22/01/2022 - 1.0.1
- Fixed misaligned head.pos and mid.pos.
- Disable walking sounds (You can re-enable them by deleting Null on Rentaro's common.)
- Tons of aesthetic fixes.
- Adjustment to some wrong Attributes on certain specials.
- Unibeko Ryuu is now included in the movelist.
- Fixed Unebiko Ryuu not having an increased cornerpush.
- Fixed uncharged Rokuro Kabuto long hit time when it hit an opponent.
- Fixed jC counter message not playing.
- Fixed Force Breaks gaining power when hitting an opponent when it is not supposed to.
By the way, how do you make your movelist.png and what program do you use to do so? Ichida doesn't know how to do that and I'm curious to know how as well.
22/01/2022 - 1.0.2
- Fixed Unebiko Ryuu Hitdefs and making it work with the increased cornerpush.
- Fixed all Special Moves to have an increased damage when countering an opponent.
- Fixed a bug where Homura Kasen - Full Burst did not make the enemy bounce when using Rapid Cancelling.
- Fixed a bug where Rapid Cancelling used on Final Strike eats 1000 power instead of 500.
I use Adobe Photoshop to make My own, I can send you My PSD if you want.Sure, I was mostly curious where those D-pad, A, B and C icons were from. I also help make the small portraits for Ichida, so I can help you with that as well so you don't have to use the character sprite. But I need a sample of the small portrait you want in black and white as that's how I make them. I would mostly prefer the one used on the character select screen from the source game.
23/01/2022 - 1.0.3
- Lots of aesthetic adjustment
- Fixed some moves counters deals less damage than it should be.
- Changed Homura Kasen x velocity, so it doesn't do a complete stop.
- Changed some Effects to the one from the original game.
- Uncharged Rokuro Kabuto now has an increased hittime.
- Changed some helpers into an explod (as it should be).
- Fixed Final Strike effects still played when using Rapid Cancelling
- Adjustment to Big Portrait.
- Hitbox is now more simplified.
- Unebiko Ryuu A no longer has corner push.
- Fixed wrong hitsparks on some specials (jC is still slightly misaligned as I couldn't get it to align properly).
Sure, I was mostly curious where those D-pad, A, B and C icons were from. I also help make the small portraits for Ichida, so I can help you with that as well so you don't have to use the character sprite. But I need a sample of the small portrait you want in black and white as that's how I make them. I would mostly prefer the one used on the character select screen from the source game.
-Unebiko Ryuu B pushes you back from opponent if you hit them on corner.His reversals still must have increased cornerpush as the opponent can't block them in the air. Using them excessively near the side of the wall can result to an infinite even if it's recoverable and have no way of blocking it.
https://streamable.com/iwa7e5
I've sent you a message.Thanks, I also sent some feedback on the way. Oh, guess I missed that and looked aligned very well. So I though you got them from some program.
Also the icons are from OHMSBY movelist.png as stated in My readme.
Another errors:
-When you counter hit an opponent with Final Strike, it deals same damage as non-counter one, even in NoY active. I compared it with OHMSBY's Akatsuki (Kamikaze), and Ichida's Akiha (Scarlet Mistress - Cage Hair)
23/01/2022 - 1.0.4
- Fixed Final Strike not dealing more damage when countering.
- Some Adjusmtent to aesthetics.
-Unebiko Ryuu B pushes you back from opponent if you hit them on corner.
https://streamable.com/iwa7e5
-Unebiko Ryuu B pushes you back from opponent if you hit them on corner.
https://streamable.com/iwa7e5
24/01/2022 - 1.0.5
- Both A and B versions of Unebiko Ryuu now has bigger hitbox and effects. it can now properly counter opponents instead of whiffing even though the hitbox clearly hit the opponents hurtbox.
- A versions of Unebiko Ryuu has been corrected to have cornerpush.
- 2 New Big portraits from ZolidSone.
Actually no, after Zolid told me and after I did further testing. you're actually right there is a bug. sorry about that.Yeah, I had to look at other characters again to make sure as usually a reversal is on the B command only. But there is a possibility that have an A variant and the cornerpush does apply to both.
Hopefully this will iron out most of the bugs and errors. but if you encounter another, do let me know.
26/01/2022 - 1.0.6
- Fixed a Bug where Astral Heat did not kill the opponent on Ikemen GO.
27/01/2022 - 1.0.7
- Opponents can no longer recover when Charged Homura Kasen countered their attacks.
Hey Resentone, how are you doing dude?I'm quite busy lately, but I'm doing just fine.
how has your skills developed while working on various Mugen characters like Angel Yuuki, the spiriting process of the Crossing Void alternative sprites, and your recent work on Rentaro Satomi?I got the basics down and know what's what, but still a total noob.
do you have a backstory to your name or was it just something that you created on the fly?It's nothing special. When I was making my username, I was looking for a word that starts with an R, the "one" at the end is to count on how many accounts I made when making one for a gacha game. So if I made an alt, I can just name it "Resentwo" and so forth.
7/02/2022 - 1.0.8
- Adjustment to Ultra Burst icon.
- Fixed some wrong attributes.
16/02/2022 - 1.0.9
- Adjustment to Ultra Burst icon.
- Slight adjustment to aesthetic.
- Adjustment to Movelist.png
17/02/2022 - 1.0.1
- Adjustment to Distortion Drives "Boundary Peek" and "Testify: Seventeen Dissection" BG so certain stage layers won't appear in front of it.
His 5BBB has too much hitstuns, which leads to an infinite
17/02/2022 - 1.0.2
- Adjustment to sprites.
- 5BBB now has much less hitstuns.
The best way to fix it is to use ceil(p2dist) and ifelse to determine whether the enemy is on the ground or in the air.-The swing effect on his 66A follows him after rapid canceling.
-The swing effect on the last hit of Final Strike is too large.This is intentional, that effect is large in the original game.
Shiki's air backdash is slow
Is it intentional from source game? I've compared it with Kohaku and Akiha
5/03/2022 - 1.1.0
- Added the new Astral Heat indicator from OHMSBY characters.
- Adjustment to Hitbox and Hurtbox of 5BBB and Flash Run - Double Strike last hit.
- Adjustment to 5BBB Hitstun and added some cornerpush.
- Adjustment to Aura colors.
- Adjustment to reversals.
- Adjustment to "Bounced Up" and "Hit Ground After Bounce" anim.
19/03/2022 - 1.1.1
- Adjusted Astral Ready flashes to be more consistent.
- Adjustment to Hurtbox, and hitbox.
- Adjustment to some audio.
- When Shiki's Boundary Peek register a hit to an opponent, it now has a failsafe incase p2 did not get put into a custom state.
- Some correction on Movelist.png
- and other small fixes.
19/03/2022 - 1.0.10
- Added Astral Ready Flashes from OHMSBY characters.
- Adjustment to aesthetic.
- Both distortion drives now gain NOY buffs.
- and other small fixes.
19/03/2022 - 1.0.1
- Fixed some infinite routes.
19/03/2022 - 1.0.2
- Fixed a debug flood when executing Alte Nagel A.
- Minor Aesthetic change.
19/03/2022 - 1.0.11
- Some Aesthetic fixes.
- Hurtbox adjustment.
- Air Unebiko Ryuu is now blockable and no longer has cornerpush.
I got One bit of feedback for Red Arcueid
- Her imported sprites and FX (excluding her astral heat/Last Arc scene) needed cropping to reduce the sff file size, hence the reason why its over 60+ MB.
I also checked to see if Shiki had the same issue, but he's fine.
-Fixed an error where the opponent could skip straight to their liedown animation without a shockwave effect upon hitting the ground during the custom fall statesThis is basically when a shockwave sometimes not appear when the opponent touches the ground from a custom state. There's a piece of code that needs to be added on them to prevent that error from happening.
Quote-Fixed an error where the opponent could skip straight to their liedown animation without a shockwave effect upon hitting the ground during the custom fall statesThis is basically when a shockwave sometimes not appear when the opponent touches the ground from a custom state. There's a piece of code that needs to be added on them to prevent that error from happening.
Also, Shiki and Red Arcueid's flashes when NOY is active and when the conditions of their astral heat are met needs to be adjusted so it's consistent with OHMSBY's characters as theirs look higher than those with a taller height. This was adjusted on his Kohaku already.
21/04/2022 - 1.0.12
- Homura Kasen can now be jump cancelled.
- Rentaro's AI can now run.
21/04/2022 - 1.2.0
- Readjust the Astral Ready Flash.
- Shiki AI will no longer run like a headless chicken and will act like any OHMSBY's/Ichida's AI.
- Fixed Flash Sheath - Eightfold Thrust having the wrong Attributes.
- Changed Flash Sheath - Single Strike EX into his Moon Skill counterpart from the original game.
- Flash Sheath - Single Strike B can now bounce the opponent just like how it is in the original game.
- Changed j(C) Fall recover time.
- Fixed some janky infinite prevention.
- Fixed some wrong sprite priority.
- Fixed 5BBB/66B physics so it slides instead of coming into a complete halt.
