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[Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Read 565044 times)

Started by Digital Jinny, April 28, 2023, 05:20:58 pm
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Poll

Would you like me to release Belial (Rising Update) in his current state or wait for re-rendered sprites

Give me Daddy!
5 (29.4%)
I'll wait for re-rendered sprites.
12 (70.6%)

Total Members Voted: 17

[Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023)
#1  April 28, 2023, 05:20:58 pm
  • **
  • Just call me "Daddy"
  • Not as bad once you try it, right?
Here comes a new challenger!;
Omega Zero
.

He uses a custom playstyle based on Blazblue Cross Tag Battle by OHMSBY. Enjoy!



More Screenshots:
Spoiler, click to toggle visibilty

Trailer:


Release video:


Download Omega here:
https://drive.google.com/file/d/1NlW-mdzWPmJQFyQWgUvea_gIN3pvWS3E/view?usp=sharing

MUGEN Site (Soon gonna get a revamp):
https://sites.google.com/view/jinnys-site/home?authuser=2

And my next character is...
Spoiler, click to toggle visibilty


Last Edit: December 25, 2023, 11:34:00 am by Digital Jinny
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#2  April 28, 2023, 06:26:00 pm
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Finally a Granblue Character Good Job.
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#3  April 28, 2023, 06:37:56 pm
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  • Just call me "Daddy"
  • Not as bad once you try it, right?
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#4  April 28, 2023, 07:00:01 pm
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To say that I’m stoked for Granblue Fantasy Versus characters to finally be made in MUGEN is nothing short of an understatement. You have my full support in the far future!
I dunno what to put here for a signature.
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#5  April 28, 2023, 07:06:53 pm
  • **
  • Just call me "Daddy"
  • Not as bad once you try it, right?
To say that I’m stoked for Granblue Fantasy Versus characters to finally be made in MUGEN is nothing short of an understatement. You have my full support in the far future!

I'm glad. Your support is greatly appreciated. Belial is my first Mugen char like I said and seeing him receive a positive reception really makes me wanna bring more GBVS characters into Mugen for everyone to enjoy.
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#6  April 28, 2023, 07:13:46 pm
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Cool idea, man. As long as you can do Vaseraga, I will be enjoying this thread.
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#7  April 28, 2023, 07:35:16 pm
  • **
  • Just call me "Daddy"
  • Not as bad once you try it, right?
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#8  April 28, 2023, 08:02:37 pm
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Maybe sure You Can Do Djeeta I'm Like To see To But Nice Character Form Granblue
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#9  April 28, 2023, 08:34:34 pm
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These rips are amazing. I found a few things so far:

- His width constants are too small. He's twice as big as KFM but also twice as skinny
- His air normal blade sprites linger for 1F when he lands
- His Clsn boxes move around too much in some points. Learn to use and abuse "Clsn default" and Fighter Factory's "copy Clsn from previous frame"
- His projectile hitboxes are a bit too big. The general idea behind a projectile hitbox is that they should hit clean when used properly but be easy to avoid when used improperly
- 236A > 4B blades are not invincible, so if a character hits them they turn into a Belial clone
- 236B projectile goes forward after hitting instead of continuing its trajectory (or just stopping)
- Everyone is a little crooked blade fade out effect could look better with addalpha transparency
- Asmodeus has no hitpause on block
- Asmodeus seems like it does too little damage
- Notoria has a frame where Belial has left the ground but is still statetype = S
- Notoria follow-up is entirely statetype = S
- Only one version of Notoria?
- Lemegeton fadein effects aren't quite right. Check time = 118 in state 3007 (or it could be Ikemen's fault, not sure)
- He can't do some autocombos while holding down. Dunno if that's a thing
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: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#10  April 28, 2023, 08:59:58 pm
  • **
  • Just call me "Daddy"
  • Not as bad once you try it, right?
These rips are amazing. I found a few things so far:

- His width constants are too small. He's twice as big as KFM but also twice as skinny
- His air normal blade sprites linger for 1F when he lands
- His Clsn boxes move around too much in some points. Learn to use and abuse "Clsn default" and Fighter Factory's "copy Clsn from previous frame"
- His projectile hitboxes are a bit too big. The general idea behind a projectile hitbox is that they should hit clean when used properly but be easy to avoid when used improperly
- 236A > 4B blades are not invincible, so if a character hits them they turn into a Belial clone
- 236B projectile goes forward after hitting instead of continuing its trajectory (or just stopping)
- Everyone is a little crooked blade fade out effect could look better with addalpha transparency
- Asmodeus has no hitpause on block
- Asmodeus seems like it does too little damage
- Notoria has a frame where Belial has left the ground but is still statetype = S
- Notoria follow-up is entirely statetype = S
- Only one version of Notoria?
- Lemegeton fadein effects aren't quite right. Check time = 118 in state 3007 (or it could be Ikemen's fault, not sure)
- He can't do some autocombos while holding down. Dunno if that's a thing

