Hello Everyone,Kuroko is here. She is based on a hypothetical Cross Tag moveset that is mostly based on her moveset in Dengeki Bunko Fighting Climax, although her reversal takes inspiration from her super move in the index psp game.Spoiler: More Screenshots (click to see content)Get Kuroko Here:https://drive.google.com/file/d/1ftSadxjWMPVBGx4oy9CptearQbORk_xc/view?usp=sharingAnd of course, we've got a new poll with a new list of characters. Along with the usual Blazblue and Unist, we now have characters from P4 Areana, Blade Strangers, and Nitroplus Blasterz, as well as a couple of originally sprited characters. Vote here:Es has won the poll. Thanks for voting.Have fun.
Wow, what a HUGE poll. Anyway i choose Samus. I want to see what you'll do with my Nintendo waifu.Gotta test Shirai, thanks OHMSBY.
In the end you reached to complete your characters poll I like your new poll, but it's a pity that there isn't Nine.
After testing Kuroko, I feel like the strong ground shockwaves on certain attacks are still misaligned. This time I will be posting pictures to show you which ones are:A command normals (If the opponent is in the air, it's fine):Dashing A and B command normals:The jumping HA (Both ground and air):And the Passionate Kiss:The Sexy Teleport move and the Steel Phalanx are the only ones with the correct aligment whether it's on the ground or in the air:I know it uses the fightfx and it's dependent on that, but it shouldn't be lower regardless of shockwave effect used. Also, the Steel Phalanx doesn't have the strong ground shockwave sound effect from the fightfx when the opponent hits the ground. Certain stages are much harder to determine the misalignment, but I mostly use this one for testing as you seen on my screenshots. That's why I could tell right away. The blue lines of the MvC2 training stages is a perfect way for me to tell me if it's too much. I don't think it matters whether there's envshake or not as they were still passing through the bottom blue line. The reason why I never mentioned it on your other characters such as Mai and Misaka is because they have the correct alignment or blocked by certain effects.Also, congrats on achieving the first run of characters on your poll. Hope to see those new characters of the second run from you in the future.
Kuroko has been updated according to SolidZone's feedback. Go ahead and redownload her.Quote- Fixed the misalignment issues involving the strong ground shockwaves- Fixed an error where the strong ground bounce sound doesn't play after the opponent has been hit by the wheel chair during passionate kissThank you SolidZone.Gladiacloud said, 5 years agoI like your new poll, but it's a pity that there isn't Nine.I actually was considering Nine for the poll, so perhaps next time.SolidZone 26 said, 5 years agoHope to see those new characters of the second run from you in the future.I fully intend to work on each and every one of these characters, so you will be seeing them, whether it be sooner or later.
Good, the lesbian I awaited for finally arrived. All the patience for her to end up last in the polls finally paid off as she gets to benefit the most from all that prior coding experience. I'll show off a combo in this thread later. Also, interesting to see that Charlotte is in the polls, does this mean you may consider other Puella Magi characters in the future?
I'd say that Mami with Geros's sprites is certainly a possibility, since that's the only other Madoka Magica character with hi-res sprites as far as I'm aware. I would love to see some good high res sprites for Kyoko Sakura so I can work on her.
If only we could get a good Puella Magi fighting game. One by ArcSys would be something and it's definitely long overdue. I'd actually redo Sayaka and Homura if something like that were to exist. Anyway, voted for Es because that's another character I've been waiting for a decent conversion to come into fruition.
OHMSBY said, 5 years agoGladiacloud said, 5 years agoI like your new poll, but it's a pity that there isn't Nine.I actually was considering Nine for the poll, so perhaps next time.I just found out that Nine will be a future K6666 Orochi wip for his "season 2" characters And tell me: will you remove the eternal losers from your second poll, as happened with the first?
OHMSBY said, 5 years agoThank you SolidZone.I fully intend to work on each and every one of these characters, so you will be seeing them, whether it be sooner or later.No problem, anytime.Also glad to see you aren't stopping anytime soon and branching out to more franchises. In fact, after doing feedback for all your 1st set of characters and learning how they work, I kinda want to make my own in your style. But don't worry, none of those I plan to work with are in your 2nd set poll. They are the kind of characters you would never even think of doing or will be using lo-res sprites instead. Maybe even a character I wanted to do for years, but couldn't due to my lack of skill. Hopefully I'll have something to show you and everyone here, so looking forward to that too.
