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Re: [Jinny Thread]: Belial from GBVS Released (OHMSBY Style) (28/04/2023)

 April 29, 2023, 03:07:52 am View in topic context
 Posted by ZolidSone  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

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

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

After seeing the last 3 issues that were fixed a long time ago, I can tell that an old version of Gordeau was used and not the latest version.
    

Re: [OHMSBY Thread]: Ridley Released (4/23/23)

 April 26, 2023, 05:11:23 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Speaking about Ragna, I also noticed the Soul Eater Spark Slow effect when the 3rd hit of EX Dead Spike plays multiple times instead of once. Was that an oversight too? I only see it once when the opponent is hit with Seed of Tartarus. so I figured it might be one.

It will definitely be Smash Ultimate/Ocarina of Time Ganondorf.
I had a feeling it would've been that. Ultimate had better Smash attacks for him because he actually uses his sword and aren't cloned from Captain Falcon.
    

Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)

 April 26, 2023, 04:49:51 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Sorry to bother you again, but that bug with Battler's Sharp Blue Truth is still there if you rapid cancel forward or backwards as the helper isn't being destroyed. They will fall down after a few hits if successful, but it can be blocked and the chip damage will KO them instead. Also, the y axis on Battler's big portrait is off and should be -1 because it doesn't completely fit the 120 x 140 ratio.

And since you are using Ichida's character as the base, I found an error that involves his specifically where any of them use normal Burst or Ultra Burst and the opponent blocks it, it plays a light swish sound instead of a guard one. Also normal Burst is supposed to use different hit sound over the Ultra Burst one. But I'm just going to copy and paste this from one of my PMs with him I don't have to waste time explaining it:
To clarify, [StateDef 8000] Burst uses (5,3) for the hit sound and [StateDef 8050] Ultra Burst uses (5,4), but both uses (6,0) for the guard sound for the [State 8000, HitDef]. I checked that to make sure it's right on OHMSBY's Quote. And for some reason, you had another hitsound with (1011,2) and I don't know where this originally came from. Luckily that doesn't exist on anyone's SND otherwise it would've played along with the first hit sound as well.
    

Re: [Resentone Thread]: Eltnum & Bullet Released (23/04/2023)

 April 26, 2023, 01:37:51 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Eltnum:
-The swish effect on her forward/backwards throws follows her when rapid canceling.
-The guard spark when the A and EX versions of Etherlite Ground is misaligned when it hits the opponent in the air.
-Charged Hollow Point B will bounce the opponent slightly backwards instead of forward if it hits when the opponent jumps over her.

Bullet:
-Her Dead Angle Attack can now be rapid canceled.
-The strong ground shockwave is layered behind the 5BBB Success animation until she hits the opponent:

I now found out that if you change her layering again, it will go back to the opponent being in front when P2 does it like before. So this means the issue is the shockwave itself.
-Flachette Engage should rapid canceled on the ground instead of in the air.
-Rapid canceling Cross Firewheel right when it makes contact will make the opponent fall down and not deal any damage.
-Rapid canceling Miquelet Capture and EX Cutting Sheer right when it makes contact can cause the opponent to get stuck.

I found out you can still rapid cancel her special related grabs if you do it real quick enough.

Since there's nothing much left on the two, I like to go back to Mash since I want to get a few things on her out of the way. Her Dead Angle Attack can still be rapid canceled and her 5AAA is air unblockable (Leaving the opponent wide open for 5AAAA or another special). Also, Francis Fox mentioned a bug where the characters would taunt non-stop when the round ran out of time. I don't know if it affects you because it's AI dependent, but I do see that your characters would continue attacking after it.

Are you sure? Wiki states that both hits are Low.
the move visually is not really an anti air. besides she have plenty of aa option already.
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 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.
    

Re: [Ichida Thread]: Asuna Quick Update (04/23/2023)

 April 24, 2023, 12:15:09 pm View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Minazuki Sho and Shadow Yosuke Released (04/13/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

I may have discovered a small system error on all your characters specifically. When any of them use Ultra Burst and the opponent blocks it, it plays a light swish sound instead of a guard one. That explains why I couldn't hear it real quick and had to pause each tick to do so.

