The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: k6666orochi on April 01, 2019, 07:16:40 am

Title: Gunvolt released 2.5
Post by: k6666orochi on April 01, 2019, 07:16:40 am
This is my first char of the game Blade Strangers

Update V1.4
Spoiler, click to toggle visibilty
New update v1.7 by OHMSBY
Spoiler, click to toggle visibilty
Update v1.8
Spoiler, click to toggle visibilty
Update v 2.0
Spoiler, click to toggle visibilty
Update v 2.3
Spoiler, click to toggle visibilty
Update v 2.4
Spoiler, click to toggle visibilty
Update v 2.5
Spoiler, click to toggle visibilty

Movelist
Spoiler, click to toggle visibilty
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/24d9c170-76b6-4431-a9ae-ff732e54ef73/dd3iriz-6ea527a8-d988-4a26-aa87-53f240335713.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzI0ZDljMTcwLTc2YjYtNDQzMS1hOWFlLWZmNzMyZTU0ZWY3M1wvZGQzaXJpei02ZWE1MjdhOC1kOTg4LTRhMjYtYWE4Ny01M2YyNDAzMzU3MTMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.P7mstt2jcT54lNZ9fZnVNNRKGMj0xK7M-AsZbu7oW5Y)

you can download here: http://www.mediafire.com/file/1mjq88uklfyc1wd/Gunvolt_v2.5.rar/file
Thanks to:
OHMSBY (for letting me use your char as a template)and for updating it to version 1.7
Sidier (voice rips from the game Azure Striker Gunvolt 1 and 2)
aokmaniac13 (kof XIII effects and sprites from the game Blade Strangers)
Ploaj (sprites from the game Azure Striker Gunvolt that were used for the astral heat: Voltic Chain)
☆ILoveMyself☆ (smallportrait)
SolidZone 26 (feedback)
M and M (feedback and bug fixes)
and you for downloading it

Title: Re: Gunvolt released 4/1/19
Post by: Azul Crescent on April 01, 2019, 08:00:47 am
Yes! He's finally here! So far so good, loving how he plays.

1 little thing, i'm not sure if this is intentional or not, but his B combo doesn't string together with his a combo. If your too close to P2 then it misses. The same thing happens with Spark Calibur, it's unusable in a combo because the area between the blade + Gunvolt has no hitbox, which makes sense but it makes unusable in a ground combo. Again, not sure if that's intentional or not. Also, not a big deal but in the CMD all of his commands still have Yang's move names.

Example:

Spoiler, click to toggle visibilty
Title: Re: Gunvolt released 4/1/19
Post by: k6666orochi on April 01, 2019, 03:13:38 pm
Yes! He's finally here! So far so good, loving how he plays.

1 little thing, i'm not sure if this is intentional or not, but his B combo doesn't string together with his a combo. If your too close to P2 then it misses. The same thing happens with Spark Calibur, it's unusable in a combo because the area between the blade + Gunvolt has no hitbox, which makes sense but it makes unusable in a ground combo. Again, not sure if that's intentional or not. Also, not a big deal but in the CMD all of his commands still have Yang's move names.

Example:

Spoiler, click to toggle visibilty
fixed
now you can make the combo with B, the size of the colicion box of the first hit with B was increased a little, reduced the distance of the Spark Calibur attack and increased the collision box of the same, changed the names of the commands by the correct ones
Title: Re: Gunvolt released V1.1
Post by: JarianDaProducer on April 01, 2019, 05:25:33 pm
WOW!!! Just... WOW!!! how awesome! :)
Title: Re: Gunvolt released V1.1
Post by: k6666orochi on April 01, 2019, 07:52:51 pm
thanks
Title: Re: Gunvolt released V1.1
Post by: ZolidSone on April 01, 2019, 11:24:04 pm
Here's feedback after a few minutes of testing:

-Standing and Jumping C has no landing sound effect when Gunvolt touches the ground.
-Sliding effect after finishing a run is misaligned and not placed where his foot is (It's still placed where Yang was originally).
-The opponent is slighting away from Gunvolt when grabbed on his air throw.
-Lighting has no electric sound effect like Crashbolt.
-The sword of Spark Calibur disappears by a frame and not through transparency.
-Lightning Sphere has no hitsparks when the opponent is hit by it.
-The opponent can still be hit by Lightning Sphere when it disappears (There should be no red hitbox when the Lighting Sphere starts to shrink).
-The Voltic Chain portrait doesn't fit the screen with a 640x480 ratio.
-The chains on the Voltic Chain has no transparency when they explode.
-Portrait is too small and doesn't completely fit the 120x140 ratio.
-There is no music or sound when getting a perfect (If it were me, I would've use the victory theme from Azure Striker Gunvolt).

