The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: OHMSBY on August 09, 2020, 05:26:17 AM

Title: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: OHMSBY on August 09, 2020, 05:26:17 AM
Latest Release: Marx

(https://i.imgur.com/4IzsxD6.png)

Direct Link for Marx:
https://drive.google.com/file/d/1_FAiGXV6lP1iZFAmxYVx7nuwS0IVn3ji/view?usp=sharing (https://drive.google.com/file/d/1_FAiGXV6lP1iZFAmxYVx7nuwS0IVn3ji/view?usp=sharing)

Direct Link for Marx's 1.0 Patch:
https://drive.google.com/file/d/1PtTnAYGaIlup7q5hcBtKlVJpxD-j7Yw4/view?usp=sharing (https://drive.google.com/file/d/1PtTnAYGaIlup7q5hcBtKlVJpxD-j7Yw4/view?usp=sharing)

Direct Link for Marx's Stage (1.1 and IKEMEN GO only):
https://drive.google.com/file/d/1_sgYi9Ey1VfcWD5mBk5g37_6xmT_9I_X/view?usp=sharing (https://drive.google.com/file/d/1_sgYi9Ey1VfcWD5mBk5g37_6xmT_9I_X/view?usp=sharing)

Spoiler: Up Next... (click to see content)

Link to Site:
https://sites.google.com/view/ohmsby-mugen (https://sites.google.com/view/ohmsby-mugen)

Link to Google Drive for my Characters:
https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)
Title: Re: Iori Yagami
Post by: XxTuViejoxX on August 09, 2020, 05:55:15 AM
wow amazing Million Arthur char! I will prove that such.

PS: I can imagine the new Element edits that will come out of here xD
Title: Re: Iori Yagami
Post by: Vocalnoid on August 09, 2020, 01:09:58 PM
Feedback:

- As soon as his astral heat starts, rapid canceling will interrupt the rest of the move with a permanent black screen
(https://i.imgur.com/cRruO0P.png)

and surprisingly a few of your other characters seem have that bug as well with other unexpected results, but usually when you rapid cancel in the middle of the astral heat. This only happens with characters with ground-only finishers btw (unless timed real precisely).

Guess you didn't notice that while testing?
Title: Re: Iori Yagami
Post by: ZolidSone on August 09, 2020, 02:09:33 PM
Great work as always. Never realized Crossing Void had alternative sprites for Taiga. Looks like you'll get to work on her after all.

Guess you didn't notice that while testing?
Ummm, it's impossible to do that in an actual match. You can't rapid cancel during an astral heat as it uses all 2000 meter and will not gain any by doing so. 1000 meter is required to use rapid cancelling (Or 500 when using Distortion Drive). That's not a bug as it can't be done with legitimate methods as the only way you could've have possibly done that is using the debug keys.
Title: Re: Iori Yagami
Post by: Vocalnoid on August 09, 2020, 02:17:31 PM
Great work as always. Never realized Crossing Void had alternative sprites for Taiga. Looks like you'll get to work on her after all.

Guess you didn't notice that while testing?
Ummm, it's impossible to do that in an actual match. You can't rapid cancel during an astral heat as it uses all 2000 meter and will not gain any by doing so. 1000 meter is required to use rapid cancelling (Or 500 when using Distortion Drive). That's not a bug as it can't be done with legitimate methods as the only way you could've have possibly done that is using the debug keys.

My bad :V
Title: Re: Iori Yagami
Post by: ZolidSone on August 09, 2020, 02:58:53 PM
My bad :V
It's fine. However since you did bring it up, rapid cancelling during certain parts of the distortion drives can cause issues as I noticed effects still play after doing it or the opponent would get stuck for a few seconds. So it's still worth mentioning. I'll have to check out each character again to see which ones do.

As for Iori's case, it's fine as he can only do it when the projectile of Ura 108 Shiki: Yasakazuki makes contact and only on the last hit of Kin 1211 Shiki: Yaotome.
Title: Re: Iori Yagami
Post by: Resentone on August 09, 2020, 07:19:04 PM
Spoiler: And my next character is... (click to see content)
Seems like you started making Crossing Void characters, if you need any sprites, fx, sfx, voice rip from that game let me know I will give them to you.


I would love if you make Misaki in TAG style that'll be awesone~
(https://cdn.discordapp.com/attachments/626001321388015616/735912274111234058/Misaki_Attack.gif)
Title: Re: Iori Yagami
Post by: Nep Heart on August 09, 2020, 10:13:22 PM
 Obligatory Twitter combo.

https://twitter.com/Neppu_Heart/status/1291242806468640771

 Also, it's interesting that you actually brought back a character who was scraped from the former polls.
Title: Re: Iori Yagami
Post by: Ex☆Cham on August 10, 2020, 06:27:11 AM
I never expected to see a HD KOF character with Custom Gameplay that wasn't KOF style.

This is, a very welcome add {as someone that sucks at KOF}
Title: Re: Iori Yagami
Post by: DauntlessMonk7 on August 12, 2020, 05:53:01 AM
I would say that having just one thread for character releases & updates would probably be better for having everything all in one place.

Also, i would like to ask a question:
what is the font that you use for the “Counter” & “Perfect” text in your characters?

@OHMSBY
Title: Re: Iori Yagami
Post by: OHMSBY on August 12, 2020, 06:05:53 AM
Also, i would like to ask a question:
what is the font that you use for the “Counter” & “Perfect” text in your characters?

The name of the font is "Misadventures".
Title: Re: Iori Yagami
Post by: ZolidSone on August 12, 2020, 01:25:01 PM
After Vocalnoid's feedback regarding rapid canceling, I like to return back to each character and point out those that have some issues using them during the distortion drives (And maybe some on force breaks). Plus some additional more not related to it:

Yang:
-The effect of Burning Gold and the last hit of Unrelenting Fire follows her right after rapid canceling.
-Rapid canceling the first hit of Perfect Bombshell will cause the opponent to freeze in the air and the effect on the last hit effect is still present after doing it during the last second.

Mika:
-Rapid canceling Mika Revolution when it connects on the 5th hit will sometimes cause the opponent to freeze high in the air for a few seconds before dropping down.
-Two normal ground shockwaves appear on the 2nd hit of Mika Hip Strike when the opponent touches the ground after rapid canceling and not hitting them.

Mai:
-Two normal ground shockwaves appear on the 1st hit of Sylvan Hurricane Assault when the opponent touches the ground after rapid canceling and not hitting them.

Gordeau:
-Two normal ground shockwaves appear on the 4th hit of Turbulence when the opponent touches the ground after rapid canceling and not hitting them.

Terumi:
-Rapid canceling the first hit of Serpent's Cursed Sting will cause the opponent to get stuck for a few seconds or unable to attack if hit in the air.
-He should only be able to rapid cancel on the first and last hits of Dungeon of Serpents as the effect will interruptly vanish.

Kuroko:
-Rapid canceling the 1st hit of Super Sexy Teleport before the grab makes contact wastes meter for nothing as you can barely combo with it.

Tager:
-The effect still plays when rapid canceling in the middle of Magna Tech Wheel.
-The rock effect follows him after rapid canceling the last hit of Genesic Emerald Tager Buster.
-A Atomic Collider should be a strong ground shockwave instead of a normal one.
-Crimson Punisher has a misplaced strong ground shockwave sound effect when he slams on the ground onto the opponent from a successful hit.

Yumi:
-Rapid canceling in the middle of Secret Ninja Art: Black Ice and pushing the opponent by running while they are being hit by the projectile causes it to stay in place temporary and move forward a few seconds later.
-Rapid canceling the forward throw causes the effect to move along with her.

Yu:
-He can rapid cancel on the first hit of Cross Slash, but Adachi's Demonic Cross Slash can't.

Adachi:
-He can't rapid cancel on the first hit of Demonic Cross Slash, but Yu's Cross Slash can.

Quote:
-He can rapid cancel in the middle of Spur while the beam is still active (It should work the same as Blitztank's Gjallarhorn or Issac's Devil's Advent, stopping it completely).

Akatsuki:
-He can rapid cancel on the 2nd to last hit of Kamikaze (Causing the opponent to float down slowly and three normal ground shockwave sound effects can be heard instead of two when they touch the ground).

Heart:
-Although the timing to rapid cancel is fine for Iron Fist Punch of Love, you can't follow up with air combos due to the opponent being pushed too far and Heart not being close to the opponent right after.
-Amazing Heartful Punch's effect is still present after rapid canceling.

If there's any character I haven't listed, their rapid cancels during distortion drives are good and have no issues after testing. For Yu and Adachi's case, I'm not sure which one is right. Might be more I missed, so I'll update if I find anything else.
Title: Re: Iori Yagami
Post by: DauntlessMonk7 on August 12, 2020, 05:16:24 PM
Also, i would like to ask a question:
what is the font that you use for the “Counter” & “Perfect” text in your characters?
The name of the font is "Misadventures".

Ah, okay. Thank you. =)
Title: Re: [OHMSBY Thread]: Iori Yagami Released
Post by: OHMSBY on August 13, 2020, 04:06:02 AM
Alright, the poll is now locked and the majority are in favor of having one dedicated thread, and I figured I might as well make this the thread. So from now on, all releases and updates for my Characters will be posted here, and the first post will update whenever there is a new release.




I was actually planning on getting most of these characters updated, so this is very helpful. Thank you.

Title: Re: [OHMSBY Thread]: Iori Yagami Released
Post by: Vegaz_Parrelli on August 13, 2020, 07:38:18 PM
Cool character.

-217 Shiki chains into itself for an infinite in the corner. Unless that depends on the opponent's ability to tech. In which case, nevermind...
Title: Re: [OHMSBY Thread]: Iori Yagami Released
Post by: OHMSBY on August 14, 2020, 12:45:20 AM
Unless that depends on the opponent's ability to tech. In which case, nevermind...

That is indeed the case:
https://streamable.com/hmbx5v (https://streamable.com/hmbx5v)

I appreciate you trying to help though.

Title: Re: [OHMSBY Thread]: 11 Characters Updated
Post by: OHMSBY on August 17, 2020, 04:24:56 AM
Adachi, Akatsuki, Gordeau, Heart, Kuroko, Mika, Quote, Tager, Terumi, Yu, and Yumi have all been updated. Mostly Bug fixes with a little bit of balance changes and a little bit of visual improvements. Go ahead and redownload them from the site.

Quote
Adachi
-Additional effect for Demonic Cross Slash
-Fixed an error where Adachi could briefly be hit still after successfully hitting with Demonic Cross Slash
-Fixed an error where Adachi could not Rapid Cancel the first hit of Demonic Cross Slash
-The Ultra Burst aura will no longer show up during custom states

Akatsuki
-Upon Successfully hitting with Kamekaze, Akatsuki will only be able to rapid cancel after the last hit
-The stage's foreground elements will no longer disappear after the Astral Heat

Gordeau
-Fixed an error in the incremental cornerpush system
-All versions of Assimilation are now immune to throws up until the last active frame
-Adjusted A Assimilation's launch trajectory
-Adjusted Hitboxes for the 5A autocombo series, 5BB, and 2A so they can hit smaller characters more consistently
-Running A is now special cancelable
-Additional effect for the last hit of both Distortion Drives
-Fixed an error where 2 shockwave effects would appear at once when the opponent lands during one of the custom states
-Adjusted transparency on the propeller effect
The Ultra Burst aura will no longer show up during custom states

Heart
-Fixed an error where Heartful Punch and Amazing Heartful Punch's effects would continue after rapid canceling
-Adjusted Iron Fist Punch of Love's launch trajectory
-The stage's foreground elements will no longer disappear after the Astral Heat

Kuroko
-Upon Successfully hitting, All versions of Sexy Teleport can only be rapid cancelled after the last hit
-Added Special intro against Maid Taiga

Mika
-Additional effect and sound for the last hit of Mika Hip Strike
-Upon successfully hitting the opponent, Mika Revolution can only be rapid canceled after the last hit-
-Mika Hip Strike can only be rapid canceled after the last hit
-The Ultra Burst aura will no longer show up during custom states
-Added special intro against Maid Taiga

Quote
-Ultra Burst's aura effect will be temporarily disabled whenever Quote is in a custom state
-Fixed an error Where Spur would stay on screen even after rapid canceling
-Fixed an error where the level 1 versions of Spur and Super Missile Launcher couldn't be Rapid canceled
-If the first hit of Super Missile Launcher successfully connects, Quote will become invulnerable for the rest of the state

Tager
-Additional effect for Terra Breaker and GETB
-Fixed an error where Magna Tech Wheel's effects would continue playing after rapid canceling
-Fixed an error where the Rock effects would follow Tager after rapid Canceling GETB
-Fixed an error where an out of place sound effect would play after Crimson Meteor's Body Slam
-Fixed an error where Tager Wouldn't be invulnurable right away during GETB's Start Up

Terumi
-Reduced the amount of time the opponent stays in the hit state after Terumi Rapid Cancels the first hit of Serpent's Cursed Sting
-Once Terumi Starts summoning the Serpent during Dungeon of Serpents, he will not be able to Rapid Cancel until after the last hit

Yu
-Adjusted 4A's Hitbox so it can hit smaller opponents more consistently
-Additional Effect for Cross Slash
-The Ultra Burst aura will no longer show up during custom states

Yumi
-Increased frame disadvantage for Howling Ogre and for each step of Dancing as One: Yang on block
-Slightly reduced frame disadvantage for Demonic Destruction on block
-Increased Frame advantage for Piercing Tide on block
-Fixed an error where forward throw's whirlwind effect would follow Yumi after rapid canceling
-Fixed an error where the Black Ice projectile would remain in place if the Opponent got hit by it, then pushed out of the way
-Additional effect for the last hit of Ice Pillar Fan
Title: Re: [OHMSBY Thread]: 11 Characters Updated
Post by: ZolidSone on August 17, 2020, 09:50:26 AM
Got some feedback on three of the characters after the updates, mostly minor but thought I mention it:

Terumi:
-The bug for rapid canceling the first hit of Serpent's Cursed Sting still exists. If the opponent happens to jump while they get hit by that, they won't be able to attack at all and the one playing as Terumi can simply wait until time runs out (If the player choose to have time limits during matches). I think instead of reducing the stun time, only the second hit should rapid cancel only as that hit will make them move again.
-Rapid cancelling the first hit of Snakebite causes the opponent to freeze in the air, then fall down a second later.
-Rapid cancelling the first hit of Serpent's Laceration has a strong ground shockwave sound effect when the opponent touches the ground (I missed this one as I was mostly focusing on distortion drives and less on force breaks).

Heart:
-Amazing Heartful Punch is now deducting 1000 instead of 500 after rapid canceling. Since it's during the distortion drive, it should be deducting half of 1 meter instead of all of it.

Tager:
-Same as Heart, rapid cancelling the last hit of Genesic Emerald Tager Buster deducts 1000 instead of 500 (Unless the distortion drive is already over, but that shouldn't be as Terumi's Dungeon of Serpents still deducted 500 on the last hit).
-Not sure what fightfx have you been using to test your characters. But there's been an out of place sound effect on the A version of Atomic Collider when the opponent gets slammed on the ground (Which is the strong ground shockwave sound effect I was talking about). Ever since one of your older updates, I don't know if it's supposed to be there or not. It's been noticeable for me with the fightfx I'm using and that's why I kept mentioning it. That's why either the normal ground shockwave on that move should be a strong ground one or the sound effect to be removed entirely.
-Also speaking about the strong ground shockwave sound effect, but is the Wedge Catapult intentionally back to using that for the wall bounce now?

So Yu is right on the case between him and Adachi, good to know too.
Title: Re: [OHMSBY Thread]: 11 Characters Updated
Post by: Vocalnoid on August 17, 2020, 01:10:56 PM
-Not sure what fightfx have you been using to test your characters. But there's been an out of place sound effect on the A version of Atomic Collider when the opponent gets slammed on the ground (Which is the strong ground shockwave sound effect I was talking about). Ever since one of your older updates, I don't know if it's supposed to be there or not. It's been noticeable for me with the fightfx I'm using and that's why I kept mentioning it. That's why either the normal ground shockwave on that move should be a strong ground one or the sound effect to be removed entirely.

The hitsparks/fightfx are from chottokormarus original screenpack which can be found here: http://chottokomaru.sitemix.jp/

Not to brag and all, but best hitsparks ever! XD
Title: Re: [OHMSBY Thread]: 11 Characters Updated (3 Characters Re-Updated)
Post by: OHMSBY on August 18, 2020, 01:38:45 AM

Alright, I got those fixed and had them updated again:
Quote
Heart
-Fixed an error where Rapid Canceling Amazing Heartful Punch consumes 1000 meter instead of 500

Tager
-Fixed an error where Rapid Canceling GETB consumes 1000 meter instead of 500
-Fixed an error where an out of place sound effect would play During Atomic Collider's slam
-Changed the sound effect for Wedge Catapult's wall slam back to normal

Terumi
-Upon Successfully hitting with Serpent's Cursed Sting, Only the second hit can be rapid canceled
-If Snakebite hits and transitions into the grab, It can only be rapid canceled after the last hit
-Fixed an error where the wrong ground shockwave sound effect plays when the opponent touches the ground during one of the custom states



-Also speaking about the strong ground shockwave sound effect, but is the Wedge Catapult intentionally back to using that for the wall bounce now?

I was testing something out, but I forgot to change it back when I uploaded the update. So yeah, that was my bad.

Title: Re: [OHMSBY Thread]: 11 Characters Updated
Post by: 【MFG】gui0007 on August 19, 2020, 12:18:52 AM


Man, this is such great Iori indeed. Nicely done OHMSBY.
Title: Re: [OHMSBY Thread]: Maid Taiga Released
Post by: OHMSBY on August 30, 2020, 12:03:47 AM
Maid Taiga has now been released.

This is meant to be more of an EX move set, not unlike Order Sol from Accent Core or Summer Kawase from Blade Strangers.

(http://i.imgur.com/eH4dRPA.png)

Spoiler: More Screenshots (click to see content)

Get Taiga Here:
https://drive.google.com/file/d/15hsKuQ2Ew_LXJkBHatpc42wXCnfbk9MD/view?usp=sharing (https://drive.google.com/file/d/15hsKuQ2Ew_LXJkBHatpc42wXCnfbk9MD/view?usp=sharing)

Spoiler: Up next is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Maid Taiga Released
Post by: bass30655 on August 30, 2020, 12:05:40 AM
Sweet! A guilty gear character!
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: EpicMtnGamer on August 30, 2020, 09:34:01 PM
Maid Taiga is a good character, but her walking animation looks a bit awkward...still, good job!
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: Punkxy on August 30, 2020, 09:47:55 PM
I already have a great Taiga in my roster, but.. maid outfit+made by OHMSBY? precious :D
thank you for your hard work!
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: Momotaro on August 30, 2020, 10:39:04 PM
Glad to see this character released.
It is a special maid version right? I think there is a second character in maid version from this game.

The character is very cool.
The only "flaw" would be the walk animation.
There is no walk in this special version of her ? Perhaps mobile version of the game ? With less moves?
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: OHMSBY on August 30, 2020, 10:45:17 PM
Yeah, the sprite set didn't have all of the animations that the original Taiga had in Fighting Climax, so I had to resort to franken-spriting for a few of them, including the walk animation.
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: 【MFG】gui0007 on August 30, 2020, 10:47:54 PM


I noticed well about the walk animation. Even with the sprites limitations, you did great OHMSBY.
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: Kamui_Kanjai on August 31, 2020, 01:32:39 AM
Well, Maybe one day you will make Jin Kisaragi. :P
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: Mysticus92 on August 31, 2020, 05:58:45 PM
I'm happy there's a decent Faust you're making, OHMSBY.
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: Momotaro on August 31, 2020, 07:16:59 PM
Yeah, the sprite set didn't have all of the animations that the original Taiga had in Fighting Climax, so I had to resort to franken-spriting for a few of them, including the walk animation.

Thanks for the explanation.
It's still pretty decent !
Title: Re: [OHMSBY Thread]: Maid Taiga Released (8/29/20)
Post by: Mid117 on September 02, 2020, 06:59:45 PM
I fixed the walking animation if you like to put it on your character
https://drive.google.com/file/d/1xlPaBmKcQqzHoUzxTPBGu2a7vrE6Zf-C/view?usp=sharing
(https://i.imgur.com/7Rc3pxG.gif)
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: OHMSBY on September 03, 2020, 04:36:13 AM
That looks MUCH better than what she initially had. Thank you so much.



Taiga has been updated with Mid's walk animation. Go ahead and redownload her.

Quote
- Added improved walk animation, courtesy of Mid117
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: Mysticus92 on September 03, 2020, 10:02:27 PM
Maybe her maid dress should've bouncing while walking.
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: ZolidSone on September 04, 2020, 02:09:42 AM
Maybe her maid dress should've bouncing while walking.
That requires editing the movement of the skirt on each sprite. I don't think anyone would waste time doing that since it doesn't affect the gameplay itself.
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: bass30655 on September 04, 2020, 02:45:31 AM
I know this is too much to ask but think you or anyone else add astral themes to each character
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: OHMSBY on September 04, 2020, 04:18:01 AM
I prefer not to do that. I always try to keep the file sizes of my characters low without compromising too much, and having a music track in the snd would definitely not help that. This is also part of the reason why I chose not include the music override for Yang's semblance.
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: Vocalnoid on September 04, 2020, 05:19:22 PM
I know this is too much to ask but think you or anyone else add astral themes to each character

K6666Orochi already does that to his own characters
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: k6666orochi on September 04, 2020, 07:03:03 PM
I know this is too much to ask but think you or anyone else add astral themes to each character

you can do it yourself it's not that difficult

[State AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,900]
flag = nomusic
flag2 = nomusic
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
triggerall= life < 250
value = S3950,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
triggerall = life > 250
value = S3950,5
Title: Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)
Post by: bass30655 on September 04, 2020, 10:08:40 PM
I prefer not to do that. I always try to keep the file sizes of my characters low without compromising too much, and having a music track in the snd would definitely not help that. This is also part of the reason why I chose not include the music override for Yang's semblance.

That's makes sense their your characters you what you want with them
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20)
Post by: OHMSBY on September 13, 2020, 08:49:59 PM
Yang, Ruby, Robo Weiss, Susano'o, and Blitztank have received updates:

Quote
Yang Xiao Long
-Perfect Bombshell now snaps the opponent into position on the first hit
-Fixed an error where the opponent would be frozen in place after rapid canceling Perfect Bombshell's first hit
-Burst effect now shows up a little earlier in the animation
-A quicker version of the vignette effect now shows up at the end of each distortion drive when Yang's semblance is not active
-Flaming Punch effects for Perfect bombshell, Burning Gold, and Unrelenting Fire now disappear upon rapid canceling
-Added compatibility for Faust's "This is... Me?"
-Added special intro against Robo Weiss

Ruby Rose
-Adjusted Hitboxes and velocities for the 5B auto combo series  and Buzzsaw Blast so they can hit at max range more consistently
-Additional effect for Petal Burst, Petal Dance, and Red Reaper
-Added compatibility for Faust's "This is... Me?"
-Added special intro against Robo Weiss
-Japanese voice patch has also been updated for the new intro

Robo Weiss
-Added compatibility for Faust's "This is... Me?"
-Added special intros against Ruby and Yang

Susano'o
-Additional effects for Liberation Dagger and Blood Splitter
-Fixed an error where Susanoo would be invulnerable for the rest of Liberation Dagger's state when hitting a helper instead of the opponent
-Added compatibility for Faust's "This is... Me?"

Blitztank
-Additional effect for Blitzlauf
-Fixed an error where Gjallarhorn's duration would increase upon breaking the opponent's projectile
-Added compatibility for Faust's "This is... Me?"

Also, just to be clear, all of the characters who have been released and/or updated since August 8th have already received compatibility for Faust's Astral Heat.
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20)
Post by: TurnPile on September 13, 2020, 09:51:18 PM
Yang, Ruby, Robo Weiss, Susano'o, and Blitztank have received updates:

Quote
Yang Xiao Long
-Perfect Bombshell now snaps the opponent into position on the first hit
-Fixed an error where the opponent would be frozen in place after rapid canceling Perfect Bombshell's first hit
-Burst effect now shows up a little earlier in the animation
-A quicker version of the vignette effect now shows up at the end of each distortion drive when Yang's semblance is not active
-Flaming Punch effects for Perfect bombshell, Burning Gold, and Unrelenting Fire now disappear upon rapid canceling
-Added compatibility for Faust's "This is... Me?"
-Added special intro against Robo Weiss

Ruby Rose
-Adjusted Hitboxes and velocities for the 5B auto combo series  and Buzzsaw Blast so they can hit at max range more consistently
-Additional effect for Petal Burst, Petal Dance, and Red Reaper
-Added compatibility for Faust's "This is... Me?"
-Added special intro against Robo Weiss
-Japanese voice patch has also been updated for the new intro

Robo Weiss
-Added compatibility for Faust's "This is... Me?"
-Added special intros against Ruby and Yang

Susano'o
-Additional effects for Liberation Dagger and Blood Splitter
-Fixed an error where Susanoo would be invulnerable for the rest of Liberation Dagger's state when hitting a helper instead of the opponent
-Added compatibility for Faust's "This is... Me?"

Blitztank
-Additional effect for Blitzlauf
-Fixed an error where Gjallarhorn's duration would increase upon breaking the opponent's projectile
-Added compatibility for Faust's "This is... Me?"

Also, just to be clear, all of the characters who have been released and/or updated since August 8th have already received compatibility for Faust's Astral Heat.

What about the rest before 8/8 (Ragna, MAI, Azrael, Wagner, Waldstein, Kirby, Mikoto, Es, Samus, Kokonoe, Saya, and Isaac)?
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20)
Post by: OHMSBY on September 13, 2020, 11:13:34 PM
The Astral heat will still work on them. Non-Compatible characters will use one of their required sprites for the pose (Specifically sprite number 5002,0). The characters being compatible just means that they have a sprite made specifically for the astral heat in Anim 5315. I will make the rest of my characters compatible eventually.
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20)
Post by: Macaulyn97 on September 14, 2020, 12:34:42 AM
Can we get a sneak peek of Blitztank affected by "This is... Me?"?
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20)
Post by: OHMSBY on September 14, 2020, 12:47:51 AM
I actually posted it in the Screenshots thread, but here it is anyway:
(http://i.imgur.com/sAiA0ku.png)
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20)
Post by: Macaulyn97 on September 16, 2020, 01:47:00 AM
Since you made one thread for all releases and updates, I think I'll post it here. Quote has a problem with his super:


It doesn't seem to happen against him, but it happens a lot against other characters, they won't be stunned for the finisher on his super, even if they still get blasted in the end. My first video with him, against Terry, also had this happen:
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20) + Quote Updated (9/15/20)
Post by: OHMSBY on September 16, 2020, 03:50:28 AM
It seems like it's being caused by ADD004. I tried the astral heat out on Dee in regular old MUGEN 1.0, and it worked out just fine. However I went ahead changed Curly's second to last hit to put the opponent into a custom state (It didn't initially), so that should keep the opponent from ever teching out of it, even with ADD004 applied.

So yeah, Quote has been updated with that, and with a fix for another little bug that I found. Go ahead and redownload him.

Quote
- Fixed an error where certain opponents could tech out in the middle of Iron Bond
- Fixed an error where Quote would regain meter during King's Revenge
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20) + Quote Updated (9/15/20)
Post by: Macaulyn97 on September 16, 2020, 04:09:19 AM
Since it worked fine in 1.0, I assume the ADD004 thing is related to 1.1, because that is the one I use. It works fine after the update, though, thanks!
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20) + Quote Updated (9/15/20)
Post by: TurnPile on September 16, 2020, 05:03:37 AM
Besides, is Mai installed with the "Ultra Burst" update?
Title: Re: [OHMSBY Thread]: 5 Characters Updated (9/13/20) + Quote Updated (9/15/20)
Post by: OHMSBY on September 16, 2020, 06:15:18 AM
Yes. Everyone has already gotten the Ultra Burst update.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: OHMSBY on September 20, 2020, 08:51:57 PM
Faust has now been released.

His moveset pulls inspiration from all of his appearances throughout the Guilty Gear series, including Strive.

(http://i.imgur.com/NPtiMzm.png)

Spoiler: More Screenshots (click to see content)

Get Faust Here:
https://drive.google.com/file/d/1XDmebqPSVjAslU1S8s-qX2LpY08IBXW4/view?usp=sharing (https://drive.google.com/file/d/1XDmebqPSVjAslU1S8s-qX2LpY08IBXW4/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: Good_Wall533 on September 20, 2020, 08:58:20 PM
Also, I updated Yumi's japanese patch for the new special intro with Faust, enjoy: http://www.mediafire.com/file/x12rci8pwb1o73x/YumiJPN.rar/file
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: Macaulyn97 on September 20, 2020, 09:03:36 PM
Shantae, you stae... sorry, I had to.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: Mysticus92 on September 20, 2020, 10:14:46 PM
I can't believe you're doing Shantae.
I'm impressed and shocked at the same time.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: Vocalnoid on September 20, 2020, 11:41:07 PM
LOL! I'm already having way too much fun with his finisher already! :laugh3:
Heres some of my faves so far:
Spoiler, click to toggle visibilty

This might be too much and all, but will you add more eyes in faust's future updates?
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: TurnPile on September 21, 2020, 02:53:32 AM
Shantae, once thought to be undoable, now being done in the near future. What made you realize that, OHMSBY?
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: 【MFG】gui0007 on September 21, 2020, 03:18:27 AM


Ma boi Faust! :D Thanks a bunch for that OHMSBY.

Also... Shantae!!?? This will be very interesting and great for sure.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: DauntlessMonk7 on September 21, 2020, 05:59:59 AM


Dronk found this issue with Iori.
He can keep air throwing the opponent over & over again as long as he can jump up & catch them.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: OHMSBY on September 21, 2020, 06:16:57 AM
That's not a valid combo. The opponent can recover after the air grab well before Iori can grab them again:
https://streamable.com/tx709a (https://streamable.com/tx709a)
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: Uzuki Shimamura on September 21, 2020, 06:52:51 AM
So I tried putting Neptune's special anim for Faust's Astral and this happened


Yep, it only happens to her and not other Nep Heart's characters
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: Gladiacloud on September 21, 2020, 09:00:14 AM
I can't wait for Shantae... and for more BCTB chars.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: dronk on September 21, 2020, 06:20:03 PM
That's not a valid combo. The opponent can recover after the air grab well before Iori can grab them again:
https://streamable.com/tx709a (https://streamable.com/tx709a)
Dauntless kinda jumped the gun; I tried posting here yesterday but I couldn't login for some reason.
For some reason, my Training never teched out of the loop.
However, I did decide to bruteforce this by booting up a mirror and hitting A in the air during it, and only occasionally would Iori tech out of it AND fall out of it.

I did some further digging and found what might be the issue:
The air grab hitbox is out for WAY too long. 20 frames, to be exact. For reference, Ryu's HP shoryuken in 3rd strike is active for 18.
Not only that, but the hitbox extends for some reason?
https://streamable.com/dfrj76
This could be an issue, especially for Saya who's very floaty and thus can get two of these out in a low neutral jump, and IMMEDIATELY catch a jumping opponent.
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: PackManMUGEN on September 21, 2020, 07:17:55 PM
Why, of all your characters, does Faust get me so worked up with all your characters lol
But yea I went and did literally one thing (or nothing, you can count it that way) and I gave Faust an extra pair of "eyes" according to the -SIGN- Instant Kill variants on Ramlethal and Jack-O', and changed the random value for the Astral Heat accordingly.
(https://i.ibb.co/FhnhPp8/eyes.png)
For everyone else I'm currently making special poses (via the 5315 anim) for every character that OHMSBY has made that doesn't have said animation. (Oh yea also the k6666orochi chars are getting those as well)

P.S. Isaac, Kirby and Bowser are too fat thus making the eyes look small XD
Title: Re: [OHMSBY Thread]: Faust Released (9/20/20)
Post by: OHMSBY on September 22, 2020, 01:13:12 AM
So I tried putting Neptune's special anim for Faust's Astral and this happened

That is definitely something on Neptune's end. i believe she has a custom KO state that she automatically goes into upon losing all of her health, which allows her to transition into her lose pose.

For some reason, my Training never teched out of the loop.

All of my characters make use of custom fall states in order to bypass Mugen's fall.defenceup, and by default, Training does not recognize these states as recoverable states. This is actually detailed in the readme, and it can be fixed by pasting the following code into the bottom of training's config file:

Code:
[State 5050, 4] ;Recover near ground
type = SelfState
triggerall = stateno = 6050
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5200 ;HITFALL_RECOVER

[State -2]; Recover in mid air
type = selfState
triggerall = stateno = 6050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5210 ;HITFALL_AIRRECOVER

I did some further digging and found what might be the issue:
The air grab hitbox is out for WAY too long. 20 frames, to be exact. For reference, Ryu's HP shoryuken in 3rd strike is active for 18.
Not only that, but the hitbox extends for some reason?
https://streamable.com/dfrj76
This could be an issue, especially for Saya who's very floaty and thus can get two of these out in a low neutral jump, and IMMEDIATELY catch a jumping opponent.

Yeah, that was an oversight on my part and will need to be fixed. I may have to look through my other characters as well to see if their air throw needs to be revised too. Here's what the air throw will be like next time he's updated: https://streamable.com/v7ckkx (https://streamable.com/v7ckkx)

Thanks for stopping by and bringing this to my attention.


Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: OHMSBY on September 27, 2020, 03:41:55 AM
Everyone has been updated with fixes to their air throws, a fix for a bug that involve the air dodge, and "This is... Me?" compatibility for those who didn't have it already. Some of the characters have also received a few more things in their updates. The character who has gotten the most substantial update is Mai, who has had her astral heat completely reworked:
(http://i.imgur.com/ZapVTuq.png)

Go ahead and redownload.

Quote
Mai Natsume
-Completely reworked Astral Heat to match the source material
-Reduced active frames and adjusted hitbox on air throw attempt
-Fixed an error where air dodge's remaining invul frames would linger upon landing
-Fixed an error where Mai may pass through the opponent during 2C
-Fixed an error where two ground bounce effects would show up during the custom state for the first hit of Sylvan Hurricane Assault
-Additional Effects and sounds for Suzuran Blaze, Sylvan Hurricane Assault, and Floral Blizzard Blossom
-Added Compatibility for Faust's "This Is... Me?"
-Japanese voice has also been updated for the improved Astral Heat

Kirby
-Reduced Startup frames on Bomb Set
-Smash Kick is now airdash cancelable on hit
-All of Yo-yo's attacks are now jump/airdash cancelable on contact
-Ninja Kick is now jump/airdash cancelable on contact
-Kirby will now go into Ninja Kick's bounce back state on block
-Hammer Nail can now ground bounce the opponent on normal hit
-Hammer Nail is now dash cancelable on contact
-Adjusted Launch Trajectory on Hammer Flip
-Reduced active frames and adjusted hitbox on air throw attempt
-Fixed an error where air dodge's remaining invul frames would linger upon landing
-Additional effect for Ultra Sword
-Added compatibility for Faust's "This Is... Me?"
-Added Special Intro against Shantae

Samus Aran
-New 4th attack for the A auto combo series. 3rd attack is now cancelable on contact
-Damage Scaling Adjustments
-Reduced active frames and adjusted hitbox on air throw attempt
-Fixed an error where air dodge's remaining invul frames would linger upon landing
-Additional Effect for Shine Spark
-Added Compatibility for Faust's "This Is... Me?"

Ragna the Bloodedge
-Reduced active frames and adjusted hitbox on air throw attempt.
-Adjusted Launch Trajectory on Devoured By Darkness
-Adjusted Frame Data on 4A
-Fixed an error where air dodge's remaining invul frames would linger upon landing
-Added Compatability for Faust's "This Is... Me?"

Iori
-Reduced active frames and adjusted hitbox on air throw attempt.
-Increased height gain on air throw and adjusted launch trajectory. The opponent can also recover sooner from it.
-Fixed an error where air dodge's remaining invul frames would linger upon landing
-Made Iori's Eye's invisible on Sprite 5315 (This is... Me? Compatibility)

Azrael, Waldstein, Mikoto Misaka, and Es
-Reduced active frames and adjusted hitbox on air throw attempt
-Fixed an error where air dodge's remaining invul frames would linger upon landing
-Additional Effects and sounds for Distortion Drives
-Added Compatability for Faust's "This Is... Me?"

Everyone Else
-Reduced active frames and adjusted hitbox on air throw attempt
-Fixed an error where air dodge's remaining invul frames would linger upon landing
-Added "This Is... Me?" compatibility to those who didn't have it already
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: Vocalnoid on September 27, 2020, 04:01:00 AM
Everyone has been updated with fixes to their air throws, a fix for a bug that involve the air dodge, and "This is... Me?" compatibility for those who didn't have it already. Some of the characters have also received a few more things in their updates. The character who has gotten the most substantial update is Mai, who has had her astral heat completely reworked:
(http://i.imgur.com/ZapVTuq.png)

I wasn't expecting a change for her astral heat, I thought it was okay, but this is way better. Also LOTS OF REDOWNLOADING TO DO, HAHAHA. :P
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: gem a.k.a. MiltJr on September 27, 2020, 05:47:04 PM
The inside of my head........
 

I'm glad you updated the characters though.
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: ArcBeast on September 27, 2020, 09:20:48 PM
There gonna be a lot of redownloading to do since I didn't get to touch MUGEN for a few month
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: JTDaddy17 on October 06, 2020, 11:27:06 PM
"Added Special Intro against Shantae"

Wait, wait, hold up... you're making a Shantae fighter!? YASSSSS!!!!
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: harry7mason on October 07, 2020, 05:59:51 AM
Thank you very much. Your characters are awesome.

I'm from the old school mugen players, and I want to ask you if you include an option configuration to disable the power bars? In case it does not exist, do you think you could add that option in the next update version?
It is not my intention to offend, it is just that I like to watch the fights without seeing bars.

Thanks for your work!
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: Vocalnoid on October 07, 2020, 10:16:27 PM
Thank you very much. Your characters are awesome.

I'm from the old school mugen players, and I want to ask you if you include an option configuration to disable the power bars? In case it does not exist, do you think you could add that option in the next update version?
It is not my intention to offend, it is just that I like to watch the fights without seeing bars.

Thanks for your work!

Thats part of the lifebars, not the characters. Just press Ctrl+L during gameplay to disable the lifebars (if you have debug keys on).
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: harry7mason on October 07, 2020, 11:40:03 PM
Thanks for answer me. You're right, sorry. I don't mean to the life bar but "Burst" power bar.
(https://www.linkpicture.com/q/mai_1.png)
Title: Re: [OHMSBY Thread]: All Characters Updated (9/26/20)
Post by: ZolidSone on October 08, 2020, 10:01:11 AM
I found a few issues with Susano'o, Samus and Tager on the latest update (Not sure if they were there before as I don't remember):

Susano'o:
-The timing of the Liberation Dagger effect is not properly synced with his animation. This pic shows how off it is:
(https://i.imgur.com/Y0cxYz4.png)
-The effects for Splintering Thrust and Liberation Dagger follows him when rapid cancelling (I also think Blade of Judgement does as well).

Samus:
-EX Grappling Beam should be a normal ground shockwave sound effect for the wall bounce (The opponent doesn't stagger like Azrael and Heart attacks does).
-It's possible to rapid cancel both versions of Grappling Beam before it grabs the opponent, causing them to freeze until they get hit.
-Shooting Ice Beam again or Diffusion Missile right when the opponent breaks free causes the frozen effect not to appear properly (This requires precise timing as they have to be hit the moment they come out of the frozen state):
(https://i.imgur.com/O29sEIG.png)
Hitting them before it will still be there and will break out immediately. The 2nd Ice Beam can't be part of the same combo.
-Ultra Burst expiration sound effect doesn't play when it's activated with full health (However, it will if she takes at least some damage).

Tager:
-The first hit of EX Driver can be rapid cancelled, throwing them up in the air and landing on the ground with no damage (It's not possible with the normal Gigantic Tager Driver and also won't KO the opponent if you attempt that since it doesn't do damage in the source).
-The 2nd hit of the B command normals should be a strong ground shockwave instead of a normal one when the opponent hits the ground (Might as well point this out if you plan to fix the EX Driver as I realized there's less impact to it).

That should be it. Also since no one bothered asking, what's with certain characters such as Susano'o and Robo-Weiss have additional def files? I look at them and there doesn't seem to be any changes as they're just copies of each other. Are they for backup purposes?

Thanks for answer me. You're right, sorry. I don't mean to the life bar but "Burst" power bar.
You can't, the "Burst" icon serves as an indicator whether they used them or not. Certain characters not just his have their own unique special meters, so they can't simply be disabled as they are hard coded into the character.
Title: Re: [OHMSBY Thread]: Samus, Tager, and Susanoo Updated (10/08/20)
Post by: OHMSBY on October 08, 2020, 09:46:39 PM
Thank you Solidzone, they have been updated now.

Quote
Samus Aran
-Fixed an error where Either Version of Grapple Beam could be rapid canceled on the first frame upon grabbing the opponent
-Fixed an error where the frozen effect would now show up after freezing the opponent immediately after they break free
-Fixed an error where Ultra Burst's expire sound would not play under certain conditions
-Changed the wall bounce sound for EX Grapple Beam

Iron Tager
-Changed shockwave effect for 5BB
-Fixed an error where Tager Could rapid cancel the first hit of EX Gigantic Tager

Susanoo
-Fixed an error where Liberation Dagger's effect wasn't synced properly
-Fixed an error where the effects for Splintering Thrust, Blade of Judgement, and Liberation Dagger would follow Susanoo after Rapid Canceling



Also since no one bothered asking, what's with certain characters such as Susano'o and Robo-Weiss have additional def files? I look at them and there doesn't seem to be any changes as they're just copies of each other. Are they for backup purposes?

The extra def files are part of an experiment involving IKEMEN Plus' arcade configuration which allowed for the characters to appear in different stages and have different themes depending on the arcade route, they were left in by mistake and are not meant to be a part of the releases. All the characters who had these extra def files have been reuploaded without them.
Title: Re: [OHMSBY Thread]: Samus, Tager, and Susanoo Updated (10/08/20)
Post by: Handmaiden of the Seascape on October 11, 2020, 06:23:07 AM
I'm nowhere as active as I used to be in MUGEN, however, and because I'm the type of person who prefers japanese voices, I'm here with my own small contribution to your work in the shape of Yang's JP voice (I still don't know why i picked her, but well). Kept it as accurate as possible to the english voice, but hope this alternative voicepatch works.

https://mega.nz/file/KN8FxIAY#3X4TBfcRPDDcp7EkhLc0uHcvhwJd5nIJOzS5bMVgP7k
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: OHMSBY on October 11, 2020, 10:56:20 PM
Shantae has been released.

I had to get a little more creative than usual since her sprites weren't designed for fighting games, I like to think I was able to make things work.

(https://i.imgur.com/OCvuXAK.png)

Spoiler: More Screen Shots (click to see content)

Direct Link for Shantae:
https://drive.google.com/file/d/143O4IVRh-SGbESHEbMGZEljxl9eMDuCu/view?usp=sharing (https://drive.google.com/file/d/143O4IVRh-SGbESHEbMGZEljxl9eMDuCu/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



I'm nowhere as active as I used to be in MUGEN, however, and because I'm the type of person who prefers japanese voices, I'm here with my own small contribution to your work in the shape of Yang's JP voice (I still don't know why i picked her, but well). Kept it as accurate as possible to the english voice, but hope this alternative voicepatch works.

https://mega.nz/file/KN8FxIAY#3X4TBfcRPDDcp7EkhLc0uHcvhwJd5nIJOzS5bMVgP7k

Thanks for your contribution. If I ever do an update that involves any changes to her snd, I'll be sure to keep you in the loop.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: JTDaddy17 on October 11, 2020, 11:14:47 PM
WHOO!!! YES!!! Imma try her out now!
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: Macaulyn97 on October 12, 2020, 01:47:55 AM
Shantae, you stae... yes, I said it again, kill me.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: Giko on October 12, 2020, 01:53:46 AM
damn ohmsby, your content never fails to impress me :D
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: Handmaiden of the Seascape on October 12, 2020, 01:57:38 AM
Thanks for your contribution. If I ever do an update that involves any changes to her snd, I'll be sure to keep you in the loop.

Anytime. If you need to find me I'm on Discord or you can ask Nep Heart of my whereabouts in case we're not in a same channel. I'm also known for beta testing when necessary.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: Nep Heart on October 12, 2020, 02:08:19 AM
Finally, I can have Nanase soon.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: GaziraAgain on October 12, 2020, 10:03:33 AM
Waiting since years but finally she is on the way! Thank you very much for all your work and waiting your Nanase.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: Uzuki Shimamura on October 12, 2020, 10:10:12 AM
I was making multiple matches for Quote and I noticed Susanoo's special intro bug

Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20)
Post by: Mysticus92 on October 12, 2020, 02:19:09 PM
YAAAS! Nanase is coming!
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Susano'o quick update (10/12/20)
Post by: OHMSBY on October 12, 2020, 05:14:50 PM
I was making multiple matches for Quote and I noticed Susanoo's special intro bug

And fixed. Go ahead and redownload him.

Quote
Susano'o
-Fixed an error where the voice clip for the Shantae special intro would play during his special intro with Quote
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Susano'o quick update (10/12/20)
Post by: karl_eichholtz_13 on October 12, 2020, 10:33:41 PM
Now I can pit Shantae against the Smash Ultimate cast!
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Susano'o quick update (10/12/20)
Post by: k6666orochi on October 13, 2020, 09:35:13 PM
I found a problem with yang's astral heat but it is easy to fix in a moment the p2 can move as seen in the video
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: OHMSBY on October 14, 2020, 12:48:01 AM
Fixed.

Quote
Yang
-Fixed an error where the opponent could go back into their standing state during the astral heat
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: 【MFG】gui0007 on October 14, 2020, 03:21:08 AM


You never cease to amaze me heh OHMSBY.  :pleased:
Absolutely fantastic!

Spoiler: off topic (click to see content)
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: XANDERAC on October 14, 2020, 03:23:52 AM
Shantae is absolutely fantastic, lovely work as usual, she's so much fun to play!
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: Speedpreacher on October 14, 2020, 03:26:20 AM
@ OHMSBY and k6666orochi your careers are over......I'll see you both in hell.....||¬)_) @ speedpreacher i wish you would say something to me when you was part of it ||¬)_)

Ask and ye shall receive

Post count back to 1 and you can have yourself 3 days

And this will be the new norm every time you decide to do this in the future
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: Handmaiden of the Seascape on October 15, 2020, 05:03:00 AM
Ignoring the attention thriving moron, I guess this is where I can report an issue apparently only I have.

Blitztank's sprites do not appear in MUGEN 1.0. No idea why. The effects and sounds do, though.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: OHMSBY on October 15, 2020, 05:27:18 AM
Go into mugen.cfg in the data folder and check "SpriteDecompressionBufferSize". By default, it is set to 16384, and lowering it will prevent larger sprites from appearing. After messing around with it, Blitztank's sprites seem to all show up with the value set to about 2000 at the lowest.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: Handmaiden of the Seascape on October 15, 2020, 06:07:36 AM
Go into mugen.cfg in the data folder and check "SpriteDecompressionBufferSize". By default, it is set to 16384, and lowering it will prevent larger sprites from appearing. After messing around with it, Blitztank's sprites seem to all show up with the value set to about 2000 at the lowest.

Thanks. That helped me see Blitztank now. I didn't know I lowered it to 512. No wonder why.
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: Dr4gonic on October 19, 2020, 08:45:24 PM
Hello OHMSBY! I'm having a little problem with your Yang, the thing is that I shrink her putting localcoord = 600 on the .def file because it's too big for my other characters and now the special "Rising Fire" doesn't work, the oponnent go down before land the last hit, there's a way to fix this?

BTW your characters AI are too spammers and agressive, how can I make them more easier? My MUGEN difficulty is in 1 and the option of "AI cheating" is off
Title: Re: [OHMSBY Thread]: Shantae Released (10/11/20) Yang quick update (10/13/20)
Post by: TurnPile on October 20, 2020, 03:48:14 AM
Hello OHMSBY! I'm having a little problem with your Yang, the thing is that I shrink her putting localcoord = 600 on the .def file because it's too big for my other characters and now the special "Rising Fire" doesn't work, the oponnent go down before land the last hit, there's a way to fix this?

BTW your characters AI are too spammers and agressive, how can I make them more easier? My MUGEN difficulty is in 1 and the option of "AI cheating" is off

Maybe use a different resolution/version with better localcoord? Oh, and DON'T change the localcoord.
Title: Re: [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20)
Post by: OHMSBY on October 25, 2020, 03:35:28 AM
Yu and Shantae have been updated. Nothing all that substantial, just a few fixes.

Quote
Yu Narukami
-Width change for 5A now ends sooner
-Yu now turns on his left foot during his match win pose
-Changed voice clip for the special intro with Gordeau

Shantae
-Fixed an error where the opponent would be sent in the wrong direction upon being hit by Dashing A or Obliterate Dance from behind
Title: Re: [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20)
Post by: Ysaquerai on October 26, 2020, 01:49:37 PM
just a quick question, is it better to play ohmsby characters on mugen 1.1 or ikemen go, i'll be using add004
Title: Re: [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20)
Post by: OHMSBY on October 27, 2020, 02:39:51 AM
All my characters should work just as well on either engine. I don't really know how well they'll all work with add004 though, since I haven't actually used that in quite some time.
Title: Re: [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20)
Post by: XANDERAC on October 27, 2020, 03:19:17 AM
I haven't run into any particular issues with your characters in add004, before or after the updates they all seem to function perfectly fine. Ikemen Go is nice because you can have dedicated tag buttons which is extra convenient if you're trying to play that way
Title: Re: [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20)
Post by: EgyLynx on October 27, 2020, 09:06:14 PM
But some, example Iori Yagami at (maybe only) whose lot versions...
And are these put same game /collection?

Some put him/her thinks at also stage or two to use it at argade... some thinks are actually "stage"...

I was sure that my own colection hasn+t before  Heart (aino =O ) Jokeing or what? Some paces Heart= Love and in nippon Aino is "power of love" ...

i put Heart at fight at against at that one F... you know, villain from Nightmare of elm Street... second (which heart lost, screen freeze (hp left red and all thinks stoped at moment :( .. )
Well... it going well after that... usually i meet that think some mortall kombat persons... difficult say... i think it bug at F but... i not know are maker of F anymore or even was here...

At X aid ealier... it worked also there...
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: OHMSBY on November 01, 2020, 08:17:15 PM
Nanase Has been released.

I suppose it has been a while since I've released an under-night character since Waldstein, that is unless you count Akatsuki as an under-night character.

(http://i.imgur.com/VOGgP4r.png)

Spoiler: More Screenshots (click to see content)

Direct Link to Nanase:
https://drive.google.com/file/d/1GvDjn6cDYtSAl2BBZG4SykrPBtV-vEzH/view?usp=sharing (https://drive.google.com/file/d/1GvDjn6cDYtSAl2BBZG4SykrPBtV-vEzH/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: Monochu360 on November 01, 2020, 11:57:03 PM
Yukiko Amagi Is Wearing A KIMONO because she's filling in her MOM at the INN THEY RUN
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: TurnPile on November 02, 2020, 12:15:29 AM
What about Charlotte?
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: Ysaquerai on November 02, 2020, 02:21:53 AM
nice ulti tag battle 4v4, ikemen go & add004 with almost no problems during tag is the best

thanks for the new character  :)
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: harry7mason on November 02, 2020, 08:06:04 PM
Thank you very much! Awesome conversion!

 ;)
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: GaziraAgain on November 02, 2020, 09:53:14 PM
The wait has been worth it, excellent char!
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: batmanuel on November 03, 2020, 02:52:09 AM
excellent char. Thank you very much!
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: lunalucard55 on November 03, 2020, 08:29:28 AM
excellent character thank you very much my friend.
Title: Re: [OHMSBY Thread]: Nanase Released (11/01/20)
Post by: Watcher of MUGEN on November 04, 2020, 08:14:43 AM
Found a bug in Nanase's Atmosphere of the Aether. Some characters can Burst out of it, especially during the animation when Nanase jumps at them.
Title: Re: [OHMSBY Thread]: Nanase Updated (11/04/20)
Post by: OHMSBY on November 04, 2020, 02:48:20 PM
Ah whoops, I forgot to flag the hitdef as a hyper. It's fixed now, thank you.

Quote
Nanase
-Fixed an error where Atmosphere of the Aether wasn't flagged as a hyper, allowing certain characters to burst out of it
Title: Re: [OHMSBY Thread]: Nanase Updated (11/04/20)
Post by: Himeragi Yukina on November 05, 2020, 12:44:25 AM
https://streamable.com/piolr7
https://streamable.com/nc1977
https://streamable.com/ncr3dm
https://streamable.com/sk3aza
https://streamable.com/vvnijx

This is likely consistent across your characters, OHMSBY. Might want to deal with this sooner rather than later.

Edit for confirmation: the attack where this happens appears to be different for each character. So while I was right on it being consistent, I was wrong about which attack caused it.

As an example: Adachi's 5A causes this problem, but his 5B doesn't.

Further study has led me to a potential conclusion for why this is happening: a combination of active frames and trigger language.

!MoveContact does not account for MoveReversed. When a ReversalDef-based parry is triggered, MoveReversed procs, but MoveContact doesn't treat it as making 'contact'. What's more, the two main examples that caused this, Yu's 5B and Adachi's 5A, have lingering hitboxes that stick around for a considerable amount of time.
Title: Re: [OHMSBY Thread]: Nanase Updated (11/04/20)
Post by: 【MFG】gui0007 on November 05, 2020, 02:09:15 AM


Glad that Nanase finally comes to MUGEN in such great work from you OHMSBY.
Title: Re: [OHMSBY Thread]: Nanase Updated (11/04/20)
Post by: OHMSBY on November 05, 2020, 04:21:19 AM

Thanks for pointing that out. Fortunately, this is simple enough to fix, I've already fixed all of Yu's hitdefs to account for movereversed:
https://streamable.com/o9csbx (https://streamable.com/o9csbx)

Now I just need check on everyone else's hitdefs.

Title: Re: [OHMSBY Thread]: Nanase Updated (11/04/20)
Post by: Handmaiden of the Seascape on November 05, 2020, 05:17:48 AM

Thanks for pointing that out. Fortunately, this is simple enough to fix, I've already fixed all of Yu's hitdefs to account for movereversed:
https://streamable.com/o9csbx (https://streamable.com/o9csbx)

Now I just need check on everyone else's hitdefs.

That would be advisable to do because I also found this same case with Wagner's normals.
Title: Re: [OHMSBY Thread]: Nanase Updated (11/04/20)
Post by: Vocalnoid on November 06, 2020, 02:42:22 PM
Shantae's latest update causes scimitar to display destroyed retargeted trigger errors
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: OHMSBY on November 07, 2020, 09:01:20 PM
All characters have been updated again:

Quote
Tohru Adachi
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst
-Adjusted trajectory for Maziodyne on air block
-Added Special intro with Yukiko Amagi
Gordeau
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst
-Added Special intro against Yukiko Amagi
-Japanese voice has also been updated for the new special intro
Shantae
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst
-Fixed the "parent in retargeted trigger has been destroyed" error that occurs with Scimitar in Mugen 1.1
Everyone Else
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: Toxic Masculinity on November 08, 2020, 02:56:38 AM
Hey Ohmsby, could you possibly provide a link on your website to download all characters at once? If not, it's all good, but every time you update all your characters, it takes me kind of a long time to redownload all of them so I just figured I'd ask. None the less, thank you for updating everyone and keeping them all as top notch as possible.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: Macaulyn97 on November 08, 2020, 03:36:36 AM
Hey Ohmsby, could you possibly provide a link on your website to download all characters at once? If not, it's all good, but every time you update all your characters, it takes me kind of a long time to redownload all of them so I just figured I'd ask. None the less, thank you for updating everyone and keeping them all as top notch as possible.
I think you're asking for too much. Do you honestly expect him to re-upload all his characters in a pack every time he updates one?
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: Toxic Masculinity on November 08, 2020, 04:47:52 AM
No, just when he updates all of them at once like he tends to do sometimes. Like I said though its not a big deal and figured Id just ask because if it was me and someone asked me, I wouldn't mind doing it. I'm still going to download them either way.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: Uzuki Shimamura on November 08, 2020, 06:02:06 AM
All characters have been updated again:

Quote
Tohru Adachi
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst
-Adjusted trajectory for Maziodyne on air block
-Added Special intro with Yukiko Amagi
Gordeau
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst
-Added Special intro against Yukiko Amagi
-Japanese voice has also been updated for the new special intro
Shantae
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst
-Fixed the "parent in retargeted trigger has been destroyed" error that occurs with Scimitar in Mugen 1.1
Everyone Else
-Fixed all Hitdefs so they may properly interact with reversal defs
-Fixed turn to face behavior during normal burst

Guess i'll redownload all of your characters again.

Also, who eats cold pizza tho?
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: OHMSBY on November 08, 2020, 06:30:22 AM
Hey Ohmsby, could you possibly provide a link on your website to download all characters at once?

Follow this link (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing), click on the downward arrow next to "MUGEN", and click download. All of the zip files will be merged into one big zip file and then the download will commence.

Also, who eats cold pizza tho?

I actually know a few people who prefer cold pizza.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: Toxic Masculinity on November 08, 2020, 07:15:56 AM
Thanks a lot for the link. I figured it would be easy since the characters were already hosted on Drive, all that was needed was the link to the folder that you provided. Much appreciated.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: Vocalnoid on November 08, 2020, 02:26:57 PM
Was Susano'os bloodsplitter buffed? It looks like it lasts longer
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: ArcBeast on November 08, 2020, 03:04:59 PM
Yikes! Time to redownload all of the character once again~

and Thank you very much!
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: 【MFG】gui0007 on November 08, 2020, 03:27:53 PM
Also, who eats cold pizza tho?

It was me, but i just trolling.
But few times i prefer some cold pizza tho. :v

Anyway, will check the updates on your stuff OHMSBY, looking forward for Yukiko.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: OHMSBY on November 08, 2020, 07:02:51 PM
Was Susano'os bloodsplitter buffed? It looks like it lasts longer

I did not do anything with Bloodsplitter.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20)
Post by: Vocalnoid on November 08, 2020, 08:05:31 PM
you sure? I think I remember dealing at least 14 hits without combos (at least what I saw from your Susano'o v.s Ragna video), now to me it deals 56 hits without combos as you can see here
(https://i.imgur.com/difNnTf.png)
I downloaded a fresh copy just to make sure I thought I wasn't using an older version or was, unless it was changed before and I didn't recognize his changes til then, but if it did, what version was it? (and yes I know I should've keep the previous versions before doing so, but if you're right, then sorry to Me for being a dum-dum :V).

and just to make sure, Susano'o was 100% unedited.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20) Susano'o Updated (11/08/20)
Post by: OHMSBY on November 08, 2020, 09:25:03 PM
Alright, I just checked, and it turns out that you are correct. Something must of happened when I was going through the hitdefs, but it's fixed now. Go ahead and redownload him.

Quote
Susano'o
-Fixed an error where Bloodsplitter lasts longer than it is supposed to.
Title: Re: [OHMSBY Thread]: All Characters Updated (11/07/20) Susano'o Updated (11/08/20)
Post by: ZolidSone on November 09, 2020, 12:21:43 AM
I've been testing Nanase with Training for fun and realized I just missed something crucial. I turned recovery on and he's unable to recover from Ange's Invitation until the 5th hit. If you manage to connect all of them, the damage output is as much as a distortion drive. It's possible to do Atmosphere of the Aether and dish even more damage, completely deplete half the opponent's health.
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: OHMSBY on November 09, 2020, 01:05:18 AM
Thanks, I got it fixed now. Go ahead and redownload her.

