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Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)

 July 30, 2023, 04:00:04 pm View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

So as you are probably aware, Ichida helped me discover an error when using Ultra Burst. I noticed things like that it can be rapid canceled, the effect freezes once it makes contact or the 2 sounds on it don't play together the moment the effect appears. Also since MBTL is having a free weekend on Steam, I decided to squeeze as much feedback as possible with the limited amount of time I had to play the game and throw that in together. Keep in mind that some of those Resentone told me may be from the recent balance patch in May, so it's entirely up to you if you want to make those changes or not. So here are those who are affected (Plus other unrelated feedback if any):
Yang:
-The (8005,0) and (3000,2) sound effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.
-There is no normal ground shockwave if the jC Lands hits, but not the jC itself.

Ruby:
-The (8005,0) and (3000,2) sounds effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.
-The 61000 blast effects on Rifle Shot, Sy-Pod Shot, all versions of Buzzsaw Blast, Gun Blast are layered beind the opponent (Only jC's are layered in front of them. Still should be layered behind her and the projectiles if possible).

Azrael:
-Valiant Crash will wall bounce the opponent to the opposite direction if they jump over him.

Es, Kokonoe, Tager, Quote, Susano'o, Saya, Heart, Jin, Charlotte, Lina, King Dedede & Pistrix:
-The (8005,0) and (3000,2) sound effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.

Faust, Ky & Sol:
-The (8005,0) and (3000,2) sound effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.
-The 6150 Air Dash animation is missing 1 frame with sprite (6150,12).

Lambda-11:
-The Ultra Burst effect seems to freeze for a few ticks when it successfully hits the opponent.
-The 6150 Air Dash animation is missing 1 frame with sprite (6150,12).

Hilda & Merkava:
-Their Ultra Burst can be rapid canceled.

Kohaku:
-Her Ultra Burst can be rapid canceled.
-EX Hidden Blade can be standing blockable.
-2B could be air unblockable and can serve as an anti air.
-Chinese Kohaku Cuffing doesn't deal chip damage when blocked (But shouldn't chip kill if it puts the opponent into a custom state).

Vlov:
-The first hit of Burya Tigr B isn't supposed to be standing unblockable and instead air unblockable.
-The hitspark and guard spark of both normal and EX versions of Homeward, Disease/Memory is misaligned when it hits the opponent in the air.

Aoko:
-Both normal and EX versions of I'll Send You Flying aren't air unblockable.
-The hitspark and guard spark of both normal and EX versions of Blazing Starmine is misaligned when it hits the opponent in the air.

Dead Apostle Noel:
-All versions of Skewered Pigeon, Unfortunate Rain, Skewered Pork and Dazzling Echo doesn't cause knock down when they successfully hit the opponent.
-The hitspark and guard spark of both normal and EX versions of Noel Somerneige is misaligned when it hits the opponent in the air.
-Deafening Echo doesn't cause the bells to disappear when used a 2nd time after the first one (It can be spammed twice consecutively, but the damage is too little due to the damage scaling).

Powered Ciel:
-2C doesn't have a charge variant.
-j3B isn't supposed to be air unblockable.
-The last hit of Break doesn't seem to trigger when it's blocked.

Nanase, Hyde, Byleth:
-The 6150 Air Dash animation is missing 1 frame with sprite (6150,12).

Byleth for some reason is missing all the frames with indexes of odd numbers. Although the last one is relatively minor, it's just in case you happen to use those characters as the bases so they won't carry over to the new ones.
    

Re: [Resentone Thread]: Gardevoir Released (28/07/2023)

 July 30, 2023, 12:42:11 pm View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

I seem to have found a few small errors after testing them again:
Ciel:
-5AAA and 5BB has a short amount of stun time and not chaining effectively (The opponent can block in the middle or attack right at the end before she can do 5AAAA or 5BBB. That's why the combo counter is not counting the hits correctly and resets on her A command normals).

Bullet:
-The timing on Bullet's Ultra Burst sounds are still off (Sound (3000,2) should play exactly when (8005,0) does as that's when the Burst effect appears).
-The hitspark and guard spark of EX Flint Shooter is still misaligned when it hits the opponent in the air.

Nanaya:
-Isn't that pink swish on his 2C supposed to follow him as well (I checked Shiki in MBTL and yours and it seems like it does)?

Just those 3 this time. Everyone else should be on the clear.

