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Messages by Ricepigeon

    

Re: [WIP] RicePigeons' WIPs (IZ Sumireko)

 July 19, 2019, 07:06:28 pm View in topic context
 Posted by Ricepigeon  in [WIP] RicePigeons' WIPs (IZ Sumireko) (Started by Ricepigeon January 30, 2011, 09:14:19 pm
 Board: Projects

While Momiji was in the final stages of development, I reached out to someone in the hopes of commissioning sprites for another WIP that I've been interested in working on for some time. While it's nowhere near complete, I figured I'd show off a little bit of what will eventually be my next WIP: Sumireko Usami.



Special thanks to Blade for the sprites, we will soon have a Sumireko sprited in the old art Tasofro art style to be included with the rest of the cast for Touhou: Incident Zero once a working beta is out.
    

New Character: Momiji Inubashiri

 July 08, 2019, 10:17:20 pm View in topic context
 Posted by Ricepigeon  in New Character: Momiji Inubashiri (Started by Ricepigeon July 08, 2019, 10:17:20 pm
 Board: Touhou: Incident Zero


"Farsighted Sentry"
Momiji Inubashiri
Species: White Wolf Tengu
Ability: Able to see anything in range of 1000 ri (approx 2,440 miles)

Story: A mountain tengu whose duty is to patrol the outskirts of the Youkai Mountai. With the outbreak of the black fragment incident across Gensokyo, naturally it piqued the interest of certain youkai looking to expand their own power and influence, namely the tengu. As a tengu who can see far distances, this naturally makes Momiji perfect for scouting out these so-called fragments, so she was ordered by her superiors to locate the positions of these fragments so that the tengu could claim them for themselves. Of course, given Momiji's long-standing bitter rivalry with Aya, who is also looking for the fragments, Momiji hopes to get to them first in order to prove her worth to her superiors.

Momiji is another one of those characters who I've been wanting to make for some time, but did not appear in any of the official Touhou fighting game spinoffs. Unlike most characters, Momiji has had very few appearances and the majority of information about her comes primarily from the print works, so there was a bit of flexibility to take some creative liberties in terms of her style. Due to each character in Incident Zero having their own Unique Skill or Drive, I immediately knew off the bat that I wanted Momiji to have some kind of mechanic involving her shield; of course, I knew that I couldn't give her a parry or she would end up too similar to Youmu, so I opted to give her a Melty Blood-esque shield mechanic instead. I also wanted to her be more of a rekka-styled character in comparison to Youmu, so I designed the majority of her moves to have some kind of follow-ups to give her a different kind of rushdown gameplay.

Screenshots:



Moves:

Specials:
  • Wolf Fang Blade - //
    A rushing move where Momiji thrusts her sword forward. Moves her different distances based on button press, and has different followups on hit or block.
  • Wolf Fang Blade ~ Repel - // (During Wolf Fang Blade)
    The first of two followups to Wolf Fang Blade. Momiji swings her sword in an arc to push the opponent away, and causes a wallbounce on hit.
  • Wolf Fang Blade ~ Bite - // (During Wolf Fang Blade)
    The second of two followups to Wolf Fang Blade. Momiji does an overhead swing with her sword to cause a groundbounce on hit. Has slower startup of the two follow-ups and deals less damage, but opens up more combo potential.
  • Falling Leaf - //
    An overhead leaping strike with Momiji's sword. On block, the move has a different follow-up chain depending on which version is used, with the first hit of each followup being a slow shield bash that breaks the opponent's guard.
  • Scarring Autumn Wind - //
    Momiji's projectile move, which travels across the ground. The hitbox isn't very tall, so it can easily be jumped over, but is more useful for applying pressure on an opponent to assist in her rushdown.

Unique Skill:
  • Maple Vanguard -
    Places Momiji in a guarding state with her shield. The shield can continue to be held, but drains Momiji's Power gauge in the process. Upon successfully guarding an attack with her shield, the recovery animation can be cancelled into one of her Specials or Spellcards.

Spellcards:
  • Sword Sign "Wind Tornado Fang" - , //
    Momiji's primary combo ender, she rushes forward with a thrust of her sword, before performing a spin attack upwards.
  • Dog Sign "Rabies Bite" - , //
    Momiji's command grab super, helpful for breaking past an opponent's defenses, but requires her to be up close.

Last Word:

    

Re: [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19)

 July 03, 2019, 04:25:35 am View in topic context
 Posted by Ricepigeon  in [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Eirin updated with several changes.

