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Hazama by Ichida (Read 7922 times)

Started by Ichida, December 22, 2020, 05:06:39 AM
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Re: Hazama by Ichida
#21  January 27, 2021, 05:47:21 AM
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Hazama got a new update today.
- Fixed an error where Hazama lose 2 meters when cancelling Eternal Coil.
- Added a few more new palettes.
- Fixed 5A's animation. Rearranged hitboxes and hitsparks.
- Fixed an error where Hazama couldn't throw his projectile in 5B.
Re: Hazama by Ichida
#22  February 04, 2021, 08:28:53 AM
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Found a bug, MUGEN crash if you run Hazama on Turn Gamemode after a round ends on MUGEN 1.1 (untested on other versions). first image is 4vs4 Hazama, second one is Hazama on both teams and a random Character. also Animation 5050 and 5090 has the wrong Loop animation (should be 50,60 but in the file it's 40,50)
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Last Edit: February 04, 2021, 09:50:58 AM by Resentone
Re: Hazama by Ichida
#23  February 07, 2021, 02:05:14 AM
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Hazama got a new update today. (02/07/2021)
- Fixed an error where Hazama couldn't be played in Turn mode.
- Fixed the incorrect looping pattern in some animations.
Re: Hazama by Ichida
#24  February 07, 2021, 11:06:27 AM
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  • I do feedback on detail and aesthetics.
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Pardon the late response on feedback, I never got around testing your characters until now. Here it is:
-He can air jump when holding up (This was an intentional change OHMSBY made himself).
-The forward dash sound should be the same sound effect used in Mai's Juncture (The sliding dust on the Run Stop should use the sliding sound effect instead).
-The sliding dust on his forward dash is misaligned as it's nowhere close to where his front foot is.
-Effect 626 disappears by a frame and doesn't properly fade away.
-He doesn't slide a little bit when he misses his running throw (He shouldn't come to a complete halt when the animation starts).
-His air throw can't be rapid canceled after it successfully hits after grabbing.
-The sound effect where he sheaths his knife is timed incorrectly on his 2C.
-Rapid canceling the air and running throws right when it makes contact causes the opponent to freeze indefinitely (Can be caused by forward dashing on the ground or air).
-He shouldn't be able to rapid cancel any of his force breaks right when it makes contact with the opponent (There are times where they can be, but grappling moves aren't supposed to).
-His forward distortion drive and the 2nd hit of his B command normals doesn't have a jump sound effect when he leaps.
-Rapid canceling the forward distortion drive will cause the opponent to fall down instead of still launching them in the air (Making rapid canceling this distortion drive pointless as you can't juggle them).
-He's suppose to blink blue when he rapid canceled the last hit of his backwards distortion drive.
-His astral heat, backwards distortion drive and forward/backwards throws have the wrong attribute flags.

Because of the lack of a readme in the character files, it's much more difficult to determine certain moves if I don't know the names of them. I also never mentioned the misaligned effects as they still are and I already heard you said to use 1.1, but that shouldn't even be a thing at all if it was made for 1.0 in mind. On the next update, please add a readme as it's makes feedback easier and to know how to use the character.
Re: Hazama by Ichida
#25  February 07, 2021, 03:24:15 PM
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Hazama has received several updates:
Spoiler, click to toggle visibilty
Re: Hazama by Ichida
#26  February 08, 2021, 01:13:12 AM
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  • I do feedback on detail and aesthetics.
    • USA
Thanks for the putting the readme, now my feedback will be less vague and easier for you to understand. I got some more for this update:
-The counter message doesn't play when the opponent is hit while attacking on the first hit of his B command normals (The part where the snake hook touches them).
-The sound effect where he sheaths his knife is still timed incorrectly on his 2C (If you pause and rapidly press scroll lock, you can notice it's plays during the 7th frame and should've play on the 11th one).
-The forward/backwards throws should launch them with some slight direction instead of completely up.
-The effect on Eternal Coils of the Dragon Serpent share the palfx when rapid canceling.
-Rapid canceling Serpent's Infernal Rapture should use 500 meter because it's used during a distortion drive.
-Devouring Fang and Rising Fang effects don't properly appear (I still need to mention it anyway).
-The effect on the last hit of his A command normals is misaligned (Same with the previous one).
-The hit spark and guard spark of his 2B and the 2nd hit of his B command normals is misaligned.
-Bloody Fang should make the opponent slide a little bit instead of coming to a complete halt.
-While air dashing, he is unable to use his air throw until the animation ends.
-There is no normal ground shockwave when the opponent hits the ground the from his Hungry Coils (Pretty sure it's this force break with the name as the readme doesn't clarify which is the ground or air as it shares the same input with EX Flying Sickle Thrust).
-EX Flying Sickle Thrust can be spammed in the air (You can easily lose your whole meter by doing this mistake).
-Attempting to rapid cancel anytime on Serpent's Infernal Rapture after the first hit will make the opponent "fall down" automatically (Because of this, you can't perform air combos as the rapid cancel interrupts it).
-Somehow, I got the opponent stuck and unable to attack using one of his moves on them (I can't replicate it exactly which one but I think it has something to do with one of the force breaks).
-For some reason, the opponent recovers when he touches on the ground after being hit by Serpent's Infernal Rapture (Training should only do that when his recover is turned on, not automatically).
-Even though it was adjusted, when you do a running throw and it misses, he should not come to a complete halt until the animation ends.
-Using the running throw on certain characters such as OHMSBY's makes the opponent missing frames.
-Hungry Darkness of 1000 Souls causes the opponent to disappear instead of falling down unless the opponent does any basic attack (Even though it isn't possible in an actual match, it's mostly for testing when used on Training).
-None of the attribute flags have been changed, here are the moves that need to be:
1. Hungry Darkness of 1000 Souls should be (H) instead of (V).
2. Forward/backwards throws should be a rope instead of (V).