That's all for now. Thanks for the release.
Title: Re: Gunvolt released V1.1
Post by: Mr. Fael on April 01, 2019, 11:45:42 pm
First two hits of his A autocombo don't connect properly, leading to situations where the opponent blocks in the middle of the combo https://streamable.com/vbb8e

Other than that, nice job!
Title: Re: Gunvolt released V1.1
Post by: k6666orochi on April 02, 2019, 03:02:35 am
Here's feedback after a few minutes of testing:

-Standing and Jumping C has no landing sound effect when Gunvolt touches the ground.
-Sliding effect after finishing a run is misaligned and not placed where his foot is (It's still placed where Yang was originally).
-The opponent is slighting away from Gunvolt when grabbed on his air throw.
-Lighting has no electric sound effect like Crashbolt.
-The sword of Spark Calibur disappears by a frame and not through transparency.
-Lightning Sphere has no hitsparks when the opponent is hit by it.
-The opponent can still be hit by Lightning Sphere when it disappears (There should be no red hitbox when the Lighting Sphere starts to shrink).
-The Voltic Chain portrait doesn't fit the screen with a 640x480 ratio.
-The chains on the Voltic Chain has no transparency when they explode.
-Portrait is too small and doesn't completely fit the 120x140 ratio.
-There is no music or sound when getting a perfect (If it were me, I would've use the victory theme from Azure Striker Gunvolt).

That's all for now. Thanks for the release.
thanks
I will review those problems with the attacks, sounds and FX will be corrected in the next update

First two hits of his A autocombo don't connect properly, leading to situations where the opponent blocks in the middle of the combo https://streamable.com/vbb8e

Other than that, nice job!
thanks
give me a break xD first was the B button and now the A :( why I never get those things when I use them with the mugen from the FF3 :/

Title: Re: Gunvolt released V1.1
Post by: Nep Heart on April 02, 2019, 03:10:45 am
thanks
give me a break xD first was the B button and now the A :( why I never get those things when I use them with the mugen from the FF3 :/

 Sometimes, Fighter Factory alone isn't enough. I would recommend using Training by Stupa to test out various things that FF won't let you do since it's a very flexible and versatile training dummy.
Title: Re: Gunvolt released V1.1
Post by: aokmaniac13 on April 02, 2019, 09:03:46 am
Thanks to:
Bronko (sprites from the game Blade Strangers)
aokmaniac13 (kof XIII effects )

These are both me, lol.
Title: Re: Gunvolt released V1.1
Post by: Gladiacloud on April 02, 2019, 11:34:17 am
About Astrasphere... if I can give you some advice, you could use the effects from Ky Kyske. He uses a super move with effects similar to Astrasphere, a big lightning sphere with little lightning orbs around it.
Title: Re: Gunvolt released V1.4
Post by: k6666orochi on April 02, 2019, 06:55:00 pm
Thanks to:
Bronko (sprites from the game Blade Strangers)
aokmaniac13 (kof XIII effects )

These are both me, lol.
:v I did not realize I never pay attention to that xD

thanks
give me a break xD first was the B button and now the A :( why I never get those things when I use them with the mugen from the FF3 :/

 Sometimes, Fighter Factory alone isn't enough. I would recommend using Training by Stupa to test out various things that FF won't let you do since it's a very flexible and versatile training dummy.
Thanks I'll keep it in mind

About Astrasphere... if I can give you some advice, you could use the effects from Ky Kyske. He uses a super move with effects similar to Astrasphere, a big lightning sphere with little lightning orbs around it.
I have them but the effects are separated I do not know how it is done so that the smaller circles follow the shape of the biggest

updated to version 1.4 in the first post



Title: Re: Gunvolt released V1.4
Post by: Insigniawarfare on April 02, 2019, 08:06:43 pm
How come hes missing a gauge bar level, its set to 2 instead of 3?
https://streamable.com/32sry
Title: Re: Gunvolt released V1.4
Post by: k6666orochi on April 02, 2019, 08:19:33 pm
How come hes missing a gauge bar level, its set to 2 instead of 3?
https://streamable.com/32sry
because all the characters in "OHMSBY" style and in other games for example Blazblue only use 2 instead of 3