Quote
=====================================
07/02/19 - Version 2019.07.02
=====================================

- Slight reorganization of file structure.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Minor revision to turning animations.
- [System] Added missing anim 5150.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump landing time (8f->4f).
- [System] Dash behavior updated to current standards.
- [System] Repositioned dash effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Updated how the Spellcard ring effect is handled.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- 6y: No longer loses overhead properties when cancelled into.
- 5z/8z: Corrected bug where charged versions would still only fire 1 arrow.
- 5z/8z: Damage per arrow now scales inversely to amount of arrows fired.
- Throw: Now applies standard 90% prorate.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Burst Shot [Air]: No longer preserves trajectory, now recoils Eirin backward.
- Elixir [All]: Recovery frames are now flagged properly.
- Elixir -Sulfuric Acid-: Fixed an oversight where the debuff wasn't being applied to opponents hit by the acid splash.
    

Re: Lifeadd Interfering With Hitstun

 July 01, 2019, 10:28:02 pm View in topic context
 Posted by Ricepigeon  in Lifeadd Interfering With Hitstun (Started by Nep Heart July 01, 2019, 09:34:20 am
 Board: M.U.G.E.N Development Help

If you haven't already done so, you could try using the undocumented NoKo flag of the AssertSpecial controller, but you'd have to make sure it would disable itself whenever a situation would cause either player to be properly KOed as it affects both players, not just the one calling it.
    

Re: [IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19)

 June 29, 2019, 04:05:29 am View in topic context
 Posted by Ricepigeon  in [IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19) (Started by Ricepigeon June 20, 2019, 09:30:08 pm
 Board: Your Releases, 1.0+

Yeah, the Tenshi thing is definitely something I've missed for a while. Tenshi's been updated with a fix.

Quote
=======================================
06/28/2019 - Version 2019.06.28
=======================================

- Beams of Non-Perception: Fixed bug where aerial version dealt no damage.
    

Re: [GR style] Mokou updated (06/28/19), Marisa updated (06/22/19)

 June 29, 2019, 03:57:39 am View in topic context
 Posted by Ricepigeon  in [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Mokou updated

Quote
=====================================
06/28/19 - Version 2019.06.28
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump landing time (6f->4f).
- [System] Corrected forward dash startup time (8f->5f).
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected back hop/air dash landing times (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Corrected error where certain Normals would not carry momentum from a dash.
- 6y: No longer loses overhead properties when cancelled into.
- j.2z: Fixed angledraw bug that would occur when Mokou lands.
- Throw: Now applies 90% standard proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Self-Harming Fire Talons [3rd hit, all versions]: Mokou now leaves the ground slightly later, y-velocities lowered to compensate.
- Blazing Bamboo Tube: Recovery frames are now flagged properly.
    

Re: [IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19)

 June 28, 2019, 12:12:10 am View in topic context
 Posted by Ricepigeon  in [IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19) (Started by Ricepigeon June 20, 2019, 09:30:08 pm
 Board: Your Releases, 1.0+

IZ Yukari updated with a bugfix from the last update.

Quote
=======================================
06/27/2019 - Version 2019.06.27
=======================================

- Illusion Manji Parasol: Corrected bug that prevented projectile followup from occurring.
    

Re: [IZ Style] Suwako released (06/20/19), 4 more characters updated (06/23/19)

 June 23, 2019, 11:05:31 pm View in topic context
 Posted by Ricepigeon  in [IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19) (Started by Ricepigeon June 20, 2019, 09:30:08 pm
 Board: Your Releases, 1.0+

IZ Aya, IZ Iku, IZ Tenshi, IZ Youmu, IZ Meiling, and IZ Reisen updated

Aya:
Quote
=========================================
06/23/2019 - Version 2019.06.23
=========================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.

Iku:
Quote
=======================================
06/23/2019 - Version 2019.06.23
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Fixed inability to use Dash Cancels out of certain attacks in Type-C.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.
- "Divine Punishment of the Dragon God": Damage increased (451->504).

Tenshi:
Quote
=======================================
06/23/2019 - Version 2019.06.23
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.

Youmu:
Quote
=======================================
06/23/2019 - Version 2019.06.23
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.

Meiling:
Quote
=======================================
06/23/2019 - Version 2019.06.23
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.

Reisen:
Quote
=======================================
06/23/2019 - Version 2019.06.23
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.
    

