Video : http://youtu.be/QDQHjgDWBysLink : https://skydrive.live.com/#cid=C0173D3A69BE074B&id=C0173D3A69BE074B!166* UPDATE NOTE *- Added More Supers. See Readme.txt for details- Supers are not available during Extra Hit any longer.- Pausetime, damage fixed- AI and bug fixed
-By infinite priority, I'm referring to the red CLSNs/hitboxes that aren't covered up by blue ones(or at least within blue CLSNs). You don't need to adjust the juggle any higher.http://kod.trinitymugen.net/K.O.D's_Basic_CLSN_Tutorial.html-Pausetime does matter. For example, when I tested your character for the first time, I noticed the enemy couldn't counteratrack her moves.(Especially her normals.) Hopefully you took my recommendation and added "guard.pausetime". The usual numbers are:Light 10-12 for both Mery and her opponentMedium 12-14 for Mery and opponentHeavy 14-16 for Mery and opponent.Equal pausetime values(along fixing the infinite priorities) will help with making her more balanced.Hittime can also play a factor in this too.-Final Shot is unblockable, regardless. All super moves should be blockable.-CLSNs for gethit states need some work.-People will look down upon on your character a bit for ignoring the debug flood.My own character, Scarlet has pausetime values similar to what I posted above for all of her normals, but she's able to put decent combos together since I use the triggers "stateno = *insert number *" or "stateno = [*insert two numbers here*]" and "movecontact = 1" in the command.With move cancels, you can still give Mery combobility, even if the pausetime values(excluding guard.pausetime) are equal and long.
Saohc said, March 04, 2013, 06:38:14 am-By infinite priority, I'm referring to the red CLSNs/hitboxes that aren't covered up by blue ones(or at least within blue CLSNs). You don't need to adjust the juggle any higher.http://kod.trinitymugen.net/K.O.D's_Basic_CLSN_Tutorial.html-Pausetime does matter. For example, when I tested your character for the first time, I noticed the enemy couldn't counteratrack her moves.(Especially her normals.) Hopefully you took my recommendation and added "guard.pausetime". The usual numbers are:Light 10-12 for both Mery and her opponentMedium 12-14 for Mery and opponentHeavy 14-16 for Mery and opponent.Equal pausetime values(along fixing the infinite priorities) will help with making her more balanced.Hittime can also play a factor in this too.-Final Shot is unblockable, regardless. All super moves should be blockable.-CLSNs for gethit states need some work.-People will look down upon on your character a bit for ignoring the debug flood.My own character, Scarlet has pausetime values similar to what I posted above for all of her normals, but she's able to put decent combos together since I use the triggers "stateno = *insert number *" or "stateno = [*insert two numbers here*]" and "movecontact = 1" in the command.With move cancels, you can still give Mery combobility, even if the pausetime values(excluding guard.pausetime) are equal and long.- Now I see. I will add clsn2 boxes in each attack motions on next update. - I'll try to adjust pausetime... But I'm not sure it would be better.(Of course I know that 'trigger = movecontact' is very useful for coding combo,and giving enemy a counter chance is important...)And I'll add guard.pausetime in each basic attacks.Super attacks will be next if I have more time.- 'Unguardable' is the most important point of Final Shot...So I made it more difficult to use.(Requires 3 power, means max power)But maybe it would be okay to make at least projectiles guardable.- I'll check 5000~5210 animations once more. - I'll adjust AI not to reveal debug messages as I can.But I'm not sure whether I have enough ability to do it or not.(It'll take more time... I suppose. )* UPDATE *All right. It seems I fixed Mery without any trouble. - Debug flood removed.Still "Can't map palette" message is given, though.(Only way to remove it is fixing all sprites to share one palette.)- Equal pausetime & guard.pausetime are set.(And some triggers in cmd and AI part are adjusted.)- Added clsn2 boxes in each attack motions.And some other motions, too.- Clsn2 boxes in gethit motions are modified.But as I tried to fit them to sprite, it is still small a little bit.- Adjusted Final Shot.When Mery is holding the ball, it is still unguardable.but after Mery throw it, enemy can block it on the ground.(Air guard is still impossible. And same as projectiles.)Before I release updated one, I want to ask if there is another problem.Feedback is always welcome.