- Optimized Rapid Beat.
- Removed cornerpush from Flash Sheath - Eighfold Thrust & Flash Sheath - Eight Points so this move can be performed in the corner.
- Corrected some counter damage values.
- Fixed the intro against Vlov not playing, and added unique dialogues.
- Changed his K.O voiceline.
- Shiki can now Airdash and Jump while performing j(C) on hit.
- Other miscellaneous fixes.
21/04/2022 - 1.0.3
- Adjusted the Astral Ready Flash.
- Added intro Vs. Saber.
- Added a hurtbox on Erde Seele Seufzer.
- Optimized the damage dampener.
- Optimized the hit stun.
- Increased the overall damage of her normals.
- File size Optimisation.
- jC and j(C) should now be able to air dash.
- and other small fixes.
Congrats on releasing Saber!
And can't wait for Hisui! I hope you're doing her right since she's my main in MBTL.
Certain stages makes both Saber and the opponent slide when she lands Avalon
https://streamable.com/168i8g
One of the stages I tried was this one: https://mugenfreeforall.com/topic/48627-battlematic-maiden-stage-6/#comment-369497
21/04/2022 - 1.0.1
- Fixed some wacky posset keeps persisting, resulting Saber and the opponent to slide on certain stages.
Found a small error for your Seibah.
Her EX Elfin Dance is recoverable when you hit with counter, while the non counter hit is unrecoverable.
26/04/2022 - 1.0.2
- Added an Idle Taunt. Unlike the normal Taunt, you won't get power and your movement won't be restricted when this taunt activates.
- Fixed Elfin Dance EX not recoverable, and it being recoverable when countered.
- Fixed a few aesthetic errors.
Looks like her Avalon can create clones from some helpers. (OHMSBY's Quote, Stupa's Training, etc.)
https://streamable.com/xdsvun
27/04/2022 - 1.0.3
- Fixed Avalon creating clones on certain helpers.
3/06/2022 - 1.2.1
- Fixed Debug errors when performing j(C).
- Fixed Vs. Aoko's intro Audio not playing.
- Minor hitbox and hitpause change.
3/06/2022 - 1.0.4
- Added Vs. Intro Against Noel.
- Optimised jB and jC Velocity so it can be easily performed.Spoiler, click to toggle visibilty- and Other Minor changes.
3/06/2022 - 1.0.4
- Added Vs. Intro Against Hisui.
So how's it goin'? I'm lookin' forward to Hisui! Keep up the good work!
So how's it goin'? I'm lookin' forward to Hisui! Keep up the good work!
Feelin' fine, thank you. took a break from MUGEN for 2 weeks but I'm back. So expect her and Arcueid release in the coming days.
Hey Resent, how have you been?I'm fine.
Is your new laptop working out for you?It's not mine, but yes. it's working out just fine.
Also if you don't mind me asking what is your impression of the Undernight In-Birth mod by Bootysama, since your making a version of Hyde based on how he played in that nodded game?I was pretty impressed, despite it's janky nature. though My Hyde will not only be based on his mod, but another UNI Mod.
And what was the factor that made you interested in doing cool French Bread gals like valley girl, moon princess Arcueid and Phonon, The Cleaving Flurry Of The Baroque Noise?It depends really. I always ask myself whether I can make them or not before planning and committing on making them.
15/07/22
-Rentaro, Shiki, Red Arcueid has received a Major Update.
-General changes:-Character changes:
- EXA systems has been implemented. Info about it can bee seen here (https://drive.google.com/file/d/1s9ySAFwmIriLWjqfqI85obh6GorL-Xv7/view).
- New Astrals Text Cut-In (https://drive.google.com/file/d/1b74RK0SxVz-5Z0NfVaf_8KepJygSDZrT/view) that uses Type Lumina font has been added.
- New Overhauled Movelist.png (https://drive.google.com/file/d/1m6Y4UMcWPxeLE7h2sY2cx9UZ980SDaXO/view) has been added
- Reverted back some changes regarding jC jump canceling/aerial forward dash on Melty Blood characters (excluding Red Arcueid.)
- Fixed Vs. Intros not playing in turns mode.
- EXPERIMENTAL: Some effects palette and sprites of Arcueid and Hisui can be changed depending on their palettes. Character releases going forward will have this feature. Please read the info about how you can change them in the Read Me.txt.
-Rentaro:-Shiki:
- Fixed some minor issues.
-Red Arcueid:
- Added a code on Rapid Beat to try and fix his jank whiff when trying to connect 214 specials.
- Fixed some intros that were improperly timed.
- Fixed some minor issues.
Additional Notes: Saber EXA will be released in the coming days. It was delayed due to me not having enough time to finish her Exceed Accel moves.
- j2C Now can be bounced more effectively and can be chained into combos.
- Added Intro against Arcueid Brunestud.
- Fixed some minor issues.
15/07/2022 - 1.0.1
- Fixed a bug where Hisui is unable to use Roman Cancel on Projectile Attacks.
- Fixed a bug where Hisui is unable to use Roman Cancel on Distortion Drives.
- Fix the AI Combo string when Opponent is Blocking.
Fixed.Don't count this as an official update, but Hisui's forward/backwards/running throws are still bugged:
17/07/2022 - 2.0.0
- EXA Implementation.
- Fixed a few effect errors.
- Both Distortion Drives now only Kill on the last hit.
- Nerfed Avalon damage and it's NOY damage gains.
- Avalon now has longer recovery after a successful counter.
- Avalon can now use Roman Cancel after a successful counter.
- Minor code fixes.
17/07/2022 - 1.0.3
- New Grab anim binds.
18/07/22
Everyone:
- Frame advantage adjustment.
Shiki Tohno:
- Fix EX Flash Sheath - Single Strike being able to hit low.
31/07/2022 - 2.0.3
- Fixed an error where Red Arcueid was unable to perform Normal Burst.
Hey Resentone, what's the other UNI Mod that you mentioned awhile ago? I'm only familiar with the mod by Bootsy.It's based off of this mod https://www.youtube.com/watch?v=SbN_hUAGb_E by someone name u4ick who's knowledgeable in modding french bread games.
Also here's an idea that could be interesting: You could make a Shiki Nanaya using the regular Shiki Tohno assets. In a similar vane to characters like ichida's Blissful Adachi and OHMSBY's Robo Weiss, you make a edited Shiki Tohno based on his smug alternative self. It could be pretty easy visually speaking since both characters share similar moves and you could just make minor adjustments like edit his sprite to him his class crap eating grin that he has in his idle pose amd swap out Tohno's voiceclips for the Nanaya voice clips from the original Melty Blood. It would be a cool alternative until he eventually is added into Type Lumina. Though I merely speaking from a spectator perspective since I not sure how easy it would be from a coding and spriting perspective.As much as I would love to do that, I will just personally wait for the actual Nanaya character to be released. Not to mention I have characters in line that I wanted to make, so I'm not going to do it.
- Fixed incorrect spelling of Astral Heat on Movelist.pngAll MBTL cast has been updated.
- Fixed an error where the Astral Heat conditions compare the Opponent's current health to the Player's Max Health rather than the Opponent's Max Health.
03/09/2022 - 2.1.0
- Reduced damages on a lot of normal and special attacks.
- 5A now hits low.
- Flash Sheath - Single Strike A now cause crumple on grounded opponents.
- Flash Run - Double Strike A has shorter startup.
- Optimized All Flash Run - Double Strike slide kick so Shiki can no longer do accidental side switch whiff.
- Flash Sheath - Eight Piercings now has a charged feint.
- Flash Sheath - Eight Piercings now has a faster startup.
- Air Grab can now jump cancel after a successful grab.
- Fixed some minor errors.
03/09/2022 - 2.1.0
- 5CC is now chargeable.
- Alte Nagel EX now have a faster startup.
- Removed Charged effect when using the Charged version of Weiss Katze.
- Fixed a bug where the opponent will suddenly get stuck to ground when using when Weiss Katze EX more than 3 times.
- Optimized Aerial Alte Schule B air physics.
- Added a new move j214B-6X (Alte Schule B-6B).
- Adjusted Follow Up of Alte Schule B fireball angle to be able to hit lower opponents.
- Warc can now jump cancel after an air grab.
03/09/2022 - 2.1.0
- 2C has a faster recovery.
- jB Increased Hitbox range forwards.
- Charged Elfin Dance no longer show it's charged effect.
- Added a new move 236x-66.
- Added a small hitbox on Third Air - Ground to hit opponents that are in the back.
- Cross Air A & B have a faster startup.
- Added a new move Charged j236B.
- 214x and 236x~66 now have an after image.
- Saber can now jump cancel after a successful air grab.
03/09/2022 - 1.1.0
- Fixed all variants of Pardon Me where the enemy instantly recover when the move succefully perform a counter.
- Sturdy Ladle B now have a faster startup.
- Sturdy Ladle B have now a slight increase of travel distance.
- Hisui can now jump cancel after an air grab.
03/09/2022 - 1.1.0
- jA have slightly more reach.
