YesNoOk
avatar

jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Read 269215 times)

Started by jaede_, February 02, 2022, 11:57:12 pm
Share this topic:
Re: jade_midori Character "Mega" Thread, Newest: Satsukong Updated
#21  September 14, 2022, 02:14:08 am
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
- I forgot to mention this on discord but you might want to recolor Satsukong's small portrait. The hair actually uses color that match the shoes and some of the skin tone are off too.

Code:
[Palette Keymap]
x = 13 ;Press button X to select palette 1, etc.

Fixed these two things as well as few others in an update that hopefully should be the ultimate update in terms of content and minor tidbits being all good. At least for now. Grab her and sneak around the changelist in the first post.
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Satsukong Updated
#22  September 15, 2022, 01:20:52 pm
  • ****
  • Osu!
  • Dragon Destiny Project
    • Brazil
Now I remembered you, I like your characters (especially Tamaki). lol
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated
#23  October 21, 2022, 10:17:24 pm
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Now I remembered you, I like your characters (especially Tamaki). lol

Thank you, I wanted to make Tamaki for the longest time, I'm fairly glad I could and that you like her.



I have updated Mi Oh. Update focuses on a few minor quality of life fixes, and a glaring infinite getting addressed. I had shelved this update because I got extremely busy from that day onward, but now that I have a bit of free time I could get myself to release it. Here's the changelist:

1.5 (10.08.2022):
   -Double Tomahawk?: Second hit was not juggle checked.
   -Ground Bounce Custom State: Uses a different hit anim when characters bounce up, this should make hitconfirms easier. (Expect this fix to be retroactively added to all characters)
   -Height raised to 80 pixels, corrected variable height in the air from 35 pixels from the bottom to 45 pixels from the bottom.
   -St. M: Startup decreased by a few frames, recovery increased by a few frames.
   -Karate Kick: Increased projectile invulnerability just a tiny bit for M and H versions.

I forgot to mention something important but Karate Kick's projectile invincibility had to be recoded so it would not leak into hitstates in case she got hit out of it.
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again)
#24  January 07, 2023, 04:35:49 am
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Well folks, I got bored and after playing a bit more skullgirls I realized the meter gain on these characters is a bit gungy. So I decided to tweak that a little more.

I realized it's not just something with my characters that can get out of hand, but more or less a problem with characters with long combos, so I updated Mi Oh to test run some changes related to meter dampening to get a little more input if I'm doing it more or less correctly and some other minor changes that hopefully compensate a little bit for that.

For reference, a full BnB starting from a jump-in was giving over 1000 meter, over time I found it to be un-acceptable. The changes now hopefully reduce it to an acceptable meter gain that hopefully can give you a discount if you have just enough whilist not being a completely free action. I also ensured that P2 gets more meter the lower the damage dampener so as to give them a comeback mechanic.

Mi Oh is the one that has this new mechanic applied, get her in the first post, the change list is as follows:

1.6 (07.01.2023):
   -Reworked meter gained by contact with moves:
      -On hit: P1 gains 70% of raw damage as meter, multiplied by damage dampener. // P2 gains 60% of raw damage as meter, plus extra based on the damage dampener.
      -On block: P1 gains 70% of half the raw damage. // P2 gains 60% of half the raw damage.
      -On startup: P1 will gain the base meter on whiff scaled by damage dampener.
   -Gex Karate Kick: Damage increased: 60 -> 80
   -Damage should now ignore engine's default Defencemulset always regardless of what happens.
   -During super-moves: Minimum Dampening decreased: 32% -> 36,25% to hopefully compensate for meter being slightly less free.
   -Burst! Mode: Freezes its timer during super moves.
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again)
#25  January 07, 2023, 09:27:00 am
  • ******
    • Portugal
    • network.mugenguild.com/pots/
Yeah it's easy to lose track of meter gain because characters are tested in training mode most of the time.

For P1, isn't that what happens by default if you leave getpower out? I'm not used to doing long combos, but on paper it sounds like P2 may receive so much meter that continuing a combo past a certain point becomes disadvantageous.
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: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again)
#26  January 07, 2023, 06:33:40 pm
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
For P1, isn't that what happens by default if you leave getpower out? I'm not used to doing long combos, but on paper it sounds like P2 may receive so much meter that continuing a combo past a certain point becomes disadvantageous.