Title: Re: Gunvolt released V1.4
Post by: gem a.k.a. MiltJr on April 02, 2019, 10:00:18 pm
Damn I didn't get a chance to play version 1.1 that update was fast Magnificent!!!!
Title: Re: Gunvolt released V1.4
Post by: k6666orochi on April 02, 2019, 10:35:42 pm
Damn I didn't get a chance to play version 1.1 that update was fast Magnificent!!!!
thanks
a new small update in the first post
-Fixed a problem with the combos with crouching medium Kick  now the attacks are correct.



Title: Re: Gunvolt released V1.7
Post by: k6666orochi on April 05, 2019, 06:37:10 am
new update in the first post, thanks to OHMSBY :)
Title: Re: Gunvolt released V1.8b
Post by: k6666orochi on April 29, 2019, 05:39:57 am
new update v1.8b
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/24d9c170-76b6-4431-a9ae-ff732e54ef73/dd5q0vv-c683886e-6190-4ae0-97aa-0149225be001.png/v1/fill/w_1192,h_670,q_70,strp/lightning_sphere_by_k6666orochi_dd5q0vv-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvMjRkOWMxNzAtNzZiNi00NDMxLWE5YWUtZmY3MzJlNTRlZjczXC9kZDVxMHZ2LWM2ODM4ODZlLTYxOTAtNGFlMC05N2FhLTAxNDkyMjViZTAwMS5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.3IkUYK5ej1mexMNdIdXt_OmHInqeICrWP5vtNMoqOTk)
Title: Re: Gunvolt released V1.8b
Post by: 【MFG】gui0007 on May 11, 2019, 06:30:38 am


Amazing work on Gunvolt. :)
Title: Re: Gunvolt released V1.8b
Post by: k6666orochi on May 12, 2019, 08:38:04 pm
thanks for the video (although you should improve in doing the combos until I can do them xD)
Title: Re: Gunvolt released V1.8b
Post by: 【MFG】gui0007 on May 12, 2019, 08:44:17 pm
thanks for the video (although you should improve in doing the combos until I can do them xD)

Yeah i'm still practicing the Gunvolt combos. :P
Still hope that you can have time about Weiss update.
Title: Re: Gunvolt released 2.0
Post by: k6666orochi on October 01, 2019, 05:29:20 am
new update v2.0 in the first post
Title: Re: Gunvolt released 2.0
Post by: Mr. Fael on October 01, 2019, 06:28:11 am
GV projectiles can't tag anymore.
Title: Re: Gunvolt released 2.0
Post by: ZolidSone on October 01, 2019, 06:57:49 am
Not only the markers for Gunvolt's Lightning no longer works, but the Ultra Burst text is not positioned correctly. The sprite must have been cropped as the size is not the same as in OHMSBY's characters. The x and y axis should be (-4,42).
Title: Re: Gunvolt released 2.0
Post by: ☆ILoveMyself☆ on October 01, 2019, 05:40:33 pm
I made a new portrait for Gunvolt.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/20036a73-491e-40e9-abea-8a48a379bc87/ddhc9pe-73cfc136-5843-4196-b10a-7e0ff1898221.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzIwMDM2YTczLTQ5MWUtNDBlOS1hYmVhLThhNDhhMzc5YmM4N1wvZGRoYzlwZS03M2NmYzEzNi01ODQzLTQxOTYtYjEwYS03ZTBmZjE4OTgyMjEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.CjFDomY4ywNKY5wk8sdfJgJabuPhqVSCnxNt_j9GMt0)