You can still use fighting games for feedbacks. It's just that I don't think it's necessary to give one on an older character releases. Especially with a game that still receive updates. Because if I do take that approach and change the hit properties/states every time there's a balance patch, I will have to update 8 of my TL characters every time. Those patches range from minor changes to like complete overhaul of buffs / nerfs. 
Yeah, I guess I just happened to played MBTL when the balance patch was fairly recent. Even though I never played the game at the time, I still kept up with the updates in case there was something new added to it and probably will get it once the support is done. I saw this stream when this was announced a week prior thinking there would be an announcement of new characters since it's already been a couple of months now (But turns out there wasn't):


Don't know why that could've simply been released as a PNG like you shown instead of a dedicated stream for it. Guess that opportunity gave me a taste of what the balance changes were like so I never knew what the game was like before it. Usually when I test the characters by OHMSBY or Ichida, the game's support would've been done by then. I try my best to be accurate how each of the moves works and close to the aesthetics as possible.

I hope my wording on my earlier post did not bother you that much as it sounded a little passive aggressive, if it did I'm sorry as I do not mean it that way. at the time of writing that post, I just got back late from a long part time shift, and was looking forward to do stuff with my WIP. but then I was faced with list of errors for everyone. It did took me sometime to address them as I have to fix the minor bugs then the roman bugs, and re-zipping 18 of my characters, etc. I don't really like the idea of postponing it because I tend to miss something so I finished it very late at night.
It's fine. Had it not been that free weekend, it would've been mostly just about the Ultra Burst only and the list would've been much shorter. After the weekend ends, I probably won't get to play MBTL again for a very long time. So it's for the best that I try to get as much feedback out of it as much as possible, even if it delays of my own works. I put OHMSBY for last as he has a lot of characters to go though. My Gunvolt also has the problem too along with another character I'm working on and I'm getting that fixed along with some other bug fixes released soon hopefully. So you can rest easy after this.

They will probably announce Len. But personally. I'm wishing for Nanaya, Ryougi, or Hime
I hope so. They wouldn't put silhouette of Len in the game for no reason and EVO is the perfect opportunity to announce something. I'll would be so disappointed if it wasn't.

Let me say this again, If it rubs you off wrong way, I'm sorry.

OHMSBY did his made Vlov without the slash sound when he did a throw, so I guess it's source accurate to his style.
No, you're good. To be honest, I wouldn't even known that as I never played him in the source game until now. So all that was completely new to me.

Mash and Ushi was released pretty recently that's why they barely changed. As for Hisui, I remember applying most of the balance patches to her once and to Shiki, Warc, Arc when I transitioned to EXA. I guess Her changes were mostly miniscule after that balance patch.
I guess those 3 were just lucky they were still the same even when I got to play as them in source today. The same goes with Ichida's The Count of Monte Cristo as well as I didn't find anything remotely different on him either.

Ah thanks for letting me know, I'll still change it as a silent fix.
I had nothing else to report on him, so he's good for the time being.
    

Re: [Resentone Thread]: Gardevoir Released (28/07/2023)

 July 30, 2023, 09:50:37 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

First things first. Some of the errors you reported for the MBTL cast comes from the latest balance patch. MBTL is still an active game that receive balance patches pretty frequently. While I do add some more moves when they're added. I am not going to update my characters hit properties every time there's an update as it's extremely exhausting and rather unnecessary. and I don't think OHMSBY went that far as well.

Either way, I fixed them. Some things kept as is because my reasoning above.

I'm not going to point out everything, Because I'm kind of tired. Was planning to make progress on my WIP with the free time I have left for the day, but bug fixes took most of it Lol
It was mostly just going to be about the Ultra Burst being rapid cancelable since Ichida found that error on my behalf, so I wanted to test every character you, Ichida and OHMSBY made and report those who have it. But since Steam is having that free weekend, I might as well add that together. Yeah, I remembered it had a big major balance patch in the end of May, so there are going to be some differences when you played it before than when I did now. Since the free weekend only last for like 3 days, I did my best to try to squeeze as much of it as possible. I'm already finish with Ichida's, so I'm getting to OHMSBY's as we speak.

Although, I'm kinda disappointed that there were no character announcements at the time. But hopefully we'll see an announcement at EVO next week.

That's fine and my apologies. That'll be the last time I'll ever play a fighting game just for feedback and not for casual fun in a very short amount of time.

It's intended, it is based on his Moon Skill. You can jump cancel and extend combos so having it deal less damage is intended.
So with that amount of damage, it wouldn't need that follow up then. All I did was performing the specials just to make sure it looks right without following up anything.

This is intended as the original game. if you stand for away with her and do the move. the projectile will disappear on a set distance.
I guess it's the limitation of M.U.G.E.N 1.0 then. In MBTL and other French Bread or other Arcsys fighters, you can go much farther backwards, but in 1.0 and Winmugen, you are limited to where the opponent is standing just like the older 2D Capcom titles.

It does more damage than the a version. What do you mean? A version did 85, B version dealt 119 if you do the follow up.
Oh yeah, you're right. The only reason the B version did 60 on the first projectile is because I forgot to press B again to throw the other one. They both did 1000 in source, then the 2nd projectile when using the B version instead would do 680.

