The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: Nep Heart on December 04, 2018, 11:15:02 pm

Title: Homura Akemi by Nep Heart
Post by: Nep Heart on December 04, 2018, 11:15:02 pm
Spoiler, click to toggle visibilty

https://www.dailymotion.com/video/x6yddli

 The disillusioned magical girl of time is here to battle for her best friend at all costs, Homura Akemi is finally complete and ready for your MUGEN. Turns out this character was relatively easier to do compared to the complexity that was Akyuu and my first attempt that was Sayaka. As before, she operates under the same base gameplay mechanics as my previous characters, however, she focuses heavily on zoning and keepaway unlike the other two.

 Get here here: https://1drv.ms/u/s!AvDqTmHZ37DihnFereY4N0FvYRfx

 On a side note, Sayaka Miki and Hieda no Akyuu have been updated.

 Both said:
- Fixed bug that randomly fails to trigger custom state on guard crush.
- Fixed some inconsistencies in graphical and sound effects, particularly for custom states.
- Fixed counter hit bug that made damage bonuses and custom states persist beyond the actual counter hit.

Sayaka Miki said:
- Fixed super armor bug in Oratorio.
- Corrected a custom state bug for x version of Scherzo.

Hieda no Akyuu said:
- Tweaked damage scaling
- Fixed a bug in her Miare Bomb's armor.
- Retooled x and z versions for Request of the Year so that the z version is air unblockable regardless of level instead of both being unblockable at level 4.
- Minor fixes to hitboxes and velocities so that aerial combos connect more consistently.

http://mugenguild.com/forum/topics/hieda-no-akyuu-nep-heart-185235.0.html
http://mugenguild.com/forum/topics/sayaka-miki-nep-heart-185048.0.html

 Get them at their respective release threads.
Title: Re: Homura Akemi by Nep Heart
Post by: Azul Crescent on December 04, 2018, 11:59:35 pm
YES!! Was waiting for this! Can't wait to try her out! Now i can do a video of Homura vs Sayaka in the same style! <3

Fantastic job Nep-chan! ❤
Title: Re: Homura Akemi by Nep Heart
Post by: Mr. Giang on December 05, 2018, 12:51:29 am
I have been following her process for a while. Quite nice to finally see her get release finally.
Title: Re: Homura Akemi by Nep Heart
Post by: HatsuneMiku270 on December 05, 2018, 06:28:42 am
Nice release,i'm been waiting her for so long
Thank Nep Heart❤ > w<
Title: Re: Homura Akemi by Nep Heart
Post by: MightyKombat on December 05, 2018, 04:33:08 pm
Her jumping Light attack seems to be an infinite juggle if nailed on an airborne opponent and can be spammed on the opponent, and they can't air recover out of it.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on December 05, 2018, 10:00:19 pm
Her jumping Light attack seems to be an infinite juggle if nailed on an airborne opponent and can be spammed on the opponent, and they can't air recover out of it.

 Ah, thanks for pointing this out. That was an oversight when I was experimenting with the juggle system, but forgot to restore the recovery back when I got too focused trying to fix a dreaded guard crush bug.

 Anyway, updated accordingly, unrecoverable light jumping attack shouldn't be happening anymore now.
Title: Re: Homura Akemi by Nep Heart
Post by: MightyKombat on December 05, 2018, 11:39:29 pm
Yeah, its recoverable now, if still a bit spammable. Should add more recovery time or whathaveyou to the air light attack.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on December 06, 2018, 03:27:55 am
 I'll see about maybe adding a frame or two of endlag to the light attack series, although jab type attacks regardless of standing, crouching or air for all my characters do scale damage more than most of their attacks, so, I'll have to see how to weigh those factors in.
Title: Re: Homura Akemi by Nep Heart
Post by: MightyKombat on December 06, 2018, 02:11:17 pm
You got it. Thanks for the air recover fix too.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on December 08, 2018, 11:38:16 pm
 Alright, made a small update to Homura, Akyuu and Sayaka where a sound and graphical effect error occurred occasionally due to a mis-assignment on my part.