Edit: And I also made a big portrait.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/20036a73-491e-40e9-abea-8a48a379bc87/ddhcbxx-709d821f-a985-46c6-b1b8-47679c109904.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzIwMDM2YTczLTQ5MWUtNDBlOS1hYmVhLThhNDhhMzc5YmM4N1wvZGRoY2J4eC03MDlkODIxZi1hOTg1LTQ2YzYtYjFiOC00NzY3OWMxMDk5MDQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.eGnXzu_kWnEAmkkeh8Z7flquSI0JdXPTOfEwpXLb9Zg)
Title: Re: Gunvolt released 2.0
Post by: k6666orochi on October 05, 2019, 02:43:27 am
I made a new portrait for Gunvolt.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/20036a73-491e-40e9-abea-8a48a379bc87/ddhc9pe-73cfc136-5843-4196-b10a-7e0ff1898221.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzIwMDM2YTczLTQ5MWUtNDBlOS1hYmVhLThhNDhhMzc5YmM4N1wvZGRoYzlwZS03M2NmYzEzNi01ODQzLTQxOTYtYjEwYS03ZTBmZjE4OTgyMjEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.CjFDomY4ywNKY5wk8sdfJgJabuPhqVSCnxNt_j9GMt0)

Edit: And I also made a big portrait.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/20036a73-491e-40e9-abea-8a48a379bc87/ddhcbxx-709d821f-a985-46c6-b1b8-47679c109904.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzIwMDM2YTczLTQ5MWUtNDBlOS1hYmVhLThhNDhhMzc5YmM4N1wvZGRoY2J4eC03MDlkODIxZi1hOTg1LTQ2YzYtYjFiOC00NzY3OWMxMDk5MDQucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.eGnXzu_kWnEAmkkeh8Z7flquSI0JdXPTOfEwpXLb9Zg)
thanks

Not only the markers for Gunvolt's Lightning no longer works, but the Ultra Burst text is not positioned correctly. The sprite must have been cropped as the size is not the same as in OHMSBY's characters. The x and y axis should be (-4,42).
1-I have no idea why that happens, do not touch anything of the code just add the ultra burst :/
2-fixed

Title: Re: Gunvolt released 2.0
Post by: k6666orochi on October 08, 2019, 07:14:20 pm
I leave this code so that they can correct an error when the "AI" uses Gunvolt is to prevent a giant clone from appearing, just copy this code and paste it into the final part of the helper file


Spoiler, click to toggle visibilty


Title: Re: Gunvolt released 2.0
Post by: Kashiek on October 09, 2019, 12:49:39 pm
Awesome character very fun to play!! Easily one of my mains right now.
Title: Re: Gunvolt released 2.0
Post by: ShiroTori on October 14, 2019, 05:49:50 am
Is anyone else getting this glitch where a giant clone of Gunvolt appears? I'm using 1.1 so I don't know if this is an issue that only happens there.

Oh, never mind. I just saw K6666's post regarding said problem.
Title: Re: Gunvolt released 2.3
Post by: k6666orochi on April 05, 2020, 04:13:27 am
new update v2.3 in the first post
Title: Re: Gunvolt released 2.3
Post by: ZolidSone on April 05, 2020, 08:42:04 am
The update still hasn't fixed the bug where his Shots can't tag opponents, so Lightning can't do extra damage to them after they get up on the ground. Also, there's no sliding dust on the forward run animation (Which OHMSBY's recently added on his characters starting after Yumi).
Title: Re: Gunvolt released 2.3
Post by: akamaru on April 05, 2020, 09:55:53 am
Thank you for updating.
This is a bug report.
From V2.0 (maybe from V1.0) Shot, Doble Shot, Charged Shot may not be able to launch projectiles at the edge of the screen.
This is particularly likely with wide screens.

The image is of Dengeki Bunko FCI Training Stage by beterhans.

https://i.imgur.com/Xt6iYbI.png
Title: Re: Gunvolt released 2.3
Post by: k6666orochi on April 05, 2020, 06:24:21 pm
Thank you for updating.
This is a bug report.
From V2.0 (maybe from V1.0) Shot, Doble Shot, Charged Shot may not be able to launch projectiles at the edge of the screen.
This is particularly likely with wide screens.