- j2B are now chargeable.
- j2B has reduced damage and is no longer an overhead. instead, the charged version is now an overhead and will bounce the opponent on a succesful hit.
- 66A now have a faster startup.
- Added a new move 236X~4X.
- 236X~X/4X have slightly more updward reach.
- 236X~X~X now have a bigger hitbox.
- 236X~X~4X now have a faster startup.
Hey Resentone, how are you doing? If you don't mid me asking some questions, is there a backstory to how you got those edited sprites of Shiki Tohno's smug alter ego, Shiki Nanaya? What interest you in Phonon that lead to you in choosing her as the second character next to Enigma Hyde? Also is there a meaning behind Enigma Hyde's name?Someone sent me a message on youtube that said they're willing to give edited Shiki's sprite since they're leaving the mugen scene.
EDIT: Hey dude since you're making a frame patch update to your Type Lumina characters I found this patch notes from Eventhubs that could be helpful when updating your characters. Here is the linkThere's already official patch notes from the official twitter by the time you posted this, but I appreciate it.
https://docs.google.com/document/d/1md2Q639oexlP-Z_xjf4MYx5aqE7ihbLDvMA6hNdA4SM/edit?usp=drivesdk
Also one more question, have you thought about adding a mirror match special intro for Enigma Hyde for whenever he is paired up against OHMSBY's, Websta's, and or Mushypepito123's versions of Hyde?Currently there's none, but I did originally have plans for it but was scrapped last minute.
@Resentone apparently I can't download Red Arcueid file it keeps saying no preview available file is in owner's trash.
03/09/2022 - 1.0.1
- Fixed colored sword fx not showing.
If you want to change the colors of the effects. You need to change the palette of the swish effect itself, not the character palette. Otherwise the color won't change. Don't use the basepal from the palette folder as reference for the fx colors as it was only used for UNI, not mugen. and since it only change the characters palette, not the swish effect. it won't do anything.Since you mentioned that, why is the color for his blade on his default EX palette purple? With the exception of Vlov as he uses Fire and Ice attacks, his blade and effect palette doesn't match with his default one since his blade is technically black in color. And to see that the colors for the style used such as the Burst and Force Break and Super Sparks are white, I would think the swishes and the effects would also be as well. I don't see anything on his own palette that resembles purple on him. If you don't want to change it, that's fine. Just curious about the reason why as the alternative palettes have matching blade colors.
-The red hitbox on Vacant Shift - Dive and Red-Clad Craver's Follow Ups is too large on the bottom as it could hit the opponent nowhere close to where his leg is when they're on the ground and causes the hitspark and guard spark to be misliagned.I made them smaller but can't go anymore smaller than that, other wise he will whiff on some route when facing small opponents. the EX version of Vacant Shift - Dive hitbox remains unchanged since it's basically the same move as OHMS Hyde.
(https://cdn.discordapp.com/attachments/811199181162676244/1015938965242654760/Untitled.png)If you want to change the colors of the effects. You need to change the palette of the swish effect itself, not the character palette. Otherwise the color won't change. Don't use the basepal from the palette folder as reference for the fx colors as it was only used for UNI, not mugen. and since it only change the characters palette, not the swish effect. it won't do anything.Since you mentioned that, why is the color for his blade on his default EX palette purple? With the exception of Vlov as he uses Fire and Ice attacks, his blade and effect palette doesn't match with his default one since his blade is technically black in color. And to see that the colors for the style used such as the Burst and Force Break and Super Sparks are white, I would think the swishes and the effects would also be as well. I don't see anything on his own palette that resembles purple on him. If you don't want to change it, that's fine. Just curious about the reason why as the alternative palettes have matching blade colors.
where his leg is when they're on the ground and causes the hitspark and guard spark to be misliagned.
04/09/2022 - 2.1.1
- Fixed an error where Shiki could use Roman Cancel when performing 214B+C without making contact on the opponent.
- Renamed 214B+C from Flash Sheath - Eightfold Thrust to Flash Sheath - Tenfold Thrust.
17/09/2022
-Small update for Everyone.
- Taunt power gain now varies between characters.
Character Specific Changes:
Phonon:
- Fixed a debug error when performing Complete Servitude on certain characters.
Saber:
- Fixed an error where taunt doesn't give power.
Rentaro Satomi:
- Fixed minor aesthetic errors.
- Fixed an error where the Burst icon will flash red on the next round/round reset when NOY is activated.-Character changes:
- Fixed an error where the Awakening Portrait will flash white on Ultra Burst/Ultra Dead Angle startup.
- Health Points will now vary between characters.
- Added an Intro against Mash Kyrielight and Arcueid Brunestud.Hisui
- Fixed some aesthetic errors.
- Added an Intro against Mash Kyrielight.Enigma Hyde
- Fixed an error where Shadow Scare does not chip kill.Phonon
- Fixed an error where the Super Spark effect when he activates his astral heat is layered in front of the Astral Cut In portrait.
- Hyde's icon has been updated.
- Fixed an error where the Super Spark effect when she activates her astral heat is layered in front of the Astral Cut In portrait.Red Arcueid
- Phonon's icon has been updated.
- Rewrite EX Weiss Katze hitdef, it now play a block sound effect and the opponent will try to block properly instead of keep walking backwards.
- Red Arcueid's icon has been updated.
- Fixed some aesthetic errors.
Hey Resentone, how are you doing dude? You doing well?I'm alright, thank you.
And if you don't mind me asking some questions, did you face any interesting challenges when making Byakuya, specifically his spider arms that he uses and his web moves and affects?I did, mostly because of his spider arms due to how tedious it is to arrange them, and his web detection code due to it not being documented in the elecbyte site. The end result is good so it's all worth it in the end.
Also when updating the Melty Blood google drive did you find anything interesting or unique?There's nothing that really caught my eye. Unlike UNI, there's little unused stuff in the files this time around due to fpan culling them before release. Like Shiki for example, his se txt file indicates that have a lot unused lines, but those lines doesn't exist in the game anymore.
And finally is a process to picking your next two characters? For example, for Shizuo and Nanaya is there a specific reasoning or theme for these two as the upcoming two characters? Because both characters have a theme of struggling with the inner beast in them, with Shizuo struggling to deal with his incredible strength and temper and Nanaya being the representation of Shiki Tohno's fear of his inner demon hunter side.Idk if I have said this before but, I always pick characters if I can make them or not. There's no deep meaning behind them.
09/11/2022 - 1.0.1
- Fixed an error where her Astral Win pose would play randomly.
Um, I realized Byakuya and Phonon's Burst Sprite palettes doesn't correlate with their typical color like all other effect sprites do. Like, Byakuya's is Red instead of the usual Purple like all the other sprites and Phonon's is the same except not the typical Mint Green-ish color. Idk if that's intended or not.No it's not. Engima Hyde was like that too before, but I failed to notice it on them. Engima's was much easier to tell because his was white.
- Fixed an error where Mash can use Roman Cancel on all versions of "High Angle Transfer" when it made contact to the opponent, making them stuck in a custom state.
- Fixed an error where Byakuya will be stuck on a stand blocking state when his webs hit the opponent while performing a grab.
- Fixed aesthetic errors.
- Added an intro against Shiki Nanaya.
- Her air normals are now blockable in the air.
- Removed cornerpush on her EX variant of Shut Up and Fly!.
- Air version and EX version of Shut Up and Fly! are no longer air unblockable.
- Fixed an error where 66A and Caught You! (C) is blockable High instead of Low.
- Increased 214 follow up hitbox and velocity so it can hit air opponents properly.
- Fixed an error where some specials cannot be used after executing 5BBB.
- Fixed an error where 5C and jC deals chip damage and jC being able to chip kill.
- Fixed an error where Rapid Canceling Final Strike's first hit will make the opponent stuck and not being able to regain control.
- Added an intro against Shiki Nanaya.
04/01/2023 - 1.0.1
- Small adjustment to AI.
- Fixed incorrect win quotes.
- and other minor fixes.
Everyone:
- Fixed minor aesthetic issues.
Nanaya:
- changed the UB Awakening Cut In to reflects him as an EX variant.
-Depending on where the opponent's position when Come On! successfully connects, the 1st hitspark will end up getting misaligned because it's placed where they were originally was instead of being close to him.Since I used targetbind there's no way to get around this unless I remove it (which makes the 2nd hit whiff most of the time) or use a fake spark effects that may jank out. but I'll figure something out.
I also have a suggestion for the two hitsparks with the vignette effect in Time To Die!!! on the 38th and 45th hits, how about upscaling and making them larger? I think it would add a little more oomph to it.I upscaled them to 1.4 and 1.5
Melty Blood Characters:
- Fixed an error where characters will float in mid after performing Air Shield and said state animation has ended.
Shizuo:
09/01/2023 - 1.0.2
- Fix an aesthetic error on Shizuo when he successfully counter a projectile.
- FLY AWAY! counter properties now put him in a plus.
- FLY AWAY! Has a slight increase in damage scaling.