Quote
Nanase
-If any version of Ange's Invitation is used again in the same combo, the opponent can recover from it sooner
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Dr4gonic on November 10, 2020, 12:25:24 AM
Yeehaw OHMSBY, do you plan to edit your Ruby and Yang characters to be more like BBCTB? For example, when Yang uses "Too hot to handle" instead of the enemy getting stamped on the ground, they bounce off the ground to follow the combos, know what I mean?
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Mushypepito123 on November 10, 2020, 01:45:13 AM
Yeehaw OHMSBY, do you plan to edit your Ruby and Yang characters to be more like BBCTB? For example, when Yang uses "Too hot to handle" instead of the enemy getting stamped on the ground, they bounce off the ground to follow the combos, know what I mean?

dude, you shouldn't have done that...
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Dr4gonic on November 10, 2020, 10:35:03 PM
Yeehaw OHMSBY, do you plan to edit your Ruby and Yang characters to be more like BBCTB? For example, when Yang uses "Too hot to handle" instead of the enemy getting stamped on the ground, they bounce off the ground to follow the combos, know what I mean?

dude, you shouldn't have done that...

Is it because OHMSBY said before that he did not want to do it, I did not know and now I made a serious mistake that I woke up a demon from the past? If that's why or is something else I'm sorry, I just wanted to ask with an essence of suggestion ;-;
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: TurnPile on November 12, 2020, 10:09:02 PM
Hey OHMSBY, are you planning to create more characters from BBCTB ? Looking forward for more of them in the future!

Yes, he does have more planned. In fact, the next character is in BBCTB; that being Yukiko.
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Dr4gonic on November 16, 2020, 08:01:56 PM
Yeehaw OHMSBY, do you plan to edit your Ruby and Yang characters to be more like BBCTB? For example, when Yang uses "Too hot to handle" instead of the enemy getting stamped on the ground, they bounce off the ground to follow the combos, know what I mean?

dude, you shouldn't have done that...

I still don't get it, what do you mean ._.?
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: TurnPile on November 20, 2020, 07:33:04 AM
So, I heard you might that suggestions.


MAKE. A. ELIZABETH. CHARACTER.
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Mushypepito123 on November 20, 2020, 07:36:57 AM
So, I heard you might that suggestions.


MAKE. A. ELIZABETH. CHARACTER.

dude, that's just wrong!

you can't just order ohmsby to make an elizabeth character.
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Uzuki Shimamura on November 20, 2020, 09:04:57 AM
I made JP voice patch for Yu and Adachi (plus Heart and Akatsuki)

Video demo if anyone wanted to hear


http://www.mediafire.com/file/56d0iizxy7rfoum/JP_Voice_for_OHMSBY%2527s_Characters.zip/file
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: ArcBeast on November 20, 2020, 01:03:02 PM
I made JP voice patch for Yu and Adachi (plus Heart and Akatsuki)

Video demo if anyone wanted to hear
[youtube]https://www.youtube.com/watch?v=Azpbat1U2MY[/youtube]

http://www.mediafire.com/file/56d0iizxy7rfoum/JP_Voice_for_OHMSBY%2527s_Characters.zip/file

is this also Include special interaction for the upcoming OHMSBY Yukiko?
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Uzuki Shimamura on November 20, 2020, 01:44:35 PM
I made JP voice patch for Yu and Adachi (plus Heart and Akatsuki)

Video demo if anyone wanted to hear
[youtube]https://www.youtube.com/watch?v=Azpbat1U2MY[/youtube]

http://www.mediafire.com/file/56d0iizxy7rfoum/JP_Voice_for_OHMSBY%2527s_Characters.zip/file

is this also Include special interaction for the upcoming OHMSBY Yukiko?

vs Adachi? yes, it's an updated one.
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: ArcBeast on November 20, 2020, 02:00:47 PM
I made JP voice patch for Yu and Adachi (plus Heart and Akatsuki)

Video demo if anyone wanted to hear
[youtube]https://www.youtube.com/watch?v=Azpbat1U2MY[/youtube]

http://www.mediafire.com/file/56d0iizxy7rfoum/JP_Voice_for_OHMSBY%2527s_Characters.zip/file

is this also Include special interaction for the upcoming OHMSBY Yukiko?

vs Adachi? yes, it's an updated one.


Alright! Thank's for the JP voice updates!
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Speedpreacher on November 20, 2020, 02:10:55 PM
So, I heard you might that suggestions.


MAKE. A. ELIZABETH. CHARACTER.

Whether he takes suggestions or not, that's a demand

Don't make demands
Title: Re: [OHMSBY Thread]: All Updated (11/07/20) Susano'o and Nanase Updated (11/08/20)
Post by: Dr4gonic on November 20, 2020, 11:48:09 PM
I made... well some useless stuff but here is a new Raven Palette for Yang and something else:

Preview: https://imgur.com/a/qWImjnK#Kxy2NZN

Link: https://drive.google.com/file/d/15Gh94UCe1NsUMwumHYD2uJKruIX_tUZi/view
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: OHMSBY on November 22, 2020, 10:00:56 PM
Yukiko Amagi has been released.

She is heavily based on her Cross Tag move set while also having a few things from Ultimax as well.

(http://i.imgur.com/06av8EQ.png)

Spoiler: More Screenshots (click to see content)

Get Yukiko Here:
https://drive.google.com/file/d/14rzf4-XOw4spRZa7-ivo1spwj3rvH53C/view?usp=sharing (https://drive.google.com/file/d/14rzf4-XOw4spRZa7-ivo1spwj3rvH53C/view?usp=sharing)

Alchemist of Atlas has also made a Japanese voice patch for her during testing, which you can get here:
https://mega.nz/file/qFkyEAgQ#2g80_fh4Nc5eOOQcKDv-GMiUKboTYyFvk-_5R7Re0pQ (https://mega.nz/file/qFkyEAgQ#2g80_fh4Nc5eOOQcKDv-GMiUKboTYyFvk-_5R7Re0pQ)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: GF202020 on November 22, 2020, 10:12:40 PM
Here's a kind Suggestion...since no one else has done her yet, I think Thief Arthur from MAAB would fit well in the BBTAG mold, I believe her sprties were ripped at least at the same time as Iori's.

Also, it's nice to see that after so much time, you'll finally do your Jin!
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: GaziraAgain on November 22, 2020, 10:17:58 PM
Really amazing char and really amazing wip character, thank you very much for your hard work!
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: ComboAssassin20 on November 23, 2020, 12:18:20 AM
you released yukiko-san the same month you released nanase, you tend to release a character within one month, then you do the same the next month (if you know what I mean?)
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: Mushypepito123 on November 23, 2020, 12:21:31 AM
nice char my guy, Yukiko seems like the only char to get me hyped, and i can't wait for Jin either.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: Himeragi Yukina on November 23, 2020, 02:51:23 AM
https://streamable.com/ivuuiq

Whoops.

EDIT: I'd recommend not scaling this back TOO much. Maybe 2 or 3 loops at most, then let the opponent recover much earlier afterward. She needs something to keep her in the game before her Fire Amp stacks kick in.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: Dr4gonic on November 23, 2020, 03:34:27 AM
you released yukiko-san the same month you released nanase, you tend to release a character within one month, then you do the same the next month (if you know what I mean?)

I guess he's on fire, yeah baby one masterpiece after another. Mushypepito123 I still don't get your "Dude, you shouldn't have done that", that cold water that you threw at me still has me confused to this day.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/22/20)
Post by: OHMSBY on November 23, 2020, 03:38:49 AM

Whoops indeed.

It's fixed, now the opponent will be able to recover much sooner after the 3rd Agi. Go ahead and redownload her.

Quote
-Fixed an error where Agi could be looped indefinitely in the corner
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/22/20)
Post by: Himeragi Yukina on November 23, 2020, 04:01:15 AM
Fix turned out as expected. Good stuff.

I'll probably put up a proper video on her at some point. This is bringing back the Persona fan that I used to be in force.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/22/20)
Post by: Mushypepito123 on November 23, 2020, 04:48:20 AM
you released yukiko-san the same month you released nanase, you tend to release a character within one month, then you do the same the next month (if you know what I mean?)

I guess he's on fire, yeah baby one masterpiece after another. Mushypepito123 I still don't get your "Dude, you shouldn't have done that", that cold water that you threw at me still has me confused to this day.

since you dare question me with the "Dude, you shouldn't have done that." for the THIRD time, and i thought you had already get it by now, imma say one thing: what you said back then is literally OFF-TOPIC. i literally reported you when you questioned me the second time, and it should be obvious since it was supposed to be in the recent posts board..

as for the Update: thanks OHMSBY, now i can fight Yukiko without any problems.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/22/20)
Post by: Uzuki Shimamura on November 23, 2020, 07:29:21 AM
There's another problem: https://streamable.com/ephjfg

When I do super, her Persona palette shows default instead of alternates.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: OHMSBY on November 23, 2020, 07:53:27 AM
And fixed. Go ahead and redownload her.

Quote
-Fixed an error where Konoha Sakuya would switch to her default palette during Agidyne
Title: Re: [OHMSBY Thread]: Yukiko Amagi Released (11/22/20)
Post by: oraora? on November 23, 2020, 05:56:20 PM

Spoiler: And my next character is... (click to see content)

Jin at last, I have been voting him like forever ever since your first ever next character poll  :truestory:
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: onomamashinee on November 24, 2020, 01:31:50 AM

Spoiler: And my next character is... (click to see content)

Jin at last, I have been voting him like forever ever since your first ever next character poll  :truestory:

Wait is there a poll? Kinda new here. Up until now I always kept trying to guess what OHMSBY's next character would be, I've always found it so unpredictable haha
By the way, great work as always, OHMSBY.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: 【MFG】gui0007 on November 24, 2020, 01:56:34 AM


Such amazing version of the Scarlet Princess OHMSBY. Also, can't wait for Jin!
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: oraora? on November 24, 2020, 03:40:47 AM


Wait is there a poll? Kinda new here. Up until now I always kept trying to guess what OHMSBY's next character would be, I've always found it so unpredictable haha
By the way, great work as always, OHMSBY.
yup, this was the first one I believe: https://mugenguild.com/forum/topics/mika-v1-09-184751.0.html but after either Akatsuki or Blitztank, the poll retired
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: Dr4gonic on November 24, 2020, 03:51:08 AM
you released yukiko-san the same month you released nanase, you tend to release a character within one month, then you do the same the next month (if you know what I mean?)

I guess he's on fire, yeah baby one masterpiece after another. Mushypepito123 I still don't get your "Dude, you shouldn't have done that", that cold water that you threw at me still has me confused to this day.

since you dare question me with the "Dude, you shouldn't have done that." for the THIRD time, and i thought you had already get it by now, imma say one thing: what you said back then is literally OFF-TOPIC. i literally reported you when you questioned me the second time, and it should be obvious since it was supposed to be in the recent posts board..

as for the Update: thanks OHMSBY, now i can fight Yukiko without any problems.

Oh, I'm really sorry for that, I'm freshman on this Mugen Fighters Guild, sorry for being so ignorant, dumb and comment something off-topic, but still... that report was kinda, just a little exaggerated. I guess this is something off-topic too so report me again if you want.

Edit: Yup, I will do that
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: Speedpreacher on November 24, 2020, 05:54:57 AM
How about, instead, you stop going off-topic.
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: ArcBeast on November 25, 2020, 10:23:14 PM
Yukiko Amagi has been released.

She is heavily based on her Cross Tag move set while also having a few things from Ultimax as well.

(http://i.imgur.com/06av8EQ.png)

Spoiler: More Screenshots (click to see content)

Get Yukiko Here:
https://drive.google.com/file/d/14rzf4-XOw4spRZa7-ivo1spwj3rvH53C/view?usp=sharing (https://drive.google.com/file/d/14rzf4-XOw4spRZa7-ivo1spwj3rvH53C/view?usp=sharing)

Alchemist of Atlas has also made a Japanese voice patch for her during testing, which you can get here:
https://mega.nz/file/qFkyEAgQ#2g80_fh4Nc5eOOQcKDv-GMiUKboTYyFvk-_5R7Re0pQ (https://mega.nz/file/qFkyEAgQ#2g80_fh4Nc5eOOQcKDv-GMiUKboTYyFvk-_5R7Re0pQ)

Spoiler: And my next character is... (click to see content)

Have fun.

Yo! I've been waiting for Jin Kisaragi OHMSBY version! Keep up the good work!
Title: Re: [OHMSBY Thread]: Yukiko Amagi Updated (11/23/20)
Post by: Ysaquerai on November 26, 2020, 01:16:43 AM
wow, thanks for the new character, Ohmsby is like a machine on release of characters
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: OHMSBY on December 05, 2020, 09:59:01 PM
Yukiko, Akatsuki, Heart, Isaac, Ragna, and Wagner have all been updated. Go ahead and redownload them.

Quote
Yukiko Amagi
-Fixed an error where the opponent would be launched into the wrong direction when being hit by Full Bloom from behind
-Fixed an infinite involving Fire Boost
Akatsuki
-Holding up since the first jump will no longer trigger an air jump
-Thunderbolt is now fully invulnerable up until the last active frame
Heart Aino
-Holding up since the first jump will no longer trigger an air jump
-All Roz Sfaira projectiles that were not spawned from 5B or 2B's armor will now disappear when Heart gets hit
Isaac
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where breaking a projectile would slightly increase the duration for Brimstone and Devil's Advent
-Added special intro against Jin Kisaragi
Ragna the Bloodedge
-Holding up since the first jump will no longer trigger an air jump
-Fine tuned special intro with Jin Kisaragi
-Japanese voice has also been updated
Erica Wagner
-Holding up since the first jump will no longer trigger an air jump
-Running A is now special cancelable
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: TurnPile on December 07, 2020, 03:22:17 AM
OK, IDK if this is important for you, but some attacks also have some mechanics that are kinda off.

For example, you didn't mention that Adachi's Atom Smasher could be used in the air (which could be intentional), but Quote's Rising Blade actually DOESN'T have a air version.
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: Nep Heart on December 07, 2020, 04:38:33 AM
 Not every character needs an aerial version of their moves.
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: Odb718 on December 07, 2020, 05:34:44 AM
Not every character needs an aerial version of their moves.
I feel personally attacked right there.  :banneded:
Solid updates OHMSBY.
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: TurnPile on December 07, 2020, 05:36:39 AM
Not every character needs an aerial version of their moves.

Well, Quote's Movelist picture says he does have an aerial Rising Blade variant, being his DP and all, but it actually doesn't.
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: harry7mason on December 07, 2020, 11:50:01 PM
Thank you very much for all your effort and this wonderful chars!!
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: Mushypepito123 on December 08, 2020, 12:27:47 AM
Not every character needs an aerial version of their moves.

Well, Quote's Movelist picture says he does have an aerial Rising Blade variant, being his DP and all, but it actually doesn't.

is it really that necessary?
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: TurnPile on December 08, 2020, 06:02:37 AM
Not every character needs an aerial version of their moves.

Well, Quote's Movelist picture says he does have an aerial Rising Blade variant, being his DP and all, but it actually doesn't.

is it really that necessary?

No, not at all. DPs should always be ground-based anyways.
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: Nep Heart on December 08, 2020, 07:52:07 AM
No, not at all. DPs should always be ground-based anyways.

 Tell that to Melty Blood.
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: Handmaiden of the Seascape on December 08, 2020, 09:04:02 AM
No, not at all. DPs should always be ground-based anyways.

No. Some characters' DP can be performed in the air too, so it's not an absolute rule. Now, please, stop because you're derailing the topic.
Title: Re: [OHMSBY Thread]: 6 Characters Updated (12/05/20)
Post by: Nep Heart on December 11, 2020, 12:45:17 AM
 Found a bug in Nanase that I hadn't noticed until now, but whenever you tech her hitfalls, you end up going into her own common states as opposed to your own.
Title: Re: [OHMSBY Thread]: Nanase Updated (12/10/20)
Post by: OHMSBY on December 11, 2020, 01:24:25 AM
And fixed. Go ahead and redownload her.

Quote
Nanase
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where the opponent would not return to their own states upon air recovering from a hitfall caused by Nanase's attacks
Title: Re: [OHMSBY Thread]: Nanase Updated (12/10/20)
Post by: ZolidSone on December 11, 2020, 06:07:53 AM
I got a new computer and while I was creating my M.U.G.E.N client from scratch, I realized Gordeau crashes because the sound was set to JPN by default and it doesn't come included as it has to be downloaded separately. Not everyone would know about that so thought I mention it. Since it's not worth it to reupload just to change one tiny thing on the def file, I tested the character again to see if I found a bug or two on him and indeed I have:

-Rapid cancelling the 4th hit of Mortal Slide: Divest right when it hits will cause the opponent to get stuck in the air (It's possible to do this, but you have to be relatively quick, otherwise it would just throw them in the air and fall down normally).
-There is no ground shockwave effect when the opponent hits the ground from the rapid cancelled 3rd hit of Mortal Slide: Divest (The sound effect can be heard).
-Effects such as the ground shatter and blue flames will flash alongside the character when rapid cancelling.
Title: Re: [OHMSBY Thread]: Nanase and Gordeau Updated (12/10/20)
Post by: OHMSBY on December 11, 2020, 06:42:48 AM
Fixed.

Quote
Gordeau
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where certain effects shared Gordeau's Palfx
-Mortal Slide Divest can now only be rapid canceled on the last hit or the first two hits if they were blocked
-Fixed an error where the Japanese was set to default in the def file despite not being included in the main folder
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20)
Post by: OHMSBY on December 13, 2020, 07:12:45 PM
Jin Kisaragi Has been released.

He is heavily based on his Cross Tag move set while also having a couple things from the mainline Blazblue series as well.

(http://i.imgur.com/hpXYWDC.png)

Spoiler: More Screenshots (click to see content)

Get Jin Here:
https://drive.google.com/file/d/14gvpKvJYXgRxXaca6Itjtxb511iMeoNo/view?usp=sharing (https://drive.google.com/file/d/14gvpKvJYXgRxXaca6Itjtxb511iMeoNo/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20)
Post by: Monochu360 on December 13, 2020, 07:44:27 PM
Jin Kisaragi Has been released.

He is heavily based on his Cross Tag move set while also having a couple things from the mainline Blazblue series as well.

(http://i.imgur.com/hpXYWDC.png)

Spoiler: More Screenshots (click to see content)

Get Jin Here:
https://drive.google.com/file/d/14gvpKvJYXgRxXaca6Itjtxb511iMeoNo/view?usp=sharing (https://drive.google.com/file/d/14gvpKvJYXgRxXaca6Itjtxb511iMeoNo/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.

BROTHER LET'S KILL EACH OTHER
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20)
Post by: ArcBeast on December 13, 2020, 08:14:21 PM
Alright! time to testing him!
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20)
Post by: Kamui_Kanjai on December 13, 2020, 08:19:38 PM
Finally is coming
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20)
Post by: Good_Wall533 on December 13, 2020, 08:25:53 PM
Hey man, nice work as usual. Also, just a quick question, have you ever thought of working on other UNIST characters like Hyde, Linne or Seth?
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20)
Post by: OHMSBY on December 14, 2020, 04:39:06 AM
Of course. After all, I still have Hilda and Carmine somewhere in the pipeline along with the other remaining poll candidates, and I will most likely be working on some of the other UNIST characters as well.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20)
Post by: Uzuki Shimamura on December 14, 2020, 07:00:49 AM
I was testing Adachi's alternate palettes and I found this one
During his Astral win pose, he shows his default palette instead of his alts.

https://streamable.com/n80unf
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) Adachi Updated (12/14/20)
Post by: OHMSBY on December 14, 2020, 07:14:13 AM
Fixed. Go ahead and redownload him.

Quote
Adachi
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where Adachi would switch back to his default palette during his astral heat winpose
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) Adachi Updated (12/14/20)
Post by: ZolidSone on December 14, 2020, 11:04:17 AM
It seems that Gordeau isn't the only one where certain effects shared Palfx during rapid cancelling, but your other characters as well. I'll point out which moves does it happen and something else I may have found:

Robo-Weiss:
-The ground shatter effects in Durchgedrect and the flames in Dimensionsrakete.
-The forward/backwards throw would look better with a strong ground shockwave instead of a normal one.

Wagner:
-When using her basic attacks, command normals, Uber Wackenroder and Hitze Falke (Any move involving flame effects all flash).
-The swing effect on his jumping WA and MA still plays when it's used very close to the ground.

Waldstein:
-The ground shatter effect at the end of each Durchbohren and the flames on Sturmangriff Rage.

Kirby:
-His Beam, Fire, Ninja and Plasma copy abilities (May be more I haven't mentioned, but mostly the ones that involve effects or projectiles).
-Hitting the opponent twice with Blizzard Hammer causes the icicle effect on the opponent not to appear (I also realized the move had this bug as well which the Ice copy ability originally had).

Susano'o:
-Any attack that has a ground shatter effect in it.

Shantae:
-The ground shatter effects on her standing, jumping HA and Gastro Drill (I actually just noticed it flashes when Shantae changes back as well, not just through the rapid cancelling).

And some other things I encountered not related to it if they don't have the issue:
Ruby:
-The swing effect on his jumping WA and MA still plays when it's used very close to the ground.

Mika:
-When rapid cancelling the last hit of Mika Revolution, she is in front of the explosion and not behind it.

Mai:
-I find it odd she can get her spear back without doing the return animation just by rapid cancelling the first hit of Gallia Sphyras - Exseal when it connects (Not really a bug, but I just feel like this move shouldn't be able to do that as she threw her spear and it never returned to her).

Samus:
-I somehow still managed to rapid cancel either version of the Grapple Beam (While it's slightly harder to do as it was adjusted earlier, it's still possible as I done it forward or backwards right when the beam makes contact with the opponent).

Kokonoe:
-The jumping HA would look better with a strong ground shockwave instead of a normal one.

Akatsuki:
-The explosion effect on the last hit of his A command normals will follow him after rapid cancelling.

I know you updated Wagner and Akatsuki a few days ago, but I started noticing them after my feedback with Gordeau. Hope that helps.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) Adachi Updated (12/14/20)
Post by: PackManMUGEN on December 14, 2020, 06:24:52 PM
Well, Jin was having so much fun he had a brain fart and mistook a word >:)

(https://i.ibb.co/M8JrYLm/image-2020-12-14-112436.png)
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 9 Chars Updated (12/14/20)
Post by: OHMSBY on December 15, 2020, 04:44:48 AM

Got most of them fixed and updated. I'll be getting around to Waldstein and Shantae later, mostly because I'm planning on doing a couple of other things with them as well.

Quote
Robo-Weiss
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where certain effects shared the Palfx
-Normal throw now produces a strong shockwave instead of a normal one
-Fixed an error where jA and jB's effects would still show up when Robo-Weiss lands
Wagner
-Fixed an error where certain effects shared the Palfx
-Fixed an error where jA and jB's effects would still show up when Wagner lands
Susano'o
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where certain effects shared the Palfx
Kirby
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where certain effects shared the Palfx
-Fixed an error where the freeze effect wouldn't appear upon consecutively freezing the opponent with Blizzard Hammer
Ruby
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where jA and jB's effects would still show up when Ruby lands
Mika
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where Mika would appear in front of the explosion upon rapid canceling Mika Revolution
Samus
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where Either Version of Grapple Beam could be rapid canceled on the first frame upon grabbing the opponent (For real this time)
Kokonoe
-Holding up since the first jump will no longer trigger an air jump
-jC now produces a strong shockwave instead of a normal one
Akatsuki
-Fixed an error where the explosion effect from 5AAAA would follow Akatsuki upon rapid canceling



Mai:
-I find it odd she can get her spear back without doing the return animation just by rapid cancelling the first hit of Gallia Sphyras - Exseal when it connects (Not really a bug, but I just feel like this move shouldn't be able to do that as she threw her spear and it never returned to her).

That's actually how it works in Central Fiction.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 9 Chars Updated (12/14/20)
Post by: ZolidSone on December 15, 2020, 09:54:02 AM
Since you plan to update Waldstein later, I actually failed to miss something on Mika, Kokonoe and Quote and I should mention it before you get right to him. The strong ground shockwave on his forward and backwards are behind the opponent instead of front of them. That goes with Mika's charged jumping jB, and Kokonoe and Quote's jCs. Mika's ground shatter effects may also share the Palfx too, but I can't say for certain as I can't rapid cancel it when it hits the opponent on the ground and her movelist has some typos as "Mika Missle" and "Mika Canon" are spelled incorrectly.

Also, some other characters I missed from my feedback last night:
Yang:
-Her Strawberry Sunrise and the flames on her and the opponent while her semblance is active.

Blitztank:
-His air throw has both a normal and strong ground shockwave playing at the same time instead of just the latter.

Kirby (Again):
-I tested some of the copy abilities again and they seems to still be flashing like the ninja's shuriken, Fire's flames and the Beam's charged projectile.
-The hitspark and guard spark on the Needle and Yo-Yo copy abilities is misaligned.

Akatsuki (Again):
-The ground shatter effect on his ground B Armor Piercing Kick.
-I forgot the explosion effect on his forward and backwards throw also follows him as well.

Feel free to update them when you get around the two.

That's actually how it works in Central Fiction.
Huh, I never knew since I actually haven't played it yet. And since I haven't, thought I ask is Kokonoe's fireballs supposed to be icy blue if she was used on P2 side? Because no matter what palette is used, it's always blue and not orange like P1's.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 7 Chars Updated (12/15/20)
Post by: OHMSBY on December 16, 2020, 04:21:21 AM
Alright, I got all of that fixed. I checked on Mika's ground shatter effects and they are all good. Go ahead and redownload them.

Quote
Yang
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where certain effects shared the Palfx
Blitztank
-Fixed an error where the air throw would produce two different shockwaves
Akatsuki
-Fixed an error where the explosion effect from the throw would follow Akatsuki upon rapid canceling
-Fixed an error where certain effects shared the Palfx
Kirby
-Fixed an error where certain helpers and effects shared the Palfx
-Fixed some misaligned hitsparks
-Increased frame disadvantage for Burning Attack on block
Mika
-Fixed a misaligned shockwave
-Fixed some typos in the movelist
Kokonoe
-Fixed a misaligned shockwave
Quote
-Holding up since the first jump will no longer trigger an air jump
-Fixed a misaligned shockwave
-Fixed a typo in the movelist



thought I ask is Kokonoe's fireballs supposed to be icy blue if she was used on P2 side? Because no matter what palette is used, it's always blue and not orange like P1's.

Precisely, this is also accurate to the source. It's to make it much more clear as to which fireball belongs to who during mirror matches.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 7 Chars Updated (12/15/20)
Post by: ZolidSone on December 16, 2020, 12:46:25 PM
After reading my previous post again, what I meant was regarding Waldstein's throws and his Down+BB command normals (Somehow I accidentally forgot to put that last night). I checked the 3 again (Mika, Kokonoe and Quote) and the opponent is still behind it when the opponent hits the ground (And I just remembered Misaka's air throw has it too). I believe this is the same issue I pointed out with Terumi's Snakebite and Serpent's Cursed Sting 8 months ago where the strong ground shockwave was behind the opponent and not in front of them. Since it's a relatively minor thing, you're more than welcome to push it later.

But as for Kokonoe, I think I may have found another issue. When I use Pyro: Flaming Belobog V2.73 then follow up with a jC, the strong ground shockwave doesn't play until the opponent hits the ground the 2nd time while the normal one plays right after. I can actually tell the strong ground shockwave comes from the jC and not the distortion drive as that one is the correct position should you decide not to follow up. It happens when you hit them close enough to the ground. Do you have an ideas what causes that?

And speaking about Terumi, I think I have enough incentives for him to get an update:
-His jB and jC hit sounds are reversed (I should've mentioned it a long time ago as the arrangement was based on the older ones).
-The hit spark and guard spark of jumping HA is misaligned.

There's other characters that still haven't been updated with the "no longer triggering air jump" thing. So I've been trying to test more frequently so you can add those fixes along with it. Here's some more for day 3 since there was a lot to cover:

Misaka:
-The strong ground shockwave on her air throw is behind the opponent (Which I will say again just in case you miss it).
-There is a misaligned normal ground shockwave when the opponent get hit by Girder Strike (Even though it was like that for a while, it was hardly noticeable because it was blocked by strong ground shockwaves from the girders themselves. However, later on I'm beginning to see your other characters use normal shockwaves for ground shatter effects. Thought it would be a good time to swap them, so the girders use ground shatter and normal ground shockwaves and the opponent hits the ground with a strong ground one)

Kuroko:
-The animations for the bag and the large belt of darts still plays when rapid cancelling Steel Phalanx.

Iori:
-The forward dash dust is not the same size as the backwards one.
-The dash dust during each 217 Shiki: Aoihana could be a little bigger as they look tiny.
-Kuzukaze could use a dash dust the moment the opponent is thrown.

Taiga:
-The forward dash dust is not the same size as the backwards one.

Faust:
-The timing on the sound effect when the giant scalpel touches the ground plays when it hits the opponent and not the floor during his running B.
-Regarding the first, there's also no normal ground shockwave on Faust himself when he drops the ground (The sound can be heard, but not the effect itself).
-The backwards dash dust is not the same size as the forward one.

Robo-Weiss (Again):
-Since I mentioned the Grider Strike for Misaka, do you think it would sound better if you use the same slam sound effect for each ground shatter effect for Durchgedrect instead of the strong ground one from the default fightfx? If it doesn't hit, the move lacks envshake and doesn't look right without it as there's so much impact to the ground. If not, I think it should still have it whether it hits or not.
-She can rapid cancel Dimensionsrakete on the floor before her position is reset (Unless that's intentional).

For certain characters, I started noticing when dashing forward or backwards, the dash dust size are not consistent with each other. Was that something you intentionally done? I can understand when they stopped running as it supposed to have it's own size, just not when doing the same action in different directions. For now, I only pointed out the ones that haven't been updated yet. But if so, then never mind and you can disregard those as I only trying to find other reasons to update whether it's small.

Precisely, this is also accurate to the source. It's to make it much more clear as to which fireball belongs to who during mirror matches.
Gotcha. I really should get around installing it after buying it from the last Steam sale.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 10 Chars Updated (12/16/20)
Post by: OHMSBY on December 17, 2020, 04:46:38 AM
I checked the 3 again (Mika, Kokonoe and Quote) and the opponent is still behind it when the opponent hits the ground (And I just remembered Misaka's air throw has it too).

Ah. Somehow, I thought you were referring to a misalignment issue instead of a layering issue. I completely misunderstood what you meant, that's my bad. As minor as the layering issue may be, I don't really have anything else planned for these characters at the moment, so I might as well have them taken care of now rather than later.

Anyway, it's all fixed now. Go ahead and redownload them.

Quote
Yuuki Terumi
-Holding up since the first jump will no longer trigger an air jump
-Swapped the Hit sounds that play for jB and jC
-Realigned jC's hitspark
Mikoto Misaka
-Holding up since the first jump will no longer trigger an air jump
-Fixed a shockwave being layered incorectly
-Adjusted effects for Girder Strike
Shirai Kuroko
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where the Belt and Pouch animation would continue to play after Rapid Canceling Steel Phalanx
Iori Yagami
-Holding up since the first jump will no longer trigger an air jump
-Dust effect size for Forward dodge and back dash now match
-Added dust effect for when the opponent slides during Kuzukaze
-Increased the size of the dust effect during 217 Shiki: Aoihana
Maid Taiga
-Holding up since the first jump will no longer trigger an air jump
-Dust effect size for Forward dodge and back dash now match
Faust
-Holding up since the first jump will no longer trigger an air jump
-Made the 2*QCF command for "W-W-W-W-W-W-W-W-W-What Could This Be?" less strict
-Dust effect size for Forward dodge and back dash now match
-Adjusted effects for Running B
Robo-Weiss
-Durchgedrect's envshake will now always occur whether it hits or not
Kokonoe
-Fixed a shockwave being layered incorectly
-Fixed an error where the shockwave from jC would sometimes show up late
Mika and Quote
-Fixed a shockwave being layered incorectly



-She can rapid cancel Dimensionsrakete on the floor before her position is reset (Unless that's intentional).

For certain characters, I started noticing when dashing forward or backwards, the dash dust size are not consistent with each other. Was that something you intentionally done?

Yes. Both of these are intentional.

Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 10 Chars Updated (12/16/20)
Post by: ZolidSone on December 17, 2020, 11:02:50 AM
Yes. Both of these are intentional.
What I meant for the 2nd one were the forward dodges (Which you fixed with Iori, Taiga and Faust). Most of your characters run so I called it a "forward dash" originally, then I remembered Azrael, Saya and Shantae dashes instead of runs and I should have referred it to that. Apologizes for the confusion, but still glad you fixed it in the end.

Since it's confirmed forward dodge and back dash should match, here are the already updated ones that need to be adjusted (And some more if any):
Susano'o:
-The dust effect on the forward dodge is smaller than the back dash.
-The hit spark and guard spark on the first hit of the jB is misaligned (More noticeable on tall characters such as Azrael or Tager).
-The hit spark and guard spark on Megalith misaligned if the opponent hit in the air.

Heart:
-The dust effect on the forward dodge is smaller than the back dash.
-Depending on the opponent's hitbox, EX Iron Fist Punch can miss if they are too close to them.

Jin:
-The dust effect on the forward dodge is smaller than the back dash.
-He doesn't say "Gotcha" when using his air throw on Ragna.
-Rapid canceling the 2nd to last hit of A command normals while the opponent is frozen, then following it up with Musou Tousshugeki will launch them backwards of Jin instead of forward.

And the rest of the characters regarding rapid canceling:
Es:
-Rapid canceling Type: Assaulter "Erec" right when it makes contact will cause the opponent to get stuck.
-Type: Slasher "Galahad" could use sliding dust when the hit was successful.

Yumi:
-The effect on Secret Ninja Art: Ice Pillar still plays after rapid canceling.

Yu:
-Rapid canceling the first hit of his B command normals and repeat will perform the summon animation, but nothing happens until Izanagi disappears.

Adachi:
-Similar to Yu, but the first hit of his B command normals and repeat will cause another Magatsu Izanagi to appear, which will perform the same action as the first summoned one.

Yukiko:
-Rapid canceling anytime in the middle of Konohana Sakuya attacking during her A command normals and repeat will cause another one to appear as the first's animation hasn't finished yet.

For the Persona characters, do you think you can make their personas disappear if they perform the command normal again right after the rapid cancel? That may fix the issue.

After this, the only ones left should be Mai, Azrael and Saya (Tager is not needed since he can't air jump). However, I can't find anything as most of the aesthetics have been fixed already or don't have the issues with effects sharing the palfx or anything rapid cancel related. I hope you figure something out with them.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 10 Chars Updated (12/16/20)
Post by: Mushypepito123 on December 17, 2020, 02:39:40 PM
A small feedback on your Jin Kisaragi is that his Astral kills everyone but Ragna. Instead, it sends him to a very great height. Ragna's health immidiately reduced to 1 and after the fall he can still stand up and fight.

blessing of the protagonist strikes again.
Title: Re: [OHMSBY Thread]: Jin Kisaragi Released (12/13/20) 10 Chars Updated (12/16/20)
Post by: TurnPile on December 17, 2020, 07:16:01 PM
A small feedback on your Jin Kisaragi is that his Astral kills everyone but Ragna. Instead, it sends him to a very great height. Ragna's health immidiately reduced to 1 and after the fall he can still stand up and fight.

It may have been intentional?
Title: Re: [OHMSBY Thread]: Jin Kisaragi + 7 Characters Updated (12/17/20)
Post by: OHMSBY on December 18, 2020, 04:08:34 AM

Alright, All fixed. Go ahead and redownload them.

Quote
Jin Kisaragi
-Dust effect size for Forward dodge and back dash now match
-Fixed an error where Musou Tousshugeki launches the opponent in the wrong direction when hitting them from behind
-The "Vs. Ragna" specific voice clip for throwing now plays during the air throw
Heart Aino
-Dust effect size for Forward dodge and back dash now match
-Width change during EX Iron Fist Punch now starts sooner to prevent heart from passing through smaller characters at close range
Es
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where rapid canceling Type: Assaulter "Erec" at a specific frame causes the opponent to freeze
-Added sliding dust effect to Type: Slasher "Galahad"
Yumi
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where the effect for Secret Ninja Art: Ice Pillar lingers after rapid canceling
Yu Narukami
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where Izanagi wouldn't attack when repeating 5B by rapid canceling
Tohru Adachi
-Fixed an error where Multiple Magastu Izanagis would appear when repeating 5B by rapid canceling
Yukiko Amagi
-Fixed an error where a second Konoha Sakuya would appear when repeating 5A by rapid canceling 5AA and onward
Susano'o
-Dust effect size for Forward dodge and back dash now match
-Realigned hitsparks for jB and Megalith



A small feedback on your Jin Kisaragi is that his Astral kills everyone but Ragna. Instead, it sends him to a very great height. Ragna's health immidiately reduced to 1 and after the fall he can still stand up and fight.

What version of Ragna do you have? Because he had that issue with some instant kill moves and it was fixed long ago. I've also used Jin's Astral Heat on Ragna several times in regular matches, and this never happened.

It seems to me that you just need to redownload Ragna. Either that or you tried this out in Training mode, in which case, that's exactly whats supposed to happen, not just on Ragna, but on any opponent.
Title: Re: [OHMSBY Thread]: Jin Kisaragi + 7 Characters Updated (12/17/20)
Post by: 【MFG】gui0007 on December 19, 2020, 02:14:00 AM


Finally a decent and great Jin. Thanks OHMSBY. :)
Title: Re: [OHMSBY Thread]: Jin Kisaragi + 7 Characters Updated (12/17/20)
Post by: ZolidSone on December 19, 2020, 01:26:54 PM
On second thought, I was actually wrong about not finding anything on those 3. It took me two days as I doing in-depth testing, but I finally found something on them:

Mai:
-The hit spark and guard spark on Suzuran and the first hit of EX Suzuran is misaligned (It hits nowhere close where the tip of her spear is).
-The dash dust on Moon Blossom is slightly higher on the ground.
-Juncture and EX Himeyuri has no sliding dust at the end of the animation.

Azrael:
-Rapid canceling the 2nd or 3rd hit of Full Spartan right when it makes contact makes the opponent unable to attack (They can only walk and jump).
-The opponent takes a little too long to recover from the running grab after he rapid cancels the first hit (It takes 3 seconds, enough time for a direct hit with a distortion drive).

Saya:
-Rapid canceling Aberrant Mighty Arm right when it makes contact makes the opponent unable to attack (They can only walk and jump).
-It's possible to rapid cancel This Will Hurt at the tip before the throw, but it just breaks them free from the throw and lets them go (It's rare, but can be done by accident).

Also I hate to bring up some old characters again, but I found a few more things I noticed on them:
Mika:
-The strong ground shockwave on the jB when you hold it is still layered incorrectly.
-The ground shatter and purple fire effects on the forward and backwards throw still share the palfx.
-After rapid canceling the last hit of Mika Revolution, the stuck effect should vanish immediately since she never got stuck due to the rapid cancel.
-Don't know if it's intentional, but her jC can't be rapid canceled if it hits the ground and the opponent (That's why I couldn't tell if the ground shatter effects shared the palfx at first).

Kirby:
-The projectiles on the Plasma and Beam copy abilities still share the palfx.

Taiga:
-The swing effect on her jC still plays when it's used very close to the ground.
-The effects on her Hell Thrust and Taiga Knee Crush follows her after rapid canceling.
-Rapid canceling Taiga Rampage right when it makes contact will cause the opponent to disappear indefinitely.

With them out of the way, that should be everyone not including Waldstein and Shantae.
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/19/20)
Post by: OHMSBY on December 20, 2020, 03:59:14 AM
Waldstein, Azrael, Shantae, Mai, Saya, Maid Taiga, Mika, and Kirby have all been updated. Go ahead and redownload them.

Quote
Waldstein
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where certain effects would share the Palfx
-Adjusted Hurt Boxes for normals
-Adjusted frame data for 2A
-Fixed an error where Waldstein's background arm wouldn't show up during the throw escape window after grabbing
-Fixed a layering issue with some shockwaves
-Realigned the shockwave produced by the air throw
-Fixed an error where Sturmangriff Rage and Werfen Erschlagen could be rapid canceled at the exact moment the opponent is first grabbed
-Added special intro against Bisclavret
Azrael
-Holding up since the first jump will no longer trigger an air jump
-Fixed some truncation errors
-Fixed an error when the opponent won't return to their own states upon rapid canceling the 2nd or 3rd hit of Full Spartan
-Fixed an error where Azrael would continue with Full Spartan after the first hit connects with anything other than the opponent
-Reduced the amount of time before the opponent recovers from the first hit of the running grab
-Added special intro against Bisclavret
Shantae
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where certain effects would share the Palfx
-Added voice clips from Shantae and the Seven Sirens
Mai Natsume
-Holding up since the first jump will no longer trigger an air jump
-Realigned hitsparks for Suzuran and EX Suzuran
-Realigned dash dust for the ground version of Moon Blossom
-Added Slide effects to the end of Juncture, Himeyuri, and EX Himeyuri
Saya
-Holding up since the first jump will no longer trigger an air jump
-Fixed an error where Aberrant Arm, EX Aberrant Arm, and Aberrant Mighty Arm could be rapid canceled at the exact moment the opponent is first grabbed
Maid Taiga
-Fixed an error where jC's effect would still show up when Taiga lands
-Effects for Taiga Knee Crush and Hell Thrust will now disappear upon rapid canceling
-Fixed an error where Taiga Rampage could be rapid canceled at the exact moment of the first hit, causing the opponent to disappear
Mika
-Fixed a shockwave being layered incorectly (for real this time)
-Fixed an error where the effects from the normal throw shared the palfx
-The small crater from the end of Mika Revolution now disappears upon rapid canceling
-Fixed an error where rapid canceling wasn't possible during certain points of jC and normal throw
Kirby
-Fixed an error where plasma's effects were still sharing the palfx
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/19/20)
Post by: ZolidSone on December 20, 2020, 05:22:38 AM
I tested everyone and they're all good. Well, except for one tiny thing you forgot on Waldstein. The 4 strong ground shockwaves on his forward/backwards/air throws and the 2BB command normals are still layered incorrectly. The only one that is correct is the Werfen Erschlagen and the air throw's shockwave is also slightly misaligned.

That's all.
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/19/20)
Post by: OHMSBY on December 20, 2020, 05:48:23 AM
Fixed and updated the changelog above. Thanks again Solidzone.
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/19/20)
Post by: ZolidSone on December 20, 2020, 06:08:04 AM
Whoops, I miss another one which I found out right after you updated him. I rapid canceled right when Sturmangriff Rage comes to contact with the opponent up close and they got stuck. Unlike the other characters where they just froze in place, they can't be hit at all.
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/19/20)
Post by: OHMSBY on December 20, 2020, 06:19:31 AM
Fixed.
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/19/20)
Post by: waspennator on December 20, 2020, 07:27:46 AM
Mostly figured I'd post here since I noticed that if you successfully perform Jin's Astral Finish, taunting gets disabled for the rest of the match.
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/19/20)
Post by: ZolidSone on December 20, 2020, 09:01:34 AM
Mostly figured I'd post here since I noticed that if you successfully perform Jin's Astral Finish, taunting gets disabled for the rest of the match.
Confirmed, this also happens with Susano'o when they use their Astral Heats on the first round.

And found another thing for two characters that were already updated a couple of days ago:
Blitztank:
-The cancel effect is missing when he rapid cancels any move.

Gordeau:
-Rapid canceling any version of Assimilation right when it makes contact will cause the opponent to get stuck.
-The flames on his hand during the EX Assimilation follows him after rapid canceling the last hit.

Wagner:
-The strong ground shockwave on the EX Kugel Blitz is still layered incorrectly.
-Sturm Brecher has no sliding dust at the end of the animation.

Nanase:
-The swing effect on her jA still plays when it's used very close to the ground and follows her while walking.
-The dust effect on the forward dodge is smaller than the back dash.

Quote:
-The hitspark and guard spark of the B Polar Star is misaligned.
-The strong ground shockwave on B Polar Star is layered incorrectly.
-Rapid canceling the first hit of Super Missile Launcher has a sound effect where the opponent touches the ground should you decide not to hit them, but no normal shockwave effect to go with it.

I just remembered I did not check the rapid cancels, shockwaves and dash dusts for the characters you started updating on the 5th and didn't go in-depth with Quote enough.
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/20/20), 8 Chars Updated (12/19/20)
Post by: OHMSBY on December 20, 2020, 07:14:43 PM
Alright, Got that all fixed. I also went ahead and checked on Tager to see if he had any similar issues, and he has been updated as well. Go ahead and redownload him.

Quote
Jin Kisaragi and Susano'o
-Fixed an error where taunting wasn't possible for the rest of the match after using the Astral Heat
Blitztank
Added missing effect for rapid canceling
Gordeau
-Fixed an error where Assimilation could be rapid canceled at the exact moment the opponent is first grabbed
-Fixed an error where the flame effect from EX Assimilation would follow Gordeau after rapid canceling
Erika Wagner
-Fixed a layering issue with a shockwave
-Added slide dust effect to the end of all versions of Sturm Brecher
-Nanase
-Fixed an error where jA's effect would linger after landing
-Dust effect size for Forward dodge and back dash now match
Quote
-Realigned hitspark for Aerial version of B Polar Star
-Fixed a layering issue with a shockwave
-Added a missing shockwave to the custom state caused by Super Missile Launcher
Iron Tager
-Fixed an error where Wedge Catapult could be rapid canceled at the exact moment the opponent is first grabbed
Title: Re: [OHMSBY Thread]: 8 Characters Updated (12/20/20), 8 Chars Updated (12/19/20)
Post by: waspennator on December 20, 2020, 07:41:10 PM
Taunting issue is fixed, but one more thing, is it intentional that some characters can use their astral heats more than once, but other's cannot?

Mika, Terumi, Wagner, Iori, Yu, Adachi, and Yukiko can use their astrals multiple times for each round if they have the meter for it and the opponent's health was low enough, but with the rest of your characters, once I did their astral successfully in the first round, I couldn't get them to do it again in the 2nd round even if they had the meter and the health requirements fulfilled.
Title: Re: [OHMSBY Thread]: 14 Characters Updated (12/20/20), 8 Chars Updated (12/19/20)
Post by: OHMSBY on December 20, 2020, 08:50:52 PM
It's supposed to be once per match for everyone. It's been fixed now.

Quote
Iori, Mika, Wagner, Terumi, Adachi, Yu, and Yukiko
-Fixed an error where the Astral Heat could be used in the match again after successfully hitting with it
Title: Re: [OHMSBY Thread]: 14 Characters Updated (12/20/20), 8 Chars Updated (12/19/20)
Post by: waspennator on December 22, 2020, 04:37:47 AM
Astral heat bug seems to be fixed in that case, but now I noticed a little something extra wrong with the fixed astral finish taunt bug stuff for Susano'o and Jin Kisaragi.

While in regular VS mode it seems to be fixed properly, in training mode though (And i'm assuming in cases where the opponent somehow doesn't die from the astral heat), their taunts are still disabled after performing them, whereas everyone else can still taunt as normal after doing it.
Title: Re: [OHMSBY Thread]: Jin Kisaragi and Susano'o Updated (12/22/20)
Post by: OHMSBY on December 22, 2020, 07:36:09 AM
Fixed.

Quote
Jin and Susano'o
-Fixed an error where taunting wasn't possible after using the Astral Heat in training mode
Title: Re: [OHMSBY Thread]: Jin Kisaragi and Susano'o Updated (12/22/20)
Post by: waspennator on December 23, 2020, 02:09:44 AM
Sorry for posting so much, but I played around with Susano'o some more and noticed a typo in one of his win quotes. So I figured i'd check through everyone's win quotes to look for grammar touchups, quoted the words I noticed, correction is in parentheses.

Win quote typos
Susano'o:
- Everything will be destroyed. No matter how the world may change, God's rule is "absolte". (absolute)

Gordeau:
- I can feel your fighting spirit burning from here. If you're up for a rematch, I'm happy to "oblidge". (oblige)

Wagner:
- What am I supposed to learn from battling people like you? Damn that Adelheid. Maybe "he's" lived so long that "he's" starting to go senile. (she's, Under Night wiki says Adelheid is a female)

Robo-Weiss:
- The superior fighter won. this was no "suprise" to me, but too late for you! HEHEHAHAHA! (surprise)

Adachi: 
- You can't tell me "thats" it. You're so weak, I can hardly believe it. (that's)             
- "Thats" not going to work against me no matter how many times you try. Go back to your little drawing board." (That's)
Title: Re: [OHMSBY Thread]: Jin and Susano'o Updated (12/22/20) 5 Chars Updated (12/22/20)
Post by: OHMSBY on December 23, 2020, 03:48:14 AM
Wagner:
- What am I supposed to learn from battling people like you? Damn that Adelheid. Maybe "he's" lived so long that "he's" starting to go senile. (she's, Under Night wiki says Adelheid is a female)

I don't know if they changed it in Uniclr, but that particular winquote actually does refer to Adelheid as "He" in the source. Then again, the dialogue in Under Night has quite a few typos and mistranslations, so there's little reason to doubt that this is one of them.

Nonetheless, winquotes have been fixed.

Quote
Susano'o, Gordeau, Wagner, Robo-Weiss, and Adachi
-Fixed typos in winquotes



Sorry for posting so much

It's ok, I really don't mind.

Title: Re: [OHMSBY Thread]: Jin and Susano'o Updated (12/22/20) 5 Chars Updated (12/22/20)
Post by: Uzuki Shimamura on December 29, 2020, 09:58:06 AM
So I was redownloaded your Kirby, check the Copy Abilities.cns and I found something.
The numbers of "trigger" aren't even matched

"Sword" section
Code:
trigger57 = p2name = "Leo"
trigger58 = p2name = "Gi Gi"
trigger59 = p2name = "Chrom"
trigger50 = p2name = "Lucina"
trigger61 = p2name = "Corrin"
trigger62 = p2name = "Cloud"
trigger63 = p2name = "Chaka"

"Fire" section
Code:
trigger38 = p2name = "Hauzer"
trigger39 = p2name = "Ravange" || p2name = "Secmento"
trigger20 = p2name = "Mai Shiranui"
trigger21 = p2name = "Roy"
trigger42 = p2name = "Ike"
trigger43 = p2name = "Tiki"
Title: Re: [OHMSBY Thread]: Jin and Susano'o Updated (12/22/20) 5 Chars Updated (12/22/20)
Post by: Mushypepito123 on December 29, 2020, 12:03:48 PM
that explains Kirby's problems concerning Sword and Fire Users. hence why it's only fighter mode he used.
Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/29/20)
Post by: OHMSBY on December 30, 2020, 05:00:22 AM
Fixed. Go ahead and redownload.

Quote
Kirby
-Fixed an error where certain triggers for the Sword and Fire abilities were mis-numbered, causing characters within the triggers below to give the fighter ability instead


Also, for convenience, The links to all of the Japanese voice patches made by Alchemist of Atlas, Paulo S, and Good_Wall533 have been added to the extras section of my site, which you can find here:
https://sites.google.com/view/ohmsby-mugen/extras (https://sites.google.com/view/ohmsby-mugen/extras)


Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/29/20)
Post by: waspennator on December 30, 2020, 09:36:32 AM
Since it's been brought up, figured I'd check through the copy abilities file and I also noticed some slight typos (and missing character names/different name variations) for some characters that result in Kirby auto defaulting to the fighter ability when swallowing them, listed some of the ones I noticed below.

Blade:
- (trigger35 = p2name = "Silver Samurai") add || p2name = "SilverSamurai"

Cutter:
- (trigger8 = p2name = "Hsein-Ko"), correct to "Hsien-Ko"
- (trigger27 = p2name = "Sabertooth"), correct to "Sabretooth"

Plasma
- (trigger28 = p2name = "Black Heart") , add || p2name = "Blackheart"
- (trigger36 = p2name = "Ayu Tukimiya"), correct to "Ayu Tsukimiya"
- (trigger44 = p2name = "Fullgore"), correct to "Fulgore"

Beam
- (trigger28 = p2name = "Iron Man"), add || p2name = "Ironman"
- (trigger31 = p2name = "Shuma Gorath"), add || p2name = "Shuma-Gorath"
- (trigger44 = p2name = "Frieza") , add || p2name = "Freeza"  and  || p2name = "Freeza Z2"
- (trigger48 = p2name = "Buu" || p2name = "Kid Buu" || p2name = "Super Buu"), add || p2name = "Buu Z2"

Mirror
- (trigger17 = p2name = "Rugal" || p2name = "Rugal Bernstein" || p2name = "Omega Rugal"), add || p2name = "God Rugal"
- (trigger20 = p2name = "Shang Tsun"), correct to "Shang Tsung", add || p2name = "Count Earcula" (Different name but it's still a Shang Tsung character)

Suplex
- (trigger14 = p2name = "Cerabella"), correct to "Cerebella"

Yo-Yo
- (trigger12 = p2name = "Simon Belmont"), add || p2name = "Simon"
- (trigger16 = p2name = "Spider Man"), add || p2name = "Spider-Man" and || p2name = "Spiderman"
- (trigger21 = p2name = "Piccolo"), add || p2name = "Piccolo Z2"
- (trigger25 = p2name = "Earthworm Jim"), add || p2name = "EarthwormJim" and || p2name = "CF 63 1/3 EarthWorm Jim"

Needle
- (trigger29 = p2name = "Q-Bee"), add | | p2name = "Queen Bee"

I probably missed some, but these are the ones I noticed glancing through and double checking with my roster.
Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/29/20)
Post by: ZolidSone on December 30, 2020, 02:50:02 PM
- (trigger36 = p2name = "Ayu Tukimiya"), correct to "Ayu Tsukimiya"
I remember this one being intentional as there was an Ayu with that typo made by shikkoku as I was the only who gave him a list for Eternal Fighter Zero and Koihime Enbu characters. If you see one with the name "Neyuki", that's also intentional as it's the sleepy version that uses the Keropii plushies as bombs (And the only good one made by frule). The awake Nayuki with the correct name uses the Ice copy ability as her eternity specials has ice in them.

Be aware that some typos may be on purpose as certain authors (Such as the Japanese ones) can write their character names incorrectly when they written them in Romaji.
Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/29/20)
Post by: waspennator on December 30, 2020, 04:32:03 PM
I remember this one being intentional as there was an Ayu with that typo made by shikkoku as I was the only who gave him a list for Eternal Fighter Zero and Koihime Enbu characters. If you see one with the name "Neyuki", that's also intentional as it's the sleepy version that uses the Keropii plushies as bombs (And the only good one made by frule). The awake Nayuki with the correct name uses the Ice copy ability as her eternity specials has ice in them.

Be aware that some typos may be on purpose as certain authors (Such as the Japanese ones) can write their character names incorrectly when they written them in Romaji.
I just mostly remembered checking around for some Ayu Tsukimiya characters to test that out with and some of them don't have that typo, still in that case, might as well include both "Ayu Tukimiya" and "Ayu Tsukimiya" then.
Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/30/20)
Post by: OHMSBY on December 31, 2020, 01:14:29 AM
Alright, Kirby's list of copy ability triggers has been updated.

Quote
Kirby
-Fixed some typos in some of the Copy Ability triggers and made some triggers account for more p2name variants.
Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/30/20)
Post by: Nep Heart on January 01, 2021, 10:07:53 PM
 I've noticed that Nanase will be unable to use any of her A normals once she lands occasionally until P2 techs. I suspect it's likely a bug in the reverse beat coding. It does kinda get annoying because it'll take away my options unexpectedly in any event I drop a combo such as a reset.
Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/30/20)
Post by: OHMSBY on January 01, 2021, 11:23:34 PM
I'm not finding anything that would conflict with the reverse beat coding. Was this happening after landing from jC? Keep in mind that Nanase will have a longer landing animation (About 25 frames) if she lands while still in jC's state. Although, if she has the option to, she can reverse beat into jA after hitting with jC just before she lands to get her normal landing animation instead (About 9 frames).
Title: Re: [OHMSBY Thread]: Kirby Quick Update (12/30/20)
Post by: Nep Heart on January 01, 2021, 11:54:44 PM
 Oh, that makes sense then.
Title: Re: [OHMSBY Thread]: Bisclavret Released(01/03/21)
Post by: OHMSBY on January 03, 2021, 06:22:37 PM
Bisclavret has been released.

She's been adapted to my gameplay system while being based on a hypothetical cross tag move set.

(http://i.imgur.com/xREFbsa.png)

Spoiler: More Screenshots (click to see content)

Get Bisclavret here:
https://drive.google.com/file/d/1qaL9eJAnvj21rQ7ZHS63Qerw0gN5e9Tq/view?usp=sharing (https://drive.google.com/file/d/1qaL9eJAnvj21rQ7ZHS63Qerw0gN5e9Tq/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Bisclavret Released(01/03/21)
Post by: Good_Wall533 on January 03, 2021, 06:40:25 PM
I also updated my japanese voice patch for Azrael to include his intro voice against Bisclavret. enjoy.

https://www.mediafire.com/file/2spvavd8ef9xb6x/AzraelJPN.rar/file
Title: Re: [OHMSBY Thread]: Bisclavret Released(01/03/21)
Post by: XANDERAC on January 03, 2021, 06:51:08 PM
what a lovely surprise, looking forward to trying this one I'm sure it'll make a great addition to the rest of your characters, I have been curious, but I wasn't sure until you did the Faust a while back, is there any chance of you digging into other Arc Sys games for sprites to make other characters? I would love to see you do something with one of the Sengoku Basara/Fist of the North Star sprites I don't think those get enough love. Looking forward to your next creation as well!
Title: Re: [OHMSBY Thread]: Bisclavret Released(01/03/21)
Post by: OHMSBY on January 03, 2021, 07:13:01 PM
I also updated my japanese voice patch for Azrael to include his intro voice against Bisclavret. enjoy.

I have updated the link to your patch in the Extra's section of my site, thank you.

I have been curious, but I wasn't sure until you did the Faust a while back, is there any chance of you digging into other Arc Sys games for sprites to make other characters? I would love to see you do something with one of the Sengoku Basara/Fist of the North Star sprites I don't think those get enough love. Looking forward to your next creation as well!

I've never actually played either of those games, so I'm afraid that I wouldn't be doing those characters justice if I were to work on them.

I'll definitely be doing another Guilty Gear character at some point, but in terms of other fighters made by Arcsys, If someone were to convert the character models from Granblue Fantasy Versus into sprites or do just that for Android 21 from Dragon Ball Fighter Z, I just might work on those characters.

Title: Re: [OHMSBY Thread]: Bisclavret Released(01/03/21)
Post by: Vocalnoid on January 03, 2021, 08:13:20 PM
Spoiler: And my next character is... (click to see content)

I can already tell Charlotte's gonna be my next absolute fave. (right next to Blitztank and Yumi :3)
I just Love how you do your obscure choices for chars.
Title: Re: [OHMSBY Thread]: Bisclavret Released(01/03/21)
Post by: TurnPile on January 03, 2021, 09:13:07 PM
I have been curious, but I wasn't sure until you did the Faust a while back, is there any chance of you digging into other Arc Sys games for sprites to make other characters? I would love to see you do something with one of the Sengoku Basara/Fist of the North Star sprites I don't think those get enough love. Looking forward to your next creation as well!

I've never actually played either of those games, so I'm afraid that I wouldn't be doing those characters justice if I were to work on them.

I'll definitely be doing another Guilty Gear character at some point, but in terms of other fighters made by Arcsys, If someone were to convert the character models from Granblue Fantasy Versus into sprites or do just that for Android 21 from Dragon Ball Fighter Z, I just might work on those characters.


Well, in my defense for your consideration on Hokuto no Ken characters, they're not all that complicated to give them justice. The mechanics are quite similar to Guilty Gear (which is what the HNK wiki says), with them having basically a dash cancel that can be used at any time as long as you have meter (called Boosts), guard cancels, and Instant Kills. They're also almost all busted in some way, especially Kenshiro.

Sengoku BASARA X is the proper game to talk about as well, but they also have the instant kill and a striker system. That's as far as mechanics go.
Title: Re: [OHMSBY Thread]: Bisclavret Released (01/03/21)
Post by: Nep Heart on January 03, 2021, 11:42:14 PM
They're also almost all busted in some way, especially Kenshiro.

