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[Tornillo Thread]: Zeta and Black Battler Released (8/7/2024) (Read 1357280 times)

Started by TornilloOxidado, January 07, 2023, 12:52:31 am
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Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#281  May 19, 2024, 04:47:57 am
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Fixed an error on Izayoi's time up anim that was using non existent sprites.
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#282  May 19, 2024, 06:05:08 am
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Fixed minor misalignment on head.pos and mid.pos values.
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#283  May 19, 2024, 01:06:43 pm
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Hey TornilloOxidado,
I notice that your Artoria Pendragon blade is using the wrong blade color so i fixed it
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#284  May 20, 2024, 06:05:25 am
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  • DerRedstar
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After a gaming session in BBTAG, i had to update Izayoi again as i forgot some important details about her special attacks.
So please update the character again.

Quote
-Mirage Thruster EX now can be used after Valkyrie Astraea on contact.
-Sonic Saber B startup is a bit faster.
-Mirage Thruster EX (Air) turn and ctrlset corrected.
-AI will now use EXA after 5AA instead of 5AAA.
-Hitbox on 5BB resized.

Hey TornilloOxidado,
I notice that your Artoria Pendragon blade is using the wrong blade color so i fixed it

Thanks, added to the recent update.
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#285  May 24, 2024, 06:51:07 am
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  • DerRedstar
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Another update for Izayoi, this is actually her 8th update in the week.
Quote
-English Voice released, available in Addons section,
-Deleted leftovers on her default voice (japan).
-Added missing bits explods on her air grab attempt.
-Air Throw reworked.
-Some AI adjustements and fixes.
-Movelist.dat by dreadedpotato
-5B hitbox resized a bit.

Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#286  May 31, 2024, 03:35:44 pm
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Since the forum is back, here's an update i did for Battler while the forum was ded for those unaware.

Quote
25/5/2024
Battler Ushiromiya

-4A is a bit slower.
-Fixed special intro against his family members: Jessica Ushiromiya, George Ushiromiya, Ange Ushiromiya and EVA BEATRICE.
-5B will not cause fall on ground anymore.
-Reduced the damage on Rapturing Sommelier Time.
-Fixed huge error about the character playing the wrong special voicelines and anims in turns mode where his detection variables were bugging out, so instead of:

trigger1 = p2name = "Erika Furudo" || p2name = "Furudo_Erika" ||  p2name = "Kokonoe"

trigger2 = p2name = "Bisclavret" || p2name = "Noel Vermillion"

....

now it's:

trigger1 = p2name = "Erika Furudo"

trigger2 = p2name = "Kokonoe"

trigger3 = p2name = "Noel Vermillion"

trigger4 = p2name = "Bisclavret"


I spent a lot of time with the triggers as i literally rewrite more than 200 triggers one by one
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#287  June 02, 2024, 02:17:02 am
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Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#288  June 02, 2024, 03:23:53 am
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MANY THANKS!!!
I'll apply it for the next update, thanks again!
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#289  June 05, 2024, 04:04:53 am
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Quote
4/6/2024
Bang Shishigami
-j.C will not cause fall on ground anymore.
-2A hitbox and startup reduced.
-Reduced fall.recover advantage when j2C is used.
-Player 2 now can recover after being hit by Blast Pulverizing Jutsu.
-Fixed error where the AI could use Distortion Drives even when the enemy is already dead.
-Fixed a couple of errors in Bang's Umbrella nails.
-Fixed gethit animations to the correct order: 5000,0 -> 5000,10 -> 5000,20
(ex. for  Get Hit H it was incorrectly 5000,20 -> 5000,10 -> 5000,  instead of 5000,0 -> 5000,10 -> 5000,20)
This is a common error i commited for my recent characters, i'll be fixing it in the next days.
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#290  June 10, 2024, 05:08:45 am
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Here's some notes about my incoming character Tomoka Minato:

For those unaware, she features a special custom state where she turns the player 2 into a basketball and throws them off.
Just like OHMSBY's Faust, Powered Ciel and the newcomer Kiryu Coco, if you want for your character to being compatible with this custom state you should add a sprite like this, in the group 9900, make sure it shares the same resolution 61x64 and of course make sure it looks like indeed a ball.
For the characters who doesn't have this custom sprite it will use their small portrait instead. (9000,0)

Here's the code below (In the character's AIR file):
Code:
[Begin Action 9689]
Clsn2: 1
  Clsn2[0] = -26, -28, 29, 30
9900,0, 0,0, -1

All the credits go to Infantry00, as he allowed me to use his custom state/animation. This also means that for the custom sprites the people make for this state will be compatible with both versions of Tomoka.



