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[Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Read 819065 times)

Started by TornilloOxidado, January 07, 2023, 12:52:31 am
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Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
#241  February 29, 2024, 09:25:03 pm
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Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
#242  March 06, 2024, 11:48:06 am
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I had to redownload your Jin Kazama again and I've noticed that he has Ryo Sakazaki's palettes on his folder.
Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
#243  March 07, 2024, 05:09:20 pm
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I had to redownload your Jin Kazama again and I've noticed that he has Ryo Sakazaki's palettes on his folder.

I had to wake up from my grave.

I didn't really noticed that i left Ryo's palettes there, and why no one told me this sooner.
Anyway, i had planned to update everyone at the same time but now that doesn't matter i guess.

Quote
Jin Kazama
-Deleted Ryo Sakazaki leftovers.
-Mental Alertness no longer has invuln startup, however it now activates faster.
-Added custom state for OHMSBY's Kiryu Coco: "Shitpost Review"
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#244  March 11, 2024, 08:45:00 pm
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Nero Claudius and Yamaneko Arthur released.

Downloads
Nero Claudius: https://drive.google.com/file/d/14cjeOawBo-f4d_QJ_hlzfXfvq6pQ5Wvk/view?usp=sharing
Yamaneko Arthur: https://drive.google.com/file/d/1VMdIoE8GQOLd5DnrmcO8mPucn1pgw5Gv/view?usp=sharing

Spoiler: Coming Soon. (click to see content)

Quote
Noel Vermillion / Noel NOL
-Various bug fixes.
-SFF fixed thanks to Mid117.
-Added custom state for OHMSBY's Kiryu Coco: "Shitpost Review"
Spoiler, click to toggle visibilty

KNOWN ISSUES
-During Yamaneko's Astral winpose, there will be a litte long time before the "You Win" state appear, idk why's that but you can just CTRL+S to speed up the game during that phase.

See you in april, i have a lot of irl things to do. (The U is eating me alive)
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#245  March 12, 2024, 12:10:53 am
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I notice you forgot to apply my sprite patch for noel
(the green color are still there and the color palette hasn't flip)
` ̄|/ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄⠁

               __
              |\
                 \
            Clueless
https://mugenguild.com/forum/topics/mid117s-color-palettes-ohmsby-style-characters-and-others-authors--198737.0.html
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#246  March 12, 2024, 12:27:06 am
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I notice you forgot to apply my sprite patch for noel
(the green color are still there and the color palette hasn't flip)


Oops, blame FFS for that, fixed now, also i forgot to remove the Zip file in EXNoel folder before, now it's removed.

There is also an additional update for the two Noels
Quote
-Fixed error where Spring Raid was unblockable during guardstun.
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#247  March 12, 2024, 06:52:49 am
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nero's foward+s,taunt have weird sound the grab sound
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#248  March 12, 2024, 11:36:23 am
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Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#249  March 14, 2024, 01:38:54 pm
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Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#250  March 16, 2024, 06:35:17 pm
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Some feedback for both your new chars:

YAMANEKO:
- 5C startup is movetype I
- 5A is active for 9 frames. The move doesn't seem overpowered but that stuck out to me so I felt like pointing it out
- Air throw has no whiff sound/voice
- Debug errors: invalid actions 6400, 6155, 10012
- Debug errors: invalid sounds 700,1 and S500,8
- 5AAA shots don't quite line up with the gun angle
- 5AAA hit velocities make 5AAAA connect awkwardly. Also I get the feeling flipping those two attacks could make the chain look cooler
- 2C spark misaligned
- 5B can be air teched without an invalid combo message ever showing
- When getting hit, she falls back first but lands on her face
- Some Magic Cannon variations miss KFM at point blank
- Assault Bash is maybe too safe on block (+15)

NERO:
- 5C startup is movetype I
- Air throw has no whiff sound/voice
- Instant j.C might be too good of an overhead. Doesn't seem like you can get that much reward from it but it feels dirty, hehe
- 2C effect appears before she swings the sword
- Debug errors: invalid sounds 215,0 215,2 220,1 220,2 800,2 and S1105,0
- Shield seems to block anything at any height
- 236A effect is visibly cut at the edges
- Fountain of the Saint might be one of the strongest specials I've ever seen in this style
- Fountain of the Saint can't be rapid cancelled. Wonder if intentional
- 5AAAA can't be cancelled
- A common trend in your readmes is having the wrong DP motion (F,D,DF,F)
- Tres Fontaine Claudio hitbox is the opposite of its animation (fatter at the bottom and thinner at the top)
- The standing  throw teleports P2. Even outside the screen if you're in a corner

EDIT:
- Yamaneko 5C has a height restriction for some reason
- Nero's typhoon uses a player type helper, which is really unrecommended
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.
Last Edit: March 17, 2024, 10:53:47 am by PotS
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#251  March 24, 2024, 09:01:52 pm
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Quote
Bang Shishigami
-During his Astral Finish winpose, the lifebars now will be disabled.
-Added custom state for OHMSBY's Kiryu Coco meme status.
-Movelist.dat added (IKEMEN ONLY, thanks to dreadedpotato).