Re: [GR style] Marisa updated (06/22/19), Koishi updated (06/19/19)

 June 23, 2019, 01:46:27 am View in topic context
 Posted by Ricepigeon  in [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Marisa updated

Quote
=====================================
06/22/19 - Version 2019.06.22
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected forward dash startup time (4f->5f).
- [System] Corrected jump cancel timings of forward dash.
- [System] Decreased forward air dash startup time (9f->6f).
- [System] Corrected back hop/air dash landing times (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Corrected error where certain Normals would not carry momentum from a dash.
- [System] A.I. improved.
- 5y: Now moves Marisa forwards slightly.
- 6y: No longer loses overhead property when cancelled into.
- Throw: Now applies standard 90% prorate.
- Guard Cancel: No longer gains counterhit bonuses.
- "Master Spark": Fixed scaling bug on the laser effect.
    

Re: [IZ Style] Suwako released (06/20/19), Six characters updated (06/21/19)

 June 22, 2019, 02:45:20 am View in topic context
 Posted by Ricepigeon  in [IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19) (Started by Ricepigeon June 20, 2019, 09:30:08 pm
 Board: Your Releases, 1.0+

IZ Reimu, IZ Marisa, IZ Sakuya, & IZ Yuuka updated.

Reimu:
Quote
=======================================
06/21/2019 - Version 2019.06.21
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.
- 3z: Adjusted hitstun.

Marisa:
Quote
=======================================
06/21/2019 - Version 2019.06.21
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Corrected jump cancel timings of forward dash.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.

Sakuya:
Quote
=======================================
06/21/2019 - Version 2019.06.21
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Corrected jump cancel timings of forward dash.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.
- Vanishing Everything: Now has different behavior depending on chosen alignment.

Yuuka:
Quote
=======================================
06/21/2019 - Version 2019.06.21
=======================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Corrected jump cancel timings of forward dash.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.
- "True Master Spark": Corrected premature sound fading.
    

[IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19)

 June 20, 2019, 09:30:08 pm View in topic context
 Posted by Ricepigeon  in [IZ Style] Suwako released (06/20/19), Yukari updated (06/27/19) (Started by Ricepigeon June 20, 2019, 09:30:08 pm
 Board: Your Releases, 1.0+



The 13th Incident Zero character, the native goddess Suwako Moriya, has been released. In addition, IZ Yukari & IZ Sanae have also been updated with a few changes.

Link: http://ricepigeon.neocities.org

Suwako:
Quote
- First release.

Yukari:
Quote
General Changes:
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected Wallbounce & Groundbounce behaviors.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- Boundary "Overflowing Flotsam": Corrected bug that required move to have 2000 Power.

Alignment Changes:
- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.

Sanae:
Quote
=========================================
06/20/2019 - Version 2019.06.20
=========================================

- [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration.
- [System] Added compatibility with Suwako_THIZ's Blighted Earth effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Adjustments to Groundbounce & Wallbounce behaviors.
- [System] Corrected bug that prevented the use of Wind Stock after the 1st round.
- Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000).
- Spell Trance: Last Words no longer require Spirit while Spell Trance is active.
- Spell Overdrive: Now gives a 50% velocity increase to walk & dashing.
- Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain.
- j2y: Now hits overhead. Can no longer chain into itself on block.
    

Re: [GR style] Koishi updated (06/19/19), Yuuka updated (06/10/19)

 June 20, 2019, 04:11:53 am View in topic context
 Posted by Ricepigeon  in [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Koishi updated

Quote
=====================================
06/19/19 - Version 2019.06.19
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected jump cancel timings of the forward dash.
- [System] Backward dash: Can now be cancelled into ground Normals.
- [System] Backward dash/Air Backward Dash: Startup reduced (8f->6f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- 2x: Now carries momentum from dashes.
- 6y: No longer loses overhead properties when cancelled into.
- 4z: Recovery frames are now flagged properly.
- Throw: Now applies 90% standard proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Fidgety Snatcher: Recovery frames are now flagged properly.
- Growing Pain: Recovery frames are now flagged properly.
- Growing Pain: Now disappears if Koishi is hit.
- Unanswered Love: No longer erroneously hits overhead.
- Catch & Rose: Recovery frames are now flagged properly.
- "Ancestors are Watching You": Recovery frames are now flagged properly.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 14, 2019, 04:43:01 pm View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

I like how the people complaining about Mega Evolution being removed never once brought up the fact that, because Dynamaxing doesn't require a specific item ala Mega Rayquaza, a Pokemon could in theory both Mega Evolve AND Dynamax. If you think Mega Evolutions were broken by themselves, imagine what having both can do.