The image is of Dengeki Bunko FCI Training Stage by beterhans.

https://i.imgur.com/Xt6iYbI.png
I looked for it but the link is dead

The update still hasn't fixed the bug where his Shots can't tag opponents, so Lightning can't do extra damage to them after they get up on the ground. Also, there's no sliding dust on the forward run animation (Which OHMSBY's recently added on his characters starting after Yumi).
I reviewed it many times even comparing with previous versions and I still don't know why that happens

Title: Re: Gunvolt released 2.3
Post by: akamaru on April 05, 2020, 10:54:19 pm
I understand the cause of the bug.
The first bug I mentioned was due to the condition that the projectile helper disappeared.
To fix it, open Helpers.cns and change the trigger of destroyself in [Statedef 1350] on line 1006 from pos x! = [-200, 200] to frontedgedist <=-50 || backedgedist <=-50, 1220 Try changing the trigger of destroyself in [Statedef 1380] on the line from pos x! = [-200, 200] to frontedgedist <=-100 || backedgedist <=-100.
Next is the bug that SolidZone 26 mentioned, because the variable for Shot tagging in [statedef -2] and the variable for Hitstun Decay in [statedef -3] are covered.
To fix it, open -2-3.cns and change fvar (10) on line 651, line 657, line 659, line 665 to another unused var.
I'm sorry for the long sentence.
Title: Re: Gunvolt released 2.4
Post by: k6666orochi on April 06, 2020, 05:55:38 am
I understand the cause of the bug.
The first bug I mentioned was due to the condition that the projectile helper disappeared.
To fix it, open Helpers.cns and change the trigger of destroyself in [Statedef 1350] on line 1006 from pos x! = [-200, 200] to frontedgedist <=-50 || backedgedist <=-50, 1220 Try changing the trigger of destroyself in [Statedef 1380] on the line from pos x! = [-200, 200] to frontedgedist <=-100 || backedgedist <=-100.
Next is the bug that SolidZone 26 mentioned, because the variable for Shot tagging in [statedef -2] and the variable for Hitstun Decay in [statedef -3] are covered.
To fix it, open -2-3.cns and change fvar (10) on line 651, line 657, line 659, line 665 to another unused var.
I'm sorry for the long sentence.
thanks now if it works :)
New update v2.4 in the first post
Title: Re: Gunvolt released 2.4
Post by: akamaru on April 06, 2020, 08:27:03 am
Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1

Try deleting the description.

And it's not a bug, but if you hit Lightning Sphere and Spark Calibur continuously from other moves, the enemy will be able to ctrl before Gunvolt can ctrl. (In the case of Lightning Sphere, even if you put it directly, it will be disadvantageous for 36 frames.)
This is what happens when the time between the enemy's down and getting up is short. (It is easy to hit the cross key or button repeatedly after the enemy side goes down.)

I'm sorry for long sentences.
Title: Re: Gunvolt released 2.4
Post by: ZolidSone on April 06, 2020, 09:37:12 am
To add to M and M's feedback, I got some as well:
-The counter message doesn't appear when all 3 Shots, Dragonsphere, Crashbolt, Lightning and Spark Calibur hits the opponent in the middle of their attack.
-The running grab animation still doesn't have the dust effect (Which is meant to differentiate the forward throw to the normal one since they both use the same animation). To fix that, add this state in [Statedef 820] over the [State 800, 1] HitDef:

[State 6061, Effect]
type = Explod
trigger1 = !time
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -15,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

I choose -15,0 for the pos, but you're more than welcome to adjust it as you see fit.
Title: Re: Gunvolt released 2.4
Post by: k6666orochi on April 06, 2020, 08:29:33 pm
Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1


I'm sorry for long sentences.
It works but I found a problem if the helper hits another one such for example the same gunvolt attack or another helper like ryu's hadouken automatically the marker appears without needing to have directly hit the opponent

To add to M and M's feedback, I got some as well:
-The counter message doesn't appear when all 3 Shots, Dragonsphere, Crashbolt, Lightning and Spark Calibur hits the opponent in the middle of their attack.
-The running grab animation still doesn't have the dust effect (Which is meant to differentiate the forward throw to the normal one since they both use the same animation). To fix that, add this state in [Statedef 820] over the [State 800, 1] HitDef:

[State 6061, Effect]
type = Explod
trigger1 = !time
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -15,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

I choose -15,0 for the pos, but you're more than welcome to adjust it as you see fit.
I had not realized that I do not usually play a lot of mugen I only program
thanks I was wrong I put the effect to the normal running animation xD but it was fine

Title: Re: Gunvolt released 2.4
Post by: akamaru on April 06, 2020, 11:28:52 pm
Thank you for updating. The bug I mentioned earlier has been fixed.
However, a new bug was found.
There is no marker when hitting Shot when Gunvolt can ctrl.
To fix it, open Helpers.cns, add MoveHitPersist = 1 under [Statedef 1360] sprpriority = 4, and further below that

