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[Tornillo Thread]: Shun'ei Released (5/4/2025) (Read 1905203 times)

Started by TornilloOxidado, January 07, 2023, 12:52:31 am
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Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#301  July 08, 2024, 10:45:55 pm
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Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#302  July 09, 2024, 03:49:40 am
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Wait, is Gran out or is he still a WIP?
Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#303  July 09, 2024, 04:19:11 am
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Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#304  July 09, 2024, 05:05:32 pm
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Did a really minor update to Zeta that removes her sprite 182,14 as it was a duplicate of 182,13, said sprite was not corrected to the palette so i forgot to remove it before.
Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#305  July 09, 2024, 05:26:29 pm
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there some effects that doesn't have transparency on Black Battler (mugen 1.0)
also it lags heavily on mugen 1.0 when i do some supers (don't know if it's my laptop or not)
Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#306  July 09, 2024, 06:23:45 pm
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there some effects that doesn't have transparency on Black Battler (mugen 1.0)
also it lags heavily on mugen 1.0 when i do some supers (don't know if it's my laptop or not)


Fixed the transparencies on all helpers, as for the lag this may be a MUGEN 1.0 issue only, even with the 4GB ram patch the engine just suffers on B. Battler Black Truth helpers.
I genuinelly can't think of a solution other than using him on 1.1.
Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#307  July 10, 2024, 12:47:16 am
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amazing chars, thanks for upload
Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)
#308  July 10, 2024, 02:10:01 am
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Fixed the transparencies on all helpers, as for the lag this may be a MUGEN 1.0 issue only, even with the 4GB ram patch the engine just suffers on B. Battler Black Truth helpers.
I genuinelly can't think of a solution other than using him on 1.1.
It's not just him, I'm getting those as well. That shouldn't be possible because the lag is also caused when the super ends and completely freezes the engine. So all the effects are gone the moment they hit the ground and causes a hard freeze for a couple of seconds. I'm also having the same issue with Yamaneko's distortion drives as well. This makes some of your characters completely unplayable and badly optimized.

As I mostly test OHMSBY's style characters on 1.0, I'm not going with that as the solution as it was built for that in mind. First of all, have you checked if those were caused by debug errors? If you can't think of one, you might have to ask Vinnie since you based your characters of his.

Edit: Update, I attempted Black Battler's Ultra Burst and for some reason it's causing the frame rate to drop drastically. He's using "BurstHUD10.cns" and it should not be doing that. Going to "Massacre" after NOY was reached also causes expression truncated to integer debug flood. Every character in the style can go into Ultra Burst, so how come the character specifically is lagging this bad? At this rate, I don't think I can test him any further and the same goes with Yamaneko. Sorry, I'm going to have to skip feedback for them temporary.
I will still do detail and aesthetic feedback for the rest.
Last Edit: July 10, 2024, 04:41:02 am by ZolidSone
Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#309  August 09, 2024, 05:07:46 am
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Galacta Knight released.
I just realized that i was taking too much time on releasing him so better do it now.

Download: https://drive.google.com/file/d/1l22NpbdCkTrO7dBVUbASjBpTeA5Vr3cJ/view?usp=sharing

The updates will have to wait again, the truth is that i did really small advances these days, and tbh i spend one entire day by just doing trial and error when updating characters and sometimes i get too frustrated to continue.
And it was getting worse since i still haven't found a way to fix B.Battler and Yamaneko, my final alternative is remaking them from scratch, even if that sounds fucked up.

And now for the cherry on top of the cake, i got back to the university again, that means that i'll have even less time to do shit.
It may sound that i'm always putting excuses for these, that's up to the one who is reading this, but it's even frustrating for me to not having the time that i had in the past.

Good night


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Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#310  August 09, 2024, 10:26:15 pm
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The updates will have to wait again, the truth is that i did really small advances these days, and tbh i spend one entire day by just doing trial and error when updating characters and sometimes i get too frustrated to continue.
And it was getting worse since i still haven't found a way to fix B.Battler and Yamaneko, my final alternative is remaking them from scratch, even if that sounds fucked up.
Which version of MUGEN do you use to test out your characters? Because from what I'm seeing from B.Battler and Yamaneko, its exclusively 1.1 as OHMSBY tests out on both 1.0 and 1.1 from what I'm inclined to believe.
Last Edit: August 09, 2024, 10:31:00 pm by TurnPile
Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#311  August 10, 2024, 04:08:35 am
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Which version of MUGEN do you use to test out your characters? Because from what I'm seeing from B.Battler and Yamaneko, its exclusively 1.1 as OHMSBY tests out on both 1.0 and 1.1 from what I'm inclined to believe.