Edit: I found another error on Kimono Asuna. On the forward/backwards throws, the swishes stop appearing after the 7th hit until the last one.

They are probably aware, of course. They probably had Asuna planned before Ichida's was made, though, so it's fine either way.
That's why I decided to spend a day to make a Undine sprite patch for Ichida's Asuna so people can use both. I didn't want to change his original vision, so I made it purely an optional aesthetic add-on in case someone prefer his version instead.
    

Re: [Resentone Thread]: Eltnum & Bullet Released (23/04/2023)

 April 24, 2023, 11:47:44 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Feedback as I discovered some major bugs on release mostly with the rapid canceling:
Eltnum:
-2C is air blockable.
-She should rapid cancel in the air on her forward/backwards throws.
-The swish effect on the on her forward/backwards and the Etherlite effect on the running throw follows her when rapid canceling.
-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).
-It's possible to rapid cancel the last hit of EX Hollow Point right on the vignette effect, but before it wall bounces the opponent.
-After the 2nd hit of EX Etherlite Ground, she can rapid cancel twice instead of just once.

Bullet:
-The hitspark on her backwards throw should be on the ground when she slams the opponent to the floor.
-EX Flint Shooter uses a light slash sound instead of a strong one like the normal variants.
-The opponent is layered her when 5BBB if P2 does it (If she gets layered in front on the shockwave after that, that means it's not layered correctly either and should be in front for both sides too).
-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).
-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. And on the recent update of Arcueid, she's stuck on her special intro with Ciel as the round will not start unless it was skipped.
    

Re: [OHMSBY Thread]: Ridley Released (4/23/23)

 April 23, 2023, 11:08:04 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

As of right now, I don't have much to report on my end. But I should mention that you forgot to put the link to his 1.0 patch on the first post and your site. No one has access to it unless they look at his Read Me.
    

Re: Imgur to delete all non-registered users images next month

 April 21, 2023, 05:36:31 am View in topic context
 Posted by ZolidSone  in Imgur to delete all non-registered users images next month (Started by GTOAkira April 20, 2023, 09:03:54 pm
 Board: M.U.G.E.N Discussion

I guess I'm fine as I have an Imgur account to keep all my small portraits and bug report screenshots.
    

Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)

 April 19, 2023, 02:32:54 pm View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

As for Jam, i can't do anything for her Ryuujin effect since the sprite it's part of her and is not an explod.
I see. After seeing the sprite for myself, it's possible it can be made into one with a little bit of sprite editing since it looks like she has the same sprite as (1000,4). You could try using Fighter Factory Studio's Image Editor with the Eraser tool to remove parts of her off and leave the effect only. Then for the animation, her hair can move by looping (1000,4) and (1000,5).

I know what are you trying to say but, it was really neccesary the first and last part of your previous comment? This type of styled character are meant to use against other OHMSBY-styled characters, you simply can't use it against POTS styled chars for example because obviously it will be "unbalanced", you said this style is bloated and you have no interest, then why you commented?
Yeah, I just wanted to know what he means by "bloated" and what makes it in the first place. To me, I thought it meant having sprites and sound effects that just increase the file size of the character for no reason (Which takes the majority of the SFF rather than the character's own sprites). But if it's just that, OHMSBY already thought this though and added other stuff to balance it out like the Astral Heat can only be used once per match, Negative Penalty if you dodge too much, Overheat if an Astral Heat was missed or Ultra Burst expires, etc. It's not like he puts the mechanic at random and just makes it work. He even made changes to how Bursting works so you can no longer abuse Ultra Burst on every round as there will be no reason to normal Burst and be unbalanced for Survival mode. However, I do find some of the mechanics on PotS style similar like the Zero Counter/Power Charge and Dead Angle Attack/Ultra Burst respectively. So it's not that unbalanced against them completely, but styles that aren't remotely similar to the two won't be.
    

Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)

 April 19, 2023, 05:06:55 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Here's feedback for Battler and Jam since this is all I can do for right now (I have other things to work on at the moment):
Battler:
-The opponent's get hit animation on the forward/backwards throw is misaligned as it's puts them higher in the air after the hit.
-His forward/backwards and running throws can't be rapid canceled.
-His air throw doesn't have a swish sound and doesn't drop down right away after the hit.
-The hitspark and guard spark of 5A, 2A, jB and jC is misaligned.
-5BB has too much guard push when blocked and will prevent 5BBB from connecting.
-The hitspark and guard spark when Blue Truth's projectile hits the opponent is misaligned.
-Blue Truth's projectile can hit twice if the opponent is too close to him.
-Blue Truth's projectile when it hits the opponent has shadows and reflections.
-EX Blue Truth gains meter when the projectile makes contact with the opponent.
-Absolute Blue Truth can hit the opponent nowhere close to where the effect touches them.
-The hand effect on Sommelier Finger and Rupturous Sommelier Time is too high as they aren't aligned in the middle of his hands.
-The force break spark effect on EX Sommelier Finger is layered behind him.
-The opponent's completely disappears after EX Sommelier Finger and the last hit of Sharp Blue Truth if they were hit very close to the side of the wall.
-Rapid canceling anytime during Sharp Blue Truth will not cause the beam effect to disappear and will keep continuing to hit the opponent indefinitely until they KO:

It won't disappear unless I use it again without rapid canceling and doing Sharp Blue Truth again with it will make another one (Doubling the hits). I let it stay to see how much it can hit until it can't anymore.
-The last hits of Rupturous Sommelier Time and Elegant Blue Raid doesn't have envshake during the vignette effect.
-The NOY sound doesn't play along with the super spark when Sharp Blue Truth and Elegant Blue Raid was used during Not Over Yet.
-The hitsparks and guard sparks on the 2nd to last hits of Elegant Blue Raid is misaligned.
-All Piercing Blue Truth's Astral Heat text doesn't cover the entire screen.
-There is no swish sound during the All Piercing Blue Truth and the sound for Overheat doesn't play if it fails.

Jam:
-Her Dead Angle Attack is missing another swish sound on the frame.
-The forward/backwards throws doesn't have a swish sound nor a landing sound when she touches the ground.
-5AAAA doesn't have a swish sound like her running throw and can't chain effectively with the A command normals if you wait a second to press it.
-The animation for 5C feels way too slow and can easily be blocked.
-The hitspark and guard spark of 5C, 2A, 2B and Kenroukaku is misaligned.
-The positions of the hitspark and guard spark should be a tad different.
-2B is redundant when 2C can already trip the opponent and isn't standing blockable.
-66A will bounce the opponent backwards if they jump over her.
-Both normal and EX versions of Kenroukaku is still air unblockable when used in the air.
-Gekkirin should use strong kick hit sounds when it hits.
-Bakushuu has no sliding dust at the end of the animation if a follow up special was not used.
-Gekkirin and Ryuujin doesn't have large sliding dust on the startup.
-EX Ryuujin will wall bounce the opponent to the opposite direction if they jump over her.
-The dragon kick effect on Ryuujin shares the palfx (It's glows along with the character when using EX Ryuujin).
-The 17th hit of Choukyaku Hououshou doesn't deal damage.
-The projectile of Renhoukyaku doesn't disappear when you rapid cancel forward or backwards (So you can still do command normals while it's active).
-Tousai Hyakuretsuken has the wrong attribute flag (H instead of S).
-The hitsparks on Tousai Hyakuretsuken and the 98 hits of NOY Geki: Saishinshou should be all over the place instead of being on one specific spot.
-Geki: Saishinshou has too much envshake when the opponent hits the ground.
-The NOY Geki: Saishinshou doesn't have the swish sounds that Tousai Hyakuretsuken has.
-The hitsparks on the 98 hits of the NOY Geki: Saishinshou are on the same position.
-The afterimages on her force breaks continue playing after she touches the ground or rapid cancels.

