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[OHMSBY Thread]: Kiryu Coco Released (09/15/24) (Read 7378718 times)

Started by OHMSBY, August 09, 2020, 05:26:17 am
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Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1421  January 23, 2024, 10:04:40 am
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Funny enough, I was ready to suggest all the current DLC characters in the Versus Rising roadmap to be added in Kirby's Copy Ability list, but it seems you took care of that already.
I dunno what to put here for a signature.
Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1422  January 23, 2024, 01:30:37 pm
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Wait that is Versus Rising roadmap
That is Granblue Fantasy Versus Rising
https://discord.com/invite/vrcS6k7yWz

I Hate R-Bismut NSFW Artist
Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1423  January 23, 2024, 01:51:22 pm
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aoko aozaki
DA Noel
bowser
kirito
akame
byleth
sol badguy
powered ciel
ridley
asuna
Maid taiga
shadow yu
dark metal knight

did them receive AI SCALE PATCH?

and quote ai need update,his ai not combo much just dodging much

also can my jap voicepatch add on your wedsite?
lambda 11
shadow yu
joker
Last Edit: January 23, 2024, 02:32:47 pm by jacky28
Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1424  January 24, 2024, 07:36:26 pm
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OMG I've been refreshing this page so much to be greeted with a 45 character update i'm at a loss of words
Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1425  February 01, 2024, 10:09:19 am
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I'd been working on putting together an Ikemen build with your characters as well as those made by others who've used your style for some friends up until recently, but the idea fell through due to lack of interest. I've already made an in-game movelist for every character though, so I figured I should give them a solid coat of paint and put them out for the general public as opposed to letting them rot on my laptop. They aren't actually ready to go yet, as I'm in the process of updating them all to fix some terminology and formatting errors. To get to the point, I'd like to ask you for feedback on how they look at the moment before I get too invested in changing them all. I'm hoping that they can be incorporated into the official release versions of each character once they're all done, as each individual movelist is less than 5kb in size and each character's .def file only needs one new line for the engine to find their movelist.

Here's a folder with a set of 6 images showing a little bit of what I've got at the moment; 3 for Adachi and 3 for Carmine.
https://www.mediafire.com/folder/vedkd983qpay0/Movelist_WIP_Images

I have plenty more I could say about these since I've been at it for the better part of a year at this point, but I figure it'd be better to wait until you've actually seen them before I dump any more paragraphs on you. Please let me know what you think!
Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
#1426  February 02, 2024, 08:23:21 pm
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Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
#1427  February 11, 2024, 06:25:19 am
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Waddle Dee has been released.



Spoiler: More Screenshots (click to see content)

Get him here:
https://drive.google.com/file/d/1JMP838JE5gkkhKbOnlPA-3-V-JQ9zDLL/view?usp=drive_link

His 1.0 patch can be found here:
https://drive.google.com/file/d/1nq9ICpuFLU5eCqDMn3ia5XOyqo8ktWeI/view?usp=drive_link

Spoiler: Up Next (click to see content)

Have Fun.



Here's a folder with a set of 6 images showing a little bit of what I've got at the moment; 3 for Adachi and 3 for Carmine.
https://www.mediafire.com/folder/vedkd983qpay0/Movelist_WIP_Images

Just a couple of things that should be clarified, jump canceling is only being available during certain attacks and dodge rolls need to have a direction inputed at the same time as Y rather than being inputed after. Otherwise, these a pretty cool. I didn't even think it was actually possible to put in entire descriptions into Ikemen movelists.

I'm going to need to eventually update everyone anyway to have special state compatability with one of Coco's moves. So if all of your .dat files happen to be ready by then, perhaps I can include them.

Hey Ohmsby I fixed your Ruby Rose sprites color palette if you want to add it to your character

Nice. I'll have this included in her next update when I give her the special state compatability with Coco.
Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
#1428  February 11, 2024, 08:05:27 am
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Great work as usual!

Quote
Just a couple of things that should be clarified, jump canceling is only being available during certain attacks and dodge rolls need to have a direction inputed at the same time as Y rather than being inputed after.
At the moment I'm considering dropping the Jump Cancel part from the list since pinning down exactly which moves can actually be jump cancelled will be a ton of work, but I've fixed the Dodge Roll error and added the Ultra Dead Angle (which I only just realized was missing) while I was at it.