I always test them on 1.1 first and i only test the chars on 1.0 once they are finished.
I'm not really a fan of using 1.0, it never runs fine on my machine, i remember warusaki3's and OHMSBY's characters always lag when i use 1.0.
(in IKEMEN my graphic card crash entirely sometimes).
afaik mugen 1.0 doesn't have a clear OpenGL option for screen rendering unlike 1.1 which can handle highres chars without problem.
I know you can just have OpenGLScreen hack option for 1.0, but that thing never worked for me and is just the same as using system for screen rendering.
I never use any 1.1 only feature for my chars, my only assumption is that mugen 1.0 cannot handle the character effects, if that's not true then i'm not sure what can it be.


Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#312  August 11, 2024, 05:19:48 am
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I've been let known regarding the issues Yamaneko Arthur is having. After checking the character, I think it's still better to inform you myself for the sake of convenience.

Quote
-Every single Helper 7777 is having trigger1 = movecontact applied to it. This means for each tick, a helper will be spawned if Yamaneko's projectile makes contact with the opponent whether it hits or is guarded and can go up to 60 helpers on the screen at the same time in one second, which explains the reason why there's a severe lag after performing Ultima Laser Cannon or Coupy's Lovely Charm. Since you only need one Helper 7777 to determine when she can roman cancel, I suggest having the trigger adjusted to movecontact = 1 or having persistent = 0 included for all of them to prevent helpers spamming from happening.
-The amount of palettes she's having in the SFF file is 1138, which is horrendous and also the main cause of the issue where the game lags so much when she activates Ultra Burst. In case you don't know, bad optimization and excessively redundant use of palettes can also slow the game down since M.U.G.E.N requires more time to load the assets. I checked the SFF file and found that there were quite a lot of groups that having its sprites use seperated palette which can be merged into one respectively (1201, 1300, 4003 and 4004 to name a few). I suggest making good use of "Insert the current palette in the images..." feature and delete all unused ones once you are done optimizing them in order bring this number down as low as possible. You can also graysale the entire sprite group then optimize the color and switch it to the initial one if necessary.
-Some projectiles don't put the opponent into custom states and also don't deal additional damage when Ultra Burst is activated, which is something you might want to take a look in Helper.cns.
With all these fixes, your Yamaneko should be in a steady state to go. I haven't checked B.Battler yet but I'm pretty sure that he's suffering from the same issues. There's no use wasting your time remaking the entire characters as you will only rebuild the same old houses with the same old bricks.

I always test them on 1.1 first and i only test the chars on 1.0 once they are finished.
Shame. Whether it's 1.0 or 1.1, each version has its own disadvantages and I don't believe in the fact that they are well optimized in the first place, not even I.K.E.M.E.N. But if you think you can keep up with this playstyle for a little longer, I suggest switching to 1.0 for characters making and just get used to it from that moment. Since there are bugs occur in 1.0 but not 1.1 and vice versa, too bad to tell you that 1.1 isn't even as good as you always think it is.

Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#313  August 11, 2024, 09:35:58 pm
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You don't have idea how helpful this was, both Yamaneko and B.Battler had over 1000 palettes in their sff file (B.Battler even has 2400-something)
I had to do some cleanup of palettes and editing the triggers for the helpers, then i tried running them on 1.0, surprisingly the huge lag when perform supers are gone, big big thanks.
Since mugen 1.0 always ran quite slow for me (around 15-25fps acording to the amd settings lol), i can't ensure the lag is 100% gone but i can say for sure the engine doesn't freeze entirely after performing Distortion Drives or Ultra Burst anymore.

With that said here's some updates.
Quote
11/08/2024
Yamaneko Arthur
-Fixed error that caused inmense lag on MUGEN  1.0
-Fixed white fade after Astral Finish.
-Fixed transparencies on projectiles. (MUGEN 1.0)
-Fixed Astral Heat Win state.
-Fixed Panicked state during dodges.

Black Battler
-Fixed error that caused inmense lag on MUGEN 1.0
-Lifesteal value reduced from 4.5  to 4.