It is intended, I mimic the way how MBAACC Warc did it. and Blue effects is kinda weird when her in game name is literally Red Arcueid.
Ok, I also found it weird that Red Arcueid's eyes aren't bloodshot like the original continuity either. Guess the only thing that carried over to her was just the long purple skirt.

I remember you saying this was an error on Warc, so I removed the slash sound on her back then.

I didn't add this back in. I feel like the swish sound is enough since she's literally throwing the opponent away.
Yeah, I thought so too since I didn't own or played the source game until now. But turns out I was wrong.

When you don't own the source game, I am bound to make mistakes. But it's fine, it does look better without it after all. Same goes for regular Arcueid's throw too.

I remember the first hit causing a knockdown/fall state back then. So I kept this as is.
Must have been a recent change on May's balance patch.

Hopefully that just covers up everything for them. I didn't find anything different on Hisui, Mash and Ushiwakamaru since the moves are still exactly works like the source. Overall, my experience with the game gave me a good idea how does an MBTL works in OHMSBY's style.

Also, I forgot to mention that Byakuya also has that error the 6150 air dash effect is missing sprite (6150,12) as a frame. But he doesn't have that error where he could rapid cancel his Ultra Burst and probably why I skipped him. However that error was so minor, it just mostly in case you use his files as the base for any future UNIB characters (Most likely for Yuzuriha and Vatista). That way, it won't carry over to them. Plus, you used the new air dash effect for I'll Plant It Somewhere Over There anyway, so that fix makes it practically pointless for him.
    

Re: [Resentone Thread]: Gardevoir Released (28/07/2023)

 July 29, 2023, 06:56:46 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

So while I was testing stuff for Ichida, he reported a bug to me that completely slipped on my end. I realized an Ultra Burst can be rapid canceled and/or the 8005 Ultra Burst effect suddenly freezes for a few ticks after it makes contact with the opponent (Luckily I don't see the latter). So I tested on all your characters to see if they do have it and these are the ones who are affected (Plus unrelated feedback in any):
Shiki:
-His Ultra Burst can be rapid canceled.
-EX Flash Run - Six Fish doesn't have the follow up attack (Making it deal less damage than the B version).

Red Arcueid:
-Her Ultra Burst can be rapid canceled.
-The first hit of Alte Nagel uses a medium slash sound instead of light one and does not have the same alignment like the 2nd hit and the B versions.
-The projectiles on the ground versions of Alte Schule don't travel farther and stop at a certain distance unless the stronger versions were used.
-The air version of Alte Schule B does less damage than the A version.
-The air version of EX Alte Schule doesn't cause knock down when it hits the opponent.
-The colors of her effects are supposed to be aqua instead of red (Was this an intentional change?)

Saber:
-Her Ultra Burst can be rapid canceled.
-The hitspark and guard spark of 66B is misaligned when it hits the opponent in the air.
-Wing Air is actually supposed to be air unblockable.

Arcueid:
-Her Ultra Burst can be rapid canceled.
-Her charged 5B is unblockable just like Shiki's.
-Her forward/backwards throw has a strong slash sound when the opponent is thrown.
-EX Out of My Way! is not standing unblockable.
-The first hit of Ready, Go! B doesn't cause knock down.
-The ground version of the normal and EX versions of Shut Up and Fly! is misaligned when it hits the opponent in the air.

Phonon and Enigma Hyde:
-Her Ultra Burst can be rapid canceled.
-The 6150 air dash effect is missing sprite (6150,12) as a frame.

Ciel:
-Her Ultra Burst can be rapid canceled.
-5AAA and 5BB shouldn't cause fall otherwise there's a chance that depending on the hitbox, 5AAAA and 5BBB respectively can't chain and miss completely.
-The hitspark and guard spark of 5BBB and 66B is misaligned when it hits the opponent in the air.
-All versions of Ciel Somersault has strong slash sounds.

Eltnum:
-Her Ultra Burst can be rapid canceled.
-The swish effect on her forward/backwards throws still follows her instead of disappearing when rapid canceling.

Bullet:
-Her Ultra Burst can be rapid canceled.
-The (8005,0) and (3000,2) sounds when using Ultra Burst don't play simultaneously and not at the moment the effect appears.
-The hitspark and guard spark of EX Flint Shooter is misaligned when it hits the opponent in the air.

Gengar:
-His Ultra Burst can be rapid canceled.
-His special intro with Gardevoir doesn't have the sliding dust sound effect when it appears.