 This is very wrong because Kenshiro is only mid tier in his own game. Juda, Rei and Toki are considered top tiers in HnK, many debating Toki himself being the sole god tier of the game.
Title: Re: [OHMSBY Thread]: Bisclavret Released (01/03/21)
Post by: XANDERAC on January 04, 2021, 01:00:13 AM

I've never actually played either of those games, so I'm afraid that I wouldn't be doing those characters justice if I were to work on them.

I'll definitely be doing another Guilty Gear character at some point, but in terms of other fighters made by Arcsys, If someone were to convert the character models from Granblue Fantasy Versus into sprites or do just that for Android 21 from Dragon Ball Fighter Z, I just might work on those characters.

Ah understandable, I mostly had this in mind because of the Faust, and I had the Sengoku Basara X characters in mind lately since I think they also were only 4 button fighters, with 3 being attacks and 1 being an assist for their source game and the HNK game shared a lot with the Guilty Gear style. I hope someone can convert the sprites you need in the future through, in the meantime I guess you at least have the Arc Sys sprites from their DBZ game Dragon Ball Z: Extreme Butōden for other characters if you had some others in mind. I look forward to whatever project comes next either way
Title: Re: [OHMSBY Thread]: Bisclavret Released (01/03/21)
Post by: ZolidSone on January 04, 2021, 01:29:17 AM
Unfortunately, this still happens after rapid canceling in the middle of Hammer Cyclone as it shares the palfx:
(https://i.imgur.com/vwj7KJ3.png)
I think I know why. Turns out the black background on the sprites have no transparency at all, causing the whole thing to blink instead of the effect itself.

I've never actually played either of those games, so I'm afraid that I wouldn't be doing those characters justice if I were to work on them.

I'll definitely be doing another Guilty Gear character at some point, but in terms of other fighters made by Arcsys, If someone were to convert the character models from Granblue Fantasy Versus into sprites or do just that for Android 21 from Dragon Ball Fighter Z, I just might work on those characters.
I wouldn't be surprised if you didn't, those games are over a decade old and never got localized.

And speaking about Sengoku Basara X, I never gave you a list of Copy Abilites for Kirby with them. Here you go:
Quote
Sword:
-Maeda Keiji "Keiji"
-Takenaka Hanbei
-Oda Nobunaga

Cutter:
-Oichi

Fire:
-Sanada Yukimura

Ice
-Uesugi Kenshin "Uesugi Kensin"

Plasma
-Date Masamune
-Katakura Kojuro

Suplex:
-Toyotomi Hideyoshi

Yo-yo:
-Mouri Motonari "Mori Motonari"

Neddle:
-Honda Tadakatsu

Spear:
-Chousokabe Motochika

Someone feel free to make changes if you think a different one fits them instead. As for Fist of the North Star, I don't think a list is necessary since the Fighter copy ability can match all of them.

Since you'll probably do another update with Kirby anyway:
-There's a misaligned normal ground shockwave when the opponent hits the ground using Hammer in the air (It would look better with a strong ground shockwave instead).
-I may have mentioned this before, but is it not possible to make Beam's charged projectile not share the palfx?:
(https://i.imgur.com/C5hjJwu.png)

And now I look at the copy abilities list once more, I realized "Bomberman" isn't on the list despite having a Bomb ability.
Title: Re: [OHMSBY Thread]: Bisclavret and Kirby Quick Update (01/03/21)
Post by: OHMSBY on January 04, 2021, 04:15:47 AM
Bisclavret and Kirby have been updated.

Quote
Bisclavret
-Fixed an error where Hammer Cyclone's effect shared the Palfx
-Removed the black background from the sprites for the Hammer Cyclone effect
Kirby
-Changed and realigned the shockwave effect produced by Hammer Nail's custom state
-Fixed an error where the grounded version of Beam Wave shared the Palfx
-Added Sengoku Basara characters and Bomber Man to the Copy Ability list
Title: Re: [OHMSBY Thread]: Bisclavret and Kirby Quick Update (01/03/21)
Post by: ZolidSone on January 04, 2021, 07:18:32 AM
By making the Hammer Nail a strong ground shockwave, I completely forgot that it's now layered incorrectly for both ground and air. To make that up so you don't update for one tiny thing, I decided to check the list of copy abilities as some characters aren't compatible still. Despite having combability with Melty Blood characters, I realized he doesn't have any with RajaaBoy due to him having his name on the characters (And some from Kohaku and Sennou-Room as they did a few before prioritizing Dengeki Bunko). Since they're already there, all you need to do is add them in (The names in bold are the ones to be added):

-Akiha Vermillion: "VAkiha_K"
-Aoko Aozaki: "RajaaAoko"
-Arcueid Brunestud: "RajaaArcueid"
-Kohaku: "Kohaku_K"
-Len: "RajaaLen"
-Hisui: "RajaaMech-Hisui" "Mech Hisui 404"
-Nrvnqsr Chao: "RajaaNero"
-Riesbyfe Stridberg: "RajaaRiesbyfe"
-Michael Roa Valdamjong: "RajaaRoa"
-Satsuki Yumiduka: "RajaaSatsuki"
-Shiki Ryougi: "Ryougi_K"
-Shiki Tohno & Nanaya: "RajaaShiki" "Nanaya_K" (You also listed Shiki twice and I'm certain trigger59 is the one from Samurai Shodown. But luckily they share the same ability, but do remove the duplicate on trigger51 so they don't conflict with each other)
Sion Eltnam Atlasia: "RajaaSion" (Sion Tatari is listed twice on trigger 8 and 9, so replace the trigger8 duplicate with Rajaa's)
-Warakia: "RajaaWarachia" (I also noticed he doesn't have the equivalent spelling by itself without the Rajaa, so add that too)
-White Len: "WLen_K"

And some other non-MB characters by those three that exists on the list, but don't work with him:
-Amingo: "RajaaAmingo"
-Asuna: "Asuna(Kimono)"
-Dhalsim: "RajaaDhalsim"
-Lilith Aensland: "RajaaLilith"
-Homura Akemi: "Homura_K"
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: OHMSBY on January 04, 2021, 07:50:10 AM
Got it done.

Quote
Kirby
-Relayered the shockwave effect produced by Hammer Nail's custom state
-Added more name variants to the Copy Ability list
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: Macaulyn97 on January 05, 2021, 05:59:24 AM
If someone were to convert the character models from Granblue Fantasy Versus into sprites or do just that for Android 21 from Dragon Ball Fighter Z, I just might work on those characters.
You could talk to Violin Ken, he converted SFV models into sprites, maybe he can do the same with DBFZ.
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: ZolidSone on January 05, 2021, 03:33:44 PM
I check the update and most of Rajaa's characters are compatible, except for Rajaa's Lilith as you somehow missed her. As there are no other aesthetics to be fixed I can see, I believe any updates onwards is just fixing up typos on the copy abilities list unless you have plan on adding new ones in the future or any balance changes. Here are some more characters that are on the list but don't:

To add:
-Cloud: "Cloud Strife"
-Neko Arc: "Neco-Arc"
-Neko Arc Chaos: "Neco-Arc Chaos"
-Charizard: "Charizard_G&S" "PK006_R"
-Mewtwo: "MegaMewtwoY_G&S"
-Pikachu: "Pikachu_G&S"
-Falco: "FalcoLombardi_XIV" "Falco edit of Fox Mccloud"
-King Lion: "Shishioh"
-Neo Dio: "Neo-Dio"
-Saber "Saber_Alter"
-Suwako_THIZ: "Suwako Moriya"

For RicePigeon as he released new Touhou characters for THIZ:
-Momiji_THIZ (Sword)
-Nitori_THIZ (Needle)
-Sumireko_THIZ (Plasma)

For Touhou, not every character has compatibility if they use their first and last name as I assume most would use RicePigeon's or Kohaku's specifically as they have unique names. But if anyone wants a list for those to work with other authors, I can do so if requested.

Easy list as they all use the Ninja copy ability for Juano16's Mortal Kombat ninjas as they're all-in-1 characters:
-juano`s cyborg guy
-juano`s kit girl
-juano`s morph guy
-juano`s sub guy

To replace or remove:
-Makoto Satawari: "Makoto Sawatari" (When I started my client from scratch on my new computer, 586 and BF's versions gives me Fighter instead of Beam, turns out this was a typo).
-trigger17 on Beam has the same name "Hibachi." They can still get the same ability so having both is kinda redundant.

While I was checking each Melty Blood character, I noticed that Len/White Len share the same copy ability for some reason. They are not technically the same character. For variation, I feel like White Len should use Ice instead of Mirror as her moves focus more on ice and no MB character currently uses it. And since Haruhi Suzumiya is the only character from her own series on the list, might as well add the other girls in as there are playable in a game called Haruhi Grappler:

-Yuki Nagato (Plasma)
-Mikuru Asahina (Beam)
-Ryoko Asakura (Cutter)

Haruhi should have her copy ability changed to Mirror as her fighting abilities are similar to Kirino. Since trigger15 and 25 on Mirror is the same character (And the name "Kirnino" is a typo), you can replace the Mirror trigger15 typo with her and Yuki can take Haruhi's place on Plasma trigger20. Don't forget to replace "Kirino" with "Kousaka Kirino" so Kirby is compatible with YU-TOHARU's version as there no other author with just her first name as I looked.

I spent an entire day looking at my backup drive to see if there's any names that were missed, hopefully these additions help.
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: waspennator on January 05, 2021, 04:06:57 PM
I also got one more character name addition to suggest after remembering about it. In terms of DBZ characters who have Z2 versions, I forgot to mention Goku Black's upcoming Z2 version.

Cutter
- (trigger12 = p2name = "Goku Black"), add Goku Black Z2 and Black Z2

Even if there are more Z2 DBZ characters unaccounted for, for the DBZ characters that are on the list, this should cover their Z2 variants.
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: 【MFG】gui0007 on January 07, 2021, 04:11:24 AM


Amazing work in the kitty waifu OHMSBY.

Charlotte surely will be interesting.
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: Nep Heart on January 07, 2021, 06:20:58 AM
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: Mushypepito123 on January 07, 2021, 06:28:47 AM
Spoiler, click to toggle visibilty

 :cawg:
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: ArcBeast on January 07, 2021, 11:46:50 AM
She is a wolf? I thought she was a cat at the moment XD
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: 【MFG】gui0007 on January 07, 2021, 02:55:13 PM
Spoiler, click to toggle visibilty

Damn. :v
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Kirby Updated (01/04/21)
Post by: carlosspeed on January 07, 2021, 08:11:31 PM
Yeah, it do be like that sometimes.
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Saya & Kirby Updated (01/10/21)
Post by: OHMSBY on January 10, 2021, 06:29:37 PM
Saya and Kirby have gotten quick updates.

Quote
Saya
-Fixed an error where Saya did not have a shadow during her special intro against Isaac
-Added special intro against Charlotte
Kirby
-Added more characters and name variants to the Copy Ability list and rearranged some triggers



Haruhi should have her copy ability changed to Mirror as her fighting abilities are similar to Kirino.

Haruhi giving the Plasma ability was actually suggested by Nep Heart. Since he worked on the character, I'm going to keep that the way it is.

Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Saya & Kirby Updated (01/10/21)
Post by: ZolidSone on January 11, 2021, 06:35:04 AM
After downloading the update, it seems that Kirino is no longer compatible with Kohaku's due to the "Kirnino_K" typo and Juano's ninjas don't work as their names uses a grave accent instead of an apostrophe. For some reason, it's what Juano16 put in his character names and that's why I copied the exact text so you can simply copy and paste it in. But instead of making 4 separate triggers, how about just making them share the same one? So combining them all should looks like this:

trigger38 = p2name = "juano`s cyborg guy" || p2name = "juano`s kit girl" || p2name = "juano`s morph guy" || p2name = "juano`s sub guy"

Makes it easier since they're all made by the same author with similar names and save space for someone else who wants the Ninja ability.

I also did found some minor issues regarding them:
-If you use Wave Beam right before Kirby touches the ground, he sometimes won't shoot the projectile (I know you can still hold it when he touched the ground and still fire it, but there are moments that would want to fire it when the opponent is too close to you).
If you keep holding B on Spear Throw, he doesn't continue blinking rapidly until you let go like Beam and Ninja does (He looks static without it).

Hopefully that is worthy for another update. After this update fix, I think I'm done with copy abilities as I should have covered most Japanese fighting games and author specific names for already existing ones.

Haruhi giving the Plasma ability was actually suggested by Nep Heart. Since he worked on the character, I'm going to keep that the way it is.
I see. That explains why she was there in the first place as I didn't remember and I completely forgot Nep Heart was the one that suggested it for his version. Might as well let both her and Yuki use the same ability.
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Saya & Kirby Updated (01/10/21)
Post by: OHMSBY on January 11, 2021, 07:07:34 AM
Got it fixed.

Quote
Kirby
-Fixed some typos in the Copy Ability Triggers
-When charging Spear Throw, Kirby will continue to flash while fully charged
-Fixed an error where the air version of wave beam won't come out while landing exactly when Kirby is supposed to fire
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Saya & Kirby Updated (01/10/21)
Post by: Reigen on January 11, 2021, 08:48:53 AM
I found a bug with ruby ​​not changing color her palette in the lifebar box you could check it and your chars are great
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Saya & Kirby Updated (01/10/21)
Post by: Reigen on January 11, 2021, 08:50:25 AM
The one I love the most is Gordeau, he's my favorite character
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Saya & Kirby Updated (01/10/21)
Post by: ZolidSone on January 11, 2021, 08:59:59 AM
I found a bug with ruby ​​not changing color her palette in the lifebar box you could check it and your chars are great
That is a bug when you are using M.U.G.E.N 1.1. That is not an issue with the characters themselves.

Edit: And speaking about not changing color, I actually found a bug on Yukiko when I matched against her in Arcade mode:
-Using Agidyne while not in her default palette will make Konohana Sakuya appear in her default colors for the distortion drive only.

Can't believe I missed this as I usually play the characters myself and always use their default palettes while testing. I'll make sure I check this from now on. Luckily, Yu and Adachi doesn't have this bug as this mostly revolves around helpers, so it shouldn't happen with your non-Persona characters.
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Saya & Kirby Updated (01/10/21)
Post by: Uzuki Shimamura on January 11, 2021, 11:21:38 AM
I just found something while i'm testing Quote's palettes.

I'm using Ash Ketchum palette for test, and notice that his j2c land sprite's palette isn't correct.
(https://i.imgur.com/zKG42ut.png)

Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Quote & Yukiko Updated (01/11/21)
Post by: OHMSBY on January 12, 2021, 01:48:14 AM
Palette Problems have been fixed.

Quote
Quote
-Fixed an error where the first frame of the j2C landing was not properly color indexed
Yukiko
-Fixed an error where Konoha Sakuya would switch to her default palette during Agidyne
Title: Re: [OHMSBY Thread]: Bisclavret Updated (01/03/21) Quote & Yukiko Updated (01/11/21)
Post by: Lee425MGN on January 19, 2021, 04:40:54 PM
(https://imgur.com/S7SUn40.png)
I usually don't post here much, but i discovered a bug while labbing
If you cancel any persona attack (excluding specials) to a super,  you can roman cancel during the superpause
Title: Re: [OHMSBY Thread]: Persona Characters Updated (01/19/21)
Post by: OHMSBY on January 20, 2021, 02:10:01 AM
It turns out that this was also an issue with Adachi and Yukiko, but it's fixed now. Go ahead and redownload them.

Quote
Yu, Adachi, and Yukiko
-Fixed an error where the distortion drives could be rapid canceled during the super pause after canceling from a Persona attack
Title: Re: [OHMSBY Thread]: Persona Characters Updated (01/19/21)
Post by: ZolidSone on January 20, 2021, 02:52:58 PM
I want to provide an update with the bug Lee425MGN mentioned, I can confirm it's fixed on Yukiko as she can't perform a distortion drive once Konohana Sakuya connects a hit, but not on Yu or Adachi still. They can still rapid cancel on their distortion drives as long as the first hit from their Personas makes contact with the opponent. Here's what happens in more detail:

Yu:
-For Yu's Ziodyne, Izanagi will still perform the attack, but a tarot card will keep spinning until he does the move again (Repeating the same bug again will create another tarot card spinning on the spot he uses it, creating a duplicate).
-On Yu's Cross Slash, the move will cease and the effect still plays after rapid canceling.

Adachi:
-Both of his distortion drives will cease once he rapid cancels and Magatsu Izanagi will disappear.
-Repeating the same bug with Demonic Cross Slash will do the same with the indefinite tarot card spinning.

Never thought it was possible to rapid cancel in the middle of performing a distortion drive animation. Guess even I could miss things like these.
Title: Re: [OHMSBY Thread]: Persona Characters Updated (01/20/21)
Post by: OHMSBY on January 21, 2021, 01:35:14 AM
Ah, it looks like Fighter Factory just didn't feel like saving the changes I made on Yu and Adachi, thats cool.

Should be fixed for real now.
Title: Re: [OHMSBY Thread]: Persona Characters Updated (01/20/21)
Post by: Good_Wall533 on January 22, 2021, 03:14:18 PM
Hi, folks. I made another japanese patch. This time it's for Tager, here's the link to the file: https://www.mediafire.com/file/ktvw1981b3hvyda/TagerJPN.rar/file

I'll making more in the future so stay tuned.
Title: Re: [OHMSBY Thread]: Persona Characters Updated (01/20/21)
Post by: OHMSBY on January 23, 2021, 01:11:06 AM
The link for your patch has just been added to the site.
Title: Re: [OHMSBY Thread]: Persona Characters Updated (01/20/21)
Post by: ArcBeast on January 23, 2021, 04:44:02 AM
Hi, folks. I made another japanese patch. This time it's for Tager, here's the link to the file: https://www.mediafire.com/file/ktvw1981b3hvyda/TagerJPN.rar/file

I'll making more in the future so stay tuned.

Thank's! I've been waiting for it~
Title: Re: [OHMSBY Thread]: Persona Characters Updated (01/20/21)
Post by: Ichida on January 23, 2021, 06:22:46 AM
[ https://streamable.com/fzk09u ]
So I found this little bug here, from Adachi's Maziodyne B.


Title: Re: [OHMSBY Thread]: Adachi Quick Update (01/23/21)
Post by: OHMSBY on January 23, 2021, 09:05:26 AM
Fixed.

Quote
Adachi
-Fixed an error where Adachi could forward dodge during B Maziodyne
Title: Re: [OHMSBY Thread]: Adachi Quick Update (01/23/21)
Post by: Uzuki Shimamura on January 24, 2021, 08:01:53 AM
I made a new JP voice patch, today it's Susanoo. Unlike my 4-in-one voice patches, this one is single for some slow internet users.
Link: https://www.mediafire.com/file/qne9yksd916yp3t/SusanooJPN.zip/file
Video demonstration: https://streamable.com/lomyc7

Gonna make more voice patches in the future.
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: OHMSBY on January 24, 2021, 06:02:24 PM
Charlotte has been released.

Made with the sprites by MRCLMNDKS.

(http://i.imgur.com/RtGdxCI.png)

Spoiler: More Screenshots (click to see content)

Get Charlotte here:
https://drive.google.com/file/d/1XHcCRgirwoMwPw3qD9VqB0BBbrcyl5B6/view?usp=sharing (https://drive.google.com/file/d/1XHcCRgirwoMwPw3qD9VqB0BBbrcyl5B6/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.


I made a new JP voice patch, today it's Susanoo.

Added the link to your patch to the site.

Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: ArcBeast on January 25, 2021, 01:01:29 AM
Yeay! A decent Hyde!
I think it's time to say good bye to Websta Hyde~
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: 【MFG】gui0007 on January 25, 2021, 01:46:35 AM


Such great combo stuff and the Astral Heat is... Kinda spooky. I like it! :)

So Hyde will be the next. Surely will be good.
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: Uzuki Shimamura on January 25, 2021, 05:50:03 AM
Spoiler: And my next character is... (click to see content)

I've been using Websta's Hyde for a year, he's a good character, but hard to control sometimes.
And now you're making a better version of Hyde soon.

Sorry Websta.
(https://i.imgur.com/lOyde5E.png)
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: Mushypepito123 on January 25, 2021, 05:59:13 AM
Spoiler: And my next character is... (click to see content)

Sorry Websta.
(https://i.imgur.com/lOyde5E.png)

Bruh
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: TurnPile on January 25, 2021, 07:51:06 PM
Spoiler: And my next character is... (click to see content)

I've been using Websta's Hyde for a year, he's a good character, but hard to control sometimes.
And now you're making a better version of Hyde soon.

Sorry Websta.
(https://i.imgur.com/lOyde5E.png)

If he makes a Platnium, then he's got no more competition.
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: ArcBeast on January 25, 2021, 10:05:14 PM
Spoiler: And my next character is... (click to see content)

I've been using Websta's Hyde for a year, he's a good character, but hard to control sometimes.
And now you're making a better version of Hyde soon.

Sorry Websta.
(https://i.imgur.com/lOyde5E.png)

Lol! That what am I thinking~
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: NICK54222 on January 26, 2021, 01:17:34 AM
Well I can't wait for this Hyde to be released.

At the same time, I'm still waiting for a BBTag-styled version of Linne.
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: Kamui_Kanjai on January 26, 2021, 02:52:03 AM
(https://i.imgur.com/lOyde5E.png)

Perfect Nutshell.
I also have that same problem, and I was really looking forward to Websta updating Hyde, Linne, Seth and Shizuo, and putting them as the recent UNIB chars that he had released (like Chaos, Taiga and Shana).
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: Watcher of MUGEN on January 26, 2021, 01:39:53 PM
Something I noticed with Charlotte. When using Kasenkuchen in a string, I can RC right out of the "waiting" animation to allow for some unconventional combos, though it launches the opponent high up. But if used on its own, I can't RC until the explosion part. Were those intentional?
Title: Re: [OHMSBY Thread]: Charlotte Released (01/24/21)
Post by: QuickFist on January 26, 2021, 06:02:43 PM
Dude all your chars are so amazing. I got a mugen only for them. Charlotte is one of the coolest so far, I think, brings some OOF memories.
Could you add a command for supers with throw button like in the game? pressing A+B is a tad difficult on controller.
PD: Hyde is my brother's main in the OG BBTAG, good to know he's gonna kick my ass in the mugen with him too XD
Title: Re: [OHMSBY Thread]: Charlotte Quick Update (01/26/21)
Post by: OHMSBY on January 27, 2021, 03:47:37 AM
Something I noticed with Charlotte. When using Kasenkuchen in a string, I can RC right out of the "waiting" animation to allow for some unconventional combos, though it launches the opponent high up. But if used on its own, I can't RC until the explosion part. Were those intentional?

That wasn't intentional. It's only supposed to be RC-able either at the explosion or when the first hit is blocked. Its fixed now.

Quote
Charlotte
-Fixed an error where Kasekuchen could be rapid canceled on hit before the explosion occurred after using it in a string.



Could you add a command for supers with throw button like in the game? pressing A+B is a tad difficult on controller.

That is something that I'll consider for the next time I decide to do a mass update for my characters.

Title: Re: [OHMSBY Thread]: Charlotte Quick Update (01/26/21)
Post by: Uzuki Shimamura on January 27, 2021, 07:09:14 AM
I updated Akatsuki and Heart's JP voice patch for Hyde's special intro.
You can re-download my 4-in-one voice patch here.

https://www.mediafire.com/file/cc3yvcsowo5ygpm/JP_Voice_for_OHMSBYs_Characters_%25282021_update%2529.zip/file

I have a little feedback and it's about Yang's extra palettes:
When you use Blake Belladonna palette, it shows I-No palette.
And Hibiki Kohaku palette, it shows Jam Kuradoberi palette.
Title: Re: [OHMSBY Thread]: Charlotte Quick Update (01/26/21)
Post by: ZolidSone on January 27, 2021, 02:33:57 PM
I actually found a small bug on some characters while playing Arcade mode. Since I mostly test the character against Training in Fighter Factory Studio, it was very likely I had missed these. I noticed some characters when using their distortion drives and astral heats do not show the right icon on the lifebars when you defeat the opponent with them, which is supposed to be (H) as it used to be beaten by a hyper. I tested that exact same thing for Jin & Susano'o to make sure they could taunt on the 2nd round, but that slipped my mind as I wasn't focused on that. Here are the moves that aren't correct including the incorrect icon shown:

-Mai's Floral Blizzard Blossom & New Moon Lotus (Both V)
-Misaka's Railgun & Girder Strike (Both S)
-Tager's Genesic Emerald Tager Buster (S)
-Akatsuki's Thunderbolt & Ouka-Kai (Both S)
-Faust's W-W-What This Could Be? and the 2000 meter equivalent (Both S)
-Shantae's Obliterate Dance (S)
-Yukiko's Maragidyne (S)
-Bisclavret's Strong Hammer (V)

Depending on the lifebars, I wouldn't be surprised you missed this as some can use the same icon for all normals, specials and hypers. The Guilty Gear lifebars you used on your videos looks like they do. Try using the default M.U.G.E.N lifebars to check.

Oh and after doing this, I also noticed Iori's Ura 108 Shiki: Yasakazuki does not kill the opponent. I know Kokonoe's Jamming Dark doesn't unless Ultra Burst is active as it's stated on the readme, but nowhere did it state that for him even with that active. Is it intentional in Million Arthur as well? Because I don't remember that happening in Capcom vs. SNK 2. Even Knuckles8864 and KarmaCharmeleon's source accurate counterparts kill the opponent with the same move after it drains the opponent's health or it makes contact on the first hit. I still haven't played it yet, so I don't know.

Edit: It seems throws are also affected by this as well as they don't show a rope when defeated with them. Here are the characters that need to be fixed:
-All of Ragna's throws (All V)
-All of Mai's throws (All V)
-Azrael's forward throw (V)
-Terumi's forward, backwards and air throws (All V)
-Yu's running throw (S)
-Yumi's running throw (S)

Since Waldstein, Saya and Kirby's Suplex copy ability moves are grabbling moves that are special attacks, they can stay as (S) as they're not technically throws.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 13 Chars Quick Update (01/27/21)
Post by: OHMSBY on January 28, 2021, 04:14:15 AM
I actually found a small bug on some characters while playing Arcade mode. Since I mostly test the character against Training in Fighter Factory Studio, it was very likely I had missed these. I noticed some characters when using their distortion drives and astral heats do not show the right icon on the lifebars when you defeat the opponent with them

It seems throws are also affected by this as well as they don't show a rope when defeated with them.

Fixed.

Quote
Akatsuki, Azrael, Bisclavret, Mai, Misaka, Ragna, Shantae, Tager, Terumi, Yu, Yukiko, and Yumi
-Changed the attribute flags on certain moves

-Faust's W-W-What This Could Be? and the 2000 meter equivalent (Both S)

That super pulls from the same exact pool of helpers from What Could This Be, so changing W-W-W-What Could This Be's attribute to a hyper would also mean changing that of What Could This Be to a hyper as well. Because of that, I'm going to keep it the way it is now.

Oh and after doing this, I also noticed Iori's Ura 108 Shiki: Yasakazuki does not kill the opponent.

This is intentional.



I updated Akatsuki and Heart's JP voice patch for Hyde's special intro.

Just updated your link on the site.

I have a little feedback and it's about Yang's extra palettes:
When you use Blake Belladonna palette, it shows I-No palette.
And Hibiki Kohaku palette, it shows Jam Kuradoberi palette.

Ah whoops. Now it's fixed.

Quote
Yang
-Fixed an error where certain act files in the extra palettes folder had the wrong colors
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 13 Chars Quick Update (01/27/21)
Post by: ZolidSone on January 28, 2021, 06:18:54 AM
I did a double check to make sure and there are just two characters that still have the wrong attribute flags (One I missed and the other missed when already updated):
-Mai's New Moon Lotus (V)
-Yu's Cross Slash (V)

Everyone should have the correct flags. This time I made a checklist unlike late last night when I made my feedback, so I made sure for certain I didn't miss anyone.

And some minor issues I found on other characters while checking:
-Mika's Mika Revolution will play the Vignitte animation twice when the two hits going downwards connect if the opponent is not caught by it when she's flying up.
-Mika's air file still have the typos for the animation names on Mika Missile and Mika Cannon (Very minor, but thought I mention it since it was only corrected on the movelist png).
-Sometimes the opponent's position is misaligned for half a second on Nanase forward throw and Robo-Weiss's forward/backwards throws.

That super pulls from the same exact pool of helpers from What Could This Be, so changing W-W-W-What Could This Be's attribute to a hyper would also mean changing that of What Could This Be to a hyper as well. Because of that, I'm going to keep it the way it is now.
I see, the distortion drive is just a stronger version of the special move for that case. Now it makes sense after playing him again, there's no distortion drive finish animation when the objects hit and defeats the opponent with them.

This is intentional.
Gotcha, I guess guest characters work differently if they are outside their source games.

Edit: It seems that I also remembered something back on the feedback with Bisclavret. There are 2 characters I mentioned back that could use envshake for the wall bounce since they use the strong ground sound effect:
-Heart's EX Iron Fist Punch and her charged 5B
-Issac's Brimstone and Devil's Advent

Might as well mention that in case you forgot.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 8 Chars Quick Update (01/28/21)
Post by: OHMSBY on January 29, 2021, 05:06:24 AM
-Sometimes the opponent's position is misaligned for half a second on Nanase forward throw and Robo-Weiss's forward/backwards throws.

It turns out that this was also a problem with Gordeau, so I went ahead and fixed him too.

Anyway, More Quick Updates.

Quote
Mai and Yu
-Changed the attribute flags on certain moves
Gordeau, Robo Weiss, and Nanase
-Fixed an error where the opponent would be misaligned for one frame upon grabbing as player 2
Mika
-Fixed an error where the super finish flash could play twice when KOing the opponent with a whiffed Mika Revolution
-Fixed Typos in .air file
Heart and Isaac
-Added Envshakes to strong wall bounces
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 8 Chars Quick Update (01/28/21)
Post by: ZolidSone on January 29, 2021, 06:30:25 AM
Wait, Gordeau has that issue too? I've tested ALL the character throws to make sure they show the rope attribute flag and I never noticed he has it, otherwise I would have mentioned him as well. Because after updating it, he does have it now. Not only the opponent is misaligned for one frame upon grabbing as player 2, the backwards throw tosses them to the opposite direction. You might want to revert back to 1.121 as I don't recall that happening on him. Tested on Training for both and can confirm forward/backward throws on 1.122 are bugged.

And after updating Mika, I also failed to notice that the attribute flag on the whiffed Mika Revolution shows as (V) when the opponent is defeated with it. Since the super finish flash plays on it, it should still be (H).
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 8 Chars Quick Update (01/28/21)
Post by: OHMSBY on January 29, 2021, 07:38:16 AM
It was working just fine when I tested the throw before saving my changes, something must've happened.

Anyway, it's fixed.

Quote
Gordeau
-Fixed bugged Throw
Mika
-Changed the attribute flags on certain moves
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 8 Chars Quick Update (01/28/21)
Post by: ZolidSone on January 29, 2021, 08:54:41 AM
Alright, confirmed fixed for both. Nothing else to report on them.

Unfortunately speaking about Issac last night, I actually ran into some issues when using "The Devil" on P2's side:
-When P2 uses Brimstone, the beam is red instead of yellow (But disappears yellow except for the part where his mouth is as it's still red there).
-When P2 uses Devil's Advent, they change to black and red and so is the beam itself (It's fine as P1, but not on P2).
-The splash effect on the fly on D6 explodes blue instead of yellow if P2 uses it.

Like Kokonoe, I'm certain it was intentional for you to make P2's objects to be a different color than P1. But Brimstone and Devil's Advent shouldn't be as he turned black and yellow in The Devil as P2, not still be black and red like P1 so it should have it's own dedicated palette. Also if friendly flies are always blue in source, aren't they supposed to be on P2 too or did you intentionally did that to tell whose flies are whose? I hardly test the characters on that side as I assumed it's the same for both, so that was a definite easy miss for me. I never realized it would be different each side.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Isaac Quick Update (01/30/21)
Post by: OHMSBY on January 30, 2021, 10:30:25 AM
The objects, including the flies, change colors exclusively during mirror matches as player 2 to avoid confusion as to what belongs to who. Against anyone who isn't himself, the objects' colors remain the same, even as player 2. Both versions of Brimstone were not supposed to change color though, they're always supposed to be red.

Anyway, fixed.

Quote
Isaac
-Devil's Advent form now matches the color of either P1 or P2's devil color scheme
-Fixed some errors involving the color changes during mirror matches
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Isaac Quick Update (01/30/21)
Post by: ZolidSone on January 30, 2021, 11:18:33 AM
Good to see that's been cleared up, but now I found a new bug on Issac's quick update. For some reason, the D6 always rolls 1s. Pretty sure this was done in order to check the splash effect on P2's side on the fly and it is fixed, but you forgot to change it back so no matter how many times he used the D6, he can only get flies on his dice rolls.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Isaac Quick Update (01/30/21)
Post by: OHMSBY on January 30, 2021, 05:51:13 PM
Ah whoops. You're correct, I enabled that to make it easier for testing out the color change of the flies' pop effect, but it looks like I forgot to switch that back.

It's fixed now.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Isaac Quick Update (01/30/21)
Post by: Resentone on January 31, 2021, 06:49:54 AM
Heya, just made a japanese patch for Jin Kisaragi. Here's the link:
https://www.mediafire.com/file/w4phj85tvvzinyd/JinJPN.rar/file

I'll be making one for Hyde once he's released, so be sure to keep an eye out when he's out~
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Isaac Quick Update (01/30/21)
Post by: Mushypepito123 on January 31, 2021, 06:58:32 AM
Heya, just made a japanese patch for Jin Kisaragi. Here's the link:
https://www.mediafire.com/file/w4phj85tvvzinyd/JinJPN.rar/file

I'll be making one for Hyde once he's released, so be sure to keep an eye out when he's out~

yes.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: OHMSBY on February 01, 2021, 05:02:06 AM
Yang has been updated.

Quote
Yang
-Yang is now required to be in control in order for her semblance to activate, Preventing it from activating before round start
-Burning Ember's armor now activates later in the move
-Adjusted Hitboxes for Burning Embers
-Ultra Burst Aura now dissapears whenever Yang is in a custom state
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: extravagant on February 01, 2021, 05:40:50 AM
Cool, thanks for the update. I see big red hitboxes everywhere in your chars. Do you plan to make blue hitboxes accommodate them so they're at least punishable? I can provide some examples of how it can be done. At the very least, they should be able to trade hits.

It appears that the CLSN2 hurtboxes are really really really thin, but the attacking CLSN1 hitboxes are really really really big. So it makes it really difficult to even hit them to begin with, also running at the huge risk of eating h0o0o0ge combos in return. Simply put, many of your guys have godlike attack boxes and godlike "evasive" hurtboxes, which makes them really good at attacking, and naturally really good at dodging too, without leaving much of that to the player's own dictation to control their own defense.

Secondly, I think the grab priority range is may be a bit too far.... and I mean like, SUPER far you can get grabbed. Doesn't even look like you're in range but you grab them anyway.

That's all I could say for now. Other than that, cool stuff!
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: ArcBeast on February 01, 2021, 03:53:15 PM
Yang has been updated.

Quote
Yang
-Yang is now required to be in control in order for her semblance to activate, Preventing it from activating before round start
-Burning Ember's armor now activates later in the move
-Adjusted Hitboxes for Burning Embers
-Ultra Burst Aura now dissapears whenever Yang is in a custom state

Oh right, after you finishing your Hyde. Do you have any plan making another Dengeki Bunko character with your style?
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: QuickFist on February 01, 2021, 05:26:52 PM
Do you have any plans on more anime characters? Any JoJo's char in this style would be incredible considering how cool the P4 are. Not requesting, just asking
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: OHMSBY on February 02, 2021, 06:31:06 AM

These kind of hitboxes are actually the norm in Anime Fighters such as Guilty Gear and Blazblue, where there's much more emphasis on offense. In fact, some of these games even penalize you for not going on the offensive. My characters have been designed with this kind of gameplay style in mind and are meant to be on par with other characters from these kinds of games, which is why the hitboxes are like this.

Although, I actually have been thinking about toning down the grabs across all my characters.


Not after Hyde, but probably later.


I've always stuck with using hi-res sprites for my characters, and as far as I am aware, there are not any hi-res sprites of Jojo characters unfortunately.

Outside of the characters from DBFC and Nitroplus Blasterz, there aren't really any other anime characters with hi-res sprites available that come to mind. AnToR_M has made some nice looking sprites, but none of the characters they sprited are from a series that I'm familiar with. If someone were to make some hi-res sprites of Guts from Berserk, then I would definitely work on him.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: extravagant on February 02, 2021, 11:07:43 AM
(https://images-ext-1.discordapp.net/external/K-N_WVO-L5IVACQJTRO8ZOkj-bkQpNYkTApwHCTPwtE/https/i.imgur.com/A8WGOwY.jpg?width=505&height=579)

(https://i.imgur.com/qjOejLq.jpg)
(https://cdn.discordapp.com/attachments/752802081995489332/799828991414370344/cs.png)

Are you sure? I found these screenshots (which I dont remember how) but the hitbox data seems like she's more punishable (CLSN2 hurt box) than what you have currently.

Though I have seen you say you're not shooting for accuracy, so I don't know what to say. But, I'll share the screenshots anyway.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: Ichida on February 02, 2021, 12:40:36 PM


Please keep in mind that his characters are NOT intended to strictly follow the original version based on BBTAG.
What he is doing here is to create a "substitute" or "based but still original" character. That's the reason why he didn't use the SFX from the game.
OHMSBY also doesn't want to push himself so hard to follow every single details of a character but he would do his best to make he/she worth enjoying.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: extravagant on February 02, 2021, 05:23:29 PM
Ya I know they're not meant to strictly follow BBTag, all I'm saying is the idle stance/gethits/basic CLSN2 hurtboxes are so skinny, that you cannot even punish or hit the character. At the very least, the source game has a bigger CLSN2 hurtbox so can at least sweep them in proper range.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: QuickFist on February 02, 2021, 10:55:03 PM


I've always stuck with using hi-res sprites for my characters, and as far as I am aware, there are not any hi-res sprites of Jojo characters unfortunately.

Outside of the characters from DBFC and Nitroplus Blasterz, there aren't really any other anime characters with hi-res sprites available that come to mind. AnToR_M has made some nice looking sprites, but none of the characters they sprited are from a series that I'm familiar with. If someone were to make some hi-res sprites of Guts from Berserk, then I would definitely work on him.

Yeah, that's true, the only really good JoJo's sprites there are are the ones from the old CAPCOM game, and they're 90s sprites through and through
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: Ichida on February 03, 2021, 02:06:12 AM

If that's so, he'd supposed to update all of his characters at once, which take lots of efforts and probably he won't have enough time for that. From what I can tell, his hitboxes are not too biased to register the attacks. Despite of the collusion boxes may be opposite in some cases. Sometimes, he has to extend the hitboxes of moves that hit lows in order to hit smaller opponents with smaller hurtboxes ( obviously ) and nobody having problem with that. I guess as long as the attacks are linked and at the same time, not making he/she becomes so OP, his characters look fine.

Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: Nep Heart on February 03, 2021, 02:12:49 AM
I've always stuck with using hi-res sprites for my characters, and as far as I am aware, there are not any hi-res sprites of Jojo characters unfortunately.

Outside of the characters from DBFC and Nitroplus Blasterz, there aren't really any other anime characters with hi-res sprites available that come to mind. AnToR_M has made some nice looking sprites, but none of the characters they sprited are from a series that I'm familiar with. If someone were to make some hi-res sprites of Guts from Berserk, then I would definitely work on him.

 I probably could have suggested it sooner, but Vanguard Princess has hi-res sprites that can be drawn from and, as freeware, it should be easy to obtain. Big caveat is that the game has a far more traditional gameplay style betraying it's very anime aesthetics, so, it end up playing something closer to Street Fighter, but with assists.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: Ichida on February 03, 2021, 02:34:37 AM
Adachi
-Fixed an error where Adachi could forward dodge during B Maziodyne

There was another bug related to Maziodyne B that I forgot to mention. If you use 236B+C right after Adachi returns back to idle state fast enough, this happens.
[ https://streamable.com/gmvet2 ]
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: Good_Wall533 on February 03, 2021, 05:45:14 PM

These kind of hitboxes are actually the norm in Anime Fighters such as Guilty Gear and Blazblue, where there's much more emphasis on offense. In fact, some of these games even penalize you for not going on the offensive. My characters have been designed with this kind of gameplay style in mind and are meant to be on par with other characters from these kinds of games, which is why the hitboxes are like this.

Although, I actually have been thinking about toning down the grabs across all my characters.


Not after Hyde, but probably later.


I've always stuck with using hi-res sprites for my characters, and as far as I am aware, there are not any hi-res sprites of Jojo characters unfortunately.

Outside of the characters from DBFC and Nitroplus Blasterz, there aren't really any other anime characters with hi-res sprites available that come to mind. AnToR_M has made some nice looking sprites, but none of the characters they sprited are from a series that I'm familiar with. If someone were to make some hi-res sprites of Guts from Berserk, then I would definitely work on him.

Speaking about Guts, there's OGGY's sprites. Aren't those Hi-res?
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: TurnPile on February 03, 2021, 11:18:32 PM
Speaking about Guts, there's OGGY's sprites. Aren't those Hi-res?
Sadly, no.

And come to think of it, I got 2 questions:
1. Why do you always stick with high-res sprites?
2. Will you do a Touhou character?
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Yang Updated (01/31/21)
Post by: extravagant on February 04, 2021, 03:31:22 AM
If that's so, he'd supposed to update all of his characters at once, which take lots of efforts and probably he won't have enough time for that.

Yeah, I understand how that can be time consuming. Although I would say it's worth the time to look into.

From what I can tell, his hitboxes are not too biased to register the attacks. Despite of the collusion boxes may be opposite in some cases.

Yeah, I think it's fine for the RED CLSN1 data to remain the way it currently is, and just leave it alone. However, I'll be honest, the BLUE CLSN2 are the ones that are.... pretty bad, to be quite honest. They're so bad that you cannot punish, sweep, air combo, throw, or anything that has basic fundamentals, is thrown out the window... unless.... your opponent is using the exact same Anime char with similar hitboxes, then it's no problem. However everyone else in the MUGEN roster out there is basically f**ked.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: OHMSBY on February 04, 2021, 06:35:03 AM
Update time.

Quote
Adachi
-Fixed an error where Maziodyne would sometimes not disappear when using a distortion drive
Ruby and Yang
-General adjustments to hurtboxes



I probably could have suggested it sooner, but Vanguard Princess has hi-res sprites that can be drawn from and, as freeware, it should be easy to obtain. Big caveat is that the game has a far more traditional gameplay style betraying it's very anime aesthetics, so, it end up playing something closer to Street Fighter, but with assists.

That actually is game that I have played before even though it has been a while, so a character from that game is a possibility.

1. Why do you always stick with high-res sprites?
2. Will you do a Touhou character?

1. Personal Preference
2. Maybe
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: TurnPile on February 04, 2021, 07:14:33 AM
Update time.

Quote
Adachi
-Fixed an error where Maziodyne would sometimes not disappear when using a distortion drive
Ruby and Yang
-General adjustments to hurtboxes



I probably could have suggested it sooner, but Vanguard Princess has hi-res sprites that can be drawn from and, as freeware, it should be easy to obtain. Big caveat is that the game has a far more traditional gameplay style betraying it's very anime aesthetics, so, it end up playing something closer to Street Fighter, but with assists.

That actually is game that I have played before even though it has been a while, so a character from that game is a possibility.

1. Why do you always stick with high-res sprites?
2. Will you do a Touhou character?

1. Personal Preference
2. Maybe

Maybe you could experiment with low-res characters for once and see how they turn out, but maybe do them in a different style to separate them from your other characters. Less ArcSys and more......something else.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: ZolidSone on February 04, 2021, 11:27:59 AM
Since I got no other feedback to report for the time being and I rather wait for Nep Heart to release his Nitori before I compile another copy ability list for Kirby (Found some more on the list, but don't work with them and not anime/Japanese related this time), thought it would ok to ask since everyone is talking about it. But what other fighting games have you played aside from the ones you made already? When it comes to anime fighters, the ones that come in my mind is AquaPazza and Koihime Enbu. It would be nice to get an idea.

Since hi-res sprites are your preferred use of sprites, I can't imagine seeing you work on anything Marvel vs. Capcom or Capcom vs SNK related as they're all lo-res and probably haven't played those games as much. Although, it is something I personally would like to do.

Maybe you could experiment with low-res characters for once and see how they turn out, but maybe do them in a different style to separate them from your other characters. Less ArcSys and more......something else.
As he stated before, he probably won't do them justice if he never played them. And knowing his catalog of characters, you'll know that most of them consist of anime fighters.

And if Touhou were to happen, I believe the sprites he'll use would be from Hopeless Masquerade/Urban Legend In Limbo. Not sure if they work as I don't know if they have the required sprites.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: OHMSBY on February 05, 2021, 06:48:26 AM
Quote
thought it would ok to ask since everyone is talking about it. But what other fighting games have you played aside from the ones you made already?

Off the top of my head, as far as games using Hi-res sprites goes:

Arcana Heart 3 LoveMax Six Stars, Vanguard Princess, Koihime Enbu RyoRaiRai, The King of Fighters XIII, Street Fighter II Turbo HD Remix, Chaos Code, E's Laf, and Skull Girls.

There might be one or two that I'm forgetting.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Gladiacloud on February 05, 2021, 09:01:09 AM
There might be one or two that I'm forgetting.

Daemon Bride.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: TurnPile on February 05, 2021, 05:14:34 PM
Quote
thought it would ok to ask since everyone is talking about it. But what other fighting games have you played aside from the ones you made already?

Off the top of my head, as far as games using Hi-res sprites goes:

Arcana Heart 3 LoveMax Six Stars, Vanguard Princess, Koihime Enbu RyoRaiRai, The King of Fighters XIII, Street Fighter II Turbo HD Remix, Chaos Code, E's Laf, and Skull Girls.

There might be one or two that I'm forgetting.

Aquapazza and Daemonbride.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Good_Wall533 on February 05, 2021, 05:23:12 PM
There's also Sengoku Basara X and Fist of The North Star.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: lui on February 05, 2021, 07:38:13 PM
1. Personal Preference
2. Maybe

Are fan-made High res sprited characters out of the question? Like idk those high res Devil May Cry characters? (Not a request im just asking a general question)
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: DauntlessMonk7 on February 05, 2021, 08:16:09 PM
Quote
thought it would ok to ask since everyone is talking about it. But what other fighting games have you played aside from the ones you made already?
Off the top of my head, as far as games using Hi-res sprites goes:
Arcana Heart 3 LoveMax Six Stars, Vanguard Princess, Koihime Enbu RyoRaiRai, The King of Fighters XIII, Street Fighter II Turbo HD Remix, Chaos Code, E's Laf, and Skull Girls.
There might be one or two that I'm forgetting.

Would the 360/XB1/Xbox Series X version of Neo Geo Battle Coliseum count as hi-res?
I remember that they redid all the character sprites for that version.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: TurnPile on February 05, 2021, 08:44:18 PM
1. Personal Preference
2. Maybe

Are fan-made High res sprited characters out of the question? Like idk those high res Devil May Cry characters? (Not a request im just asking a general question)


He'd recently released Charlotte from PMMM, which are fan-made sprites.
I'm guessing he won't really touch characters from stuff he hasn't seen/watched because he wouldn't "give them justice".
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Nep Heart on February 05, 2021, 11:20:34 PM
And if Touhou were to happen, I believe the sprites he'll use would be from Hopeless Masquerade/Urban Legend In Limbo. Not sure if they work as I don't know if they have the required sprites.

 There are a few who have crouch-like animations, which is the closest he can work with. Ibukah's Reimu actually pulls it off fantastically that you'd think she can crouch and crouch attack in the source.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: TurnPile on February 06, 2021, 06:24:44 PM
And if Touhou were to happen, I believe the sprites he'll use would be from Hopeless Masquerade/Urban Legend In Limbo. Not sure if they work as I don't know if they have the required sprites.

 There are a few who have crouch-like animations, which is the closest he can work with. Ibukah's Reimu actually pulls it off fantastically that you'd think she can crouch and crouch attack in the source.

And a few fan-made ones, like Dager's Tenshi.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: OHMSBY on February 06, 2021, 10:06:06 PM
Daemon Bride.

Aquapazza and Daemonbride.

There's also Sengoku Basara X and Fist of The North Star.

I think you guys misunderstood the question that I was answering:

thought it would ok to ask since everyone is talking about it. But what other fighting games have you played aside from the ones you made already?

Those games you have listed are not games that I have played.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Ichida on February 07, 2021, 02:18:39 AM
Personally speaking, I'm looking forward to seeing more characters from UNIB, BBTAG and MAAB to be taken shape in your style because recently your version of Bisclavret just too good. It's a pity that I haven't experienced those games in the past.

Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: ZolidSone on February 07, 2021, 11:40:46 AM
There are a few who have crouch-like animations, which is the closest he can work with. Ibukah's Reimu actually pulls it off fantastically that you'd think she can crouch and crouch attack in the source.
So it can be possible. And I think he'll also be limited those games only, so no characters from the classic 3 using the lo-res sprites. Plus you, RicePigeon and Kohaku have already covered them anyway.

And I forgot about Antinomy of Common Flowers. Just by watching videos of those 3 modern Touhou fighting games since I've never played them, I can tell the last words can work as astral heats very well. It will be interesting to see how he will integrate those.

Those games you have listed are not games that I have played.
That's exactly the reason why I asked so I can narrow down the characters should you decide to make. And I already had a feeling you haven't played Aquapazza since that particular game is not so easily obtainable. Even though it has been localized, it's only been released on PS3 and nowhere else. So unless you own one, you probably won't be able to play it.

Spoiler, click to toggle visibilty
Once you release something on the internet, there is nothing that can be done about it the moment it is out in the public. That's why there's a note on his character readmes reminding others that downloading elsewhere that isn't this forum or his site won't be the latest version.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: DauntlessMonk7 on February 09, 2021, 03:30:34 AM
By the way OHMSBY, i know this doesn't really have anything to do with the characters & stuff,
but do you back up all your characters & all the stuff that's on your Google Drive?

I ask because i heard the developer of Terreria canceled a planned Stadia version
because Google suspended his accounts for apparently no clear reason
& has been giving him "the runaround" for 3 weeks when he tried to get them back.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Gladiacloud on February 10, 2021, 09:08:43 AM

I think you guys misunderstood the question that I was answering:

thought it would ok to ask since everyone is talking about it. But what other fighting games have you played aside from the ones you made already?

Those games you have listed are not games that I have played.

I hadn't read it, sorry.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Mushypepito123 on February 11, 2021, 02:05:23 PM
this is kinda off-topic but what's the importance of the Detect Attribute Helper?
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: OHMSBY on February 12, 2021, 12:05:49 AM
It helps the Burst system, as well as the helper that allows bursting during custom states, determine which of the opponent's attacks and projectiles are supers, which are not supposed to be burst-able.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: sergioprft on February 13, 2021, 01:44:41 PM
l have a small suggestion for your Kirby.
l thought it would be pretty cool lf Missingno (any version, like TheNone's version) gives Kirby a random ability rather than just one specific ability.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: TurnPile on February 14, 2021, 12:42:40 AM
I guess I thought of a suggestion for another Nitroplus Blasterz character: either Saber or Homura, mainly the latter for the fact that you probably know Senran Kagura more than Fate.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Ichida on February 14, 2021, 07:24:29 AM
I made some custom palettes for your Jin Kisaragi.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) 3 Characters Updated (02/03/21)
Post by: Mushypepito123 on February 14, 2021, 11:08:49 AM
I made some custom palettes for your Jin Kisaragi.
Spoiler, click to toggle visibilty

i'll take your entire stock...
(https://pbs.twimg.com/profile_images/1280270106610679808/VgsjBps3.jpg)








PS: you misspelled Bloodedge with "Bloodegde".
Title: Re: [OHMSBY Thread]: Hyde Released (02/14/21)
Post by: OHMSBY on February 14, 2021, 10:34:18 PM
Hyde has been released.

With this, all of the protagonists from each franchise in Cross Tag has been covered.

(http://i.imgur.com/z3PzODE.png)

Spoiler: More Screenshots (click to see content)

Get Hyde here:
https://drive.google.com/file/d/1riB-vEuR2IityoyL1Qn6pQiX-lzCf5XL/view?usp=sharing (https://drive.google.com/file/d/1riB-vEuR2IityoyL1Qn6pQiX-lzCf5XL/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Hyde Released (02/14/21)
Post by: Resentone on February 14, 2021, 10:37:42 PM
Finally a decent Hyde! thanks for the release~
Title: Re: [OHMSBY Thread]: Hyde Released (02/14/21)
Post by: 087-B on February 14, 2021, 10:41:14 PM
Talk about a hyde-efinition release, nicely done. :D



I'll leave
Title: Re: [OHMSBY Thread]: Hyde Released (02/14/21)
Post by: waspennator on February 14, 2021, 11:54:01 PM
Good stuff, but I noticed that Hyde can perform his astral heat twice in a match. Also noticed that even after you finish the opponent with the astral heat, you can still move around and press buttons, cancelling out his victory animation.
Title: Re: [OHMSBY Thread]: Hyde Released (02/14/21)
Post by: k6666orochi on February 14, 2021, 11:59:08 PM
I think that the websta version had the camera movement when doing that attack (the astral heat) I don't know how he did it but it would be a good detail that would look very good
PS: I do not know if it works for you, I leave you the link I do not think it loses much quality in pcx although it is better with the rgb method  https://www.mediafire.com/file/1g3350eoqcu5al9/astral_heat.rar/file
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: OHMSBY on February 15, 2021, 12:48:05 AM
Good stuff, but I noticed that Hyde can perform his astral heat twice in a match. Also noticed that even after you finish the opponent with the astral heat, you can still move around and press buttons, cancelling out his victory animation.

Got it fixed:

Quote
Hyde
-Fixed a couple of errors where the astral can be used more than once in a match and where Hyde could move during his astral heat winpose



I think that the websta version had the camera movement when doing that attack (the astral heat) I don't know how he did it but it would be a good detail that would look very good

That requires the use of the "zoom" state controller, which only works in Mugen 1.1. I want Hyde to be compatible with both 1.0 and 1.1 just like the rest of my characters.

Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: Mushypepito123 on February 15, 2021, 02:50:00 AM
That requires the use of the "zoom" state controller, which only works in Mugen 1.1. I want Hyde to be compatible with both 1.0 and 1.1 just like the rest of my characters.

ah yeah... about that. . . . . .

edit: nvm..
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: ArcBeast on February 15, 2021, 03:28:09 AM
It's time to say goodbye for Websta Hyde~
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: DauntlessMonk7 on February 15, 2021, 05:30:41 AM
It's time to say goodbye for Websta Hyde~

Eh, i doubt i'll drop Websta's completely.
It's still pretty good.
Though OHSMBY's is also really good.
Haven't noticed any issues with him so far.

Looking forward to Thief Arthur. ^w^

By the way, i know this is off topic from Hyde & Thief Arthur,
but would anybody be interested in a SND patch for OHSMBY's Kirby
that adds extra victory/KO jingles & such from across the series' history?
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: ZolidSone on February 15, 2021, 07:14:07 AM
Oh, I didn't realize he had the bug to do the astral heat twice. I forget you have a base of the characters already made beforehand and they won't be prioritized until you officially announce them. Even though the bug was fixed on the already released characters, probably not the ones that aren't since they might still be present without you knowing. I better check it more clearly when testing so I don't miss that again.

I guess I thought of a suggestion for another Nitroplus Blasterz character: either Saber or Homura, mainly the latter for the fact that you probably know Senran Kagura more than Fate.
Just so you know, OHMSBY is already planning a Nitroplus Blasterz character and she's been in the poll way before he decided to do things in his own schedule. Which is Mora, but I have no clue when he'll get to her.

That requires the use of the "zoom" state controller, which only works in Mugen 1.1. I want Hyde to be compatible with both 1.0 and 1.1 just like the rest of my characters.
And that's what I like about your characters. No reason to force a 1.1 requirement unless the character themselves utilize it's features.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: Resentone on February 15, 2021, 10:59:58 AM
I just finished making the Japanese voice patch for Hyde~
Here's the link: http://www.mediafire.com/file/koi19lpsiarblob/HydeJPN.rar/file
Video Preview:
Spoiler, click to toggle visibilty

Let me know if there's any mistakes, I'm planning to make more patches in the future when new characters got released (especially BBTAG and UNICLR Characters)~
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: Uzuki Shimamura on February 15, 2021, 01:57:48 PM
I just finished making the Japanese voice patch for Hyde~
Here's the link: http://www.mediafire.com/file/koi19lpsiarblob/HydeJPN.rar/file
Video Preview:
Spoiler, click to toggle visibilty

Let me know if there's any mistakes, I'm planning to make more patches in the future when new characters got released (especially BBTAG and UNICLR Characters)~


Wow that was fast.

Oh and I have a small feedback for your Hyde's JP voice:
At index "181,2", his sound is English instead of Japanese.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: Ichida on February 15, 2021, 02:36:15 PM
I made some custom palettes for Hyde.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: sergioprft on February 16, 2021, 12:00:58 AM
It's time to say goodbye for Websta Hyde~

Eh, i doubt i'll drop Websta's completely.
It's still pretty good.
Though OHSMBY's is also really good.
Haven't noticed any issues with him so far.

Looking forward to Thief Arthur. ^w^

By the way, i know this is off topic from Hyde & Thief Arthur,
but would anybody be interested in a SND patch for OHSMBY's Kirby
that adds extra victory/KO jingles & such from across the series' history?

l would love to!
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: DauntlessMonk7 on February 16, 2021, 01:48:23 AM
It's time to say goodbye for Websta Hyde~

By the way, i know this is off topic from Hyde & Thief Arthur,
but would anybody be interested in a SND patch for OHSMBY's Kirby
that adds extra victory/KO jingles & such from across the series' history?

l would love to!

Ah, sweet! ^w^
Is there anything specific you would like me to add?
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: Kamui_Kanjai on February 16, 2021, 05:16:57 AM
I already adapted the Japanese voices of Akatsuki,
can now be downloaded.
https://1drv.ms/u/s!Ai3CGGx1QpOn8QnczCbX8D1rwer-?e=hqIclM
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: TurnPile on February 16, 2021, 05:27:04 AM
OK, back to the Touhou character idea. It appears that if we're going with official, Tenshi (ironically) is the only one with sprites that show them standing.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: Uzuki Shimamura on February 16, 2021, 07:09:22 AM
I already adapted the Japanese voices of Akatsuki,
can now be downloaded.
https://1drv.ms/u/s!Ai3CGGx1QpOn8QnczCbX8D1rwer-?e=hqIclM

I'm sorry to say that, I'm the one who made and updated Akatsuki's JP voice first.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: Resentone on February 16, 2021, 07:57:49 AM
At index "181,2", his sound is English instead of Japanese.

Fixed.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: sergioprft on February 16, 2021, 02:11:48 PM
It's time to say goodbye for Websta Hyde~

By the way, i know this is off topic from Hyde & Thief Arthur,
but would anybody be interested in a SND patch for OHSMBY's Kirby
that adds extra victory/KO jingles & such from across the series' history?

l would love to!

Ah, sweet! ^w^
Is there anything specific you would like me to add?

Nope, the extra victory/KO jingles stuff is good enough for me.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: 【MFG】gui0007 on February 17, 2021, 12:29:06 AM


He's so damn great to play. Such amazing work on this one OHMSBY.

Also, little feedback. And yes, tested with the updated version.
- If Hyde finishes the opponent with Pale Bringer Arose, he can moves during his winpose.
Kinda the same problem he had before with his Astral Heat.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/14/21)
Post by: DauntlessMonk7 on February 17, 2021, 04:20:18 AM
Nope, the extra victory/KO jingles stuff is good enough for me.

Alright, sounds good.
Now i just need to separate the sound clips & amplify them in Audacity,
hopefully without FF3 crashing 100 times. =/
Title: Re: [OHMSBY Thread]: Hyde Updated (02/16/21)
Post by: OHMSBY on February 17, 2021, 04:38:29 AM
Also, little feedback. And yes, tested with the updated version.
- If Hyde finishes the opponent with Pale Bringer Arose, he can moves during his winpose.
Kinda the same problem he had before with his Astral Heat.

