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[OHMSBY Thread]: Kiryu Coco Released (09/15/24) (Read 7091992 times)

Started by OHMSBY, August 09, 2020, 05:26:17 am
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Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1401  November 02, 2023, 05:28:25 am
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The little bug on the throw should be totally fixed now.



Oh, and I should mention he really should make some new sprites for Kirby since the D4 sprites look really, really out of place with the newer ones.

I'd pretty much end up making a brand new character if I were to do that. Although that isn't to say that I wouldn't go for it.

I'm pretty stoked to see how Waddle Dee is gonna play out, cause I do imagine that he'll mainly be taking cues from Star Allies and Forgotten Land.

That and he will also have access some of the Parasol ability's moves.

Considering you are making Waddle Dee will this also maybe mean that other Persona 5 characters could be possible?

Theoretically, yeah.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1402  November 02, 2023, 07:51:25 am
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Since I got no other feedback, might as well join the discussion since I have nothing else to report at this time.

I think he's going to do Bandana Waddle Dee as an experiment for making characters not based on a fighting game (or at least, officially). As such, we'll see what he'll do with Ganondorf by then.
That would be interesting to see. However, Tears of the Kingdom isn't a 3D platformer unlike where Bandana Waddle Dee is in. So he would have to get the camera aimed at him in a certain angle for his sprites to look right assuming that's how he rendered them with the Smash characters.

I'd pretty much end up making a brand new character if I were to do that. Although that isn't to say that I wouldn't go for it.
Same goes with Samus, but I much prefer to see you put those resources into Dark Samus instead. Although now I wonder if she would be considered an EX variant since Unknown's sprites are from SSB4 and yours would be ripped from SSBU. But instead of giving ripping new sprites to her (Which doesn't look too different from SSBU aside from your art style and the altered idle animation), just give her a single sprite so it works with Powered Ciel's Calvaria Galgalim: Guillotine as she's currently the only Smash character without one. I wouldn't have a problem editing the sprite to work with Unknown's palettes since it's just one half of it. Plus Unknown's sprites has more freedom with the colors, so it would probably look better.

That and he will also have access some of the Parasol ability's moves.
Speaking about Parasol, will Kirby get that as a copy ability as well? The CopyAbility.png looks like it can fit two more. Most of the copy abilities are attack based, so it would be refreshing to have one that doesn't depend on dealing damage. Although I don't know what the 2nd one should be and don't want it to be too similar to the current ones like Arrow, Throw or Whip.

Theoretically, yeah.
And now my curiosity spiked even higher as the possibilities are endless if you were to dive into games outside of 3D platformers. The only way I can think of you getting renders for them is from Persona 5 Strikers. Although, their Personas would be the hard part.
I will still do detail and aesthetic feedback for the rest.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1403  November 02, 2023, 08:09:13 am
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That 3D platformers fighting games

OHMSBY
Super Smash Bros Ultimate

Digital Jinny
Granblue Fantasy Versus

Rendered Blender that is Real 2D Sprites.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1404  November 03, 2023, 07:29:09 pm
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Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1405  November 05, 2023, 06:08:02 pm
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There is a Smash Mod for Joker that gives him a new moveset where he uses the phantom thieves to attack so it could be an EX variation of that?
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1406  November 08, 2023, 01:46:08 pm
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Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1407  November 12, 2023, 03:20:47 am
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I Trash Talk my
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I so sorry
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1408  November 15, 2023, 04:16:18 am
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I just noticed your characters have their own common1. This is an issue because they carry a vestigial bug from the default mugen common1 that makes certain tight juggles harder or impossible to do.

Presumably all your imitators' works have the same issue, assuming they took your common.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1409  November 20, 2023, 07:08:21 am
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Thanks for pointing that out. I've just reuploaded all of my Characters with updated common files that use "time > 0" for the veladd triggers instead of "1", so that bug should be gone now.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1410  November 26, 2023, 11:04:05 am
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That will be or not be a bug depending on who you're fighting against. I think most chars expect the opponent to have the bug since it's a part of Mugen itself. Ideally those states should just not be overridden at all unless you have a good reason to do it. I had a quick check and yours seem to be exactly the same as those in common1.cns.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1411  November 27, 2023, 03:23:43 am
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So recently I just found out this little something on Yu: The combo counter will reset whenever Izanagi disappears and reappears after certain attacks. For example, when you do 5BB > 214B without having Yu hitting the opponent with any physical attack first, the counter will not go any higher than 2 or 3 hits (It will go to 5 if Yu is close enough to the opponent like in the corner I assume.) I think this happens due to the "In-and-out" mechanic of the Persona having its location changing from here to another, but is there any way to make them stay long enough to make the combo consistently link together ? Adachi also has this so-called oversight as when you do 5BBB > 214A, the counter counts 5 hits but it doesn't if you do 5BBB > 214B+C.

Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1412  December 02, 2023, 02:20:14 pm
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If you are planning any AI scaling updates for the next batch of characters soon, I'm afraid I have to push this feedback sooner than expected as starting this month, I might be busy and won't have the time to do as much feedback in detail. I don't know how many are you planning and who knows how long you'll get to them, so I like to get most of it out of the way first. Plus, I missed a few things on three characters that already have it:
Ruby:
-She can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears.
-The pedals during Pedal Burst are layered in front of the vignette effect.

Terumi:
-For some reason, his Vs Ragna Match Win animation takes a while to trigger if he was P2.
-He can perform Unholy Wrath of the Basilisk twice on the same match.
-If he was facing Ragna and used Wrath of the Basilisk on the 2nd round, his Astral Heat Win animation causes him to get has no target with hit id -1 debug flood.

Waldstein:
-I feel like the 6th frame on his Dash should have envshake where the landing sound effect plays (BBTAG doesn't have this, but UNIB does).
-The hitspark of 66A is misaligned when it hits the opponent in the air.
-His 66B can wall bounce the opponent to the opposite direction if they jump over him.

Misaka:
-Her palettes aren't on the start of the SFF (They start from 49/97).
-The Astral BG is layered in front of the 3900 Cut In and 3065 Coin during Only My Railgun.

Kuroko:
-5AAAA could deal chip damage but not chip kill.
-The normal ground shockwave sound plays 2 ticks after the strong one on the 66A/66B when it successfully hits and the opponent doesn't fall to the ground instantly right after the hit.
-The air dash effect during Sexy Teleport and Super Sexy Teleport is layered behind her (Noticable when used close to the wall).
-How Carless is a typo in the movelist.png.

Es:
-The 6620 jC Crest effect seems to be layered behind her, but is in front when she touches the ground.
-The hitspark and guard spark on the 2nd hit of jC, 2B and Type: Slasher "Gawain" is misaligned when it hits the opponent in the air.
-Type: Assaulter "Erec" doesn't have the X on the opponent's Burst icon appear right away if it successfully catches them before the hit.
-The ground version of Type: Slasher "Griflet"'s follow up doesn't have increased cornerpush on the last hit.
-The 2nd hit of Type: Slasher "Gallahad" doesn't have envshake during the vignette effect.

Samus:
-The 11th png in the Palettes folder is a typo as Chief is spelled "Cheif."
-The 2nd swish of plays after it hits the opponent when the 7th frame connects.
-It's possible to rapid cancel Grapple Beam when the opponent hits the ground without it doing damage.

Kokonoe:
-There's a duplicate of the 1023 Bunker Blast animation in the AIR file.
-Jamming Dark V.165 has an extra normal ground shockwave when the opponent hits the ground instead of just the strong one only.

Tager:
-Charged 5B can go though the opponent depending on how thin their hitbox are.
-The hitspark and guard spark on 5BB is misaligned when it hits the opponent in the air.

Yumi:
-Her palettes aren't on the start of the SFF (They start at 9/156).

Adachi:
-His palettes aren't on the start of the SFF (They start at 85/190).

Blitztank:
-His palettes aren't on the start of the SFF (They start at 10/121).

Yukiko:
-Her crouching animation has the same hitbox size as her standing animation.
-5B, jB and 2B have the wrong attribute flag since they are not specials and don't chip (S instead of V).
-2B should be air unblockable.
-Two frames of 2B's animation only covers the bottom of her legs.

Jin:
-The super spark is layered in front of the Astral Cut In (Vs. Ragna) when used on P2 side (I just realized he has a special one for Ragna exclusively and it was fixed years ago for the normal Cut In only).

Bisclavret:
-Her Burst icon is still full instead of empty when Double Hammer Destruction successfully connects, but goes into Overheat before it transitions to the cinematic.

Charlotte:
-Her Match Win animation is bugged as it causes an in state 182: tried to use relative pos of non-existent p2 debug error upon startup and expression truncated to integer debug errors for each knife that gets placed down on the ground.
-5B, 5BB and 2B have the wrong attribute flag since they are not specials (S instead of V).
-2B should be air unblockable.
-The hitspark and guard spark on the 1st hit of Kasekuchen is misaligned as it's way too low on the floor and should be the same position as when the cake explodes.
-The 1151 effect on Kasekuchen continues playing instead of staying frozen during the finish animation.

Mitsuru:
-Her Burst icon is still full instead of empty when Niflheim successfully connects.

Hilda:
-She can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears.
-The black portal effect on the Astral Heat Win animation is layered behind her before she touches the ground.

Shana:
-Her Burst icon is still full instead of empty when Kessen Ougi successfully connects.

King K. Rool:
-He can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears (The white BG will stay stuck as well until the round ends).

Merkava:
-The first frame of his jumping animation doesn't have a blue hitbox.

Joker:
-Both his 1.1 and 1.0 SFFs are missing palette (1,9).

The last one is mostly I went back to make sure you aren't missing a single palette with the other characters. While I checked, a few had the organization of the palettes differently. I also have an copy abilities list for Kirby, but I will push that to later and don't have anything on him at the moment.

