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Kohaku~★

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Messages by Kohaku~★

    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 28, 2011, 02:13:23 am View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Nanaya's current run animation is actually his dash anim only looped. If anything I'll pull a Rajaa and use a shortened version of his dash anim.
    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 28, 2011, 02:02:11 am View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Kohaku is the only one out of the 3 who has a dodge roll, but she also doesn't have a sidestep unlike the other 2. Might give all of them both depending if I can make it look believable sprite wise.
    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 26, 2011, 10:51:48 pm View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Are you talking about the EX versions of said specials? If that's the case then that's fine since you will always need power to use them.
    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 24, 2011, 11:06:29 pm View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Yes, it looks pretty bad. o_o

I forgot the exact value you need to multiply the velocities by (I use a rounded value), but it's just simple multiplication.

Fine, fine, I'll change it back to a dash then.

Can you tell me that rounded value then? :3

- I confirm, the run looks bad.
- Meigokushamon misses at close range (on SPO Ryu by Ryu).
- Ikka follow up sometimes misses.
- Sensa: Meigokushamon looks bad in the corner, with Nanaya disappearing. Plus, it causes cross-up, which is bad.

Overall, very nice character. :) Thanks a lot for your hard work.

- Will change it back to a dash.
- Meigokushamon is supposed to miss when you're too close.
- I forgot to set the hit vels back to normal value when I was fixing an infinite associated with Ikka. Will fix.
- Nanaya is supposed to disappear like that, but I'll fix up that cross up (sorry RP D:).

There's something I don't understand. Why add two versions of the "D,F,D,F,p" attack? I mean, "D" version can only be blocked by crouching, while the other can be blocked by standing and by crouching. "D" version does 300 damage, while the other does 250 damage. Really, is there a point in having two versions of this attack? Apart from what I posted, I haven't seen any difference in them. Because of what I posted above, people will probably only use the "D" version. There must be an advantage for the normal version too (like impossible to block by crouching).

Also, it's really difficult to pull out the second backdash, for some reason. And I was expecting that dash to have invicibility frames like in source, yet it doesn't have that. I think it would be a good idea to add them.

I'm still testing it, but overall is a nice thing. Though the forward dash feels really weird. Everybody is already used to the fact that this characters dashes, and doesn't run (like me). Just change it, IMO it fits him better.

Like Holy Emperor said, the second version of his Arc Drive just makes it so that it hits low though it's supposed to do lower damage than doing the standard Arc Drive. Stupid me thought it did more damage, which is why it does that damage now, but I'm going correct the matter.

It's funny that I knew Nanaya had some invincibility frames in his second back dash, but I opted to not add any. I'll consider whether I should add it or not. I'll also increase the window at which you can do the second back dash.
    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 24, 2011, 01:56:00 pm View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Goddamn Imageshack. Guess I'll go around reuploading images on a different host then.
    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 24, 2011, 01:51:46 pm View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Nanaya's voice ripped off form MBAA arcade?

... btw, downloading others  :ninja:

And also... what happened to the images of your web? is it only me?

Nanaya's voice is mix of MBAA and MBAC. Also my site is pretty image heavy, so don't be surprised if some images refuse to load.

BANANAYA MAH MAN

So that Capriole infinite is fixed? :3

I'm hoping it is. Then again I always have this lingering feeling someone or me is going to find another infinite.

kohaku's site is full of frogs... or is it a hint youre making cirno next?

o.o I am?

And what do you mean by frogs...?

Yay, Nananya! :D

Three quick things about him:

- When he walks forward he slides... and it does not like too good imo. Moonwalk should be only in backward ;p But I guess he would be very slow if you'd try to make his speed fit the sprites
- His taunt is soooo long. Maybe it'll be better to make it a little bit short? Taunitig now is quite like a suicide for him.
- When he's performing "Sensa: Meigokushamon" he disappears for a moment... I know it's how it suppose to be, but maybe you should add some dust for his "dissapearance"? It will lokk better that way imo


Thats all from me. Thanks for another fun character :)

Yeah the taunt is pretty long, but I didn't really have any ideas for a taunt and didn't really want just some old fashioned pose which only lasts for like a split second. I mean this is Nanaya we're talking about, being cocky is his nature. *shot*

I like the way the attack is now to be honest, even though that's how it worked in the source game I like the idea that Nanaya instantly disappears really gives him that assassin feel.