10/01/2023 - 1.0.2
- Fixed an error where the normal version of Flash Sheath - Monk Imprisoned by Doubts hitting multiple times in Ikemen GO.
17/01/2023 - 1.1.0
- Improved her Astral, now it runs in higher frames.
- Changed her Taunt.
17/01/2023 - 1.1.1
- Added a hit decay on 236(A). Preventing an infinite from happening.
- Replaced some old palettes.
- Redid the entire collision box so it's a lot more streamlined with my newer characters.
- Redid the effects to have a shared palette with each other.
- Redid some normal and special moves since I feel like it's too janky in the older version.
- Gunfire (Ground) is now a standalone move instead of being tied into auto combo A
- Replaced "Homura Kasen - Full Burst" into "Terminal Horizon" grants buffs like increased damage, lower hit decay value, reduced startup on charged versions of 214 special attacks, increased movement speed by twofold, etc.
- Cleaned up older jank codes, including a lot of unnecessary helpers.
- Tweaked AI, Now he uses his Astral Heat and Exceed Accel.
- Tweaked the astral.
- and other quality of life improvements.
- Fixed aesthetic errors.
- Fixed an error where Guard Cancel gain power when it hit the opponent.
- Added OHMSBY Powered Ciel Guillotine. (MBTL Cast only)
- Added an intro against Michael Roa Valdamjong.
- Fixed an error where she can infinitely jump cancel after a successful air grab.
- Fixed an error where she can infinitely jump cancel after a successful air grab.
- Added an intro against Michael Roa Valdamjong.
- Fixed an error where she can infinitely jump cancel after a successful air grab.
- Added an intro against Shiki Tohno.
Also, regarding Shizuo meter not empty after 2 Guard Cancel, it is actually intended. remember that normal and special attacks give back some power. Even when you use 2 GC consecutively they will still have some power left due to the initial attack giving them small amounts of power.I'm aware, but I used Training and his attack doesn't deal any damage or give power. And usually it would drain all of it regardless if they had just a little bit still so it's completely empty. So Shizuo still has a tiny bit left (Not enough to use a force break, but a little bit is still something). Ushiwakamaru on the other hand doesn't have that issue. But if this was left on one of OHMSBY's characters as he was used as the base, I may need to check on them again. I believe it was Kuroko that was the base as the intro coding from hers was left previously.
Sir you didn't forgot about fix Shizuo... there missing with win state against Mikoto Misaka did you not notice?Why does it even bother you? It doesn't cause a debug error because the states in his common.cns are already removed as they are still needed to trigger them. If you know where that code is, you can simply remove it yourself.
And for some reason putting a custom state on Shizuo despite not getting the debug error, it causes the NOY sound effect to play.I can't seem to recreate this, and there's seems to be nothing wrong with the code, thus I have no idea how to fix it.
I can't seem to recreate this, and there's seems to be nothing wrong with the code, thus I have no idea how to fix it.Weird. I redownloaded the character and it fixed itself somehow. In case anyone asks how I recreated it, I used OHMSBY's Waldstein's Werfen Erschlagen on him and tried to grab him right when her astral heat indicator aura appeared. Well, no need to fix anything because the issue is gone now.
10/02/2023 - 1.0.1.
- Fix the AI not performing 5B after a grab.
- Some minor adjustment to jump land hitbox
16/02/2023 - 2.1.4
- Fixed an oversight where he uses his casual outfit when faced against Ciel.
Kinda out of place to release this, but anyway.
Sprite Patch for Ushiwakamaru that swap her default outfit into that of FGO has been released. Head over to My site addon's to download it.Spoiler: NSFW (click to see content)
And minor fix on Rentaro regarding misaligned effects.
- Redid the entire collision box so it's a lot more streamlined with my newer characters.Phonon:
- Redid the effects to have a shared palette with each other.
- Added an EX variant of Flash Run Six Fish (Air Ok) and tweaked EX Flash Run - Double Strike.
- Redid the Disrtotion Boundary Peak, now it ends faster and flowed better.
- Tweaked the astral.
and other small changes.
- Fixed an error where 2A makes the opponent insantly recover when hitting them in the air.
Turns out I actually discovered a few errors on Ciel on release regarding her Distortion Drives and Exceed Accel:All fixed.
-During the startup of Holy Scripture - Final Judgment and the end when it was blocked, her palette can be briefly be seen of the opposite form when changing back and forth to normal to Powered.
-During Holy Scripture - Final Judgment when it successfully hits and Break Pile Drive when she changes back and forth from normal to Powered, the palfx is off and flickered as 1 frame can been seen without it.
-After the first hit of Divine Halo was blocked, the rest become unblockable.
That should be it.
Re-tuned Ciel and Shiki's damage dampener
Good to see her butIdk
Is that Bullet..?
Who is Neco-Pan supposed to be imitating?Like my Hyde, she's a random 2AM ideas. not based off of anything.
Good to see her but
Is that Bullet..?
Good to see her but
Is that Bullet..?
What Bullet???
Good to see her but
Is that Bullet..?
What Bullet???
That BulletSpoiler, click to toggle visibilty
Well, he is making Eltnum and Neco-Pan and thats as far as we know, so no Bullet.
Funny how almost all UNIB characters are in OHMSBY style. The only ones missing right now are Yuzuriha, Chaos, Vatista and Londrekia. Do you have plans to make one of them in the future?
Funny how almost all UNIB characters are in OHMSBY style. The only ones missing right now are Yuzuriha, Chaos, Vatista and Londrekia. Do you have plans to make one of them in the future?
Well you can see Bullet with the burst icon in the third screencap so that's why i was wondering.I also see Ushiwakamaru on the OG outfit with a Chaos Tide palette on the 4th one. Perhaps it's a hint, but I won't say it's official unless it's confirmed from him directly.
-The trash can on Come On! when countering a projectile doesn't break and simply goes through them when it hits the opponent.
- Redid the entire collision box so it's a lot more streamlined with my newer characters.
- Redid the effects to have a shared palette with each other.
- Alte Nagel B are now jump cancelable on move contact.
- 6A are now 4B.
- Added an Intro against Nanaya.
- Added AI scaling.
and other small changes.
Other:
- Fixed a minor issue with Ultra Burst when a character perform Astral and it ends abruptly or just ignore the hyper pause entirely.
Individual changes:
Shiki:
- Added an intro against Sion.
Saber:
- Added an intro against Sion.
Nanaya:
- Added an intro against Red Arcueid
-2C is air blockable.Are you sure? Wiki states that both hits are Low.
-She doesn't use the punching sound on the first hit of Etherlite Air B (I noticed in UNIB, the A version uses that for the first 2 hits while the B version is just the first one when using it on the ground).I don't think it's worth it to recode the whole move just to add 2 punch sound for the A version. This is a custom style after all, so things doesn't really have to accurate.
-Rage Aggressor and Serpentine Assault can be rapid canceled anytime during instead just of the last hit (It causes issues like Rage Aggressor right when it makes contact or on the 28th/29th hits of Serpentine Assault will cause the opponent to get stuck).Forgot to tweak the roman cancel. these are fixed now.
-Serpentine Assault uses 1000 meter to rapid cancel instead of 500 and starts to blink white instead of blue after the 26th hit (Doing it while she's sliding the opponent to the ground may cause them to go lower to the floor after getting up).
I also just noticed this on Red Arcueid, but the damage on Erde Seele Seufzer is pretty nerfed and deals less than 200. Any force break she has deals more damage than it.I haven't touched anything besides changing the helper value so this is weird.
Are you sure? Wiki states that both hits are Low.I'm just used to seeing every 2C being only crouch blockable on nearly every OHMSBY style character because it's meant for tripping the opponent unless they have one that doesn't. Plus I also had Enemy Status to Jumping and Guard to All Guard during Training mode to make sure and none of her crouching normals have anti air options since her 2A and 2B hit downward.
the move visually is not really an anti air. besides she have plenty of aa option already.
I don't think it's worth it to recode the whole move just to add 2 punch sound for the A version. This is a custom style after all, so things doesn't really have to accurate.You have a point, characters movesets in BBTAG are simplified and don't play exactly like they do in their original games. But having them does help. I guess just the hit sound for the first one is enough as she elbows them.
I haven't touched anything besides changing the helper value so this is weird.It was. Previously, EX Alte Schule would actually do more. So it's better to use that for less meter or use Alte Nagel Sauseln instead with the same amount. Unlike UNIB and BBCF, I don't have MBTL so I'm uncertain how much damage it really does. As for Arcueid's special interaction with Ciel, I'm guessing you're still trying to figure it out. But I do look forward to seeing the final result.
I'm just used to seeing every 2C being only crouch blockable on nearly every OHMSBY style character because it's meant for tripping the opponent unless they have one that doesn't. Plus I also had Enemy Status to Jumping and Guard to All Guard during Training mode to make sure and none of her crouching normals have anti air options since her 2A and 2B hit downward.I never really noticed it lol. Well for consistency reason, guess it's air unblockable now I guess.
- Fixed an error where her Ultra Burst does not end when performing Tri Hermes Blackland.