Fixed. Go ahead and redownload him.

Quote
Hyde
-Fixed an error where Hyde could move during his win pose after KO'ing the opponent with Pale Bringer.

Title: Re: [OHMSBY Thread]: Hyde Updated (02/16/21)
Post by: DauntlessMonk7 on February 17, 2021, 05:41:14 AM
Fixed. Go ahead and redownload him.

Will do. Thank you for the update. ^w^

By the way, OHMSBY-
and i don't really consider this to be an issue with the character in the slightest-
But i was kind of wondering why Mai's 5C overhead is different from what it is in Cross Tag.
Title: Re: [OHMSBY Thread]: Hyde Updated (02/16/21)
Post by: Ichida on February 23, 2021, 04:39:27 PM
I just did a small experiment on Adachi.
Since we already got guard cancel, I think It would be cool if we could have the reject system applied too. This cancel is pretty self-explainatory: simply pushing the enemy away without hurting them. I think somehow this could be useful in some cases in combat.

[ https://streamable.com/xiwll7 ]
Title: Re: [OHMSBY Thread]: Hyde Updated (02/16/21)
Post by: DauntlessMonk7 on February 23, 2021, 05:48:48 PM
I just did a small experiment on Adachi.
Since we already got guard cancel, I think It would be cool if we could have the reject system applied too. This cancel is pretty self-explainatory: simply pushing the enemy away without hurting them. I think somehow this could be useful in some cases in combat.
[ https://streamable.com/xiwll7 ]

Oh, that's really cool, Ichida!
And yeah, i think that would be cool to have,
especially since Cross Tag itself has push block (reject guard).
Title: Re: [OHMSBY Thread]: Hyde Updated (02/16/21)
Post by: ArcBeast on February 24, 2021, 03:18:05 PM
Anyway, I also made my own customize palettes

Naoto Kurogane
(https://i.imgur.com/vjtfTZF.png)

Childe Tartaglia
(https://i.imgur.com/ZMyFQ6D.png)

Leafa
(https://i.imgur.com/kdxUXzD.png)
Title: Re: [OHMSBY Thread]: Hyde Updated (02/16/21) 7 Characters Updated (2/28/21)
Post by: OHMSBY on February 28, 2021, 07:56:01 PM
7 Characters have been updated with some adjustments to their reversals.

Quote
Iori and Nanase
-Effects for reversal moves are now bound to the character's horizontal position
-Cornerpush and Trajectory adjustments for reversal moves
Yang, Mika,  Kokonoe, Yu, and Susano'o
-Cornerpush and Trajectory adjustments for reversal moves



i was kind of wondering why Mai's 5C overhead is different from what it is in Cross Tag.

It's mostly due to an issue with MUGEN's playerpush. If there is a blue hitbox present, but not covering the character's width, then the opponent will start to jitter when they push them, which can also lead to them phasing through the character sometimes. In Mai's original 5C, the blue hitbox is above the width, which causes the aforementioned issue.

Since we already got guard cancel, I think It would be cool if we could have the reject system applied too. This cancel is pretty self-explainatory: simply pushing the enemy away without hurting them. I think somehow this could be useful in some cases in combat.

I think having access to both Dead Angle Attack and Reject Guard at once would be a bit much, but having a config option that lets you choose between the two could work.



Title: Re: [OHMSBY Thread]: Hyde Updated (02/16/21) 7 Characters Updated (2/28/21)
Post by: ParadoxPunk on March 01, 2021, 03:53:19 AM
Hello~ By any chance you can update Misaka Mikoto's sprites? For the longest time I've noticed there's a missing patch of colors around her loose socks. Is it possible to spriteswap the current sprites with S.Y.'s Misaka Mikoto? I would love to see that happen so I can make custom palettes for this character in the near future.

(https://i.imgur.com/vGoPAPq.png)
Title: Re: [OHMSBY Thread]: Thief Arthur Released + 7 Characters Updated 3/07/21)
Post by: OHMSBY on March 07, 2021, 09:49:52 PM
Thief Arthur has been released.

This makes the second MA:AB character that I worked on, that is on unless you count Iori as an MA:AB character.

(http://i.imgur.com/JTAPwyF.jpg)

Spoiler: More Screenshots (click to see content)

Get Thief Arthur here:
https://drive.google.com/file/d/1QbtJXWhBHwRS80v-vJhzc_cwAwFk_-tY/view?usp=sharing (https://drive.google.com/file/d/1QbtJXWhBHwRS80v-vJhzc_cwAwFk_-tY/view?usp=sharing)

7 other Characters have also been updated:
Quote
Shantae
-Hitsparks emitted from storm puff are now positioned according to the opponent's Y position
-Changed layering of shockwave on Opponent after being hit by jC
Isaac
-Changed the layering of the wall bounce effect for Brimstone and Devil's Advent
Bisclavret
-Changed the effects that play during the first and second wall bounces after hitting the opponent with Strong Hammer
-Fixed an error where Bisclavret was still controllable during the first frame of the astral heat winpose
Kuroko
-Fixed an error where the envshake plays more than once after hitting the opponent with 5C or jC
-Fixed an error where Kuroko was still controllable during the first frame of the astral heat winpose
Wagner, Heart and Nanase
-Fixed an error where the character was still controllable during the first frame of the astral heat winpose

Spoiler: And my next character is... (click to see content)

Have fun.



Hello~ By any chance you can update Misaka Mikoto's sprites?

This will need to be done in a later update, going through each and every sprite to fix up some coloring is going to take quite some time.

Title: Re: [OHMSBY Thread]: Thief Arthur Released + 7 Characters Updated 3/07/21)
Post by: Gladiacloud on March 07, 2021, 10:32:48 PM
Awesome work!

Your Lambda-11 will have a different moveset than Nu-13?
Title: Re: [OHMSBY Thread]: Thief Arthur Released + 7 Characters Updated 3/07/21)
Post by: Ichida on March 08, 2021, 05:46:51 AM
I have a little feedback is that Thief Arthur can perform dashes on her 2nd jump.
Title: Re: [OHMSBY Thread]: Thief Arthur Released + 7 Characters Updated 3/07/21)
Post by: waspennator on March 08, 2021, 05:51:57 AM
Good stuff, though I notice that her "Catch and Barrage" super seems to vary in effectiveness depending on the character.

Most times it works normally, but sometimes a few characters seem to fall out halfway through (Dunno if it's cause of Arthur or the characters i'm using), I also tested it out with Jesuszilla's POTS style Felicia and all the daggers just grazed passed her without hitting.
Title: Re: [OHMSBY Thread]: Thief Arthur Updated (3/8/21) 7 Characters Updated (3/7/21)
Post by: OHMSBY on March 08, 2021, 07:19:16 AM
Good stuff, though I notice that her "Catch and Barrage" super seems to vary in effectiveness depending on the character.

Most times it works normally, but sometimes a few characters seem to fall out halfway through (Dunno if it's cause of Arthur or the characters i'm using), I also tested it out with Jesuszilla's POTS style Felicia and all the daggers just grazed passed her without hitting.

Fixed.

Quote
Thief Arthur
-Fixed an error where Catch and Barrage Daggers whiff on certain characters



I have a little feedback is that Thief Arthur can perform dashes on her 2nd jump.

That's how it works in the source. Thief Arthur has access to a second air dash that can be used after either double jumping or air dashing from the first jump.

Your Lambda-11 will have a different moveset than Nu-13?

Yes.
Title: Re: [OHMSBY Thread]: Thief Arthur Updated (3/8/21) 7 Characters Updated (3/7/21)
Post by: extravagant on March 08, 2021, 09:16:00 AM
Are you considering making a Noel Vermillion (Chrono Phantasm) in the future? To date, there's no good Noel's out there.
Title: Re: [OHMSBY Thread]: Thief Arthur Updated (3/8/21) 7 Characters Updated (3/7/21)
Post by: GaziraAgain on March 08, 2021, 10:15:16 AM
Amazing character like always and waiting your Lambda for the next month! Thank you for continue working with this great characters.
Title: Re: [OHMSBY Thread]: Thief Arthur Updated (3/8/21) 7 Characters Updated (3/7/21)
Post by: ArcBeast on March 10, 2021, 01:03:17 AM
Oh, yes! Lambda is next! another Blazblue waifu!
Title: Re: [OHMSBY Thread]: Thief Arthur Updated (3/8/21) 7 Characters Updated (3/7/21)
Post by: 【MFG】gui0007 on March 11, 2021, 02:38:16 AM


Glad to see Thief Arthur as a MUGEN character at last.
Didn't found any major issue for now. OHMSBY, you nailed it again.
Title: Re: [OHMSBY Thread]: Thief Arthur Updated (3/8/21) 7 Characters Updated (3/7/21)
Post by: Uzuki Shimamura on March 14, 2021, 02:09:27 PM
So Blitztank's AI can burst out of Taiga's super. (Kohaku's Taiga)
I tried it with player controls (by mashing Y+Z) and it can't burst out.
https://streamable.com/ipdpxn
Title: Re: [OHMSBY Thread]: Thief Arthur, Kokonoe, and Blitztank Updated (3/14/21)
Post by: OHMSBY on March 14, 2021, 05:39:14 PM
As it turned out, the AI command was missing a couple of triggers that would prevent that from happening. It's fixed now.

And while I'm at it, Thief and Kokonoe have also gotten quick updates.

Quote
Blitztank
-Fixed an error where the AI could burst out of certain supers
Thief Arthur
-Increased 5C's hitstun decay
Kokonoe
-Added special intro against Lambda-11
Title: Re: [OHMSBY Thread]: Thief Arthur, Kokonoe, and Blitztank Updated (3/14/21)
Post by: GF202020 on March 15, 2021, 10:19:20 PM
Quote
Thief Arthur
-Increased 5C's hitstun decay

I abused it too much, huh?

(https://i.imgur.com/iGSSmOl.png)

Title: Re: [OHMSBY Thread]: Thief Arthur, Kokonoe, and Blitztank Updated (3/14/21)
Post by: OHMSBY on March 16, 2021, 06:32:30 AM
At first I thought the 5C loop wasn't too big of a deal since it builds up the incremental cornerpush, but then I figured that it would be much more of a problem on wider stages where Thief could do a lot more loops before getting to the corner.

The loop can still be done a couple of times in a combo, you'll just need to follow up with a well timed 4A after the second 5C.
Title: Re: [OHMSBY Thread]: Thief Arthur, Kokonoe, and Blitztank Updated (3/14/21)
Post by: Ichida on March 18, 2021, 11:35:47 AM
I made some custom palettes for Adachi.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Thief Arthur, Kokonoe, and Blitztank Updated (3/14/21)
Post by: extravagant on March 18, 2021, 09:16:29 PM
Hey OHMSBY, some of my players use your chars and they are successfully connecting the "Super Dramatic Finishers" for Mai and Yumi, but it's not KO'ing the opponent when their life is finished. It works fine in MUGEN I think, but IKEMEN GO it doesn't KO opponent. Any ideas?

edit: yang,hyde,mai, and yumi......their astrals are the ones that don't kill

https://www.youtube.com/watch?v=2dHHqIcwb08
Title: Re: [OHMSBY Thread]: Thief Arthur + 7 Characters Updated (3/18/21)
Post by: OHMSBY on March 19, 2021, 03:46:34 AM
The Astral Heats work as they are supposed to in MUGEN and IKEMEN Plus, However it seems that IKEMEN GO can only read a certain amount of digits in state controller values. Whenever there are more digits than what GO can read, it starts to omit digits from left to right.

The Astral Heats in question use a targetlifeadd state controller with a value of -99999999999. Because of IKEMEN GO's limit, the negative was omitted, resulting in the Astral Heats healing the opponent instead of KOing them.

I have updated the characters you mentioned as well as a few others who turned out to also be affected by this, but this is probably something that should be reported here (https://mugenguild.com/forum/topics/ikemen-go-bug-reports-and-know-bugs-187803.0.html), as it most likely effects more characters other than my own.



8 Characters have been updated:
Quote
Yu Narukami
-Fixed an error where Yu couldn't rapid cancel after a successful Cross Slash
-Fixed an error where the Astral Heat heals the opponent in Ikemen GO
Yang, Mai, Yumi, Akatsuiki, Hyde, Jin, and Thief Arthur
-Fixed an error where the Astral Heat heals the opponent in Ikemen GO

If you don't use IKEMEN GO, then you really only need to redownload Yu.
Title: Re: [OHMSBY Thread]: Thief Arthur + 7 Characters Updated (3/18/21)
Post by: waspennator on March 19, 2021, 04:36:59 AM
Oh yeah, speaking of that, I think I remembered testing out some more of your characters and having that occur too. Mostly happened with Bisclavret, Es, Tager, Susanoo, Blitztank, Saya, Heart, Isaac, Faust, Shantae, Nanase, Yukiko, and Charlotte.

The rest of your characters I tested in Ikemen GO either worked as expected or were already patched for it.
Title: Re: [OHMSBY Thread]: Thief Arthur + 7 Characters Updated (3/18/21)
Post by: TurnPile on March 19, 2021, 06:00:25 AM
Oh yeah, speaking of that, I think I remembered testing out some more of your characters and having that occur too. Mostly happened with Bisclavret, Es, Tager, Susanoo, Blitztank, Saya, Heart, Isaac, Faust, Shantae, Nanase, Yukiko, and Charlotte.

The rest of your characters I tested in Ikemen GO either worked as expected or were already patched for it.
Blame IKEMAN Go, not his characters for this.
Title: Re: [OHMSBY Thread]: Thief Arthur + 7 Characters Updated (3/18/21)
Post by: XANDERAC on March 20, 2021, 01:14:04 AM
I don't usually bring up specific glitches on my end because they're normally Ikemen Go related, but it's nice you're going above and beyond trying to fix errors even on that engine. Normally I don't experience any really bad issues with your characters but Thief Arthur is the one that seems to some weird Ikemen Go specific issues. I tried this in my older and more current version of Ikemen, but she works fine in a mugenhook modded version of Mugen 1.1, she's a lot of fun, and I've enjoyed using her outside of Ikemen Go quite a bit.

Her special randomly glitches and does this weird thing where the second part of the attack doesn't link and the opponent gets stuck facing the wrong direction.
Spoiler, click to toggle visibilty
Her super just does this sometimes and has her endlessly spinning.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Thief Arthur + 7 Characters Updated (3/18/21)
Post by: extravagant on March 20, 2021, 02:03:11 AM
^ it looks like the glitches above can be fixed with a simple coding adjustment, but only OHMSBY would know I believe since he knows his own creations best.

also, thank you OHMSBY for fixing the glitches so quickly like that, which was brought to my surprise with much joy. The players in my server are happy they can do their Super Dramatic Finishers now without worrying about glitches.

I do not think it is a bad idea to mention IKEMEN GO related issues at this point, and I encourage that it's a great idea to at least mention it modestly here or there if there are some fundamental glitches or something. Why? Well, for one example, I actually have a tournament tomorrow with many human players (no AI) and we were looking to make sure things are running smooth. So, just thinking about the player's perspectives and in respect, think about how people would feel if they were in an important match and something that is supposed to work, isn't working. So that's just my two cents. He has people who use his chars in the IKEMEN GO online community, which is a huge compliment!

Anyways, I hope OHMSBY will consider making a Noelle Vermillion (CP) sometime. A good one in Mugen is nonexistent across all releases.
Title: Re: [OHMSBY Thread]: 13 Characters Updated for IKEMEN GO Compatability (3/20/21)
Post by: OHMSBY on March 20, 2021, 05:37:37 PM
13 more characters have been updated for IKEMEN GO compatibility:

Quote
Es, Tager, Susanoo, Blitztank, Saya, Heart, Isaac, Faust, Shantae, Yukiko, Nanase, Bisclavret, and Charlotte
-Fixed an error where the Astral Heat heals the opponent in Ikemen GO




Which version of IKEMEN GO are you using? I'm using the latest release (Version 0.96.1) and used both of these moves several times, and these bugs never occurred for me. I've even tried messing around with any config setting that I thought might lead to this and still nothing.

Either try redownloading Thief or redownloading the latest release of IKEMEN GO. If you're still having this problem, let me know.

Title: Re: [OHMSBY Thread]: 13 Characters Updated for IKEMEN GO Compatability (3/20/21)
Post by: XANDERAC on March 21, 2021, 03:25:11 AM
Tested V0.95 and V0.96 as that was the most current version I had, with the most current version of the character, but the same issue happened in both, I will try with 0.96.1, but I'm not sure if it has to do with me setting custom zoom min/max settings, add004 related issues or what. I do appreciate the help, and I'll report if anything similar continues after I update over.


Update:
I think it's just triggered by add004, I downloaded a clean new version of Ikemen Go from the repository, as well as whatever latest version of add004 is there as well, tried her without installing add004 and she worked fine, and after installing add004 she goes back to the same glitch where the special/super glitch out and I'm not sure why. I didn't modify the zoom values or anything. One last note the training KFM that's included seems to work fine but as soon as it's any other character the glitch happens again. I wouldn't worry too much about this if it's for this specific instance but I figured I would at least include my findings
Title: Re: [OHMSBY Thread]: Thief Arthur Quick Update (3/21/21)
Post by: OHMSBY on March 22, 2021, 04:07:21 AM
I figured out what the problem was.

As it turns out, the bug only occurs in Tag mode, which is why it wasn't occurring with training. Thief uses p2dist to determine the velocity at which she travels back to the ground after hopping off the opponent's head. Despite what the name implies, it seems that p2dist actually reads the distance of the other opponents on the team as well, regardless of whether they are active or not, which messes with the calculation.

I have updated Thief to use a calculation that reads the distance between her and her current target instead of p2, and both moves now work as intended in any mode.

Quote
Thief Arthur
-Fixed an error where Hold Trick and Sniping Temptest would have Thief flung far into the air while in Ikemen GO's Tag mode
Title: Re: [OHMSBY Thread]: Thief Arthur Quick Update (3/21/21)
Post by: XANDERAC on March 23, 2021, 05:26:57 PM
Thank you! I didn't think you had to but I appreciate fixing the issue, she works fine now!
Title: Re: [OHMSBY Thread]: Thief Arthur Quick Update (3/21/21)
Post by: Vocalnoid on March 23, 2021, 11:40:13 PM
I may have remember in Guilty Gear XXACC+R where completing any characters story they would be rewarded with an EX version of their moveset which has few differences such as overdrives, special moves, and other special gimmicks.
(kinda like how KOF does it).

That could be an interesting update or addon for your chars in the further future, of course it might require more additional sprites, sounds, and possibly some other adjustments, but I just thought it would be a neat idea as an extra for a few of your fighters.
Title: Re: [OHMSBY Thread]: Thief Arthur Quick Update (3/21/21)
Post by: GF202020 on March 24, 2021, 01:18:02 AM
OHMSBY, you know how Thief Arthur's Elemental attacks in both MAAB and SNK Heroines gave her back some life kinda like Ragna? (her C attacks in your version, her Daggers and Whirlwind)

Is there any chance you could try to replicate those effects for your version?
Title: Re: [OHMSBY Thread]: Thief Arthur Quick Update (3/21/21)
Post by: OHMSBY on March 26, 2021, 03:13:49 AM

This kind of goes back to an old idea that I had for working on a Shadow Yu that is based on pre-2.0 Yu along with some other differences, and possibly making shadow variants of other characters as well. Of course, if I do decide to do this, the shadow variants would be separate characters.


Oh yeah, it can definitely be done, and I will most likely be adding this in her next update. Although, I'll probably have to add the damage overtime effect to Bisclavret's fire based attacks as well for the sake of consistency.


Title: Re: [OHMSBY Thread]: Thief Arthur Quick Update (3/21/21)
Post by: Resentone on March 27, 2021, 09:45:05 AM
Found a bug on Hyde, there's something weird going on with his burst that affect the AI and the Player controlled character, you should check the videos and you'll see what I mean. I also Tested with a Fresh Hyde Download from your site and the same thing happens. I'm using MUGEN 1.1 if that helps
https://streamable.com/f6s5qm
https://streamable.com/wk9q15
https://streamable.com/9k9gur
Title: Re: [OHMSBY Thread]: Hyde Quick Update (3/27/21)
Post by: OHMSBY on March 27, 2021, 05:30:31 PM
Got it fixed. Go ahead and Redownload him.

Quote
Hyde
-Fixed an error where the engine would always read Hyde as being in an attack state whenever he is in Ultra Burst

Also I've reuploaded my other recently updated characters just in case. So if you run into this same bug with a different character, try redownloading them as well.

Title: Re: [OHMSBY Thread]: Lambda-11 Released (3/28/21)
Post by: OHMSBY on March 28, 2021, 10:12:38 PM
Lambda-11 has been released.

Just like in Central Fiction, she plays quite differently from Nu, despite looking similar.

(http://i.imgur.com/wWAUMGI.jpg)

Spoiler: More Screen Shots (click to see content)

Get Lambda here:
https://drive.google.com/file/d/1Hdq4xZ0QWJQB_vaw3hs2c4w7sLQY69mS/view?usp=sharing (https://drive.google.com/file/d/1Hdq4xZ0QWJQB_vaw3hs2c4w7sLQY69mS/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Lambda-11 Released (3/28/21)
Post by: Vocalnoid on March 28, 2021, 10:48:21 PM
(https://i.imgur.com/b7qou8D.png)
quick bug I just found for Lambdas Legacy Edge, which causes to display animelm trigger errors during the move. (both 1.0 and 1.1)
Title: Re: [OHMSBY Thread]: Lambda-11 Released (3/28/21)
Post by: Handmaiden of the Seascape on March 28, 2021, 10:52:55 PM
I'm so gonna make a JP voicepatch for Mitsuru.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: OHMSBY on March 29, 2021, 04:10:19 AM
Legacy Edge's debug error has been fixed.

Quote
Lambda-11
-Fixed an error where Legacy Edge would generate debug flood
-Fixed "sound does not exist" debug error in IKEMEN GO
-Fixed an error where Lambda has control during her astral heat
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: waspennator on March 29, 2021, 04:37:17 AM
Testing her out in Ikemen GO, noticing some more debug floods again. performing any of her full normal combos (Standing A,B,C) seems to cause messages to pop up about sound 500.0 not existing. B and C only produce 1 debug message popup, while using her A ground normal spawns a bunch of them. Aside from that, the rest of her moves, supers, and grabs don't seem to cause any extra debug floods.
(https://i.imgur.com/JIEIqgn.png)
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: OHMSBY on March 29, 2021, 05:29:00 AM
Got it fixed.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: Ichida on March 29, 2021, 05:45:32 AM
Lambda-11 can cancel her Astral Heat by any normal moves.
https://streamable.com/2qfsz3
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: waspennator on March 29, 2021, 05:52:08 AM
Standing normals look fixed to me, also, sorry for one extra reply, but I noticed three more debug messages, one with her dodge move, "state 160: Sound 161.2 does not exist", one with her crouching a normal "State 400: Sound 200.3 does not exist" and one with her forward and back air dash, "State 102/103: Sound 1013.0 does not exist"
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: OHMSBY on March 29, 2021, 06:31:09 AM
Astral Heat and "Sound Does Not Exist" issues have been fixed.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: waspennator on March 29, 2021, 10:42:11 PM
Question, would it be alright if I private messaged you about more IKEMEN Go stuff I noticed? Figured i'd start going through all your characters and if I posted the stuff i've found so far here, it would clog up the thread.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: OHMSBY on March 30, 2021, 12:53:33 AM
Yeah, that's fine.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: lunalucard55 on March 30, 2021, 01:25:12 AM
your characters are really awesome thank you very much my friend.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: 【MFG】gui0007 on March 30, 2021, 06:39:57 AM


Finally we have a great and most importantly a playable Lambda for MUGEN. You did well OHMSBY.

Surely Mitsuru will be good. :)
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: PuraknaMonu on March 30, 2021, 08:29:54 AM
Hello, I have a question, could you put the codes that you changed to some of your characters for compatibility with IKEMEN GO or is it only good to copy the same codes and replace them by myself to the characters that you did not modify them?
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: OHMSBY on March 31, 2021, 07:12:51 AM
I will be getting around to making more of my characters fully compatible with IKEMEN GO.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: Uzuki Shimamura on March 31, 2021, 08:53:38 AM
Just wondering, does Mitsuru have special intros vs your other Persona 4 characters?
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: Rubysamaラヸト on April 01, 2021, 05:38:47 AM
ALL OF YOUR WORK IS AMAZING! I'm waiting for all of the BBCTB characters to be covered.
Title: Re: [OHMSBY Thread]: Lambda-11 Updated (3/28/21)
Post by: OHMSBY on April 01, 2021, 06:59:24 AM
Just wondering, does Mitsuru have special intros vs your other Persona 4 characters?

Not with any of the Persona characters that I have released so far.
Title: Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)
Post by: OHMSBY on April 04, 2021, 09:43:32 PM
With help from waspennator, I was able to fix more IKEMEN GO related bugs among all of my characters to make them fully compatible with the engine.

3 of the characters have received more substantial updates outside of the IKEMEN GO bug fixes. Notably, Thief Arthur and Bisclavret now have their elemental on hit effects from MA:AB.

Quote
Thief Arthur
-Thief's wind based attacks (5C, 2C, jC, 5AAAA, Whirlwind, and Twin Daggers) now create particles on hit that home into thief and heal her
-The opponent now flashes green whenever they are hit by any of Thief's wind based attacks
-Fixed "sound does not exist" debug errors in IKEMEN GO
Bisclavret
-Bisclavret's Fire Based Attacks (5BB, jC, Home Run Swing, and Angry Earth) now apply a non lethal damage over time effect on hit. The effect goes away when the opponent recovers.
-Hungry Time can now be Tiger Knee'd
-Fixed "sound does not exist" debug errors in IKEMEN GO
Jin Kisaragi
-Added special intro against Mitsuru Kirijo
-Fixed "sound does not exist" debug errors in IKEMEN GO
Yukiko Amagi
-Fixed "sound does not exist" debug errors in IKEMEN GO
-Fixed an error where Full Bloom Heals instead of kills in IKEMEN GO
Everyone else
-Fixed "sound does not exist" debug errors in IKEMEN GO
-Fixed visual bugs that occur during Ultra Burst in IKEMEN GO

If you don't use IKEMEN GO, then you really only need to redownload Thief, Bisclavret, and Jin.

For those who do, you may download all of my characters at once here:
https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)

You'll just need to click "Download All" at the top right. If you're signed into a Google account, you'll need to click the drop down arrow next to "MUGEN", then click download.
Title: Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)
Post by: Resentone on April 05, 2021, 01:54:28 AM
JP Voice Patch for Jin has been updated.

Redownload it here: https://www.mediafire.com/file/w4phj85tvvzinyd/JinJPN.rar/file

Quote
Jin Kisaragi
-Added japanese intro voice for Mitsuru Kirijo and Ky Kiske
Title: Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)
Post by: XANDERAC on April 05, 2021, 02:14:45 AM
That's amazing to hear about this update, really appreciate it as a Ikemen Go user myself, thank you for all the hard work updating everyone
Title: Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)
Post by: OHMSBY on April 05, 2021, 02:58:44 AM
As it turned out, the newly added Elemental effect introduced a debug error for Bisclavret which lead to Debug flood whenever Angry Earth was used. This has been fixed and Bisclavret has been reuploaded.

Also, some more IKEMEN GO related bugs have been found and fixed for the Following characters:

Akatsuki, Charlotte, Hyde, Misaka, Quote, Robo Weiss, Saya, Tager, Thief Arthur, Waldstein, and Yukiko.



thank you for all the hard work updating everyone

No problem.
Title: Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)
Post by: ZolidSone on April 05, 2021, 05:19:28 AM
When Nep Heart's Nitori came out, I was thinking that Kirby could use another compatibility update to his copy abilities. This time, it's mostly on non-Japanese characters (Which I didn't focus on previously), some for specific authors (Dcat Power and RoySquadRocks) and alternative spellings on certain character names just in case someone made them using those instead:

To add:
Nitori_THIZ: "Nitori Kawashiro"
"lilith" && authorname = "ZSM": "Lilith" && authorname = "Nep Heart"
Shantae: "Shantae the Half-Genie" (I forgot another one existed before yours based on sprites from Pirate's Curse)
Sonic: "Sonic Mania"
Suika_RP: "Retro Suika"
Mario: "Mario Mario"
Krang: "DcatKrang"
Leonardo: "DcatLeonardo"
Donatello: "DcatDonatello"
Michelangelo: "DcatMichelangelo"
Raphael: "DcatRaphael"
Shredder: "DcatShredder"
Haohmaru: "Rasetsumaru"
Cell: "Insect Cell"
Dr. Doom: "Dr.Doom"
M. Bison: "M.Bison"
Mizuchi: "Orochi"
R. Mika: "cvsmika"
Mildred: "Mildred_Avallone"
Samus: "Dark Samus"
Mr. Game and Watch: "Mr. Game & Watch"
Aegis: "Aigis"
Teddie: "Kuma"
Neo Politan: "Neopolitan"

Typo:
Yoskue Hanamura: "Yosuke Hanamura"

And one character since I noticed he's not on there:
-Zero: "Maverick Hunter Zero" "ZeroMVC" (Sword)

And a few bugs which I missed:
-He doesn't flash while fully charged when using Force Blast.
-He can constantly spam Vacuum Grab once the opponent air recovers as it's unblockable (It should work similarly to dash grab where the opponent simply falls down to the ground after the 2nd one).
Title: Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)
Post by: waspennator on April 05, 2021, 05:46:38 AM
If your gonna add some extra character compatibility for Kirby, I got an extra suggestion for a character glancing through my roster again.

Mirror
trigger31 = p2name = "Prisman"
Title: Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)
Post by: Uzuki Shimamura on April 05, 2021, 06:55:40 AM
Mind if you include some copy compatibility for Yugusic's GBF characters?

Here it is:

Sword
Octor:  "Octor_GF"
Djeeta: "Djeeta_GF"
Uzuki Shimamura: "Uzuki_Shimamura_GF" & "Uzuki_Shimamura_SB"
Title: Re: [OHMSBY Thread]: Kirby updated + 8 IKEMEN GO updates (4/05/21)
Post by: OHMSBY on April 06, 2021, 06:21:52 AM
Kirby has been updated with some more Copy Compatability for the characters that the 3 of you listed as well as his Vacuum Grab and Running Grab being reworked. Also, some more IKEMEN GO debug errors have been found among some characters and have been fixed.

Quote
Kirby
-Adjusted the last hit of Running Grab and Vacuum Grab's launch trajectory
-Increased cornerpush on the last hit of Running Grab and Vacuum Grab
-Lengthened cooldown period after a successful Running Grab or Vacuum Grab
-The last hit of Running Grab and Vacuum Grab can now be canceled into Megaphone or Wish Upon a Galaxy
-When charging Force Break, Kirby will continue to flash while fully charged
-All aerial specials and supers can now be Tiger Knee'd
-After using the air version of Hammer Bash, Kirby now regains control 10 frames sooner
-Added more characters and variants to the Copy Ability list and corrected a few typos

Gordeau, Iori, Kokonoe, Kuroko, Nanase, Quote, Tager and Wagner
-Fixed more "sound does not exist" debug errors in IKEMEN GO
Title: Re: [OHMSBY Thread]: Kirby updated + 8 IKEMEN GO updates (4/05/21)
Post by: sergioprft on April 06, 2021, 06:40:37 PM
l also have 1 copy compatability suggestion and it's a special one.

l thought it would be pretty cool lf MissingNo (any version, like TheNone's version) gives Kirby a random ability rather than just one specific ability.

Title: Re: [OHMSBY Thread]: Kirby updated + 8 IKEMEN GO updates (4/05/21)
Post by: waspennator on April 06, 2021, 11:42:56 PM
Not IKEMEN Go related, but I also played around with Robo Weiss lately and i'm unsure if it was intentional or not that you can't rapid cancel out of Gletscherstrom.
Title: Re: [OHMSBY Thread]: Kirby updated + 8 IKEMEN GO updates (4/05/21)
Post by: DauntlessMonk7 on April 07, 2021, 02:12:30 AM
l also have 1 copy compatibility suggestion and it's a special one.
l thought it would be pretty cool lf MissingNo (any version, like TheNone's version) gives Kirby a random ability rather than just one specific ability.

That sounds like a cool idea.
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: OHMSBY on April 08, 2021, 03:37:21 AM
More Updates.

Quote
Robo-Weiss
-Gletscherstrom is now Rapid Cancelable
Adachi, Blitztank, Charlotte, Iori, Isaac and Quote
-Fixed more "sound does not exist" debug errors in IKEMEN GO




I think having that in would be kind of redundant since Kirby can spend meter to gain a random copy ability on his own.

Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: ArcBeast on April 09, 2021, 01:12:53 AM
Just a reminder for the author who's making JP dub Kokonoe, her JP voice is not show up whenever she has special interaction with Lambda 11.
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: Good_Wall533 on April 09, 2021, 02:22:58 AM
Just a reminder for the author who's making JP dub Kokonoe, her JP voice is not show up whenever she has special interaction with Lambda 11.

I've noticed it. Thanks for the heads up. I haven't updated it because i was busy with things IRL and also I forgot. But I will update it soon though.
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: Uzuki Shimamura on April 10, 2021, 02:59:29 PM
Hello again, i've made a new (and 6th) JP voice patch, Today it's Mika Returna.

She's one of your oldest characters that don't have JP voice since her release, so i've made it for everyone.


Download link: https://www.mediafire.com/file/cd3zah4jghhokmw/MikaJPN.zip/file

More JP voice patch soon. ^_^
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: Good_Wall533 on April 10, 2021, 07:41:33 PM
I've updated Kokonoe's Japanese voice patch with the special intro against Lambda 11. Here's the link: https://www.mediafire.com/file/nbnr32c5a2hbtm7/KokonoeJPN.rar/file
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: OHMSBY on April 10, 2021, 08:44:58 PM
Added the links to Paulo S' JP Mika patch and Good Wall's updated JP Kokonoe to the extras section of the site.

Also, it turned out that Quote had a couple more instances of the "Sound does not exist" Debug error in IKEMEN GO, so those have been fixed and Quote has been reuploaded.
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: Uzuki Shimamura on April 11, 2021, 05:08:42 AM
Oh, and i've noticed that her sound doesn't play when you do Mika Twister, it's fixed now.
Please redownload the voice patch.
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: Uzuki Shimamura on April 18, 2021, 11:08:17 AM
I found something again, and it involves Yugusic's Uzuki.

After she deflects Hyde's Black Orbiter, he can't do it again, but Dark Lotus, Bend Sinister and EX one.

https://streamable.com/nyv7ua
Title: Re: [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21)
Post by: Darkflare on April 18, 2021, 11:52:53 AM
That looks more like an Uzuki problem than a Hyde problem.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: OHMSBY on April 18, 2021, 10:28:29 PM
Mitsuru has been released.

(http://i.imgur.com/2LhLpyc.png)

Spoiler: More Screenshots (click to see content)

Get Mitsuru Here:
https://drive.google.com/file/d/1R7iKLf_nJDVcHoptqCzhCN6zfnTAmVJ1/view?usp=sharing (https://drive.google.com/file/d/1R7iKLf_nJDVcHoptqCzhCN6zfnTAmVJ1/view?usp=sharing)

Alchemist of Atlas has also made a Japanese voice patch for Mitsuru, which you can get here:
https://mega.nz/file/SNFQRTrS#HB-ZjGEw-GbBg7XbJj6mGdxMUWBem_3EEnAlDcpTU9c (https://mega.nz/file/SNFQRTrS#HB-ZjGEw-GbBg7XbJj6mGdxMUWBem_3EEnAlDcpTU9c)

Spoiler: And my next character is... (click to see content)

Have fun.




After looking at the code for Uzuki's counter, it's hard to say whether or not its even intended to interact with projectiles in the first place. The move only has a reversal def that puts the opponent into a custom state where they are pushed back and stunned upon triggering, if a helper were to trigger this, it gets deleted instead. Also, reversaldefs do not work against non helper based projectiles, Uzuki just gets hit if she tries it. Yugusic would have to add a hitoverride to this state if he wants it to work against non helper based projectiles.

Nonetheless, I have updated Hyde with a failsafe for Black Orbiter, should he ever run into this sort of situation again.
Quote
Hyde
-Hyde can now use Black Orbiter again if the initial projectile was removed by unusual means

Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: drewski90 on April 18, 2021, 11:39:05 PM
oh yeah meta knight another kirby character
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: sergioprft on April 18, 2021, 11:42:01 PM
Will Meta Knight have his smash bros moveset or something?
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: Vocalnoid on April 18, 2021, 11:53:11 PM
Spoiler: And my next character is... (click to see content)
:downsbravo:  :flipout:  :downsbravo:
UL-TI-MATE HYYYYYYYYYPE!!!!
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: Kamui_Kanjai on April 19, 2021, 02:10:55 AM
Spoiler: Up Next... (click to see content)


The Perfect Storm for this:
https://mugenguild.com/forum/topics/ssbbhalberd-1-01-1-193011.0.html
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: SuperScratchkat on April 19, 2021, 02:56:27 AM
META KNIGHT HYYYYPE
this is such good news because the best meta knight in mugen currently (in my opinion) is in a COMPLETELY different style from the best kirby on the market (yours) so they don't really match at all in my roster... now with an official OHMSBY meta knight, the set will be completed in earnest!
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: Little Fox: Tres Truenos on April 19, 2021, 06:09:03 AM
Hey OHMSBY why does the Meta Knight have such heavy shading on its model? Is it a result of rendering the model or is an aesthetic choice? I don't think its bad, in fact it gives the Meta a really cool texture and makes him stand out among the rest of your characters. Just wondering what the process for Meta was.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Released + Hyde Quick Update (4/18/21)
Post by: Ichida on April 19, 2021, 02:06:57 PM
Mitsuru has been released.


I've been looking forward to this. Great work as always.
The only small and kinda redundant feedback I have on Mitsuru is that all of her Coup Droit have the wrong attribute flags.
Just to let you know that.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: OHMSBY on April 20, 2021, 04:43:51 AM
Mitsuru has gotten a quick updated.

Quote
Mitsuru
-Fixed an error where Coup Droit was flagged as a normal attack



Will Meta Knight have his smash bros moveset or something?

His moveset will largely be based on that of Smash Ultimate while having a few moves that he had in the main line Kirby games.

Hey OHMSBY why does the Meta Knight have such heavy shading on its model? Is it a result of rendering the model or is an aesthetic choice? I don't think its bad, in fact it gives the Meta a really cool texture and makes him stand out among the rest of your characters. Just wondering what the process for Meta was.

It was a aesthetic choice. We were going for kind of a 2.5D look similar to what you see in Blade Strangers or Dead Cells.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Little Fox: Tres Truenos on April 20, 2021, 06:44:58 AM
That's cool.  Blade Strangers had a very interesting style of converting 3D models into sprites. So what was the process of doing this? Did you guys convert Meta Knights model from the game or did yoh use a preexisting model?
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: OHMSBY on April 20, 2021, 07:13:35 AM
Basically, we took his model from smash ultimate into blender, made his textures into more solid colors and applied a shader to the model that makes him look the way he does now. After we got the model set up, we applied an animation file from smash ultimate and have Blender render that animation into an image sequence, this is repeated for each of his animations and custom animations are made when needed.

There's much more to the process than what I've explained here, but I think this the best way to sum it up.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: 【MFG】gui0007 on April 20, 2021, 10:27:36 AM


Magnificent once again OHMSBY.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Kamui_Kanjai on April 20, 2021, 02:07:15 PM
Basically, we took his model from smash ultimate into blender, made his textures into more solid colors and applied a shader to the model that makes him look the way he does now. After we got the model set up, we applied an animation file from smash ultimate and have Blender render that animation into an image sequence, this is repeated for each of his animations and custom animations are made when needed.

There's much more to the process than what I've explained here, but I think this the best way to sum it up.

then will you do the same with other characters? like for example DK?
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: ZolidSone on April 20, 2021, 02:31:26 PM
No wonder why I never seen the sprites before since it doesn't come from a 2D game nor it was taken from an already existing character. That means Meta Knight will be your first character that doesn't use resources from another author and will be from a game series usually in 3D. With the amount of characters SSBU has, a conversion is now possible and will be very exciting to see in your style. Hopefully the SFF won't be large and still be around the 50 MB range.

I look forward to see what surprises you got in the future and other 2D characters you still plan on doing from time to time.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: sergioprft on April 20, 2021, 03:03:19 PM
Basically, we took his model from smash ultimate into blender, made his textures into more solid colors and applied a shader to the model that makes him look the way he does now. After we got the model set up, we applied an animation file from smash ultimate and have Blender render that animation into an image sequence, this is repeated for each of his animations and custom animations are made when needed.

There's much more to the process than what I've explained here, but I think this the best way to sum it up.

Absolute mad lads
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Ichida on April 20, 2021, 04:09:28 PM
Basically, we took his model from smash ultimate into blender, made his textures into more solid colors and applied a shader to the model that makes him look the way he does now. After we got the model set up, we applied an animation file from smash ultimate and have Blender render that animation into an image sequence, this is repeated for each of his animations and custom animations are made when needed.

There's much more to the process than what I've explained here, but I think this the best way to sum it up.

The fact that you guarantee a new release after exact three weeks no matter how complicated the character is already amazed me. Making MUGEN characters not only time-consuming but all so requires lots of efforts and intelligence. I absolutely have no idea how can you balance your time for making characters and spending time to cool yourself down.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Solid Snivy on April 21, 2021, 12:51:23 AM
Basically, we took his model from smash ultimate into blender, made his textures into more solid colors and applied a shader to the model that makes him look the way he does now. After we got the model set up, we applied an animation file from smash ultimate and have Blender render that animation into an image sequence, this is repeated for each of his animations and custom animations are made when needed.

There's much more to the process than what I've explained here, but I think this the best way to sum it up.

Holy hell dude, that's honestly amazing. That really opens the road for some 3D characters being playable in your style if you have their models available.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: TurnPile on April 21, 2021, 06:30:52 PM
Basically, we took his model from smash ultimate into blender, made his textures into more solid colors and applied a shader to the model that makes him look the way he does now. After we got the model set up, we applied an animation file from smash ultimate and have Blender render that animation into an image sequence, this is repeated for each of his animations and custom animations are made when needed.

There's much more to the process than what I've explained here, but I think this the best way to sum it up.

Now that's cool. It's nice to see that you're now doing your own sprites, so maybe a Zelda character is possible in the near future.
On the other hand: what do you mean by "we"?
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Little Fox: Tres Truenos on April 22, 2021, 05:51:42 AM
Hey OHMSBY how do you guys make special intros between your characters and what isthe backstory behind the Jin Kisaragi vs Isaac special intro, where Isaac holding a odd looking picture, Jin being offended by it and destroying said picture.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: OHMSBY on April 22, 2021, 06:44:20 AM
On the other hand: what do you mean by "we"?

A friend of mine has been teaching me how to use Blender and has been helping me out with getting the model set up for rendering.

Hey OHMSBY how do you guys make special intros between your characters and what isthe backstory behind the Jin Kisaragi vs Isaac special intro, where Isaac holding a odd looking picture, Jin being offended by it and destroying said picture.

The ideas sort of just pop into my head as go though the voice files of each character. Some special intros are meant to be references to the source material, for instance the Quote vs. Blitztank intro is a reference to the Monster X boss fight from Cave Story, where the fight starts with Monster X charging in from behind. As for the Isaac vs. Jin intro, an earlier version of Binding of Isaac: Rebirth featured a picture of the associate producer cosplaying as Jin in the end credits:
(https://i.imgur.com/1YTcFB3.jpg)
This picture has since been removed from later versions of the game for one reason or another. The special intro is meant to be a nod to that.

Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Little Fox: Tres Truenos on April 23, 2021, 04:00:42 PM
Hey that's really OHMSBY. I like the deep dive into lore behind the characters for their intros. Its always nice when developers like you go out of their way to include neat little nods like this.
     
  Also if you don't mind me asking how do you program a special intro or a specific attack before the match starts in mugen? Like Quote walking and Blitztank coming out from behind him, Charlotte attacking Saya, or just two characters saying a line before starting like Mitsuru vs Jin.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: TurnPile on April 23, 2021, 08:34:14 PM
Hey that's really OHMSBY. I like the deep dive into lore behind the characters for their intros. Its always nice when developers like you go out of their way to include neat little nods like this.
     
  Also if you don't mind me asking how do you program a special intro or a specific attack before the match starts in mugen? Like Quote walking and Blitztank coming out from behind him, Charlotte attacking Saya, or just two characters saying a line before starting like Mitsuru vs Jin.

Well, it's actually quite simple. Set up triggers for "enemyname = what you want" and program a different intro to do that.
However, if you want to have the other character to have a reaction to the intro, you have to do the opposite.
Very vague and strange sounding, I know, but it should give you an idea.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Little Fox: Tres Truenos on April 25, 2021, 07:08:50 AM
Thank TurnPile. I think I understand what your saying. Im I've been thinking about getting into the development side of Mugen and its nice to get helpful advice on these little things. Also OHMSBY is there a backstory behind your name and how do you pronounce it, cause I always thought it was pronounced Oh-Bee or Oh-Simbee.
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Gladiacloud on April 27, 2021, 04:13:21 PM
On the other hand: what do you mean by "we"?

A friend of mine has been teaching me how to use Blender and has been helping me out with getting the model set up for rendering.


He's Masterkof?
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: OHMSBY on April 28, 2021, 05:35:32 AM
My friend is someone who is not among this community, so no.

Also OHMSBY is there a backstory behind your name and how do you pronounce it, cause I always thought it was pronounced Oh-Bee or Oh-Simbee.

I just pronounce it as Ohms-bee. It's really just something that I thought sounded cool, there's not much to it.

Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Little Fox: Tres Truenos on April 28, 2021, 07:16:03 AM
Ah, ok. Sounds cool. So Is there any hidden lore behind the special intro between Quote vs Susanoo? Also do you plan converting anymore Blade Stranger characters in your style like Curly or Kawase?
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Uzuki Shimamura on April 29, 2021, 04:58:58 AM
I'm not sure if it's normal or not, but here it is:

When you attempt to parry Nanase's Atmosphère of the Aether using CvS2/PotS style characters, she misses the hit.
I just slowed down the game to 6 and turn on the hitbox display.
https://streamable.com/8javo0
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: SquidlyPoli1 on April 29, 2021, 05:09:12 AM
I'm not sure if it's normal or not, but here it is:

When you attempt to parry Nanase's Atmosphère of the Aether using CvS2/PotS style characters, she misses the hit.
I just slowed down the game to 6 and turn on the hitbox display.
https://streamable.com/8javo0

It seems to work fine with more modern PotS-style releases like Jmorphman's Benimaru and characters built off it. That Kirito is actually based on Infinite's style, which may not be up-to-date with current "PotS" standards. https://streamable.com/sxr0mv
Title: Re: [OHMSBY Thread]: Mitsuru Kirijo Quick Update (4/19/21)
Post by: Nep Heart on April 29, 2021, 05:49:28 AM
 Either way, the reason that is happening very likely has to do with how most of the hitdefs in OHMSBY's characters use p2stateno for custom states as opposed to using the targetstate sctrl. Hitdefs will always whiff against hitoverrides (which Infinite uses for his parry mechanic) if said hitdef is using p2stateno, but using targetstate instead will allow the hitdef to connect.
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: OHMSBY on April 29, 2021, 06:18:22 AM
It's fixed now.

Quote
Nanase
-Atmosphere of the Aether now puts the opponent in to the custom state via targetstate instead of p2stateno, allowing for proper interactions with hitoverrides.



So Is there any hidden lore behind the special intro between Quote vs Susanoo?

Not really, its just referencing the fact that Quote is a robot.

Also do you plan converting anymore Blade Stranger characters in your style like Curly or Kawase?

Probably.

Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: Ichida on April 29, 2021, 07:21:30 AM
OHMSBY, I know this is kinda awkward to ask you but can you give me a brief instruction of how did you make small portraits for your characters ?
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: Vocalnoid on April 29, 2021, 07:35:04 PM
OHMSBY, I know this is kinda awkward to ask you but can you give me a brief instruction of how did you make small portraits for your characters ?
Cozysquirtle actually made a few small ports for their old chars (I said that because i'm not sure if either Ohmsby does the ports themself now or Cozy is still making them) mabye he could show you how.
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: OHMSBY on April 30, 2021, 06:43:37 AM
OHMSBY, I know this is kinda awkward to ask you but can you give me a brief instruction of how did you make small portraits for your characters ?

-Crop the image down to 25 by 25 pixels.
-Make it Black and White.
-Posterize it with the levels set to 7.
-Fill in the Black and white pixels with colors from the character's palette.
-Make changes and adjustments to the image when necessary.
-Save the image as an indexed color png.
-Apply the character's palette to the png you created via fighter factory and you are done.

(I said that because i'm not sure if either Ohmsby does the ports themself now or Cozy is still making them)

All of the small portraits starting from Gordeau's were done by me. All the portraits before that one were done by Cozysquirtle.

Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: Nep Heart on April 30, 2021, 07:57:32 AM
 Very informative. Now I know a few steps that can save me time on character icons. Thanks a bunch.
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: ZolidSone on May 05, 2021, 06:32:36 AM
Since CozySquirtle updated his portrait for your Yang, I might as well post some feedback on her as she's one of your very early characters:
-The sliding dust on Cold Shoulder is on the opposite direction and should be smaller since a sliding sound effect was used.
-The opponent's get hit animation on Cold Shoulder gets misaligned for half a second (Also it would look better if the opponent wasn't lying flat while being grabbed).
-There is no sliding dust on the end of Burst of Embers, Raging Inferno and Burning Gold.
-There's no need for the dash dust and sliding sound effect on Unrelenting Fire.

Figured she needs it to make her more consistent with your recent characters as there were things I didn't notice later on. I just need some incentive for an update aside for just a small port.

And here's the post in case you don't know where it is:
(https://i.imgur.com/hxqVlDQ.png)

I updated my small portrait for OHMSBY's Yang Xiao Long...
Just replace this portrait with the original one. No need to make an alternative small port file for the old one as it's the same, just updated.
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: Little Fox: Tres Truenos on May 05, 2021, 12:56:44 PM
Hey OHMSBY, how are you doing? Are your projects going well?
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: Mushypepito123 on May 06, 2021, 12:34:31 AM
Hey OHMSBY, how are you doing? Are your projects going well?

yea, he's fine, he just rarely comes back, and when he does, he'll release his latest char.
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: extravagant on May 06, 2021, 01:55:00 AM
This happened: (glitch in IKEMEN GO)

https://cdn.discordapp.com/attachments/282927929548210177/839643438172602378/lolwut.mp4
Title: Re: [OHMSBY Thread]: Nanase Quick Update (4/28/21)
Post by: CozySquirtle on May 06, 2021, 02:02:42 AM
This happened: (glitch in IKEMEN GO)

https://cdn.discordapp.com/attachments/282927929548210177/839643438172602378/lolwut.mp4

I don't remember OHMSBY making Neo, I think you want k6666orochi.
Title: Re: [OHMSBY Thread]: Yang Updated (5/5/21)
Post by: OHMSBY on May 06, 2021, 02:09:07 AM
Yang has been updated.

Quote
Yang
-Added CozySquirtile's updated small portrait
-Fixed an error where Fire Cracker isn't rotated for the first frame
-Adjustments to sliding dust effects
-Adjustments to the alignment and custom state for Cold Shoulder
-Minor adjustments to velocities



Hey OHMSBY, how are you doing? Are your projects going well?

Yeah, things are good, projects are going along smoothly.

This happened: (glitch in IKEMEN GO)

https://cdn.discordapp.com/attachments/282927929548210177/839643438172602378/lolwut.mp4

That's k6666orochi's character, not mine.
Title: Re: [OHMSBY Thread]: Yang Updated (5/5/21)
Post by: Ichida on May 06, 2021, 04:04:58 AM
Speaking of IKEMEN GO glitches, I believe that there were a few feedbacks on the Astral Heat.Specifically, there was a bug that it didn't kill the enemy at all, but healed them instead.
I know that the reason behind this is because the value was set by a gigantic number ("-999999999999999"). So I may raise a question: Why didn't you use (enemy,lifemax)*(-1) instead ? By this way, the bug should be completely fixed and it can only occur when the enemy is set by a ludicrous amount of health.
Title: Re: [OHMSBY Thread]: Yang Updated (5/5/21)
Post by: ZolidSone on May 06, 2021, 04:15:27 AM
It seems that I missed a few things on Yang that slipped last night:
-The opponent's get hit animations on her 66B, jC and Too Hot to Handle looks very janky (If you try hitting the opponent with them, they suddenly on liedown before air gethit transition and doesn't flow properly).
-2C has the wrong hit sound (I just realized it's not the same one used on Fire Sweep).
-The last hit of Raging Inferno and Cold Shoulder during her Empowered State could use envshake similar to Perfect Bombshell.
-The sliding dust on her running animation could be a few pixels higher as it's not aligned to her front foot.

Speaking of IKEMEN GO glitches, I believe that there were a few feedbacks on the Astral Heat.Specifically, there was a bug that it didn't kill the enemy at all, but healed them instead.
I know that the reason behind this is because the value was set by a gigantic number ("-999999999999999"). So I may raise a question: Why didn't you use (enemy,lifemax)*(-1) instead ? By this way, the bug should be completely fixed and it can only occur when the enemy is set by a ludicrous amount of health.
Did he fixed that already? I remember him doing a just single update that only fixes that. Unless it still does it after that specific update, then I don't know.
Title: Re: [OHMSBY Thread]: Yang Updated (5/5/21)
Post by: OHMSBY on May 06, 2021, 04:57:28 AM
All fixed.

Quote
Yang
-Fixed gethit states for 66B, jC, and Too hot to handle
-Changed hitsound for 2C
-Added envshake to the last hit of raging inferno and cold shoulder while semblance is active
-Adjusted dust effect for run stop


Speaking of IKEMEN GO glitches, I believe that there were a few feedbacks on the Astral Heat.Specifically, there was a bug that it didn't kill the enemy at all, but healed them instead.
I know that the reason behind this is because the value was set by a gigantic number ("-999999999999999"). So I may raise a question: Why didn't you use (enemy,lifemax)*(-1) instead ? By this way, the bug should be completely fixed and it can only occur when the enemy is set by a ludicrous amount of health.
Did he fixed that already? I remember him doing a just single update that only fixes that. Unless it still does it after that specific update, then I don't know.

Yes, all of my characters have been updated with a fix to this that lowers the number of digits in the targetlifeadd value and the Astral Heats now work as intended in GO. Using enemy,lifemax instead may be something to consider in the future though.
Title: Re: [OHMSBY Thread]: Yang Updated (5/5/21)
Post by: extravagant on May 06, 2021, 06:53:42 PM
ah gotcha. sorry about that, Neo was in fact made by k66666. Do you know how I could possibly fix this issue? Like something wrong with the finisher move?
Title: Re: [OHMSBY Thread]: Yang Updated (5/5/21)
Post by: OHMSBY on May 07, 2021, 05:34:51 AM
The quickest solution would be to mess around with the hitdefs, but the best solution would probably be to add "targetstate" controllers to put the opponent into a custom state on each hit, this way there will be much more control over the opponent.
Title: Re: [OHMSBY Thread]: Yang Updated (5/5/21)
Post by: extravagant on May 09, 2021, 09:34:52 PM
Hi OHMSBY, so I was looking at Yang and I noticed something about her Ember Elbow move. So I see that this move can override specials and supers, with the weakness being the Achilles heel type of thing.

(https://media.discordapp.net/attachments/802234027171381268/841031792311664660/ikemen000.png?width=896&height=672)
(https://media.discordapp.net/attachments/752593846311059536/841033157033721926/cs.png)
(https://media.discordapp.net/attachments/617521059062611999/841034283473043486/cs.png)

So the answer is clear that she can be punished low, but I think the current CLSN2's you have set for her does not make her reachable at all. In a sense, her weak spot is the Achilles heel but what does it mean if you cannot reach it by conventional means?

I'll provide a CLSN2 edit I made for the AIR, maybe this will be useful for someone. But now she's at least able to get hit low. All you gotta do is extend the lower CLSN2 so they can actually be hit.

Code:
; Burst of Embers (dash)
[Begin Action 1001]
Clsn2Default: 3
  Clsn2[0] = -59, -345, 210, -91
  Clsn2[1] = 65, -408, 138, -331
  Clsn2[2] = -124, -169, 287, 0
Clsn1: 2
  Clsn1[0] = -7, -352, 238, -118
  Clsn1[1] = -61, -146, 176, 8
1000,4, 0,0, 3
Clsn1: 2
  Clsn1[0] = -7, -352, 238, -118
  Clsn1[1] = -61, -146, 176, 8
1000,5, 0,0, 5
Clsn1: 2
  Clsn1[0] = -7, -352, 238, -118
  Clsn1[1] = -61, -146, 176, 8
1000,6, 0,0, 5
1000,7, 0,0, 3
1000,8, 0,0, 4
1000,9, 0,0, 4
Clsn2Default: 3
  Clsn2[0] = -64, -419, 126, -158
  Clsn2[1] = -3, -502, 69, -419
  Clsn2[2] = -84, -158, 143, 22
1000,10, 0,0, 4
1000,11, 0,0, 4
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: OHMSBY on May 09, 2021, 10:31:30 PM
Meta Knight has been released.

This is the first Character who consists of new sprites that were rendered through blender.

(http://i.imgur.com/cAKJqZN.png)

Spoiler: More Screenshots (click to see content)

Get Meta Knight Here:
https://drive.google.com/file/d/1VihBLiyG19WS2iegHr_7H3Db9WP-Nmdx/view?usp=sharing (https://drive.google.com/file/d/1VihBLiyG19WS2iegHr_7H3Db9WP-Nmdx/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Also Yukiko, Faust, and Yang have been updated.
Quote
Yukiko
-Added Special intro against Carmine
-Aerial specials can now be Tiger Knee'd
Faust
-Added Special intro against Carmine
-Aerial specials can now be Tiger Knee'd
-Increased 5C's frame disadvantage on block
Yang
-Adjusted Hitboxes and Hurtboxes on Burst of Embers

Alchemist of Atlas has also updated his Japanese patch for Yukiko's new special intro:
https://mega.nz/file/LE8TUA5b#vSEZl7XHlee-qubN-wjdmLvMwd4tt2nJ1nPfPGe4b1o (https://mega.nz/file/LE8TUA5b#vSEZl7XHlee-qubN-wjdmLvMwd4tt2nJ1nPfPGe4b1o)

Have fun.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: waspennator on May 09, 2021, 11:12:29 PM
Tried visiting your site to pick up the updates for the other characters and i'm getting a "This site has been reported as unsafe" warning when using Edge.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: OHMSBY on May 10, 2021, 12:04:48 AM
Okay, so obviously that warning is false. I can confirm that no warning shows up on any other browser, but if you prefer to keep using Edge, then click "more information" and click "report that this site doesn't contain phishing threats" and follow the instructions on the new tab, then click on "Continue to the unsafe site (not recommended)", you can just go straight to that link if you want.

I have no idea what would cause this in the first place.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Ex☆Cham on May 10, 2021, 12:38:37 AM
Looks bit off, perhaps may need a little palette job to blend slighty better with the usual 2D (luckily, easy to do)

Method does sound promising, so does makes me wonder: if have plans for another 3D char converted to 2D?
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Vocalnoid on May 10, 2021, 03:39:13 AM
Hey there OHMSBY

in honor of your release of MetaKnight, I also made myself a Japanese Soundpack for him
Link: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing

P.M any problems if necessary, Thank You
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: OHMSBY on May 10, 2021, 06:12:50 AM
Oh wow, didn't think a Japanese voice patch would be released this soon, neat.

Looks bit off, perhaps may need a little palette job to blend slighty better with the usual 2D (luckily, easy to do)

Method does sound promising, so does makes me wonder: if have plans for another 3D char converted to 2D?