Gardevoir:
-Her Ultra Burst can be rapid canceled.
-Blocking Psychic will go 1 tick on the block animation and continue walking backwards.
-The guard spark when Psychic is blocked is misaligned and has no guard sound effect.
-Psychic can resort an infinite when used close to the side or near the corner of the stage.

Nanaya:
-His Ultra Burst can be rapid canceled.
-The swish effect on his 2C isn't binded on him and doesn't have the same sliding dust like Shiki's Flash Run - Double Strike.

And these characters can also rapid cancel their Ultra Burst:
-Hisui, Mash, Ushiwakamaru, Enigma Hyde

And since MBTL also has a free weekend on Steam, I decided to spend time on it so I can see what kind of in-depth feedback I can find on my end. I never played it until now, so this can help. I had "Guard on Active Status" on so I know what parts of moves is blockable.
    

Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released

 July 12, 2023, 11:17:29 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Here is my feedback on Noel, Okita and Centralfiction as it took me a couple of days to get around it:
Noel:
-Animations 10218 and 10219 that includes sprites (15005,198) and (15005,199) respectively are missing and causes the last bit of the inner Burst icon to go black.
-Her palfx is bugged and doesn't glow white when she performs her standing and forward/backwards dodges.
-Her Dead Angle Attack is missing swish sounds when she twirls her guns like her 5AAAA.
-The 5160 Bounced Up animation is missing a sprite on the last frame.
-Her blast effects on 5B2B are lacking transparency.
-The swish effect on 5C has some green pixels that aren't properly transparent.
-The hitspark and guard spark of 66B is misaligned and should be crouching unblockable.
-The hitspark and guard spark of Spring Raid is misaligned when it hits the opponent in the air.
-The force break spark when she uses her force breaks could be slightly higher.
-The first hit of Zero Gun Fenrir and last hit of Part II gains meter when it successfully hits.
-The vignette effect on Bullet Storm: Nemesis Stabilizer still plays when the Thor missile is blocked.
-The afterimages on the NOY version of Zero-Gun: Gungnir still continues after she goes into the standing animation (It should have stopped when the 4100 animation was at the 41st frame).

Okita:
-Intro 191 should have a swish sound instead of the draw blade sound effect.
-Intro 192 should have the draw blade sound effect on the 6th frame.
-The GUDAGUADA Styled Okita on her taunt should be layered behind the opponent.
-One of the voice clips on her taunt is lower than the other.
-Her Reflector could've used the shield effect that MBTL characters has.
-The hitspark and guard spark of jA is misaligned when it hits the opponent on the ground.
-5AAAA has sliding dust at the end where 66B doesn't (I think it should be removed).
-The sliding dust on Sakura Flash isn't needed.
-Ryukansen Arashi should have a large green hitbox when fighting shorter or crouching characters, she won't jump over them because during that special (Ask Ichida how it works as this was implemented on his Iai's EX Freezing Glide - Crescent Blade Flash).
-jC and Sakura Flash is using a medium slash sound instead of a stong one.
-Rapid canceling Kobenzakura may cause the opponent to get stuck and slide backwards for a few seconds.
-The sliding dust on Inverse Moon and Koborezakura could be larger as it's too small.
-The first two hits of Bakuretsu Kobenzakura gains meter when it successfully connects.
-Her NOY Aura doesn't stretch upward.
-Her Astral Heat Cut In cuts off from the bottom and looks worse (The old one from the previous preview video looked better, so I don't know why it was changed).
-The Astral BG and floor on Mumyou Sandan-Zuki should disappear when the streaks effects appear.
-The streak effects on Mumyou Sandan-Zuki are layered in front of the opponent.
-The FGO NP during Mumyou Sandan-Zuki could've scaled larger so the black borders couldn't been seen.

Centralfiction:
-The opponent's get hit on Darkness Fang is the Dizzy animation until they get grabbed for the last for hit (They should be the same as Hell's Fang except for the 8th hit).
-The effects on the last hit of Seed of Tartarus follows him when rapid canceling.
-There is no strong ground shockwave when the opponent hits the ground from Nightmare Rage.
-When his Astral Heat conditions are met, he gets expression trundicated to integer debug flood (I think this is because OHMSBY's Astral Heat indicator code still exists and since there's no aura for it, debug errors are occurring).
-There's no landing sound when he touches the ground on the 7th hit of Unlimited Blood Kain.
-There's no vignette effect on the 10th hit of Unlimited Blood Kain.
-The streak effects on Unlimited Blood Kain are layered in front of the opponent.

Also, I noticed you used different fonts for the Astral Heat text instead of keeping it the same for everyone. Now that I think about it, that adds a little bit of uniqueness to your characters so you can choose one that matches them not just by their color alone. I'm still typing up some for Ryo so I'll probably post it a little later so you can just focus on these 3 at the moment.
    

Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)

 July 12, 2023, 10:46:10 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

In that case why not adding both the english an japanese names? I honestly want to conserve the original Japanese names, but since OHMSBY's Thief Arthur is named that instead of Touzoku Arthur, i probably should do the same with Wildcat, at least for the character name in the def file.
It's fine and you can still use "Yamaneko Arthur" as her name for your character. That's probably because he's familiar with the names they go by in the West. Luckily Twinblade and Wildcat are the only ones with different names in Japanese as I saw in the Mizuumi wiki. There's "Arthur Blade Protector", but I think OHMSBY would just stick with Blade-Protector Arthur instead. Blade-Protector would be better as the folder name if he was made.

Also since you're also making Hina as well, she reminded me of a character I tested in the past and realized it was Shimo (Which is her younger sister and part of the same game). Sadly, I'm not too familiar with the Yatagarasu Attack on Cataclysm, so I don't know what copy abilities fit for the others. So it's just her and Shimo only. Also, I didn't even know their official surname until you posted it since it's not mentioned in-game.

I think the underscore was there cause of Pre-To's Saber Alter having that as their folder/file name.
Oh second thought, you are right. On the 237th post of this thread, I was the one who suggested that addition as Pre-to's was the only one in existence at the time. Guess it would be better to have both names with and without the underscore in case someone still uses his version instead of removing it completely.
    

Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)

 July 12, 2023, 06:06:05 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Figured I might add to the list as well mostly to cover a game Resentone made possible (Pokemon Type Wild) and some of Tornillo's characters:
Sword:
-Okita Souji
-Hina Hirasaka
-Shimo Hirasaka

Cutter:
-Combusken

Fire:
-Blaziken

Beam:
-Battler Ushiromiya

Hammer:
-Gengar

Mirror:
-Gardevoir

Needle:
-Swalot

Suplex:
-Snorlax

Yo-yo:
-Breloom

And to add for EX variants on their characters and other additions (Tornillo is using the Japanese names over the localized ones for one of his upcoming Million Arthur character, so I figured I add them just in case):
-Twinblade Arthur: "Nitou Arthur"
-Wildcat Arthur: "Yamaneko Arthur"
-Ragna the Bloodedge: "Centralfiction"
-Kuroyukihime: "Bride Kuroyukihime"
-Yukina Himeragi: "Summer Yukina"
-Ushiwakamaru: "Corrupted Ushiwakamaru"

I also like to request to remove the underscore for "Saber_Alter" if Resentone's EX variant of his Saber actually goes by that instead. The underscore may cause it not to detect her and the one with a space should get more priority as I don't want to clutter him with another trigger of the same name.
Scratch that, it's better to have both in case since Solid Snivy mentioned it.

And I completely forgot the aesthetic error that completely slipped for months. The normal shockwave on his 5AAAA is layered in front of him and the opponent. The 5AAAA Effect should be the only one being layered in front. Feel free to wait until Evo 2023 if you want in case developers decided to announce new characters in their games then.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 July 10, 2023, 02:11:26 am View in topic context
 Posted by ZolidSone  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

For some reason, I found a bug in the updated version. When I attempt to use the "Find" function on Animations, it skips to the next animation of the AIR file instead of finding the number of the exact animation I'm looking for. Keep clicking find again will keep skipping and loop all over again if you reach the last one. This now makes it impossible to find duplicates if any or say "No animations found!" if it doesn't exist.

Looks like 3.7.3.1 update fixed it. I noticed O Ilusionista reported it to him on Patreon already.
    

Re: [Resentone Thread]: Gengar Released + Saber Updated (29/06/2023)

 July 04, 2023, 11:47:02 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Got a weird brain fog while trying to fix this on testing. I tried messing with cancel stand instead of just simply changing Omega Hammer movetype lol.
I also had a brain fog as well. I realized I used the wrong colors when adjusting his small portrait as I was basing off the big one since it shares the same palette as the character sprites. The shading of the teeth doesn't match when using the Amingo palette, so I fixed that (And you can change the icon of your site on the upper left to this one if you haven't yet):


Since it's not worth to update the character again just for that, I got another suggestion to fix. The effect when he rapid cancels is misaligned as it appears much higher as it appears on his forehead. Thought it would look better if it was where his face is.
    

Re: [Resentone Thread]: Gengar Released + Saber Updated (29/06/2023)

 July 04, 2023, 04:39:18 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Just a few more fixes left:
-There's a duplicate image of his Shiny palette in the Palettes folder.
-His head.pos and mid.pos are not aligned correctly.
-His SFF has duplicate palettes of (1,2) to (1,12) and one of (0,0) that isn't his.
-His 66A and 66B look too identical to each other (I feel like one of them could be recycled using 5BB's animations as neither of them could be used for combo routes).
-The normal shockwave on the ground and air versions of Omega Hammer is not layered behind him or the opponent (Only the one from Gengar's Counter is when hit with a projectile).
-I decided to make some adjustments to the small portrait: Look at the new one on my next post.
Hopefully it looks much better and makes the eyes pop out more.