Hey Resentone I had one feedback:I am aware, I'll tweak it when I'm free.
Bullet:
Her volume is kind of too quiet...
I don't know about BB but low attacks can be air blocked in some (or all) Marvel games. It's something that doesn't normally come into play but I guess they did that to prevent some unblockable setups.I see. Never played any BB games myself other than a little bit of TAG.
I am aware, I'll tweak it when I'm free.Since you plan to update Bullet again, I got some additional feedback after playing her in the source game again:
I see. Never played any BB games myself other than a little bit of TAG.It must have been a challenge tackling a character from a franchise you're not familiar with. I'm don't know the character very well either as BB is not usually the main games I play and only briefly gone though her moveset enough just to know how it works. BB is quite technical compared to French Bread's fighters.
i made a japanese voicepatch for your bullet here: https://www.mediafire.com/file/c4bomlibcorti8p/Bullet_jap_vc_.zip/file
It was, I was basing her off of Ares Bullet since it's kinda source accurate.I see. Never played any BB games myself other than a little bit of TAG.It must have been a challenge tackling a character from a franchise you're not familiar with. I'm don't know the character very well either as BB is not usually the main games I play and only briefly gone though her moveset enough just to know how it works. BB is quite technical compared to French Bread's fighters.
Hey there, I added the Sion Tatari Pallete for your Sion Eltnum.Link added to site
Link for Sion Tatari Pallete:
https://drive.google.com/file/d/1yg0tS5sbGFuAhq9duki-u_Pj8HoY0kOl/view?usp=share_link
Hey man just curious will you be added the nerf files back to the addon section on your site?Nope, lower AI difficulty will be built in characters now.
i made a japanese voicepatch for your bullet here: https://www.mediafire.com/file/c4bomlibcorti8p/Bullet_jap_vc_.zip/fileAre you sure you have made the audio louder? still sounds kinda quiet
Gengar has been released, head over to the first page to download. Saber is updated to receive the higher frame rate effects. (this impacted the file size, I might have to think of alternatives like how OHMSBY handles his effects.)
Site has also been updated. It now have a roadmap section at the bottom of the characters section. (Check it out)
Bullet fixes will come later together with her moveset tweaks.
Character Overhaul will be put on hold/low priority for now.It was, I was basing her off of Ares Bullet since it's kinda source accurate.I see. Never played any BB games myself other than a little bit of TAG.It must have been a challenge tackling a character from a franchise you're not familiar with. I'm don't know the character very well either as BB is not usually the main games I play and only briefly gone though her moveset enough just to know how it works. BB is quite technical compared to French Bread's fighters.Hey there, I added the Sion Tatari Pallete for your Sion Eltnum.Link added to site
Link for Sion Tatari Pallete:
https://drive.google.com/file/d/1yg0tS5sbGFuAhq9duki-u_Pj8HoY0kOl/view?usp=share_linkHey man just curious will you be added the nerf files back to the addon section on your site?Nope, lower AI difficulty will be built in characters now.i made a japanese voicepatch for your bullet here: https://www.mediafire.com/file/c4bomlibcorti8p/Bullet_jap_vc_.zip/fileAre you sure you have made the audio louder? still sounds kinda quiet
Regardless, added to site.
Was planning to reply to this thread on Bullet's overhaul, but I got lazy. Bullet overhaul got delayed and it never happened lol.
Let me know if I missed anything.
Have fun.
Edit: I will add AI Level to the rest of my characters when Bullet Overhaul is out.
You can make them louder using audacity.
Saber is updated to receive the higher frame rate effects. (this impacted the file size, I might have to think of alternatives like how OHMSBY handles his effects.)
Gengar has been released, head over to the first page to download. Saber is updated to receive the higher frame rate effects. (this impacted the file size, I might have to think of alternatives like how OHMSBY handles his effects.)
Gengar has been released, head over to the first page to download. Saber is updated to receive the higher frame rate effects. (this impacted the file size, I might have to think of alternatives like how OHMSBY handles his effects.)
Site has also been updated. It now have a roadmap section at the bottom of the characters section. (Check it out)
Bullet fixes will come later together with her moveset tweaks.
Character Overhaul will be put on hold/low priority for now.It was, I was basing her off of Ares Bullet since it's kinda source accurate.I see. Never played any BB games myself other than a little bit of TAG.It must have been a challenge tackling a character from a franchise you're not familiar with. I'm don't know the character very well either as BB is not usually the main games I play and only briefly gone though her moveset enough just to know how it works. BB is quite technical compared to French Bread's fighters.Hey there, I added the Sion Tatari Pallete for your Sion Eltnum.Link added to site
Link for Sion Tatari Pallete:
https://drive.google.com/file/d/1yg0tS5sbGFuAhq9duki-u_Pj8HoY0kOl/view?usp=share_linkHey man just curious will you be added the nerf files back to the addon section on your site?Nope, lower AI difficulty will be built in characters now.i made a japanese voicepatch for your bullet here: https://www.mediafire.com/file/c4bomlibcorti8p/Bullet_jap_vc_.zip/fileAre you sure you have made the audio louder? still sounds kinda quiet
Regardless, added to site.
Was planning to reply to this thread on Bullet's overhaul, but I got lazy. Bullet overhaul got delayed and it never happened lol.
Let me know if I missed anything.
Have fun.
Edit: I will add AI Level to the rest of my characters when Bullet Overhaul is out.
I would personally avoid using Audacity, cause (I think) it still has telemetry in it. Try using a forked version, either Tenacity (recommended) or Darkaudacity.I see, I didn't really use audacity but I did heard they put something in it.
Open up every sound file one by one and turn the gain volume to at least +5.0 (assuming any sound files weren't edited in the first place).
I actually found a few choices u could use for alternative fx, mainly for laser/beam attacks.I was referring to basic/special slash fx, Both distortion beam is actually unchanged. But I'll keep them in mind in case I want to go back and re-do effects for the 2nd time lol.
- Neco-Arc's true ancestor beam
Or
- OHMSBY's Heart Aino exceed climax move (it's a bit crusty, but it's the lightest fx I can think of)
For what its worth you do a far better job with your effects by and large.Glad you like em. and even if I did switch to lower res effects. the colored effects will still be there as it's really easy to implement.
Yours can actually be colored(Not sure if this applies to new saber update), and it adds a huge amount to your palettes. I can't overstate it. Its amazing.
I don't know how much extra work it is, but please continue allowing for this regardless of what methods you use.
Perhaps I don't speak for everyone, but file size in mugen is barely even a consideration in this day and age, large file sizes are preferable to sub par results. Even with a bloated mugen most peoples games are unlikely to even meet the average steam games file size.I personally like to keep my characters file size smaller so it doesn't slow down my mugen/ikemen, and bloat my gdrive.
Just wanted to toss my 2 cents in.
i have make the audio louder,try download the sound patch againI'll test it later.
-The A version of air Shadow Ball should also have upward momentum when he throws the projectile (Otherwise the animation will cancel if he uses it too close to the ground).I'm gonna let this be. if I mess the velocity, it'll ruin combo routes due to miss timing.
-His Distortion Drives doesn't seem able to be rapid canceled.That's odd. either way fixed.
I'm gonna let this be. if I mess the velocity, it'll ruin combo routes due to miss timing.Alright then. Guess that makes sense as you can with his A command normals right when he touches the ground.
That's odd. either way fixed.I found a bug where he would now stand mid-air if you forward rapid cancel Omega Hammer as he runs forward. Changing it so he does it in the air will fix that so he will air dash forward instead and then land on the ground.
I found a bug where he would now stand mid-air if you forward rapid cancel Omega Hammer as he runs forward. Changing it so he does it in the air will fix that so he will air dash forward instead and then land on the ground.Got a weird brain fog while trying to fix this on testing. I tried messing with cancel stand instead of just simply changing Omega Hammer movetype lol.
Got a weird brain fog while trying to fix this on testing. I tried messing with cancel stand instead of just simply changing Omega Hammer movetype lol.I also had a brain fog as well. I realized I used the wrong colors when adjusting his small portrait as I was basing off the big one since it shares the same palette as the character sprites. The shading of the teeth doesn't match when using the Amingo palette, so I fixed that (And you can change the icon of your site on the upper left to this one if you haven't yet):
Gengar has been released, head over to the first page to download. Saber is updated to receive the higher frame rate effects. (this impacted the file size, I might have to think of alternatives like how OHMSBY handles his effects.)
Site has also been updated. It now have a roadmap section at the bottom of the characters section. (Check it out)
Bullet fixes will come later together with her moveset tweaks.