Yes, there will definitely be more characters made this way. The method will most likely evolve as I do more projects with it as I'm still learning more about how to use blender
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Uzuki Shimamura on May 10, 2021, 09:01:29 AM
Hello again OHMSBY, I have a request.
Can you update the links of my JP Voice patches? I reuploaded them on Google Drive because Mediafire is blocked in my country.
Here are the links:
4-in-1 (Akatsuki, Heart Aino, Yu Narukami, Tohru Adachi): https://drive.google.com/file/d/1aQx9gfALikTqbHQDVskI_jOBAEQwb97p/view?usp=sharing
Susano'o: https://drive.google.com/file/d/14pU5tiv8hSMHWiwOUGFMj3I0qFqh6VND/view?usp=sharing
Mika Returna: https://drive.google.com/file/d/1g0VvY-pUTj_8ezUr0raoWfz39ktNWPrs/view?usp=sharing
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: OHMSBY on May 11, 2021, 12:39:34 AM
Done.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Uzuki Shimamura on May 11, 2021, 05:15:36 AM
Thanks again! ^_^

One more thing and it's about Meta Knight: when you land j5C hit on Muteki's Guilty Gear characters, the ground bounce sound plays multiple times.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 11, 2021, 06:25:12 AM
Got it fixed. Go ahead and redownload him.

Quote
Meta Knight
-Fixed an error where jC could cause certain characters to create multiple shockwave sounds and effects at once upon getting slammed into the ground

Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 11, 2021, 04:15:23 PM
Hey OHMSBY, what is the name of the background music and the stage that was presented in the Meta Knight video?
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Macaulyn97 on May 11, 2021, 05:43:38 PM
Got it fixed. Go ahead and redownload him.

Quote
Meta Knight
-Fixed an error where jC could cause certain characters to create multiple shockwave sounds and effects at once upon getting slammed into the ground


Jesus Christ has some weird powers...
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 12, 2021, 03:33:24 AM
Hey OHMSBY, what is the name of the background music and the stage that was presented in the Meta Knight video?

The stage is "The_Ruins_of_Castle_GGI" by Neat Unsou, which you can get it here: http://rmbase.blog55.fc2.com/blog-entry-56.html

The first track is "VS. Parallel Meta Knight & Dedede" from Kirby Star Allies, and the second track is a snippet of the Gametal remix of "Revenge of Meta Knight".
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 12, 2021, 04:37:41 AM
@OHMSBY thanks dude. Really appreciate it.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 15, 2021, 02:25:35 AM
Hey OHMSBY, is there a process that goes behind the characters you pick? Do you just pick characters at random or that you prefer at the certain time, or is there a specific pattern to it?
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 15, 2021, 05:47:09 PM
In general, if a character presents an opportunity to try something new in terms of coding then I tend to go for that. In Carmine's case, it would be coding his Dissolves.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 15, 2021, 09:49:32 PM
That's cool. So were there any characters that were interesting, difficult, or that you enjoyed the most coding?
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 16, 2021, 08:31:13 AM
The projects that stand out to me the most are Waldstein for being the first grappler that I worked on, Kirby for coding all of his copy abilities, Kokonoe for coding her gravity nodes, and Yu Narukami for being the first time coding a Persona.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 16, 2021, 04:45:37 PM
Hey OHMSBY, have you thought doing a tutorial on how you converted Meta Knight from Smash Ultimate to Mugen in more detail, whenever you have some spare time? I was wondering cause I saw a couple threads about ripping and rendering the animations from Guilty Gear SIGN and Reverlator into sprites for Mugen and I was wondering if this process could be replicated for those games and other games like Playstation All-Stars or MVC3. Here are the threads for extra information and clarification.
https://mugenguild.com/forum/topics/xrd-sprites-rendering-181944.0.html
https://mugenguild.com/forum/topics/generating-2d-guilty-gear-xrd-sprites-170997.0.html
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 17, 2021, 06:52:39 AM
I'm not against the idea of making a tutorial, but I'm still learning more and more about how Blender works, so the process will most likely keep changing overtime. Even so, there is a lot that would need to be explained, and I'm not sure when I would ever find the time to type a tutorial up.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 17, 2021, 08:44:02 AM
I understand my dude. Don't worry about, work on what you're currently able to do.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Kamui_Kanjai on May 21, 2021, 11:00:06 PM
I found a bug with Yukiko
https://streamable.com/59undy
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Good_Wall533 on May 21, 2021, 11:43:18 PM
The link to download Mitsuru's japanese voice patch in the extras instead leads to the link of Yang's japanese voice patch.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 22, 2021, 12:48:27 AM
I found a bug with Yukiko
https://streamable.com/59undy

Was this in IKEMEN GO?

If it is, then the Yukiko you have there is outdated and you'll need to redownload her from the site.

The link to download Mitsuru's japanese voice patch in the extras instead leads to the link of Yang's japanese voice patch.

Fixed.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Cavery210 on May 24, 2021, 01:11:28 AM
Some suggestions for Kirby ability compatibility with certain characters (Mainly with JoJo, Saint Seiya and Megaman characters, with a few others) for a future update:

Sword: Anubis Polnareff, Khan, Luke Skywalker, Darth Vader, Darth Maul, Akuma Shogun, Tsurugi Momotaro, Cecil Harvey, Megrez Alberich (Alberich), Panty, Stocking, He-Man, Lion-O
Cutter: Final Dio, Dio (Part 6) (Also, change Dio Brando to just DIO. Dio Brando (His Part 1 version) should have Ice), Tengu Man, Cut Man, Hydra Ichi (Ichi), Ophiuchus Shaina (Shaina), Ultra Seven, Chara, Kars (Ultimate Kars), Wang Chan, Devo, Death 13, Midler
Fire: Archmage Pop (Pop), Phoenix Ikki (Ikk. Phoenixi), Fire Man, Heat Man, Guilty, Ankoku Phoenix, Ankoku Dragon, Sailor Mars, Peter Griffin (because of his flame fart super), Terry Bogard
Ice: Vanilla Ice (An obvious pun), Caesar Zeppeli, Cygnus Hyoga (Cisne ne Hyoga, Hyoga, Cristal), Will A. Zeppeli, Ghaccio, Beta Merak Hagen (Merak Hagen, Hagen), Ankoku Cygnus, Pet Shop
Plasma: Mariah, Leo Aiolia, Sagittarius Aiolos
Beam: Proto Man, Bass, Stroheim, X (Megaman X), Ultraman (as well as most other Ultramen besides Seven (gives Cutter) and Leo (still gives Fighting)
Bomb: Yoshikage Kira (Kawajiri Kosaku, yet another obvious one you missed), Bomb Man, Crash Man, Burst Man, Homer Simpson (Because of his candy bomb super)
Mirror: Ditto (Obvious choice), Rubber Soul (Since he copied Kakyoin), Quint (Since he's an alternate Megaman), Aries Mu, Aries Shion
Suplex: Kinnikuman, Terryman, Robin Mask (either Suplex or Fire because of the Anoalo Staff), Hulk Hogan, Macho Man Randy Savage, CM Punk, Guts Man, Mike Haggar, Cassios, Bear Geki, Raiden (the Fatal Fury character, not the Mortal Kombat character)
Yo-Yo: Andromeda Shun, Sailor Venus, Ankoku Andromeda
Needle: Needle Man, Cactuar, Johnny Joestar
Spear: Kid Goku, Enker
Ninja: Shadow Man, Naruto (Naruto-kun), Sasuke (Sasuke-kun)
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Vocalnoid on May 24, 2021, 01:39:33 AM
I'm back at it again with another Japanese voice patch. This time its Faust/Dr. Baldhead!
Link: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing

Enjoy ;)
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: ZolidSone on May 24, 2021, 03:34:58 AM
Some of your suggestions is very questionable. I feel like you're asking too much as you just want to make changes to your fitting and not for everyone else. I usually don't add to the copy abilities for an official update unless they exist on the list already, but are not compatible with authors with specific names or from an licensed game. Most of these you can simply do yourself as there's a tutorial on Kirby's folder.

The Jojo's Bizarre Adventure game from Capcom is one exception since you listed some of them. Condense it to those that are officially from there and makes sure the names match with the ones that are already released on their respective def files. Also, I'm against changing Dio Brando as doing that will no longer work with Infinite's recent released DIO because that's the character's name.

Since Super Smash Bros. Ultimate characters is possible starting with Meta Knight, an update to the copy abilities would probably happen as not all of them are there such as Luigi, Peach, Wario, Zero Suit Samus, etc.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: OHMSBY on May 30, 2021, 08:35:07 PM
Carmine has been released.

Quick fun fact: Before settling on Yang, I originally wanted to make Carmine my first project. You can only imagine how differently he would have turned out if this were the case.

(http://i.imgur.com/trA8SNw.jpg)

Spoiler: More Screenshots (click to see content)

Direct link for Carmine:
https://drive.google.com/file/d/1OhN7z9BDy1U5PhVtcPbSoIXOJfeAWljE/view?usp=sharing (https://drive.google.com/file/d/1OhN7z9BDy1U5PhVtcPbSoIXOJfeAWljE/view?usp=sharing)

Spoiler: And my next Character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: ComboAssassin20 on May 30, 2021, 08:52:02 PM
Homura-chan, huh? can't wait to try her out
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: lizvalentine on May 30, 2021, 09:44:48 PM
carmine's pretty neat. how'd you rip his effects? i wanted to make my own carmine in mugen but ripping his effects proved to be uhh a pain in the butt lol.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Vocalnoid on May 31, 2021, 12:40:57 AM
Great to see Carmine in action, not to mention he's been in your old polls since forever. Now Hibachi and Mora seems to be the only ones left, Neat! (although I wasn't sure about Hilda since you cut her off before the last polls)

and Homura's gonna be sweet for sure, considering its almost been 1 year since your last NPB char (Saya)
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: OHMSBY on May 31, 2021, 08:07:24 AM
how'd you rip his effects? i wanted to make my own carmine in mugen but ripping his effects proved to be uhh a pain in the butt lol.

You actually won't need to rip them yourself, the sheet for his effects is included with his cross tag sprites found over at the spriters resource. However, all of his spikes and crystals are separate segments, so you'll need to piece them together through photoshop or something similar to it.

Now Hibachi and Mora seems to be the only ones left, Neat! (although I wasn't sure about Hilda since you cut her off before the last polls)

That was only a temporary removal, and the reason for that was because she was just announced for BBTag at the time and I wanted to wait until I actually got to play as her in that game.


Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Uzuki Shimamura on May 31, 2021, 09:33:59 AM
I've made another Japanese voice patch.
Today it's your recently released character, Carmine.

Download Link: https://drive.google.com/file/d/1kTE_BmIgXVetn6PW3l28iWN_K1YwS4g0/view?usp=sharing
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Ichida on May 31, 2021, 11:08:42 AM
You actually won't need to rip them yourself, the sheet for his effects is included with his cross tag sprites found over at the spriters resource. However, all of his spikes and crystals are separate segments, so you'll need to piece them together through photoshop or something similar to it.

Wait. With that being said, you manually ripped all the effects sprites out of the sheet ? If so, the effects's color could be compatible with Carmine's palette. ( or something like that. )

I'm not sure if it is possible for MUGEN platform, but it looks something like this.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: 【MFG】gui0007 on June 01, 2021, 12:47:24 AM


Yes, the Crimson Origins is in! Amazing work once again OHMSBY.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: EpicMtnGamer on June 02, 2021, 02:28:17 AM
Great character! There's something I noticed, however.
When you rapid cancel HAHAHAHA! BE DEVOURED! on the first few hits, then quickly execute NO ESCAPE!, the remainder of HAHAHAHA! BE DEVOURED! will be executed instead.

https://streamable.com/ieyvnc
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: ZolidSone on June 02, 2021, 03:29:34 AM
Great character! There's something I noticed, however.
When you rapid cancel HAHAHAHA! BE DEVOURED! on the first few hits, then quickly execute NO ESCAPE!, the remainder of HAHAHAHA! BE DEVOURED! will be executed instead.

https://streamable.com/ieyvnc
By any chance was this done in training mode? That shouldn't have been possible in an actual fight as rapid canceling during any distortion drive would've used 500 meter. So you wouldn't be able to use NO ESCAPE! in that situation as it costs 1000 meter to do so.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Kamui_Kanjai on June 02, 2021, 03:41:04 AM

I'm not sure if it is possible for MUGEN platform, but it looks something like this.


it is possible, take for example Blake by K6666Orochi, Or some other POTS style char like for example Kyo by Jmorphman

(https://cdn.discordapp.com/attachments/319049781798240256/849462195229425694/unknown.png)
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Mushypepito123 on June 02, 2021, 04:04:46 AM

I'm not sure if it is possible for MUGEN platform, but it looks something like this.


it is possible, take for example Blake by K6666Orochi, Or some other POTS style char like for example Kyo by Jmorphman

(https://cdn.discordapp.com/attachments/319049781798240256/849462195229425694/unknown.png)

that's the same method i'm using for some of OHMSBY's chars that i edited for a project.

anyways, time to test Carmine.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Ichida on June 02, 2021, 04:45:46 AM


Forgive me for the misleading message I sent days ago. At that time I forgot that the P4U's characters can also have the effects's color changed based on the selected palettes like Mitsuru for instance.
What I really meant was it couldn't say the same to the UNIB characters. Especially when you use the alternative resources.

(https://i.imgur.com/HLma4DU.png)

Take a look at this sprite for instance. It has been fixed with a specific color table in the first place. So there's no way to "connect" the color of these sprites with the color of the character. It also happens with his Hyde and my Seth. Since he said that the ripped the effects from the sheet that attached to the sprites file, I actually found it astonishing because of the quality was really splendid. Not really sure because of the limitation of MUGEN 1.0 or because the effects's color has nothing to do with the characters themselves.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: OHMSBY on June 02, 2021, 07:32:38 AM
Paulo S' Japanese patch has been added to the site. I have also fixed the Distortion Drive bug on Carmine, even though its really only possible in training mode or by using debug keys.

Quote
Carmine
-Fixed an error where Carmine would automatically cancel into BE DEVOURED! after using NO ESCAPE! under specific circumstances.




It is possible to change the color of those effects by using palfx or remappal with palno triggers, but it's not exactly user friendly to those who want to apply custom palettes.

Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: Ichida on June 02, 2021, 08:47:48 AM

I've seen many people applied palfx to adjust the colors as their liking. But as far as I can tell, most of the effects were set in helpers instead of explods. Sure we do have to use helpers to adjust the angle and colors sometimes. But what am I talking about here is the most efficient way to make their colors connected to the character's palette. Also, in some cases, you just can't use palfx if the animation is applied with Alpha 256,256. Adding the palfx will mess up the color itself, ending up destroying the whole purpose of using palfx. Unless you want to repaint the whole sprite again with the character's default palette but who would ever do that.

P.S: I found a small bug on Carmine. His Astral Heat could be cancelled in Training Mode. I know it is unable to do in real matches but still, just wanna mention it.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: OHMSBY on June 03, 2021, 07:20:54 AM
Astral heat canceling in training mode has been fixed.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: ZolidSone on June 03, 2021, 12:33:43 PM
Astral heat canceling in training mode has been fixed.
Oh, so you decided to fix that after all? I actually mentioned that before when Vocalnoid said something about it on the very first page, but I didn't find it a big deal as it couldn't be done with legitimate methods. It's not just Carmine having that astral heat canceling bug, literally all your characters have it.

Also if you planning to fix that on everyone else, I have a favor to ask. Do you mind changing my name to "ZolidSone" in the Thanks to list on each of your character's readmes (The S and Z are reversed, without the space and the number 26)? I've been thinking about this for a long time as I wanted to separate my gaming identity from the M.U.G.E.N scene due to personal reasons. I've decided on just a small change on the username so anyone here will know it's still me.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: Vocalnoid on June 03, 2021, 01:53:47 PM
Astral heat canceling in training mode has been fixed.
Oh, so you decided to fix that after all? I actually mentioned that before when Vocalnoid said something about it on the very first page, but I didn't find it a big deal as it couldn't be done with legitimate methods. It's not just Carmine having that astral heat canceling bug, literally all your characters have it.
Yeah I actually thought telling about that bug wasn't worth my time, but I said it anyways XD.

Now If I remember a while ago, Quickfist was saying something about wanting to activating distortion drives or Astral heats with a single button instead of 2, and someone else talking about reject guard like in bbtag. I thought of giving your chars Active flow and (assuming if do intend to add guard meter and stun for your next mass update) Negative penalty like in BBCF, with drawbacks to prevent your chars from becoming to strong of course.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: Ichida on June 03, 2021, 02:43:25 PM
Also if you planning to fix that on everyone else, I have a favor to ask. Do you mind changing my name to "ZolidSone" in the Thanks to list on each of your character's readmes (The S and Z are reversed, without the space and the number 26)? I've been thinking about this for a long time as I wanted to separate my gaming identity from the M.U.G.E.N scene due to personal reasons. I've decided on just a small change on the username so anyone here will know it's still me.

I see. Although I thought you want to keep it secretly in the first place.



Erm, I was the one who mentioned him of the guard reject system actually. It was a small test run that I did on Adachi. But since he said that the decided to choose guard cancel instead, I found my idea unnecessary at that time. Although I could have updated them for my characters but I decided to keep it that way. Also, another thing I want to mention is that all of OHMSBY's characters are unable to link their specials with their Distortion Drives, which is something that you are able to do in the BBTAG i believe. With that being said, my only guess here is that it has been done intentionally. In other words, he wanted his characters to be like that, it is what it is. If that's the case, we don't have the permission to demand anything from him because of the respect to the author.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: ZolidSone on June 03, 2021, 10:51:30 PM
Yeah I actually thought telling about that bug wasn't worth my time, but I said it anyways XD.
It was thanks to you I went deeper testing with the rapid canceling on everyone else. Had you not, I wouldn't had known about it.

I see. Although I thought you want to keep it secretly in the first place.
I did give it some thought and with my current pacing, it will be a while for that change to happen. So might as well let you and OHMSBY know now. But the reason behind it still will be, not the name itself which I won't disclose here.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: OHMSBY on June 04, 2021, 07:09:36 AM
I could've swore that I put a limit on the rapid canceling on all of my characters in one of my updates to prevent canceling the Astral Heat in training mode, but apparently not. This will be something that I'll have to keep in mind next time I do more updates.

Do you mind changing my name to "ZolidSone" in the Thanks to list on each of your character's readmes (The S and Z are reversed, without the space and the number 26)?

Sure, no problem. I am planning on doing another round of updates anyway, so the name will be changed in those readme's then.

Also, another thing I want to mention is that all of OHMSBY's characters are unable to link their specials with their Distortion Drives, which is something that you are able to do in the BBTAG i believe.

No it is not, at least not by normal means. This is only possible when Resonance Blaze is active.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: DauntlessMonk7 on June 06, 2021, 08:49:43 PM
Carmine has been released.
Have fun.

Seems pretty good so far,
though i think i found a bug where the opponent gets stuck in state 205/206
and cannot move if Carmine's normal throw is Rapid Canceled at the right time:
https://streamable.com/sn75my
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: OHMSBY on June 06, 2021, 09:49:34 PM
Fixed. Go ahead and redownload him.

Quote
Carmine
-Fixed an error where the opponent would be stuck in the custom state if forward throw or back throw was Rapid Canceled at the right time.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: DauntlessMonk7 on June 06, 2021, 10:17:27 PM
Fixed. Go ahead and redownload him.
Quote
Carmine
-Fixed an error where the opponent would be stuck in the custom state if forward throw or back throw was Rapid Canceled at the right time.

Alright, looks like it's fixed. Thank you. ^w^
How's Homura coming along?
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: Little Fox: Tres Truenos on June 09, 2021, 01:29:10 PM
Hey OHMSBY, how are you doing? If you don't mind me asking what is the process when you make a character?
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: Uzuki Shimamura on June 10, 2021, 11:08:42 AM
Had to test Jin again, and I found that most of characters with parry (CvS2/PotS style/SF3 chars) can escape Jin's Astral
https://streamable.com/1xkmoh
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: Mushypepito123 on June 10, 2021, 02:03:06 PM
Had to test Jin again, and I found that most of characters with parry (CvS2/PotS style/SF3 chars) can escape Jin's Astral
https://streamable.com/1xkmoh

same thing applies to EVERYONE... i suggest that you should put the p2stateno = **** thingy.

EDIT: not everyone actually, but you know what i mean.


Another EDIT: Yumi's Demonic Destruction Target state has no facep2 or something like that, gaining a problem in the process like flying in the opposite direction. it is possible that some of these characters suffer the exact same thing.
Title: Re: [OHMSBY Thread]: Jin Quick Update (6/10/21)
Post by: OHMSBY on June 10, 2021, 02:45:40 PM
Had to test Jin again, and I found that most of characters with parry (CvS2/PotS style/SF3 chars) can escape Jin's Astral
https://streamable.com/1xkmoh

Fixed.

Quote
Jin
-Fixed an error where Jin would continue with his astral heat upon hitting anything other than the opponent

Yumi's update will come later since she's going to have some more substantial changes.

Title: Re: [OHMSBY Thread]: Jin Quick Update (6/10/21)
Post by: sergioprft on June 10, 2021, 09:19:33 PM
It kinda bothers me how Meta Knight's counter can both be used with and without meter, it isn't supposed to be used without meter instead?
Title: Re: [OHMSBY Thread]: Jin Quick Update (6/10/21)
Post by: Vocalnoid on June 10, 2021, 10:55:17 PM
It kinda bothers me how Meta Knight's counter can both be used with and without meter, it isn't supposed to be used without meter instead?
You're not refering to the Dead Angle attack are you? cause every char that OHMSBY made has that, and that ONLY works if you have at least 1000 power and pressing the light punch (rapid cancelling button) while guarding normally on ground (that includes meta knight too).
Title: Re: [OHMSBY Thread]: Jin and Meta Knight Quick Update (6/10/21)
Post by: OHMSBY on June 11, 2021, 12:51:08 AM
He was talking about his EX Special, Galactic Counter, and how it could be used even without having the required amount of meter.

It's fixed now.

Quote
Meta Knight
-Fixed an error where Galactic counter could be used without having at least 500 meter.
Title: Re: [OHMSBY Thread]: Jin and Meta Knight Quick Update (6/10/21)
Post by: Uzuki Shimamura on June 11, 2021, 08:25:40 AM
Looks like Jin isn't the only one who had Astral parry bug, but your two characters: Susanoo and Kirby.

I used Jmorphman's PotS style chars and there are no issues, but it only affects on JtheSaltyy's CvS Reimagined chars.

Parrying Susanoo's Astral can cause the game slow or (sometimes) crash.
(https://i.imgur.com/2LJfQvW.png)

Parrying Kirby's Astral will allow him (P2) to move until he gets hit by an unblockable attack.
(https://i.imgur.com/dnINzam.png)
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 12, 2021, 01:22:47 AM
Fixed.

Quote
Kirby and Susano'o
-Fixed an error where the Astral Heat would continue upon hitting anything other than the opponent.

Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: Watcher of MUGEN on June 13, 2021, 01:23:30 AM
I remember you mentioning about whenever you work on a new character, you were also trying something new with the coding. I guess the new mechanics and aesthetics are part of working on Homura?
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 13, 2021, 02:05:13 AM
More or less. While I didn't start working on Homura specifically for the new mechanics and aesthetics, I did get the idea for them while I was working on her.

Also, I might as well post the streamable videos for the new mechanics and aesthetics here as well:

https://streamable.com/upgd5u (https://streamable.com/upgd5u)
https://streamable.com/tc7w61 (https://streamable.com/tc7w61)
https://streamable.com/5tk6vm (https://streamable.com/5tk6vm)
https://streamable.com/3zpe8s (https://streamable.com/3zpe8s)
https://streamable.com/ebc0b4 (https://streamable.com/ebc0b4)
https://streamable.com/f2wriq (https://streamable.com/f2wriq)
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: TurnPile on June 13, 2021, 02:12:49 AM
More or less. While I didn't start working on Homura specifically for the new mechanics and aesthetics, I did get the idea for them while I was working on her.

Also, I might as well post the streamable videos for the new mechanics and aesthetics here as well:

https://streamable.com/upgd5u (https://streamable.com/upgd5u)
https://streamable.com/tc7w61 (https://streamable.com/tc7w61)
https://streamable.com/5tk6vm (https://streamable.com/5tk6vm)
https://streamable.com/3zpe8s (https://streamable.com/3zpe8s)
https://streamable.com/ebc0b4 (https://streamable.com/ebc0b4)
https://streamable.com/f2wriq (https://streamable.com/f2wriq)

OOh, interesting.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: ZolidSone on June 13, 2021, 03:25:00 AM
So these are the round of updates you were talking about. If you pushed Kirby and Susano'o updates already just to fix the astral heats, you must have not got around to them yet. And after seeing the videos, I didn't think you would actually change the aesthetics completely on the distortion drives and the astral heats. Were you not happy with the current ones? Because that's a big change aesthetic wise.

I should mention that the opponent's get hit animation is slightly lower for half a second on Yang's Too Hot to Handle when they hit the ground. It's fine on 66B however.

Also do let me know when you plan to update Kirby again with the new mechanics and aesthetic changes, I looked at the copy abilities again a while ago and realized Lucina is listed as trigger50 even though Bishamon has already taken it. Figured you can start adding the rest of the other Super Smash Bros. Ultimate characters too since the possibility is there with your Meta Knight. I also kinda thought about changing Mario Mario to have Bomb instead of Fire as he's has a super using a Bomb and would fit much better after playing him again.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: Vocalnoid on June 13, 2021, 03:25:16 PM
https://streamable.com/tc7w61 (https://streamable.com/tc7w61)
https://streamable.com/5tk6vm (https://streamable.com/5tk6vm)
https://streamable.com/3zpe8s (https://streamable.com/3zpe8s)
https://streamable.com/ebc0b4 (https://streamable.com/ebc0b4)
https://streamable.com/f2wriq (https://streamable.com/f2wriq)
I am so freakin READY!

I didn't think you would actually change the aesthetics completely on the distortion drives and the astral heats. Were you not happy with the current ones? Because that's a big change aesthetic wise.
I could say the same thing, but i'm guessing these background FX look like they could be more lighter than the GG ones (if thats true, then thats a good chunk of megabytes saved :3 ). Not to mention that some these new features work pretty similar to Nep Hearts gen 1 chars, which seems legit AF. I also like the super FX, was this custom made?
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 14, 2021, 06:18:41 AM
I didn't think you would actually change the aesthetics completely on the distortion drives and the astral heats. Were you not happy with the current ones? Because that's a big change aesthetic wise.
I could say the same thing, but i'm guessing these background FX look like they could be more lighter than the GG ones (if thats true, then thats a good chunk of megabytes saved :3 ). Not to mention that some these new features work pretty similar to Nep Hearts gen 1 chars, which seems legit AF. I also like the super FX, was this custom made?


The super BG is a modified version of the one from Daemon Bride. It actually consists of just a few sprites that are constantly being warped via modifyexplod, and made to change color for specific situations via remappal. There wasn't really anything wrong with the GG super background, aside from certain character specific color variants not looking particularly great, I just wanted to try something new is all.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: ZolidSone on June 14, 2021, 12:35:59 PM
The super BG is a modified version of the one from Daemon Bride. It actually consists of just a few sprites that are constantly being warped via modifyexplod, and made to change color for specific situations via remappal. There wasn't really anything wrong with the GG super background, aside from certain character specific color variants not looking particularly great, I just wanted to try something new is all.
There's nothing with you trying something new. But other authors like Ichida or k6666orochi would now have to spend time adding the new mechanics and aesthetics to their characters to make them up to date with yours. To tell you the truth, it's also kinda why I haven't made much progress with mine yet and been slacking off a bit behind the scenes. But I'm always still keeping up and active with feedback still.

Back to the videos, I saw the "Invalid" message and what exactly happens when you get that? Is this some kind of new mechanic that causes damage reduction to the opponent or just simply for show? I know Robo-Weiss would punish the player if you attempt a loop on the same combo, not sure how would it work on all your characters. No explanation needed for "Not Over Yet" as it's looks like a very useful mechanic for a bad situation.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 15, 2021, 04:16:49 AM
The Invalid Message doesn't have any additional effects, it just lets you know that the opponent could have recovered during your combo. It's a pretty common feature in Arcsys fighters.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: OHMSBY on June 20, 2021, 11:40:19 PM
Homura has been released.

(http://i.imgur.com/GyRiWVH.jpg)

Spoiler: More Screenshots (click to see content)

Get Homura here:
https://drive.google.com/file/d/15mtxtvVtyyIsgk4vq7wv0iBXgDPPOg-Z/view?usp=sharing (https://drive.google.com/file/d/15mtxtvVtyyIsgk4vq7wv0iBXgDPPOg-Z/view?usp=sharing)

Also, Ragna, Kirby, Yu Narukami, Yumi, Akatsuki, Susano'o, Blitztank, Maid Taiga, Hyde, Thief Arthur, and Carmine have all received a major update:
Quote
All 11 Characters:
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
    -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
    -Immediately Gain 500 Meter
    -Slowly gain meter overtime
    -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Ragna, Yu, Akatsuki, Susano'o, Blitztank, and Thief Arthur:
-5C is now special cancelable on hit

Kirby:
-Added more characters and variants to the Copy Ability list and corrected a few typos

Yu Narukami:
-Minor Frame Data adjustments

Maid Taiga:
-Increased 5C's frame disadvantage on block

Yumi:
-Fixed an error where the opponent would be launched the wrong way when hitting them with Dance of Blades from behind
-Added special intro against Homura

Carmine:
Fixed an error where SPIN! can't be used if the projectile was deleted by other means

Ragna's Japanese voice patch has also been updated.

For the sake of convenience, you can download all of the updated characters in one zip file here:
https://drive.google.com/file/d/1IRtL-K_PC1RC1HlFbbh4-8QBXGohayvW/view?usp=sharing (https://drive.google.com/file/d/1IRtL-K_PC1RC1HlFbbh4-8QBXGohayvW/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: TurnPile on June 21, 2021, 01:05:04 AM
I'm betting that all of the characters will be updated before the release of Piranha Plant around next month. You really are popping out characters quite well.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Uzuki Shimamura on June 21, 2021, 03:27:52 AM
Spoiler: And my next character is... (click to see content)

Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Watcher of MUGEN on June 21, 2021, 03:36:52 AM
Good_Wall533 may have to update his JP voice patch for Yumi. She stays silent during her special intro with Homura.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: DauntlessMonk7 on June 21, 2021, 05:30:30 AM
Homura has been released.

Also, Ragna, Kirby, Yu Narukami, Yumi, Akatsuki, Susano'o, Blitztank, Maid Taiga, Hyde, Thief Arthur, and Carmine have all received a major update:

Have fun.


Ah, Homura & the updates are great so far.
...Although i did notice that Yu’s Awakening portrait
doesn’t show up for me when doing standalone Ultra Burst anymore,
despite it still being in the character files. Is this intentional?

Also, what is the font that’s used for the Astral Heat text?
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Uzuki Shimamura on June 21, 2021, 06:12:04 AM
I updated the JP voice patches for Akatsuki, Yu Narukami, Susanoo and Carmine, for new SFXs.

Download links

4-in-1: https://drive.google.com/file/d/1PkbhAMSdmjeZDG-9sKnBPgg3ltnZxOSd/view?usp=sharing (Akatsuki and Yu only)
Susanoo: https://drive.google.com/file/d/13E8JcG05BWhxf25STNdb5O0ABWPkLptS/view?usp=sharing
Carmine: https://drive.google.com/file/d/1_5nN_FITVB39PsmwLPs4sQ5od0J30bF1/view?usp=sharing

Now I'm waiting for Heart, Mika, and Adachi's update.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: ZolidSone on June 21, 2021, 07:05:22 AM
I found a small bug on Ragna. When you use his astral heat on any of your recently updated characters, the red x on the opponent's burst icon is still present during in the middle of it, but not the icon itself. I checked it if anyone else has it and shows up fine as either both Burst icons showing with the opponent having the red x or none at all depending on the astral heat used. I feel like it's inconsistent that certain astral heats hide the burst icons while some of them do not. Both Burst icons should disappear temporary and reappear once it ends.

Edit as I got some more feedback on the characters regarding their recent updates as I didn't have time during the day to test all of them:

All characters and Homura:
-Rapid canceling backwards any distortion drives makes them glow white instead of blue (I think this happens because the dodges including the backwards one now has a white glow on them, causing a confliction as it uses that for the rapid cancel blink).
-Rapid canceling backwards any attack is not one single white blink like the standing or forward dodge, but a glowing one taken from the dodges (Turns out it's not just the distortion drives having the issue).

Yumi:
-The sliding dust on the end of Yumi's running animation is missing.

Yu:
-Not only Awakening Cut In effect is no longer used when Ultra Burst is active as already mentioned by DauntlessMonk7, it is also not used during Ultra Dead Angle.

Kirby:
-Young Link and Toon Link don't have their copy abilities (Cutter and Bomb respectively).
-Ridley is listed as trigger45 already (An oops on my part as I didn't check carefully).
-Didn't realize Alex for Steve is already listed as Suplex for the character from Street Fighter III (Feel free to remove in case of confliction).

Maid Taiga:
-The air dash still uses the old air dash effect.
-The readme still has my old author name.

Blitztank:
-Blitzlauf could use the old air dash effect when he charges straight at the opponent.
-Gjallerhorn has a bug where he suddenly rapid canceled the distortion drive when the opponent moves forward or backwards while they are blocking it (The opponent can force Blitztank to waste meter when you don't want him to).

Susanoo:
-The readme still has my old author name.

Unfortunately, I didn't find these until after the characters were updated.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Cavery210 on June 21, 2021, 11:29:51 PM
Just going to simplify my old Kirby copy requests into the JoJo ones:

JoJo:
* Jonathan Joestar - Sword (Because of the Sword of Luck and Pluck)
* Dio Brando (Part 1) - Ice (Because of his freezing powers)
* Speedwagon - Cutter (Because of his hat)
* Will A. Zeppeli - Fire (Because of Hamon)
* Stroheim - Beam (Because of his solar energy beams)
* Caesar - Ice (Since the Water ability isn't in, this fits his bubble attacks best)
* Lisa Lisa - Fire (Same reason as Zeppeli
* Santana - Cutter (For his rib blades)
* Esidisi - Fire (For his Flame Mode)
* Kars and Ultimate Kars - Cutter (For his blade arms)
* Old Joseph - Plasma (For Hermit Purple)
* Mariah - Plasma (For her electricity stand)
* Pet Shop - Ice (For his icicle attacks)
* Black Polnareff - Sword (For the Anubis sword)
* Khan - Sword (For the Anubis sword)
* Rubber Soul - Mirror (For his Kakyoin impersonation)
* Devo - Cutter (For Ebony Devil's knife)
* Vanilla Ice - Ice (For a cheap pun)
* Cameo - Mirror (For his duplicates of Polnareff's sister and Avdol)
* Oingo and Boingo - Bomb (For their orange bombs)
* Yoshikage Kira/Kosaku Kawajiri - Bomb (Since Killer Queen turns anything it touches into a bomb)
* Leone Abbachio - Mirror (For Moody Blues's playback ability)
* Ghiaccio - Ice (For his White Album stand)
* Risotto Nero - Needle (For his Metallica stand)
* Weather Report - Ice (for his stand)
* Johnny Joestar - Needle (Because of his Tusk stand)
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: ComboAssassin20 on June 21, 2021, 11:38:57 PM
Just going to simplify my old Kirby copy requests into the JoJo ones:

JoJo:
* Jonathan Joestar - Sword (Because of the Sword of Luck and Pluck)
* Dio Brando (Part 1) - Ice (Because of his freezing powers)
* Speedwagon - Cutter (Because of his hat)
* Will A. Zeppeli - Fire (Because of Hamon)
* Stroheim - Beam (Because of his solar energy beams)
* Caesar - Ice (Since the Water ability isn't in, this fits his bubble attacks best)
* Lisa Lisa - Fire (Same reason as Zeppeli
* Santana - Cutter (For his rib blades)
* Esidisi - Fire (For his Flame Mode)
* Kars and Ultimate Kars - Cutter (For his blade arms)
* Old Joseph - Plasma (For Hermit Purple)
* Mariah - Plasma (For her electricity stand)
* Pet Shop - Ice (For his icicle attacks)
* Black Polnareff - Sword (For the Anubis sword)
* Khan - Sword (For the Anubis sword)
* Rubber Soul - Mirror (For his Kakyoin impersonation)
* Devo - Cutter (For Ebony Devil's knife)
* Vanilla Ice - Ice (For a cheap pun)
* Cameo - Mirror (For his duplicates of Polnareff's sister and Avdol)
* Oingo and Boingo - Bomb (For their orange bombs)
* Yoshikage Kira/Kosaku Kawajiri - Bomb (Since Killer Queen turns anything it touches into a bomb)
* Leone Abbachio - Mirror (For Moody Blues's playback ability)
* Ghiaccio - Ice (For his White Album stand)
* Risotto Nero - Needle (For his Metallica stand)
* Weather Report - Ice (for his stand)
* Johnny Joestar - Needle (Because of his Tusk stand)

dude, what are you saying and what has this got to do with the topic?
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Cavery210 on June 22, 2021, 12:24:10 AM
These are suggestions for Kirby's abilities based on the JoJo characters avaliable in MUGEN.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: ZolidSone on June 22, 2021, 01:46:26 AM
These are suggestions for Kirby's abilities based on the JoJo characters avaliable in MUGEN.
I still don't see why can't you just simply add them yourself as there's a tutorial in his folder. For my case with the Super Smash Bros. Ultimate characters, mine was considered because of the possibility of them being made especially with Meta Knight and Piranha Plant as the sprites were made from Blender. This doesn't guarantee he will make all of them, only the possibility is there in case it does happen.

And 2nd, I know I said condense it. But I mean suggest only those from the Part 3 game as most of those from your list aren't as there's no official 2D game for the other parts.

https://capcom.fandom.com/wiki/JoJo%27s_Bizarre_Adventure:_Heritage_for_the_Future
Only those from this game should be considered. Rubber Soul and Vanilla Ice would be so they can work with JtheSaltyy's. I don't know the authors who made the others.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: OHMSBY on June 22, 2021, 04:28:35 AM
Homura and the recently updated characters have received some bug fixes:

Quote
All 12 Characters:
-Fixed an error where the Back Dash's Palfx would override the Rapid Cancel's Palfx
-Changed layering for Burst Icon
Kirby:
-Fixed a few errors and Typos in the Copy Ability compatibility list
Yu Narukami:
-Fixed an error where Izanagi and Yu's Cut-in didn't appear during Ultra Burst or Ultra Dead Angle
Yumi:
Added missing slide dust for run stop animation
Blitztank:
-Fixed an error where Blitztank could automatically rapid cancel when Gjallerhorn was blocked
-Added additional effect for Blitzlauf
Maid Taiga:
-Fixed an error where Taiga didn't have the new air dash effect
Thief Arthur:
-Fixed an error where the Super Finish effect would appear if the opponent were to be KO'd shortly after Catch and Barrage was finished

Once again, you may download all of the updated characters in one zip file here:
https://drive.google.com/file/d/1gIliiyzB64GIRLmN1mhptl0U3OSrqGk3/view?usp=sharing (https://drive.google.com/file/d/1gIliiyzB64GIRLmN1mhptl0U3OSrqGk3/view?usp=sharing)

The links for Paulo S' voice patches have also been updated on the site as well. Once Goodwall has updated his voice patch for Yumi, I'll have that link updated on the site too.



I'm betting that all of the characters will be updated before the release of Piranha Plant around next month.

I don't know about that, but I am going to try to have more characters updated at a time than I had when I was rolling out the Ultra Burst update.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Vocalnoid on June 22, 2021, 09:44:54 PM
Let me just say that this system change to your chars has been an absolute blast. They feel like new again. :D

Although one slight nitpick is that it increases the sff sizes by 10+ mb. It ain't that much of a big deal, but I just thought I point it out anyways. Still can't wait til you implement these to your other chars soon.

Spoiler: And my next character is... (click to see content)
:fuckyea: May I call you GODSBY? :V
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Good_Wall533 on June 23, 2021, 06:46:25 PM
Hey folks, sorry for taking so long to do this update but here it is. Yumi's japanese voice patch has been updated for her new intro with the recently released Homura: https://www.mediafire.com/file/1izcrsdfsv4nfq6/YumiJPN.rar/file
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Noticer22 on June 24, 2021, 04:24:34 AM
Are you going to be porting more characters from dengeki to mugen? Like Rentaro or Tomoka for example?
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: OHMSBY on June 24, 2021, 06:43:27 AM
Hey folks, sorry for taking so long to do this update but here it is. Yumi's japanese voice patch has been updated for her new intro with the recently released Homura: https://www.mediafire.com/file/1izcrsdfsv4nfq6/YumiJPN.rar/file

Just wanted to point out that all of the updated characters along with Yumi have new SFXs, and your voice patch is still using the old sounds. The index groups that have new and/or replaced sounds are 0, 160, 3000, 7005, and 8005.

Are you going to be porting more characters from dengeki to mugen? Like Rentaro or Tomoka for example?

Probably.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Good_Wall533 on June 24, 2021, 07:41:16 PM
Oops. Forgot about that. My bad, here's a updated link to the patch with the new SFX: https://www.mediafire.com/file/005k0i9gnes00w1/YumiJPN.rar/file

Let me know if there's anything wrong or out of order.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: OHMSBY on June 25, 2021, 06:32:18 AM
Just tested out the patch, and it is all good now. Added the updated link to the site.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: TurnPile on June 25, 2021, 08:27:16 AM
When's the rest of the character updates coming out? Other than what's obviously going to be done, are there going to be any major changes to the characters that aren't updated yet?
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Vocalnoid on June 26, 2021, 12:43:31 PM
found a quick bug with Carmine
(https://i.imgur.com/Erar70H.png)
During near the end of HAHAHAHA! BE DEVOURED!, invalid palfx mul valu debug floods start to show
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: OHMSBY on June 26, 2021, 07:31:27 PM
And fixed.

Quote
Carmine
-Fixed invalid palfx mul during BE DEVOURED.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: Uzuki Shimamura on June 27, 2021, 11:17:43 AM
Just a reminder to Resentone: your Hyde Kido JP voice patch needs an update with new/replaced SFXs.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: Resentone on June 28, 2021, 03:01:38 AM
Just a reminder to Resentone: your Hyde Kido JP voice patch needs an update with new/replaced SFXs.


Yeah, I'm planning on updating it. My PC got BSOD so I've lost all of my files.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: Resentone on June 29, 2021, 06:20:29 AM
Apologies for the double post, but here's the updated Voice Patch for Hyde https://drive.google.com/file/d/1Z0obpssCeCFz6pvHFIxCBxc3cRuZeRdf/view?usp=sharing

Do let me know if there's anything wrong with the voices.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: sergioprft on June 29, 2021, 10:17:08 PM
Arthur is immune to F1.
https://streamable.com/t10qmp
Title: Re: [OHMSBY Thread]: Ragna and Thief Arthur Quick Update (6/30/21)
Post by: OHMSBY on July 01, 2021, 06:19:21 AM
Fixed.

Quote
Ragna and Thief Arthur
-Fixed an error where the characters could not be KO'ed via Debug
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: OHMSBY on July 12, 2021, 12:02:43 AM
Piranha Plant has been released.

(https://i.imgur.com/HhdnCp8.jpg)

Spoiler: More Screenshots (click to see content)

Direct Link for Plant:
https://drive.google.com/file/d/13cBnQyTqEpfmmDis4mTxSjD-2GXs6xq4/view?usp=sharing

Also, Azrael, Waldstein, Samus, Adachi, Heart, Faust, Nanase, Bisclavret, and Lambda-11 have all been updated

Quote
All 9 Characters
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
 -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes
Azrael, Samus, Adachi, Heart, Bisclavret, and Lambda-11
-5C is now special cancelable on hit
Azrael
-Slightly increased the amount of distance covered by Black Hawk Stinger
-Added special intro against Adachi
Adachi
-Increased cooldown on 2C
-Added special intro against Azrael
Faust
-Faust now throws one extra item during W-W-W-What Could this be? and W-W-W-W-W-W-W-W-W-W-What Could this be? when Not Over Yet is active
Lambda-11
-Sickle Storm now travels across the ground towards the opponent until it makes contact with them
Heart
-Increased Untechable time and land recovery time for Special Kick of Love

You can download all of the updated characters in one bundle here:
https://drive.google.com/file/d/185Wp4E4JKqt6fKTnwYi8U6MGe8u3EWvg/view?usp=sharing (https://drive.google.com/file/d/185Wp4E4JKqt6fKTnwYi8U6MGe8u3EWvg/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: bass30655 on July 12, 2021, 12:22:57 AM
Yeah Plant gang is here. Also Ky before sol? uh.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: ZolidSone on July 12, 2021, 01:49:01 AM
Feedback on the updated characters:
Heart:
-I just realized she has a large sliding dust before the small ones on the startup of their run alongside Akatsuki and Yumi (However, Nanase and Lambda-11 don't. Since all their run animations are unique as they dash to them, I'm uncertain if you intended to put that in their particular ones).

Nanase:
-Chasing Le Reve, Plumage Dancing in the Wind and Conveying My Vrai Couer follows her after rapid canceling (For Plumage, it looks fine when it continues playing, but it would be better if it's stay in the exact place where the move was executed).
-All versions of Ange's Invitation can't be rapid canceled.
-The readme still has my old author name.

Bisclavret:
-The opponent's get hit animation on Double Hammer Destruction can still be briefly seen before she touches the ground after defeating them with it (Mostly noticeable on stages with no super jump).

Lambda-11:
-The dodge dust on her backwards dash is missing.
-The opponent's get hit animation on Sword of Destruction can still be briefly seen before she touches the ground after defeating them with it (Mostly noticeable on stages with no super jump).
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: Vocalnoid on July 12, 2021, 02:31:42 AM
Faust's Japanese voice pack has been updated to include the newer SFX from your recent system changes.
Link: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing

PM me anything that's missing or any other issues and I'll fix it soon as I can, Thank you and enjoy ;)
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: Good_Wall533 on July 12, 2021, 03:48:44 AM
Azrael's japanese voice patch has been updated with the new SFX and the new special intro with Adachi.

Link: https://www.mediafire.com/file/7ex5813p392mkif/AzraelJPN.rar/file

Please let me know if there's anything wrong with it. Enjoy.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: Uzuki Shimamura on July 12, 2021, 04:07:23 AM
I've updated Heart and Adachi's JP voice patches with new SFXs and special intro (Adachi) today.

Link: https://drive.google.com/file/d/1HXczJUNcxmUXDtXYgfBurcVq92BwiUha/view?usp=sharing

Now back to palette making~
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: OHMSBY on July 12, 2021, 04:23:11 AM

All fixed. and the update bundle has been reuploaded with the fixes as well.


Everything seems good. I haven't noticed anything missing in any of your patches. Also, site links have been updated.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: ZolidSone on July 12, 2021, 06:05:45 AM
After seeing the fixed updates, seems like it was never intentional to have a large sliding dust on the run startup for their particular run animations. Kinda makes sense as that same size is used when you're trying to perform a running throw. Guess this means the already updated Akatsuki and Yumi needs to have theirs removed alongside these characters that haven't when you get around them:
-Gordeau
-Robo-Weiss
-Kokonoe
-Charlotte
-Meta-Knight

Only Azrael, Waldstein, Blitztank, Saya, Bisclavret and Shantae are the exceptions since they can't run and only dash forward. Also if you're going to go back to Akatsuki and Yumi to make the change, I also have something for the previous updated ones as well:

Blitztank:
-The additional effect for Blitzlauf is missing the air dash sound effect (The old air dash fits very well when executed, but you forgot to add the sound effect itself to go along with it).

Susanoo:
-A random sliding dust plays when Bloodsplitter is active.
-Roar of the Mad King could use envshake on each hit (I've been thinking about this for a while and thought it doesn't have much oomph without it).
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Chars Updated (7/11), 4 Fixes (7/13)
Post by: OHMSBY on July 13, 2021, 07:13:22 AM
I don't have any other plans for the already updated characters at the moment, so I might as well take care of the fixes now.

Quote
Akatsuki and Yumi
-Removed misplaced Dash effect
Susano'o
-Removed misplaced Dash effect
-Added Envshake to Roar of the Mad King's slashes
Blitztank
-Added dash sound to Blitzlauf
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Chars Updated (7/11), 4 Fixes (7/13)
Post by: GiulioX34 on July 14, 2021, 06:13:47 PM
I found a couple of bugs:
-The invalid combo message doesn't show up when player 2 is comboing
-Thief's dashing B sends the opponent in the wrong direction if hitting them in the back: https://streamable.com/qb84yt
this also happens with Es' 236C and bisclavret's 5C
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: OHMSBY on July 15, 2021, 03:28:50 AM
All of the characters who have gotten the new mechanics have received quick fixes.

Quote
All characters who have the Not Over Yet update
-Fixed an error where Player 2's invalid message was aligned off screen
Thief Arthur
-Fixed an error where Dashing B would launch the opponent the wrong way when hitting from behind
Bisclavret
-Fixed an error where 5C would launch the opponent the wrong way when hitting from behind

Es' fix will be included when she gets updated with the new mechanics.

You can download all of the fixed characters in one zip file here:
https://drive.google.com/file/d/1gM1L_keIP2VxUMQykKBYe29ghkj0Xz4A/view?usp=sharing (https://drive.google.com/file/d/1gM1L_keIP2VxUMQykKBYe29ghkj0Xz4A/view?usp=sharing)
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: Ichida on July 15, 2021, 04:23:29 AM
I have a small feedback on Adachi's 5BBB. Not really sure if this is SoA's bug or yours but this seem to happen with every SoA's characters.

https://streamable.com/ntea0y
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: OHMSBY on July 15, 2021, 04:49:21 AM
That is an issue with that Yosuke, he's missing anim 5090 which is one of the animations that the custom state uses. Anim 5090 is also a required animation.
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: Little Fox: Tres Truenos on July 15, 2021, 10:46:59 PM
Hello OHMSBY, How have you been doing lately? If you don't mind me asking what is going to be your take on Ky Kiske? Since Guilty Gear Strive released a while ago, will you bring some mechanics from that game or the previous game, Revelator, like Ky's Dragon Install?
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: Uzuki Shimamura on July 19, 2021, 05:22:41 AM
Remember that Hyde's projectile bug months ago? Well, Jin has it too.
https://streamable.com/wmfkvy
Title: Re: [OHMSBY Thread]: Jin quick update (7/18/21)
Post by: OHMSBY on July 19, 2021, 05:56:12 AM
Fixed.

Quote
Jin
-Fixed an error where Jin couldn't use any projectiles if the active projectile was deleted by other means



If you don't mind me asking what is going to be your take on Ky Kiske? Since Guilty Gear Strive released a while ago, will you bring some mechanics from that game or the previous game, Revelator, like Ky's Dragon Install?

Ky will be primarily based on his Accent Core moveset while also having the Shock State mechanic from Strive. He is not going to have Dragon Install.

Title: Re: [OHMSBY Thread]: Jin quick update (7/18/21)
Post by: Ichida on July 24, 2021, 07:40:10 AM
Here are some more feedbacks on Adachi:
-Ziodyne doesn't disappear if you go from 236B > Ultra Burst.
https://streamable.com/0ibqnm
-For some reasons, Magatsu Izanagi doesn't appear if you use Cross Slash right after Heat Riser.
https://streamable.com/w6nsc1
-Magatsu Izanagi shares the same palfx with Adachi when you cancel both of his Distortion Drives.
-As for the control, I notice that you can't do 5BBB > 2C. Was it an intentional modification ?
Title: Re: [OHMSBY Thread]: Adachi quick update (7/24/21)
Post by: OHMSBY on July 24, 2021, 10:59:50 PM
Adachi has received a quick update

Quote
Adachi
-Fixed an error where Maziodyne would sometimes not disappear when it's supposed to
-Fixed an error where Magatsu Izanagi wouldn't appear when Cross slash was used immediately after Heat Riser
-Fixed an error where Magatsu Izanagi would share Adachi's palfx
-5BBB can now be canceled into 5C or 2C
Title: Re: [OHMSBY Thread]: Adachi quick update (7/24/21)
Post by: ZolidSone on July 26, 2021, 04:48:50 AM
I have some feedback on Adachi after testing the update mostly regarding his force break:
-Using Vorpal Blade on the air consecutively will not make the first Magatsu Izanagi disappear (He only does when used on the ground).
-Magatsu Izanagi during Vorpal Blade shares Adachi's palfx (He blinks when rapid canceling, glows when dodging and flashes when using Vorpal Blade again).
Title: Re: [OHMSBY Thread]: Adachi quick update (7/25/21)
Post by: OHMSBY on July 26, 2021, 05:47:02 AM
Fixed.

EDIT: Couple more bugs were discovered and fixed for Adachi:

Quote
Adachi
-Fixed an error where the Heat Riser effect would share Adachi's palfx
-Fixed an error where Vorpal blade wouldn't count as a combo when used consecutively
Title: Re: [OHMSBY Thread]: Adachi quick update (7/26/21)
Post by: Ichida on July 29, 2021, 09:55:17 AM
Since you are going to launch the NOY update on the rest of your characters, I have some more feedback on Yukiko and Mitsuru,

Yukiko:
-Her Standing A, all of the B and Air C commands cannot be cancelled.
-Her Force Breaks cannot be cancelled, nor both of her Distortion Drives.

Mitsuru:
-Artemesia shares the same palfx as her after cancelling Bufudyne.
-Her Astral Heat can be cancelled in training mode.

Hope that help.
Title: Re: [OHMSBY Thread]: Adachi quick update (7/26/21)
Post by: Kamui_Kanjai on July 29, 2021, 08:00:09 PM
My little request for Kirby's cloned abilities:

Bleach:
Ichigo Kurosaki = Sword(It is very obvious why)
Renji Abarai = Yo-yo(His Zanpakuto can stretch and stretch like a whip.)
Toshiro Hitsugaya = Ice(his Zanpakuto has ice powers)

Naruto:
Naruto Uzumaki = Ninja(It is very obvious why)

SamSho:
Kyoshiro Senryo = Spear
Shizumaro Hisame = Sword(I was going to put an umbrella but since it wasn't there, I decided that it should be that.)

Cartoon:
Dexter = Bean
Title: Re: [OHMSBY Thread]: Adachi quick update (7/26/21)
Post by: Uzuki Shimamura on July 30, 2021, 03:33:50 AM
Talking about his copy abilities, i'll add some of them.

Code:
p2name = "Youmu_K" || p2name = "Youmu_RP" || p2name = "Youmu_THIZ"
Add "Youmu Konpaku" for Nep Heart's Youmu

Code:
p2name = "Reisen_RP" || p2name = "Reisen_THIZ"
Add "Reisen Udongein Inaba" for Nep Heart's Reisen

And here's a new one I suggest: Haruka Amami by HaloVeli = Beam ability
p2name = Haruka_Amami

Also the ability error is back again and it's on "Sword" section.

Code:
trigger68 = p2name = "Yuuki" || p2name = "Yuuki Konno"
trigger69 = p2name = "Genjuro Kibagami" || p2name = "Genjuro"
trigger20 = p2name = "Spinal"
trigger71 = p2name = "Anna"

That's why the copy ability didn't work on Nep Nep and Uzuki after I updated Kirby.
Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: OHMSBY on July 30, 2021, 04:48:11 AM
Updated Kirby

Quote
Kirby
-Fixed an error within the Copy ability list and added more triggers for other characters




Noted. Yukiko will be among the upcoming update batch and Mitsuru will be updated later.



Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: Toxic Masculinity on July 31, 2021, 03:33:28 AM
Thanks for another update Ohmsby. I'm gonna have to teach my kids how to stay up to date on your chars after I have some and when they're older. Just kidding, I hope lol.
Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: Little Fox: Tres Truenos on July 31, 2021, 06:00:56 AM
Hey OHMSBY, how do you pick which characters to make? Is there a decision making process or do you just whatever character you feel like doing at the time?
Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: Wolfy120 on August 01, 2021, 02:59:31 AM
Awesome stuff!
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 03, 2021, 05:52:19 AM
Ky Kiske has been released.

(https://i.imgur.com/EsYH3be.jpg)

Spoiler: More Screenshots (click to see content)

Direct Link for Ky:
https://drive.google.com/file/d/1p9OKi1q7HxyvAlm7ffIPqT_NOiLxNWMG/view?usp=sharing (https://drive.google.com/file/d/1p9OKi1q7HxyvAlm7ffIPqT_NOiLxNWMG/view?usp=sharing)

Erika Wagner, Shirai Kuroko, Es, Quote, Saya, Iori Yagami, Shantae, Jin Kisaragi, Yukiko Amagi,  and Charlotte have all received the NOY update.

Quote
All 10 Characters
-New Mechanic: Not Over Yet
-Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
 -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
 -Immediately Gain 500 Meter
 -Slowly gain meter overtime
 -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
-Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
 -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Es, Iori, Jin, Yukiko, and Charlotte
-5C is now special cancelable on hit

Kuroko
-Added 5AAAA
-Second hit of 5AAA can now be chained from
-The Camera now holds still during a grounded throw
-Sped up startup for Passionate Kiss

Es
-Fixed an error where EX Breunor would launch the opponent in the wrong direction when hitting from behind

Quote
-5C No Longer Knocks down on grounded hit
-The Camera now holds still during a grounded throw
-Booster v2.0 can now be used twice before landing
-Changed 5A auto-combo series
-Old 5A is now 4A

Saya
-5C No Longer Knocks down on grounded hit

Iori
-jC is now special cancelable on hit during the landing animation
-It is now possible to chain into 5C from 5BB on hit

Yukiko
-Fixed an error where the B Fans sometimes couldn't be chained from and where certain helper based attacks sometimes couldn't be rapid canceled

You can download all of the updated characters in one bundle here:
https://drive.google.com/file/d/1KviZOIVvPgaH45ozXWF45kByfWPh5XNb/view?usp=sharing (https://drive.google.com/file/d/1KviZOIVvPgaH45ozXWF45kByfWPh5XNb/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Hey OHMSBY, how do you pick which characters to make? Is there a decision making process or do you just whatever character you feel like doing at the time?

You have asked this question before:
Hey OHMSBY, is there a process that goes behind the characters you pick? Do you just pick characters at random or that you prefer at the certain time, or is there a specific pattern to it?
In general, if a character presents an opportunity to try something new in terms of coding then I tend to go for that. In Carmine's case, it would be coding his Dissolves.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Little Fox: Tres Truenos on August 03, 2021, 06:09:15 AM
@OHMSBY Oops. My bad. Thanks for reminding me dude.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Uzuki Shimamura on August 03, 2021, 06:20:15 AM
Quote's Spur FX (both levels) still appears after getting hit by some Distortion Drives. (like Ragna, Yu, Adachi, etc.)
(https://i.imgur.com/9fvLUyS.png)
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 03, 2021, 07:29:14 AM
Fixed.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: RagingRowen on August 03, 2021, 09:26:14 AM
The direct link on the 1st post just leads to the screenshot.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: ZolidSone on August 03, 2021, 09:38:18 AM
I was about the post feedback on the updated characters a few minutes after Paulo S posted, but I was not finished with it. Here it is:

General:
-For some reason after their astral heats hits successfully, they slowly gain meter for a few seconds during them (As certain ones don't hide the lifebars after winning a match, they don't stay completely empty on their winpose).
-Speaking about astral heats, some also completely block the KO animation on certain lifebars.

The characters that already got the NOY update may apply to them too. Even though it's minor, thought I point it out.

Wagner:
-Rapid canceling backwards on any attacks on the ground, the back dash's palfx would override the rapid cancel's palfx.
-The hitspark and guard spark of her jA and jC is misaliged when it hits the opponent on the ground.
-The strong ground shockwave when the opponent hits the ground on EX Kugel Blitz could be a little higher.
-Storm Brecher could use the old air dash effect and sound when charged.
-The sound effect on Hitze Falke continues playing after rapid canceling.

Iori:
-The large sliding dust is still present alongside the new dodge dust on his back dash.
-Ura 108 Shiki: Yasakazuki gains a tiny bit of meter if the projectile connects.
-The hitspark and guard spark of Ura 108 Shiki: Yasakazuki is misaligned when it hits the opponent in the air.
-You can still see the Burst icon during his astral heat when it connects.
-The Burst icon during Ura 1029 Shiki: Homurabotogi is still present on the first few hits (Since it's already layered correctly as it disappears once the opponent is grabbed, you should put the black background the moment it connects so it's not seen for the entire astral heat).