Thank you so much for the feedback and tips. Unfortunately, I can't say "fixed" as quickly as others since I'm still new to this, so I ask for your patience while I learn. However when it comes to Notoria, I decided to split the H version from the original game to better fit this style if that makes sense. Most characters in this style have only one version of a DP, but with follow-ups. Hope you're enjoying Belial despite those problems though.
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#11  April 29, 2023, 01:44:32 am
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Did you rip the GBVS models yourself and convert them to Mugen like OHMSBY did with his Smash characters? Or did you download them from a resource site?
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#12  April 29, 2023, 01:56:54 am
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Did you rip the GBVS models yourself and convert them to Mugen like OHMSBY did with his Smash characters? Or did you download them from a resource site?

He ripped them all by himself, as i remember he started to working on this since february/march.
Last Edit: April 29, 2023, 02:01:51 am by TornilloOxidado
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#13  April 29, 2023, 03:07:52 am
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Feedback:
-His 190 intro is on the standing animation for the first 14 frames (This isn't a special intro so I don't see why he just stands there before performing it).
-The Lemegeton sword effects have a white outline on them (If the sprite's palette have any white on them, color those parts black).
-The Dead Angle Attack uses a strong slash sound instead of a punch one and the hitspark is misaligned.
-5A can hit while the opponent is crouching.
-5AA and 5AAA use the same hits sound as 5A.
-5B deals two hits on one swish.
-The swish effect on 5BB has a lot of discoloration as it's not a single color.
-5BBB has no swish sounds.
-5C doesn't have a landing effect when he touches the ground and goes instantly into the standing animation without standing up.
-5C should bounce the opponent forward more so he can't constantly spam it even if the opponent has recovery.
-2C has a sliding dust sound even though the effect itself is not there.
-The swish effects on his command normals would look better if they were transparent.
-jB can miss when the opponent is slightly lower than them (The red hitbox doesn't cover the entire swish).
-The hitspark and guard spark of jB, jC and 2A is misaligned.
-The Lemegeton sword effect on Goetia B is not angled correctly (Meaning it's still pointing straight).
-The Lemegeton sword effects on B and EX versions Goetia B has shadows and reflections.
-Notoria has no swish sound on the start up and the follow up.
-Notoria's follow up has no landing sound when he touches the ground.
-His forward/backwards throws can't be rapid canceled.
-The opponent's get hit on his forward throw moves before it hits.
-The opponent's get hit animation disappears for 1 frame and the swish sound plays after it hits the opponent.
-His backwards throw causes has no target with hit id -1 debug errors if he doesn't move after hitting the opponent.
-The normal versions of Asmodeus should have a grab sound without the hitspark when it connects like the EX version.
-The glow effect on Asmodeus follows him after it ends when he starts moving and rapid canceling.
-Lemegeton can't be rapid canceled on the last hit.
-Vassago has a hitspark when it connects instead of a grab sound, plays after it and the last hit uses a punch hit sound instead of a strong slash sound without a hitspark.
-The effect on Vassago shares the palfx.
-The Lemegeton sword effects and the hitspark on Climactic Penetration aren't aligned when it hits the opponent (They also appear by a tick instead of fade in).
-The opponent's get hit on Climactic Penetration is janky as the opponent suddenly moves to middle and suddenly shifts backwards on the lie down after touching the ground instead of staying it place (It's better to have them in an air fall and launched them upward with a strong ground shockwave once they hit the ground).
-The vignette effect on Climactic Penetration doesn't have a sound when it hits.
-The beam effect Anagenesis has no transparency and hitsparks when it hits the opponent.
-This Is... Me? should be it's own sprite and needs to be edited without the eyes.
-The Awakening Cut In portrait shared the palfx with the character.
-The Burst Icon Flash flashed red instead of blue when defeating the opponent without using the Ultra Burst.
-His helper would trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

When I heard he wasn't going to get a 1.0 patch on the Discord, I got worried at first if he was going to be 1.1 only. There's nothing on OHMSBY's code that requires it and the patch only uncompressed the SFF as seen with his Smash characters. Luckily that wasn't the case.