Yeah, at first I thought getpower was doing all the work, but then I slowly realized that getpower does not take into account the attackmulset of my character :'). I did realize that it is probably going to end up like that with P2 recieving maybe too much meter, however I am willing to experiment with it and tweak it further depending if it gives them way too much on the long run, the formula is pretty much copypaste for P1 and P2 so there is that.
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh Updated (Again)
#27  February 05, 2023, 06:12:19 pm
  • ***
What happened with Rudy? He's not anymore in the first post.
Re: jade_midori Character "Mega" Thread, Newest: Patoelietoe Version Redux Released!
#28  March 31, 2023, 02:25:52 pm
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Updated one of my older touhou edits, the original Patoelietoe, always in the first post cooked up and ready to serve
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Patoelietoe Version Redux Released!
#29  April 01, 2023, 12:51:30 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
About damn time. Found some stuff:

- Neutral dash shortcut could do forward dash. At least that's how Marvel does it
- B shortcut doesn't work for Back 2 Ressupply. Also, since it's a shortcut for X+Y+Z, I think it could do just that. Meaning if you press B at anytime it's the same as pressing X+Y+Z. E.g. if you just press B while standing a normal move comes out. If you do QCF+B without meter, Fire(?)ball comes out, etc
- Rekka? always has a counter message. Not sure if intentional
- F + Z really has a way to mess with the camera. It's probably the custom states
- The fire particles on P2 make them hard to see
- You can still shoot grenades while frozen
- Get rid of this already fires grenades even if you don't have any?
- If the special power bar number changes while the screen is zoomed out, it will be misplaced
- The special bar in general has some trouble with zooming
- Slot machine minigame is pretty hard or I just suck. Or both
- P2 position during fatalities makes the camera zoom out. Messes up the finisher background

I really appreciate the Doom references and the piano intro, heh.
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: jade_midori Character "Mega" Thread, Newest: Patoelietoe Version Redux Released!
#30  April 01, 2023, 02:01:23 pm
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Hey PotS! I've recieved your input, let me go through it

- Neutral dash shortcut could do forward dash. At least that's how Marvel does it

That's a good suggestion, will do.

- B shortcut doesn't work for Back 2 Ressupply. Also, since it's a shortcut for X+Y+Z, I think it could do just that. Meaning if you press B at anytime it's the same as pressing X+Y+Z. E.g. if you just press B while standing a normal move comes out. If you do QCF+B without meter, Fire(?)ball comes out, etc

Come to think of it yeah, It would definitely be consistent, I'll take a look.

- Rekka? always has a counter message. Not sure if intentional

Yeah, it's part of a multi part move where she acquires the counter message and becomes 3d.

- F + Z really has a way to mess with the camera. It's probably the custom states

I might have been trigger happy about those screenbounds everywhere mostly through copypasta! I'll take a look.

- The fire particles on P2 make them hard to see

Oopsie lol, I'll shrink them and make them less vibrant.

- You can still shoot grenades while frozen
- Get rid of this already fires grenades even if you don't have any?

Lol yeah, the whole thought process behind the Scorch Shot flare is mostly what this update goes through:

So this update mostly centered about me adding stuff for the hell of it and the addition of these flares was very just slapped together, the regular flares are there to be obnoxious to both player 1 and player 2 and I realized that I didn't add a limit to when you can shoot them other than once per combo, this includes while you're being hit, while you're doing other moves, hell even before the game starts, I thought it was so funny I just left it that way. As for the DP move, that just also just a quickly slapped together way to make the move different as it is the only untouched move from the source character. I was gonna make them cost but then I thought, nah that wasn't ridiculous enough

- If the special power bar number changes while the screen is zoomed out, it will be misplaced
- The special bar in general has some trouble with zooming

Oh yeah, 1.0 does not have angled explods and it makes me a big sad. I still wanted to see if I could replicate this style of power bar in 1.0, so I just settled for helpers that try to track the screen, however it's not perfect as it moves with the camera cause it's not perfectly synced to adjust the position with camera speed.