Haohmaru
-Fixed error that performing Exceed Aceed made him gain meter.
-Fixed some removeexplod triggers.
-Reduced normal attack hitpauses.
-Fixed common.cns
-Recovery values and custom states on some special attacks were changed,
-Fixed Panicked state during dodges.

I'm already moving my WIP stuff on 1.0, i will try that something like this never happen again and i owe an apology for those who use 1.0 and weren't able to play  these chars for a while. 
Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#314  August 27, 2024, 12:46:25 am
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Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#315  September 03, 2024, 05:16:10 am
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So I just downloaded BlazBlue Styled palettes for KOF on your site and when I extracted the files the Ryo palette was missing.
Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#316  September 03, 2024, 03:37:34 pm
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So I just downloaded BlazBlue Styled palettes for KOF on your site and when I extracted the files the Ryo palette was missing.

I reuploaded it, it should be there now.

Hey TornilloOxidado,
I made a color separation patch for Nero Claudius if you want to add it to your character
https://drive.google.com/file/d/1yIH8NB-gvFDmf2WNpPs_8mOjZfPFp5UG/view

If there is an error on the colors, let me know.

I also made 2 more balls

going back to ballin

Many thanks! Gonna use it in the next update, and thanks for the balls.
And thanks for keeping the Ragna palette, it's my favorite

Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)
#317  September 08, 2024, 01:49:16 pm
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amazing character, thanks for upload
Re: [Tornillo Thread]: Everyone Updated (11/10/2024)
#318  November 10, 2024, 11:29:38 pm
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It took me almost 3 month for this, so here we go.
Quote
30/08/2024
Everyone
-Fixed an error where the "Warning..." message flickering on the screen after character K.Oing an opponent.
-Fixed an error where characters gained more meter than usual within the first 150 ticks of Ultra Burst.
-After taunt / respect, the cooldown of the Burst Icon will be slightly reduced.

Specific Character Updates Below


Noel Vermillion / NOL Uniform
-Special Intros Vs. Kagura Mutsuki and Rachel Alucard.
-Special Win animation Vs. Kagura Mutsuki. (Works against Deoxgigas's version)
-ENG Voicepatch updated.
-Added custom ball state for Tomoka Minato. Thanks for Mid117 for the sprites
-Fixed histound error when 5A counterhits.
-A lot of 5A and 5B normals reworked, specially 5BA series.
-Fixed error where 4A and 4B cannot be blocked on air guardstun and reworked hitbox / startup / recovery frames.
-4B projectile now works as a helper.
-4B can be canceled into 5B after frame 10.
-4B guardflag changed from M to MA. (Mid-Air)
-Power gain on normal and special attacks reduced.
-Optic Barrel A/B startup increased.
-Optic Barrel will not hit overhead anymore.
-Muzzle Flitter hitboxes were moved on her 11th frame instead of frame 9 and 10.
-Muzzle Flitter startup frames increased.
-Grealty increased damage of Muzzle Flitter.
-More gravity to Muzzle Flitter after a successful throw.
-During Flash Supressor, you can now hold the B button to shoot for longer.
-Fixed error where Flash Supressor did huge damage on block
-Spring Raid will only be invulnerable until frame 4.
-Spring Raid startup and active frames were increased.
-Enemy's recover time after Spring Raid reduced a lot.
-Afterimages now will appear during all Drive Attacks (5BAAAA chains or 5BB2B)
-Dash cancel startup frames were increased a bit.
-Dash cancel now can be performed at any moment of Flash Supressor.
-Fixed error that 66A and 66B weren't able to be performed during Dash Cancel
-Fixed all special attacks that weren't able to hit against OHMSBY's Boss characters.
-Fixed custom state animation for Zero Gun: Thor to prevent the final missile to miss.
-Increased damage of Zero Gun: Thor.
-Fixed custom state on Zero Gun: Gungir and Heimdall.
-Increased the range of her Astral Heat Attempt.
-No changes on Valkyrie Veil nor Prototype Valkyrie Veil.
-Fixed Panicked state.


Normal Noel only
-Palettes 2,3 and 6 were replaced by:
   -> Noel Niihashi (Burn the Witch)
   -> Revy (Black Lagoon)
   -> Hatsune Miku
All these palettes were made by Mid117.

NOL Uniform Noel only
-Fixed invalid anim 182 error when the match ends.