Other than that, this should be pretty much it. Also while I was testing Ichida's characters and found there were duplicate animations of the 6150 air dash effect. Luckily I check all of yours and don't have any, but Phonon, Engima Hyde and Byakuya are missing a frame with sprite (6150,12) in theirs. Since it's very minor and may not use that effect on their air attacks, thought I just let you know about it so you can stealth update it as I have nothing else on them currently.

I'm gonna let this be. if I mess the velocity, it'll ruin combo routes due to miss timing.
Alright then. Guess that makes sense as you can with his A command normals right when he touches the ground.

That's odd. either way fixed.
I found a bug where he would now stand mid-air if you forward rapid cancel Omega Hammer as he runs forward. Changing it so he does it in the air will fix that so he will air dash forward instead and then land on the ground.
    

Re: [Resentone Thread]: Gengar Released + Saber Updated (29/06/2023)

 July 02, 2023, 01:49:45 pm View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Here is my feedback for Gengar since I haven't got around it until now:
-The A version of air Shadow Ball should also have upward momentum when he throws the projectile (Otherwise the animation will cancel if he uses it too close to the ground).
-Using Gengar's Counter when hit with a projectile has a strong slash sound instead of regular hit one and the opponent isn't aligned in the middle of the hammer like Omega Hammer.
-To be honest, I think it would look better if it was a normal shockwave instead of a strong one layered behind him for Gengar's Counter with a projectile and Omega Hammer.
-If Dream Eater supposed to deal double damage with Hypnosis, it only deals 233 because of damage scaling (So it's not doubled as 250 can be dealt with Dream Eater itself).
-EX Poison Jab and Omega Hammer has meter gain when it makes contact with the opponent.
-The NOY sound when using Omega Hammer doesn't play when used in the air (The (3000,3) sound for the Not Over Yet Manager is missing a trigger for animation 3055).
-His Distortion Drives doesn't seem able to be rapid canceled.
-The NOY version of Shadow Step doesn't have a step sound when he touches the ground after the the last hit.
    

Re: [Ichida Thread]: Zero Released (06/04/2023)

 June 11, 2023, 05:56:16 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Minazuki Sho and Shadow Yosuke Released (04/13/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

how to increase?i just put like english voice same 48000
You don't just change the Hz. You have to use the "Gain Slider" where the Track Control Panel is and adjust the volume on each voice clip. It's a tedious process, but I had to do that when I made the P4AU English voice patches for Naoto Shirogane and Kanji.
    

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

 June 09, 2023, 06:07:00 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Lambda-11 voices are actually BBTAG Nu-13 voices, even if both of them have a different way to talk but OHMSBY still used it.
I actually did ask OHMSBY about that back when I tested her 2 years ago and this is what he said to me:
Outside of specific interactions, they both have the same exact tone of voice and speech patterns. I wanted to use the BBTAG voice lines as there were some that could actually be used for some of the newer moves that she has in Central Fiction, like Duo Cultus, and they also use the newer voice filter that Nu and Lambda didn't have in Chrono Phantasma, so it's also keep up with the times so to speak. I really just needed to avoid using the lines where she refers to herself by name.
And he also told me that he prefers Lambda's rush-down and zoning hybrid play style more, so that pretty much deconfirms him planning on making Nu-13. Maybe someone else might consider her down the line.
    

Re: Iori updated (08/06/2023)

 June 08, 2023, 01:27:44 pm View in topic context
 Posted by ZolidSone  in Iori updated (07/08/2023) (Started by KarmaCharmeleon June 01, 2023, 01:22:18 am
 Board: Your Releases, 1.0+

Just found a small little error on the update. The small portrait on the select screen is using Orochi Iori's colors instead of his default one. Also, AlexSin's Orochi Iori small portrait is using the same group and index numbers as the regular portrait instead of using different ones and is possibly conflicting.

And I forgot to mention another thing, but is 100 Shiki: Oni Yaki's flame effects supposed to have shadows and reflections on the ground? I noticed some effects don't and forgot to mention that before because I was uncertain if it was intentional or not since PotS's 2022 characters still have them.

- Can you tell me against which opponents? I think Benimaru is the slimmest hurtbox in CvS2 and it works against him.
Sorry for the late reply, but I mostly tested it though Training aka Kung Fu Man (But the characters Lurker mentioned works). Keep in mind that they can still go though him if they are running straight at him if he performs it up-close.
    