After seeing the last 3 issues that were fixed a long time ago, I can tell that an old version of Gordeau was used and not the latest version.
I will still do detail and aesthetic feedback for the rest.
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#14  April 29, 2023, 04:29:38 am
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Got some free time so here's a little Feedback for your Belial:

- His forward and backward throw flung the opponent a little bit too far. OHMSBY usually make them reachable with normals (A and B tho it depends).
- He's missing his Running Grab and is using his normal grab instead.
- Depending on the opponent's hit box. Goetia follow up C can whiff when performed early despite Goetia hitting the opponent.
- Anagenesis on anim 3900 could use a palfx to make him flash white to cover up his horn transformation.
- His 5A hitbox is pretty massive, same with 4A.
- His 66B dust is nowhere near his feet.
- 66A swish is very delayed, and hit sound use punch sound instead of slash sound
- Exceed Accel have a very fast recovery when whiffing.
- Both level of The Climactic Penetration is very janky. could use a hitpause and screenshake when hit. it's also missing 3002,0 sound effect.
 
Most of the errors have been pointed out by Zolid.

- He can't do some autocombos while holding down. Dunno if that's a thing
Nope, that's not a thing

However when it comes to Notoria, I decided to split the H version from the original game to better fit this style if that makes sense. Most characters in this style have only one version of a DP, but with follow-ups. Hope you're enjoying Belial despite those problems though.
I'm pretty sure only Blazblue cast have a single button DP in this style. While other like UNI, and DFCI have 2 with different properties. Reason as to why BB having one is prolly because in other BB games, they don't have any A and B variant. Correct me if I'm wrong though.

-The Burst Icon Flash flashed red instead of blue when defeating the opponent without using the Ultra Burst.
You can copy use OHMS latest BurstHUD to fix this.


Overall, a pretty solid release.
Last Edit: April 29, 2023, 04:36:58 am by Resentone
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#15  April 30, 2023, 03:49:37 pm
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 Hey Digital Jinny, how are you doing? This was a really cool release of Granblue's Fallen Angel Of Cunning Hedonism, Belial. He looks really cool and can't wait to try him out. Also if you don't mind me asking some questions, like how did youtube screw you over with your channel? What inspirited you to get into making mugen characters and why did you pick himbo Belial as your first project? And whenever you finished your goal of doing the whole roster of Granblue Versus, have you thought about doing any other of Arcsystem's fighting games, like their mainline series Guilty Gear XRD or STRIVE?

Also to help you out when with making these characters, here is a thread made by a fellow mugen developer, named Miner600, who ripped the files from the game and has put the links to where you can get them:
https://mugenguild.com/forum/topics/granblue-fantasy-versus-sounds-195058.msg2523309.html#msg2523309

Hopefully this helps you out when making your characters and makes the development process easier for you. God bless you and take care! ;D
"If you take three glasses of water and put food coloring in them, you have many different colors, but it's still the same old water. Make the connection."
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#16  April 30, 2023, 10:41:15 pm
  • **
  • Just call me "Daddy"
  • Not as bad once you try it, right?
These rips are amazing. I found a few things so far:

- His width constants are too small. He's twice as big as KFM but also twice as skinny
- His air normal blade sprites linger for 1F when he lands
- His Clsn boxes move around too much in some points. Learn to use and abuse "Clsn default" and Fighter Factory's "copy Clsn from previous frame"
- His projectile hitboxes are a bit too big. The general idea behind a projectile hitbox is that they should hit clean when used properly but be easy to avoid when used improperly
- 236A > 4B blades are not invincible, so if a character hits them they turn into a Belial clone
- 236B projectile goes forward after hitting instead of continuing its trajectory (or just stopping)
- Everyone is a little crooked blade fade out effect could look better with addalpha transparency
- Asmodeus has no hitpause on block
- Asmodeus seems like it does too little damage
- Notoria has a frame where Belial has left the ground but is still statetype = S
- Notoria follow-up is entirely statetype = S
- Only one version of Notoria?
- Lemegeton fadein effects aren't quite right. Check time = 118 in state 3007 (or it could be Ikemen's fault, not sure)
- He can't do some autocombos while holding down. Dunno if that's a thing