 Also, made it so that Homura's air jab cancels into itself 1 frame later than before.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on December 10, 2018, 12:50:46 am
 Another small update to Homura. Realized that time still remains frozen if the time stop intro is skipped, so, I fixed it so the freeze is skipped properly. Not too impacting on actual gameplay, but I know this is still important to some people who would just like to skip an intro right away anyway.
Title: Re: Homura Akemi by Nep Heart
Post by: 【MFG】gui0007 on January 12, 2019, 05:52:05 pm
Kinda late but...


Nice one Nep, gotta did one with Hotaru next. :)
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on January 12, 2019, 07:59:21 pm
 Never late, there is no rush lol.

 Glad you enjoyed Homura.
Title: Re: Homura Akemi by Nep Heart
Post by: Baby Bonnie Hood on January 13, 2019, 04:17:11 am
It sure is nice when a character you've made gets a video spotlight.  I've no doubt that anything you make in the future will be similarly featured as well.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on February 11, 2019, 02:25:34 am
 Decided to make early updates for all characters this time instead of waiting until I release my next character, so, have fun with that, everyone.

 Here's Homura's updates...

- Buffed Airstrike; reduced start-up and increased damage.
- Improved aesthetics.
- Fixed bug that made certain bullet based projectiles unblockable at point blank range.
- AT-4 now penetrates through most projectiles.

 The updates for everyone including Homura...

- Fixed wall bounce animations, hurtboxes and a bug that was found in them.
- Fixed ground bounce animations and hurtboxes.
- Fixed custom tripping animations and hurtboxes.
- Revised projectile reflectors for characters who have one.
- Added Gold Burst and Bursting now uses up all juggle points on hit.
- Revised ground teching to be similar to Melty Blood's.
- Revised lv3/lv5 super aesthetics.
- Tweaked all damage scaling.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on February 17, 2019, 07:49:13 am
 A minor mechanic revision update for all characters since I've finally figured out how to make certain things work.

- Made ground teching more consistent in that it will work even against knockback that can't be recovered from normally with the exception of most custom hit states much like Melty Blood.
- Most ground normals with certain exceptions such as launchers and dash attacks can be cancelled into a jump on hit or on block much like aerial normals can; alas reinforcing the Guilty Gear inspiration further.
- To compensate for the above, all aerial normals will cause both P1 and P2 to experience increased push back the more a grounded opponent is being combo'd or the lower their guard crush meter is.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on March 13, 2019, 04:16:55 am
 Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance.

all characters:

- Corrected another cornerpush quirk.
- Revised counter hit notification and Burst icon FXs.
- Added recovery notification FX.
- Added a juggle meter that appears under opponent whenever they are being juggled.
- Fixed a bug in projectile reflectors for all characters who have one.
- Corrected buffering on all half-circle commands for those that have it.
- Corrected issue where Spell Bonuses failed against super/hyper armor.
- Fixed aerial guard crush/counter hit custom hitstates.

Homura:

- Corrected damage scaling bug on FN Minimi.
- Revised sprites for Air Strike.
- Revised dash attack to now hit low.
- Revised Pipebomb; can now have up to three on the screen at once and can choose to detonate all pipebombs once there are three on the screen.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on April 01, 2019, 12:42:18 am
 It's that time again with Doppel Nanase being ready for release in a week or two. All characters are updated in advance.

All Characters:

- Tweaked guard crush system for more consistency.
- Updated burst buffering for more consistency.
- Tweaked cornerpushing and guard velocities for more consistency.
- Tweaked current lv3/v5 FX to make them flow better.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on April 18, 2019, 04:25:02 am
All Characters:

- New mechanic; guard cancel dash.
- Burst can now recharge faster while the character is taking damage.
- Various sound improvements.
- Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers.
- Repositioned juggle meter to account for more convenient viewing during corner juggles.
- Tweaked cornerpush on all characters for slightly more leniency and more consistency.
- Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained.
- Fixed super jump bug that gave control too soon.