K'
-Reduced the powergain on all normal attacks.
-jC will not cause fall on standing state and increased the hitpause.
-Fixed somewhat infinite caused by Narrow Spike.
-Fixed error that the black background during Crimson Star Road didn´t covered all the screen. (MUGEN 1.0 ONLY)
-Greatly increased damage of Super Cancel -> Heat Drive
-Movelist by dreadpotato added (works on IKEMEN only).
-Fixed Panicked state.

Michael Roa Valdamjong
-Damage scaling of special attacks reduced.
-There will now be a black background during Celestial Strike.
-Fixed transparencies on the sigls. (MUGEN 1.0)
-jC hitbox modified.
-Fixed Panicked state.

Terry Bogard
-Neutral jump velocity changed from -9.5 to -8.5.
-Increased hitpause of 5C
-Fixed damage and fall recovertimes of Power Wave and Wound Wave
-New default palette with brighter colors. (Old palette located on the palettes folder)
-Using Burning Knuckle on the corner will cause wallbounce.
-Greatly increased damage of Super Cancel -> Power Geyser
-Fixed Panicked state.
-Fixed damage on Rising Force.

Kyo Kusanagi
-Fixed custom state for Sanjingi no Ichi LV1.
-Fixed damage on special attacks.
-Fixed Yami Barai EX hitpause.
-Fixed Panicked state.

Nests Kyo
-Special Win animation after 123 Shiki Shaku En.
-Fixed error that the effects on 123 Shiki Shaku En were missing. (MUGEN 1,0)
-If for some reason during Saishu Kessen Ougi Mushiki Kyo pass through the enemy by one of his attacks he will autoturn
-Envshake and Vignette are now present in Saishu Kessen Hiougi: Totsuka.
-Fixed damage on 123 Shiki Shaku.
-Fixed common.cns
-Special Win Quote vs Ryo Sakazaki / Mai Shiranui / Kula Diamond.
-Fixed Panicked state.

Jam Kuradoberi
-New jC.
-5BB is now 5B.
-Tousai Hyakuretsuken it's now Super-Cancelable on the final hit.
-head.pos and mid.pos fixed.
-Custom meme state for OHMSBY's Coco.
-Fixed throw gravity for p2.
-Fixed common.cns
-Fixed Panicked state.
-Ryuujin, Gekkirin and Kenroukaku now can be used in a consecutive way if they make contact (up to 3 times)*.
Some examples (the order may vary like this):
   - Ryuujin -> Gekkirin -> Kenroukaku
   - Gekkirin -> Ryuujin -> Kenroukaku
   - Kenroukaku -> Gekkirin -> Ryuujin

*Same thing for their EX Versions.
   
Makoto Nanaya
-ENG Voicepatch updated.
-Life reduced from 1070 to 1025
-Special Intro Vs Kagura Mutsuki. (for my future version only)
-Fixed error where the screen didn't shaked during her intro Vs Jam Kuradoberi.
-Fixed Panicked state.
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites

Ryo Sakazaki
-Zanretsuken now will be considered a throw, this to prevent player 2 being able to burst during the cinematic or characters like Strider Hiryu or Adler being able
to hit Ryo if they have their install supers active.
-Fixed Panicked state.

Centralfiction
-Fixed Panicked state.
-The recovery time of all special attacks were changed.
-All specials that uses his Drive now will be enhaced during Ultra Burst instead of being enhaced by default.
-CF is now controllable after Inferno Divider -> Axe Kick if Ultra Burst is active.
-Nightmare Edge follow up now will cause wall bounce if Ultra Burst is active.
-CF can perform a Dash Cancel after the follow up of Nightmare Edge if Ultra Burst is active.
-5BB cannot be jump canceled anymore.
-5A can be canceled into 2B
-Reduced the powergain of his attacks.
-Dead Spike B is now faster
-2C is Dash Cancelable if Ultra Burst is active.
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites.
-Custom meme state for OHMSBY's Coco.
-Palettes 2, 5, 7 and 12 were replaced.
   -> Granolah (DB Super) by Mid117
   -> Diluc (Genshin Impact) by Mid117
   -> Order Sol (Guilty Gear) by MT7
   -> Corrupted Darkness by MT7

Okita Souji
-Color separation by Mid117.
-Recover time of special attacks were modified.
-5B will not anti air anymore, but 2B will instead.
-Peerless Blade can now be performed while Eye of The Mind install is active. (214BC Motion)
-Eye of The Mind will last longer. (600 -> 645)
-Eye of The Mind will last much longer during Not Over Yet. (765)
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites.
-Custom meme state for OHMSBY's Coco.

