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Yungmie is Updated! (2025/02/04) (Read 50724 times)

Started by Manson Rees, July 08, 2024, 12:50:58 am
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Re: Yungmie is Updated! (07/30/2024)
#21  July 30, 2024, 10:24:08 pm
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Btw Sorry To Ask. Whose the author who made Tia langray?
Real reason I'm Called "Dude" Cuz I watched Regular Show WOOOOOOAHH
Re: Yungmie is Updated! (07/30/2024)
#22  July 30, 2024, 10:41:21 pm
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Re: Yungmie is Updated! (07/30/2024)
#23  July 30, 2024, 11:53:11 pm
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Oh okay Can't Wait for it man Keep Up The Good Stuff Dude
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Re: Yungmie is Updated! (07/30/2024)
#24  July 31, 2024, 01:04:47 pm
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Btw I have some issues when i play her

there was an error in the GFX/animation.air (when I look at the folder it was there idk what was going on)

So I tried to change GFX/animation2.air (She works buut she flies when i did dp+k)
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Re: Yungmie is Updated! (07/30/2024)
#25  July 31, 2024, 02:57:37 pm
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Yeah, that's my bad.
I as testing her only on Ikemen, forgot to do some tests in Mugen 1.0.
Turns out Ikemen wasn't giving me any errors about anims 200 and 215.
It was really simple to resolve.

Thank you for the feedback man.


Yungmie is updated.

Change log:
Quote
   * Hotfix: Fixed some errors in the .air file.
Re: Yungmie is Updated! (07/30/2024)
#26  July 31, 2024, 05:27:19 pm
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I so happy with you giving me this much feedback man.  :sweetheart:
It really, really means a lot to me.  :smitten:
My pleasure. I'm looking forward to Tia (I think I started a SFF for one as well at one point).

Quote
- Light Nerichagi hit just once in the source game, and I can see why. It basically serves only to be a anti-air move (it doesn't even supposed to hit crouchers, unlike it's Heavy/Fierce version). Heavy and EX Nerichagi are the versions used in combos;
It's just weird when you block the first hit and the second hit clearly makes contact but misses. What if light only hit on the way up, hard only hit on the way down (with frame data adjustment) and EX hit both times?

Quote
- I don't see the issue of her attacks been able to be blocked on air, honestly. If a opponent can block on air, I don't want to remove this funcionality of them just because KoF chars can't do the same.
This is debatable but my personal philosophy is that it's the attacker who determines what can or can't be air blocked. I think most authors do that too. It's the only way it can be fair (or as fair as Mugen allows).
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: Yungmie is Updated! (07/30/2024)
#27  July 31, 2024, 06:56:48 pm
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My pleasure. I'm looking forward to Tia (I think I started a SFF for one as well at one point).
Hell yeah!  :purerox:
I just need to do some palettes and adjust some little things.

It's just weird when you block the first hit and the second hit clearly makes contact but misses. What if light only hit on the way up, hard only hit on the way down (with frame data adjustment) and EX hit both times?
I changed the way Light Nerichagi works now. Reverted it actually.
It can hit 2 times on block now. :)

This is debatable but my personal philosophy is that it's the attacker who determines what can or can't be air blocked. I think most authors do that too. It's the only way it can be fair (or as fair as Mugen allows).
Okay, I'm sold.  :P
All moves cannot be blocked on air anymore.


One more time, thank you so much for your feedback.  :lugoi2:


Yungmie is once again updated. Same links.

Changelog:
Quote
<===== 07/31/2024 =====>
   * All Yungmie moves cannot be blocked on air anymore;
   * Light Nerichagi change in 07/21/2024 is rolled back. Light Nerichagi can hit 2 time if blocked now;
   * Fixed MAX Air Kick Barrage horizontal velocity issue;
   * Both versions of Air Kick Barrage, and Taeh-Kwon-Do Prowess must be blocked while standing.
Re: Yungmie is Updated! (07/31/2024)
#28  August 04, 2024, 10:15:20 pm
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Small update.