Some characters' astral heats don't go into the cinematic right away before transitioning. I looked again and the Burst icon actually goes 0 right when it successfully connects for everyone. So Mitsuru and Shana are bugged as they have an advantage over the others because they can use Ultra Burst right away on the next round. Bisclavret doesn't either, but should be empty instead of going into overheat in the middle of it.

Edit: Ok, I like to report another update. As it turns out after looking more in detail, some characters do go make their Burst icon empty upon contact while some doesn't. That's why the Burst icon should be hidden while the Astral Heat is active, so you don't see that sudden change happening. Here are those that are affected:
-Ruby, Mika, Mai, Azrael, Waldstein, Kuroko, Yu, Yumi, Adachi, Akatsuki, Blitztank, Saya, Issac, Nanase, Yukiko, Jin, Lambda-11, Hilda, Pistrix & Merkava

For those not mentioned, it's possible it may occur for them too but theirs are much easier to hide that from happening because they instantly transition to the cinematic from the successful hit while the others I did mention don't right away. I only started noticing this when Bisclavret doesn't, but goes into Overheat before the cinematic occurs while Mitsuru and Shana still gets a full Burst on the next round. So I'm curious if this was something you overlooked. I'm thinking it might be since none of the Blender characters doesn't and was still empty on their Astral Heat Win animation.

Edit three weeks later as I missed something on Waldstein and didn't realize it as I've been busy with other things.
I will still do detail and aesthetic feedback for the rest.
Last Edit: January 09, 2024, 03:59:46 pm by ZolidSone
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1413  December 09, 2023, 09:33:47 am
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Good afternoon.
I would like to thank you for your work.
A huge amount of work and a great roster.
Thanks to you, mugen is difficult to distinguish from a commercial project.
A large number of well-made characters, balanced and taken from different universes.
In fact, this also applies to a guy named Ichida, and it's not entirely fair not to mention him. I just wouldn’t want to spam and duplicate this message in 2 topics. Ichida, if you're reading this, you're just as awesome.
I just wanted to say thank you for your work.
Also, I had a few questions.
Of course these are not requests.
Jin Kisaragi and Vlov, my favorite characters, thank you for them.
https://youtu.be/Y-VR-BGn_YA?t=460
(this is time-stamped, but for some reason I can't paste it correctly, so I left the link.)
Will there be an update for Jin someday? I mean will this movement be added? or will it conflict with your style regarding the number of hyper attacks?
And the second question: the announcement of the character Kuon was recently released.

The character is not yet in the game, nor is the sprite rip, accordingly. It will be added in January. Do any of you have plans for it?
thanks again for your work.
Last Edit: December 09, 2023, 09:40:15 am by 666roru
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1414  December 10, 2023, 10:16:50 pm
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Good Afternoon
Your characters are awesome love your characters
Every character is very awesome thank you for making joker my favorite persona character.
Can you please tell me name of your screen pack or give me link can't find it anywhere.
and which version are you using Mugen or ikemen go
Last Edit: December 11, 2023, 07:36:15 am by xuly232
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1415  December 11, 2023, 01:48:34 am
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Good Afternoon
Your characters are awesome make more character from anime like Sukuna or Yuji Itadori
and please tell me name of your screen pack or give me link can't find it anywhere.
and which version are you using Mugen or ikemen go

Do not ask for content to be created!
If what you want doesn't exist, asking others to make it for you is not the way to go. If you want something done, do it yourself.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1416  January 01, 2024, 07:02:40 pm
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Hey, hope you had a great Christmas and New Year! Just wanted to ask if Joker had AI implemented as he came out after your first batch so I was just curious if that would be a thing with new characters like when you initially introduced the EXA mechanics.
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1417  January 01, 2024, 07:42:27 pm
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There is an AI patch for him created by Holn. 
Re: [OHMSBY Thread]: Joker Released (10/31/23)
#1418  January 01, 2024, 10:56:52 pm
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Real reason I'm Called "Dude" Cuz I watched Regular Show WOOOOOOAHH
Last Edit: January 01, 2024, 11:14:09 pm by Dude01
Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1419  January 23, 2024, 03:28:42 am
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Hoo boy, I ended up doing way more than I initially planned for this batch of AI scaling updates. This batch includes 45 character updates:

Quote
-The following characters have been updated with AI scaling and other minor fixes:
Spoiler: Its a long list (click to see content)

At this rate, everyone should have AI scaling before the next character after Waddle Dee releases. I'm also thinking about possibly making an alternate config file for each of the boss characters where certain editable values change according to the AI level.


Just wanted to ask if Joker had AI implemented as he came out after your first batch so I was just curious if that would be a thing with new characters like when you initially introduced the EXA mechanics.

If you're talking about the AI Scaling, then Joker already has that.
Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1420  January 23, 2024, 05:41:39 am
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This is awesome! I love your characters, but their AI is beast level and I always make them bosses. With AI scaling I can spread them out through arcade mode!