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Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007 (Read 15543 times)

Started by 【MFG】gui0007, June 19, 2020, 01:10:24 am
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Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#1  June 19, 2020, 01:10:24 am
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PREVIEW


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INFO
The powerful brawler and waifu from Streets of Rage franchise finally gains a proper version in POTS Style! Here's Blaze Fielding by Rhythmical/Rhythmness and me.

Rhyth started on Blaze but decided to stop and provide a Beta version cause Rhyth now is working on other stuff. So i decided to continue with her, doing the necessary additions, fixes and tweaks. Even that Rhyth wanted to add some more stuff on Blaze, i can say that now she's complete, playable and i hope you all enjoy to play with her. :)

All details and movelist in the "Read me!.txt" and of course feedbacks are very welcome.
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#2  June 19, 2020, 01:30:29 am
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Only real issue for me is that Embukyaku won't come out even though I'm doing the set command (B, D, DB, k).
But hopefully "RELEASE #2" is another goodie.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#3  June 19, 2020, 01:37:27 am
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Editing very well done, but there is still a throw with kicks and two golpers that do not have an EX version which are the command throw and the flip kick. And he also has no ai-pach and makes her charge the bar during an entire fight!
Não crio nenhum char apenas os baixo e faço pequenas modificações para os mugen's que eu posso e o meu estilo favorito de char são o POTS ( Phantom of the server) e INFINITE.
Last Edit: June 19, 2020, 02:00:24 am by Rtrindade
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#4  June 19, 2020, 02:16:56 am
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Hype! Thanks for the release you guys seems to have done a great job!
Finally a possible stable complete version.
I will give it a try!

EDTIT : after trying her very fast. (it's a bit late right now... need to sleep)
I can say the result is pretty good. but she can have some fixes.

I would suggest her 3MAX super move to continue only if the starter contacts/hits.
Last Edit: June 19, 2020, 03:01:46 am by Nedflandeurse
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#5  June 19, 2020, 08:06:29 pm
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niiiiiice. i'm pleasantly surprised my R.O.K brother  :8):
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Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#6  June 20, 2020, 01:20:25 am
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Feedback:
-Time to get serious intro is still bugged as she falls on the floor when she jumps and lands on the ground normally.
-The afterimages when she dodges are gone during MAX mode.
-There is no sliding dust and sound effect at the end of Sliding Wave.
-There is no sliding dust at the cancel or miss of Blaze Strike.
-Vertical Slash uses a projectile hit sound instead of a heavy punch one.
-The sword swing sound is missing during EX Knife Uppercut.
-The 1st hit of Sliding Wave is not a heavy kick hit sound (But the Flip Kick does).
-EX Kikou Shou doesn't knock the opponent to the ground (But the HP version does).
-Street Combo is missing the jump sound on the beginning and the last jump, landing effect and sound when she touches the ground the first time and a lot of swing sounds per punch and kick.
-A suggestion, but Back Off is better off as a kick throw instead of a special move (That way, you're not limited to the opponent's side).

Along with the other feedback, please take a look at these as well.
I will still do detail and aesthetic feedback for the rest.
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#7  June 20, 2020, 02:06:32 am
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-A suggestion, but Back Off is better off as a kick throw instead of a special move (That way, you're not limited to the opponent's side).

I believe that's the point because you can follow-up with at least Light Normals which a normal throw wouldn't allow.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#8  June 21, 2020, 04:14:50 pm
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she can get stuck floating when her lvl3 is interrupted while midair.
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#9  July 05, 2020, 01:11:59 pm
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  • A.K.A. NED
  • I like to draw fighting game characters...
Feedback:
-Time to get serious intro is still bugged as she falls on the floor when she jumps and lands on the ground normally.
-The afterimages when she dodges are gone during MAX mode.
-There is no sliding dust and sound effect at the end of Sliding Wave.
-There is no sliding dust at the cancel or miss of Blaze Strike.
-Vertical Slash uses a projectile hit sound instead of a heavy punch one.
-The sword swing sound is missing during EX Knife Uppercut.
-The 1st hit of Sliding Wave is not a heavy kick hit sound (But the Flip Kick does).
-EX Kikou Shou doesn't knock the opponent to the ground (But the HP version does).
-Street Combo is missing the jump sound on the beginning and the last jump, landing effect and sound when she touches the ground the first time and a lot of swing sounds per punch and kick.
-A suggestion, but Back Off is better off as a kick throw instead of a special move (That way, you're not limited to the opponent's side).