We already have instances in Gen 7 where you have to guess if a Pokemon is a Z-move user or a Mega Evolution (this usually just applies to Gyarados, but instances of multiple possible Z-Moves/Megas on a single team is also a thing), so adding Dynamax on top of that would only convolute matters further. If anything, Dynamaxing makes the Z-Move/Mega mechanic much more dynamic in that you no longer have to dedicate a single teamslot to your Mega/Z-Move which, if you run multiple Megas/Z-Move users, can result in one of your Pokemon effectively having no item; because hold items didn't exist in LGPE, this wasn't an issue so running multiple Pokemon capable of Mega Evolving is seen as a much more viable strategy in LGPE than it is in XY/ORAS/SM/USUM, and Dynamaxing is effectively built from that idea.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 13, 2019, 10:16:11 pm View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

The way I see it, Dynamax is their solution to effectively give every single available Pokemon the equivalent of a Mega Evolution rather than only giving a small percentage (26 Pokemon, or 3.214% of the Gen 7 National dex, to be exact). They tried to do this with Z-moves in Gen 7 as well, but how exactly are they going to explain Z-moves in SwSh? Unlike Megas, Z-moves were explicitly tied to the story of Necrozma, even if it was very subtle. So not only did they do it for balance reasons, they did it because it fits the narrative.

Yeah, it's going to suck not being able to use Mega Charizard X or Flyinium Z Landorus-T or whatnot, but if it creates a more level competitive playing field then I'm all for it. I mean, just look what happened when Mega Rayquaza, Mega Lucario, Mega Kangaskhan, Mega Gengar, and Mega Salamence were introduced; the only ways to level out the playing field was to either make everything else stupidly broken, or remove the broken elements. Adding Dynamax and removing Megas and Z-moves, as I see it, was the middle ground between those two extremes.

And those complaining about mot being able to transfer certain species to SwSh, you're acting as if SwSh are going to be the last games in the series. I'm willing to bet that in November 2020 when Sinnoh Remakes or whatever gets released that finally allow you to use your precious Kommo-O or Bidoof, you'll forget all about this; after all, they had to make it possible to migrate those Pokemon over to Pokemon Home for a reason besides just leaving them there to rot.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 13, 2019, 02:04:37 am View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

Mega Kangaskhan doesn't die easily to one type.

No but everything else dies easily to 2 Seismic Tosses/Crunches/Returns coming from something that is both reasonably bulky AND has a decent speed tier. Honestly, the brokenness of Mega Kangaskhan needs no introduction, even with the nerfs it got in Gen 7 (actually, if anything, the nerf inadvertently made it even more broken because now it can actually afford to run defensive investment and just spam Seismic Toss all day).

And please don't get me started on Mega Rayquaza.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 12, 2019, 09:25:23 pm View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 12, 2019, 05:22:22 am View in topic context
 Posted by Ricepigeon  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

I'm going to be frank here, and I know I'm going to get flak for this but... As much as I'm disappointed that not every Pokemon will be transferable to Gen 8, I feel like it's for the better in the long run.

As someone who has had some experience with the competitive side of Pokemon, you have how many Pokemon from previous Gens that dominate the metagame? Look at every VGC since gen 5 and you'll see staples like Landorus and Garchomp are the most consistently used, among others. This isn't just exclusive to VGC either, even unofficial formats like Smogon's Singles OU is plagued by this: every gen since 3-4 is more or less dominated by past gen legendaries and/or psuedolegends, and barely any ordinary Pokemon from the later gens (sans Toxapex and, in Gen 6's case, Talonflame) actually stand out. By axing some of the previous Pokemon, you not only give these newcomers a chance to shine, but also curb the out-of-control power creep that's been plaguing the games since at least gen 5; considering we are now at the point where we now have 850+ Pokemon (not including alternate forms and Megas), such a power creep is only going to get worse without trimming some of the fat.

On top of the balance reasons for axing the Pokemon, it also gives an incentive to continue playing the older games. With the ability to basically transfer every single Pokemon over from a previous generation, the metagame effectively becomes a 2.0 version of the previous gen's metagame. You can also see this to a lesser extent with ORAS and USUM with the new UBs/Megas that aren't transferrable to the previous games, and Nintendo/Gamefreak tried to capitalize on this in both gen 6 and 7 by effectively creating two Battle Spot ladders: One for XY/SM and one for ORAS/USUM for each gen, respectively. How many of you can honestly say that you continue to play a previous generation competitively when you can just transfer those Pokemon to the latest generation and use them there? In the very likely event a Diamond & Pearl remake is released in the next year or two, I'd imagine that the same rules would apply, thus you would have certain Pokemon that exist in Sword & Shield that cannot be transferred to the Sinnoh remakes, effectively giving the Sinnoh remakes a distinct, separate metagame that isn't just Sword & Shield 2.0, which is the problem you see with XY/ORAS and SM/USUM.