Change Log:
Quote
<===== 08/04/2024 =====>
   * Added Attack Cancel Forward Roll in Emergency Evade description in the read me file (README.txt);
   * Tweaked EX Nerichagi/Foot Rush custom state hurt box;
   * Fixed Emergency Evade turning into a Attack Cancel Forward Roll even without landing a normal move;
   * Fixed Attack Cancel Forward Roll been able to be executed backwards;
   * Fixed a issue with SuperCancel FX showing when it was not supposed to;
   * Fixed a enemy facing issue with Fire Binta in the corner.
Re: Yungmie is Updated! (08/04/2024)
#29  August 06, 2024, 07:32:09 am
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I small yet big update. :P
Yungmie has a MAX Mode (work in progress) now.
Please let me know if something breaks/bugs with this update.
When I feel more confident about this mechanic, I will update Tia with it too.


Yungmie is updated! Download link in the first post.
Change Log:
Quote
<===== 08/06/2024 =====>
   * Fixed Command Moves to give the standard points of power.
   * Added MAX Mode (mix between KoF 2002 and SvC versions)[WIP!];

Re: Yungmie is Updated! (08/06/2024)
#30  August 09, 2024, 06:07:25 am
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Bunch of fixes to the MAX Mode update.

Change log:
Quote
<===== 08/09/2024 =====>
   * Added the option to set a MAX Mode shortcut button to the configuration file (config.txt);
   * Changed MAX Mode bars position;
   * MAX Mode can now be activated when dashing forward as well when landing Standing Blowback Attack;
   * Fixed a bug when using Fire Binta in MAX Mode;
   * Fixed EX specials, Guard Cancel Frontstep, Attack Cancel Forward, Guard Cancel Emergency Evade and Guard Cancel Blowback Counter not being able to be executed in MAX mode if the power bar was less than the normally required;
   * Changed the Super Commands Buffer (ST/Common/buffering.cms) to a smaller value, with the intention of making it easier to cancel specials into other specials in MAX Mode.
Last Edit: August 21, 2024, 10:59:52 pm by Manson Rees
Re: Yungmie is Updated! (08/09/2024)
#31  September 13, 2024, 06:05:06 am
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More updates!

Change log:
Quote
<===== 09/13/2024 =====>
   * Various small code changes/fixes/refactoring;
   * Edited going-down Nerichagi to be a overhead;
   * Updated Yungmie's AI to combo with her Light Normals a little better when she's close to her opponent;
   * Updated Yungmie's AI to use more the mechanic of Just Defended;
   * Counter and Super/DreamCancel texts, and MAX Mode Bars position values adjusted to Sh1nRa358's positioning method (https://mugenguild.com/forum/msg.2560827).
Re: Yungmie is Updated! (09/13/2024)
#32  February 05, 2025, 01:28:47 am
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After like, forever, she finally has more updates!


Change log:
Spoiler, click to toggle visibilty
Re: Yungmie is Updated! (09/13/2024)
#33  February 05, 2025, 01:15:07 pm
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After like, forever, she finally has more updates!


Change log:
Spoiler, click to toggle visibilty

Thanks for sharing these great updates!
I praticularly liked what you did for Yungmie, she somewhat seems slightly closer to the version by Zamtong made long time ago.
I feel more and more that I prefer your version now...

I may have asked before, but would you consider giving her the move Zamtong added where she rushes and can cancel with different follow ups.
Just a suggestion.

Your Yungmie really make justice to this character and give some good extra value to the source character. :)

Thanks again.
Re: Yungmie is Updated! (2025/02/04)
#34  February 05, 2025, 09:58:55 pm
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Thanks for sharing these great updates!
I praticularly liked what you did for Yungmie, she somewhat seems slightly closer to the version by Zamtong made long time ago.
I feel more and more that I prefer your version now…
(…)
Your Yungmie really make justice to this character and give some good extra value to the source character. :)

Thanks again.
Your kind words have encouraged me since the first release of this char.
I’m really, really grateful to still have you around. Thank you sou much!

(…)
I may have asked before, but would you consider giving her the move Zamtong added where she rushes and can cancel with different follow ups.
Just a suggestion.
(…)
Oh yeah, I remember that. I’ve been thinking about how to do that in a way that it looks like what she has in Suiko Enbu Fuun Saiki.
But amidst the moves improvements and bug fixes, I’ve been putting this off until later. Perhaps now would be the ideal time to implement this.