- Slot machine minigame is pretty hard or I just suck. Or both

It's really hard, all 3 reels are on the same pattern and it's possible to get the galaxians back to back by exploiting it, but it's about the same speed as the game I based it on. Merely a flex move more than anything else lmao.

- P2 position during fatalities makes the camera zoom out. Messes up the finisher background

Same as the custom states thing, I'll look around

I really appreciate the Doom references and the piano intro, heh.

Thank you! I was super into Doom at the time when this was first made and I still am, which is why I had a blast making it. I will update her sometime soon mostly to polish the experience part (camera screws and command stuff). I had fun making her silly stuff even more extreme for april fools, so I hope she was worth at least a few chuckles. Thank you for your input once again!
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh, Osaka and Tamaki all updated
#31  July 30, 2023, 05:38:28 am
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Alright so, after a long period of inactivity I ended up playing MUGEN again, and to warm up I released a bunch of updates for 3 of my characters most representative of my dream game's system to make them feel a little better and to keep up with modern fighting game standards. I have updated Mi Oh, Tamaki and Osaka

Here's the changelists:
Spoiler: Osaka (click to see content)
Spoiler: Mi Oh (click to see content)
Spoiler: Tamaki (click to see content)

Links are on the first post.

PS: There's a fix I did not put in the readmes, but fall.defence_up bypass was wrongly coded in Mi Oh, it should now account for projectiles.
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh, Osaka and Tamaki all updated
#32  July 30, 2023, 05:10:48 pm
  • **
Any plans on giving Tamaki an AI somewhere in the future?
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh, Osaka and Tamaki all updated
#33  July 30, 2023, 10:21:55 pm
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Any plans on giving Tamaki an AI somewhere in the future?

That's a good question, I'm not really good at it but I may do that at some point myself if push comes to shove if anything to just bully people who blindly mash on wake up
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Mi Oh, Osaka and Tamaki all updated
#34  August 08, 2023, 03:51:50 am
  • ******
  • 90's Kawaii
  • :thinking:
    • Guatemala
Osaka, Patolitoe II and Satsukong still have the state 5030 bug in their common files.
Re: jade_midori Character "Mega" Thread, Newest: Lucifer Released!
#35  August 13, 2023, 04:10:59 am
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Osaka, Patolitoe II and Satsukong still have the state 5030 bug in their common files.

Duly noted, I will take care of that as I apply fixes to all of my stuff systematically as I have improved the base system once again.



On that note, I have released a new character, Lucifer from Umineko, When They Cry. Character on the first post!
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Lucifer Released!
#36  August 13, 2023, 01:44:51 pm
  • **
Now that is a welcome surprise for sure.
Re: jade_midori Character "Mega" Thread, Newest: Lucifer Minorly Updated
#37  August 16, 2023, 06:31:10 am
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
I'm glad you're happy with the surprise!

I had to update Lucifer very minorly, I noticed her effects in the BURST! Super had shadows so I fixed that, however there's no other fixes with her at the moment, as always first post.
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Lucifer Minorly Updated
#38  August 18, 2023, 07:46:24 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
Fun as always. Here's some stuff:

- Normal throw sprite layering seems wrong when she circles around P2
- Insignificant but this description in the readme is confusing: "B + B it's Back Plus B". I mean the description itself is clear, but you could probably use lower case for buttons (or numbers for directions)
- Butt Attack seems a bit stacked in terms of special properties. Overhead + Stagger + Forces stand
- Stagger property might look less static for P2 if you player their animations with a bit different timing
- On that note they should probably cause Light/Medium/Hard animation according to the normal that caused it. Or just Flat out Hard would make more sense than Light
- Rekkas require deliberately delaying the input because of the super cancel
- You went out of your way to make 236C less safe, but then 236C, 236A makes it much safer. I guess my point is that followup is too safe for a second rekka
- Something about the rekkas makes them feel slow. Not sure if hitpauses or animation timing of the followups
- Light and medium Magic Circle could have faster startup, i.e. spend less time teleporting
- Ground Stake of Pride being fully invulnerable feels like too much since she spends a long time in that dash. I want to punish her without having to block first
- I think it'd feel a bit better if the back dash was faster and it defaulted to doing nothing, with the attack coming out if you press anything
- Unpopular opinion maybe but air Stake of Pride hitboxes seem too good. You're kind of forced to block it, and then she's usually very safe after it
- I think Guard Cancel input could be simpler since you already have a sort of dedicated button for it
- Readme supers should be listed after specials and before system
- Air light and mediums feel flipped in terms of animations
- Death Drill does not mention the fact it has to be done in the air
- Wallsplat leaves P2 partially outside the screen
- Sounds 210,1 and 135,47 are called but don't exist. A few others too. Just let her AI fight in Ikemen for a bit and they'll show up as debug messages
- I'm not sure how to put it, but it feels like her 3rd Rekka allowing super cancels anywhere makes her a bit too straightforward
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: jade_midori Character "Mega" Thread, Newest: Lucifer Minorly Updated
#39  August 19, 2023, 12:16:06 am
  • ****
  • it's me
  • Bat's a Wrap.
    • Chile
    • koakoa@jabber.org
    • Skype - koakumadevil69
Thank you for the feedback PotS, here's my responses, I'll work on addressing them once I get some more free time.

- Normal throw sprite layering seems wrong when she circles around P2

I'll take a closer look at the game again, there is a chance I screwed something up here.

- Insignificant but this description in the readme is confusing: "B + B it's Back Plus B". I mean the description itself is clear, but you could probably use lower case for buttons (or numbers for directions)

You know while writing the readmes that thought came to my head sometimes, I think I may go and rewrite the readmes with numpad notation.

- Butt Attack seems a bit stacked in terms of special properties. Overhead + Stagger + Forces stand

Yeah it is a very powerful move, I was thinking about nerfing it a couple of times before release, the only reason I kept it that way is the stagger property being a once per kinda thing, but even without that it is really good. It also can corpse hop. Though the intention was mostly letting players start their combo off of the overhead, I'm not too sure if just make the stagger an aesthetic (though it does force stand) or just make it a regular hit since I do feel like it may be too much, though 6C is also a strong command normal on its own as it's meaty and also induces stagger.

- Stagger property might look less static for P2 if you player their animations with a bit different timing
- On that note they should probably cause Light/Medium/Hard animation according to the normal that caused it. Or just Flat out Hard would make more sense than Light

I do think it has always looked stupid on P2's side since the first time I made that state, I just never figured out what to do with it other than maybe loop the 5002 or 5012 animation and play the recovery animations of those briefly on the 3 frames just before regaining control or just do the former alone. That one was almost kinda designed for a special animation.

- Rekkas require deliberately delaying the input because of the super cancel
- You went out of your way to make 236C less safe, but then 236C, 236A makes it much safer. I guess my point is that followup is too safe for a second rekka
- Something about the rekkas makes them feel slow. Not sure if hitpauses or animation timing of the followups

The rekkas I had a lot of trouble implementing to this system, The super (Lucifer Blade 4th) is actually an alternate follow up to 236P > 236P in the source game, however I felt that restricting them to such makes her a bit more linear, furthermore in the original game the input is 236PP, but I have tried my darnest not to have double buttons. I could make the exception since double buttons are less intentional to do than 236236P, the only reason I havent is because under default buffering, GO does not like having multiple buttons a lot of the time unless I do some trickery exploiting the natural buffer.time of my system.

As for the safety that does feel like I caused that by accident, though I am not oppossed to making rekka 2 weaker in that regard since it's meant to get weaker the more you do it.

They rekkas are very slow, on the original game, they have about 14 frames of hitpause (I made it 16 in here) and I know exactly why, not only they're flashier in that game since there's more effects on hit and block, but also as the window to execute the next part is much tighter she ends up not cutting her own voice-clips off. I think the only reason I gave it that hitpause was because it was annoying me that she would say her long sentences the stronger the version and she would end up interrupting herself real bad.

- Light and medium Magic Circle could have faster startup, i.e. spend less time teleporting

That move I left straight as is from the original game, since all versions there have the same startup, though I wouldn't mind buffing light and medium versions and maybe changing the damage to compensate, though I think they were going with ambiguity in that one since you will only know what distance she teleports until she shows back up.