We ball.
Last Edit: June 10, 2024, 05:18:00 am by TornilloOxidado
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#291  June 12, 2024, 08:22:10 pm
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Hey TornilloOxidado
I made some custom Balls if you want to add them to your characters
Spoiler: Balls (click to see content)
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#292  June 12, 2024, 09:37:27 pm
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Hey TornilloOxidado
I made some custom Balls if you want to add them to your characters
Spoiler: Balls (click to see content)

Nice balls dude!, i will definitely use them in the future, do you have planned to do that for every other ohmstile character? Just curious.
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#293  June 12, 2024, 10:45:36 pm
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do you have planned to do that for every other ohmstile character? Just curious.
unlike powered ciel guillotine super this is much simpler and easier to make
so the plan is make all your characters first (since you are the one making tomoka)
then i'll make everyone else or till i lost motivation on making them
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#294  June 13, 2024, 05:13:29 am
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  • DerRedstar
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unlike powered ciel guillotine super this is much simpler and easier to make
so the plan is make all your characters first (since you are the one making tomoka)
then i'll make everyone else or till i lost motivation on making them

I see, thanks for explaining it.
Please do not lose your motivation haha, seriously these look so really cute.

Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#295  June 21, 2024, 01:01:49 pm
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Have some more ballz
Spoiler, click to toggle visibilty
Let me know if there is an error
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#296  June 22, 2024, 03:56:46 pm
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3 Characters Updated (24/6/2024)
#297  June 24, 2024, 10:49:42 pm
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I was supposed to bring 10+ characters update but i got tired so..
It's been weeks since i started updating Ryo but i just finished with him today as i'm busy irl.
But i priorized the most important ones for today.
I hope you like reading because you're about to read The Bible 2.

Quote
8/6/2024
Ryo Sakazaki
-All aesthetic errors pointed by ZolidSone were fixed.
-All his sprites are now cropped.
-Fixed error where the 11th hit of Ryuuko Ranbu could be rapid canceled (now only the final hit can be RC).
-Fixed helper3080 debug error.
-Fixed 1007 invalid action debug error during Dead Angle Attack.
-All fall recoveries from his EX special attacks were totally reduced in order to prevent him to make extremely long combos, in order of this change, his damage output in general was increased.
-Life reduced from 1150 to 1100.
-Some hitboxes were resized (j.A, j.B, Ground and Air Throw attempt).
-2A now causes fall when enemy's in the air.
-Damage Scaling float variables were adjusted.
-Fixed error where j.C didn't caused hitpause correctly on ground, putting Ryo in certain disadvantage.
-Jump velocity reduced from -9 to -8.
-Added custom meme state for OHMSBY's Kiryu Coco.
-Jodanuke it's now vulnerable to throws.
-Added chip damage during Jodanuke.
-Some AI changes, and fixed AI scaling.
-Fixed common.cns.
-Ryo is now fully invincible if Zanretsuken hits succesfully.
-Super Cancel Mechanic added: Ryuuko Ranbu to Haoh Shokou Ken
Cancelable during the first hit in the final part of Ryuuko Ranbu attack, at consecuence of this, the hitpause of the first hit has been increased to have more time to react.
When the SC is succesfull, Ryo will blink and also will do an additional attack that will push the enemy to the wall, and then will perform Haoh Shokou Ken.
*SC Distortion Drives does not give Bonus during NOY.
Video example: https://streamable.com/dy0196

24/6/2024
Shovel Knight
-Aesthetic errors pointed by ZolidSone fixed.
-Added Ball custom state for Tomoka Minato. (Anim 9689; sprite 9900,0), thanks to Mid117 for the effort.
-Added meme custom state for OHMSBY's Kiryu Coco.
-Burst animation, jB and jC normals changed to ZolidSone's Shovel Knight.
-Fixed no root error during 66B, and the hitbox it's now bigger.
-Fixed air throw RC error.
-Fall recovery times were adjusted in all versions of Charge Handle.
-Fixed error where force breaks gained power on hit.
-There is now EnvShake during War Horn.
-Charge Handle A pushes further.
-All charged versions of Charge Handle now reflects projectiles for frames 3 to 5 instead of just frame 5.
-Charge Handle and Propeller Dagger now does chip damage.
-Fixed errors where all versions of charged Charge Handle and EX Propeller Dagger didn't hit Boss type enemies.
-Fixed error where he can running grab when the p2 is in liedown state.
-Fixed invalid action 1406 during EXA.
-Fixed common.cns
-Palette 11 was replaced by Minamoto No Tametomo (Fate/Grand Order) palette, made by Mid117.

Spoiler: We Ball (click to see content)

24/6/2024
Battler Ushiromiya
-Fixed error where he could use Elegant Blue Raid with less than 1000 power.
-Fixed error about his default voiceline during Rapturing Sommelier Time didn't played at all.
-Blue Raid has been separated into three versions. (the three versions have the exact same animation and damage, but the velocity changes depending on the button pressed).
-Damage and recovery values of Blue Raid and Blue Blow changed.
-More voicelines for Battler's Rapturing Sommelier Time:

Female:
-Medusa
-Mysterious Heroine X
-Pekora Usada
-Ayame Nakiri
-Kaguya Jinguu
-White Len
-Vatista

Male:
-Kuon
-Eustace
-Bridget
-Vergil Sparda
-Dante Sparda
-Sanada Yukimura
-Oda Nobunaga

Misc
-Updated planned characters section.
-Added Buy Me a Coffee link in External Sites.