Saya:
-Feast of Flesh gains a portion of meter on the last hit.
-The Burst icon during Sin can still be seen during each hit.

Jin:
-The Burst icon during Rengoku Hyouya is still present.

Quote:
-The wall bounce effect on B Polar Star seems to be misaligned as it's slightly farther away from the wall.
-The strong ground shockwave when the opponent hits the ground from his jC is slightly lower to the ground.

Kuroko:
-On her Super Sexy Teleport, would it be better if you used the new air dash instead? I asked because I originally suggested Ichida to make the old air dash to Miyuki on her Gungnir bigger as it's mostly used for attacking and no longer the default effect, but he ended up opted to using the new one for it. For Miyuki's case, it actually looks nice. But I don't know if the same applies to Kuroko since she can use the move on the ground and in the air.
-For EX Super Sexy Teleport, is it possible to make her drain meter when the force break effect plays? For some reason, the NOY update made the move more predictable as the moment the opponent they see the meter goes down a bit, you know they're using it. But I can understand if not as it activates the moment it is used.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: drewski90 on August 03, 2021, 05:26:46 PM
who's lina from exactly?
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: TurnPile on August 03, 2021, 06:13:12 PM
who's lina from exactly?

Blade Strangers
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: ComboAssassin20 on August 03, 2021, 06:39:42 PM
you're next character is who... Lina or Lambda-11?
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Syndra Hades on August 03, 2021, 06:43:38 PM
*Phew!* I just got done getting all the updates for OHMSBY's Character's! *Sees that KY has been released and more characters are updated* ....*Crumbles into pieces* thank god for bulk download extensions.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: drewski90 on August 03, 2021, 07:48:48 PM
who's lina from exactly?

Blade Strangers

oh yeah a crossover game got it
you're next character is who... Lina or Lambda-11?

lina from blade strangers
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 03, 2021, 07:55:41 PM

Fixed.


All fixed. I added a solid red background for the flashes during Iori and Saya's Astrals since it's pretty much the only way to hide the burst icon for both players.

Using the new air dash effect didn't look right when using the grounded version of Kuroko's Sexy Teleport, so I kept the old effect, same goes for the air version for consistency.

It is possible to have the meter decrease at a certain instance during the move, but I prefer to keep it the way EX Sexy Teleport is now so it can have a tell to distinguish it from the start up of her other teleports. Its also not unlike Terumi's venomous bite, where the meter is immediately spent without the flash effect whether or not it successfully counters.


To make things easier, you can also follow this link to the Google Drive for my characters, which gives you the option to download them all simultaneously:
https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)

In fact, I should probably put that link in the first post.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Syndra Hades on August 04, 2021, 12:01:41 AM
Oh that helps a lot, thanks!
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: ZolidSone on August 04, 2021, 07:32:28 AM
I checked the ones that already got the NOY update previously and it seems that only these characters needs adjustments:
-Akatsuki, Nanase, Hyde, Thief Arthur and Carmine slowly gains meter during their astral heats (Turns out these 5 have it).
-The Burst icon should disappear when Adachi's Yomi Cutin portrait appears during Yomi Drop.

The only character who don't have the NOY update yet, but gains meter during their astral heat is Mai. I originally thought it was caused by Not Over Yet, but that wasn't the case.

And while I was tested the astral heats again, I found a bug on Saya. For some reason, the opponent can block Sin when they move forward and the guard spark when it was blocked is slightly misaligned. Other than that, that should be it.

-Speaking about astral heats, some also completely block the KO animation on certain lifebars.
Feel free to ignore this. I feel like it really depends on the astral heat and you can't really do much since they all work differently.

And I also forgot to put this last night and noticed that Jin, Kuroko and Shantae still has my old username on the readme while the rest left a space that have it already corrected. I apologize if I'm bugging you about it for something so minor.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 04, 2021, 06:33:44 PM
You don't have to worry about bugging me, this is all to make sure the characters are the best they can be, even if they are minor errors.

In any case, it's all fixed now.


Also, quick heads up that Alchemist of Atlas has updated his Japanese voice patch for Yukiko. Here's a direct link:
https://mega.nz/file/KA9FHKAb#7W2BuUvOpPSMUyT9qzYi4zIYh-fVnpZJeIp8A5WCj6E (https://mega.nz/file/KA9FHKAb#7W2BuUvOpPSMUyT9qzYi4zIYh-fVnpZJeIp8A5WCj6E)
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Resentone on August 05, 2021, 02:07:23 AM
Updated Japanese voice patch for Jin:
https://drive.google.com/file/d/1nSEMlgyE93R-CwD3Pxktwoael72LpyMa/view?usp=sharing
Found any mismatch, let me know.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Uzuki Shimamura on August 06, 2021, 05:24:41 AM
Ky has a same projectile bug as Hyde and Jin
https://streamable.com/sfbemh
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 06, 2021, 06:34:29 AM
Fixed. Go ahead and redownload him

Quote
Ky
-Fixed an error where Ky couldn't use stun edge or charged stun edge if the initial projectile were deleted by unusual means



Everything seems good to me.


Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Noticer22 on August 11, 2021, 01:29:26 AM
Found a bug where if you did 214 super, roman cancel and 5bb towards the corner this would happen.
https://streamable.com/bd090f
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 11, 2021, 03:54:20 AM
That's a problem with the Umbral Clock Tower stage that you're using. The stage's leftbound and rightbound values are lower than the maximum distance that the edge of the screen can scroll to, which can mess with the frontedgdist and backedgedist state controllers. Going into the stage's def file and changing leftbound and rightbound to -950 and 950 respectively will fix it.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: Uzuki Shimamura on August 12, 2021, 07:21:31 PM
A reminder to Good_Wall533: your Es JP voice patch needs an update with new SFXs for NOY update.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: Good_Wall533 on August 13, 2021, 03:52:23 AM
A reminder to Good_Wall533: your Es JP voice patch needs an update with new SFXs for NOY update.

Thanks for reminding me. Here's an updated voice patch for Es with the new SFX: https://www.mediafire.com/file/rv4d7m0w41lstwv/EsJPN.rar/file

Let me know if there's anything wrong.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 14, 2021, 07:45:03 AM
You left out the sound under the index 3000,3. It's the sound that plays when Not Over Yet activates.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: Good_Wall533 on August 14, 2021, 04:11:31 PM
I let that one slide, my bad. Link updated. Please download again.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 14, 2021, 05:53:53 PM
Very good. Link on the site has also been updated.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 22, 2021, 10:33:12 PM
Lina has been released.

(http://i.imgur.com/vHWAOeW.jpg)

Spoiler: More Screenshots (click to see content)

Get Lina here:
http://drive.google.com/file/d/1xVHNPbPtWScMs3wsiRPW9QnER5BBq3_b/view?usp=sharing

Also, Ruby, Gordeau, Kokonoe, Tager, Isaac and Mitsuru have all received the NOY update.

Quote
All 6 Characters
-New Mechanic: Not Over Yet
-Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
-Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
-Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Isaac and Mitsuru
-5C no longer knocks down on grounded hit

Kokonoe
-5C is now special cancelable on hit
-jC no longer Halts Kokonoe's horizontal velocity when moving forward
-Forward throw now launches the opponent back to Kokonoe after the wall bounce
-Second hit of 5C no longer knocks down on grounded hit

-Japanese voice patches for Ruby and Gordeau have also been updated.

-You can download all of the updated characters in one zip file here:

https://drive.google.com/file/d/1O_sp6j7LUZ4EKQy9Bh7jyL-3fjXLHyfj/view?usp=sharing

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: CoffeeFlavoredMilk on August 22, 2021, 10:37:47 PM
Ooh, I can't wait for your next creation. Though I think the warm colors on his outfit are a bit too saturated in my eyes.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Good_Wall533 on August 22, 2021, 10:55:51 PM
Tager and Kokonoe's japanese voice patch has been updated to include the new SFX. Here's the link: https://www.mediafire.com/file/5qg5m4tocq6lcwg/Updated_JPN_patches.rar/file
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Seadragon77 on August 22, 2021, 11:33:49 PM
You're making a King Dedede next?

YES! YES! YES! YES!
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: sergioprft on August 22, 2021, 11:52:41 PM
This aged well. (First quote)
https://mugenguild.com/forum/msg.2437233


Also, do me a favor and show me a screenshot of his down (sitting or whatever you call it) animation.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: ZolidSone on August 23, 2021, 01:28:46 AM
Feedback on the updated characters and something I forgot on Lina:
-The swing effect on her 5BB and her running B suddenly stops when the blade hits the ground (It doesn't if it makes contact with the opponent).

Ruby:
-Her Burst icon is still present for a few seconds before disappearing by a frame on Red Reaper.

Gordeau:
-Rapid canceling backwards on any attacks on the ground, the back dash's palfx would override the rapid cancel's palfx.
-After finishing the opponent with Soul Exodus, he has a little bit of meter on the lifebar.

Kokonoe:
-The strong ground shockwave on her jC now has no strong shockwave sound effect when the opponent hits the ground.
-Broken Bunker V2.21 could use an old air dash effect when she rushes straight to the opponent (The sound is there, but the effect itself is not).

Tager:
-The hitsparks and guard sparks of Magna Tech Wheel is misaligned when it's blocked in the air.
-Terra Break will cast automatically and miss if Magna Tech Wheel hits the opponent when they are too high in the air.

Issac:
-The splashes when the fly on the D6 hits the opponent is not the default blue (or yellow on P2 side) if he's using a different palette or when "The Devil" is active.

Mitsuru:
-The dusts on her forward and backwards dodges is missing.
-The Burst icon is still present on the last hit of Nifihelm.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 23, 2021, 04:21:53 AM
Though I think the warm colors on his outfit are a bit too saturated in my eyes.

Ok, so I have desaturated the warm colors a little bit. For comparison, the old sprite is on the left, and the new sprite after the desaturation is on the right:
(http://i.imgur.com/E9EKgCD.png)(https://i.imgur.com/LLATo3L.png)

Does it look any better to you?

Tager and Kokonoe's japanese voice patch has been updated to include the new SFX. Here's the link: https://www.mediafire.com/file/5qg5m4tocq6lcwg/Updated_JPN_patches.rar/file

Everything seems to be in order for both of them. However, do you think you can make separate links for each of them since that's how I have them set up on my site?

Also, do me a favor and show me a screenshot of his down (sitting or whatever you call it) animation.

(https://i.imgur.com/4NJan1b.png)


Got it all fixed. Go ahead and redownload them.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: ZolidSone on August 23, 2021, 05:11:01 AM
Ok, I found something on Kokonoe and Isaac after it was updated:
-The large sliding dust on both of their running throws is missing (If it is there on Kokonoe, it's small and blends with her running animation's dusts).
-On the P2 side of Issac, the color of the fly on the D6 turns to blue instead of staying yellow after one frame.

Checked the rest and everyone else is good. Also I may have mentioned it before, but the Burst icon is still present on Adachi on the Yomi Cutin portrait during Yomi Drop.

It's so amazing to see that the character you wanted to make 2 years ago is actually happening and the sprites looks great. It really shows your improvement and dedication. I'm very excited to see more.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Watcher of MUGEN on August 23, 2021, 10:48:49 AM
Just here to show a 100% with Mitsuru.

https://streamable.com/rydl6h
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Good_Wall533 on August 23, 2021, 03:50:45 PM
Though I think the warm colors on his outfit are a bit too saturated in my eyes.

Ok, so I have desaturated the warm colors a little bit. For comparison, the old sprite is on the left, and the new sprite after the desaturation is on the right:
(http://i.imgur.com/E9EKgCD.png)(https://i.imgur.com/LLATo3L.png)

Does it look any better to you?

Tager and Kokonoe's japanese voice patch has been updated to include the new SFX. Here's the link: https://www.mediafire.com/file/5qg5m4tocq6lcwg/Updated_JPN_patches.rar/file

Everything seems to be in order for both of them. However, do you think you can make separate links for each of them since that's how I have them set up on my site?

Also, do me a favor and show me a screenshot of his down (sitting or whatever you call it) animation.

(https://i.imgur.com/4NJan1b.png)


Got it all fixed. Go ahead and redownload them.

Sure. I was going to make separate links but I thought it would be more convenient to put them in one place but anyway, here you go:

Tager: https://www.mediafire.com/file/31a1bmtzmg36dkt/TagerJPN.rar/file
Kokonoe: https://www.mediafire.com/file/tbnz8fck6qxnpot/KokonoeJPN.rar/file
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: CoffeeFlavoredMilk on August 23, 2021, 11:13:06 PM
Though I think the warm colors on his outfit are a bit too saturated in my eyes.

Ok, so I have desaturated the warm colors a little bit. For comparison, the old sprite is on the left, and the new sprite after the desaturation is on the right:
(http://i.imgur.com/E9EKgCD.png)(https://i.imgur.com/LLATo3L.png)

Does it look any better to you?

It is an improvement yes. The belt buckle(?) is where the colors pop out the most which is what I was mainly referring to, but if you don't want to change those colors that's fine by me.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 24, 2021, 04:10:39 AM
Alchemist of Atlas has updated his Japanese voice patch for Mitsuru. Here's a direct link:
https://mega.nz/file/nUdwQD7D#JWWGuq4q6uHeKY5kDryUezUi09P3JJgH5EX_Qh_sabw (https://mega.nz/file/nUdwQD7D#JWWGuq4q6uHeKY5kDryUezUi09P3JJgH5EX_Qh_sabw)


All fixed and reuploaded. go ahead and redownload them.

It's so amazing to see that the character you wanted to make 2 years ago is actually happening and the sprites looks great. It really shows your improvement and dedication. I'm very excited to see more.

Yeah, I suppose the next big thing would be to work with models and animation files from games outside of just Smash Ultimate. I think it may be possible for me to rip the models and animation files from Guilty Gear Strive, since I have already ripped voice clips from there, but we'll see how that goes.

Just here to show a 100% with Mitsuru.

Nicely done.

Sure. I was going to make separate links but I thought it would be more convenient to put them in one place but anyway, here you go:

Thank you, Site links have been updated.

The belt buckle(?) is where the colors pop out the most which is what I was mainly referring to, but if you don't want to change those colors that's fine by me.

Unfortunately, I still haven't quite figured out how to do color separation, So certain parts of the sprites share the same color swatches on the palette. This means that adjusting the red on his sash also adjusts the red on his coat and hat.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Isaac Quick Update (01/30/21)
Post by: ZolidSone on August 24, 2021, 08:59:20 AM
Good to see that's been cleared up, but now I found a new bug on Issac's quick update. For some reason, the D6 always rolls 1s. Pretty sure this was done in order to check the splash effect on P2's side on the fly and it is fixed, but you forgot to change it back so no matter how many times he used the D6, he can only get flies on his dice rolls.
I checked P2 side again and the flies' pop effect is fixed for sure, but I encountered this bug again from 6 months ago. You might want to fix it.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 24, 2021, 02:38:11 PM
Fixed.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Uzuki Shimamura on August 28, 2021, 08:14:39 AM
So I'm doing Ruby's 100% combo and her Sy-Pod Shot is powerful.
https://streamable.com/fs0mq4

Yeah, I copied this combo from Jerry Kisaragi's video. ^-^
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Little Fox: Tres Truenos on August 30, 2021, 03:19:30 PM
Hey OHSMBY, how have you been dude? If you don't mind me asking, where did you get the sprite rips for Lina? And also where did you get the music playing during Lina's showcase video? Because I've bee trying to find more music from the Blade Strangers game, but unfortunately YouTube deleted most of them until very recently.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: GarfieldfanMUGEN on September 01, 2021, 10:38:58 AM
Hey, door's to your right. Take care and get out, eltoro.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Solid Snivy on September 02, 2021, 03:47:31 AM
If someone were to convert the character models from Granblue Fantasy Versus into sprites or do just that for Android 21 from Dragon Ball Fighter Z, I just might work on those characters.

A pretty old quote I'm bringing up, but apparently Models Resource did rip a couple playable character models from Granblue Versus on there. Mainly Gran, Katalina, Ferry, Zeta, Cagliostro and Yuel (at least at the time of me posting this). Now I myself am unsure with how well these models and such are or if they have their weapons with their character models as well, but if they work well, you could always use these should you wanna tackle making a GBVS character in the future. https://www.models-resource.com/pc_computer/granbluefantasyversus/

As for the other playable Versus characters...I have no clue as to where any other good models (or models in general) could be in terms of downloading them.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on September 02, 2021, 06:26:02 AM
So I'm doing Ruby's 100% combo and her Sy-Pod Shot is powerful.

The projectiles are ignoring the damage scaling, which is a bug.

I'd really hate to take that TOD away, but it's something that I'll need to fix.

If you don't mind me asking, where did you get the sprite rips for Lina?

Right here:
http://www.justnopoint.com/lbends/index.php?location=sprites&page=0&gallery=bladestrangers&file=bs_ori_lin (http://www.justnopoint.com/lbends/index.php?location=sprites&page=0&gallery=bladestrangers&file=bs_ori_lin)

And also where did you get the music playing during Lina's showcase video? Because I've bee trying to find more music from the Blade Strangers game, but unfortunately YouTube deleted most of them until very recently.

I ripped it directly from the Steam version of Blade Strangers. It's also really easy to access since all of the music tracks are unencrypted ogg files.


I just checked out Cagliostro's Model, and it looks like all of her assets are included, So I'm assuming the same is true for the rest of them. The main thing that I'll need for them now is their animation files. Seeing how this is an unreal engine game, I may be able to rip those files myself, though to be honest I'll probably be trying that with GG Strive first.



Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Uzuki Shimamura on September 02, 2021, 08:52:54 AM
The projectiles are ignoring the damage scaling, which is a bug.

I'd really hate to take that TOD away, but it's something that I'll need to fix.

That was a bug? Well, R.I.P ToD... I guess.

Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?

I'll add some of them.

Code:
trigger53 = p2name = "Rentaro" || p2name = "Rentaro_K"
Add "Rentaro Satomi"

Code:
trigger29 = p2name = "Iori" || p2name = "Iori Yagami"
Add "Iori Yagami MAAB Sprite by Lingle" (Manny Lingle's character)

Code:
trigger19 = p2name = "Riesz"
Add "Riesz MAAB Sprite by Lingle" (Another Manny Lingle's character)

And here's some new characters I suggested:

Kawakaze by ZETA = Sword ability
p2name = Kawakaze(Azur Lane)

Dragon Claw by Reuben Kee = Cutter (or Fire?) ability
p2name = Dragon Claw
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Little Fox: Tres Truenos on September 02, 2021, 11:02:04 AM
Hey OHMSBY, I'm not entirely sure if this helpful but I found a couple information about how to either import models from Guilty Gear Xrd or how to create sprites from it. The first piece of information is from a DeviantArt page from a person named Pharaohillusion, where they talk about how they imported models from Guilty Gear Xrd to XNALara using blender. And the second piece is from a member of this fourm called Suzaku, who talked about how it is possible to generate sprites ripped from the game, and they looked pretty good.
Here are the links
1.https://www.deviantart.com/pharaohillusion/art/How-I-port-from-Guilty-Gear-Xrd-to-XNALara-786608670
2.https://mugenguild.com/forum/topics/generating-2d-guilty-gear-xrd-sprites-170997.0.html
Hopefully this helps, even though this is not Guilty Gear Strive specifically. Also thank you for telling where you get the sprites and the easiness of ripping the sound files from Blade Strangers. God bless you my dude and thanks.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: ZolidSone on September 02, 2021, 01:48:21 PM
Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?
Guess I will tribute to the list. To add:
-BBHood: "B.B. Hood"
-Polnareff: "Black Polnareff"
-Kakyoin: "New Kakyoin"
-Joseph Joestar: "Old Joseph"

-Khan (Sword)
-Iggy (Mirror)
-Rubber Soul (Mirror)
-Midler (Needle)
-Mariah (Plasma)
-Petshop (Ice)
-Devo/Devo the Cursed (Cutter)
-Vanilla Ice (Ice)
-Rukia Kuchiki (Ice)
-Grimmjow Jaegerjaquez (Cutter)
-Sosuke Aizen (Mirror)
-Noel (Spear)
-Londrekia Light (Ice)

Typo:
Muhammed Avdol: Muhammad Avdol

If Kamui_Kanjai decided to requested Bleach characters, might as well add the rest to represent Jump Force, the missing ones from the JoJo PS1 game and for the new character in Melty Blood: Type Lumina as it was announced yesterday. I hope it also makes Cavery so the copy abilities from the official JoJo game is at least there.


Although she won't make her debut in M.U.G.E.N anytime soon until the voices and sprites are ripped, might as well have all of Melty Blood covered in case it does happen.

Edit: Speaking about Noel, you don't have Under Night In-Birth Exe:Late [cl-r]'s new character, Londrekia either. And there's seems to be another new character on Melty Blood: Type Lumina that goes by Vlov Arkhangel. He seems to be the guy fighting Arcueid in the Tsukihime Remake opening. Judging by that, either Sword or Fire works. Up to you if you want to add him now or wait until a gameplay trailer is out for him.

Oh, and I also forgot to mention something minor regarding Kuroko. I would've waited until the next NOY update for the rest of the characters, but might as well say it now as I couldn't find anything else for her:
-The sliding dust on Kuroko's running throw is not large.

Dragon Claw by Reuben Kee = Cutter (or Fire?) ability
p2name = Dragon Claw
I prefer Fire as his moves utilize it and I mentioned plenty of characters with Cutter already.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: amilcar on September 03, 2021, 02:05:12 AM

Hi!!
with kirby and samus when I play in ikemen go when using them in tag mode it gives an error and they do not change, on the other hand other characters of yours like, metanight and the plant if they work for tag
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Solid Snivy on September 03, 2021, 04:36:05 AM
Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?

Might as well throw in some of the GBVS characters themselves in as a suggestion for the list ahead of time. These are just how I'd feel with how fitting they'd be, so if you or anyone else has some better suggestions or suggestions for characters that I missed, then go for it.

Sword: Gran, Djeeta, Charlotta (There's apparently already one made by the author "cwn" back in like 2017), Zooey, Vira
Ice: Katalina, Lancelot
Fire: Percival, Yuel
Hammer: Vaseraga
Spear: Anre, Zeta
Plasma: Eustace
Suplex: Ladiva
Needle: Beelzebub
Ninja: Narmaya
Mirror: Seox

I know Djeeta's technically already covered because of Yugusic's version, but still.

Also throwing in Hexioum’s Hibiki Kohaku as another Ninja suggestion (assuming he’s not in the copy ability list already I mean).
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: KatsupSpecial on September 03, 2021, 02:14:31 PM
Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?


If you didn't do it already... Sonic characters!

Sonic: Needle
Tails: Fighter
Knuckles: Suplex
Amy: Hammer
Rouge: Cutter
Shadow: Mirror
Silver: Plasma
Blaze: Fire
The Chaotix Gang: Ninja
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Vocalnoid on September 03, 2021, 02:56:58 PM
If you didn't do it already... Sonic characters!

Sonic: Wheel
Tails: Wing
Knuckles: Fighter
Amy: Hammer
Rouge: Wing
Shadow: Plasma
Silver: ESP
Blaze: Fire
The Chaotix Gang: Animal
Metal and Mecha Sonic: Laser

um... Kirby doesn't have wheel, wing, ESP, animal, nor laser abilities. double check his readme please.

While we're on the topic of updating chars, is meta knight on the list? My pc was broken down and I'm awaiting the arrival for a new one. I want to update his jpn voicepack as soon as I can, but its gonna be a while. Other than that, I can hardly wait for king dedede. Who knew Blender was amazing for converting 3D models to mugen! <3
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: 【MFG】gui0007 on September 03, 2021, 07:17:59 PM


Glad that finally Lina made it to MUGEN, thanks for another great work from you OHMSBY.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: OHMSBY on September 05, 2021, 04:44:08 AM
Thanks for the suggestions on Copy Abilities guys.

Anyway, just some quick bug fixes and additions this time around, including for that IKEMEN GO Tag bug. NOY updates will be next week.

Quote
Ruby
-Fixed an error where the projectiles from Rifle Shot and Sy-Pod Shot ignored damage scaling
Kirby
-Added special intro against King Dedede
-Slightly reduced Meter Gain
-Fixed an error where IKEMEN GO's Tag mode would trigger Kirby's Special KO State when attempting to tag in
-Added more Characters and Triggers to the Copy Ability list
Kuroko
-Adjusted the size of the Dust during Dash Grab's start up to be consistent with everyone else
Samus, Quote, and Shantae
-Fixed an error where IKEMEN GO's Tag mode would trigger an unintended state when attempting to tag in

You can download all 6 Updates simultaneously here: https://drive.google.com/file/d/1SYcPLWZN_lQjQWayj1pRLHDWG5NPIFb2/view?usp=sharing




I've read that MFG thread before, but the Deviant link is actually new to me. Interesting stuff.

While we're on the topic of updating chars, is meta knight on the list?

Yes, Meta Knight will be among the next batch of NOY Updates.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Uzuki Shimamura on September 05, 2021, 06:20:23 AM
Talking about updates, are you planning to update Misaka's sprites?
BeterHans' Misaka is the best option because of her palette is correctly placed.
(https://i.imgur.com/0ED4TS9.png)
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: OHMSBY on September 05, 2021, 06:51:05 AM
Misaka won't be in the next batch of updates, but that is definitely what I'm going to be doing once I get to her.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Watcher of MUGEN on September 05, 2021, 10:36:26 AM
That reminds me. The same happens with Mai’s B projectiles.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: OHMSBY on September 06, 2021, 12:52:57 AM
I also discovered that Yang's Projectiles also have that issue. Those are going to be fixed for both Mai and Yang in their NOY updates.


Also, Kirby had a mistyped trigger which caused the engine to crash. It's fixed now, so if you were having that problem before, go ahead and redownload him.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Uzuki Shimamura on September 08, 2021, 05:56:42 AM
Doing Kirby's 100% combo before your King Dedede comes out.
https://streamable.com/1pt56h
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Little Fox: Tres Truenos on September 08, 2021, 09:21:46 AM
Hey OHMSBY, how have you been dude? I found some more stuff about model importation that could help you out if necessary. The first two pieces of information are about importing models from Jojo's Bizarre Adventure: Eyes Of Heaven, one from Pharaohillusion, the same guy that did the Deviantart page about importing models from Guilty Gear Xrd. The page also includes a folder that contains all the files from Jojo EOH, which includes the models. And the other is called "Eyes of Heaven Model Extraction". Its a thread from Imgur that I found on a Reddit thread about taking models from Jojo EOH that linked to this.
   The last piece of information is about taking models from Playstation All-Stars. This was made by a person named Cri4key. They have a video that breaks down process in steps and a script that explains the process in more detail. The script necessary for this is in his description. Cri4key said that you need a decrypted dump (NoNpDRM) of the PS Vita game in order to use this script, but this could not be necessary due to you having your own process. Cri4key said it's okay for this to be used but asks if they could be credited since the construction of the script was a collaborative effort.
   Here are the links.
Pharaohillusion's Jojo EOH importation process- https://www.deviantart.com/pharaohillusion/art/How-I-port-from-Eyes-of-Heaven-to-XNALara-785014073
Eyes of Heaven Model Extraction-
https://imgur.com/a/BjqKI
New PlayStation All-Stars Noesis script [GET THE MODELS FROM THE GAME]-
https://youtu.be/bXjs2zSqd_I
Also here is another piece of information from a person reddit named "u/demi-sfm". They have a folder for Jojo EOH that includes more stuff like sound effects and UI(healthbars). You could use this  just incase if Pharaohillusion's folder doesn't work.
1. https://www.reddit.com/r/REGames/comments/6vbgat/extracting_from_xfbin_files_jjba_all_star/?utm_source=amp&utm_medium=&utm_content=post_body
2. https://mega.nz/folder/xUkDBZaT#o9Y7FAE00OygpOcpOox1QA/folder/gNFyHbIL

   Hopefully this helps since you said a long time ago that you would be interested in doing Jojo characters, but the issue at the time was that they didn't have new sprites, this could be a interesting work around to this issue. And the Playstation All-Stars information could allow you work with more characters that could interest you. God bless you dude, take care, and hopefully this help you out in your Mugen projects. Also sorry for the long post my dude.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Wolfy120 on September 09, 2021, 10:48:53 AM
Hey OHMSBY!

A huge fan of your characters and stuff, and was gonna try making my first character as Elizabeth in your style. I was wondering if you had any tips on where to start in terms of making a character?

Also, if we're recommending characters then I'd LOVE to see a Sonic character in the 'OHMSBY' style.

Thanks!
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: OHMSBY on September 13, 2021, 12:26:25 AM
King Dedede has been released.

1.0 USERS: By default, King Dedede uses sffv2.1. While this significantly reduces his file size, this sff can only be used with 1.1, Ikemen Plus, and Ikemen GO.
In order to use King Dedede in 1.0, you will need to download this patch:
https://drive.google.com/file/d/14R5n8RAyjLl_R7X-zPCcS9onrmXXvuZy/view?usp=sharing (https://drive.google.com/file/d/14R5n8RAyjLl_R7X-zPCcS9onrmXXvuZy/view?usp=sharing)

(http://i.imgur.com/ZfQ7xL2.png)

Spoiler: More Screenshots (click to see content)

Get King Dedede here:
http://drive.google.com/file/d/1oCYKQUDCJiBgk6yxGuzLQNiM7EJH8hzG/view?usp=sharing (http://drive.google.com/file/d/1oCYKQUDCJiBgk6yxGuzLQNiM7EJH8hzG/view?usp=sharing)

Yang, Mika, Mai, Terumi, and Meta Knight have also received the NOY update:

Quote
All 5 Characters:
-New Mechanic: Not Over Yet
 -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
 -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
 -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Yang Xiao Long:
-Fixed an error where projectiles ignored damage scaling
-Semblance now triggers at 25% health

Mika:
-Dashing A now has quicker startup, has upper body invul instead of armor, and only staggers on counter hit
-5BB and Charged jB now break projectiles

Mai Natsume:
-5C is now special cancelable on hit
-Fixed an error where Gallia Sphyras ignored damage scaling
-Adjusted launch trajectories and velocities for all versions Himeyuri on Tipper hit
-An effect now plays whenever Mai succesfully lands a Tipper hit
-EX Himeyuri now only hits once
-EX Himeyuri is now only immune to Projectiles
-Normal throw is now special cancelable

Yuuki Terumi:
-5C is now special cancelable on hit
-Serpent's laceration is now special cancelable after the last hit
-jC no longer halt's Terumi's horizontal velocity when moving forward

Meta Knight:
-Sprites have been rerendered and palettes have been redone
-5C now causes less hitstun on hit

Japanese voice patches for Mai and Terumi have also been updated.

You can download all of the updated characters in one zip file here:
https://drive.google.com/file/d/1U_g9nHNmHCldPUTYtzPH-FToFaJwvbaw/view?usp=sharing (https://drive.google.com/file/d/1U_g9nHNmHCldPUTYtzPH-FToFaJwvbaw/view?usp=sharing)

Spoiler: And My Next Character Is... (click to see content)

Have Fun.

Doing Kirby's 100% combo before your King Dedede comes out.
https://streamable.com/1pt56h

Very well done.


Thanks for these sources, I'll be sure to check them out in full once I have the time.

A huge fan of your characters and stuff, and was gonna try making my first character as Elizabeth in your style. I was wondering if you had any tips on where to start in terms of making a character?

Use these as references:
https://dustloop.com/wiki/index.php?title=BBTag/Elizabeth (https://dustloop.com/wiki/index.php?title=BBTag/Elizabeth)
https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html (https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html)

And don't be afraid to post in MFG's help section if you're feeling stumped.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: Vocalnoid on September 13, 2021, 02:30:25 AM
1.0 USERS: By default, King Dedede uses sffv2.1. While this significantly reduces his file size, this sff can only be used with 1.1, Ikemen Plus, and Ikemen GO.
As a 1.1 user who tends to get a bit picky with hefty chars, I'm very glad you decreased the sprites file size, but is there any other reasons you choose ssfv2.1 other than data reduction, and will you do the same to future/upcoming chars as well?
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: ZolidSone on September 13, 2021, 03:14:35 AM
Feedback:
Yang:
-If the opponents successfully gets caught by Cold Shoulder, the Invalid icon appears even though it only hit once.
-The opponent's custom state on Too Hot to Handle briefly goes lower to the ground than normal for half a second (Her 66B is fine however).
-Burst of Embers and Burning Gold could use an old air dash effect and sound on the startup (Although not completely necessary as the current effects and sounds are good enough and just for consistency with other characters, up to you if you want).

Mai:
-The hitspark and guard spark of the 2nd hit of Sylvan Hurricane Assault is misaligned.
-There is no landing sound effect when she touches the ground from Floral Blizzard Blossom.
-For some reason, Floral Blizzard Blossom now misses if the opponent is too close to her (The previous version doesn't do that, is this intentional?).
-The first two hits of New Moon Lotus gains small meter before the astral heat animation plays.
-Very minor, but you might as well remove the alternative portrait on her folder (No need to keep it still as the current one on the SFF is the same, but the shading fixed).

Mika:
-You should put a small amount of envshake every time she trips.
-The sliding dust and sound effect should play the moment she swings Pachelbel on 66A, not before it.
-There is no normal ground shockwave and envshake when she hits the ground from 66B when it misses.
-The EX spark when using EX Missile is misaligned.
-The EX spark doesn't play when the opponent is too close to EX Cannon due to the EX spark effect's timing as it doesn't appear the moment it's used.
-Rapid canceling Mika Revolution uses 1000 meter and not 500 only when it hits the ground.
-Mika Revolution can also be rapid canceled if it hits the ground and not hit the opponent.

Terumi:
-The sliding dusts on 66A and 66B is reversed and they move alongside him.
-Snakebyte and ground Gleaming Fang is missing sliding dust at the end of the animation if it misses or blocked.
-The ground version of Gleaming Fang could use an old air dash effect and sound on the startup.
-Divine Twin Blades doesn't have increased cornerpush on the last hit.

Meta Knight:
-Galactic Counter when it hits successfully should slide a bit instead of come to a complete halt.
-The hitspark and guard spark of B Dimensional Cape is slightly misaligned.

For Kirby, here are the rest of the other characters I forgot (Mostly just adding alternative names for already existing characters):
Sanae_RP: "Sanae_THIZ"
Yukari_RP: "Yukari_THIZ"
Joseph Joestar: "Young Joseph" (Even without Hermit Purple, Yo-yo can still match with his clackers)
Quenser:  "Qwenthur" & "Qwenthur Barbotage"

Typo:
Satsuki Yumiduka: Satsuki Yumizuka (Although, ‡H's version with the last name first with the underscore is spelled intentionally like that. So keep that in while the one with the space has it corrected. I may have gave you the list for the game, but didn't realize now her last name was a typo all along. Don't know if she'll be in Type Lumina, but the last name will most likely be Yumizuka. So just change "Satsuki Yumiduka" only)

By the way, I have another suggestion for Kirby and Meta Knight for their next updates. Do you mind adding alternative small and big portraits of their appearances in Super Smash Bros. Ultimate? Since you have it with King Dedede, it's to keep them consistent with him, Piranha Plant and Samus. You don't need to change the current ones they have on the SFF already in case others like them. It's just to give them options and can change it themselves if they want to. And speaking about Piranha Plant, this probably means you'll need to rerender his sprites too.

Oh, and when you do get to Misaka, I should mention that her frog intro against Sanae is also missing RicePigeon's THIZ version of her.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: karl_eichholtz_13 on September 13, 2021, 03:21:52 AM
Another Smash Bros. character by you OHMSBY.

I hope Star Fox's Krystal is possible.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: drewski90 on September 13, 2021, 04:56:42 AM
yeah i wonder what appearance she'll be based on
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: OHMSBY on September 13, 2021, 05:35:57 AM

All fixed and added those triggers to the copy ability list. Just be aware that the increased corner push has only been applied to the ground version of Twin Blades so that the air version can still be used for corner combos. Plus the air version is air blockable anyway.

By the way, I have another suggestion for Kirby and Meta Knight for their next updates. Do you mind adding alternative small and big portraits of their appearances in Super Smash Bros. Ultimate? Since you have it with King Dedede, it's to keep them consistent with him, Piranha Plant and Samus. You don't need to change the current ones they have on the SFF already in case others like them. It's just to give them options and can change it themselves if they want to. And speaking about Piranha Plant, this probably means you'll need to rerender his sprites too.

Sure, I could make those alternate portraits for their next update.

And yes, I'll need to eventually have Plant rerendered as well. Fortunately, the method I used for rendering Dedede and the new sprites for Meta Knight is actually faster than what I was doing before, so I'd image that update would come sooner rather than later.

Oh, and when you do get to Misaka, I should mention that her frog intro against Sanae is also missing RicePigeon's THIZ version of her.

Noted.

As a 1.1 user who tends to get a bit picky with hefty chars, I'm very glad you decreased the sprites file size, but is there any other reasons you choose ssfv2.1 other than data reduction, and will you do the same to future/upcoming chars as well?

It's just for the data reduction. I want to avoid using the 2.1 exclusive features like RGB colored sprites. This way, when I make an sffv2 for the 1.0 patch, all I have to do is click "save as", which will especially save time whenever any changes to the sprites need to be made.

I'm only going to be doing this with characters who file sizes get too big with sffv2, Blender projects involving larger characters being the most likely candidates. Hilda is currently at about 30 megabytes uncompressed, so I don't think using sffv2.1 for her will be necessary.





 
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: Uzuki Shimamura on September 13, 2021, 06:44:41 AM
I've updated Mika Returna's JP voice patch today.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing

EDIT: I found the error that Deluxe Gordo isn't frozen after you KO an opponent.
https://streamable.com/tsqm2h
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: ZolidSone on September 13, 2021, 10:30:36 AM
I tested everyone else and they're good, but I found another thing on Mika and Mai:
-The blast effects on Mika Missile and Mika Revolution follows her and don't disappear right away after rapid canceling.
-By rapid canceling Mika Revolution when it doesn't connect or blocked, the blast right when she jumps up after hitting the ground can still deplete 1000 meter instead of 500 and blinks white.

Mai:
-The hitspark and guard spark of the 2nd hit of Sylvan Hurricane Assault still feels misaligned (It's too high up when it hits the opponent both in the ground and in the air. Should be where the blade of Gallia Sphyra is).

Also, I missed on Maid Taiga that the effect on Taiga Rampage when blocked follows her after rapid canceling.

All fixed and added those triggers to the copy ability list. Just be aware that the increased corner push has only been applied to the ground version of Twin Blades so that the air version can still be used for corner combos. Plus the air version is air blockable anyway.
Of course, I should have clarified it was for the ground version since it kinda works as a reversal.

Sure, I could make those alternate portraits for their next update.

And yes, I'll need to eventually have Plant rerendered as well. Fortunately, the method I used for rendering Dedede and the new sprites for Meta Knight is actually faster than what I was doing before, so I'd image that update would come sooner rather than later.
While you make the new alt portraits for Meta Knight and rerender Piranha Plant's sprites, don't forget to adjust their palette organization too as the redone palettes for Meta Knight are currently around 40-52 out of 71. The default 12 colors should be the very first set of palettes in the SFF palette organizer.

Speaking about portraits, what lifebar portrait are you basing for Hilda? It looks like one of the dialogue portraits from Under Night In-Birth. If my memory serves me carefully, I'm guessing you had her pre-made before she was announced on BBTag as she's one of the early poll characters alongside Mora and Hibachi and didn't get to her until now. I hope you consider making her BBTag portraits as the default and still keep that old one as an alternative like with Akatsuki before he was announced in BBTag too.

It's just for the data reduction. I want to avoid using the 2.1 exclusive features like RGB colored sprites. This way, when I make an sffv2 for the 1.0 patch, all I have to do is click "save as", which will especially save time whenever any changes to the sprites need to be made.

I'm only going to be doing this with characters who file sizes get too big with sffv2, Blender projects involving larger characters being the most likely candidates. Hilda is currently at about 30 megabytes uncompressed, so I don't think using sffv2.1 for her will be necessary.
Good idea to keep it strictly for the Blender characters. No need to do that for 2D character sprites as they don't have that many. I understand why it has to be done because they were originally 3D and you managed to rip every single frame.

The only old character that could use it is Samus as she also has over 3000 sprites and only 7 MB less as King Dedede with a 1.0 SFF. I have no clue how Unknown managed to rip those sprites, but it must be a similar method as yours. Only do it if the file size bothers you.

Noted.
I also forgot that "Suwako Moriya" isn't there either with her last name, so it won't play against Veanko's version. Note that too.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: TurnPile on September 13, 2021, 06:51:57 PM
What's your thoughts on doing the Fire Emblem cast and, more importantly, Byleth? Considering, well you know, she's your profile picture and all that.
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: OHMSBY on September 14, 2021, 04:26:57 AM
Dedede, Mika, Mai, and Maid Taiga have received quick updates

Quote
Dedede:
-Deluxe Gordo now freezes in place during the super finish effect
-Adjusted hit detection for hitting Deluxe Gordo with Dedede's Hammer
-5AAA now has reduced hitstun during consecutive uses in combos
Mika:
-Fixed an error where Rapid canceling whiffed Mika Revolution after the landing would reduce 1000 meter instead of 500
Mika, Mai, and Maid Taiga:
-Fixes to visual errors



I've updated Mika Returna's JP voice patch today.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing

You've accidentally indexed sound 8005,2 as 8005,0, which prevents it from playing when it's supposed to.

Speaking about portraits, what lifebar portrait are you basing for Hilda?

It actually is her BBTAG portrait. I didn't like how her hand looked in the small port, it didn't really look like something that could be recognized as a hand, so I removed it. That's why it looks different.

What's your thoughts on doing the Fire Emblem cast and, more importantly, Byleth? Considering, well you know, she's your profile picture and all that.

Prior to Byleth, I had Dedede and Blitztank as profile pictures, which are both characters that I eventually ended up working on. This is a trend that I intend to continue.
Title: Re: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: Uzuki Shimamura on September 14, 2021, 04:38:24 AM
You've accidentally indexed sound 8005,2 as 8005,0, which prevents it from playing when it's supposed to.

My bad. It's fixed now. same link as above.
Title: Re: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: OHMSBY on September 14, 2021, 05:20:47 AM
Very good. Added your updated link to the site.
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: ZolidSone on September 15, 2021, 01:12:55 PM
Speaking about rapid canceling, something came in mind with Nanase:
-When Plumage Dancing in the Wind is rapid canceled, the effect is glued on screen and not on the stage's floor (Example: Use a stage with super jump and the effect goes higher alongside Nanase or the opponent, but still stays on the same spot where it was executed).
-5AAAA would look better if the sliding dust was at the end of the animation than on the startup (Slightly smaller and with sliding sound effect).

It actually is her BBTAG portrait. I didn't like how her hand looked in the small port, it didn't really look like something that could be recognized as a hand, so I removed it. That's why it looks different.
It's not just the hand, it's more like the angle of where she's looking and her chin looks so thin. Another reason was her mouth and I couldn't tell it was open or closed, making me think it was a completely different portrait entirely. Maybe I'm just nitpicky, so up to you if you want to adjust it.

Prior to Byleth, I had Dedede and Blitztank as profile pictures, which are both characters that I eventually ended up working on. This is a trend that I intend to continue.
Kirby's copy ability list and author specific special intros on your characters were the hints that gave me an idea. But it never crossed my mind thinking that was one too.

Edit: So Vlov Arkhangel's gameplay trailer is finally out:

Seeing the gameplay and the Tsukihime remake out in Japan giving a description of more of his character, my theory is completely wrong. Ice fits him more and seems to utilize it frequently on his moveset. Since he won't get Fire, give it to the newly released "Atsuko Kagari" instead. She shoots fireballs like Shantae.

Also, I found a bug on trigger10 on Suplex. I didn't find out until months later, but turns out that even with authorname listed, Lilith will always get Cutter no matter what. So you might as well remove the first name on trigger38 of Cutter and keep the first name only on it.
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: amilcar on September 19, 2021, 04:13:53 AM

I would like to see a Mario and Luigi character created by you, it would be fantastic, I congratulate you very much and thank you very much for sharing your talent
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: ZolidSone on September 19, 2021, 02:30:13 PM
Since you haven't updated Nanase yet, I got some more feedback for some of the already updated characters while I was testing my new strong wall bounce effect on my custom fightfx:

Tager:
-The wall bounce effect on Wedge Catapult is the strong bounce not the normal one.

Samus:
-The wall bounce effects on Zero Laser are the strong bounces and not the normal ones (Although, they have envshake).

Kokonoe:
-The wall bounce effects on Absolute Zero V4.32 are the strong bounces and not the normal one (Although, they have envshake).

Yu:
-The wall bounce effects on Ziodyne are the strong bounces and not the normal ones.

Adachi:
-The wall bounce effects on Maziodyne are the strong bounces and not the normal ones.

Susano'o:
-The wall bounce effect on Splintering Thrust is the strong bounce and not the normal one (Although, it has envshake).

Blitztank:
-The wall bounce effect on Gjallarhorn is the strong bounce and not the normal one.

Bisclavret:
-Her 5C can be constantly spammed and the opponent has no recovery, resulting to an infinite.

Lina:
-The wall bounce effect on Final Laser is the strong bounce and not the normal one.

Dedede:
-The hitspark when inhaling a Gordo and spitting it at the opponent is slightly misaligned.
-Gordo Canon is misspelled on the readme.

Courtesy of Sir Ghostler and Shimmering Brony's Akko, I found a perfect matching strong wall bounce effect for it. This will make feedback a little easier for me now I finally have a dedicated one for strong wall bounces. I never noticed it before as I always used the same wall bounce effect for all 3 variations. I tried recoloring the strong to red, but it didn't work as it always changes back to the default color after one sprite no matter what I did (Having it's own set of sprite in a different color or changing just the palette itself). I know I should have changed it much earlier, but I couldn't find one that matches my taste at the time.

I may have to make a part 2 for this as there are so many characters to test, so this is what I have for now. But for those that do have envshake but doesn't use the strong ground shockwave effect, feel free to leave it as is if it turns out to be intentional.
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: OHMSBY on September 19, 2021, 10:35:58 PM
Time for some quick updates. I was planning on updating around this time anyway for the Special Intros against Hilda.

Quote
Hyde and Blitztank:
-Added special intro against Hilda
Nanase:
-Fixed an error where Plumage's effect could follow the screen after rapid canceling
Bisclavret:
-Fixed an error where 5C could be chained into itself
Kirby:
-Few additions and fixes to Copy Ability trigger list
Adachi, Blitztank, Dedede, Lina, Nanase, Tager, Yu:
-Fixes to minor visual errors, Primarily wall bounce effects

Download all updated characters simultaneously here: https://drive.google.com/file/d/1J4xPA9B9JcAzFf9yRRXuQ_8tAGHbVMVA/view?usp=sharing



-5AAAA would look better if the sliding dust was at the end of the animation than on the startup (Slightly smaller and with sliding sound effect).

I gave this a try, and it honestly seemed off to me due to how much she has slowed down by the end of the animation, I did add a slide sound to the dust however.



Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: Resentone on September 20, 2021, 03:21:59 AM
Hyde Voice patch has been updated.
https://drive.google.com/file/d/1Z0obpssCeCFz6pvHFIxCBxc3cRuZeRdf/view?usp=sharing

I also made a UNI ver. voice patch for Hyde because I dislike his bbtag voice direction.
https://drive.google.com/file/d/1vajojuTcks8Qif2w0l1zEzRHbO1mbgvm/view?usp=sharing
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: ZolidSone on September 20, 2021, 04:54:26 AM
Yeah, figured I have to make a part 2 on this. It was late at night when I posted all that feedback and I didn't want to wait to post it later during the day. Now I'm awake and have more energy, I can spend the time to check the rest of their movesets in detail and do pardon if I have to go back to certain characters again:

Gordeau:
-The normal wall bounce effect on Soul Exodus doesn't have a normal ground sound effect when the opponent hits the wall.
-When using the backwards throw near the wall behind him, the wall bounce effect would play next to Gordeau instead of when the opponent hits the wall (This won't happen if he throws the opponent at the end side of the stage).

Kirby:
-Hitting the wall with Burning Attack is the strong bounce and not the normal one (Maybe intentional as it's layered in front? But it has no envshake).

Tager:
-The wall bounce effect on Spark Bolt is the strong bounce not the normal one.
-The hitspark and guard spark of Spark Bolt is also misaligned.

Bisclavret:
-The first two normal wall bounces on Strong Hammer aren't layered behind the opponent.

I spend a few hours double checking everyone and I believe that's all of them. Guess I really did cover most of them last night in a short amount of time and it's mostly just going back to the ones that I've already checked. As for the intentional ones, it's actually fine for them. As long as the strong wall bounce has envshake, layered in front and the opponent is staggering, the strong ground shockwave sound effect is not required. On certain occasions and depending on the sounds the fightfx used, it may not even fit at all.

As for Kokonoe and Samus which you missed, they are layered behind. But the opponent is being constantly drowned with hitsparks. I guess in their case, it's fine to be like that and can be left as is.

For Kirby, you're more than welcome to wait until you make his small and big portraits from SSBU to do that. I don't have any other copy abilities to add as you already covered most of them for official games or author specific characters.

I gave this a try, and it honestly seemed off to me due to how much she has slowed down by the end of the animation, I did add a slide sound to the dust however.
That's fine. Es also has that on Type: Slasher "Mordred", so it works.
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: Vocalnoid on September 25, 2021, 02:56:31 PM
WHEW!
After a slightly long wait, I finally updated Meta Knights JPN voice patch which includes stuff from the NOY update.

Link: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing

Let me know if there's any incorrect indexes or if anything else is missing so I'll fix it while I can.

Enjoy <3
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: Ex☆Cham on September 26, 2021, 07:05:19 AM
Getting the updates--

Tho, two questions since have a little of curiosity:

1. Would you change the "BURST" gauge if given other options?
Nothing against it, {Kinda too "POP" in size} specially since it's just 3 sprites to swap.

2. Ever though of coding a character in this style that feels more like... "A Final Boss"?
You know, a character that is broken in the player's hands, but an absolute monster when encounter during an Arcade Run.
Title: Re: [OHMSBY Thread]: 4 Quick updates (9/26/21)
Post by: OHMSBY on September 26, 2021, 09:57:57 PM
A few more quick updates.

Quote
Gordeau, Kirby, Tager, and Bisclavret:
-Fixes to minor visual errors

Figured I'd might as well get the fix for burning attack out of the way now instead of waiting.





Everything seems good to me with your voice patches. Now that they're all up to date, I should probably get around to putting them onto the site.

 
1. Would you change the "BURST" gauge if given other options?
Nothing against it, {Kinda too "POP" in size} specially since it's just 3 sprites to swap.

I'm really not opposed to having a new look in general, especially after changing the super background. This would probably be something I would wait for another more major update to have changed, But I suppose that depends on what those other options were.

2. Ever though of coding a character in this style that feels more like... "A Final Boss"?
You know, a character that is broken in the player's hands, but an absolute monster when encounter during an Arcade Run.

Back in old polls, one of the options for characters was Hibachi, the true final boss of DoDonPachi SaiDaiOuJou. She would be exactly as you have described.

Other than that, I have also thought about doing blender projects out of the Boss only characters in Smash Ultimate, like Master Hand, Marx, and Dracula, but I haven't actually tried doing that yet.


Title: Re: [OHMSBY Thread]: 4 Quick updates (9/26/21)
Post by: ZolidSone on October 01, 2021, 05:38:35 AM
After downloading the update for Kirby, I don't see anymore problems with the aesthetics on him. However, a few copy abilities suddenly got reverted from the previous update. Atsuko Kagari and Vlov Arkhangel don't have their respective copy abilities anymore and the bug for trigger10 on Suplex has returned (Lilith using Cutter instead). And since Granblue Fantasy Versus was covered by Solid Snivy, thought I check out the game. I have no objections with the list he made, but there are a few characters that are missing that weren't mentioned by him and figured I add the rest:

To add:
Charlotta: "Charlotta Fenia"
Katalina: "Katalina Aryze"
Ladiva "Fastiva"
Anre "Uno"
Seox "Six"

Ferry (Yo-yo)
Lowain (Cutter)
Metera (Needle)
Belial (Needle)
Cagliostro (Needle)

And for Vira Lillie, there's seems to be only a teaser and shown using a sword. Instead of adding a completely new trigger, do your mind replacing trigger41 on Sword with her instead? I looked at Akane Satomura again and realized there's no character in Eternal Fighter Zero using Needle. I feel that copy ability fits her better than Sword as she changes her hair into weapons. With that, all of Granblue Fantasy Versus is cover for now until Character Pass 3 announces more characters.

Also, since October 5th is the direct for the final character reveal for Super Smash Bros. Ultimate, do you want to wait until then to update him? Just in case you're curious to know who they are and want to add him/her as well.

Back in old polls, one of the options for characters was Hibachi, the true final boss of DoDonPachi SaiDaiOuJou. She would be exactly as you have described.

Other than that, I have also thought about doing blender projects out of the Boss only characters in Smash Ultimate, like Master Hand, Marx, and Dracula, but I haven't actually tried doing that yet.
I heard she also goes by the name Hina, which is why I couldn't find any info about her back then. Since DoDonPachi is a shoot 'em up and not a fighting game, you'll still probably use those existing sprites by Oyaji.

I can't wait to see what cool possibilities you could do with that too. They would fit very well if you ever make a full game with your characters.
Title: Re: [OHMSBY Thread]: 4 Quick updates (9/26/21)
Post by: Little Fox: Tres Truenos on October 02, 2021, 12:31:33 AM
Hey OHMSBY, how you doin dude? I'm back with some stuff that might interest you. Since Melty Blood:Type Lumina just got released, Resentone released some sprites and palettes from Lumina. It was a collaborated from several people on discord. He also made a video using Saber's sprites to test out her movement. Here's the links
Type Lumina Sprites thread https://mugenguild.com/forum/topics/melty-blood-type-lumina-sprite-pack-194505.0.html
Saber Test video https://youtu.be/Y2jnLCBAQY4
The next piece of information that I have is a Deviantart page by JSRREMIX about models from Ultimate Marvel Vs Capcom 3. He has the link to the models and instructions on how to make them work. Here's the link https://www.deviantart.com/jsrremix/journal/UMVC3-Models-730989013
   So if you ever wanted to dip your toes into either the poverty glory of hype that is Melty Blood or go for a ride from MAHVEL BABY, then here's these resources just in case if they interest you.
  Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought. Once again God bless you and thanks for the cool characters conversations that you have been giving us.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: OHMSBY on October 03, 2021, 09:56:15 PM
Might as well get the final two NOY updates released now.

Quote
Both Characters:
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes
Misaka:
-5C is now special cancelable after hitting with the leg
-Misaka is now invulnerable during the startup of Railgun
-Magnetic Move's Air Movement covers slightly more distance
-Misaka can now drop down during Over There! and Zapper right after the projectile has been thrown
-Misaka can now perform an arial action while Dropping down from Air Movement
-New start up animation for Only My Railgun
-Sprites are now properly indexed and palettes have been redone
Robo-Weiss:
-New 5C
-Stabilisieren now lasts 20% longer when Not Over Yet is active

Not sure how Kirby's copy ability list got reverted back, but he's been reploaded with with the changes along with the new additions that Zolidsone brought up.

Also, the links for Resentone and Volcanoid's voice patches have been added to the site for more convenient access.



Since DoDonPachi is a shoot 'em up and not a fighting game, you'll still probably use those existing sprites by Oyaji.

Yes.

Since Melty Blood:Type Lumina just got released, Resentone released some sprites and palettes from Lumina. It was a collaborated from several people on discord. He also made a video using Saber's sprites to test out her movement. Here's the links
Type Lumina Sprites thread https://mugenguild.com/forum/topics/melty-blood-type-lumina-sprite-pack-194505.0.html
Saber Test video https://youtu.be/Y2jnLCBAQY4

Nice. The file structure for French Bread games are little beyond my experience, so it's really nice to see that the assets from Type Lumina were able to get ripped and uploaded as quickly as they were.

Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought.

Yes, I do plan to do so.


Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: KatsupSpecial on October 03, 2021, 11:54:12 PM
Wait, where's the link to the updates?
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: ZolidSone on October 04, 2021, 12:48:37 AM
Final feedback for the last two NOY characters:
Misaka:
-The shockwave when the opponent hits the ground by Zapper is a normal ground one, has the normal ground sound effect, layered behind and is slightly misaligned.
-There is no normal ground sound effect on the wall bounce when the opponent hits the wall by Railgun and EX Electro Shock.
-On the opponent's get hit animation on her air throw, they get lower on the floor for half a second when they lying on the ground during the normal ground shockwave (Thought the shockwave was misaligned, but it's not).
-The normal ground shockwaves on Girder Strike could be slightly bigger as the ground shatter effects block them due to the effect's size.
-EX Elecectro Shock is a typo on the movelist.png.

Robo-Weiss:
-Rapid canceling backwards on any attacks on the ground, the back dash's palfx would override the rapid cancel's palfx.
-There is no sliding dust on the end of Hals Brechen on the ground.
-A suggestion when using Gletscherstrom or successfully countered with Ich Glaube Nicht, would it be nice to add a normal ground shockwave when she stabs the ground with Myrtenaster.

I'm glad you decided to change the 5C though. Didn't liked how it can be easily avoided when opponent is too close or just by running straight at her. Also noticed you removed those letter def files, don't know what those are for originally.

Not sure how Kirby's copy ability list got reverted back, but he's been reploaded with with the changes along with the new additions that Zolidsone brought up.
Don't take this for granted, but there might be a possibility that you may have updated his old version from a bundle without knowing. When I gave Ichida feedback for Orie to fix one minor aesthetic, some old issues came back. I hope you consider not doing bundles anymore because stuff like this could happen and you don't want people to download old versions by mistake.

By the way, my idiot self just found out Solid Snivy already covered Vira with trigger97 of Sword. Instead, how about replacing trigger41 with "Stocking Anarchy" instead? I didn't want to add her before because I also wanted to think of an matching ability for Panty as well and add her alongside Stocking. But as she uses guns only and has no fancy explosion stuff, none of them fit. You can still wait for the last SSBU character in two days to do it if you want.

I also noticed Metera for Needle was somehow missed, unless you intentionally want to give her Fighter even those she uses a bow and arrow. I judged her appearance by her trailer and figured she would be as Kakouen and Archer are there too.

Nice. The file structure for French Bread games are little beyond my experience, so it's really nice to see that the assets from Type Lumina were able to get ripped and uploaded as quickly as they were.
I'm sure you still have loads of plans ahead, but I'm looking forward to see what character you'll do with them.

Wait, where's the link to the updates?
On the site like always.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: OHMSBY on October 04, 2021, 04:02:55 AM
All fixed and reuploaded, along with Kirby since I somehow forgot to put Metera on the list.

Also noticed you removed those letter def files, don't know what those are for originally.

I didn't even realize I had her uploaded with those. That was just a part of an experiment that I had with the engine, they weren't supposed to be included in the upload.

Wait, where's the link to the updates?
On the site like always.

I decided against doing an update bundle since it's just two characters being updated this time around.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Watcher of MUGEN on October 04, 2021, 05:17:31 AM
Just here to drop a 100% combo with Misaka.

https://streamable.com/7e3lha

To be honest, my only complaint is the wallbounce of her Railgun getting nerfed.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Uzuki Shimamura on October 04, 2021, 05:45:44 AM
After I watched Jerry Kisaragi's 100% combos of your characters, I just found something on Hyde.
When you counter hit your opponent with Black Orbiter (all versions), then Dark Lotus, and normal attacks, the text shows 2-3 times.
https://streamable.com/42yon5

I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko? Again, BeterHans' sprite is the best option.

Talking about voice patches, was Alchemist of Atlas' Yang JP voice patch updated? It's been weeks since her NOY update came out.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Macaulyn97 on October 04, 2021, 05:48:17 AM

Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought.