Great character.

Change that run into a dash. As it stands, it doesn't look right -- AT ALL.


Are you finally putting that frame display tool to work?

:( Is that run/dash anim that bad?

And of course I have! Though knowing your secret formula wouldn't hurt either...

Feedback
Nanaya
-Cornerpush on QCF+P should come after the last hit IMO it'd look more natural and make the move much better for pressure
-When you hold down on QCFx2 P, the damage is supposed to be less IIRC, because it hits low and his different properties and stuff
-Dampening is too strict, loosen it a tad, I'd rather not waste 3 meters to get 400 damage off of strings of combos

Not bad sir, not bad at all.

Bleh I could have sworn it increased damage. Guess my eyes have been deceiving me lately. Anyways I'll be sure to take the cornerpush and possibly the dampener into account seeing that a lot of people have been saying it's too strict.

------------

Thanks for the feedback everyone.
    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 24, 2011, 12:15:38 pm View in topic context
 Posted by Kohaku~★  in All MB characters updated 1-28-12 (Started by Kohaku~★ August 19, 2010, 03:42:58 pm
 Board: Your Releases, 1.0+

Nanaya released, Tsundere Len & Self-insert updated

Kohaku v1.3
- Implemented Overlimit
- Implemented Guard Counter
- Redid the way the hit sparks are generated
- Remapped Sisterhood to D,F,D,B,k
- Can now cancel into other attacks from the second half of standing HK
- Can now chain aerial basic attacks to other attacks

White Len v1.2
- Implemented Overlimit
- Implemented Guard Counter
- Redid the way the hit sparks are generated
- Incresed recovery time of Snow Renew
- Reworked the aerial version of Etoile Sirius to reduce the lag it causes
- Fixed a bug where Neige Debellis can still be used with insufficient power
- Increased the yaccel and decreased the hit vels of Capriole
- Increased the hit box of Capriole
- Increased start up of heavy version of Neige Plan
- Decreased the aerial hit vels of Fleur Freeze Kururu
- Changed sound effect of Neige Plan
- Fixes to Utakata
- Reduced the noise of Neige Debellis
- Can now chain aerial basic attacks to other attacks
- Reduced the hit vels of standing HP
- New voice clips
    

Re: Nanaya released, Kohaku & White Len updated 2-24-11

 February 24, 2011, 12:13:43 pm View in topic context
 Posted by Kohaku~★  in Nanaya released, Kohaku & White Len updated 2-24-11 (Started by Kohaku~★ May 24, 2009, 11:06:44 am
 Board: Your Releases, older Mugen

Nanaya released, Tsundere Len & Self-insert updated

Kohaku v1.3
- Implemented Overlimit
- Implemented Guard Counter
- Redid the way the hit sparks are generated
- Remapped Sisterhood to D,F,D,B,k
- Can now cancel into other attacks from the second half of standing HK
- Can now chain aerial basic attacks to other attacks

White Len v1.2
- Implemented Overlimit
- Implemented Guard Counter
- Redid the way the hit sparks are generated
- Incresed recovery time of Snow Renew
- Reworked the aerial version of Etoile Sirius to reduce the lag it causes
- Fixed a bug where Neige Debellis can still be used with insufficient power
- Increased the yaccel and decreased the hit vels of Capriole
- Increased the hit box of Capriole
- Increased start up of heavy version of Neige Plan
- Decreased the aerial hit vels of Fleur Freeze Kururu
- Changed sound effect of Neige Plan
- Fixes to Utakata
- Reduced the noise of Neige Debellis
- Can now chain aerial basic attacks to other attacks
- Reduced the hit vels of standing HP
- New voice clips
    

Re: Arcueid

 February 22, 2011, 12:26:43 am View in topic context
 Posted by Kohaku~★  in Arcueid (Started by Rajaa Retired February 20, 2011, 03:04:12 pm
 Board: Your Releases, 1.0+

Well I haven't seen any bugs so far, but I do have a few personal quips I'd like to just bring out there.

I'm not really fond of how you used Arc's Rekka and Reppuken like attack for make shift supers. I guess you can say that I was expecting something a little more creative when it came to custom supers. Your Aoko comes in mind regarding this. Also something about Marble Phantasm bothers me, but I can't exactly pin point as to what. I think it's either the envshake looking weird to me or how fast the second half of the attack comes out.