Fixed

Feedback:
-His 190 intro is on the standing animation for the first 14 frames (This isn't a special intro so I don't see why he just stands there before performing it).
-The Lemegeton sword effects have a white outline on them (If the sprite's palette have any white on them, color those parts black).
-The Dead Angle Attack uses a strong slash sound instead of a punch one and the hitspark is misaligned.
-5A can hit while the opponent is crouching.
-5AA and 5AAA use the same hits sound as 5A.
-5B deals two hits on one swish.
-The swish effect on 5BB has a lot of discoloration as it's not a single color.
-5BBB has no swish sounds.
-5C doesn't have a landing effect when he touches the ground and goes instantly into the standing animation without standing up.
-5C should bounce the opponent forward more so he can't constantly spam it even if the opponent has recovery.
-2C has a sliding dust sound even though the effect itself is not there.
-The swish effects on his command normals would look better if they were transparent.
-jB can miss when the opponent is slightly lower than them (The red hitbox doesn't cover the entire swish).
-The hitspark and guard spark of jB, jC and 2A is misaligned.
-The Lemegeton sword effect on Goetia B is not angled correctly (Meaning it's still pointing straight).
-The Lemegeton sword effects on B and EX versions Goetia B has shadows and reflections.
-Notoria has no swish sound on the start up and the follow up.
-Notoria's follow up has no landing sound when he touches the ground.
-His forward/backwards throws can't be rapid canceled.
-The opponent's get hit on his forward throw moves before it hits.
-The opponent's get hit animation disappears for 1 frame and the swish sound plays after it hits the opponent.
-His backwards throw causes has no target with hit id -1 debug errors if he doesn't move after hitting the opponent.
-The normal versions of Asmodeus should have a grab sound without the hitspark when it connects like the EX version.
-The glow effect on Asmodeus follows him after it ends when he starts moving and rapid canceling.
-Lemegeton can't be rapid canceled on the last hit.
-Vassago has a hitspark when it connects instead of a grab sound, plays after it and the last hit uses a punch hit sound instead of a strong slash sound without a hitspark.
-The effect on Vassago shares the palfx.
-The Lemegeton sword effects and the hitspark on Climactic Penetration aren't aligned when it hits the opponent (They also appear by a tick instead of fade in).
-The opponent's get hit on Climactic Penetration is janky as the opponent suddenly moves to middle and suddenly shifts backwards on the lie down after touching the ground instead of staying it place (It's better to have them in an air fall and launched them upward with a strong ground shockwave once they hit the ground).
-The vignette effect on Climactic Penetration doesn't have a sound when it hits.
-The beam effect Anagenesis has no transparency and hitsparks when it hits the opponent.
-This Is... Me? should be it's own sprite and needs to be edited without the eyes.
-The Awakening Cut In portrait shared the palfx with the character.
-The Burst Icon Flash flashed red instead of blue when defeating the opponent without using the Ultra Burst.
-His helper would trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

Fixed aside from the intro (and 5A and white outlines for the swords). The reason for him starting off with his idle animation is because I couldn't find a good looping frame for it. In the original game the intros are cinematic and so not everything is animated, so that's why. As for 5A hitting crouching opponents and all of his swords having a white outline, both are intentional as that's how it is in the original game.

Got some free time so here's a little Feedback for your Belial:

- His forward and backward throw flung the opponent a little bit too far. OHMSBY usually make them reachable with normals (A and B tho it depends).
- He's missing his Running Grab and is using his normal grab instead.
- Depending on the opponent's hit box. Goetia follow up C can whiff when performed early despite Goetia hitting the opponent.
- Anagenesis on anim 3900 could use a palfx to make him flash white to cover up his horn transformation.
- His 5A hitbox is pretty massive, same with 4A.
- His 66B dust is nowhere near his feet.
- 66A swish is very delayed, and hit sound use punch sound instead of slash sound
- Exceed Accel have a very fast recovery when whiffing.
- Both level of The Climactic Penetration is very janky. could use a hitpause and screenshake when hit. it's also missing 3002,0 sound effect.
 
Most of the errors have been pointed out by Zolid.

However when it comes to Notoria, I decided to split the H version from the original game to better fit this style if that makes sense. Most characters in this style have only one version of a DP, but with follow-ups. Hope you're enjoying Belial despite those problems though.
I'm pretty sure only Blazblue cast have a single button DP in this style. While other like UNI, and DFCI have 2 with different properties. Reason as to why BB having one is prolly because in other BB games, they don't have any A and B variant. Correct me if I'm wrong though.