Yes, I do plan to do so.
(https://i.pinimg.com/originals/5a/4d/cb/5a4dcb6d79097f6a926b1d57793971d4.gif)

Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Watcher of MUGEN on October 04, 2021, 06:08:15 AM
After I watched Jerry Kisaragi's 100% combos of your characters, I just found something on Hyde.
When you counter hit your opponent with Black Orbiter (all versions), then Dark Lotus, and normal attacks, the text shows 2-3 times.
https://streamable.com/42yon5

I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko? Again, BeterHans' sprite is the best option.

Talking about voice patches, was Alchemist of Atlas' Yang JP voice patch updated? It's been weeks since her NOY update came out.

He said that he'll get to it once he fixes some issues with his PC.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Wolfy120 on October 05, 2021, 09:44:49 PM
Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought.

Yes, I do plan to do so.



[/quote]
Obviously you have your own plans for what characters you wanna make, but the idea of an OHMSBY Style Sora kind of floored me whilst reading this- XD
Title: Re: [OHMSBY Thread]: 3 Quick Updates (10/08/21)
Post by: OHMSBY on October 09, 2021, 05:41:47 AM
Just a few quick updates:

Quote
Hyde:
-Fixed an error where the counter message could show up more than once when countering with Black Orbiter
Quote:   
-Nemesis will now lose it's special on hit properties after being used a set amount of times in a combo (restored when the opponent recovers)
Misaka:
-Wallbounce from Railgun has been restored to its previous height

I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko?

Probably.
Title: Re: [OHMSBY Thread]: 3 Quick Updates (10/08/21)
Post by: Uzuki Shimamura on October 09, 2021, 01:36:48 PM
I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko?

Probably.

Looks like i'm gonna update my Kuroko palettes soon.

Quote
Quote:   
-Nemesis will now lose it's special on hit properties after being used a set amount of times in a combo (restored when the opponent recovers)
Oh, so that's why SDK123 is using that move many times.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 11, 2021, 07:34:39 AM
Hilda has been released.

(https://i.imgur.com/CTT11rd.png)

Spoiler: More Screenshots (click to see content)

Get Hilda here:
https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing (https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Watcher of MUGEN on October 11, 2021, 08:05:53 AM

Spoiler: And my next character is... (click to see content)

Have fun.

Ah, yes. Rie Kugimiya.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Uzuki Shimamura on October 11, 2021, 02:59:09 PM
Spoiler: And my next character is... (click to see content)
Spoiler, click to toggle visibilty

Also I found something while testing your Ky again.
When you hit your blocked opponent with lowest life using Ride the Lightning, the super finish BG shows twice.
https://streamable.com/wln3fi

Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Gladiacloud on October 11, 2021, 04:15:41 PM
Hilda has been released.

(https://i.imgur.com/CTT11rd.png)

Spoiler: More Screenshots (click to see content)

Get Hilda here:
https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing (https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.

OHMSBY, is the delay due to the fact that Hilda was hard to make?
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 11, 2021, 05:25:02 PM
Also I found something while testing your Ky again.
When you hit your blocked opponent with lowest life using Ride the Lightning, the super finish BG shows twice.
https://streamable.com/wln3fi

Fixed.

OHMSBY, is the delay due to the fact that Hilda was hard to make?

Nah, I've just decided to slow things down a bit is all.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: EgyLynx on October 11, 2021, 08:19:37 PM
1: Confused: Where that Hilda from?
2: thought: Are youre think do game yours person(s) or like see them someelse´s collection?
3: If we talking "argade" which place at H at best? (begin, middle, near end?)
4: In build: same steps or different? template at kfm/ something own?
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Macaulyn97 on October 11, 2021, 08:27:38 PM
OHMSBY, is the delay due to the fact that Hilda was hard to make?
Wait, there was a delay? When I saw "Hilda released" in the thread, I thought "Damn, OHMSBY is putting out chars really fast."
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Umezono on October 11, 2021, 08:29:16 PM
1: Confused: Where that Hilda from?
2: thought: Are youre think do game yours person(s) or like see them someelse´s collection?
3: If we talking "argade" which place at H at best? (begin, middle, near end?)
4: In build: same steps or different? template at kfm/ something own?
I think you should try a translation service like DeepL or Google Translate. Your English is really hard to understand.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Resentone on October 12, 2021, 04:09:10 AM
Made a JP Voice Patch for Hilda:
https://drive.google.com/file/d/1cp5NEg16YjajJiTWb9HA-uE__n2cMP8N/view?usp=sharing

Preview:
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: AMultiverseAuthor on October 12, 2021, 07:49:18 AM
I don't know how complex DBFC characters are but I have a hunch that Shana won't be as time consuming to make as Hilda.
 
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 12, 2021, 08:10:44 AM
Alchemist of Atlas' has informed me that he is still having issues with his PC, so I have updated his Japanese voice patch for Yang on his behalf. Direct link here:
https://drive.google.com/file/d/1zMQuHzYut8pSUCrTWOcSxLVPE0-BdM_W/view?usp=sharing (https://drive.google.com/file/d/1zMQuHzYut8pSUCrTWOcSxLVPE0-BdM_W/view?usp=sharing)

The link on the site has also been updated.

Made a JP Voice Patch for Hilda:
https://drive.google.com/file/d/1cp5NEg16YjajJiTWb9HA-uE__n2cMP8N/view?usp=sharing

Before I add your link to the site, I would like to point out that sound 1100,3 ("You won't be lonely for long") is still in english on your patch.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Resentone on October 12, 2021, 09:53:41 AM
Before I add your link to the site, I would like to point out that sound 1100,3 ("You won't be lonely for long") is still in english on your patch.

It should be fixed now.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 12, 2021, 10:31:02 AM
Very good. Added your link to the site.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: ZolidSone on October 13, 2021, 11:01:06 AM
While I was testing for Ichida for his Miyuki to let him know he can add the source intro for your upcoming Shana, I noticed that the EX spark appears late when a force break is used and the same applies to certain characters of yours:

Maid Taiga & Shantae:
-The EX spark effect on their force breaks has a half a second of delay when appearing the moment the sound effect is heard.

Carmine:
-Not only the EX spark is delayed, the animation cuts off when using any force break.

And something to fix on Metaknight when you get around making his SSBU portraits:
-The projectile on Crescent Slash has a reflection and shadow on the floor when it makes contact with the opponent.

I know your characters usually your have special intros against those specifically made by you, but I hope Shana also has those not just for Ichida's Miyuki, but Kirito and Kirino as well as I believe she does from the source game. Maid Taiga is obvious as her original version does because of a same VA joke.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: 【MFG】gui0007 on October 14, 2021, 12:11:41 AM


Oh damn, what an amazing work you did OHMSBY. Finally we have The Uncommon Witch on MUGEN. :)
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Vocalnoid on October 14, 2021, 01:42:52 AM
(https://i.imgur.com/GVBi26j.png)
Found a quick Hit ID debug error after using "Fallen Pain".
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Uzuki Shimamura on October 14, 2021, 04:49:19 AM
Her Nail Torrent projectiles are still shooting during super finish. (you'll notice the sound)
https://streamable.com/bb86w5
Title: Re: [OHMSBY Thread]: Hilda and 5 others quick update (10/13/21)
Post by: OHMSBY on October 14, 2021, 06:58:20 AM
All fixed. Also, Homura and Taiga have been updated with special interactions against Shana.

Quote
Hilda:
-Fixed an error where Nail Torrent would continue to spawn blades during the super finish pause
-Fixed a debug error with Fallen Pain
Maid Taiga and Homura:
-Added special intro against Shana
Maid Taiga, Shantae, Meta Knight, and Carmine:
-Fixed some minor visual errors
Title: Re: [OHMSBY Thread]: Hilda and 5 others quick update (10/13/21)
Post by: Wolfy120 on October 17, 2021, 02:02:59 AM
Hey!

I was wondering, would you ever try to make 'puppet' characters like Ken Amada (Persona) or Chaos (Under Night In Birth)?

Also, I would LOVE to see Zex from MAAB or Byakuya from UNIB in your style-
Title: Re: [OHMSBY Thread]: Hilda and 5 others quick update (10/13/21)
Post by: ZolidSone on October 17, 2021, 04:31:00 AM
I got some feedback for Terumi as it seems that I found a major bug and a few adjustments to some of his aesthetics:
-When Venomous Bite is successfully countered by a physical attack through a helper, it creates a clone of the opponent and hitting them both (Turns out this happens when a character is dependent on helpers such as Persona or JoJo. This may softlock them and be unable to use certain attacks such as your Yu no longer be able to use B command normals. If it doesn't, then it will create more clones if the same attack was countered again).
-The sliding dust on 66B still could use as it appears on the opposite direction behind his foot (Since he spins around while he attacks, you could put a dust effect layered in front of him and one layered behind him, each facing a different direction. Similar to what you did with Bisclavret's Hammer Tornado).
-The swing effects when rapid canceling Serpent's Cursed Swing share the palfx.
-It is still possible to rapid cancel the 2nd to last hit of Dungeon of Serpents (Interrupting the effect to remotely vanish).
-Not sure if it's intentional and maybe they are as they glow when they connect, but the green snake effects on his attacks share the palfx (So rapid cancel will also make them blink white).
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: OHMSBY on October 17, 2021, 08:57:08 AM
Fixed.

Quote
Quick bug fix for Terumi
-Fixed Venomous Bite's buggy interaction with helper based physical attacks
-Fixed an error where Dungeon of Serpents could be rapid canceled just before the final hit
-Fixed minor visual errors


-Not sure if it's intentional and maybe they are as they glow when they connect, but the green snake effects on his attacks share the palfx

This is intentional.

I was wondering, would you ever try to make 'puppet' characters like Ken Amada (Persona) or Chaos (Under Night In Birth)?

Maybe.



Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: Uzuki Shimamura on October 17, 2021, 09:00:30 AM
Hello everyone i've made a new JP voice patch today, it's Ky Kiske
I'm using his Xrd voice because no one have ripped and uploaded the Strive voice on Sounds Resource.

Download link: https://drive.google.com/file/d/1C1o2pniX6J-i55FSzOuHFdKAZMtwgN3M/view?usp=sharing

Video preview:
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: ZolidSone on October 17, 2021, 02:05:13 PM
Nothing else to report on Terumi, but there seems to be a few different behaviors on the Venomous Bite depending on the physical helper it connects (I'll use Yu, Yukiko and Adachi though their A/B command normals for example):
-On Yu, Izanagi will not disappear and hit the opponent, but deals some additional damage to him as it also hits the persona on the last hit.
-On Yukiko and Adachi, Konohana Sakuya and Magatsu-Izanagi will disappear and just hit the opponent only.

Something I should share regarding the consistency in case you need to make changes, but I don't think you'll need to. This also explains why Yu was no longer able to use his B command normals, while Yukiko and Adachi still can. It was hard to tell as they both generated clones before.

However, the bug still happens on Ichida's Orie's Thanatos:
(https://i.imgur.com/o0bC1Ga.png)
Hitting the clone will do no damage to her, but keep making her fall down until the clone eventually falls down itself and the combo counter will disappear right after. Since it's already been fixed, it probably has something to do with Orie's helpers than Terumi himself. I will let Ichida know about this.

This is intentional.
Yeah, figured it would be as it's part of his aesthetic. Making it no longer share the palfx would change that too. Better off left as is.
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: Vocalnoid on October 17, 2021, 02:26:43 PM
Hello everyone i've made a new JP voice patch today, it's Ky Kiske
I'm using his Xrd voice because no one have ripped and uploaded the Strive voice on Sounds Resource.

Heh, Faust has a new friend XD
I was eventually gonna make a jpn patch for ky, but faust gave me a hard time finding each and every sound index for him. Guess ya beat me to it. :P

Also while were on the topic of chars made in blender and im not sure if its been said, but will you do projects from other 3d/2.5d games other than smash bros. I'm pretty curious on what kind of limitations you could do considering you made Shantae work as a fighter even if she was made for platforming alone (not 3d, but something similar to that).
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: onomamashinee on October 17, 2021, 04:02:43 PM
Though I assume it was intentional, background and hitspark colors are reversed on Hilda's astral heat
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi and Yu Quick Update (10/17/21)
Post by: OHMSBY on October 17, 2021, 06:18:49 PM
Just updated Yu to change how Izanami interacts with venomous bite to be consistent with the other personas.


Hello everyone i've made a new JP voice patch today, it's Ky Kiske
I'm using his Xrd voice because no one have ripped and uploaded the Strive voice on Sounds Resource.

Added your link to the site.

Also, if you're still interested in using the Strive voice clips, here you go. (https://drive.google.com/file/d/1Ru_GW8qY3Y2m4CI1W19hhnMEhvzHNCNL/view?usp=sharing)

Quote
Also while were on the topic of chars made in blender and im not sure if its been said, but will you do projects from other 3d/2.5d games other than smash bros. I'm pretty curious on what kind of limitations you could do considering you made Shantae work as a fighter even if she was made for platforming alone (not 3d, but something similar to that).

That's what I would like to be able to do, yes. In terms of working around limitations, it would actually be easier in this case, since can make custom animations in Blender, just I have for King Dedede's 2A, Crouching Guard, and Crouching Gethit.

Though I assume it was intentional, background and hitspark colors are reversed on Hilda's astral heat

This was intentional.
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi and Yu Quick Update (10/17/21)
Post by: Solid Snivy on October 18, 2021, 05:01:59 AM
Found a little visual bug: Hilda’s little blade portal remains on the field should In The Darkness not hit the opponent.
Title: Re: [OHMSBY Thread]: Hilda, Terumi, and Yu Quick Update (10/17/21)
Post by: OHMSBY on October 18, 2021, 05:21:42 AM
Fixed.

Quote
Hilda:
-Fixed an error where the spike portal wont disappear after an unsuccessful use of In The Darkness.
Title: Re: [OHMSBY Thread]: Hilda, Terumi, and Yu Quick Update (10/17/21)
Post by: Uzuki Shimamura on October 23, 2021, 04:44:16 AM
Found another error on Ky.
When you attack or throw him during ground Stun Edge C, the projectile goes in mid air. (throws like Uzuki, Kirby, Bisclavret, etc.)
https://streamable.com/y59ipj
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: OHMSBY on October 23, 2021, 08:11:40 AM
Fixed.

Quote
-Fixed an error where charged stun edge could briefly follow Ky during gethit states
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: Jerry Kisaragi on October 27, 2021, 06:00:35 PM
I reply sometimes in this forum but i have a question
Does your Shana has special intro against Paulo S's edit of your Taiga?
I know they have same Japanese voice actress
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: OHMSBY on October 28, 2021, 04:04:23 AM
Yes. (https://streamable.com/404lat)
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: Wolfy120 on October 31, 2021, 08:51:46 PM
Hey, I had to ask.

I was thinking of making Twinblade Arthur and maybe another MAAB Character and I realised that I couldn't find any of the voice rips at all. How did you get them for Bisclavret and Thief Arthur? :)
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: BurntCheek on November 01, 2021, 11:46:59 AM
Hey, I know this issue was mentioned months ago, but all the characters that have death animations still get stuck on them in tag-mode Ikemen. I've downloaded the updates for those characters, but I still have this issue. Does anyone else who has Ikemen still have this problem?
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: Ichida on November 01, 2021, 01:33:02 PM
So here's something that I've found from the very recent update of your Terumi.
This happens with specific characters tho, especially with the ones with big collision boxes.
https://streamable.com/g9xshr
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: ZolidSone on November 01, 2021, 11:00:38 PM
Speaking about Terumi again, I forgot to mention on the previous feedback that there is no landing sound effect when he touches the ground from a successful Venomous Bite. Didn't want post for something so relatively minor until a big issue was involved.
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: TurnPile on November 01, 2021, 11:54:38 PM
So, do you have any opinions on Pokemon? If so, would you probably do one in the near future?
We really lack any quality Pokemon characters, and maybe you could help reverse that?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: OHMSBY on November 02, 2021, 03:45:29 AM
Terumi has gotten a quick update.

Quote
Terumi
-4A can now only be chained into once during a chain
-Added landing sound to Venomous Bite's animation



I was thinking of making Twinblade Arthur and maybe another MAAB Character and I realised that I couldn't find any of the voice rips at all. How did you get them for Bisclavret and Thief Arthur? :)

I ripped the sound files from the Steam version of the game using UNXWB.

Hey, I know this issue was mentioned months ago, but all the characters that have death animations still get stuck on them in tag-mode Ikemen. I've downloaded the updates for those characters, but I still have this issue. Does anyone else who has Ikemen still have this problem?

I've just changed the state numbers for the death animations so they won't conflict with ones used in Tag mode, and reuploaded them. Go ahead and download them again.

So, do you have any opinions on Pokemon? If so, would you probably do one in the near future?
We really lack any quality Pokemon characters, and maybe you could help reverse that?

Eh, I don't know. Maybe.

If I can figure out how to make fully fledged characters out of the assists, I would probably work on Mimikyu. But there would be other characters I'd like to work on first if that were the case.
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: President Devon on November 02, 2021, 04:23:40 AM
I don't suppose Pokemon Type Wild characters would have all the necessary sprites?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: OHMSBY on November 03, 2021, 01:18:50 AM
Depending on how creative I can get with those sprites, they may be able to work. I'd have to actually mess around with them to know for sure.
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: Ichida on November 03, 2021, 02:29:39 AM
On your upcoming projects, I have some questions:
-Are you gonna apply the Cross Tag system of the BBTAG for simul player mode in the near future ?
-Do you ever think of making any Melty Blood: Type Lumina character ?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: Little Fox: Tres Truenos on November 04, 2021, 05:18:16 AM
Hey OHMSBY, how have you been lately? You doing well? Also if you don't mind me asking how has it been working with Blender when it comes to the 3D characters? Are you getting the hang it of it or are you still adjusting to the process and learning new this? And are you just using Blender or are you using other programs alongside it?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: OHMSBY on November 05, 2021, 04:29:05 AM
-Are you gonna apply the Cross Tag system of the BBTAG for simul player mode in the near future ?

No.

-Do you ever think of making any Melty Blood: Type Lumina character ?

You will be seeing at least one Type Lumina character from me sooner or later.

Also if you don't mind me asking how has it been working with Blender when it comes to the 3D characters? Are you getting the hang it of it or are you still adjusting to the process and learning new this? And are you just using Blender or are you using other programs alongside it?

I think I've gotten a nice workflow down when comes to blender projects now. After some of the things I've learned, it takes much less time to render the sprites than before. I've also been using photoshop to edit the textures and to put the renders into indexed color mode.


Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: Mr. Nobody on November 05, 2021, 06:09:43 PM
Have you thought about making characters from Touhou?
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: OHMSBY on November 07, 2021, 05:08:31 PM
Shana has been released.

(http://i.imgur.com/wmjigXX.jpg)

Spoiler: More Screenshots (click to see content)

Get Shana here:
https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing (https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Have you thought about making characters from Touhou?

This was discussed earlier in this thread. It's a maybe.


Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: EgyLynx on November 07, 2021, 05:28:46 PM
 
Shana has been released.

(http://i.imgur.com/wmjigXX.jpg)

Spoiler: More Screenshots (click to see content)

Get Shana here:
https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing (https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Have you thought about making characters from Touhou?

This was discussed earlier in this thread. It's a maybe.
Yours can be ask Ricepigeon at Touhou Characters (Incident Zero style).
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: Uzuki Shimamura on November 07, 2021, 06:09:54 PM
Yours can be ask Ricepigeon at Touhou Characters (Incident Zero style).
It's impossible because he always picked characters with hi-res sprites.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: Wolfy120 on November 10, 2021, 05:42:40 PM
Unrelated but Paulo, in your signature picture who is that on the right? XD
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: EgyLynx on November 10, 2021, 05:49:56 PM
Unrelated but Paulo, in your signature picture who is that on the right? XD
(Why not these ask whoser these 3 are? from same?)
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: Uzuki Shimamura on November 10, 2021, 06:04:39 PM
Unrelated but Paulo, in your signature picture who is that on the right? XD

If you're talking about this one below because it's a rotating signature:
(https://i.imgur.com/uBVOjEf.jpg)
It's Rentaro Satomi but with custom color.

Or this one:
(https://i.imgur.com/f7iiIUS.png)
It's Ky Kiske and Uzuki Shimamura.

Now back to the topic. I found yet another error for Ky.
When you rapid cancel quickly after you hit an opponent with Lighting Javelin, the shock state isn't on the opponent.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: OHMSBY on November 11, 2021, 06:09:35 AM
Fixed.

Quote
Ky
-Fixed an error where Lightening Javelin wouldn't apply the Shock State when Rapid Canceling on hit
-Fixed an error where a strong ground bounce effect would play when hitting the opponent after hitting the ground from Lightening Javelin
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: ZolidSone on November 11, 2021, 06:29:27 AM
And I also noticed a minor issue on Ky, which I couldn't get on my computer during the day to report it. When the opponent hits the ground hard after hitting the wall from Lightning Javelin, another strong ground shockwave and sound will appear instead of the normal one just by hitting them with any basic attack while they're lying on the ground.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: OHMSBY on November 11, 2021, 06:42:28 AM
Also fixed.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: Ichida on November 12, 2021, 07:52:47 AM
Just wanna share some custom palettes I made last week.
Spoiler, click to toggle visibilty

Also, I believe that some versions of Shana's Gurren No Odachi and Gouka are having the wrong attribute flags. Not a big deal, but you can adjust them if you want to.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: Little Fox: Tres Truenos on November 12, 2021, 10:06:52 AM
Hey OHMSBY, how you doing? Have you had any luck in extract any files from Guilty Gear Strive, like the models for example? I've tried searching for any downloads of the models themselves, but I could only find photos of the models already extracted on a Deviantart account by a guy named "o-DV89-o", who also extracted models from other games like Granblue Fantasy Versus and One Piece.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: ZolidSone on November 12, 2021, 01:20:07 PM
Speaking about custom palettes, I've been recently looking at the palettes folder and love the references you done with all your characters (I noticed a few from some hobbies of mine and always used the default for testing). For once, I actually like to try take on a few for your characters and these come to my mind:

Yu & Izanagi = Kyosuke Munakata & Juzo Sakakura (Danganronpa 3)
Saya = Sachiko Shinozaki (Corpse Party)
Shana = Kotonoha Katsura (School Days)

However, I don't how to get the exact colors of those characters. Do you get the references from an stock image? Consider this a way for me to learn how to make better palettes instead of using existing recolors. If I do them correctly, maybe I'll do more in the future.

Also, I believe that some versions of Shana's Gurren No Odachi and Gouka are having the wrong attribute flags. Not a big deal, but you can adjust them if you want to.
Oh yeah, you're right. They show up as V instead of S. I actually never bothered checking any of the specials on everyone since a lot of his characters can have so many or different variations compared to throws and distortion drives (Which are much easier to tell). I might have to go back to the older characters again just to check on that later.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: Ichida on November 12, 2021, 04:02:30 PM
Alright here's something I've found on Shana's Shinpan no Hien.
If Hien makes contact with enemy's projectile, it can only strike once, twice or maybe thrice depends on the opponent's distance.
https://streamable.com/jbovrg

Compare with Jin's Touga Hyojin, the Arctic Dagger would be striking up to six or seven times depends on the opponent's size.
https://streamable.com/7meq1r

I took a look at both cns files and found this in Jin's:
Code:
[State 1102]
type = VarAdd
trigger1 = movecontact = 1
var(10) = 1

I also found this in Shana's:
Code:
[State 2001, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 0

This makes me confused for a little bit because I have no idea whether it should be Movecontact = 1 or just Movecontact ?

Yu & Izanagi = Kyosuke Munakata & Juzo Sakakura (Danganronpa 3)
Saya = Sachiko Shinozaki (Corpse Party)
Shana = Kotonoha Katsura (School Days)

Those ideas are pretty interesting for me, so I decide to give them a try. Hopefully they aren't too bad.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: ZolidSone on November 13, 2021, 05:16:32 AM
So it seems that there are a lot of specials/force breaks on characters do show the wrong attribute flag as I expected (Most show up as V, but it's possible that some can show a different flag such a H or a rope). As there will be a lot of characters to cover, this will be pretty long list and hopefully I don't miss one single character. I'll also add a few not related feedback just for the heck of it if any:

Ruby:
-Buzzsaw Blast (Just the blast projectile itself).
-Guillotine

Mika:
-Mika Tornado
-Mika Twister (Both ground and air)

Ragna:
-Hell's Fang and it's follow up.
-Gauntlet Hades and it's follow up (Both ground and air).
-Nightmare Edge and it's follow up.
-The follow up of EX Dead Spike and Seed of Tartarus (Also a typo on the readme).
-Blood Scythe (Both ground and air).

Mai:
-Suzuran and Suzuran: Dipper.
-Both normal and EX versions of Himeyuri and Himeyuri: Dipper.
-Shearing Cherry Blossom Storm

Azrael:
-Gustaf Buster
-Tiger Magnum, Cobra Strike and Leopard Launcher.
-Growler Field
-Phalnax Cannon (Also a typo on the readme).
-Valiant Crash and Charge.
-Hornet Bunker and Chaser.

Wagner:
-Both normal and EX versions of Der Kinnhaken.
-Not related, but the strong ground shockwave on EX Kugel Blitz could be slightly lower to the ground.

Waldstein:
-Both normal versions of Verdenben shows as an S, but the EX version is a rope (It's a special, not a throw).

Robo-Weiss:
-Dimensionsrakete
-Gletscherstrom
-The B version of Ich Glaube Nicht.

Kirby:
-Hammer Bash (Both ground and air)
-Hammer Flip
-Smash Kick
-Final Cutter
-Blizzard Hammer (Only when the opponent is hit by the hammer itself for the last hit, not the ice).
-Ninja Kick
-The strong ground shockwave on Hammer Swing could be slightly lower.
-trigger41 of Ice is a typo and is supposed to be "Iai Arthur" (First letter supposed to be I, not L).

If it's alright, might as well add another list of copy abilities for two games even though I promised not to because I didn't know he would need one. It will be a small one this time there's only a few characters in them. The two will be Them's Fightin' Herds and the original fangame, My Little Pony: Fighting is Magic (Some can share since they're based off each other, but some may have to be changed for variation purposes):
Spoiler, click to toggle visibilty
Feel free to make changes as usual.

Misaka:
-Electro Fencer

Kuroko:
-Both normal and Super Sexy Teleport

Es:
-Type: Assaulter "Erec" (However, this shows as a rope so not sure if this flag is intentional)

As there are so many to test, I'll have to push part 2 to another post and will get back to the next one.

I haven't done much M.U.G.E.N for a while, but this really has kept me busy for quite some time. From now on, I will be testing the specials and force breaks as well, not just the throws and distortion drives only. I didn't want to do them at first as I knew it will take much longer due to the amount of variations each of them can do as they may have an extra hit or can be done in the air. But for perfection's sake, it will be worth it.

Those ideas are pretty interesting for me, so I decide to give them a try. Hopefully they aren't too bad.
Spoiler, click to toggle visibilty
I never considered that as a request, but it makes me shocked of how surprisingly accurate those palettes are and almost resembles those characters. I hope OHMSBY adds these to their respective Extra Palettes folder. Guess you could think of this as a thanks for helping you out with that Miyuki portrait.
Title: Re: [OHMSBY Thread]: Shana Quick Update (11/12/21)
Post by: OHMSBY on November 13, 2021, 05:39:46 AM
Shana has been fixed.

Quote
Shana
-Fixed an error where Gouka and Gurren No Odachi were flagged as normal attacks
-Fixed an error where Shinpan No Hien only hits the opponent once after breaking a projectile



Hey OHMSBY, how you doing? Have you had any luck in extract any files from Guilty Gear Strive, like the models for example? I've tried searching for any downloads of the models themselves, but I could only find photos of the models already extracted on a Deviantart account by a guy named "o-DV89-o", who also extracted models from other games like Granblue Fantasy Versus and One Piece.

I haven't actually tried to extract them yet since I've been preoccupied with other projects, but don't think it's going to be too much trouble for me to do.

However, I don't how to get the exact colors of those characters. Do you get the references from an stock image? Consider this a way for me to learn how to make better palettes instad of using existing recolors. If I do them correctly, maybe I'll do more in the future.

I always look for a character sheet to use a reference whenever I'm making a reference palette. If the character that is being referenced happens to have indexed sprites, I would pull up one of the sprites in the other panel of fighter factory's palette editor and take the colors directly from said sprite.

One trick for getting the exact colors is by using the eyedropper tool on a part of an image in photoshop or gimp to find out the RGB values and typing them into fighter factory.

This makes me confused for a little bit because I have no idea whether it should be Movecontact = 1 or just Movecontact ?

Movecontact = 1 as it makes the variable only increment at the frame the attack connects, where as just Movecontact has the variable increment on every frame after as well.


I'll be looking through these later on. Keep in mind that some of these Flags, like the ones flagged as Throws and Hypers, are intentional as it allows them to prevent the opponent from Bursting when they're not supposed to.
Title: Re: [OHMSBY Thread]: Shana Quick Update (11/12/21)
Post by: Uzuki Shimamura on November 13, 2021, 06:56:06 AM
So you fixed the last error that I replied, I found another one.
When you rapid cancel quickly after you hit an opponent with Stun Dipper/Vapor Thrust/Greed Sever during Shock State, the Shock State is still on.
https://streamable.com/37db9t
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: OHMSBY on November 13, 2021, 07:10:40 AM
Fixed.
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: ZolidSone on November 13, 2021, 08:06:21 AM
I always look for a character sheet to use a reference whenever I'm making a reference palette. If the character that is being referenced happens to have indexed sprites, I would pull up one of the sprites in the other panel of fighter factory's palette editor and take the colors directly from said sprite.

One trick for getting the exact colors is by using the eyedropper tool on a part of an image in photoshop or gimp to find out the RGB values and typing them into fighter factory.
I got more cool ideas for palettes in mind not just the ones Ichida done and hopefully I can make them soon. I learned know how to use Fighter Factory Studio's Image Editor and was able to edit small portraits to make them look better as I fixed up Ichida's Miyuki for him. But yours look way more detailed, so I don't think you'll need help on that regard. While you work on King K. Rool, I want to keep myself occupied as I haven't done anything major for M.U.G.E.N since Hilda.

Do you think you'll create an Extra Palettes folder like you did with Yang, Ruby and Ragna for the ones Ichida done? It would nice to have a backup on the respective character folders in case they get deleted.

I'll be looking through these later on. Keep in mind that some of these Flags, like the ones flagged as Throws and Hypers, are intentional as it allows them to prevent the opponent from Bursting when they're not supposed to.
Gotcha, so the specials/force breaks with V are not while the ones with the rope and H are. I forgot to list on my previous post which ones specifically are the non-V attribute flags, but hopefully you can figure it out.

Fixed.
Didn't think you'll fix him that quick, but I should've also mentioned that Ky's EX Greed Sever shows up as V instead of S. The normal version of Greed Sever shows S fine.

Edit: Here is part 2 of the characters with their specials having the wrong attribute flag and other feedback if any:

Samus:
-Screw Attack (V)

Tager:
-Wedge Catapult doesn't kill the opponent with 1 HP, but is the correct attribute flag through debug mode.

Quote:
-King's Revenge counts as (V) when the opponent is killed by only the first hit and simply makes them fall down instead of connecting and killed by the last hit.
-The strong ground shockwave when the opponent hits the ground by Rising Blade is misligned as it's lower on the ground.

Susano'o:
-Megalith (V)
-Towering Flame (V)

Blitztank:
-Anstrum (V)

Saya:
-Aberrant Arm counts as (V) only when the tenticle touches the middle of the opponent, not at the tip.

Issac:
-Just the creep puddle on The D6 (V).

Taiga:
-Both normal and EX versions of Maid Thrust (V)
-I'm Taking You To The M-Morgue! (V)
-You're So Annoying is (V) through debug mode, the damage output is too low for a force break and doesn't kill the opponent with 1 HP.

Faust:
-From Above (V)
-The 100 Ton Weight on What Could This Be? doesn't kill the opponent with 1 HP.

Nanase:
-Avancer With You (V)
-Aureole of the Starry Sky (V)
-Both normal and EX versions of Conveying My Vrai Couer (V)

Jin:
-Both normal and EX versions of Hizangeki (V)

Hyde:
-Both normal and EX versions of Bend Sinister (V)

Lambda-11:
-Act Paraser Tri, Spada, Blade & Cavalier (V)

This one seems tough as it's looks like they're a mix of command normals, not sure if changing one will override the normal ones like with Faust. If it does, then skip her.

Meta Knight:
-B Dimensional Cape (V)
-Galactic Counter (V)

Piranha Plant:
-Even though the Spike Balls of all versions of Ptooie land on the same spot, they could be a tad lower as I noticed it's slightly higher than King Dedede's Gordos. Hope you fix that as well when you rerender his sprites.

Ky:
-See my reply for you after fixing him.

King Dedede:
-Super and Double Dedede Jump (V)

Hilda:
-Aspersivity doesn't kill the opponent with 1 HP, but is the correct attribute flag through debug mode.

It seems that the characters after Misaka had less noticeable errors with the special's attributes flags than the earlier ones like three or less. Anyone I missed means I haven't found anything for them. That should be everyone. Since there will be a lot of characters to update, I hope this doesn't affect King K. Rool's development as there is a ton of special attribute flags to fix especially on the earlier ones.
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: Watcher of MUGEN on November 15, 2021, 09:56:59 PM
Wow. So it’s possible to do a 100% with Shana just from her throw and starting from no meter at all.

https://streamable.com/9yo21c (https://streamable.com/9yo21c)
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: Vocalnoid on November 15, 2021, 11:20:41 PM
Wow. So it’s possible to do a 100% with Shana just from her throw and starting from no meter at all.

https://streamable.com/9yo21c (https://streamable.com/9yo21c)

Damn, I might have to make a tier list of OHMSBYs chars at some point. :P

Aside from that, I just realized that Shana's your 50th char you made. Way to reach the milestone man, you've definitley came a long way since you started your creativity in MFG!
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: OHMSBY on November 16, 2021, 06:21:00 AM
Time for some quick updates.

Quote
Shana:
-Reduced meter gain
-Fixed an error where the sword spin effect during her Match win pose didn't have proper transparency in MUGEN 1.0
Kirby:
-Included alternate big and small ports based on the Smash Ultimate Render
-Adjustments to attribute flags
-Slightly adjusted shockwave effect created by Hammer Swing
-Added to and adjusted Triggers to the Copy Ability list
Meta Knight:
-Included alternate big and small ports based on the Smash Ultimate Render
-Adjustments to attribute flags
-Slightly reduced damage scaling
Hilda:
-Fixed an error where Aspersivity couldn't KO the opponent
Quote:
-King's revenge now only KOs from the 2nd hit onward
-Fixed a misaligned shockwave effect
-Adjustments to attribute flags
Maid Taiga:
-"You're So Annoying!" has increased damage and is now capable of KOing the opponent
-Adjustments to attribute flags



Wow. So it’s possible to do a 100% with Shana just from her throw and starting from no meter at all.

Yeah, I was actually starting to think that I might have been a little too lenient with her meter gain. She'll still be able to pull off that TOD with the update that I just uploaded, just not without any meter at all.




I've decided to save the flag changes for more substantial updates and bug fixes. I see them as minor low priority errors since most lifebars, including the ones that I use, just use generic victory icons anyway.

Also,

Tager:
-Wedge Catapult doesn't kill the opponent with 1 HP, but is the correct attribute flag through debug mode.

Faust:
-The 100 Ton Weight on What Could This Be? doesn't kill the opponent with 1 HP.

That's how they work in their respective source games.



Damn, I might have to make a tier list of OHMSBYs chars at some point. :P

I'd actually be interested in seeing a tier list for my characters as it could help with further balancing them.
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: ZolidSone on November 16, 2021, 08:18:38 AM
I just booted up Kirby and the game suddenly crashed:
Quote
Error message:
Error parsing trigger39, 1
Error parsing [State 2121,]
Error in [Statedef 901]
Error in Copy_Abilities.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1
Turns out recently added Mirror trigger39 on the copy ability list got bugged as "p2name =" on each respective name after the first one is missing as it currently looks like this:
trigger39 = p2name = "J. Geil" || "J. Gail" || "Centerfold" || "Hanged Man"

Thought I let you know in case anyone asks why.

Edit: I've also missed a tiny bug on him that slipped my radar, the projectiles on Beam Blast have reflections and shadows on the floor when it makes contact with the opponent.

I've decided to save the flag changes for more substantial updates and bug fixes. I see them as minor low priority errors since most lifebars, including the ones that I use, just use generic victory icons anyway.

Also, That's how they work in their respective source games.
Alright then, so I hope they eventually do get fixed when something major is found. But from here on out, I will also be testing specials for the attribute flags as well.

Never crossed my mind to lower the HP like 1% to do those moves in the source game and I just assumed it was the same with Hilda and Maid Taiga. So for right now, Tager pretty much has no issues as I see currrently.
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: OHMSBY on November 16, 2021, 02:37:25 PM
Fixed Kirby's crash and noshadow flag.
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: Watcher of MUGEN on November 19, 2021, 04:30:21 AM
I just found that it's still possible to ToD from Shana's throw, but doing it now requires a bit of execution by "extending" her air combo.

https://streamable.com/7yu8f5 (https://streamable.com/7yu8f5)
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: OHMSBY on November 20, 2021, 05:45:00 AM
Alright, Shana's meter gain has been further optimized so that extended TOD will require you to have some meter first. A couple of other things got fixed as well.

Also, Mika got a quick little update.

Quote
Shana:
-Slightly reduced meter gain
-Fixed an error where Shana would gain a small amount of meter during the middle of Gurren No Souyoku
-Timing for rapid canceling the landing of Gurren No Souyoku is now more lenient
Mika:
-Adjustments to attribute flags
-Added special intro against King K Rool
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Uzuki Shimamura on November 20, 2021, 06:17:45 AM
I've updated Mika's JP voice patch for her special intro vs. King K. Rool.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Little Fox: Tres Truenos on November 25, 2021, 06:29:20 AM
Hey OHMSBY, how you doing? If you dont mind me asking a question, how do you come with the instant kills for the characters you make and how do you implement them? For example someone mention on your video for Ky Kiske that you combined two of Key's Instant kills, Zwei Voltage(The cross) and Rising Force(The stinger), into one, which I think was a pretty cool idea. God bless you dude and happy thanksgiving. Hopefully your projects are going well.
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: OHMSBY on November 28, 2021, 06:20:14 AM
The idea came from Terry Bogard's final smash in Smash Ultimate as it is a mash up of some the Super Desperation Moves that he has had through out the King of Fighters series. I've took that concept and applied that to Iori's astral heat, and eventually Ky's as well.

As for the others who didn't already have pre-existing finishers, They tend to be either references to scenes and events from the source material (Charlotte's Bite from the 3rd episode of Madoka Magica for example) or simply super moves that have been expanded upon (Taiga and Shana).
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Jerry Kisaragi on December 03, 2021, 10:11:20 AM
Had to post here, astral combo for my favorite character: Jin

https://streamable.com/es4oyg
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Keroro04 on December 04, 2021, 08:02:29 AM
I've updated Mika's JP voice patch for her special intro vs. King K. Rool.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing

Wait a minute, all these characters have special openings with each other? Is there a full list of these somewhere?
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Little Fox: Tres Truenos on December 05, 2021, 05:30:56 AM
Hey OHMSBY it's cool that your tackling converting a Melty Blood: Type Lumina, especially when it's my girl Kohaku. And since your converting a character from a sequel to the original Melty, are you gonna use the new sound affects from Lumina, reuse the old sound effects from Actress Again Current Code, or use a combination of the two.
 For example Chaos Productions Inc did a comparison video where he showed Kohaku dash move. In Current Code her dash a cute little sound effect that occurs, but it is absent in Lumina.
Here's a link to his video for a visual understanding
https://youtu.be/fLAJZvLfq6A

 Also I hope you had a great thanksgiving with family and friends.
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Uzuki Shimamura on December 05, 2021, 06:15:35 AM
So I was following Jerry Kisaragi's combo (again) and I found an error for Jin's Touga Hyojin.
https://streamable.com/1bh4qc

And Ky's Stun Edge C to super armor characters. Yeah, it supposed to be 3 hits.
https://streamable.com/qs76zt
Title: Re: [OHMSBY Thread]: Jin and Ky Quick Update (12/04/21)
Post by: OHMSBY on December 05, 2021, 07:08:51 AM
Fixed.

Quote
Jin:
-Fixed an error where the opponent would revert back to the crumple state caused by Touga Hyojin upon being hit during that state
-Adjustments to attribute flags
Ky:
-Adjusted Charged Stun edge's ground velocity and how it interacts with Super Armored opponents
-Adjustments to attribute flags




Nicely done.


As far as I'm aware, there hasn't been a list of interactions made.


Aside from the common sound effects used for the rest of my characters, just the Type Lumina sound effects will be used.
Title: Re: [OHMSBY Thread]: King K Rool released (12/06/21)
Post by: OHMSBY on December 07, 2021, 04:02:30 AM
King K Rool has been released.

1.0 USERS: Just like King Dedede, K Rool uses sffv2.1 by default. While this significantly reduces his file size, this sff can only be used with 1.1, Ikemen Plus, and Ikemen GO.
In order to use King K Rool in 1.0, you will need to download this patch:
https://drive.google.com/file/d/1I9oNOsE2nZFTaDdfJo7PS1tr4r-ZA47z/view?usp=sharing (https://drive.google.com/file/d/1I9oNOsE2nZFTaDdfJo7PS1tr4r-ZA47z/view?usp=sharing)

(https://i.imgur.com/JyjZRY3.png)

Spoiler: More Screenshots (click to see content)

Get King K Rool here:
https://drive.google.com/file/d/1D1rCtaZIfeNaQXNiUGaklxUmA59XS7ov/view?usp=sharing (https://drive.google.com/file/d/1D1rCtaZIfeNaQXNiUGaklxUmA59XS7ov/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: King K Rool released (12/06/21)
Post by: Macaulyn97 on December 07, 2021, 06:47:23 AM
KOHAKU!!!
Title: Re: [OHMSBY Thread]: King K Rool released (12/06/21)
Post by: Mysticus92 on December 07, 2021, 11:47:23 AM
Can't wait for Kohaku, OHMSBY!
Once you're done with her, do you plan to make even Hisui?
Title: Re: [OHMSBY Thread]: King K Rool quick update (12/07/21)
Post by: OHMSBY on December 08, 2021, 04:18:47 AM
Quick little update for K Rool that fixes a bug involving his throws.

Quote
K Rool
-The opponent getting hit by a Kannon Ball no longer allows K Rool to prematurely rapid cancel his throws



Can't wait for Kohaku, OHMSBY!
Once you're done with her, do you plan to make even Hisui?

Probably.
Title: Re: [OHMSBY Thread]: King K Rool quick update (12/07/21)
Post by: Wolfy120 on December 08, 2021, 03:25:22 PM
Hey Ohmsby! I was wondering, where you got the old GG-esque lifebars from. I've been trying to find them and have had no luck.
Title: Re: [OHMSBY Thread]: King K Rool quick update (12/07/21)
Post by: Uzuki Shimamura on December 11, 2021, 12:00:42 PM
Found yet another error for Ky.
He can rapid cancel some moves and distortions after hitting an opponent with Stun Edge. (A/B/C)
https://streamable.com/w05kn8

EDIT: Jin has a same error as Ky with Hishouken.
https://streamable.com/ilauqh
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: OHMSBY on December 11, 2021, 05:24:47 PM
Fixed.

Quote
Jin:
-Fixed an error where Jin could rapid cancel during any state whenever Hishougeki hits the opponent
Ky:
-Fixed an error where Ky could rapid cancel during any state whenever Charged Stun Edge hits the opponent


Hey Ohmsby! I was wondering, where you got the old GG-esque lifebars from. I've been trying to find them and have had no luck.

Right here. (https://drive.google.com/file/d/1f7fcgQXMUyPtHIAmZ4xdc8OxRo6Jj-yo/view?usp=sharing)
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: GreatFunk on December 11, 2021, 05:51:53 PM
Link’s dead.
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: OHMSBY on December 11, 2021, 06:29:08 PM
Well that's not good.

Try this link instead. (https://drive.google.com/file/d/1f7fcgQXMUyPtHIAmZ4xdc8OxRo6Jj-yo/view?usp=sharing)
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: GreatFunk on December 11, 2021, 07:34:59 PM
Thnx, man.
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: Wolfy120 on December 11, 2021, 09:43:31 PM
Thanks OHMSBY!
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: Solid Snivy on December 14, 2021, 08:38:22 AM
With Avatar Belial out in Granblue Versus, I'd say you could add him into Kirby's Copy Ability list next update since his regular counterpart is already in there. Not sure if Vira would continue to be Sword or not due to the whole Luminera Merge thing, but at the same time she only really breaks out the axe with some moves in that mode.

Also apparently there were some more models from the game ripped from someone else over on deviantART. Not sure how better or worse the quality of these models are compared to the few that are ripped on Models Resource or if all their assets are in there (or if the links still even work nowadays), but I figured I'd let you know nonetheless.

https://www.deviantart.com/aoba-art/gallery/77773344/gbfv
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: ZolidSone on December 14, 2021, 12:18:54 PM
I got some feedback on Es:
-The grab spike effect on her forward throw follows her after rapid canceling.
-The opponent's get hit animation on her air throw goes through the floor when they hit the ground for half a second (There is also no jump sound effect when she leaps after the 2nd hit).
-Sprite (105,1) on the backwards dodge has a pixel in the middle left (I actually noticed this thanks to the white glow).
-The strong ground shockwave on a charged Type: Slasher "Gawain" is the normal ground sound effect and is slightly misaligned as it's tilted forward.
-Type: Slasher "Mordred" would sound better if a forward run sound was used and have small sliding dust at the end of the animation (Similar to Mai's Juncture).

I actually held on this for a while because it's was originally just one minor thing, but I recently noticed a couple more and is now worthy for a report.
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: extravagant on December 16, 2021, 06:20:35 PM
(https://i.imgur.com/JyjZRY3.png)

was this screenshot taken in mugen or ikemen go? I dont recall mugen having the [WinCount] parameter....... just curious
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: ZolidSone on December 17, 2021, 11:56:41 AM
I like to add another thing I noticed after playing King K. Rool (Which is fixed on him since his release). This is regarding the Vignitte animation as I noticed it's layered behind them and the opponent. Since it's just happens mostly during the distortion drives on the last hit, I'll show which ones like the previous feedback with the special attribute flags:

Yang:
-Burning Gold
-Unrelenting Fire


Ruby:
-Petal Burst
-Petal Dance


Mika:
-Mika Hip Strike


Ragna:
-Carnage Scissors
-Devoured by Darkness


Mai:
-Sylvan Hurricane Assault
-Floral Blizzard Blossom

Gordeau:
-Mortal Slide: Divest
-Turbulence


Azrael:
-Black Hawk Stinger
-Full Spartan


Terumi:
-Serpent's Cursed Sting
-Dungeon of Serpents


Wagner:
-Hitz Falke (Can't tell if her and the opponent is behind it due to the effects)
-Uber Wackenroder

Waldstein:
-Sturmangriff Rage
-Werfen Erschlagen

Kirby:
-Ultra Sword


Misaka:
-Railgun
-Girder Strike


Kuroko:
-Passionate Kiss
-Steel Phalanx

Es:
-Type: Shooter "Palamedes"
-Type: Shooter "Galahad"


Samus:
-Shine Spark (The air version is still not)


Yu:
-Cross Slash


Yumi:
-Secret Ninja Art: Ice Pillar Fan


Adachi:
-Demonic Cross Slash


Susano'o:
-Liberation Dagger
-Bloodsplitter


Blitztank:
-Blitzlauf


Saya:
-Feast of Flesh
-Aberrant Mighty Arm

Heart:
-Iron Fist Punch of Love
-Amazing Heartful Punch (Can't tell if her and the opponent is behind it due to the effects, but the last hit has no envshake)
-Amazing Special Kick


Iori:
-Kin 1211 Shiki: Yaotome


Maid Taiga:
-Don't Ignore Me! & I'm Talking To You!!!
-Taiga Rampage

Nanase:
-Atmosphere of the Aether

Jin:
-Hiyoku Getsumei

Bisclavret:
-Hammer Cyclone
-Strong Hammer

Charlotte:
-Vanillekipferl
-Kasekuchen

Hyde:
-Pale Bringer Arose

Thief:
-Sniping Tempest (I think how it's spelled in the movelist is also a typo)
-Catch and Barrage


Lambda-11:
-Duo Cultus (The last hit also has no envshake)

Mitsuru:
-Myraid Arrows
-Bufudyne


Meta Knight:
-Galaxia Darkness
-Upper Calibur


Carmine:
-HAHAHAHA! BE DEVOURED!

Homura:
-Falcon
-Charge!

Piranha Plant:
-Rapid Chomp


Ky:
-Ride The Lightning


King Dedede:
-Jet Hammer & Gordo Comet


Hilda:
-Impalement

Shana:
-Guren no Souyoku

Originally, this wasn't much of an issue before. But as I see more characters released, I noticed effects such as ground shatters, projectiles or physical objects are layered in front of them (Which makes them look off). Figured it would look better in front of the screen than behind the characters and also to follow up with Es. So here's another reason to update aside from the attribute flags need fixing on their specials, unless you consider this another low priority error too. If there is characters I haven't mentioned, they either already layered correctly or don't have one.

Edit: Crossing out those that are fixed already in case I forgot.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: OHMSBY on December 18, 2021, 10:52:24 PM
Time for a couple of quick updates.

Quote
Ragna:
-Fixed an error where the ai would try to access a non existent state
-Relayered the Vignette effect during distortion drives
-Adjustments to Hit Attribute Flags
Es:
-Fixes to Minor Aesthetic errors
-Added additional sound effect to the startup of Mordred
-Relayered the Vignette effect during distortion drives
-Slightly reduced Backwards walk speed
-Fixed an error where the opponent would get stuck when using an air throw too close to the ground



Also apparently there were some more models from the game ripped from someone else over on deviantART. Not sure how better or worse the quality of these models are compared to the few that are ripped on Models Resource or if all their assets are in there (or if the links still even work nowadays), but I figured I'd let you know nonetheless.

https://www.deviantart.com/aoba-art/gallery/77773344/gbfv

As of right now, I can't really speak for how much of a difference there is between this and the VG Resource uploads, but this links does at least have models that the VG Resource doesn't, like Narmaya's in-game model.

was this screenshot taken in mugen or ikemen go? I dont recall mugen having the [WinCount] parameter....... just curious

It's Ikemen GO.



Like the attribute flags, I'm going to save the Vignette relayering for some more substaintial updates, or at the very least when I have some extra time on my hands to work on a few characters.

There are a couple of characters that I'll need to update to have special interactions with Kohaku, including Piranha Plant who is currently in the process of having his sprites rerendered, so the vignette relayering and attribute flag adjustments will be included in those updates.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: ZolidSone on December 19, 2021, 01:05:04 AM
I got some more quick feedback Es after testing the quick update as I seem to found a bug and some things were missed:
-Sprite (105,1) on the backwards dodge still has the off-placed pixel on the middle left of the sprite (You can use Fighter Factory Studio's Image Editor to erase that pixel).
-The opponent's get hit animation on her air throw still goes through the floor when they hit the ground for half a second (You'll notice it when using the print screen key).
-Using the air throw too close to the ground will cause the opponent to get stuck (She goes straight to the leap animation instead of throwing them to the ground).

Like the attribute flags, I'm going to save the Vignette relayering for some more substaintial updates, or at the very least when I have some extra time on my hands to work on a few characters.

There are a couple of characters that I'll need to update to have special interactions with Kohaku, including Piranha Plant who is currently in the process of having his sprites rerendered, so the vignette relayering and attribute flag adjustments will be included in those updates.
That explains why you haven't responded for the past few days and figured it would low priority as well. I did asked Ichida to relayer them on his characters and I really do feel like it looks much better that way ever since I got to see them on more characters. For Ruby's case, you could hardly see it due to the Wind animation on her Pedal Burst as the colors blend in. I also realized and liked how the colors of the vignette being different colors depending of the distortion drives instead of it being character specific.

Speaking about special interactions, will you add them with Ichida's characters? These are the characters that don't have ones against them:
-Misaka with Miyuki
-Yu with Chie
-Susanoo with Chie
-Hyde with Linne & Seth
-Mitsuru with Seth

That should be another reason for them to be updated, but mostly just for those 5. This also means anyone who made JPN voice patches if they have one will have to update them with their respective interactions.

Glad to see you're alright by the way.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: OHMSBY on December 19, 2021, 01:57:18 AM
Got those other bugs fixed and Es reuploaded.

Quote
That explains why you haven't responded for the past few days and figured it would low priority as well.

Well, it was that along with having a rather busy Holiday season.

Quote
Speaking about special interactions, will you add them with Ichida's characters?

Yeah, I probably will get around to that eventually.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: Little Fox: Tres Truenos on December 19, 2021, 10:54:13 PM
Hey OHMSBY, how you doin? Have you thought of making a compilation of all the special intros that you have done for your characters, or is that not in the cards currently because of your projects and the current holiday season?
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: OHMSBY on December 21, 2021, 04:01:41 AM
Yes. However, I prefer to wait until either I'm taking an extended break or if I'm done making characters before doing so. If a special intro compilation of my characters were to made now, it would become outdated not long after.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: ZolidSone on December 21, 2021, 11:40:34 AM
I decided to go back to two of your early characters and got feedback regarding some more aesthetic errors:

Ruby:
-The opponent's get hit animation on her jC goes through the floor when they hit the ground for half a second (The strong ground shockwave is misaligned as it's slightly higher up and the normal ground shockwave as well as it and the opponent is slightly lower to the floor for like 1 tick. Also compared to the recent characters, they recover from it too quickly and immediately gets up after the 2nd shockwave).
-The opponent's get hit animation on her running throw goes backwards for like 1 tick before hitting the ground (The strong ground shockwave is also misaligned as it's slightly higher up).
-I think would sound better if A Gun Blast has a landing sound effect instead of a sliding one and no dust (This is because she comes to a complete halt without moving a few pixels and goes straight to her standing animation right away).
-The sliding dust on Gun Blast B and 66B could be slightly closer to her front foot.
-The sliding dust in air Gun Blast C could be slightly closer to her back foot than her knee.
-The sliding dust should only play once when Pedal Burst is blocked (This is because the multiple sliding dust playing goes well along with the wind animation).

Azrael:
-The charged jB has a normal ground shockwave instead of a strong one when the opponent hits the ground and and it is also misaligned.
-Using jA and/or jB (When not holding) after a charged Hornet Bunker will not produce a strong ground shockwave.

I think I pretty much covered the first 9 characters a while back. Hopefully these are some other things to fix on them.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: Vocalnoid on December 24, 2021, 01:37:00 AM
Aside from what you're working on, I've been wanting to ask you a few questions out of curiosty.

1. Who's the voice behind Robo-Weiss?
2. Which character did you had fun making the most so far? (Blitztank I bet :P)
3. What was the very first fighting game (or any genre) you've ever played in your life?

And a bonus just for the fun of it, from what I saw in your previous vid. Whats with the changed lifebar? was that oringinally the tease for kohaku? (announcer sounds specifically).
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: OHMSBY on December 24, 2021, 05:09:01 AM
Piranha Plant has been updated with his rerendered sprites. Also a few others have been updated as well.

Quote
Piranha Plant:
-Sprites have been rerendered
-Adjustments to attribute flags
-Relayered the Vignette effect during distortion drives
-Added special intro against Kohaku
Faust:
-Mini Faust and Basketball now disappear if Faust gets hit
-Adjustments to attribute flags
-Added special intro against Kohaku
Ruby Rose:
-Adjusted jC's custom state
-Fixes to Minor Aesthetic errors
-Adjustments to attribute flags
-Relayered the Vignette effect during distortion drives
Azrael:
-Fixes to Minor Aesthetic errors
-Adjustments to attribute flags
-Relayered the Vignette effect during distortion drives



1. Who's the voice behind Robo-Weiss?

It's Dr. Hans Volter from Killing Floor 2. The name of Robo-Weiss' Astral Heat is also the name of his theme song.

Which character did you had fun making the most so far? (Blitztank I bet :P)

The most fun are the ones that provided more challenge and allowed me to learn new things. Kirby, Kokonoe, Yu, and Meta Knight are the ones that immediately come to mind.

3. What was the very first fighting game (or any genre) you've ever played in your life?

Soulcalibur II

And a bonus just for the fun of it, from what I saw in your previous vid. Whats with the changed lifebar? was that oringinally the tease for kohaku? (announcer sounds specifically).

I simply felt like getting a new lifebar. The announcer is not what came with the lifebar, it was a custom one that I made with the Type Lumina announcer lines that Resentone uploaded.
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: ZolidSone on December 24, 2021, 02:10:29 PM
I have small feedback I noticed after they were updated and some others when you get around them:

Ruby:
-The flash when using air EX Buzzsaw Blast has a half a second of delay after the Force Break Effect appears (This issue is shared with Yang's EX Fire Cracker as well).

Azrael:
-The strong ground shockwaves on both charged jB and 5C are layered behind the opponent.

Piranha Plant:
-The old palettes of the original sprites still exists within the SFF (You can use Fighter Factory Studio's organizer for palettes, delete them and move the new rerendered palettes to the top).
-The sliding dust on the end of his running animation is now slightly farther away from the pot.
-The Spike Balls of all versions of Ptooie land could be a tad lower (It's much more noticeable now with the effect being rerendered as it goes lower to the floor).

For the first one, the same can be done to Meta Knight too as he only has the 1st original palette before the rerendering.

Kokonoe:
-The hitspark on her air throw is slightly misaligned.

Since it's just a few minor things, you may consider this on low priority.
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: Little Fox: Tres Truenos on December 25, 2021, 12:33:52 PM
Merry Christmas OHMSBY. Wishing you and your family a good time this year.
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: Vocalnoid on December 25, 2021, 01:10:47 PM
Faust's Japanese voice pack has been updated to include the intro against Kohaku.
Link: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing
Title: Re: [OHMSBY Thread]: 4 Quick Updates (12/26/21)
Post by: OHMSBY on December 27, 2021, 03:51:49 AM
Might as well get these out of the way while I have the time.

Quote
Ruby, Azrael, and Piranha Plant:
-Fixes to Minor Aesthetic errors
Kokonoe:
-Flame Cage now disappears when Kokonoe is hit
-Fixed a misaligned Hitspark for the air throw


Merry Christmas OHMSBY. Wishing you and your family a good time this year.

Thank you.
Title: Re: [OHMSBY Thread]: 4 Quick Updates (12/26/21)
Post by: Little Fox: Tres Truenos on January 01, 2022, 01:52:01 PM
Happy New Year OHMSBY, wishing you well that this year and nice work on your current character, Kohaku, who just so happens to be one of my favorite characters in Melty Blood. And by the way I like your profile picture of the Type Lumina version of Aoko Aozaki, another cool redhead from Melty. And I like the special intro with Piranha Plant, a neat reference to one of her signature moves.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: OHMSBY on January 03, 2022, 04:23:36 AM
Kohaku has been released.

(http://i.imgur.com/zYjKNWL.jpg)

Spoiler: More Screenshots (click to see content)

Get Kohaku Here:
https://drive.google.com/file/d/1H76H14o6qhpm2aVaD4-CL-Z9suxAVtOq/view?usp=sharing (https://drive.google.com/file/d/1H76H14o6qhpm2aVaD4-CL-Z9suxAVtOq/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: ZolidSone on January 03, 2022, 04:48:38 AM
Now that Kohaku is complete, here are the rest of the respective minor errors across the other characters:

Yang:
-The flash when using air EX Fire Cracker has a half a second of delay after the Force Break Effect appears.

Mika:
-The blast effect on her 5AAAA follows her after rapid canceling.
-The normal ground shockwave on her astral heat winpose is layered incorrectly.

Es:
-The Burst icon during Type: Exterminator "Artorius" is still present only on the final hit and disappears when the astral heat winpose plays.

Issac:
-The strong ground shockwave on Mom in The D6 when the Mom stomps the ground could be relayered in front (Just change the layer so you don't have another situation where the D6 only rolls a certain number again).

Charlotte:
-The strong ground shockwave in Kasekuchen when the cake hits the ground could be relayered in front.
-The Vignette effect on Schwarzwalder Kirschtorte also needs to be relayered as well (Completely slipped my mind that it was used on there too).