Haohmaru
-Fixed error during Tenha Shippuusen where the last hit had an inmense hitpause.

Hina Hirasaka
-2B and jC will not cause standing fall anymore.
-Increased the damage of her taunt by 1.
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites.
-Fixed Panicked State.

Shovel Knight
-Fixed air throw.
-Fixed some aesthetics.
-Air versions of Charge Handle will now have velocity 0 until active frames.
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites.
-Fixed errors regarding player 2 facing.
-Fixed a couple of errors pointed by ZolidSone.
-Life reduced from 1200 to 1100.
-Fixed Panicked State.
-jC will not cause standing fall anymore.

Baiken
-Color separation by MT7, thanks for the effort.
-Fixed Panicked State.
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites.

Shimo Hirasaka
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites.
-Fixed Panicked State.

Jin Kazama
-Fixed Panicked State.

Bang Shishigami
-Added custom ball sprite for Tomoka Minato. Thanks for Mid117 for the sprites.
-Fixed Panicked State.

Nero Claudius
-Color separation + custom ball sprite for Tomoka Minato by Mid117.
-More palettes by Mid117.
-Fixed Panicked State.

Izayoi
-Special Intro Vs. Kagura Mutsuki.
-ENG Voicepatch updated.
-Fixed error where some of her effects on Sonic Saber didn't have proper transparency. (MUGEN 1.0 Only)

Zeta
-Special Intro / Win / Lose / Taunt Vs. Beatrix
-She wil now feature only one 5B button. (previously 5BB)
-Fixed error where she gained meter on her EX specials.
-EX Infinite Wonders now will have a extra hitbox before launching the beam.
-EX Infinite Wonders and EX Spear of Arvess custom states are now flipped.
-Zeta cannot perform an extra jump after Knee Assault anymore, but she can still be controlled.
-Fixed Panicked State.
-ENG Voicepatch updated.

Galacta Knight
-Fixed error about his Dimension Slash LV1 didn't have the correct size on MUGEN 1.0.
-Fixed Panicked State.

Black Battler
-Fixed error where Black Forgery put enemy helpers in custom states resulting to a clone of player 2 appear in the stage.
-Fixed Panicked State.



Changelog: https://drive.google.com/file/d/1WWzKz2tq9ZgRp0hSrN9XNhUhiMw3j_5L/view?usp=sharing

Download all the characters in a single ZIP file: https://drive.google.com/file/d/1okaK_0ht4xcJpbddDrk3KHg4N9Rgk7pF/view?usp=sharing
Last Edit: November 10, 2024, 11:33:49 pm by TornilloOxidado
Re: [Tornillo Thread]: Tomoka Minato Released (10/11/2024)
#319  November 10, 2024, 11:53:28 pm
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Last Edit: November 11, 2024, 03:50:14 pm by TornilloOxidado
Re: [Tornillo Thread]: Tomoka Minato Released (10/11/2024)
#320  November 11, 2024, 04:15:43 am
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Feedback on Tomoka since she caught my interest first:
-The exclamation mark during her intro on P2 side is laterally inverted.
-5AAAA should be a strong slash sound as it only deals a single hit.
-5B causes an expression truncated to integer debug error when the opponent gets thrown to the ground.
-5BB causes an has no target with hit id-1 and expression truncated to integer debug error with the basketball and basketcase respectively.
-The strong ground shockwave on 5BB is briefly layered behind her before she bows.
-The animation of the swish effect on the air throw doesn't play all the away and disappears until she touches the ground.
-She should have a hitspark every time she bounces the opponent when they turned into the Ball sprite like in the source game.
-The hitspark and guard spark of 2A should be slightly higher.
-The hitspark and guard spark of 2B should be slightly lower.
-The hitspark and guard spark positions of 66A and 66B should be reversed.
-The Basketcase Score helper on all versions of One Handed Jump Shot, Innocent Charm and Ice Age causes an expression truncated to integer debug error (It also causes a no parent for parentvarset debug error if it connects).
-The charged B version of One Handed Jump Shot doesn't have charge effect and is missing a swish sound.
-The B-Ball helper on EX One Handed Jump Shot causes has no target with hid id-1 debug flood.
-The Basketball helper on EX Fireworks causes expression truncated to integer debug flood.
-The Basketball and Basketcase helpers has shadows and reflections.
-Passing to Airi during Ice Age causes expression truncated to integer debug flood.
-Ice Age is supposed to replace Saki's Basketcase when passing to Airi and overlap her Basketcase, not play both at the same time (Causing double the damge from Saki and Airi's Basketcases).
-The large sliding dust on Japanese Fan Dance could be adjusted slightly lower as it's a tad off the floor.
-Uhhh……N-noooo! can't chip kill and is air unblockable.
-The super spark effect on Uhhh……N-noooo! is misaligned as it's placed on her head and not her waist.
-RO-KYU-BU! should have a grab sound when it successfully connects (That way you know when it does).
-The frost hoops on RO-KYU-BU! causes expression truncated to integer debug errors while the animation is going on.
-There is no white fade after the finish animation at the end of RO-KYU-BU! when the opponent falls to the ground (Making the transition jarring).
-The opponent in I Need Your Help Please! with Innocent Charm completely disappears on the last hit during the finish animation.
-It would look better if the Speakers of I Need Your Help Please! with Hatsune Miku doesn't overlap during the finish animation.
-The super spark on SHINY GIFT could be adjusted slightly lower.
-The warning message still flickers on the opposite side if P2 plays as her.
-The 9881 Warning Fade still has "triggerall = roundstate = 2" for both sides, which makes it disappear by a tick instead of fade properly.