Character Overhaul will be put on hold/low priority for now.It was, I was basing her off of Ares Bullet since it's kinda source accurate.I see. Never played any BB games myself other than a little bit of TAG.It must have been a challenge tackling a character from a franchise you're not familiar with. I'm don't know the character very well either as BB is not usually the main games I play and only briefly gone though her moveset enough just to know how it works. BB is quite technical compared to French Bread's fighters.Hey there, I added the Sion Tatari Pallete for your Sion Eltnum.Link added to site
Link for Sion Tatari Pallete:
https://drive.google.com/file/d/1yg0tS5sbGFuAhq9duki-u_Pj8HoY0kOl/view?usp=share_linkHey man just curious will you be added the nerf files back to the addon section on your site?Nope, lower AI difficulty will be built in characters now.i made a japanese voicepatch for your bullet here: https://www.mediafire.com/file/c4bomlibcorti8p/Bullet_jap_vc_.zip/fileAre you sure you have made the audio louder? still sounds kinda quiet
Regardless, added to site.
Was planning to reply to this thread on Bullet's overhaul, but I got lazy. Bullet overhaul got delayed and it never happened lol.
Let me know if I missed anything.
Have fun.
Edit: I will add AI Level to the rest of my characters when Bullet Overhaul is out.
So how does the scaling work is it located in the cmd?It's located in the cmd, but you just need to go into your MUGEN and change the difficulty in the options, same thing as Ichida's scaling.
So how does the scaling work is it located in the cmd?It's located in the cmd, but you just need to go into your MUGEN and change the difficulty in the options, same thing as Ichida's scaling.
You don't need to touch anything in the code actually.
But as Resentone said, that will be available after the updates he will do.
Hey man, I found this bug for your Shiki Tohno:Fixed, let me know if it's still happening.
https://streamable.com/l2txoe
17/07/2022
- Fixed an error where certain moves will still trigger on custom reversaldef.
As per Saber's recent update, her Excalibur doesn't KO the opponent.This was fixed already, thanks to Kamui.
https://streamable.com/zulyuj
Would it be okay if you brought back that "bang" effect at the end since it's actually crucial for Rapid Cancels? Or was it intended that way?I actually deleted it to follow the way OHMSBY did his beam attacks, but if it affects/hinder gameplay then I will add it back.
25/07/2023
- Added an intro against Gardevoir.
- Removed some leftover from OHMSBY characters that were causing an intro bug.
- The AI will perform EXA when Ultra Burst is active.
Changes:
28/07/2023
-Gardevoir has been released, get her at the characters section.
-Everyone has been updated.
General changes:
-AI Scaling changed to OHMSBY code. (I know how to code it better using his. Now the AI fights back instead of doing moves at a random interval. I will improve the AI more later on so that certain AI level will have different combos. Do report if the AI behave strangely.)
-The AI will now use Roman Cancel on level 8.
-Added Ichida's name as part of the Readme's credit.
Specific changes:
Bullet:
- Command Grab Follow Up no longer need After Burner to be activated, and can now be used in combos.
- Dash will now be a short dash, using After Burner will make bullet dash further.
- English voice lines audio are now louder.
- After Burner will receive some significant changes:
+Cost 500 meter
+Reduced bonus damage.
+No longer expires when Bullet receive damage and when Bullet activate some certain moves.
+Active for 600 ticks.
+Have Meter Bar.
Arcueid Brunestud:
- Fixed a game breaking error where Ready, Set, Go! did not put the opponent on a custom state.
Ushiwakamaru:
- Fixed an error where Hoemaru - Spider Slayer did not receive Ultra Burst damage bonus.
Saber:
- Reverted the Vignette effect change.
- Changed Air Grab p2 custom state.
Rentaro:
- Terminal Horizon now have a meter bar.
Considering that Neco-Pan is postponed indefinitely will there be any possibility for just a traditional Neco-Arc?
Shiki:-EX Flash Run - Six Fish doesn't have the follow up attack (Making it deal less damage than the B version).It's intended, it is based on his Moon Skill. You can jump cancel and extend combos so having it deal less damage is intended.
https://streamable.com/e6z2uh
Red Arcueid:-The projectiles on the ground versions of Alte Schule don't travel farther and stop at a certain distance unless the stronger versions were used.This is intended as the original game. if you stand for away with her and do the move. the projectile will disappear on a set distance.-The air version of Alte Schule B does less damage than the A version.It does more damage than the a version. What do you mean? A version did 85, B version dealt 119 if you do the follow up.-The colors of her effects are supposed to be aqua instead of red (Was this an intentional change?)It is intended, I mimic the way how MBAACC Warc did it. and Blue effects is kinda weird when her in game name is literally Red Arcueid.
Arcueid:-Her forward/backwards throw has a strong slash sound when the opponent is thrown.I remember you saying this was an error on Warc, so I removed the slash sound on her back then.
I didn't add this back in. I feel like the swish sound is enough since she's literally throwing the opponent away.-The first hit of Ready, Go! B doesn't cause knock down.I remember the first hit causing a knockdown/fall state back then. So I kept this as is.
First things first. Some of the errors you reported for the MBTL cast comes from the latest balance patch. MBTL is still an active game that receive balance patches pretty frequently. While I do add some more moves when they're added. I am not going to update my characters hit properties every time there's an update as it's extremely exhausting and rather unnecessary. and I don't think OHMSBY went that far as well.It was mostly just going to be about the Ultra Burst being rapid cancelable since Ichida found that error on my behalf, so I wanted to test every character you, Ichida and OHMSBY made and report those who have it. But since Steam is having that free weekend, I might as well add that together. Yeah, I remembered it had a big major balance patch in the end of May, so there are going to be some differences when you played it before than when I did now. Since the free weekend only last for like 3 days, I did my best to try to squeeze as much of it as possible. I'm already finish with Ichida's, so I'm getting to OHMSBY's as we speak.
Either way, I fixed them. Some things kept as is because my reasoning above.
I'm not going to point out everything, Because I'm kind of tired. Was planning to make progress on my WIP with the free time I have left for the day, but bug fixes took most of it Lol
It's intended, it is based on his Moon Skill. You can jump cancel and extend combos so having it deal less damage is intended.So with that amount of damage, it wouldn't need that follow up then. All I did was performing the specials just to make sure it looks right without following up anything.
This is intended as the original game. if you stand for away with her and do the move. the projectile will disappear on a set distance.I guess it's the limitation of M.U.G.E.N 1.0 then. In MBTL and other French Bread or other Arcsys fighters, you can go much farther backwards, but in 1.0 and Winmugen, you are limited to where the opponent is standing just like the older 2D Capcom titles.
It does more damage than the a version. What do you mean? A version did 85, B version dealt 119 if you do the follow up.Oh yeah, you're right. The only reason the B version did 60 on the first projectile is because I forgot to press B again to throw the other one. They both did 1000 in source, then the 2nd projectile when using the B version instead would do 680.
It is intended, I mimic the way how MBAACC Warc did it. and Blue effects is kinda weird when her in game name is literally Red Arcueid.Ok, I also found it weird that Red Arcueid's eyes aren't bloodshot like the original continuity either. Guess the only thing that carried over to her was just the long purple skirt.
I remember you saying this was an error on Warc, so I removed the slash sound on her back then.Yeah, I thought so too since I didn't own or played the source game until now. But turns out I was wrong.
I didn't add this back in. I feel like the swish sound is enough since she's literally throwing the opponent away.
I remember the first hit causing a knockdown/fall state back then. So I kept this as is.Must have been a recent change on May's balance patch.
It was mostly just going to be about the Ultra Burst being rapid cancelable since Ichida found that error on my behalf, so I wanted to test every character you, Ichida and OHMSBY made and report those who have it. But since Steam is having that free weekend, I might as well add that together. Yeah, I remembered it had a big major balance patch in the end of May, so there are going to be some differences when you played it before than when I did now. Since the free weekend only last for like 3 days, I did my best to try to squeeze as much of it as possible. I'm already finish with Ichida's, so I'm getting to OHMSBY's as we speak.You can still use fighting games for feedbacks. It's just that I don't think it's necessary to give one on an older character releases for a game that still receive updates. Because if I do take that approach and change the hit properties/states every time there's a balance patch, I will have to update 8 of my TL characters every time. Those patches range from minor changes to like complete overhaul of buffs / nerfs.
That's fine and my apologies. That'll be the last time I'll ever play a fighting game just for feedback and not for casual fun in a very short amount of time.
Although, I'm kinda disappointed that there were no character announcements at the time. But hopefully we'll see an announcement at EVO next week.They will probably announce Len. But personally. I'm wishing for Nanaya, Ryougi, or Hime
So with that amount of damage, it wouldn't need that follow up then. All I did was performing the specials just to make sure it looks right without following up anything.Yeah, I probably have to tune it down a little.
Yeah, I thought so too since I didn't own or played the source game until now. But turns out I was wrong.Let me say this again, If it rubs you off wrong way, I'm sorry.
When you don't own the source game, I am bound to make mistakes. But it's fine, it does look better without it after all. Same goes for regular Arcueid's throw too.
Hopefully that just covers up everything for them. I didn't find anything different on Hisui, Mash and Ushiwakamaru since the moves are still exactly works like the source. Overall, my experience with the game gave me a good idea how does an MBTL works in OHMSBY's style.Mash and Ushi was released pretty recently that's why they barely changed. As for Hisui, I remember applying most of the balance patches to her once and to Shiki, Warc, Arc when I transitioned to EXA. I guess Her changes were mostly miniscule after that balance patch.