I also updated the links for Battler, Shovel Knight and Ryo, now the future updates and releases will be uploaded in another Drive account to have the files more organized, all this time i have everything in my main Google account and sometimes i ran out of space so dedicating an account to exclusive MUGEN uploads will help me a lot.

And here is some good news (for me at least)
I managed to sell a character commission, i know i said i will open the slots after B.Battler release but there was a person who wanted to commission me already so i decided to accept it.
There will be more details about the commissioned character in the future, i also will open another slot for those who want.


Have some more ballz
Spoiler, click to toggle visibilty
Let me know if there is an error

These are really adorable! Thanks!


Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#298  June 25, 2024, 06:29:47 am
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Hey, it's been a while. I haven't posted in the thread for a while as I've been quite busy myself. But I'm glad stuff from my Shovel Knight helped you with yours. I have some free time right now so I'll test him first (The forum is having some problems, so I'll get to the others much later):
-The Run Stop animation needs to be sped up a little bit (There's too many frames on it and leaves him wide open).
-The random item during the taunt is layered in front of the opponent if they perform a dodge close to it (I realized this later on mine and probably need to lower sprpriority for the treasure box and item by another -1).
-The hitspark and guard spark of 5C is misaligned when used very close to the opponent.
-There is still a normal shockwave leftover during 5BB.
-If you look carefully in detail, his sprites on his 5BB cuts off a little bit on his back foot (I had to fix this manually a while back so I wouldn't be surprised if you didn't notice it).
-His air dash speed should be slightly nerfed (His armor looks bulky which would make him slower, I dropped the speed on mine by 1).
-If you try any of the moves that wall bounces, then an air throw right after, it may not hit and can cause the opponent to get stuck (It's because the snap on the air throw will grab wherever the opponent's position is in if it connects).
-The air throw could use a different animation (I personally use the one that you used for air Charge Handle since it's not a move used in source).
-The strong swish sound plays twice on the air version of Charge Handle.
-The aura during his Ultra Burst and when he reached NOY is not properly sized to his new scaling.
-The super spark during his Distortion Drives are misaligned when he uses them.
-I feel like the 5AAAA, 66A, running throw and Dead Angle Attack animation is overused (I think it's best for the Dead Angle Attack for me, but you probably should use different ones for variation).
-The hitspark and guard spark on 66A is slightly misaligned.
-The Dead Angle Attack uses a strong slash sound instead of a punch one (I suggest you to change it to mine as I notice the amount of frames in the animation is slower and the opponent has a chance of blocking it).
-Performing Trench Blade really close to the opponent will make most of his projectile miss completely.
-The hitspark and guard spark of Hail the Troupple King! is misaligned when it hits the opponent in the air.
-The NOY sound doesn't play when the air version of War Horn was used when Not Over Yet is active.
-The animation on Hail the Troupple King! disappears before it reaches the other side of the screen.
-The Burst icon depletes before he touches the ground and returns to his standing animation on the NOY version of Treasure Opening.
-There is no strong ground shockwave when the opponent hits the ground from the NOY version of Treasure Opening.
-A suggestion, but you should shuffle the layering with the characters in Showdown (But in the end, leave Shovel Knight behind the opponent and Black Knight in the front so it looks like it pierced the opponent from both sides).
-The last hit of Showdown could use a vignette effect at the end.

Back when I tested Resentone's latest characters for him, I also discovered an error where Negative Penalty Warning message will start to flicker when the match has reached a Time Out. I also think you should replace all the palettes ParadoxPunk made from Mid117 instead of just one of them. You're not using all of them like I am and Mid117 made more than enough so you'll don't have to use the source palettes anymore.
I will still do detail and aesthetic feedback for the rest.
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#299  June 26, 2024, 10:46:52 pm
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Umm Tornillo, Izayoi's Astral is not Mirrored.
Re: [Tornillo Thread]: Izayoi Released (18/5/2024)
#300  June 27, 2024, 01:06:02 am
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Umm Tornillo, Izayoi's Astral is not Mirrored.


Sheesh, that's an IKEMEN only error, istg i hate that engine.

Either way i had to rewrite the code a bit and i hope it works now, tried in 0.99.


Quote
26/6/2024
Izayoi
-Added custom Ball state for Tomoka Minato, thanks to Mid117.
-Added a extra targetstate for Izayoi's Dies Irae where the enemy will now recover after the end of the sequence. (LV1 only)
-Added an extra hitbox on Crusade Seraphim Alpha.