Unfortunately, Infantry00 did not fix the debug errors that been plaguing some of the moves in case you used some of his code as he never updated her after Tatsuya. Even though I don't think you know how to fix them yourself, I just thought I mention it anyway in case the errors may cause sudden crashes after a couple of plays.

Edit: Too bad you already updated Shovel Knight already, but do you mind adding an underscore to his file name? Because the current one conflicts with Gêmeos dos Jogos's version as I can't have both in my roster without changing one or the other and would also be consistent with Galacta Knight. And might as well post updated feedback for Shovel Knight:
-ParadoxPunk's palettes are still being used for 9-12 (Mid117 already made plenty, so you might as well replace them and won't accidentally confuse with mine if they happen to both choose the alts).
-The treasure box's sprpriority on his taunt should be -2 (The item is now behind it as both sprpriority is -1).
-Sprite (203,3) still has a part on his back foot cut off.
-Shovel Drop should not be chained into each other and should make him bounce first before he can do it again.
-The large sliding dust on his 5AAAA could be slightly bigger.
-The air version of chargeable Charge Handle B uses a punch hit sound instead of a strong slash one (Also, I noticed it does less damage as the normal does 99 and charging it does 96. So it's actually weaker?)
-The swish sound and jewel sound effect should both play simultaneously on Trench Blade (I was wondering why the sound felt off to me as it wasn't for mine. I thought an extra sound effect was needed, but that wasn't the case).
-The animation on Hail the Troupple King! still disappears before it reaches the other side of the screen (I'm surprised you didn't notice this as the helper vanishes way too early upon contact).
-The position of the opponent during both versions of Treasure Opening should be adjusted:

For the normal version, the treasure chest is nowhere where the hitspark is and the opponent coming out of it. Either move the treasure chest closer to the hitspark or the opponent to the chest.

For the NOY version, the hitspark is misaligned as it's not the same position as the normal version and treasure chest is layered in front of the opponent and the strong ground shockwave when they hit the ground.
-The treasure chest on the NOY version of Treasure Opening is layered in front of the opponent and the strong ground shockwave.
-The 9881 Warning Fade still has "triggerall = roundstate = 2" for both sides, which makes it disappear by a tick instead of fade properly.

I've recently tested Noel's update and I found some problems with Flash Suppressor. It now causes expression truncated to integer debug flood due to the way the attack behavior was changed and the hitspark and guard spark is misaligned when it hits the opponent in the air. Even with recovery, the opponent can't instantly right away until they reach the ground first so it still becomes unblockable and can be spammed consecutively. Also, I just found out that the missing sliding dust on Assault Trough I pointed out previously is actually on the top left corner for some reason.
I will still do detail and aesthetic feedback for the rest.
Last Edit: November 11, 2024, 12:18:29 pm by ZolidSone