Hyde:
-The Burst icon during Raging Roar is still present (I was watching a compilation of Astral Heats someone made and realized he's the only one who hasn't has theirs properly relayered).

Meta Knight:
-The default palettes are still around the 40/72 mark the after the rerendering (The first 12 palettes should be the character's sprites).

Piranha Plant:
-The default palettes are still around the 56/68 mark the after the rerendering (The first 12 palettes should be the character's sprites).
-The normal ground shockwave on the Spike Balls of all versions of Ptooie looks much higher now. This is how low the spike ball goes:
(https://i.imgur.com/rJ0CzzM.png)
This is where it appears when it bounces:
(https://i.imgur.com/gVVDL1S.png)
The shockwave is now too low to the point it can hardly be seen before it appears fully and makes it looks like it's floating after it does.

Since you're next character is from Arcana Heart, I have to provide an update to the copy ability list for Kirby now that you considered making them and you're missing a few of them including Pistrix. I didn't cover it before as I was only familiar with the first game and didn't want to deal with author specific names for some of them (Also includes characters on existing games added as DLC later):

To add:
Lilica Felchenrow: "Lilica"
Maori: "Maori Kasuga"
Yoriko: "Yoriko Yasuzumi"
Petra: "Petra Johanna Lagerkvist"
Zenia: "Zenia Valov"
Catherine_kyohbashi: "Catherine" & "Catherine Kyoubashi"
Clarice: "Clarice di Lanza"
Minori_Amanohara_AH3LMSSS: "Minori Amanohara" (Minori also has her first name by herself on trigger22 of Hammer. If it's a different character, then forget it so you don't type the same first name by accident)
Sion Tatari: "Sion_TATARI"
Belial: "Avatar Belial" (Suggested by Solid Snivy)

Kamui Tokinomiya (Sword)
Fiona Mayfield (Sword)
Lieselotte Achenbach (Cutter)
Nazuna Inuwaka (Spear)
Weiss (Needle)
Pistrix (Ice)
Dark Heart (Cutter)
Koa_RP & Koakuma (Cutter)
Black Dahlia (Bomb)
Dead Apostle Noel (Needle)

I ended up changing my mind about RicePigeon and Kohaku's Touhou characters and decided to type up the full names to add on the existing ones in case someone else makes them so it's not strictly to those two and the ones aren't listed were already made by Nep Heart (This is also for your convenience too since you said "maybe" about it back then):
Tenshi_THIZ: "Tenshi Hinanawi"
Momiji_THIZ: "Momiji Inubashiri"
Aya_THIZ: "Aya Shameimaru"
Chen_RP: "Chen"
Flandre_RP: "Flandre Scarlet"
Remilia_RP: "Remilia Scarlet"
Sanae_RP: "Sanae Kochiya"
Miko_THIZ: "Toyosatomimi no Miko"
Mokou_RP: "Fujiwara no Mokou"
Patchouli_RP: "Patchouli Knowledge"
Byakuren_RP: "Byakuren Hijiri"
Iku_THIZ: "Iku Nagae"
Koishi_RP: "Koishi Komeiji"
Mima_RP: "Mima"
Yuyuko_RP: "Yuyuko Saigyouji"
Sumireko_THIZ: "Sumireko Usami"
Komachi_RP: "Komachi Onozuka"
Utsuho_RP: "Utsuho Reiuji"
Kanako_RP: "Kanako Yasaka"
Mamizou_RP: "Mamizou Futatsuiwa"
Meimu_RP: "Meimu"
Yukari_RP: "Yukari Yakumo"
Yuuka_RP: "Yuuka Kazami"
Alice_RP: "Alice Margatroid"
Eirin_RP: "Eirin Yagokoro"
Sakuya_RP: "Sakuya Izayoi"

Typo:
Lie_RP: "LieMeiling_RP" & "Lie Meiling" (RicePigeon changed the character name for some reason or didn't realize it until now)

Feel to free to make changes as always. Here's to another year of amazing characters.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Ichida on January 03, 2022, 07:12:29 AM
OHMSBY, Just a little question. Don't you think that Kohaku's size is kinda... smaller than your previous creations ? I think it could be increase for a little bit more, sprites would be more detailed and her height wouldn't be too big compared with characters like Linne, Taiga or Shana.

Edit:
Quick feedback: Kohaku blinks white and loses two meters after canceling Chinese Kohaku Cuffing.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Vocalnoid on January 03, 2022, 11:20:00 AM
Spoiler: And my next character is... (click to see content)
AHHHHHHH!
(https://i.imgur.com/lAv2EN3.gif)
SHARK GIRL!!!!!

Spoiler: Off Topic (click to see content)
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: EgyLynx on January 03, 2022, 11:58:00 AM
Ah THAT Kohaku... hmm what ever i think...
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Resentone on January 03, 2022, 12:35:50 PM
OHMSBY, Just a little question. Don't you think that Kohaku's size is kinda... smaller than your previous creations ? I think it could be increase for a little bit more, sprites would be more detailed and her height wouldn't be too big compared with characters like Linne, Taiga or Shana.

I personally think she looks fine.

Spoiler, click to toggle visibilty

Here's some comparison.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Ex☆Cham on January 03, 2022, 06:28:05 PM
^ It is a rather minor detail (that literally can be edited without mayor cosmethic issues)

But, she's indeed bit too small, if take into consideration her "+" position is higher than the two examples above (Notice how the reflection is misaligned with the Railgul girls feet) and apparently she could be bigger than Shirai by half a head, which is a minor detail, but hey, helps to pop the sprites details more.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 04, 2022, 04:05:30 AM
Quick Update for Kohaku.

Quote
Kohaku
-Fixed an error where the opponent would be able to move freely and not be hit during Comet Sweep if they were to be attacked by any of her Plants right after the first hit
-Fixed an error where Rapid Canceling Chinese Kohaku Cuffing after the kick would consume 1000 meter instead of 500
-Slightly increased default scale and adjusted effects accordingly

Since I needed to get rid of these bugs any way, I figured I might as well adjust the scale while I'm at it.

Her default scale is now 3.08. I found that anything higher than that made her seem just a little too big in comparison to the other French Bread characters.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Uzuki Shimamura on January 04, 2022, 09:19:53 AM
Hello OHMSBY, I just have something to say.

Can you (temporarily) take control of my voice patches? I can't do it right now because a typhoon hits my place and there's no electricity and connection here. Plus my PC broke. :(

I'll be back once the electricity comes back.

Thank you in advance~ ^-^
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Little Fox: Tres Truenos on January 04, 2022, 11:31:28 AM
Will be praying for your safety out there Uzuki. Be safe my dude during the storm.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Mysticus92 on January 04, 2022, 04:05:06 PM
Damn... That's so unfortunate from you, Uzuki.
Stay safe and I hope you'll get a new and better PC.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: sergioprft on January 04, 2022, 11:51:25 PM
Hey OHMSBY, did you made that alternative icon for Muteki's Faust? lf so, will you release it someday? It looks better than the original icon.
https://www.youtube.com/watch?v=0vmbrQEfi5A
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 05, 2022, 05:00:52 AM
Can you (temporarily) take control of my voice patches? I can't do it right now because a typhoon hits my place and there's no electricity and connection here. Plus my PC broke. :(

I'll be back once the electricity comes back.

Sure thing. You stay safe.

Hey OHMSBY, did you made that alternative icon for Muteki's Faust? lf so, will you release it someday? It looks better than the original icon.
https://www.youtube.com/watch?v=0vmbrQEfi5A

I made that small port long before I started making characters. It's honestly just one of his in game sprites cropped down to 25 by 25, but here you go:
(https://i.imgur.com/lSGUP5C.png)


Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: ZolidSone on January 05, 2022, 05:44:53 AM
Luckily you haven't started updating your older characters yet, but I seem to have found a bug on Kohaku and shared with the rest of them. On Ichida's recently released Selvaria Bles, the strong ground shockwave doesn't appear when I use Air Raid and EX Remaining Shadow on them. Originally during my testing, it was so misaligned to the point it's way too low to the floor. Now after Ichida fixed it, it's literally non-existent and won't appear for them specifically, but the sound effect still plays. They also hit the ground much earlier than normal, making it harder to continue combos unlike the ones that don't have the issue. Even the 17th to 19th hits of her War Dance of Valkyria also makes them lower to the ground too and causes the fixed position of the hitsparks to look misaligned they are not as they are supposed to be higher in the air when they bounced.

Here are some screenshots between Training and Kohaku when doing those moves on them:
(https://i.imgur.com/XWELutX.png)
(https://i.imgur.com/tlPTZYx.png)
(https://i.imgur.com/gE4GKcg.png)
(https://i.imgur.com/Q9PEZBe.png)

And these are the characters that shares the bug:
Azrael
Wagner
Yu
Adachi
Yukiko
Mitsuru
Hyde
Hilda

Edit: When I also did it on Piranha Plant, his get hit animations changes to a different position for half a second after he hits the ground. The strong ground shockwave still appears fine though, so that bug doesn't happen on him.

Do you have any clues what causes this? Ichida tells me that it's not a problem within Selvaria as it works fine on certain characters as shown with Training. But I wanted to wait until she was released publicly so you can see and test for yourself, because I have no idea.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 05, 2022, 06:19:59 AM
Here's the problem:

Code:
[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y > -30
value = ifelse(var(26)!=1,1026,1027)

He forgot to put "Enemy," in front of "Var(26)" in statedef 1025. So when The opponent enters that cutom state, they are reading their own var(26) rather than Selveria's, leading to the bug. The code should look like this:

Code:
[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y > -30
value = ifelse(enemy,var(26)!=1,1026,1027)
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Ichida on January 05, 2022, 07:09:15 AM
Since my var error is fixed for now, I think I should post my feedback on Kohaku here.

Edit: I fixed the code once again and it's fine for now. Thank you for testing Selvaria.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 05, 2022, 07:42:38 AM
Selvaria is still missing "enemy," in the code I mentioned in my previous post even after the most recent update, so the custom state is still reading the opponent's variables. Adding "enemy," before "var(26)!=1" fixes that.

For convenience, the code that I brought up is in line 9275 of Selveria.cns.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Jerry Kisaragi on January 05, 2022, 10:04:51 AM
I have a question:

Do you have to plan adding more extra palettes on their folder with their authors on it? Yang, Ruby, and Ragna have some of them

I know the palette makers in this forum, they are:
Vocalnoid (mostly Cookie Run)
Ichida (various, mostly characters from Arknights game)
Resentone (various, mostly French Bread characters)
Mr. Fael (various)
Paulo S/Uzuki Shimamura (various and lots of them, mostly VA jokes, Princess Connect, Hololive, etc.)
Evergarden (various, mostly from anime)

Spoiler: And my next character is... (click to see content)

I bet she'll have Gawr Gura palette since she's a shark girl. :D

Hello OHMSBY, I just have something to say.

Can you (temporarily) take control of my voice patches? I can't do it right now because a typhoon hits my place and there's no electricity and connection here. Plus my PC broke. :(

I'll be back once the electricity comes back.

Thank you in advance~ ^-^

Aw that sucks man, better stay safe there.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: sergioprft on January 05, 2022, 03:53:13 PM
OHMSBY https://mugenguild.com/forum/msg.2523420 said:
I made that small port long before I started making characters. It's honestly just one of his in game sprites cropped down to 25 by 25, but here you go:
(https://i.imgur.com/lSGUP5C.png)

Thank you!

Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 06, 2022, 05:57:36 AM
Do you have to plan adding more extra palettes on their folder with their authors on it? Yang, Ruby, and Ragna have some of them

I don't think so. While I do like seeing people coming up with their own palettes, I think that updating a character every time custom palettes are made for them would start to get tiresome.

I bet she'll have Gawr Gura palette since she's a shark girl. :D

You just won that bet.
(https://i.imgur.com/hCBxOQy.png)
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Uzuki Shimamura on January 14, 2022, 06:55:42 AM
Hello OHMSBY, I'm back! so that means I'm taking control of my voice patches~

Oh and I found an error while testing your Kohaku:
Your opponent can move freely after getting hit by Look What I Grew, then EX Hidden Blade.
https://streamable.com/qhcxya
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/14/22)
Post by: OHMSBY on January 15, 2022, 03:35:42 AM
Good to have you back.

Also, the error has been fixed. Go ahead and redownload her.

Quote
Kohaku
-Fixed an error where the opponent would be able to move freely and block during EX Hidden Blade if they were to be hit by any of Kohaku's Plants right after the first hit
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/14/22)
Post by: ZolidSone on January 16, 2022, 02:29:59 PM
So while I was testing Ichida's characters for updates and giving them compatibility for This Is... Me? (Which will be coming soon), I realize Samus has some minor aesthetic bugs:
-The burst icon is incorrectly layered.
-The red X doesn't appears over the Burst Icon when in a situation where it is not usable.
-The normal ground shockwave when the opponent is hit by 5C is slightly misaligned.

I checked on the rest and it seems like she's the only one where the red X doesn't appear at all even though the sprite is present in the SFF. This also means her Burst icon can still be seen on other astral heats that aren't her own. If it doesn't, that means the background of their astral heats is layered correctly. For Es and Hyde which I mentioned before, they are still present during their own astral heats. For Samus' case, it's her Burst icon.

Also, Ichida told me he found a bug on one of your characters when I tested his. Turns out some of your characters have this bug when their astral heat is blocked and some other unrelated feedback if any:

Yang, Ragna, Terumi, Robo-Weiss & Quote:
-Their astral heats can KO the opponent at 1 HP on block and continues to do the animation (Terumi also causes the opponent to get stuck and have to wait a couple of seconds for his astral heat winpose to play).
-Ragna's running throw would look better if the hitspark was aligned straight at the opponent's face (This was bothering me for quite some time and I never bothered mentioning it).

Ruby:
-There is no sliding dust and sound when Red Reaver is blocked.

Mika:
-I find it odd that hers is blockable while Waldstein, Kokonoe and Tager is not (Since you made Mika Cannon and Mika Hip Strike unblockable, thought the same would apply to Mika Galaxy too).

Gordeau:
-The guard spark when it connects is misaligned and no jump sound effect when he jumps backwards.

Kirby:
-The copy ability icons can still be seen during certain characters astral heats (So I assume it's not layered the same as the Burst icon).

Susano'o, Faust & Ky:
-The guard spark when their astral heat connects is misaligned.

Blitztank:
-There is no two large sliding dust when Ragnarok is blocked like Blitzlauf.

Issac:
-A strong ground shockwave sound effect can be heard when hits his head on the ground, but no effect to go along with it (I personally think it would look better if it was a normal one instead as it was used for his 66B and doesn't have envshake).

If you haven't updated them with the fixed specials attribute flags and the relayered vignette effect, I think this would be a good time to do so.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: OHMSBY on January 17, 2022, 05:56:44 AM
All fixed, along with a few other additions:

Quote
Kirby
-Reduced sensitivity for tiger knee inputs
-Certain non throw attacks that put the opponent into a custom state can now hit opponents with super armor
-Added to and adjusted Triggers to the Copy Ability list
-Fixed minor visual errors
Samus
Fixed an error where the red x would not appear in front of the Burst icon during instances where Burst cannot be used
The second hit of 5B can now hit armored opponents
Fixed minor visual errors
Mika
-Astral Heat is now unblockable when used raw, becomes blockable when used while the opponent is in guard stun
-Fixed minor visual errors
Yang, Ragna, Terumi, Robo-Weiss, and Quote
-Fixed an error where the Astral Heat can Chip Kill
-Fixed minor visual errors
Ruby, Gordeau, Susano'o, Blitztank, Isaac, Faust, and Ky
-Fixed minor visual errors

For the sake of convenience, all of these updates can be downloaded at once here:
https://drive.google.com/file/d/1GGzR2z24erAZ7v9DPlcIhqYeuZJZtq9D/view?usp=sharing (https://drive.google.com/file/d/1GGzR2z24erAZ7v9DPlcIhqYeuZJZtq9D/view?usp=sharing)
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: ZolidSone on January 17, 2022, 09:31:05 AM
It seems like you forgot a few errors I mentioned previously:
Mika:
-The blast effect on her 5AAAA follows her after rapid canceling.
-The normal ground shockwave on her astral heat winpose is layered incorrectly.
This.

-Ragna's running throw would look better if the hitspark was aligned straight at the opponent's face (This was bothering me for quite some time and I never bothered mentioning it).
For this, I actually meant the forward throw, not the running one as I was talking about the one where he grabs the opponent's head and stabs them with his sword. I was typing it last night and didn't realize I made an error. My fault for not realizing it sooner.

And just two characters who's vignettes are still not relayered on these distortion drives:
-Susano'o's Bloodsplitter
-Kirby's Ultra Sword

Since Kirby might get another quick update, I found a few typos on Kirby's copy abilities or was missed previously:
Yoriko: "Yoriko Yasuzumi"
Kamui Tokinomiya: "Kamui"
Fiona Mayfield: "Fiona"
Lieselotte Achenbach: "Lieselotte"
Nazuna Inuwaka: "Nazuna"

Typos:
Catherine Kyohbashi: "Catherine Kyoubashi" (You can leave the one with the underscore if there's a character with that specific spelling)
Iku Bagae: "Iku Nagae"
Yuyuko Saigyouiji: "Yuyuko Saigyouji"

I checked Google on their respective character wiki pages to make sure my spelling wasn't wrong. For Kamui and Fiona, I didn't know what would happen if the Sword copy ability exceeds over 100. That's why I didn't include their first names at first because I didn't think you would make a separate VarSet instead of continuing it and you usually have a naming pattern for each characters' franchise, so I'm kinda surprised you missed them. Hope you don't mind still including theirs as well since the other Arcana Heart characters have them too.

Since you have been on break, something or two was bound to be missed. Susano'o still doesn't have his special intro with Ichida's Chie either, so maybe he can be updated again with it so you don't just relayer the vignette on his Bloodsplitter only. For now, just the 4 already updated ones.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: OHMSBY on January 17, 2022, 06:21:22 PM
Alright, I fixed all of the stuff that I missed and gave Susano'o the special intro with Chie.

However, Ichida may want to make an adjustment to Chie's half of the interaction to reduce the gap between dialogue.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: Noticer22 on January 17, 2022, 06:26:37 PM
Would you do more Central Fiction characters like Taokaka and Hibiki?

Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: ZolidSone on January 17, 2022, 11:31:05 PM
However, Ichida may want to make an adjustment to Chie's half of the interaction to reduce the gap between dialogue.
Sure I'll let him know before he launches the updates to his characters. And I checked Ragna's running throw again since you did change the placement to make sure and it actually was misaligned previously since it was slightly lower before. So I guess the change to it was necessary after all and my mistake turned out to fix another thing.

You can leave the strong ground shockwave on Isaac and Charlotte as is. They do actually look fine layered behind on certain moves as the one on the opponent will be on the front anyway and I was only trying to come up with more reasons to update aside from the relayered vignette effect and special attribute flags. For Es and Hyde with their burst icons still seen during their astral heats, I'll see if there's still more things to them along with the rest. I won't need to check the ones from King K. Rool and onwards as I noticed the issues starting with him.

Edit: I just found out the vignette for Samus's Shine Spark is also not relayered when it's used in the air. If there are distortion drives that have air variants, there's a chance they are also not relayered too. I have to be careful that other things and moves not just the distortion drives can also have the vignette effect like Charlotte and Maid Taiga on certain occasions. I'm going back to my previous post with that feedback and cross out the ones that are fixed now so I can remember them easier in case I forgot.

Would you do more Central Fiction characters like Taokaka and Hibiki?
Don't give that guy who keeps spamming comments about the latter character on OHMSBY's videos what he wants. It's not cool.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: GreatFunk on January 18, 2022, 02:12:39 AM
Would you do more Central Fiction characters like Taokaka and Hibiki?



how about you make it?
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: ZolidSone on January 18, 2022, 11:28:00 AM
So when I told Ichida to reduce the gap between dialogue on Chie, I asked him to do the same for his Miyuki as she supposed to speak first. Since Misaka will get another update to fix Electro Fencer's attribute flag, vignette effects relayered, add Sanae's full name on trigger4 of the frog intro and her special interaction with Miyuki added, I decide to test her again to see what else can I find and I may have found a major bug on her:
-If 5C and/or jC have been used too many times in a round, it will cause debug flood.
-The vignette effect will play twice if each girder on Girder Striker somehow happens to hit separately (Not sure if it's possible to make it play just once if one girder hit the opponent already).

Usually a helper would end up disappearing, but they haven't and still remain though debug mode. Because of this, she can no longer be able to use her distortion drives and all effects and projectiles no longer appears. She can only use the 5C or jC 52 times before the character goes unstable. So the only thing she could do is attacks that don't involve projectiles or helpers. I haven't encountered an error that involved debug mode since testing Waldstein.
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: OHMSBY on January 19, 2022, 05:07:46 AM
Misaka has been fixed.

Quote
Misaka
-Fixed an error where helpers would stop spawning after using 5C and/or jC a certain amount of times
-Vignette effect will now only play once during Girder Strike, even when each Girder hits at a different time
-Fixed minor visual errors

Also relayed the Vignette effect on the air Version of Samus' Shine spark and reuploaded her with that.

So when I told Ichida to reduce the gap between dialogue on Chie, I asked him to do the same for his Miyuki as she supposed to speak first.

In that case, it would be best to wait until he makes his update on Miyuki before I add Misaka's half of the intro. This way, it will be much easier to determine the timing of her dialogue.

Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: Ichida on January 19, 2022, 05:15:39 AM
In that case, it would be best to wait until he makes his update on Miyuki before I add Misaka's half of the intro. This way, it will be much easier to determine the timing of her dialogue.

I didn't launch the update on Miyuki. But for your convenience, her voiceline stops at tick 185. So I think Misaka should start speaking at tick 200 or a bit later.
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: ZolidSone on January 19, 2022, 11:24:14 AM
In that case, it would be best to wait until he makes his update on Miyuki before I add Misaka's half of the intro. This way, it will be much easier to determine the timing of her dialogue.
Yeah, you're right. You'll have to do the same to Yu, Hyde and Mitsuru with their respective intros anyway along with the other things I mentioned, so might as well do her at the same time. So I'll see what I can find and you can update all of them when Ichida's updates are ready:
Yu:
-All versions of Swift Strike deals no chip damage and can't chip kill.

Hyde:
-The attribute flag of jC is S if the Dark Lotus projectile hits them instead (It does chip damage, but can't chip kill).

Mitsuru:
-It would look better if there was large sliding dust on the startup of 5BBB as she does a barrage of sword swings.
-2BB has no recovery and can deal a lot of damage if followed up repetitively with 5BBB.
-Although it does little damage, the opponent is unable to avoid running throw for two more times after it was rapid canceled twice consecutively.
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: Solid Snivy on January 19, 2022, 12:30:49 PM
Not sure if you’re willing to go that far in terms of special intros with characters made by other authors, but I do remember Websta’s Shizuo having a special intro with Misaka, and his half actually plays when faced against your own.

EDIT: Apparently the deviantart page I linked in the past got deactivated, so unfortunately a good chunk of the models from GBVS that aren’t on Models Resource are no longer available now unless you decide to try and rip the models from the game yourself. Someone did rip all the audio from the game though, voice clips and all.

https://mugenguild.com/forum/topics/granblue-fantasy-versus-sounds-195058.0.html

Also ended up finding someone who ripped Android 21’s model after a bit of digging, as well as a bunch of other characters from FighterZ.

https://www.deviantart.com/mrunclebingo/art/DBFZ-Android-21-Evil-1st-Form-762293668

2nd EDIT: Apparently another person ripped some models from Granblue Versus, a few of which that aren’t on MR (Lancelot, Beelzebub, Djeeta and Zooey). Same dude also ripped a few characters from Strive as well. Again though, no idea if all of their needed assets are within their models, but it seems like it might be the case.

https://www.deviantart.com/o-dv89-o/gallery/80223660/granblue-fantasy-versus

https://www.deviantart.com/o-dv89-o/gallery/80223655/guilty-gear-strive
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: tiloger on January 22, 2022, 01:49:14 AM
friend how do you lower the AI ​​to your chars? so that they are not so aggressive in which file is the Ai?
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: ZolidSone on January 22, 2022, 03:15:05 PM
Since I needed some ideas for the others to get updated, I decided to check out the force breaks again and noticed that they gain meter when they're not supposed to (Whether they're used or hit the opponent). Depending on the force break, it's possible they can abuse it non-stop depending on how fast you can make them gain meter. If there is still meter remaining after 4 consecutive uses but doesn't gain on use, that means the force break uses less than 500. Unfortunately, this means I have to check everyone again including the ones already been updated. Here are the ones that do (And some other feedback I missed):

Ruby:
-Guillotine
-EX Buzzsaw Blast

Mika:
-EX Cannon (The first successful hit)
-5BBB Land has no sliding dust, but the sound can be heard.

Gordeau:
-EX Assimilation (The first successful hit)

Azrael:
-The hits of Valiant Charge and Hornet Chaser (Or do you think it's fine because it's enhanced and feels rewarding when used? I can see it two ways)

Robo-Weiss:
-Air Hals Brechen

Misaka:
-EX Electro Shock

Es:
-Air EX Breunor

Yu:
-None, but the force break version of Big Gamble doesn't have increased cornerpush on the last hit.

Yumi:
-Termination (The first hit by a successful counter)
-Storm of Snowbirds
-I also forgot to mentioned that the vignette effect on the last hit of Secret Ninja Art: Ice Pillar Fan also have no envshake.

Adachi:
-Vorpal Blade (Doesn't seem to gain meter when used, but it's not fully empty after 4 consecutive uses)

Quote:
-King's Revenge (The first successful hit and for some reason, it's not fully empty after 4 consecutive uses)

Blitztank:
-EX Blitz Mine (It's also not fully empty after 4 consecutive uses)

Heart:
-Homing Cancel (No meter is gained, but the EX Spark is bugged as it played 4 times from one use)
-Both variants of Roz Toxo (It's also not fully empty after 4 consecutive uses)

Iori:
-EX Yamibarai

Shantae:
-Storm Puff
-Skyward Storm Puff

Yukiko:
-Agilao (When the projectile connects)
-The command for EX Phoenix Blade Swirl feels restrictive and makes you do Maragion when used on the ground.

Hyde:
-EX Black Orbiter (When the projectile connects)
-Vacant Shift Sediment

Thief:
-EX Hold Trick (Doesn't seem to gain meter when used, but it's not fully empty after 4 consecutive uses)

Meta Knight:
-Galactic Counter (The first hit by a successful counter)

Lina:
-EX Needle Storm

King Dedede:
-EX Inhale (The first successful hit)

Kohaku:
-All of her force breaks don't gain meter when used or hits, but it's not fully empty after 4 consecutive uses.

If any characters requires the use of a special before they can perform it, then I think they're fine like Mai, Isaac and Faust. Plus, it's hard to tell whether their force breaks use less than 500 due to their specials. Out of the issues I reported with special attribute flags, vignette animation relayering and this, Tager is literally the only that doesn't have any of those issues.
Title: Re: [OHMSBY Thread]: 21 Quick Updates (01/23/22)
Post by: OHMSBY on January 23, 2022, 07:38:19 AM
All Fixed.

Quote
-Quick fixes for bugs related to Force Breaks and other minor visual errors for the following characters:
Ruby
Mika
Robo-Weiss
Misaka
Es
Yu
Yumi
Adachi
Quote
Blitztank
Heart
Iori
Shantae
Yukiko
Hyde
Thief
Mitsuru
Metaknight
Lina
Dedede
Kohaku
Download all updates simultaniously here: https://drive.google.com/file/d/1RNTZzDo9s0lcRL9XUe0fzyqyMTtHzhv8/view?usp=sharing (https://drive.google.com/file/d/1RNTZzDo9s0lcRL9XUe0fzyqyMTtHzhv8/view?usp=sharing)

The special intros will come another time. Right now, I'd like to focus on getting Pistrix ready.

Gordeau:
-EX Assimilation (The first successful hit)

Azrael:
-The hits of Valiant Charge and Hornet Chaser

As strange as it may seem, both of these are accurate to Cross Tag

Mitsuru:
-2BB has no recovery and can deal a lot of damage if followed up repetitively with 5BBB.
-Although it does little damage, the opponent is unable to avoid running throw for two more times after it was rapid canceled twice consecutively.

2BB isn't supposed to be recoverable, but I have made it to where it deals less damage during consecutive uses and have the opponent stand back up sooner after a certain amount of uses.

Second one works as intended. As you said, this doesn't deal much damage and it isn't an effective way to stall for a time over either.





Title: Re: [OHMSBY Thread]: 21 Quick Updates (01/23/22)
Post by: ZolidSone on January 23, 2022, 09:35:39 AM
The special intros will come another time. Right now, I'd like to focus on getting Pistrix ready.
Alright. If there's something wrong or forgotten, I won't be returning back to the topic until after she is released. Because I also really need to focus on doing my own stuff. So that's all for now.

As strange as it may seem, both of these are accurate to Cross Tag
Understood. I had a feeling Azrael makes sense since it's not technically gained from Crash and Bunker respectively. Guess for Gordeau, he "takes" the amount of meter from them.

2BB isn't supposed to be recoverable, but I have made it to where it deals less damage during consecutive uses and have the opponent stand back up sooner after a certain amount of uses.

Second one works as intended. As you said, this doesn't deal much damage and it isn't an effective way to stall for a time over either.
Perfect, now she can't deal too much damage very easily without effort.

Just making sure if that's right. It's also impossible for it to be an infinite due to the rapid canceling using 1000 meter.
Title: Re: [OHMSBY Thread]: 21 Quick Updates (01/23/22)
Post by: jenngra505 on January 25, 2022, 01:39:39 AM
Found a bug in K. Rool where you can roll cancel while Krocodile Diver sends you up to trap your opponent in a custom state. I was also wondering why Ultra Burst doesn't reset the damage dampener on Quote, Isaac, and Ruby like it does your other characters.
Title: Re: [OHMSBY Thread]: 4 Quick Updates (01/24/22)
Post by: OHMSBY on January 25, 2022, 04:21:13 AM
Fixed. Go ahead and redownload them.

Quote
King K Rool
-Fixed an error where K Rool could roll forward during Krocodile Driver
Ruby, Quote, and Isaac
-Fixed an error the Damage Dampener didn't reset when Ultra Bursting
Title: Re: [OHMSBY Thread]: 4 Quick Updates (01/24/22)
Post by: jenngra505 on January 26, 2022, 01:01:48 AM
Ragna's damage dampener doesn't reset when Ultra Bursting either, took me this long to notice.
Title: Re: [OHMSBY Thread]: Ragna Quick Update (01/25/22)
Post by: OHMSBY on January 26, 2022, 04:11:06 AM
Also fixed, along with a couple of other things:

Quote
Ragna
-Fixed an error the Damage dampener didn't reset when Ultra Bursting
-Carnage Scissors, Seed of Tartarus, and Blood Scythe can now hit armored opponents
-Fixed minor visual errors
Title: Re: [OHMSBY Thread]: Ragna Quick Update (01/25/22)
Post by: AMultiverseAuthor on January 30, 2022, 01:24:15 PM
Question:

Have you ever considered making a template for those who want to make characters in your style like Ichida, Resentone and K6Orochi have done?
Title: Re: [OHMSBY Thread]: Ragna Quick Update (01/25/22)
Post by: Little Fox: Tres Truenos on January 30, 2022, 07:54:30 PM
Hey OHMSBY, how are you doing? You doing well? How's your development of characters going, especially with your current character Pistrix and the upcoming character Pyra from Xenoblade. Also how is Pyra gonna play like? It is gonna be similar to Smash Bros, or are you gonna do your own spin on it?
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Uzuki Shimamura on January 31, 2022, 12:45:35 AM
Question:

Have you ever considered making a template for those who want to make characters in your style like Ichida, Resentone and K6Orochi have done?

I remember that K-4-6-Orochi is using Yang as a base to make his characters (RWBY chars, Gunvolt, Bowser, etc.)
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: OHMSBY on January 31, 2022, 12:48:02 AM
Pistrix has been released.

(https://i.imgur.com/E1qphld.jpg)

Spoiler: More Screenshots (click to see content)

Get Pistrix here:
https://drive.google.com/file/d/1Wp6j3U2inUQRIWWlWXvHRoby8HESfyYf/view?usp=sharing (https://drive.google.com/file/d/1Wp6j3U2inUQRIWWlWXvHRoby8HESfyYf/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Have you ever considered making a template for those who want to make characters in your style like Ichida, Resentone and K6Orochi have done?

Nah. I think that's something that would be best saved for if and when I'm done making characters.

Hey OHMSBY, how are you doing? You doing well?

Yes.

how is Pyra gonna play like? It is gonna be similar to Smash Bros, or are you gonna do your own spin on it?

Her Smash Ultimate move set will be largely intact, only exception being is that she won't be able to swap out with Mythra. Not only does the engine generally not play nice with transformations due to the existence of custom states, having all of Mythra's sprites in the same sff would make for an absolutely massive file size, so she would have to be made as a separate character.

Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: ZolidSone on January 31, 2022, 02:20:45 AM
So now that Pistrix is out, I came up with this interesting idea after testing Kohaku. You already know it, but thought I share it with everyone else. If a character uses 5AAAA as a special, it deals chip damage, but can't chip kill and the attribute flag is still V. The actual special also deals chip damage, but can chip kill and the attribute flag is S.

I noticed that certain characters can do specials as their 5AAAAs. Here are the ones that do:

Misaka:
-5AAAA does A Electro Fencer, which has the S attribute flag, deals chip damage and can chip kill.
-The hitspark shouldn't play when Only My Railgun successfully connects.

Waldstein:
-5AAAA does A Verderben if 5AAA doesn't grab the opponent, which has the S attribute flag, deals chip damage and can chip kill.

Nanase:
-5AAAA does Avancer With You, which has the V attribute flag and deals no chip damage.
-The actual Avancer With You special deals no chip damage and still has the V attribute flag.
-The sliding dust on both 5AAAA and Avancer With You should be bigger.

For the attribute flags I mentioned previously for her, let 5AAAA still be V while the actual Avancer With You special be S. While both of them should deal chip damage, only 5AAAA can't chip kill.

Thief:
-5AAAA does Whirlwind, but deals no chip damage and still has the S attribute flag.
-Hold Trick can chip kill upon block and knock out the opponent immediately instead of the 2nd hit when successful.

Shana:
-5AAAA does Gouka, which has the V attribute flag and deals no chip damage.
-The actual Gouka special deals no chip damage, but has the S attribute flag.

Kohaku:
-This means the A and B versions of Drawn Sword: Hidden Blade now needs to be changed so it chip kills.

To keep this balanced, this should only apply to physical specials. Keep 5AAAA as V while their actual specials be S. While both of them should deal chip damage, only 5AAAA can't chip kill. Yu and Hyde are exceptions to this as Yu actually does Zio and Hyde's Insulator does chip damage to all of his attacks. But if Waldstein does chip kill with 5AAAA in source despite being physical, then let's keep it strictly to characters with hypothetical movesets and not those who are in Cross Tag.

Now back to the ones that were missed or forgotten:

Gordeau:
-The guard spark on his astral heat when blocked is still misaligned.
-The Rusty Nail Effect on Gordeau's 5AAA isn't properly transparent and doesn't fade as it disappears by two ticks.

Robo Weiss:
-The sliding dust on 5AAAA is reversed.
-5C doesn't have a swish effect that goes downward (I just realized when it was changed, it doesn't have one now).
-The swish effects on 5BB, jB and feels very choppy with the alignment.
-The swish effects on 5BB, jB and 2C continue playing after rapid canceling.
-The hitspark shouldn't play when Die Volter successfully connects.

I was too focused on the chip kill astral heat bug on everyone, I didn't get around checking the aesthetics in detail on her. Since k6666orochi's Weiss was the original foundation of this character, I'm beginning to see some that the misalignment is all over the place he made with the swish effects.

Yumi:
-Not sure if it's intentional as I don't own her in the source game, but the fan on 5B does chip damage and can chip kill on the 2nd hit.
-One large sliding dust is missing on the first A of Dancing As One: Yang.
-The sound effect (3902,0) where the viginette effect appears doesn't play on Secret Ninja Art: Ice Pillar Fan.

Lambda-11:
-The sliding dust on her run stop animation is slightly underneath her front foot.
-The sliding dust on Act Parser Zwei needs to be smaller like the run stop and follows her.
-The slash effect on Cultus follows her after rapid canceling.

Adachi:
-Air Vorpal Blade isn't fully empty after 4 consecutive uses.

Blitztank:
-EX Blitz Mine can still gain meter when the projectiles hits the opponent.

Heart:
-EX Special Kick isn't fully empty after 4 consecutive uses.
-The sliding dust on 5B during the startups needs to be slighter larger and the same size as the running throw when it's charged (It's the same size as the running and when she skids).
-Depending on the opponent's hitbox, Super Amazing Iron Fist Punch of Love can miss if the opponent is too close to them (I had it happen with Quote).

Hyde:
-The viginette effect on Pale Bringer Arose still isn't relayered correctly.
-5BBB could use a slight bit of envshake.

Piranha Plant:
Something else has been bothering me ever since you rerendered his sprites not just the shockwave alignment of the Spike Ball from Ptooie. I also noticed some that hitsparks and guard sparks also got misaligned.
-All hits from the A and B command normals, 2A and 2C (It's slightly farther away it hits from the tip)
-jB (It's slightly higher on the pot)
-Piranhacopter (It's slightly under where the leaf hits)
-Fire Ball and Ptooie (Noticable when hit near the wall)
-The sliding dust on the run stop is a tad smaller.

Even though his size in-game is the same as before, they are still placed wherever the old sprites positions were due to the original scale was previously 0.3. The reason why I didn't say anything about Meta Knight as the original scale still remained the same after the rerendering, so nothing was changed with him.

Lina:
-The normal versions of Needle Storm no longer gains meter (Only her EX version was not supposed to since it can hit wherever the opponent was standing).
-The hitspark shouldn't play when Deletion successfully connects.

Yang, Carmine and Samus:
-The hitspark shouldn't play when their astral heat successfully connects.

For those astral heats that mostly changes the background on the first hit and causes the character and opponent appearing in fixed positions, I don't think the hitspark should appear as despite not being misaligned, it causes them to be off-placed depending on the fightfx used. That's another thing I'm considered adding to my checklist "with certain exceptions" of course. Now come to think about it, I forgot that all of the characters before Homura when they were updated with NOY never mentioned any of the new mechanics on the readmes. That's probably something you should add for those who read them.

Nah. I think that's something that would be best saved for if and when I'm done making characters.
Plus if there is problems with the template or make new changes to later characters, I would notice it and be tedious to spend time fixing that.

Her Smash Ultimate move set will be largely intact, only exception being is that she won't be able to swap out with Mythra. Not only does the engine generally not play nice with transformations due to the existence of custom states, having all of Mythra's sprites in the same sff would make for an absolutely massive file size, so she would have to be made as a separate character.
That's probably for the best. Your Kirby also wouldn't be able to use both of their copy abilities if she was one single character, so it makes sense in a way.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Ichida on January 31, 2022, 02:55:33 AM
Pistrix's AI can perform Triple Octopus Wave with absolute no meter at all.
https://streamable.com/oporg7
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: OHMSBY on January 31, 2022, 03:28:47 AM
Fixed.

And I'll be getting around to updating the other characters later.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: AMultiverseAuthor on January 31, 2022, 03:36:00 PM
I wonder how she will play without the swap mechanic. I'm assuming Pyra will have original moves like your K.Rool who didn't use spiked cannonballs in the source game.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Jerry Kisaragi on January 31, 2022, 06:23:05 PM
I have (another) question:
Who's that character on your YT avatar? Last time it was Faust from GGST, and you changed it.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Vocalnoid on January 31, 2022, 11:16:18 PM
Spoiler: And my next character is... (click to see content)
Her skin looks a little dark blue-ish, but for your first attempt at a 3D human char, Pyra looks real good. Can't wait to try her soon ;)

I have (another) question:
Who's that character on your YT avatar? Last time it was Faust from GGST, and you changed it.

Thats Pyoro from the WarioWare series, and its fun AF
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Little Fox: Tres Truenos on February 01, 2022, 03:33:40 AM
Hey OHMSBY, this is a hypothetical question, if you ever do Bayonetta, which version would you do, since Smash Bros has two models available. Would it be the Black outfit, Beehive hairdo from Bayonetta 1 or would it be the blue outfit, short haired, seductive teacher look from Bayonetta 2?
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: ZolidSone on February 02, 2022, 03:42:05 AM
It seems that I found a bug when certain distortion drives are blocked and chip kills on the first hit. Either the finish animation background (7006) are delayed, don't play at all or certain effects continues playing and not freeze for a second. Here are the ones that do:
Yang:
-The finish animation on Unrelenting Fire doesn't play on chip kill and the opponent falls down before the 8th hit connects.

Ruby:
-The finish animation on Pedal Burst is delayed as the sound is heard first but the animation itself plays on the 6th hit.

Mika:
-The finish animation on Mika Revolution is delayed as the sound is heard first but the animation itself plays after the last hit (The sound and animation also doesn't play until the last hit when whiffed).

Ragna:
-Devoured by Darkness can chip kill and will continue the do the the rest of the animation despite not grabbing the opponent.
-The guard spark when Black Onslaught is blocked could be slightly higher as it's on the floor than in the middle.

Mai:
-The finish animation on Sylvan Hurricane Assault is delayed as the sound is heard first but the animation itself plays on the 2nd hit (The NOY sound effect plays multiple times during the first hit).

Gordeau:
-The finish animation on Mortal Slide: Divest is delayed as the sound is heard first, plays again on certain hits but the animation itself plays until the very last one.

Azrael:
-Full Spartan can chip kill but doesn't have the finish animation (I don't think this is intentional as certain characters don't).

Terumi:
-Serpent's Cursed Sting can chip kill and will continue the do the the rest of the animation despite not grabbing the opponent (The NOY sound effect plays multiple times when he has more than 1 bar of meter and effects are completely misaligned).
-The finish animation on Dungeon of Serpents is delayed as the sound is heard first but the animation itself plays a second later.

Wagner:
-The finish animation on Hitze Falke is delayed as the sound is heard first but the animation itself plays on the 2nd hit.

Kuroko:
-Steel Phalanx can't chip kill the opponent on the first hit.

Yu:
-The finish animation on Cross Slash is delayed as the sound is heard first but the animation itself plays on the 2nd hit.

Yumi:
-The projectile on Secret Ninja Art: Black Ice continues hitting the opponent after it chip kills them.

Adachi:
-Atom Smasher can't chip kill the opponent on the first hit (I don't think this one grabs the opponent before the rest of the hits as it's just a bunch of slashes).
-The finish animation on Demonic Cross Slash is delayed the as animation itself plays on the 2nd hit.

Quote:
-The finish animation on Super Missile Launcher is delayed as the sound is heard first but the animation itself plays before he starts firing the rockets.

Akatsuki:
-The finish animation on Kamikaze is delayed as the sound is heard first but the animation itself plays on the 23th hit and the rest of the hits don't connect.

Saya:
-The flesh explosion effect on Feast of Flesh effect continues playing during the finish animation.
-The finish animation on Aberrant Mighty Arm is delayed as it doesn't play until the 16th hit.

Iori:
-The finish animation on Kin 1221: Shiki Yatome plays when chip killed, but plays a second time on the 8th hit and and the opponent falls down before the last hit when the viginette effect plays.

Faust:
-The explosion effect on This One Is On The House! continues playing during the finish animation.

Shantae:
-The finish animation on both of her distortion drives is delayed as animation itself plays when it start hitting them on the 2nd hit.

Nanase:
-The finish animation on Atmosphere of the Aether is delayed as the animation itself plays a few seconds later and the opponent falls down before the last hit when the viginette effect plays.

Yukiko:
-Konohana Sakuya continues moving after Agidyne and Maragidyne chip kills the opponent, leaving the rest of the hits to not connect.

Jin:
-Hiyoku Getsumei can't chip kill and the hitspark and guard spark when used in the air is misaligned (Now I think about it, I feel like it's better that it doesn't as it puts them in a custom state when it hits successfully).

Thief:
-Sniping Tempest can chip kill and will continue the do the animation despite not grabbing the opponent (As the opponent falls down during the middle of it, she can't grab them and causes her to get stuck off-screen).
-Catch and Barrage chip kills upon grab and tThe finish animation is delayed as the animation itself plays right before she start throwing the barrage of kunais.

Mitsuru:
-The first 3 hits of Myriad Arrows can chip kill, but the opponent falls down before the last kick connects.

Meta Knight:
-The finish animation on Upper Calibur is delayed as the animation itself plays when starts his barrage of slashes and the last hit completely goes through the opponent, causing them to get stuck in the air and forced to wait until the round ends.

Carmine:
-The projectiles on HAHAHAHA! BE DEVOURED! can't be blocked if it's hits from a distance.
-The finish animation on NO ESCAPE! is delayed as the sound is heard first but the animation itself plays after they escape.

Homura:
-Charge! doesn't have the finish animation and doesn't do the rest of the hits as the opponent falls down before she does any of them.

Piranha Plant:
-The finish animation on Rapid Chomp is delayed as the animation itself plays when starts chomping on them.

Shana:
-The finish animation on Guren no Souyoku is delayed as it doesn't play until the 4th hit.

Like the astral heat chip kill upon block, these also can cause issues of them not working like they're supposed to. Figured the ones that grab the opponent and do a certain amount of hits first like Susano'o's Bloodsplitter, Hilda's Impalement, Taiga's Taiga Rampage, both of Charlotte's distortion drives and Kohaku's Chinese Kohaku Cuffing can't chip kill (Basically those that put the opponent into custom states). Since most of the characters now need to be updated to fix this bug, might as well update the readmes to mention Ultra Dead Angle and Not Over Yet as those before Homura were not listed previously. I'll add this on my checklist and it's good that you haven't considered the template yet. Otherwise, every character others made using it would have shared that bug.

Also, I forgot to mention that the Burst icons are not hidden during the finish animation on 1.0 and need to relayered. It may be hidden during 1.1, but the red Xs are still present during your videos back when you showed the previews with Kohaku and Pistrix. I didn't think of it as it big deal and didn't mention it back then, but might as well since changes to them are needed.

Edit: There's another thing. If a character is defeated while they are in Ultra Burst state, the Burst icon fully disappears and no longer show up (Not like the icon where it's inactive, but not appearing at all) until the next round. Just a minor issue since it will show back in the next round anyway, but thought I mention it. At least Tager finally got something worth updating since I haven't found anything on him until now.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Ichida on February 02, 2022, 09:58:49 AM
Pardon me for posting here instead of my own thread, but after checking the codes of those icons from your characters, I've found these:

Code:
[State -2]
type = RemoveExplod
trigger1 = numhelper(9000)
trigger1 = helper(9000),var(3) < 1
trigger2 = MatchOver
trigger2 = lose
ID = 9875

[State -2]
type = RemoveExplod
triggerall = var(50) = 1
trigger1 = stateno = 750 || 2950
trigger2 = MatchOver
trigger2 = lose
ID = 9876

[State -2]
type = RemoveExplod
triggerall = fvar(19) > 0
triggerall = var(50) = 0
trigger1 = roundstate <= 1
trigger2 = stateno = 2952
trigger3 = MatchOver
trigger3 = lose
ID = 9877

[State -2]
type = RemoveExplod
trigger1 = fvar(19) <= 0
trigger2 = MatchOver
trigger2 = lose
ID = 9878

[State -2]
type = RemoveExplod
trigger1 = fvar(19) <= 0
ID = 9879
ignorehitpause = 1

Correct me if I'm wrong, but I believe that these are the codes that remove the icons if the character loses a match. With that being said, I assume that this was an intentional touch from you. Gameplay mechanics and aesthetics adjustments is not a big deal for me to do on my characters, but I guess here's something I need your confirmation before making changes to such general stuff like this.

Edit: Another factor that makes me think It was an intentional is that if the character get hit by Astral Heat, the Ultra Burst didn't disappear or deplete immidiately. It still continues to consume and depletes until reaching its limitation (And yes, I noticed this in Training Mode.) In order to make it stop, I think there would be a code for it in the first place. But we have a bunch of RemoveExplods instead. So up to this point, they are pretty much a solution for it.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: SlitherBoi on February 03, 2022, 06:21:08 AM
Just a curious question. Do you have any plans on doing more melty blood type lumina characters in the near future?
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Jerry Kisaragi on February 03, 2022, 10:37:08 AM
I have (another) question:
Who's that character on your YT avatar? Last time it was Faust from GGST, and you changed it.

Thats Pyoro from the WarioWare series, and its fun AF

Oh I see. But someone told me that he looks like Dedede with alternate color lol.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: OHMSBY on February 06, 2022, 05:20:46 AM
Everyone has been updated. This includes changes to some of the 5A auto combo finishers, relayering of the vignettes, fixes to the Distortion Dive chip kills, Fixes to certain Force Breaks gaining some meter, and other various aesthetic bug fixes. You can download everyone simultaneously from the Google drive folder: https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing
 (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)



Hey OHMSBY, this is a hypothetical question, if you ever do Bayonetta, which version would you do, since Smash Bros has two models available. Would it be the Black outfit, Beehive hairdo from Bayonetta 1 or would it be the blue outfit, short haired, seductive teacher look from Bayonetta 2?

Definitely Bayonetta 2.

Just a curious question. Do you have any plans on doing more melty blood type lumina characters in the near future?

Of course.

Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Ichida on February 06, 2022, 06:59:08 AM
So here's something I've found on Yu from the very lastest version:
-Force roman cancelling Air Ziodyne costed him 1000 meter instead of 500. Yu also blinked white and shared the palfx with Izanagi.
-Izanagi should also disappear right after roman cancelling, just like Magatsu Izanagi in Adachi's Atom Smasher.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: OHMSBY on February 06, 2022, 07:46:34 AM
-Force roman cancelling Air Ziodyne costed him 1000 meter instead of 500. Yu also blinked white and shared the palfx with Izanagi.

Fixed.

-Izanagi should also disappear right after roman cancelling, just like Magatsu Izanagi in Adachi's Atom Smasher.

Nah. I prefer to keep that combo route for Yu.



Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Ichida on February 06, 2022, 08:19:54 AM
Nah. I prefer to keep that combo route for Yu.
Ah, I understand. Feel free to keep it that way if you want to.

Also, here's a few more things on Pistrix that I forgot to mention in the previous post:
-If distortion drives are supposed to chip kill the opponent on the first hit, then I think it should be same with the first tentacle in her Triple Octopus Wave but not the third one.
-I did a small adjustment to her small portrait because the color of her eyes was a little bit off. It's hard to tell from her original palette but if you switch to Cheap Cheap one, you'll notice that the red areas around her eyes make no sense.


Here's the original one:
(https://i.imgur.com/vxMkfTm.png)

Here it is after the adjustment:
(https://i.imgur.com/djrVBGR.png)

If you find it better, feel free to use this in your Pistrix's upcoming update.
(https://i.imgur.com/hmOOmPZ.png)
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: ZolidSone on February 06, 2022, 11:23:46 AM
Alright, I finally checked everyone's distortion drives and all of them are good with the exception of Kuroko. It seems that causing her Steel Phalanx to chip kill the opponent on the first hit causes the finish animation background to be delayed as it appears before the final hit when she appears right behind the opponent. Guess making it not chip kill will prevent that like the other characters.

So while you were working hard on the updates, I was playing some BBTAG and found out that that specials and distortion drives do not chip kill. I don't like the idea of that change and felt like it was done by the developers intentionally to pander to the casual audience. Plus if you were to do that, it would cause a huge disadvantage against characters from other source games that can. So you're better off making them do but on certain exceptions where the finish animation background not working correctly or preventing bugs that Ragna, Terumi, Thief and Meta Knight originally had due to the opponent being on custom states.

I also found out that all command normals don't deal chip damage either. But I still prefer that specials used that way still deals them and Yu's 5AAAA can still chip kill since a projectile was thrown. Every fighting game I play that involves projectiles always does and it being a command normal is no exception to that.

And with that after 3 years of long feedback, this should cover everything of your style. Here is the finalized checklist I created:
Spoiler, click to toggle visibilty

Effect Specific:
Spoiler, click to toggle visibilty
Feedback on future characters will be much smoother from here on out. Since you updated everyone, I no longer need to update that old post anymore. Any updates to them again is probably just adding intros with later characters and optional stuff.

Edit: Change to the checklist due to an error when giving feedback for others.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Ichida on February 06, 2022, 12:24:58 PM
And with that after 3 years of long feedback, this should cover everything of your style. Here is the finalized checklist I created:
Spoiler, click to toggle visibilty
Excellent. This list alone can describe 90% of how his gameplay mechanics work. This would be really helpful for testers and authors who have been following him for a long time.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Wolfy120 on February 06, 2022, 01:18:17 PM
Hey OHMSBY (dunno if the all caps is a preference or not), hope you're doing okay!

Weird statement because I didn't know who you had planned to work on after Pyra (I would like to request a Pneuma colour pleeeeease-) but I was planning on trying to replicate your gameplay style on Zex Siegfried (from Million Arthur). Just wanted to say that if he was in the pipeline then I apologise and not to drop him if you are because my version will probably end up terrible. Planning on using Yang as a template. :D

(PS: How did you get the voices for Bisclavret and Thief Arthur? Can't find sound rips anywhere.)

Thanks, Wolfy
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: OHMSBY on February 06, 2022, 09:02:02 PM
Alright, I finally checked everyone's distortion drives and all of them are good with the exception of Kuroko. It seems that causing her Steel Phalanx to chip kill the opponent on the first hit causes the finish animation background to be delayed as it appears before the final hit when she appears right behind the opponent.

-If distortion drives are supposed to chip kill the opponent on the first hit, then I think it should be same with the first tentacle in her Triple Octopus Wave but not the third one.
-I did a small adjustment to her small portrait because the color of her eyes was a little bit off. It's hard to tell from her original palette but if you switch to Cheap Cheap one, you'll notice that the red areas around her eyes make no sense.

All fixed.

So while you were working hard on the updates, I was playing some BBTAG and found out that that specials and distortion drives do not chip kill. I don't like the idea of that change and felt like it was done by the developers intentionally to pander to the casual audience. Plus if you were to do that, it would cause a huge disadvantage against characters from other source games that can. So you're better off making them do but on certain exceptions where the finish animation background not working correctly or preventing bugs that Ragna, Terumi, Thief and Meta Knight originally had due to the opponent being on custom states.

I also found out that all command normals don't deal chip damage either. But I still prefer that specials used that way still deals them and Yu's 5AAAA can still chip kill since a projectile was thrown. Every fighting game I play that involves projectiles always does and it being a command normal is no exception to that.

Agreed. After all, this gameplay style was never really meant to be 1 to 1 with cross tag, especially since it always had forward walking while Cross Tag only had a forward run (with some exceptions for certain characters).

And with that after 3 years of long feedback, this should cover everything of your style. Here is the finalized checklist I created:

Once again, thanks for this. I'll be keeping all this in it's own text file that I can easily access while working on my projects.

(PS: How did you get the voices for Bisclavret and Thief Arthur? Can't find sound rips anywhere.)

I ripped them myself.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Little Fox: Tres Truenos on February 08, 2022, 07:19:30 AM
Hey OHMSBY, since you have created over 53 characters( 54 with the upcoming Pyra) coming from different games and playstyles, how do you come up with the combos for the characters? Do you research combo trials of these guys and then implement them in to the development process? Or is there a specific pattern that you follow when designing them that be applied to any characters you make?
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: ZolidSone on February 10, 2022, 11:45:58 AM
I decided to take a short break after testing for a couple of days. After coming back to check the characters again, I realized there are still some special attribute flags forgotten (Mostly on those who haven't been updated for a few months) and a few recent minor errors that you and I missed:

Ragna:
-The first hit of Hell's Fang and Gauntlet Hades without follow ups (V instead of S).
-The sliding dust on his 66A and 66B needs to be slightly larger.
-I still feel like the Nightmare Edge Land could use a little envshake (It uses the same sound when he slams his blade like his 2C).

Mai:
-Suzuran and Suzuran: Dipper (V instead of S).
-Himeyuri, Himeyuri: Dipper and EX Himeyuri (V instead of S).
-Shearing Cherry Blossom Storm (V instead of S. I actually forgot to mention this previously, but it's also possible to KO the opponent in the middle of the hits and fall down before the last hit connects)

Wagner:
-Der Kinnhaken and EX Der Kinnhaken (V instead of S).

Taiga:
-You're So Annoying is still the V attribute flag despite being a force break.

Robo Weiss:
-The swish effect on all her A command normals, 66A and 2B continues playing after rapid canceling.
-The swish effect on 2C follows her after rapid canceling.

I forgot that the swish effects k6666orochi made that didn't have problems with the alignment still have issues with the rapid canceling. But the ones you aligned are fine.

Kirby:
-Smash Kick (V instead of S)

Since it's just a small change, you probably can just skip him as I don't have any other copy ability ideas as most anime fighters are covered until MBTL and Skullgirls: 2nd Encore announce their last DLC characters.

Nanase:
-Aureole of the Starry Sky (V instead of S and it also doesn't deal any chip damage)
-Conveying My Vrai Couer and EX Vrai Couer (V instead of S)

Lambda-11:
-Act Paraser Tri, Tri: Spada, Tri: Blade & Tri: Cavalier (V instead of S. Back then, I thought these were just reused attacks from command normals. Now I realize some of these can chip kill or is unblockable when used, so it warrants them using the S icon).

Homura:
-The viginette effect on both her distortion drives are still not relayered correctly (The effects and the characters are still in front of it).

Kohaku:
-The shield effect on her Shield Counter continues playing and follows her after touching the ground.

All viginettes are properly relayered except for one. I was too focused on the distortion drives part a few days ago and didn't bother checking on the other stuff that was pushed to later.

Agreed. After all, this gameplay style was never really meant to be 1 to 1 with cross tag, especially since it always had forward walking while Cross Tag only had a forward run (with some exceptions for certain characters).
Yeah, I didn't like that either. There's always a chance you might accidentally run into the opponent's command normals by mistake and could cost you the match. Another reason is so that Arc System Works could be cheap not having to make forward walking sprites for the RWBY characters, Heart and Yumi.

Once again, thanks for this. I'll be keeping all this in it's own text file that I can easily access while working on my projects.
No problem. It's a good thing I decided to focus on one section at a time. I don't think my sanity or yours could handle it if I had pushed everything. More stuff would tend to be forgotten and would waste more time testing each one over and over again on each character. Best to prioritize a part first, then move to the next when you know for certain it's fixed.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Capricorn Kid on February 13, 2022, 01:55:19 AM
Hi OHMSBY, I'd hate to bother you over something so minor, but there is a typo in Thief Arthur's win quote:

(I'm using your video for reference, Around 2:13:
https://www.youtube.com/watch?v=hdbj1lHeyHg)
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Mr. Nobody on February 13, 2022, 04:36:26 AM
Honest question, have you considered making characters from the game Newgrounds Rumble?
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: DauntlessMonk7 on February 13, 2022, 05:19:00 AM
Everyone has been updated. This includes changes to some of the 5A auto combo finishers, relayering of the vignettes, fixes to the Distortion Dive chip kills, Fixes to certain Force Breaks gaining some meter, and other various aesthetic bug fixes.

Ah, cool updates, OHMSBY. Which characters had their auto combo finishers changed?
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: ZolidSone on February 16, 2022, 01:56:02 PM
So Resentone has recently reminded me of an error on Kohaku and Piranha Plant that I completely missed on them. As their size were changed previously, the aura when using Ultra Burst is still not. I'll show you mostly Piranha Plant's:
(https://i.imgur.com/WtjwYo9.png)
Piranha Plant is 0.1 too short while Carmine is just right as his was never changed. Kohaku's aura is slightly short as her size was originally 0.3 I think.

Now I have something else to report on Kohaku aside from the shield effect on her Shield Counter continues playing and follows her after touching the ground. This is something I probably won't need to put on the checklist since x and y scale on the characters aren't tampered with. But if I plan to make lo-res characters that mostly have an x and y scale of 1, I probably might need to know where is that in the code.

Edit: Since Kohaku will get another update, I got ano