I have additional feedback for the other characters, but I have to push it to later since there will be a lot to cover for them and have too much on my plate right now. I only have it for Battler because I had it typed up days ago, but too busy to submit it until now.

I do like some of the concepts that OHMSBY characters have but the style isn't really something I actually play with because I feel it's rather bloated compared to other styles.
Care to explain then? Because I wholeheartedly disagree and don't find your baseless claim of OHMSBY's style being "bloated" to be remotely true at all.
    

Re: [Ichida Thread]: Yosuke Hanamura Released (04/17/2023)

 April 18, 2023, 11:41:31 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Minazuki Sho and Shadow Yosuke Released (04/13/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

I found a small easily missed error where the NOY sound (3000,3) doesn't play when performing their Distortion Drives in the air when Not Over Yet was reached:
Chie:
-Agneyastra (The code is there for both directions in the Helpers.cns, but both are using trigger4 causing it to conflict and not play)

Naoto Kurogane:
-Divine Smasher

And for some reason while I was checking Iai's Cross Air Flash (Which is fine), her name in the def was changed to Asuna instead of her own. That means it gave OHMSBY's Kirby the wrong copy ability and anyone with specials intros against Asuna are done with her as well. Were you testing something with the names and forgot to change it back?
    

Re: Sakura Kasugano (update 04/10/2023)

 April 12, 2023, 01:52:54 am View in topic context
 Posted by ZolidSone  in Sakura Kasugano (update 04/12/2023) (Started by DeathScythe April 01, 2023, 01:53:36 am
 Board: Your Releases, 1.0+

Not sure if DauntlessMonk7 already addressed these, but I found two errors on Sakura and a general one on her and everyone else:
-After the special intro with your Akuma depending on her mode, the palette for the projectiles are the opposite colors (Normal uses red and Dark uses blue).
-When performing any air special when jumping over the opponent, the commands are reversed (For example, Air Hadouken will be done with D, DB, B, p instead).

I realized the latter applies to all of your characters. But for Akuma's Zanku Hadoken, he will fire it backwards where the opponent is instead of in front of him. I don't think this is intentional as the character shouldn't suddenly switch directions when performing an air special over the opponent. I noticed Sennou-Room's characters could do that and feels cheap.
    

Re: [OHMSBY Thread]: Yukiko quick update (4/5/23)

 April 09, 2023, 05:32:01 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Since you're probably going to update Kirby with it right away, might as well do a small additions to his copy abilities to cover a few more random characters, some EX variants and 2 typos:

Sword:
-Sho Minazuki: "Minazuki Sho"
-Hyde: "Enigma Hyde"
-Yuuki: "Angel Yuuki"

Cutter:
-Herashi Nezayu

Fire:
-Yukiko Amagi: "Shadow Yukiko"
-Junpei Iori: "Shadow Junpei"

Ice:
-Mitsuru Kirijo: "Shadow Mitsuru"
-Diana Cavendish
-Stronghoof

Plasma:
-Kanji Tatsumi: "Shadow Kanji"

Beam:
-Rise Kujikawa: "Shadow Rise"

Bomb:
-Aigis: Shadow Aegis & "Shadow Aigis"
-Teddie: "Shadow Teddie" & "Shadow Kuma"

Mirror:
-Naoto Shirogane: "Shadow Naoto"

Yo-yo:
-Blake Belladonna: "Negative Blake"
-Spectre

Spear:
-Ken Amada: "Shadow Ken"

Tornado:
-Yosuke Hanamura: "Shadow Yosuke"
-Yukari Takeba: "Shadow Yukari"

Typos:
Rocket Racoon: "Rocket Raccoon"
Pheonix Wright: "Phoenix Wright"

Like Shadow Yu, I mostly added the Shadow variants for the rest of the P4AU cast. Sho has two versions of himself with and without his Persona, so I swapped his name around to be specific. Another reason they shouldn't share is in case they have different special intros. Labrys has an EX variant, but the Shadow version of her is already a standalone character. So I'm not sure how you'll do it.
    