Correction on the BB thing. In the original 4 BB games along with the Extend versions there are multiple DP versions. Jin used to have 4 (Although 2 of them used the same animation. It's BBTAG that simplified DP inputs to be A+D which forced them to use a single version of DPs.

... But I ended up adding a light and aerial version of Belial's DP - Notoria anyway cuz why not?

Thank you all so much for your feedback. I tried my best to fix it all and hopefully Belial is in a better state now.
... Hopefully I didn't miss anything.
Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)
#17  April 30, 2023, 10:57:33 pm
  • **
  • Just call me "Daddy"
  • Not as bad once you try it, right?
Hey Digital Jinny, how are you doing? This was a really cool release of Granblue's Fallen Angel Of Cunning Hedonism, Belial. He looks really cool and can't wait to try him out. Also if you don't mind me asking some questions, like how did youtube screw you over with your channel? What inspirited you to get into making mugen characters and why did you pick himbo Belial as your first project? And whenever you finished your goal of doing the whole roster of Granblue Versus, have you thought about doing any other of Arcsystem's fighting games, like their mainline series Guilty Gear XRD or STRIVE?

How am I doing? I'm fine, thank you for asking. Just finished updating Belial.

Sure, I don't mind answering those questions.

When it comes to Youtube, I got taken down for memes I made that Youtube found offensive. All of the strikes happened in one night when I was just about to go to sleep.
But because all strikes happened at the same time, I had no way to appeal them or even take the offending videos down.

Why did I decide to make Mugen chars or let alone pick Belial? Belial is my favorite Granblue character and my favorite villain (Along with Terumi from Blazblue and Darth Vader from Star Wars) and I knew nobody else would make him since he was only playable in GBVS which uses 3D models. So an idea on how to convert him appeared in my head and I decided to try it.
It's not perfect, but it does the job well enough for my tastes. Tornillo Oxidado also helped me get into Mugen coding and helped a lot with Belial in general.

As for your last question; Yes, I was considering making Happy Chaos, but I don't like Guilty Gear Strive enough to install it all over again and for it to consume space on my hard drive while I convert one character from it into Mugen. Perhaps if someone could rip all the necessary files with animations and such and sent them to me, I'd consider it. Idk. I'm a pretty busy person most of the time.
However, I am considering making one of the chars from Xrd.
Also for the record, I don't know if I will convert the entire roster of GBVS, but I'll do a lot of it, that's for sure.
... Especially if GBVSR announces Sandalphon.
GBVS chars do take priority, but I also wanna make some more traditional chars every once in a while, you know?

Also to help you out when with making these characters, here is a thread made by a fellow mugen developer, named Miner600, who ripped the files from the game and has put the links to where you can get them:
https://mugenguild.com/forum/topics/granblue-fantasy-versus-sounds-195058.msg2523309.html#msg2523309

Hopefully this helps you out when making your characters and makes the development process easier for you. God bless you and take care! ;D

Thank you. God bless.
Last Edit: April 30, 2023, 11:06:24 pm by Digital Jinny
Re: [Jinny Thread]: Belial from GBVS Updated (OHMSBY Style) (30/04/2023)
#18  May 01, 2023, 12:42:37 am
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I'm surprised you haven't thought about making another Youtube channel, though I can kind of understand considering it is a bit of an annoyance since it means making a completely new account from scratch

Also for the record, I don't know if I will convert the entire roster of GBVS, but I'll do a lot of it, that's for sure.
... Especially if GBVSR announces Sandalphon.

considering he was ranked number 1 worldwide in the polls...i wouldn't be surprised if he ends up getting announced for Rising at some point
I dunno what to put here for a signature.
Re: [Jinny Thread]: Belial from GBVS Updated (OHMSBY Style) (30/04/2023)
#19  May 01, 2023, 01:02:46 pm
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  • Just call me "Daddy"
  • Not as bad once you try it, right?
I'm surprised you haven't thought about making another Youtube channel, though I can kind of understand considering it is a bit of an annoyance since it means making a completely new account from scratch

I did actually consider it until I checked and saw that Youtube punishes ban evasion, so it's kinda pointless, really.
Re: [Jinny Thread]: Belial from GBVS Updated (OHMSBY Style) (30/04/2023)
#20  May 04, 2023, 12:19:56 pm
  • **
  • Just call me "Daddy"
  • Not as bad once you try it, right?
A quick update for Belial. Just fixing small things I didn't notice before and buffing the damage from his normals. Feel free to redownload him.