Hi Are u using a Mac?Could u tell me how you run Mugen 1.1 on Mac with OpenGL?by the way good char gameplay is easy and good. the only complain as same as Misaka the hit anime of 5030This may trigger me want to edit your characters haha...
Another quick update for Kuroko that adjusts her air gethit anim and fixes an issue i've found. Go ahead and redownload her.Quote- Fixed an error where inputting 2B after guarding would sometimes trigger the dead angle attack instead- Changed the initial sprite for anim 5030SolidZone 26 said, 5 years agoIn fact, after doing feedback for all your 1st set of characters and learning how they work, I kinda want to make my own in your style. Well, I look forward to seeing what you come up with, and I'd be more than happy to help out if you need me to.beterhans said, 5 years agoHi Are u using a Mac?Could u tell me how you run Mugen 1.1 on Mac with OpenGL?As a matter of fact, I am using a Mac. However, I haven't figured out the OpenGL issue either. The only solution I've found is to enable safe mode in mugen.cfg, which severely limits the engine's memory unfortunately. I primarily use IKEMEN Plus, which can be found here:http://mugenguild.com/forum/topics/ikemen-plus-181972.0.html
OK Thanks for the reply looks like its not possibleI've tried different wineI've tried virtualboxall not working but all ok with directx.
poll said:KokonoeEsNarukamiBlade Strangers CharactersNitroplus CharactersSamusCharlotteGosh dang you're making this hard As a side question how does your workflow usually go? You have a frequent and constant stream of releases, so I'm curious what are your secrets. How long do you spend a day working on a character? What order do you make your characters? (Adding sprites, animations, sounds, and code as you make each move? Or adding all sprites at once, then working on animations, then code, etc.) With the way you split up your work, how long does each part take?
The poll results are in:Es is the winner, so expect to see her released next. Thanks for voting everyone.vgma2 said, 5 years agoAs a side question how does your workflow usually go? You have a frequent and constant stream of releases, so I'm curious what are your secrets.I haven't really been keeping track of how long each phase of the character making process takes, but I usually spend about 4-5 hours working on my Mugen stuff before going to bed, obviously more during the weekends. Whenever I have a poll going or if my current project is out for testing, I'll do some work on the other poll characters, giving them all of the required sprites and animations at the very least. This way, I'll have less work to do once a character has won a poll.
I got two questions for you.1) Which sprites you use for Samus and Charlotte?2) How do you find the sprites from Nitroplus Blasterz since no one still didn't manage to extract yet? (KDT doesn't count since some extracted sprites are bad images.)And that's it. I'm looking forward to your Es! You're great as usual.
Sorry in advance if this is considered way too off-topic.But I just wanted to ask since i'm curious if you've ever had an interest in doing a Hokuto no Ken character from the PS2 fighter by Arcsys.Or a chaos code character.Not trying to request one or anything just curious about it.
Darkrow said, 5 years ago1) Which sprites you use for Samus and Charlotte?Darkrow said, 5 years ago2) How do you find the sprites from Nitroplus Blasterz since no one still didn't manage to extract yet? (KDT doesn't count since some extracted sprites are bad images.)I'm actually using KDT's sprites. I've already looked through all of them to make sure they were usable, and the only corrupted images are just duplicates of other sprites. So it's all good.Memes never die/Manby said, 5 years agoSorry in advance if this is considered way too off-topic.But I just wanted to ask since i'm curious if you've ever had an interest in doing a Hokuto no Ken character from the PS2 fighter by Arcsys.Or a chaos code character.Not trying to request one or anything just curious about it.That's okay.I make it a rule to only work on characters from games that I at least have some sort of access to, and unfortunately, Hokuto No Ken is not one of those games. Chaos Code on the other hand, I actually do have access to. So I just might make a Chaos Code character sometime in the future, most likely Rui or Cthylla.
OHMSBY said, 5 years agoI make it a rule to only work on characters from games that I at least have some sort of access to,Coincidentally, this is a very similar rule that I use when creating characters in mind, just add "and also custom MUGEN characters that function very much like an FG character" as well. Great minds think alike.
One questionI saw one of your video on youtubeI found they are quit different than the one you released here.Is it because your are using IKEMAN version?