Terry Bogard
-Added custom state for OHMSBY's Kiryu Coco meme status.
-Fixed common.cns
-Movelist.dat added

Yamaneko Arthur
-5A is now 7 frames active instead of 9,  and longer recovery.
-Did some fixes.
-Movelist.dat added

- 5AAA hit velocities make 5AAAA connect awkwardly. Also I get the feeling flipping those two attacks could make the chain look cooler

Would you believe me if i told you that was one of the hardest things to "fix"?, because depending on the timing and the character 5AAAA can hit or miss entirely, her A chain is just exactly like original the Arcana Blood game (except of her 5A that i switched with 5B in this case), i just can't get the correct hit velocities because what i said earlier, i doubt if a custom state can work here too.

- When getting hit, she falls back first but lands on her face

That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)

- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?



And no update for Nero yet, i will dedicate an entire day just for her.
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#252  March 25, 2024, 04:36:05 pm
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- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?
Checking it again I think I meant the freeze and fire shots. Indeed, you could extend the hitbox in the first frame(s) of the projectiles. Or momentarily increase width so she pushes P2 in front of the gun. I personally try to use that for the minimum amount of frames necessary. Usually only 1 frame.
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: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#253  March 27, 2024, 11:38:10 pm
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Quote
Noel Vermillion / NOL uniform
-Fixed error where some of her gethit animations had missing frames.
-Fixed missing hurtbox in her air dodge animation.

Yamaneko Arthur
-Added width sctrl values in her Magic Cannon states.
-Increased hitboxes on her Elemental Bullets.
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#254  March 28, 2024, 04:25:37 pm
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That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)
Forgot to say but if you have sprites for both you could have her both landing on her back or face according to hit type. Check any decent KOF char. Not a big deal either way.
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: [Tornillo Thread]: Important Update for Kyo (29/3/24)
#255  March 29, 2024, 09:59:22 pm
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Here is an update that it should came out 69 years ago:

Quote
Baiken
-Fixed error where 2B and Youshijin were unblockable during guardstun.
-Removed Jam Kuradoberi voicelines that were left.
-Added custom state for OHMSBY's Kiryu Coco.
-Lifepoints were reduced from 1000 to 980.

Kyo Kusanagi and NESTS Kyo
-Fixed error where special canceling the backwards throw made him facing the opposite direction.
-Fixed error where 2B and Shiki Oniyaki were unblockable during guardstun.
-Fixed common.cns
-Added AI scaling.
-Changed the aesthetics in Shiki Kototsuki You
-Added a bit of more details in the special intro between them.
-Fixed error where Normal Kyo can't cancel his 2A three times unlike his EX version.
-A lot of hit velocities and fall recovery values where changed.
-Some hurtboxes were redid.
-Added custom state for OHMSBY's Kiryu Coco.

NORMAL KYO ONLY
-Ura 108 Shiki Orochinagi is now chargeable. (His animation now will be faster and faster before throwing the flames, it deals insane damage when fully charged.)
-Ura 108 Shiki Orochinagi is super cancelable into Crescent Slash Hyper Ver.
-The hitbox in Yamibarai was greatly reduced.
-Movelist.dat added

NESTS KYO ONLY
-R.E.D Kick fall recovery values changed.
-His regular damage output was increased.
-524 Shiki Kamukura isn't cancelable during 115 Shiki Dokugami anymore.
-Fixed error where the AI can use Saishu Kessen Ougi Mushiki without having power.

-NEW DISTORTION DRIVE: 123 Shiki Shaku En (D,DF,A/B command)
About this move:

->Only usable when 125 Shiki Nanase hits succesfully.
->This super move is from The King Of Fighters XI where the conditions to make this attack are the same.
->This makes him having 4 Distortion Drives in one character.

-Saishu Kessen Ougi Mushiki can be Super Canceled into 123 Shiki Shaku En.
-Movelist.dat wasn't added for this character, as his moveset was changed noticeably.
Last Edit: March 29, 2024, 10:09:04 pm by TornilloOxidado
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#256  March 29, 2024, 10:09:44 pm
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Real reason I'm Called "Dude" Cuz I watched Regular Show WOOOOOOAHH
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#257  March 30, 2024, 09:49:04 am
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Small error on your site but the year for Kyo and NESTS Kyo's last update is marked as 2023.
I dunno what to put here for a signature.
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#258  March 30, 2024, 10:29:47 am
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While you're in update mode you might want to take a look at Roa's idle. There's a duplicated frame causing an awkward pause. He's in need of a cropping also.
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#259  March 30, 2024, 03:00:37 pm
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Small error on your site but the year for Kyo and NESTS Kyo's last update is marked as 2023.

Sorry i forgot to turn off the Time Machine.

While you're in update mode you might want to take a look at Roa's idle. There's a duplicated frame causing an awkward pause. He's in need of a cropping also.

Fixed the idle anim part and oof about the cropping i should dedicate a day (or two) to reimport all the sprites but cropped, i'm aware i have this same issue with Ryo Sakazaki, my apologies.

Quote
Michael Roa Valdamjong
-Fixed common.cns
-Fixed idle animation
Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
#260  March 30, 2024, 10:57:24 pm
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Fighter factory has a crop all feature. Time varies based on pc specs, sprite size and number. Took less than 60 seconds on my dogshit pc to crop 1000+ skullgirls sprites and they dwarf anything else I've seen by a large margin.