Along with the other feedback, please take a look at these as well.

Basically THIS... yes.

Beside of the Back off move this is OK to me a a special move.
Perhaps have a EX version with different properties and making her giving more knees before the slap.

Also I still cannot find a way to make the reverse dragon punch + K motion for Embukyaku;
Is there a chance this can be fixed?

For her command move hop kick, is it common to have such a move as a knockdown one? In POTS style (just asking)

For her  Blaze Strike followups :
- Vertical Slash can be overhead ?
- Slide Kick can be a move to block crouch only ?
(Just asking if it's usual or not)

For the intro bug, I can give you a patch of what I did to fix it in my own "cancelled" version of Blaze. Just tell me.
Last Edit: July 05, 2020, 01:21:37 pm by Nedflandeurse
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#10  July 05, 2020, 06:51:31 pm
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Thanks everyone for the feedbacks and support. :)
I'll take a look if i can handle to do the fixes on Blaze.

For the intro bug, I can give you a patch of what I did to fix it in my own "cancelled" version of Blaze. Just tell me.

Sure Ned!
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#11  July 05, 2020, 08:46:39 pm
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Thanks everyone for the feedbacks and support. :)
I'll take a look if i can handle to do the fixes on Blaze.

For the intro bug, I can give you a patch of what I did to fix it in my own "cancelled" version of Blaze. Just tell me.

Sure Ned!

After some backup is created you can try overwriting these and see the result.


in air file : action 190
(not sure if this one is needed, but I fixed the delay to make it look better)

Code:
[Begin Action 190]
190,0, 0,0, 5
190,1, 0,0, 5
190,2, 0,0, 5
190,3, 0,0, 60
190,4, 0,0, 5
190,5, 0,0, 5
190,6, 0,0, 5
190,7, 0,0, 5
190,8, 0,0, 5
190,9, 0,0, 2
190,10, 0,0, 2
190,11, 0,0, 2
190,12, 0,0, 5
190,13, 0,0, 4;2
190,14, 0,0, -1



in cns file: statedef 191 and 194
(the stucture of coding is a bit different because I did it over the version before Rhytmical made his own)
But It works.
Code:
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S64,0
volume = 255
channel = 5
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = 0
y = -6;-9

[State 190, Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 10190
ID = 10190
pos = -40,-110
postype = p1
vel = -5,-7
accel = 0,.5
removetime = 30
scale = 1,1
sprpriority = 1
ownpal = 1

[State 190, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S9,0
volumescale = 100
channel = 1

[State 190, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 13
statetype = A
physics = N

[State 0, Gravity]
type = Gravity
;trigger1 = time > 132
trigger1 = AnimElemTime(13) > 0
;ignorehitpause =
;persistent =


[State 105, end]
type = ChangeState
;triggerall = time > 162
triggerall = AnimElemTime(14) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 194


;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 194]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#12  July 05, 2020, 09:23:50 pm
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Gotta check this. Thanks Ned! :)
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#13  July 06, 2020, 12:43:05 am
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  • A.K.A. NED
  • I like to draw fighting game characters...
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#14  July 06, 2020, 01:41:45 am
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So is she updated. Just asking.
Re: Blaze Fielding (POTS/DivineWolf Style) by Rhythmness & gui0007
#15  July 06, 2020, 04:13:45 am
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