OHMSBY said, 5 years agoThat video was uploaded before she was even sent out for testing, so things have changed since then.ThanksSince I just finished the Torau Index III (which is bad) last month and you released those two that made me quite interested in them.I Hope you are OK if I start to make an edited version on them.
Monochu360 said, 5 years agoBut I thought you couldn't do persona characters He wasn't able to handle them before because he didn't have the experience dealing with assist reliant characters. Now that he's likely got a better idea on how they work, he probably is able to pull it off now. Assist characters are pretty heavy when it comes to setting them up anyway. I do remember OHMSBY saying that in a post, but can't remember which one.
Another Update that fixes the burst system and buffs her OTG combos by bypassing fall.defence_up. Go ahead and download her again.Quote- Revised Burst System- Kuroko now makes use of custom fall states, bypassing fall.defence_up
Hmmm, seems the custom hitfall tends to not kick in from my testings, I even have debug turned on for P2's side to check if they go into Kuroko's custom states and they seem to go into their own hitfall states instead. Probably could also check for the the rest of the cast, too, to be extra sure.
Whoops.I figured out what the problem was. I got it fixed and its working again. Go ahead and download her again.Same goes for Ruby, Kirby and Misaka, so redownload them as well.
Yea, don't mind me bumping this one. Just started to watch the Railgun series so I decided to get hook'd with Kuroko. Playing her, I noticed a certain problems.- Dash A can lead to infinites due to the lack of bounce limit: https://streamable.com/ukfg4- If I start a combo with Passionate Kiss, the combo counter will ignore the first hit.- This is more about balancing decision but "How Careless" being unblockable isn't a good idea at all. It has zero frame start-up while still can counter projectiles and throws. It basically nullifies and gives zoner-archetype characters zero chance for counter play. I suggest you making it being blockable for projectile-counter and still leaving Kuroko vulnerable to throw.
And fixed. Go ahead and download Kuroko again. Thanks once again Giang.Quote- Added bounce limit to Running A and Running B, effectively preventing an infinite- Fixed an error where the combo counter doesn't count Passionate Kiss under certain conditions- "How Careless" is now Blockable
"How Careless" is still unblockable (due to the pause as opponents won't be able to react during it). I suggest you making a different state for projectile counter without the pause while keeping the pause for melee counter only.Also, on the other note, I found that Steel Darts didn't get counter hit message too (the same goes with every projectile attack).
Updated:Quote- Fixed an error where the counter message wouldn't show up for helper based attacks- "How Careless" will have less pause time when countering a projectile, making it easier to block
Big update time. Go ahead and download Kuroko again.Quote- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Kuroko in a powered up state that gives the following benefits: +Health and Meter will gradually recover overtime (Unless you're taking damage) +Damage output will be increased by 20% +Timer will be frozen +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it +Hitting the opponent with the ultra burst will also grant 500 meter instantlyThe time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state- Implemented throw escape system, the opponent can now escape Kuroko's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit- New Burst icon- New cut in portrait for astral heat- New astral heat BG- Fixed an error where "how Careless" didn't detect physical hits properly
Kuroko has been updated. Go ahead and download her again.Quote- Fixed an error in the incremental cornerpush code- Fixed an error where Kuroko wouldn't dodge if a diagonal input was being held- Fixed an error where Kuroko would continue with Sexy Teleport's follow up after hitting a helper - Fixed an error where Kuroko could land above the ground after Passionate Kiss- Increased Max Health from 920 to 940- Adjustments to damage scaling- Increased the amount of height Kuroko jumps back after successfully hitting with Steel Phalanx- Sexy Teleport no longer overrides dodges- Adjusted hitboxes on some attacks- Kuruko will now retain her velocity during the startup of her grounded teleport dodges- Increased the travel distance of her aerial teleport dodges- During Passionate Kiss, the wheel chair will now be thrown a few frames sooner after the super pause- Using Passionate Kiss again in the same combo will no longer cancel the ground bounce- All helper based attacks can now put the opponent into the custom fall states- The Ultra Burst aura will no longer show up during custom states- New sound effect for hitting with Passionate Kiss or the last hit of Steel Phalanx- New vignette effect for hitting with Passionate Kiss or the last hit of Steel Phalanx