Quote
I'm going to need to eventually update everyone anyway to have special state compatability with one of Coco's moves. So if all of your .dat files happen to be ready by then, perhaps I can include them.
That shouldn't be a problem at all! I can get the movelists for all the characters who don't have their own unique mechanics done in maybe 15 minutes since I've already got all the actual commands done, so the lion's share of the work is going to be updating the Universal Mechanics and adapting the descriptions of Character-Specific Mechanics to (literally) fit into a movelist. Directly copy-pasting them isn't going to work as they'll just run right off the edge of the screen, so I have to make sure to format the explanations in each character's Read Me. Color coding moves and mechanics adds a bit more work to the pile since I have to accommodate for the fact that the hexcodes don't appear in-game, but I think it's worth it. To give an idea of what these look like under the hood, here's the current version of Dead Apostle Noel's movelist alongside an image of it in-game to compare and contrast.
https://www.mediafire.com/folder/ng6jx5arda0n2/DANoel
Incidentally, I use the character's own base palette when deciding what colors to use for the movelist. Dead Apostle Noel's uses the same hexcode purple as her spears for moves that set up Bells and the same hexcode red as the line on her spear for moves that ring the Bells. Adachi and Carmine's from my last post about this sample their colors from Magatsu-Izanagi and the Blood House respectively, but the difference was probably too subtle to make out at a glance.
Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
#1429  February 11, 2024, 07:09:43 pm
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Another winner. Here's what I found so far:

- If you steer j.C into a corner it takes a long time to turn around because of lingering velocity. I think he could break automatically
- 214A should probably cause high hit animation
- Charged 214B is safer than 214A (in addition to the other benefits), making the latter possibly not worth using. The A angle is a bit better but not that much
- EX Spear Throw spear could travel a tad slower so you can actually see it
- Spears can trade with fireballs and still travel to hit the enemy. Just checking if intentional because it's pretty strong
- If a spear trades with a fireball its trajectory will still be updated while it's in hitpause
- The Waddlecopter effects are a bit too bright so they don't feel three-dimensional
- In a stage with high tension the camera won't follow him during the intro
- The AI sometimes lingers in the parasol floating state to its detriment
- If you block the autocombo the AI will blow all its meter in rapid cancels
- Calls sounds 161,0 161,1 161,2 and 162,0 which don't exist (Ikemen debug)
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]: Waddle Dee Released (02/10/24)
#1430  February 13, 2024, 07:12:05 am
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Hi, not sure if this is the right place to ask, but I've been trying to make custom portraits for my mugen collection css, but when I load into the select screen a few of your characters vanish after a few seconds. so far it has happened with Joker, Bowser, Ridley, King Dedede, Waddle Dee, Marx, K Rool, Byleth and Pyra, is there a fix for this?

https://imgur.com/a/k9VSgfA example
Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
#1431  February 13, 2024, 11:17:21 am
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Hey, if you don't mind me asking. What's your Coco Kiryu's x and y scale? Asking you this so I can scale my hololive characters to yours.
Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1432  February 15, 2024, 03:30:29 am
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Waddle Dee has gotten an update according PotS' feedback:

Quote
- While floating, Waddle Dee's X velocity will now automatically be set 0 when he is all the way in the corner, allowing him to steer into the other direction more quickly.
- Ground 214A now throws a spear at a lower angle.
- Regular Thrown Spears now collide with other projectiles, EX Spears and Spears from a fully charged 214B will still pierce through other projectiles.
- Lowered the starting opacity on Waddlecopter's swish effects.
- Slight improvements to AI.
- Other Minor Bugfixes.




Love it. When have more ready, just send me a PM and I'll get them prepared for the next updates.


That is certainly strange, I've never heard of select portraits just disappearing like that. All the characters you've listed happen to use SFFv2 by default, so you can try applying their respective 1.0 patches to see if that makes a difference. Otherwise, I think you're better off either asking whoever made that screenpack or taking your question to the "M.U.G.E.N Configuration Help" sub-forum.


 1,1
Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1433  February 15, 2024, 03:01:40 pm
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Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1434  February 17, 2024, 07:19:18 am
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Quote
Love it. When have more ready, just send me a PM and I'll get them prepared for the next updates.
Checking in to say that all the movelists are done! I've gone ahead and DM'd you with more info as requested. For any readers who'd like to get their mits on the movelists right away, I've also started a thread in Resource Releases where you can go pick them up right now!
https://mugenguild.com/forum/topics/ikemen-only-command-lists-ohmsbystyled-characters-199070.msg2555738.html;topicseen#msg2555738
Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1435  February 25, 2024, 09:29:35 am
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There's a minor thing I noticed in the website, the (last updated) date for the character who got updated in january 22nd wasn't updated on the site.
Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1436  February 26, 2024, 05:34:48 am
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Got it fixed.
Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1437  February 29, 2024, 10:41:02 pm
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Last Edit: February 29, 2024, 10:45:41 pm by Mushypepito123
Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1438  March 05, 2024, 10:42:08 pm
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Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1439  March 06, 2024, 11:46:01 am
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Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
#1440  March 07, 2024, 01:48:26 am
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sorry for posting again as i notice a mistake i made
so i made a quick update on my Misaka sprite fix
(fixed the shading color on the uniform)
redownload it if you already did,

let me know if there is an error.