Fixed visual error in Prestissimo.
- The x version of Squartatore is now semi-safe on block, y version is now air unblockable and z version now goes farther in zoomed stages.
- Made it so that speed buff occurs outside of Allegro mode and relies solely on Allegro points instead.
- j.2y has more hit velocity, allowing for more consistent follow-ups on hit and block.
- Increased horizontal reach of launcher.

Hieda no Akyuu:

- Both x and y versions of Renbuken are speed up.
- Miare Setsugetsuka has increased hitbox size and slightly higher damage.
- All versions of Miare Missile have paintbrushes spread increased, giving them effectively larger space coverage.

Homura Akemi

- Artillery Strike damage slightly reduced and incurs increased damage scaling, but has increased number of hits to help it and AT-4 overcome guts more easily to compensate.
- Fixed a few misaligned hitsparks.
- Mark XIX Desert Eagle's version x, both ground and air, as well as her C4 counter are no longer affected by most anti-projectiles.
- Fixed bug in Rebellion that made it put helpers in custom state.
- Fixed FN Minimi float bug.
- Fixed bug in all versions of L16 that caused it to be unblockable if it hits on frame 1.
- AT-4 has increased damage scaling.
- Rebellion is less affected by damage scaling.
- Bullets from 6.z have slightly reduced frame advantage.
- Time Stop Special now renders all of Homura's attacks unblockable in its duration.

Hotaru Futaba:

- Dash and back hop speeds slightly increased.
- All versions of Ren-Gekki-Shuu sans EX version have less start-up time, increased velocity and capable of plowing through single hit projectiles. Also has more pushback on block, making it harder to punish.
- Shajou-Tai has less end lag on whiff and is completely invulnerable to throws throughout, but reduced ivulnerability against standard strikes and projectiles to compensate.
- Dash attack has increased travel distance.

Mio Kouzuki:

- Fixed bug in j.2z (Short Range) in which Mio would regain control mid-descent.
- Slight speed increase in all Short Range mode normals.
- Slight guardstun decrease on a few Long Range normals.
- Now has a standing overhead normal in Short Range mode.
- All versions of Shikigami Tamer adjusted; The x version has less endlag, but does less damage and has less frame advantage to compensate. The y version is safer and has increased damage. The Reinforced version does more damage, travels slightly faster and has substantially higher guardstun.
- All versions of Onmyouji have faster descent upon reaching peak height and decreased landing lag.
- Little Match Girl versions x and y have decreased guardstun.

Doppel Nanase:

- Fixed hit velocities on all variations of Maiden Typhoon.
- Fixed Maiden Volcannon's off-screen properties for zoomed stages.
- Parry now has suction effect when successful. Parry renamed to Deflect.
- All versions of Maiden Fire are now air unblockable and have slightly larger hitboxes.
- Maiden Capture x has reduced start-up and Maiden Capture y has reduced cooldown.

Nayuki Minase:

- Fixed protection inconsistencies with Keropi Shield.
- Fixed Minase Spring Cleaning's knockback inconsistencies.
- Snow Bunnies orbit Nayuki faster, can no longer be affected by reflectors and render Nayuki immune to projectiles while they're active.
- When summoned by Nayuki, Keropi's new trajectory tracks opponent's last position now.
- Somersault Spike y version is now air unblockable.

Mai Kawasumi:

- Single Stroke no longer pauses juggle timer. Damage increased to compensate.
- Slightly higher frame advantage with all versions of Scatter.
- Closing Ground version y's non-held version sets Mai farther from her starting position.



Archive:

 For historical reasons, I've had the courtesy to refer to all previous release threads:

http://mugenguild.com/forum/topics/sayaka-miki-nep-heart-185048.0.html
http://mugenguild.com/forum/topics/hieda-no-akyuu-nep-heart-185235.0.html
http://mugenguild.com/forum/topics/homura-akemi-nep-heart-185480.0.html
http://mugenguild.com/forum/topics/hotaru-futaba-nep-heart-185698.0.html
http://mugenguild.com/forum/topics/haruhi-suzumiya-nep-heart-186049.0.html
http://mugenguild.com/forum/topics/mio-kouzuki-nep-heart-186240.0.html
http://mugenguild.com/forum/topics/doppel-nanase-nep-heart-186551.0.html
http://mugenguild.com/forum/topics/nayuki-minase-nep-heart-186719.0.html
http://mugenguild.com/forum/topics/mai-kawasumi-nep-heart-187016.0.html

 For my collections thread, visit here (which also details mechanics for an extra bonus):

http://mugenguild.com/forum/topics/nep-heart-depository-186018.0.html
    

Re: Es

 July 21, 2019, 07:39:20 am View in topic context
 Posted by Nep Heart  in Es v1.017 (Started by OHMSBY July 21, 2019, 06:57:51 am
 Board: Your Releases, 1.0+

    

Re: Miyako Arima WIP

 July 21, 2019, 03:35:46 am View in topic context
 Posted by Nep Heart  in Miyako Arima WIP (Started by Nep Heart June 16, 2019, 09:01:45 am
 Board: Projects

    

Re: MUGEN Video thread

 July 21, 2019, 03:35:13 am View in topic context
 Posted by Nep Heart  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Arson attack at Kyoto Animation Studio (KyoAni)

 July 20, 2019, 12:19:35 pm View in topic context
 Posted by Nep Heart  in Arson attack at Kyoto Animation Studio (KyoAni) (Started by Bronko July 18, 2019, 05:47:38 am
 Board: All That's Left

 I feel like crying because I've grown up on KyoAni and the most terrifying thing possible had to happen. I need to keep strong and keep hoping in the face of this bleakness.