Homura:

- Overall increased damage for many moves with damage scaling compensated.
- Time Stop Special revamped, making it a more practical move now.
- Corrected offset for most bullets so as to hit more consistently, especially at the corner.
- Aerial Mark XIX Desert Eagle now has a hitbox on gun itself.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on April 19, 2019, 07:23:48 am
 Very quick update since there was an annoying bug I accidentally left behind while updating the burst system.

- Corrected a bug where burst couldn't be used until you get hit after the start of a round.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on May 08, 2019, 02:33:57 am
Seeing as how Nayuki is going to be released some time this week, you know the drill...

All Characters:

- Revamped juggle system; instead of being based on move count like before, it's based on a timer now.
- Introduced hitstun decay system.
- Increased damage on all normals and uniformed damage scaling across everyone to be 30% minimum to accommodate the new juggle system.
- More moves are made untechable to accommodate the new juggle system. In addition, grounded normals that force targets to stand now cause soft knockdown now.
- Hitstun increased to various extents for all normals and special to accommodate for introduction of hitstun decay.
- Burst now comes with a meter below the icon that tells the player its recharge status as well as a cross-out that will appear over said icon whenever the character is in hitstates that they cannot burst out of.
- Guard Crush damage reduced by 33% across all characters except for Akyuu, whose is reduced by 66%.
- Fixed counter hit and spell bonus bugs.
- Adjusted cornerpush to occur only on hit.
- Fixed bug that caused Gold Burst to be read too late.
- Revised super finish aesthetics.
- Debug now allows player to have a "cheat sheet" to view juggle timer, hitstun decay and damage scaling.

Homura Akemi:

- Fixed a few custom state bugs.
- Increased power gain on all moves.
- A few specials and Artillery Strike have increased damage.
- Spatial Movement can now be cancelled on hit or block with any normal sans dash attack, opening up new options for Homura.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on May 09, 2019, 09:51:55 am
- Fixed bug where invalid detector misread certain custom hit states while hitstun decay and juggle timers are active.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on June 13, 2019, 08:43:41 pm
All Characters:

- Overhauled every characters' read me text file.
- Command for guard cancel counter has been changed to F+x+y.
- Fixed burst bug that forced it even without input.
- Fixed bugs for post-battle states.
- Improved/fixed more sound aesthetics.
- More normals are made incapable of jump canceling on block.
- Tweaked custom knockdown to prevent alternative get-up options from ceasing their function.
- Juggle timer reduced from 9 seconds down to 4 seconds. Juggle timer restoration with each hit and super pause are increased proportionately to compensate.
- Revised Counter Hit from doing 100% bonus damage down to 25% bonus damage, however, damage scaling is mitigated by 25% for starting combos off a counter hit.
- Mechanics are now divided into different tiers in terms of how commonly shared they are; Universal Abilities for mechanics in which all characters share, Series Abilities for mechanics in which only characters from a corresponding series share and Unique Abilities in which only that specific character has.
- Introduced Guts.
- Everyone's down.bounce.yaccel value has been practically doubled, emulating knockdowns closer to that of EFZ.
- To compensate for introduction of Guts and juggle timer being lowered, all normals and most supers have their damage increased and damage scaling slightly increased and minimum damage scaling decreased.

Puella Magi Characters:

- Introduced Magia Shield.
- Introduced Soul Gem.

Homura Akemi:

- Stinger z version's homing missile now explodes instead of vanishes after 10 seconds of not hitting anything.
- Fixed error where Time Stop Special still required 5000 power to activate in spite of being only 3000 power.
- Artillery Strike calls in less missiles, damage per missile increased to compensate.
- Revamped Air Strike; it is now a single nuclear bomb whose full screen damage is based on opponent's distance from detonation point.
Title: Re: Homura Akemi by Nep Heart
Post by: Nep Heart on June 19, 2019, 08:22:49 pm
Quick update to correct a system mechanic as well as a Series Ability flaw.

- Guts works correctly on first hit of being combo'd.
- Fixed Magia Shield bug.

An example of what it looks like in action when properly working. Yes, that's the same exact combo.

(https://i.imgur.com/anYV4Oj.png)
(https://i.imgur.com/B97ii3F.png)