Hihoshi said, March 04, 2013, 03:50:01 pmThe updated version crashes winmugen for some reason, something about malformed something or other.I didn't use any 1.0 parameters at all... Do you mind if I ask what error message says?
error parsing triggerall error parsing [state -3]error in [statedef-]error in mery_-2-3.cnsCharacter needs to be updatedblah blah blahafter completely clearing the directory and re-extracting the character, winmugen simply stops working with no reason being given as to why.
e510 said, March 04, 2013, 07:10:53 amStill "Can't map palette" message is given, though.(Only way to remove it is fixing all sprites to share one palette.)I'm assuming the reason why this pops up is because she's using her own common1.cns file and/or her own version of statedef 5900. If state 5900 is missing a remappal controller (like it does in mugen 1.0's default common1.cns file) then that error tends to pop up. Adding that should fix the issue, but it'll remove any compatibility the character has with WinMUGEN (unless you make two separate files which seems kind of redundant).
To Hiroshi : Gee... It seems I have to check AI once more. To RicePigeon : Um... After read your post, I got an idea...But I don't know if it works.
Perhaps you haven't updated the link yet, because I re-downloaded her and don't see any changes.Since the infinite priorities haven't been fixed yet, I'll just provide you with some visual aid.For example, these are the current CLSNs for Mery's light punch:As another example, here's what a better CLSN would look like:So I took the liberty of editing the CLSN for Mery's light punch:As the palettes, ask RF if he can take some time to color separate the sprites, so you can have one single palette. There's also a few inconsistencies I've noticed, like her panties are gray in some sprites, while blue in others.
In regards to Saohc's post above about hitboxes, some moves are meant to have priority and thus, only a portion of the hitbox is actually covered with CLSN2. I recommend reading this:http://www.eventhubs.com/guides/2009/sep/18/guide-understanding-hit-boxes-street-fighter/General rule of thumb is that is a character comes from a commerical game with a hitbox viewer, it's best to simply use that game's hitboxes (this mostly applies to stuff like Street Fighter, King of Fighters, etc. Blazblue's hitboxes can be quite... debatable)
Just downloaded the latest update and i got a list of errors that my Mugen gives me when i try to play her.Error Parsing TriggerallError parsing [State-3]Error in [Statedef -3]Error in mery_-2-3.cnsCharacter needs to be updated. See docs/incompt*.txtError loading chars/mery/mery.defError while precachingthen it repeats these 7 errors two more times in the list. Other then that i was trying her out before the update and she was good despite the collisions.
Hubert Oswell said, March 04, 2013, 07:29:47 pmNot quite. This just flips the problem, now it basically has no priority at all. It's better to have red CLSN stick out a bit of the blue CLSN. The blue CLSN is too big in both of these shots making it too easy to get hit out of the attack without trading.Hubert Oswell said, March 04, 2013, 07:29:47 pmThere's also a few inconsistencies I've noticed, like her panties are gray in some sprites, while blue in others.
I always referred the red over blue rule myself.Unless a move has some sort of unique property or utility, my CLSN's are usually pink.
Darkflare said, March 04, 2013, 10:56:36 pmHubert Oswell said, March 04, 2013, 07:29:47 pmNot quite. This just flips the problem, now it basically has no priority at all. It's better to have red CLSN stick out a bit of the blue CLSN. The blue CLSN is too big in both of these shots making it too easy to get hit out of the attack without trading.Hubert Oswell said, March 04, 2013, 07:29:47 pmThere's also a few inconsistencies I've noticed, like her panties are gray in some sprites, while blue in others. Alright, I would say more, but I'd rather save it for when I re-release Scarlet(and eventually release Funny Shin.)
Video : http://youtu.be/mX3WzUKAIIwLink : https://skydrive.live.com/#cid=C0173D3A69BE074B&id=C0173D3A69BE074B!166* UPDATE NOTE *- Added Throw : (Get close and) x or y. Turn to strong kick when missed- Added Air Reversal : z- Added Life Recover : Automatically works when power is max- Added disapearance effect (You can see it at the last part of the video.)- AI adjusted
She could use more palettes. Might be hard to do in her case considering how her SFF file is built, but she only has around 200 sprites so it might not take long.
Where is this character from, anyway? All I can find out is that the sprites are by Ibukah, yet I see no mention of her on Ibukah's site.
Orochi Gill said, March 07, 2013, 07:54:08 amBarasuishou from Rozenmaiden?Baby Bonnie Hood said, March 07, 2013, 07:49:13 amWhere is this character from, anyway? All I can find out is that the sprites are by Ibukah, yet I see no mention of her on Ibukah's site.The only description about her is this :"An original character which I stopped making"(by Ibukah)She's not from animation, anyway.