 In retrospect, I feel a little better that I've made a characters who had KyoAni adaptations... it almost feels like I did a sort of tribute in a sense.
    

Re: Shirai Kuroko v1.015

 July 19, 2019, 06:45:52 am View in topic context
 Posted by Nep Heart  in Shirai Kuroko v1.0151 (Started by OHMSBY June 30, 2019, 05:25:05 pm
 Board: Your Releases, 1.0+

 Hmmm, seems the custom hitfall tends to not kick in from my testings, I even have debug turned on for P2's side to check if they go into Kuroko's custom states and they seem to go into their own hitfall states instead. Probably could also check for the the rest of the cast, too, to be extra sure.
    

Re: Miyako Arima WIP

 July 18, 2019, 06:27:48 am View in topic context
 Posted by Nep Heart  in Miyako Arima WIP (Started by Nep Heart June 16, 2019, 09:01:45 am
 Board: Projects

 I don't really set release dates, I just release whenever I feel ready and I usually take my time with projects, which is why they usually take 1 to 2 months per character (Sayaka being an exception as she was a 4 month learning experience).
    

Re: Miyako Arima WIP

 July 18, 2019, 02:29:19 am View in topic context
 Posted by Nep Heart  in Miyako Arima WIP (Started by Nep Heart June 16, 2019, 09:01:45 am
 Board: Projects

Spoiler, click to toggle visibilty

https://streamable.com/mfw3f

 It's sorta obvious at this point that I draw a lot from ArcSys games for my own stuff, so, Gold Mode is going to be a thing for everyone sooner or later. However, it'll be a slow progression as I update everyone with their own Gold Mode, so, for now, only Miyako's getting it.
    

Re: Nine The Phantom (WIP)

 July 17, 2019, 08:49:49 am View in topic context
 Posted by Nep Heart  in  Nine The Phantom (WIP) (Started by k6666orochi July 04, 2019, 04:21:21 am
 Board: Projects

 The next mass update will likely be a result of the feedback I gave OHMSBY in private concerning a buff to all OTG combos and likely applying my updated burst buffering (I just got too lazy to update my own thread back at MFFA).
    

Re: Character of the Month: June 2019 Nominations

 July 16, 2019, 05:58:20 pm View in topic context
 Posted by Nep Heart  in Character of the Month: June 2019 Nominations (Started by Jmorphman July 10, 2019, 06:18:49 am
 Board: M.U.G.E.N Discussion

Wrong, she was released in June 30, and thus all votes for her are valid. There is a reason I posted the link to the release thread in my vote for her, so everyone could check out how valid it is.

EDIT: Here is the proof, @Jmorphman, put her back in


Might be a timezone thing because it shows different on my end.
    

Re: Character of the Month: June 2019 Nominations

 July 16, 2019, 07:13:21 am View in topic context
 Posted by Nep Heart  in Character of the Month: June 2019 Nominations (Started by Jmorphman July 10, 2019, 06:18:49 am
 Board: M.U.G.E.N Discussion

Speaking of which, Kuroko shouldn't be included either since she was released on the exact first day of July.
    

Re: M.U.G.E.N Screenshots V3

 July 16, 2019, 04:01:13 am View in topic context
 Posted by Nep Heart  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion



 The MU is starting to look better.
    

Re: M.U.G.E.N Screenshots V3

 July 16, 2019, 01:50:07 am View in topic context
 Posted by Nep Heart  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

Yep. After giving feedback for OHMSBY for so long and I mentioned it during your MUGEN Inspirations topic, it's about time I got something to show.

 Seeing as OHMSBY is also doing Es, do you plan to do something like making her more based on her Central Fiction counterpart to distinguish her from OHM's BBTag inspired version?
    

Re: M.U.G.E.N Screenshots V3

 July 15, 2019, 06:43:56 pm View in topic context
 Posted by Nep Heart  in M.U.G.E.N Screenshots V3 (Started by nick. May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

 Interesting, I see that you're finally going to give it a try now.
    

Re: Shirai Kuroko v1.01

 July 14, 2019, 09:07:22 am View in topic context
 Posted by Nep Heart  in Shirai Kuroko v1.0151 (Started by OHMSBY June 30, 2019, 05:25:05 pm
 Board: Your Releases, 1.0+

But I thought you couldn't do persona characters

 He wasn't able to handle them before because he didn't have the experience dealing with assist reliant characters. Now that he's likely got a better idea on how they work, he probably is able to pull it off now. Assist characters are pretty heavy when it comes to setting them up anyway.

 I do remember OHMSBY saying that in a post, but can't remember which one.