Also, I forgot to mention that Byakuya also has that error the 6150 air dash effect is missing sprite (6150,12) as a frame. But he doesn't have that error where he could rapid cancel his Ultra Burst and probably why I skipped him. However that error was so minor, it just mostly in case you use his files as the base for any future UNIB characters (Most likely for Yuzuriha and Vatista). That way, it won't carry over to them. Plus, you used the new air dash effect for I'll Plant It Somewhere Over There anyway, so that fix makes it practically pointless for him.Ah thanks for letting me know, I'll still change it as a silent fix.
You can still use fighting games for feedbacks. It's just that I don't think it's necessary to give one on an older character releases. Especially with a game that still receive updates. Because if I do take that approach and change the hit properties/states every time there's a balance patch, I will have to update 8 of my TL characters every time. Those patches range from minor changes to like complete overhaul of buffs / nerfs.Yeah, I guess I just happened to played MBTL when the balance patch was fairly recent. Even though I never played the game at the time, I still kept up with the updates in case there was something new added to it and probably will get it once the support is done. I saw this stream when this was announced a week prior thinking there would be an announcement of new characters since it's already been a couple of months now (But turns out there wasn't):
I hope my wording on my earlier post did not bother you that much as it sounded a little passive aggressive, if it did I'm sorry as I do not mean it that way. at the time of writing that post, I just got back late from a long part time shift, and was looking forward to do stuff with my WIP. but then I was faced with list of errors for everyone. It did took me sometime to address them as I have to fix the minor bugs then the roman bugs, and re-zipping 18 of my characters, etc. I don't really like the idea of postponing it because I tend to miss something so I finished it very late at night.It's fine. Had it not been that free weekend, it would've been mostly just about the Ultra Burst only and the list would've been much shorter. After the weekend ends, I probably won't get to play MBTL again for a very long time. So it's for the best that I try to get as much feedback out of it as much as possible, even if it delays of my own works. I put OHMSBY for last as he has a lot of characters to go though. My Gunvolt also has the problem too along with another character I'm working on and I'm getting that fixed along with some other bug fixes released soon hopefully. So you can rest easy after this.
They will probably announce Len. But personally. I'm wishing for Nanaya, Ryougi, or HimeI hope so. They wouldn't put silhouette of Len in the game for no reason and EVO is the perfect opportunity to announce something. I'll would be so disappointed if it wasn't.
Let me say this again, If it rubs you off wrong way, I'm sorry.No, you're good. To be honest, I wouldn't even known that as I never played him in the source game until now. So all that was completely new to me.
OHMSBY did his made Vlov without the slash sound when he did a throw, so I guess it's source accurate to his style.
Mash and Ushi was released pretty recently that's why they barely changed. As for Hisui, I remember applying most of the balance patches to her once and to Shiki, Warc, Arc when I transitioned to EXA. I guess Her changes were mostly miniscule after that balance patch.I guess those 3 were just lucky they were still the same even when I got to play as them in source today. The same goes with Ichida's The Count of Monte Cristo as well as I didn't find anything remotely different on him either.
Ah thanks for letting me know, I'll still change it as a silent fix.I had nothing else to report on him, so he's good for the time being.
Yeah, I guess I just happened to played MBTL when the balance patch was fairly recent. Even though I never played the game at the time, I still kept up with the updates in case there was something new added to it and probably will get it once the support is done. I saw this stream when this was announced a week prior thinking there would be an announcement of new characters since it's already been a couple of months now (But turns out there wasn't):This was a weird stream, like there's no need for a stream if they only planned on showing patch notes. I asked around people from TL communities. they said that it's a balance patch for EVO. Though Kamone did say at the start of the stream that there will be no character announcement.
Don't know why that could've simply been released as a PNG like you shown instead of a dedicated stream for it. Guess that opportunity gave me a taste of what the balance changes were like so I never knew what the game was like before it. Usually when I test the characters by OHMSBY or Ichida, the game's support would've been done by then. I try my best to be accurate how each of the moves works and close to the aesthetics as possible.
It's fine. Had it not been that free weekend, it would've been mostly just about the Ultra Burst only and the list would've been much shorter. After the weekend ends, I probably won't get to play MBTL again for a very long time. So it's for the best that I try to get as much feedback out of it as much as possible, even if it delays of my own works. I put OHMSBY for last as he has a lot of characters to go though. My Gunvolt also has the problem too along with another character I'm working on and I'm getting that fixed along with some other bug fixes released soon hopefully. So you can rest easy after this.Alright. if you say so. and if you need help with testing those characters please let me know. I might be able to squeeze some of my free time for it.
I don't normally comment on others' posts but as much as I hate to break this for you, I suggest keeping the opinions for yourself. Especially the ones toward EX characters like Neco-Pan and so on because honestly they are more like side-projects which Resentone wouldn't have time to spend on finishing them due to his hectic schedules. Not to mention, there's a difference between "cheap" and "customized" character, get it straight.
No, it's alright. The effects are green because I based It off of Type Wild. I'm not really well versed in Pokemon. So I might miss little details like these. I've never played any of the Pokemon games that much, and just based most of my knowledge off of Youtube videos. Do let me know if there are incorrect things about any of my future Type Wild characters.Go for either one, as long as it's pink, it works.
I will update her soon. but since the effects palette are shared due to the remappals. I can't give them accurate colors (for the psychic and fairy.). So either the effects are Hot or Light Pink.
07/08/2023
- Fixed an error where palette 10 is using an entirely different palette than the one from the palette folder.
- Gardevoir effects are now dark pink.
- The special move Energy Ball naming changed to Moonblast. Does not affect the move.
13/08/2023
- Fixed a game breaking error where both Cross Slash - Divide and Blast Earth did not put the opponent into a custom state.
Changes:
06/09/2023
-Updated the Planned Characters section.
-Shizuo, Bullet, Gardevoir, and Shiki Tohno has received an updated.
Specific changes:
Shizuo:
- COME ON...! no longer being able to counter Ultra Burst and certain Distortion Drives.
- 66B is now an uppercut instead of looking similar to 5B
Bullet:
- Minor aesthetic fixes.
Gardevoir:
- Fixed some errors of her sprites on certain palettes (thanks to ZolidSone.)
- Fixed an infinite where one could spam Psychic endlessly.
- Fixed an error on Movelist.png.
Shiki Tohno:
- Reduced damage on some moves.
- Fixed some aesthetic errors.
Also, interesting to see you plan to do your own version of Hyde based on the Under Night In-Birth sequel. Hopefully he's built from the ground up instead and have completely different command normals that diverge from OHMSBY's Hyde from BBTAG. Otherwise, he'll probably just be an variant like Enigma Hyde.I'm doing it from the ground up of course. He will be much closer to UNI and can do something like these.
I'm doing it from the ground up of course. He will be much closer to UNI and can do something like these.Since it's based on II Sys:Celus, he'll probably still able to do these as well along with the addition of the new moves. I have a decent idea, but I'll know much more when the sequel is out.
I can show more to give you an idea but OBS for some reason won't recognize UNI so I have to record in windowed mode which caused some lag.
-On the 2nd frame of her Turn animation, Schneewalzer is completely absent from her hands (On that brief frame, there's a twirl animation that is missing).I missed this somehow despite the twirl animation being in the files.
-For some reason, Schneewalzer on the forward/backwards throws when she places it down on the ground doesn't stay in place when she hits the opponent (It doesn't shake with the envshake from the hit or may push forward from the cornerpush).If it stayed in place, Yukina will grab into nothing and the spear will teleport to her hand when the animation ended. As for the envshake, I'm not sure because it did shake for me. Either way I changed the explod code.
-All of Arrow Strike's Follow Ups can be charged.I intentionally made them unchargeable, maybe I'll change it. but not now.
-Arrow Strike's C Follow Up should position her higher as it's exactly the same as the B version.This is an oversight on my part as the C button was reading the B statedef instead of C.
Since it's based on II Sys:Celus, he'll probably still able to do these as well along with the addition of the new moves. I have a decent idea, but I'll know much more when the sequel is out.I heard that from the tester that played the game early, most of routes from uniclr can be done in sys celes. but we'll see
If it stayed in place, Yukina will grab into nothing and the spear will teleport to her hand when the animation ended. As for the envshake, I'm not sure because it did shake for me. Either way I changed the explod code.Yeah, I have a feeling you can't perfect this as since it's completely separate from the character's animation. The screen did shake, but the spear didn't shook along with it.
I intentionally made them unchargeable, maybe I'll change it. but not now.I see. Not sure if this beneficial for BBTAG style gameplay, so thought I mention it. Mostly the A version would wall bounce on contact, while the B and C version deals slightly more damage.
This is an oversight on my part as the C button was reading the B statedef instead of C.Another oversight is that it is also missing a jump sound on the startup like the B version.