I like how to added landing dust on the forward dash, I actually never thought of it that way and it works perfectly. You can keep the sliding dust at the end as is as it's looks like it's coming from his hand instead.

Hakumen also doesn't have a readme, I'll provide feedback for him once you do. I don't want to sound vague with it again like I did with Hazama. The reason I didn't test the character right away when it was released is that I was testing for OHMSBY and would've missed certain pieces of feedback such as the attribute flags, the same goes with him.
Re: Hazama by Ichida
#27  February 09, 2021, 04:03:51 PM
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Update time.
Spoiler, click to toggle visibilty
Last Edit: February 09, 2021, 04:08:54 PM by Ichida
Re: Hazama by Ichida
#28  February 10, 2021, 06:17:35 AM
  • ***
  • ...I'm still working on that Geese edit, i've just
  • been really busy with other stuff lately, i swear.
Update time.

Sweet. I'll test it out later when i get some free time.
By the way, i know this doesn't really have anything to do with the characters,
but i think you should probably find some other place to host stuff other than Google Drive.

I've been hearing reports of Google's glitch automated A.I system locking people out of their Google accounts,
& Google "Support" giving automated/no response(s) when they try to have it fixed.

This recently happened to the devs of Terraria, who cut ties with Google as a result:
https://www.siliconera.com/terraria-stadia-canceled-over-disabled-accounts/
Re: Hazama by Ichida
#29  February 10, 2021, 03:58:10 PM
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Re: Hazama by Ichida
#30  February 10, 2021, 04:20:09 PM
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Update time.

Sweet. I'll test it out later when i get some free time.
By the way, i know this doesn't really have anything to do with the characters,
but i think you should probably find some other place to host stuff other than Google Drive.

I've been hearing reports of Google's glitch automated A.I system locking people out of their Google accounts,
& Google "Support" giving automated/no response(s) when they try to have it fixed.

This recently happened to the devs of Terraria, who cut ties with Google as a result:
https://www.siliconera.com/terraria-stadia-canceled-over-disabled-accounts/

Moving my works to OneDrive is a possibility at this point. I'd prolly post my upcoming stuff there too.
I don't really mind If there was something wrong about the A.I. But up to this point my GG Drive is still working good. I guess I'll stick with it for a little bit more longer. Once it's up shit creek without a paddle, I'll repost them on another supporting platform. Mediafire or OneDrive, doesn't matter to me. Those are the options up to this point.


Update time.

does that mean they will upgrade to Hakumen?
Keeping Hakumen in the dark for a long time was a terrible mistake I've ever made. I've delayed working on him for like a month. But probably he WILL be updated after Hazama. Hakumen is my very first character that I created, based on OHMSBY's playstyle. But there were lots of things that I  didn't satisfy with. For example, a readme file. Something used to be seemed to be optional like that meant a lot to me at this point. What I meant was I wanted to show my appreciation to everyone who was helping me with creating and editing the character. So when I received feedbacks from SolidZone26 and everyone, I felt like Ok, time to get serious about this.

Re: Hazama by Ichida
#31  February 24, 2021, 03:43:52 PM
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Hazama has received a small update.

Quote
-Fixed an error where Hazama could perform an 'infinite' by mashing B.