Re: Sakura Kasugano released

 April 03, 2023, 02:13:19 pm View in topic context
 Posted by ZolidSone  in Sakura Kasugano (update 04/12/2023) (Started by DeathScythe April 01, 2023, 01:53:36 am
 Board: Your Releases, 1.0+

CvS2 uses the special spark (blue) in her taunt, I just followed:

That's also a thing from CvS2:
I also find it weird, lol
Ah, been a while since I played CvS2. After looking at PotS's 2022 Sakura, the same happens with her. At first, I thought the frame was delayed and originally though the landing effect should appear after it. Guess that wasn't the case. Same with the hitspark, which looked like a special and could deal chip damage, but in reality does not.

The charging sound IIRC is something PotS did on his Sakura, she doesn't have a sound for that in the games I based her. I can add one, though.
Sure. I don't think she can charge her Hadouken in the MvC series, but having the sound would be nice so it doesn't sound too jarring.

I don't know if I understand what you meant in this one, but I couldn't replicate this. Do you mind recording a video?
I can't really record one. But I can show you a screenshot what happened:

This will happen on any PotS style character before the 2022 ones (not just her) no matter as I believe that's how the counter message coding works for it. This happened right when the projectile from the charged one came out and the opponent's projectile (which is a normal one and only deals a single hit) will hit both hers and Sakura when close enough. The hit counter for 2 hits will then appear on P2 side right after and probably why it dealt two.

Also a thing from the source games. I just followed. :P
Guess I'm too used to seeing PotS's characters not having one and KarmaCharmeleon's God Rugal had one with the effect as well. However, he has a bug where the sound would just play like crazy while teleporting if he reaches the wall, but luckily that doesn't happen with Dark Sakura's and only plays once.

Initially I wanted to change the palette when changing modes but due to many factors I gave up. However, after a conversation with some people from the MFG discord, I'll give it a try.
I figured since I seen it done with OHMSBY styled characters and 1.0 made it possible so it no longer requires duplicate sprites with a different palette on the same board (DCL's old MvC-EoH Sakura for Winmugen has that limitation and doesn't bond well with custom states). However, I remembered PotS style characters can use separate def files for modes and was uncertain it might mess that up. Hopefully it will work for you.

Using SFA voices for Normal Sakura and CvS for Dark Sakura was @Sir Ghostler:'s idea! Glad you liked it. ;D
As someone who's played her in Marvel Super Heroes vs. Street Fighter, I'm too used to hearing that take on her over the CvS one despite being the same VA. Also like how you got the intro with Kei accurately where she does a short run and stops and not dashes forward.
    

Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)

 April 03, 2023, 01:21:19 pm View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

K Dash is available to download again, with a new link, hope it's fine now.
I was able to download it just fine with the old link a few hours ago. But once I tried backing him up on my SSD, I got the Windows Defender issue and ended up getting deleted. I downloaded it with the new link and my browser now detects it as a virus whether I use Chrome or Edge and keeps failing it. I think there's something wrong with the rar file itself. I created a new rar using the other characters and copied his files over it and was fine. Try making a completely new rar file with instead of updating that one, otherwise it'll kept being flagged as a virus.

sorry for being annoying, but you forgot the april fools joke.
I don't think him or Ichida ever promised one. Otherwise, I would've known.
    

