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+
Board: Your Releases, 1.0+
-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.