Other than that, I like it.

Spoiler, click to toggle visibilty

Kohaku doesn't have any more excuses now :P

Excuse for what?  >:(
    

Re: Kohaku's WIP thread

 February 20, 2011, 07:42:09 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

Just make it function like the source. Screenbound shouldn't be disabled. It'll definitely look better than him disappearing for no apparent reason.

I didn't use a screenbound though in any of the attack's states, unless you're talking about something else.

Anyways the characters are essentially done. Just have to port them over to 1.0 now, won't take long though.
    

Re: Kohaku's WIP thread

 February 17, 2011, 11:18:23 pm View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

I told you already that I was going to leave it as is for now since I didn't like how Nanaya seemed to be hopping backwards.
    

Re: Kohaku's WIP thread

 February 17, 2011, 12:34:33 pm View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

Lol, I like how my WIP threads aren't complete without some sort of sexual innuendo.
    

Re: Mugen 1.0 win quote system

 February 17, 2011, 12:29:50 pm View in topic context
 Posted by Kohaku~★  in Mugen 1.0 win quote system (Started by Toshio Tenma February 17, 2011, 12:13:59 pm
 Board: M.U.G.E.N Development Help

    

Re: Kohaku's WIP thread

 February 17, 2011, 07:35:54 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

ಠ_ಠ

I can say the same thing about you and Arc. D:
    

Re: Kohaku's WIP thread

 February 16, 2011, 09:34:01 pm View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

    

Re: Kohaku's WIP thread

 February 16, 2011, 11:17:08 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

They're basically Alpha Counters.
    

Re: Kohaku's WIP thread

 February 16, 2011, 04:27:49 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects

Like I mentioned earlier in this thread, I was going to implement a new system ability that would help give these chars a bit more variety and I came up with a thing I'd like to call an Overlimit mode.



The mode is inspired by both the Melty Blood styled MAX mode and MvC3's X-Factor having some features from both systems.

To activate Overlimit, all you have to do is press z+c at the same time as well as having 3000 power. I wanted to give a player a choice of whether using an offensive option such as the very damaging level 3 super, or a more defensive approach with Overlimit.

Right now Overlimit features the following perks:
- Activation of said mode can be used as a Roman Cancel for standing, crouching, and some special attacks. Good use for extending combos, or canceling mid-anim on an attack to prevent being punished for a blocked or whiffed move.
- Damage is increased by 25%.
- Slow life recovery throughout the duration of the mode. Though you won't gain any life if you're taking damage or blocking.
- Unlimited use of EX-Attacks and Guard Counters.

Overlimit cannot:
- Activate during a super.
- Use any supers.
- Gain power, thus power charge has been disabled.

Overall this mode only lasts for 10 seconds and I'm trying to see what other buffs I can add without making this cheap.
    

Re: Mars & Jupiter updated (2/5/2011)

 February 09, 2011, 06:20:24 am View in topic context
 Posted by Kohaku~★  in Mars & Jupiter updated (2/5/2011) (Started by MugenFreak30 February 07, 2011, 04:33:41 am
 Board: Your Releases, older Mugen

I apologize for being so blunt here, but are we supposed to feel sorry for you at this point? Seriously, I've been keeping an eye on you as of late and I noticed that you're having this weird inferiority complex. I know it sucks not getting feedback for stuff you worked so hard to put out for us, but in all honesty just because you don't get enough feedback doesn't mean you won't be able to make your creations better. It's also the job of the creator themselves to look for possible ways to improve their own creations though that's not saying that additional suggestions from the community won't help you as well.

You can stop creating if you're so inclined to, but I don't think that will change anything other than making the situation worse for you as people won't be able to take you seriously anymore. Come on NJ, don't give up over something like this.
    

Re: Dead space 2

 January 31, 2011, 11:33:36 pm View in topic context
 Posted by Kohaku~★  in Dead space 2 (Started by Mechy January 13, 2011, 12:59:53 pm
 Board: Gaming

    

Re: Kohaku's WIP thread

 January 27, 2011, 01:12:40 am View in topic context
 Posted by Kohaku~★  in Kohaku's WIP thread  (Started by Kohaku~★ January 03, 2011, 03:10:16 am
 Board: Projects