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
triggerall = parent, var (47) <4
trigger1 = movehit
var (47) = 1 + 2 * (IsHelper (1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper (1350) || IsHelper (1351) || IsHelper (1380)
trigger1 = movehit
fvar (14) = 900
persistent = 0
ignorehitpause = 1

Please add the description. And open -2-3.cns,

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
var (47) = 1
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varadd
triggerall = var (47) <4
trigger1 = numhelper (1380)> 0
trigger1 = helper (1380), movehit
var (47) = 3
persistent = 1
ignorehitpause = 1

[State -3, Marker]
type = varset
trigger1 = numhelper (1350)> 0
trigger1 = helper (1350), movehit
trigger2 = numhelper (1351)> 0
trigger2 = helper (1351), movehit
trigger3 = numhelper (1380)> 0
trigger3 = helper (1380), movehit
fvar (14) = 900
persistent = 1
ignorehitpause = 1


I'm sorry for long sentences.
It works but I found a problem if the helper hits another one such for example the same gunvolt attack or another helper like ryu's hadouken automatically the marker appears without needing to have directly hit the opponent
Then what about this?
Open Helpers.cns, [Statedef 1360],

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit
fvar(14) = 900
persistent = 0
ignorehitpause = 1

This description,

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit&&numtarget
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit&&numtarget
fvar(14) = 900
persistent = 0
ignorehitpause = 1

Please change it to
However, this description cannot be used when the enemy helper becomes MoveType = H. (HitOverRide is OK if the MoveType of the destination is not H.)

Also, the above problems occurred before the change.
Title: Re: Gunvolt released 2.4
Post by: ZolidSone on April 06, 2020, 11:34:54 pm
I had not realized that I do not usually play a lot of mugen I only program
thanks I was wrong I put the effect to the normal running animation xD but it was fine
I've been testing a lot of OHMSBY's characters as of late, so that was something he recently added when I asked him about it.

Actually, you're not wrong putting that effect to the running animation. As a matter of fact, do leave that in. If I remember in the Azure Striker Gunvolt games, he leaves a trail on each step of his run. That's a very welcome aesthetic to have, so definitely keep that. Like OHMSBY's Quote, it's as close to their original source game than Blade Strangers.
Title: Re: Gunvolt released 2.4
Post by: k6666orochi on April 07, 2020, 03:09:39 am
Then what about this?
Open Helpers.cns, [Statedef 1360],

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit
fvar(14) = 900
persistent = 0
ignorehitpause = 1

This description,

[State -3, Marker]
type = parentvaradd
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
triggerall = parent,var(47) < 4
trigger1= movehit&&numtarget
var(47) = 1+2*(IsHelper(1380))
persistent = 0
ignorehitpause = 1

[State -3, Marker]
type = parentvarset
triggerall = IsHelper(1350)||IsHelper(1351)||IsHelper(1380)
trigger1= movehit&&numtarget
fvar(14) = 900
persistent = 0
ignorehitpause = 1

Please change it to
However, this description cannot be used when the enemy helper becomes MoveType = H. (HitOverRide is OK if the MoveType of the destination is not H.)

Also, the above problems occurred before the change.
now it is much better thanks :)
Title: Re: Gunvolt released 2.4
Post by: Chris Parker(CH) on April 09, 2020, 12:16:14 pm
Hello K6666orochi ! I wanted to help you on the Gunvolt lock circle and I did something like that, I hope it will help you!
Link of the updated files : https://www.mediafire.com/download/4lquy9rletw21jd
Link of the overview : https://streamable.com/o80g04

And, in the updated files, I changed somes sprites so create a backup before replacing it if you have an error or a bug! See Ya!! ;)
Don't forget to leave a bug reports if you see a bug!
Title: Re: Gunvolt released 2.5
Post by: k6666orochi on April 11, 2020, 04:15:55 am
Hello K6666orochi ! I wanted to help you on the Gunvolt lock circle and I did something like that, I hope it will help you!
Link of the updated files : https://www.mediafire.com/download/4lquy9rletw21jd
Link of the overview : https://streamable.com/o80g04