By doing this, Gamefreak is effectively making Pokemon more akin to something like Street Fighter: you have characters exclusive to previous games that dont show up in the later games, thus giving you an incentive to play both.
    

Re: [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19)

 June 11, 2019, 04:11:35 am View in topic context
 Posted by Ricepigeon  in [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

GR Yuuka updated

Quote
=====================================
06/10/19 - Version 2019.06.10
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (6f->5f).
- [System] Corrected regular jump landing time (4f->5f).
- [System] Corrected jump cancel timing of forward dash.
- [System] Corrected Forward dash skid animation time (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Fixed issue where certain attacks could not carry momentum from a dash.
- j.2z: Recovery frames are now flagged at the correct time.
- Throw/Air Throw: Now apply standard 90% Proration.
- Fantastic Spring Flowers: Recovery frames are now flagged properly.
    

Re: Touhou: Gensokyo Reloaded Roadmap of Future Updates

 June 10, 2019, 09:25:35 pm View in topic context
 Posted by Ricepigeon  in Touhou: Gensokyo Reloaded Roadmap of Future Updates (Started by Ricepigeon October 09, 2017, 10:44:45 pm
 Board: Touhou: Gensokyo Reloaded

Its been over a year since the last update, but we've been overhauling the UI and system mechanics to the game, so with that in mind, we have a new roadmap for future updates.

Version 3.0.0 (Soon)
  • New character: Meimu (Playable)
  • Tweaks and rebalancing for the entire cast
  • Various system revisions and consistency across all characters in the roster
  • Completely redone UI and visuals
Version 3.1.0
  • Inclusion of predetermined character-specific Arcade mode routes, so different characters will now have different bosses
  • New NPC Boss: EX Yukari Yakumo
  • New NPC Boss: EX Lie Meiling
  • Revision to how groundbounces and wallbounces are handled
  • Tweaks and rebalancing to the cast, if needed
  • More focus on story mode dialogue, as opposed to only having it during the final boss
  • Inclusion of intros & endings (hopefully)
    

Re: [GR style] Patchouli updated (06/05/19), Kanako & Remilia updated (06/01/19)

 June 06, 2019, 01:52:13 am View in topic context
 Posted by Ricepigeon  in [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Patchouli Knowledge updated

Quote
=====================================
06/05/19 - Version 2019.06.05
=====================================

- Revamped the character's file structure.
- Realigned certain gethit sprites.
- [System] Updated common states to the latest Gensokyo Reloaded character standards.
- [System] Minor adjustments to hurtboxes in most states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (5f->4f).
- [System] Corrected regular jump landing time (5f->4f).
- [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
- [System] Corrected forward dash startup time (2f->4f).
- [System] Corrected time in which the forward dash can be jump cancelled.
- [System] Corrected Forward dash skid animation time (9f->8f).
- [System] Corrected back hop/air dash landing times (10f->8f).
- [System] Repositioned dash effects.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Replaced cornerpush system.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Rudimetary A.I. implemented.
- All Normals and Command Normals: Hurtboxes adjusted slightly.
- 6y: No longer loses overhead properties when chained into.
- 5z: Can no longer cancel into 6y.
- j.5x: Hitbox repositoned, size increased
- j.5x: Startup decreased (7f->5f).
- Throw: Corrected inability to conserve forward dash momentum into the attack.
- Throw: Now applies 90% normal proration.
- Guard Cancel: No longer gains counterhit bonuses.
- Summer Red: Hurtboxes adjusted slightly.
- Summer Red [Air]: Adjusted effects to reflect projectile trajectory.
- Sylphae Horn: Corrected visual bug when projectiles fire.
- Sylphae Horn: Now fires 2 additional projectiles during Philosopher's Stone.
- Winter Element: Geyser now disappears if Patchouli is hit before it becomes active.
- Winter Element: Spellcard cancel timing adjusted.
- Autumn Blade: Hurtboxes adjusted slightly.
- "St Elmo's Pillar": Hurtboxes adjusted slightly.
- "St Elmo's Pillar": Recovery frames are now flagged properly.
- "Royal Flare": Hurtboxes adjusted slightly.