Re: Iori re-released

 June 03, 2023, 12:52:34 pm View in topic context
 Posted by ZolidSone  in Iori updated (07/08/2023) (Started by KarmaCharmeleon June 01, 2023, 01:22:18 am
 Board: Your Releases, 1.0+

A new release (or update in this case) is always appreciated from you.
Since you posted, I also want to mention another thing:
-He doesn't do his special intro with your edit of Froz's M.Bison/Vega as the author name in the def is no longer "CharmaKarmeleon".

A year ago, you did say you would change your mind if his updated version ever releases and is up to standard. Now it's up to Karma whether he updates him again to add that compatibility in.
    

Re: Iori re-released

 June 01, 2023, 05:56:17 am View in topic context
 Posted by ZolidSone  in Iori updated (07/08/2023) (Started by KarmaCharmeleon June 01, 2023, 01:22:18 am
 Board: Your Releases, 1.0+

Feedback:
-Sakahagi uses a light slash sound instead of a strong one (It does as much as an EX move, so it should be stronger).
-The kick version of Sakahagi deals more damage than the punch version.
-The explosion on Hikiri Gine doesn't have envshake.
-Claw Iori's still does his special intro with Kyo if he is in Kusanagi mode once instead of his normal intros (However, resetting the round will go back to them).
-Depending on the opponent's hitbox, 212 Shiki: Koto Tsuki and Ura 311 Shiki: Saku Tsuma Kushi In can simply go though the opponent and miss completely.
-The claw effect on Kin 1218 Shiki: Yatagarasu has shadows and reflections.
-The yellow glow on EX 108 Shiki: Yami Barai, 100 Shiki: Oni Yaki, 104 Shiki: Nueuchi and 401 Shiki: Shogetsu stop mid animation.

Pardon my rustiness on feedback as I haven't test these kind of characters for a long time.

when i replace the special intro files on vega_pots, i got an error on ikemen go.
I think PotS has a separate version for Ikemen Go and the intro files are meant for the 1.0 version, so it's not compatible and needs to make another one for it.
    

Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]

 May 28, 2023, 01:41:16 pm View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Feedback for Noel and Makoto for now (The rest comes later):
Noel:
-Required sprites (5070,20), (5072,10) & (5072,20) are still missing.
-She has a duplicate Idle animation with a single frame of the small portrait.
-Her dodge dusts are scaled way too large.
-Her run stop animation uses a dodge dust instead of a sliding one.
-The other half of her air dash effect is missing.
-She can't perform a super jump.
-The running throw can be spammed consecutively, causing an infinite.
-5B's hitbox makes no sense to me as there's another red hitbox where she doesn't shoot her gun on the other hand.
-5BB has no landing sound when she touches the ground.
-5C doesn't have swish sounds when she twirls her guns.
-2A has no swish sound.
-2C uses dodge dust instead of sliding dust and should be on the opposite side.
-The effect explod on Optic Barrel A/B is missing.
-Flash Suppresor has no jump sound on the startup when she leaps after the hit.
-After Flash Suppresor hits, she briefly falls down instead of goes up and has no jump sound effect when she does.
-Rapid canceling Flash Suppresor is performed on the ground and not in the air.
-Muzzle Flitter, Optic Barrel A/B and EX Bloom Trigger have the wrong attribute flag (V instead of S).
-Muzzle Flitter has the wrong command listed on the on the readme as it shares with Optic Barrel B (Supposed to be D,DB,B,A).
-Rapid canceling Muzzle Flitter will be performed on the ground instead of in the air.
-Rapid canceling Muzzle Flitter right when it makes contact with the opponent will cause the opponent to get stuck.
-Zero Gun Fenrir has no transparency on each bullet.
-She can rapid cancel twice during the 17th hit of Zero Gun Fenrir's super pause.
-Spring Raid doesn't have a landing sound effect when she touches the ground.
-The swish effect of Spring Raid doesn't disappear and follows her when rapid canceling.
-The current Valkyrie Veil works when it was countered, not when it hits the opponent.
-The opponent's get hit animation on Valkyrie Veil before the last hit should be using 5051 (Trip) instead of 5035 (Air Gethit Transition).
-Chain Boomerang gains meter when it hits and can be spammed 4 consecutive times.
-She no longer has the BBTAG small portrait from ILoveMyself in her Alternate Portrait folder.
-The small and big portraits aren't at the end of the SFF (Just having it there instead would make it easier to find them and wanted to change it back to make the small portrait consistent with the big one, only later to find out it's gone).