And, in the updated files, I changed somes sprites so create a backup before replacing it if you have an error or a bug! See Ya!! ;)
Don't forget to leave a bug reports if you see a bug!
thanks, now the effect is much better
New update v2.5 in the first post
Title: Re: Gunvolt released 2.5
Post by: ZolidSone on April 11, 2020, 05:04:40 am
I found a major bug on this update:
-If the opponent physically hits or uses a projectile on Gunvolt while he is doing Lightning Sphere, a clone of him appears.
(https://i.imgur.com/C2CBVny.png)

The previous update didn't have this issue, so I don't understand why did it break suddenly. I know you said you only program the characters, but don't you test before releasing them? I think the improved Lightning Sphere did much worse than good.

And some more feedback I didn't notice earlier:
-The moves I mentioned previously still don't have the counter messages.
-I realized that Spark Calibur can't destroy projectiles, which can make Gunvolt wide open when he uses it (It goes right through and can hit him).
-For some reason, all 3 Shots and Dragonsphere can't destroy Training's projectiles when they make contact with each other (Yet he can destroy his own).

And, in the updated files, I changed somes sprites so create a backup before replacing it if you have an error or a bug! See Ya!! ;)
Don't forget to leave a bug reports if you see a bug!
I happen to find a aesthetic bug, the lock circle doesn't fade away on 1.0. Since you're using 1.1, this bug mostly applies to that version only.
Title: Re: Gunvolt released 2.5
Post by: Chris Parker(CH) on April 11, 2020, 08:00:06 pm
I see now... I will trying to fix it! Thanks you very much for the bug reports SolidZone 26! :)
Title: Re: Gunvolt released 2.5
Post by: akamaru on April 11, 2020, 11:52:00 pm
How to fix some bugs.
First, although the lock circle is not transparent in 1.0, the transparent display of Air is disabled while using AngleDraw, so add trans to [Statedef 6900] and [Statedef 69010], or I think that it will be fixed if you delete all AngleDraw of [Statedef 6900] and [Statedef 69010].
Next, it is a bug of Lightning Sphere. I think that it will be fixed by adding hitoverride to [Statedef 3010] or deleting all Clsn2 of anim63001.
Next, counter messages can be fixed by adding a counter indicator description to the state of the attack helper.

Also, [statedef -2] has a selfstate, which should be deleted because it may hinder the opponent's performance.
Also, according to the description of the current Burst, although it is grace 0F, it can be evaded before the damage processing is performed, so it was not activated at time = 0 in the 5000, 5010, 5020, 5070 states Would be better.
Title: Re: Gunvolt released 2.5
Post by: akamaru on April 16, 2020, 05:00:15 am
Hello.
I have created a patch for your Gunvolt today.
In addition to fixing some bugs, we are also adjusting Burst.
For usage, overwrite all data except read me.

Download it here.

https://ux.getuploader.com/mugennico/

The file name is "GV_Patch.zip".

Please let me know if you still have bugs.
Title: Re: Gunvolt released 2.5
Post by: k6666orochi on April 16, 2020, 11:37:45 pm
Hello.
I have created a patch for your Gunvolt today.
In addition to fixing some bugs, we are also adjusting Burst.
For usage, overwrite all data except read me.

Download it here.

https://ux.getuploader.com/mugennico/

The file name is "GV_Patch.zip".

Please let me know if you still have bugs.
thanks it works very well and I tested it also in mugen 1.0 at the moment I did not see anything strange I get a small error in which if they hit gunvolt at the moment in which it makes the lightning attack the mark does not disappear
https://youtu.be/4pW_T2_yvV4?t=220
Title: Re: Gunvolt released 2.5
Post by: akamaru on April 18, 2020, 11:57:47 pm
Hello.
I have created a patch for your Gunvolt today.
In addition to fixing some bugs, we are also adjusting Burst.
For usage, overwrite all data except read me.

Download it here.

https://ux.getuploader.com/mugennico/

The file name is "GV_Patch.zip".

Please let me know if you still have bugs.
thanks it works very well and I tested it also in mugen 1.0 at the moment I did not see anything strange I get a small error in which if they hit gunvolt at the moment in which it makes the lightning attack the mark does not disappear
https://youtu.be/4pW_T2_yvV4?t=220


OK, I've re-patched the patch I fixed today.
Please download from the above URL.