Re: Sakura Kasugano released

 April 01, 2023, 12:06:33 pm View in topic context
 Posted by ZolidSone  in Sakura Kasugano (update 04/12/2023) (Started by DeathScythe April 01, 2023, 01:53:36 am
 Board: Your Releases, 1.0+

Feedback:
-Her taunt uses a special spark instead of a normal one when Multicolored Hit Spark are set to 1.
-Win 3 and Win 3 ~2 doesn't have swish sounds for each kick.
-There's a landing effect with Sakura Otoshi's Landing 1 even though her feet never truly touched the ground.
-There's no sound effect when charging Hadouken or Tengyo Hadouken (Readme also has a typo since I think you meant charging the effect instead of changing it).
-The counter message doesn't appear for her or the opponent's if a projectile hits her right when releasing hers from charging and for some reason does 2 hits instead of 1.
-Dark Sakura's Shououken doesn't have a jump sound when it's blocked.
-The projectile sound from her Hadouken doesn't play if hers clashes with another one.
-Ashura Senkuu End has a landing sound without the effect itself (Although I don't think it has one since she never left the floor).
-MAX Midare Zakura is missing a super jump sound when she leaps on the last punch.
-Using Change Mode doesn't change her palette to her respective mode (I was also thinking her mode she's in should also stay on the next round, but I'm not sure if that's possible since her main def already contains both of them and may mess them up).

It's nice to see that you finally finished her. I find your take on her refreshing since most of the existing Sakuras uses the CvS voices and not the SFA ones.
    

Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)

 April 01, 2023, 06:50:59 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Found a few more very minor errors since I found another character with the wall bounce issue (Hopefully the last one since I didn't discover it starting until Vlov):


Gordeau:
-EX Assimilation will still cause the normal shockwave to play twice when the opponent hits the ground when used on the same combo or after the opponent has recovered from the first use.

Bliztank:
-The same palfx from Blitz Mine doesn't play when the opponent is hit from Entladung and the forward/backwards throws.

Pistrix:
-EX Dunkle Pressure will wall bounce the opponent to the opposite direction when they jump over her.

Since I've been playing a lot of DBFCI lately for the purpose of feedback, I've finally got around checking each DBFC characters of yours in-depth and they seem to be pretty faithful with small changes made to fit the BBTAG gameplay. Kuroko's 5AAAA could deal chip damage but not chip kill like the others, but I haven't found any other errors so you don't have to update her just for that. The only thing I can think of now is to see regular Taiga getting an overhaul to make her closer to her source counterpart. But even then, I'm not sure if you are still willing to spend the time to do so.
    

Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]

 March 28, 2023, 11:52:36 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Hey, if you don't mind, are you interested in testing my upcoming characters? I think it would be good if you first test my projects before release them to prevent some errors because i always (always) forget something important, it's doesn't need to be right now since i'm working on the updates first, i only wanted to say this to you.
Sorry, I'm going to have to pass for now as I'm already tied up with other things at the moment. I will still do feedback for them after release, but here is something that can help while you work on them:
Spoiler, click to toggle visibilty

Effect Specific:
Spoiler, click to toggle visibilty
I keep this checklist for feedback so I know for certain that I won't miss anything. Since you use Ichida's mechanics, the last two will apply to you as well. This is slightly more updated than the one on my Edits thread.
    

Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]

 March 26, 2023, 06:52:18 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Are you really sure about the Bonus Strike? I always test that mechanic and works perfectly. I check those variables (var28 and 29 in -2 -3 state) always, maybe you're doing it too late because they have a small time before the helper gets destroyed.
As for Kyo Kusanagi i solved a lot of that you said it there (except for the frozen vignette, it's causing me some problems), i just waited for your feedback to check it again and update him, thank you.
Oh yeah, you're right. I checked Terry again and his Power Geyser deals 185 without NOY/Ultra Burst and 245 during Critical. It's not a traditional mechanic OHMSBY has and don't usually check that in-depth since I'll assume it works since Ichida made it himself. So it was just Kyo that was bugged for all the bonus strikes. However, I found an error on everyone that they could actually be hit during the dodge while Panicked. If the opponent manages to hit them way too many times, it can force them to go into Negative Penalty. They shouldn't be vulnerable during the dodges at all and can put the opponent to their advantage. It's not a small chance when they dodge, it's guaranteed they always will until the 500 ticks are up. Speaking about Terry's Power Geyser, I also noticed it can't chip kill. His Buster Wolf can, but it puts them into a custom state and makes the opponent's sprites disappear during the finish animation. Sometimes if you do that, characters will perform the animation without the rest of the hits connecting. So that's an exception when it shouldn't. You probably wouldn't want an astral heat to chip kill.