- Ground Stake of Pride being fully invulnerable feels like too much since she spends a long time in that dash. I want to punish her without having to block first
- I think it'd feel a bit better if the back dash was faster and it defaulted to doing nothing, with the attack coming out if you press anything

I do think that move is too much while playing sometimes, in the source game the backflip is a bit more of a set backflip distance with all versions, the projectile invuln during moving was a thing I added, however sometimes I do think of adding more blue area and reducing its prio to compensate. The light version's backflip was more or less how it was with all the versions in the source with some very minor timing differences. I may revise the invincible period or the hitboxes next update to something else, I just feel like this move is threading a fine line between being overpowered and being easily stuffed depending on what changes I make.

- Unpopular opinion maybe but air Stake of Pride hitboxes seem too good. You're kind of forced to block it, and then she's usually very safe after it

Not just you, they're very big both here and in the original game, I can add more blue to the very tip so it can be beaten by DPs and other high prio moves.

- I think Guard Cancel input could be simpler since you already have a sort of dedicated button for it

There's a funny story about this one, so the azumanga characters had this mechanic tied to the SC button (the X button in my system) called show time (in case you dont know, it initiates the ROTD chain thingy), for characters that don't have this mechanic (mostly because those characters don't have many unique animations to fit such thing) having guard cancel mapped to a simple button press is not a problem, but for characters that do, it might be since accidental activation could easily happen, especially if you're trying to GC on reaction. I feel that I might shelf the Show Time despite as much as I like it and coding for the sequence of buttons felt pretty epic, but finding button or special animations to use for it (especially the air version) is a pain, in the case I axe that mechanic, the GC gets remapped to that button only.

- Readme supers should be listed after specials and before system

I think the reason I did that was because some system actions are meter reliant. I could just move the meter ones into some category like Style Actions or something.

- Air light and mediums feel flipped in terms of animations

That one is entirely on the game, particularily the animations for j.neutral A/B and j. diag A/B

- Death Drill does not mention the fact it has to be done in the air

Oops.

- Wallsplat leaves P2 partially outside the screen

Imma try tinkering with that, I realized that the fatter the character is width wise, the more offscreen they become, along with what hit animations they have.

- Sounds 210,1 and 135,47 are called but don't exist. A few others too. Just let her AI fight in Ikemen for a bit and they'll show up as debug messages

That one is pure poor thoughtless copypasta from me :p I used Mi Oh as a base for this one so you can tell which sounds they are.

- I'm not sure how to put it, but it feels like her 3rd Rekka allowing super cancels anywhere makes her a bit too straightforward

Nah I get what you mean, she is a bit of an easy character and the system buffs overall make her even easier. Don't get me wrong she can be very technical, particularily when you start playing around with 3C both here and in source. Though she would get them almost anywhere anyway since Lucifer Blade 4th exists, and you're meant to go to that one from Blade 2nd. I might not touch it, at least yet.



My bad for the long video essay, I love explaining my thoughts and things that lead to some decisions, I may address some of the things here, but when I have more free time for MUGEN, thanks for your input once again.
Yeaaaah im shootign ducks wiht the paino
Re: jade_midori Character "Mega" Thread, Newest: Lucifer Minorly Updated
#40  August 20, 2023, 06:29:38 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
- Light and medium Magic Circle could have faster startup, i.e. spend less time teleporting
That move I left straight as is from the original game, since all versions there have the same startup, though I wouldn't mind buffing light and medium versions and maybe changing the damage to compensate, though I think they were going with ambiguity in that one since you will only know what distance she teleports until she shows back up.
Something about the move just feels off. I can't tell if it's too good or too bad. It reminds me of Dio's 623 with stand on for some reason, which people only used on accident or for kicks. It's kind of like a knowledge check after which it becomes a free punish.

Quote
- Wallsplat leaves P2 partially outside the screen
Imma try tinkering with that, I realized that the fatter the character is width wise, the more offscreen they become, along with what hit animations they have.
I was using KFM. I've seen people use the hit up animation for wall splat with good results.

Quote
My bad for the long video essay, I love explaining my thoughts and things that lead to some decisions
No problem. That is a good part of why I still post here hehe.
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.