Makoto:
-The sliding dust on her Run Stop animation could be slightly higher on her front foot.
-The hitspark and guard spark of 5AAAA, 66A, 66B, Comet Cannon, Shooting Star and Big Bang Smash is misaligned.
-The B command normals doesn't cause knock down until 5BBB.
-2C has no twirling sounds when she spins.
-The hitspark and guard spark of 5C and Sirious Jolt is misaligned when it hits the opponent in the air.
-The Dead Angle Attack completely misses if the opponent is in a non-attack animation.
-The afterimages on her backwards dodge are bugged once she uses 2C or Comet Cannon.
-The opponent's get hit animation on the 11th hit of the forward throw appears higher than where it hit them.
-The animation on her backwards throw isn't accurate as she doesn't hop in the air to slam the opponent to the ground with her tail.
-Rush and Infinite Rush doesn't deal chip damage.
-The Ring effect's animation on her chargable moves plays in reverse and doesn't fade when they disappear.
-The opponent gets stuck for a few seconds if she rapid cancels the first hit of her air throw.
-She is layered in front of Comet Cannon's projectile when she performs it.
-Comet Cannon's projectile has shadows and reflections on stages with reflected floors.
-Comet Cannon's projectile should use a stronger hitsound if it was charged.
-The afterimages from Asteroid Vision still continue playing for 2 seconds after touching the ground.
-Asteroid Vision doesn't have dust effects if the fakes disappears.
-Her fake copies of Asteroid Vision B/C vanish instantly by a tick if her air normals or Lightning Arrow was used.
-The normal ground shockwave plays twice when the opponent touches the ground from Sirious Jolt.
-Sirious Jolt and Planet Crusher uses a strong slash hitsound instead of a punch one when it successfully connects.
-The fist animation on Big Bang Smash has shadows and reflections on stages with reflected floors.
-Big Bang Smash and Particle Flare has no swish sounds when she punches.
-The charge sound effect doesn't play when Particle Flare was charged.
-The super spark is misaligned when she uses Ultra Burst or Ultra Dead Angle.
-There is no strong grounds shockwave when the opponent hits the ground from Event Horizon and no indication of them falling to the ground.
-The fist animation on NOY Event Horizon doesn't fade properly and disappears by a tick.
-Her Cut In portrait on the 33th hit of Planet Crusher doesn't cover the bottom of the ground and it along with her sprite disappears too early.
-The 34th hit of Planet Crusher doesn't have envshake and the Astral Floor and BG should stop appearing on that frames.
-Planet Crusher has the wrong attribute flag (S instead of H).
-The Burst Icon doesn't go into Overheat if Planet Crusher is blocked or missed.
-The Burst Icon Flash flashed red instead of blue when defeating the opponent without using the Ultra Burst.
-The small and big portraits aren't at the end of the SFF.

I like the font you used for Makoto's Astral Heat text. But I was curious why didn't you update your other characters with that font instead. It makes them much more unique to you and doesn't copy Ichida's styling.
    

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

 May 28, 2023, 11:12:04 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Since this got bumped, I got one more thing to note for Bullet. After playing Ichida's revamped Hakumen, I feel like her forward run should be similar to his. In BBCF, she does a short hop rather than an sliding dash like Hazama. That also means she'll lose her 66A, 66B and running throw. She already has high health and deals big damage in return, so I believe she's fine for losing them. After all, they are technically recycled from 5AA, 2B and a part of Serpentine Assault End respectively.
    

Re: Mid117's Color Palettes for OHMSBY Style Characters and others

 May 25, 2023, 05:30:24 am View in topic context
 Posted by ZolidSone  in [OUTDATED]Mid117's Color Palettes for OHMSBY Style Characters and others (Started by Mid117 May 09, 2023, 02:32:16 pm
 Board: Edits & Addons 1.0+

    

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

 April 30, 2023, 03:16:01 pm View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

I am aware, I'll tweak it when I'm free.
Since you plan to update Bullet again, I got some additional feedback after playing her in the source game again:
-5C can hit the opponent slightly farther away (The red hitbox reaches farther than her arm).
-Dead Angle Attack doesn't have palfx and flame explods as 5AAAA does.
-Both ground and air versions of Snap Hands Fist can grab the opponent while they are standing (If they are large in size, they won't be able to avoid it due to the move being unblockable).
-Execution Maneuver deactivates "Heat" for After Burner even though the Read Me it doesn't state that (If it is intentional, there's no additional damage output or has a follow up that the Distortion Drives have).

Also on Eltnum, the swish effect on her forward/backwards throws still follows her when rapid canceling. It still doesn't disappear the moment she performs the rapid cancel, so you can briefly see it moving alongside her when she air dashes before it fades away.

I see. Never played any BB games myself other than a little bit of TAG.
It must have been a challenge tackling a character from a franchise you're not familiar with. I'm don't know the character very well either as BB is not usually the main games I play and only briefly gone though her moveset enough just to know how it works. BB is quite technical compared to French Bread's fighters.