If my feedback was taking a while for you, I heard you're going to be busy during the month of March. So I decided to wait a little later to post it as you probably won't get around fixing it right away. Hope it helped.
    

Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]

 March 25, 2023, 02:48:54 pm View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Since April is just one week from now, here is feedback for Kyo so you can take a look at it during the month:
-The running animation and the startup of 212 Shiki Kototsuki doesn't have a step sound on the first frame.
-The forward/backwards throws and 212 Shiki Kototsuki doesn't play a voice clip if he misses them (His running throw is missing another voice clip).
-5A has another two red and blue hitboxes underneath his arm and can hit the opponent where it shouldn't.
-5BBB and 66A doesn't have a landing sound effect when he touches the ground.
-The hitspark and guard spark of 2A is misaligned.
-2B is supposed to be air unblockable.
-The hitspark and guard spark on the first hit of 2C should be lower than the 2nd one.
-4A has too much knockback and can't be chained with the rest of his A command normals.
-5B and 2C is missing another swish sound on the 2nd hit.
-66B will wall bounce the opponent to the opposite direction when they jumped over them.
-The flame effects when throwing a projectile on 108 Shiki Yami Barai follows him when rapid canceling.
-If the opponent is too close to him, 108 Shiki Yami Barai and the EX variant can miss them completely.
-101 Shiki Oboro Guruma and 212 Shiki Kototsuki You is missing large sliding dust on the startup.
-The 2nd to last hits of 212 Shiki Kototsuki You and 101 Shiki Oboro Guruma is air unblockable.
-212 Shiki Kototsuki You has no push on the 2nd hit and may cause it not to connect.
-Rapid canceling any version of 212 Shiki Kototsuki right when it makes contact can cause the opponent to get stuck.
-The command for 100 Shiki Oniyaki is too strict and doesn't have increased cornerpush on the last hit.
-The hitspark and guard sparks of 2B and 100 Shiki Oniyaki is misaligned when it hits the opponent in the air.
-The EX versions of EX 108 Shiki Yami Barai and 100 Shiki Oniyaki gains meter when it hits the opponent.
-EX Shiki Oniyaki is air blockable unlike the normal version.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) continues playing instead of staying frozen during the finish animation.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) are layered in front of the vignette effect.
-Crescent Slash (MAX 212 Shiki Kototsuki You) has the wrong attribute flag (H instead of S).
-Sanjingi no Ichi uses a slash sound on the last hit and the 3rd hit on the NOY version.
-The air version of Ura 108 Shiki Orochinagi doesn't play the NOY sound when it was reached and can't be rapid canceled.
-The vignette effect on Ura 108 Shiki Orochinagi stays frozen instead of continues playing during the finish animation.
-The vignette effect on Ura 108 Shiki Orochinagi is layered behind the flame explosion effect than in front of it.
-The Distortion Drives do not gain a 20% damage buff if Ultra Burst was used.
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it and can be rapid cancelled.
-His aura doesn't raise up when he flashes during Not Over Yet.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

Also, I noticed all of your characters' Distortion Drives including Kyo are bugged as none of them are taking advantage of Ichida's Bonus Strike mechanic. They do the same amount of damage during Critical, they are not dodging when the opponent is Panicked and still loses 500 meter when rapid canceling them on Contact. So the bonus messages literally don't do anything and just for show. I can't explain how the coding works because this is something Ichida chooses to implement on his characters exclusively, so please ask him about it. If you can't figure it out, you might as well remove the mechanic completely and simply just make them deal 20% more damage when Not Over Yet is reached (Basically, always Critical).

I forgot to mention on Roa's feedback that his aura when he glows during Not Over Yet is the same red color as the other KOF characters and is supposed to be purple like the other system effects. The only exception where the color can be different depending on the move is the vignette effect.