-The strong ground shockwave on the NOY version of Resonant Thunder still continues playing instead of staying frozen during the finish animation.I headass removed the wrong supermovetime, it's fixed now
-The 3965 Magic Circle Big effect during Strike the Blood isn't aligned on Scheewaltzer during the 3905 Cut In.I changed the code, it's a little scuffed but it works. the previous one use gamewidth but it didnt work out.
I changed the code, it's a little scuffed but it works. the previous one use gamewidth but it didnt work out.It looked fine in the video when you recorded it, but on my end I then realized it was misaligned when used in a 640 x 480 ratio on 1.0. Now it looks good.
It looked fine in the video when you recorded it, but on my end I then realized it was misaligned when used in a 640 x 480 ratio on 1.0. Now it looks good.I wanted to use ohms screen ratio because of this reason alone, but I couldn't just ditch the Lumina Lifebar despite being unfinished
Also the removetime of the 811 animation for both sides should be 66 instead of 51 as it starts to disappear early once the ignorehitpause has been changed to 1.Actually the removetime is 62 now because if it's 66 there'll be overlapped shadow under her spear.
Actually the removetime is 62 now because if it's 66 there'll be overlapped shadow under her spear.Oh I see, so it has to be reduced to accommodate that shadow. But you accidentally left the removetime for it on the backwards throw to 57 and should be the same as the forward one.
Changes:
21/10/2023
-Updated the Planned Characters section.
-Yukina, Ciel, Ushiwakamaru, Gengar, and Gardevoir has received an updated.
Specific changes:
Yukina:
- 5C velocity changed instead of using Type Lumina characters.
Ciel:
- Tuned AI behaviour when opponent is blocking
Ushiwakamaru:
- Added an intro against Tails.
Gengar:
- Changed the DP into a new move called Nightshade using custom sprites thanks to J64.
Gardevoir:
- Mega Gardevoir sprites' Torso are now color separated, thanks to ZolidSone.
22/10/2023
- Fixed Both Energy Beam distortion drives having massive hitbox.
- Fixed 5A infinite.
EDIT: Oh, and, a bit of a complaint... why can't Tails' airplane super be used in the air?I know that it sounded kinda silly not having it usable in the air but, he already have 3 distortion already. 4 is kinda overkill. but I'll think about it
5AA is an infinite into itself because 5AA is +16 on hit.Should be fixed now
About Tails, There is a sprite made by MugenHunter, I am not against you using sprites from Sonic Advances and Sonic Battles (In fact those sprites are my favorites) but I think it could have been better to use one that matches one from a fighting game like those from MugenHunter.I was too deep making Tails to change the sprites to a better one, as the one I'm using have a pretty bad indexing problem. Maybe I'll remake it one day but not now.
Oh my god, this why I shouldn't release when tired as hell lol. I was changing his dead angle last minute and got things mixed up.Yeah, don't feel bad because I spent the time testing when I'm supposed to be asleep. I didn't find out about Cirno's 5AAA until I got back home in the evening, so I never knew it was bugged until way later.
I know that it sounded kinda silly not having it usable in the air but, he already have 3 distortion already. 4 is kinda overkill. but I'll think about itTo be fair in my opinion, having an air variant of the same distortion drive performed on the ground doesn't truly count as a separate one. So it's still technically just 2 unless it was completely different distortion drives altogether.
About Tails, There is a sprite made by MugenHunter, I am not against you using sprites from Sonic Advances and Sonic Battles (In fact those sprites are my favorites) but I think it could have been better to use one that matches one from a fighting game like those from MugenHunter.As I heard, this Tails was commissioned by someone. You may not be against the sprites used, but you would be completely against the person who commissioned it in the first place. I don't think they would like that if it was changed because of your request. Plus changing the sprites would completely alter the whole character completely as his movelist might not be the same anymore. Just my two cents.
As I heard, this Tails was commissioned by someone. You may not be against the sprites used, but you would be completely against the person who commissioned it in the first place. I don't think they would like that if it was changed because of your request. Plus changing the sprites would completely alter the whole character completely as his movelist might not be the same anymore. Just my two cents.
I simply respect the decision of the person who requested it, even though it is not necessarily a good one.I can always go back and redo him again if I feel like it, even if it means making him from scratch. I don't really mind as I wanted my characters to look good/consistent.
I can always go back and redo him again if I feel like it, even if it means making him from scratch. I don't really mind as I wanted my characters to look good/consistent.Very well. I don't want to see this version of Tails gets taken offline once the remake is completed as the moveset might be different and that you don't scrap all the work you put into the old one, so I have an idea. Since the sprites are from the GBA games as Kamui mentioned, I like to call this variant "Advance Tails" and the Origin should be from Sonic Advance instead to differentiate the remake whenever that happens (The remake can still use the original name and origin as shown on the site). Like what Ichida is planning on doing with the UNIB cast, it can co-exist without being considered an EX-Typed character. But you don't have to change that right now and it can wait when that time comes.
I simply respect the decision of the person who requested it, even though it is not necessarily a good one.
-Everyone has recieved an update.
Everyone:
- Fixed the Vestigial bug on the default mugen common1 that makes certain tight juggles harder or, impossible to do.
- Fixed misc errors.
Rentaro:
- Icon change for Terminal Horizon.
- Changed Exceed Accel move into "Initiator's Ability: Bunny Hop".
Yukina:
- Added a second intro.
- Changed Exceed Accel move into "4th Primogenitor: Familiar Summoning".
Arcueid:
- Adjusted 2A Hitbox.
Gardevoir:
- Adjusted 66B Targetstate.
- Added Coco Kiryu's custom state support.
Gengar:
- Added Coco Kiryu's custom state support.
Phonon:
- Fixed debug error on her jC.
Ushiwakamaru:
- Added an intro against Yuzuriha.
Shiki:
- Added an intro against Yuzuriha.
EXA Assist have palette support:Spoiler, click to toggle visibilty
Known Issue:
- Botan sprites indexing are bugged. Some palettes may look odd on select sprites.
I've added the japanese voice patch for your Yuzuriha.
Think you can add that in?
Link for Yuzuriha's Japanese Voice Patch:
https://drive.google.com/file/d/1mcxOlE9tZ9DeklEUDEHwPNHuHqurRlDK/view?usp=sharing
i gotta make taokaka's jpn voicepatch,which blazeblue game taokaka eng voice you use on your taokaka
i gotta make taokaka's jpn voicepatch,which blazeblue game taokaka eng voice you use on your taokaka
Chronophantasma as she has an intro vs Bang using lines from that game.
do you know where to download taokaka Chronophantasma japanese ver. voicelines
do you know where to download taokaka Chronophantasma japanese ver. voicelines
Taokaka here:
https://www.mediafire.com/?vo25aczfcffl24c
Done. Also Sound 182,2 is still in english.
(same like bullet,the 2 special intro voiceline idk where fromBullet voiceline is from the story "scene11b57_mai_11_0171_0.wav" as for Tao I'm not sure.
the voiceline i put it randomly so thats does not sound weird,cuz i can't find the where the original eng group 192,1 voiceline come from)the intro voicelines overlapping is something that's very common with sound patches as the voiceactor deliver the lines differently (even if you put different lines). I don't really want to change this personally as OHMSBY never really did.
(the animation may delay if possible can you fix his intro delay time?)
- She has no mediums. Dancing Edge seems like it should be a special or the C buttonI'm just following how OHSMBY/BBTAG did with their characters.
- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.
- "I'mma beat the crap out of you" is completely invincibleThis is intended. just like my rentaro or vinnie's/ichida tatsuya super. you can only hit her if she whiff.
- She can rapid cancel out of her throw jump followup even though she can also act freelyIntended as it works this way.
- 5C startup is movetype I (I see this a lot)I'm using OHMSBY code for this as it's universal move for characters that does not have a standing overhead. So it's intended.
- Dashing throw misses against crouching KFMThis is intended. The hitbox on the running grab only cover the sprites arm.
- Tactical Leap recovery frames can still be cancelled into the follow-upsThis is intended as source works this way.
- Bullet Rain would be better if it kept her jumping direction I thinkAgain, This is intended as source works this way.
- 22C has the same statetype bugBoth 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
- Does EX Quickscope really need that hitbox? I mean if it were many times smaller it'd still be hugeJust like the vid I showed you last night, it's a fullscreen attack in source.
- State 3050 also has the statetype thing but very brieflyI can't see this bug happening in mugen, as I've set the statetype to air the moment she jumped.
- You could probably easily tile the stairs from the helicopter to make them reach the top of the screenIt's exactly like this in source.
- Her KO scream is too quiet/shortShe only have this KO voiceclip in source. and I already made her sounds louder when making her.
I was using Ikemen's training which directly asserts the "recovery" command. And tried manually too. I think what happens is that they can only actually recover from wall bounce when coming down, but the whole thing is checked for invalids.- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.
In 22C in particular at time = 0 she has pos y -3.5 and statetype S. That one's not so bad because she's invincible, but you can exploit the same bug in other moves to make her air walk.- 22C has the same statetype bugBoth 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
trigger1 = time = 0instead of
trigger1 = 1or
trigger1 = time