The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: TornilloOxidado on January 07, 2023, 12:52:31 am

Title: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on January 07, 2023, 12:52:31 am
(https://i.ibb.co/CbvcwXs/mugen004.png) (https://ibb.co/K27P5Qz)
Nero Claudius released.

Spoiler: Screenshots (click to see content)

(https://i.ibb.co/n3QZsDJ/mugen014.png) (https://ibb.co/q0mXMRQ)
Yamaneko Arthur released.

Spoiler: Screenshots (click to see content)

Videos:



Mugen Site:
https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0

Download:
Nero Claudius: https://drive.google.com/file/d/14cjeOawBo-f4d_QJ_hlzfXfvq6pQ5Wvk/view?usp=sharing
Yamaneko Arthur: https://drive.google.com/file/d/1VMdIoE8GQOLd5DnrmcO8mPucn1pgw5Gv/view?usp=sharing

Spoiler: Coming Soon. (click to see content)
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Mr. Nobody on January 07, 2023, 02:11:38 am
You did a great job on this character.

Will there be other King of Fighters XIII characters in the OHMSBY style in the future?
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: TornilloOxidado on January 07, 2023, 02:14:19 am
You did a great job on this character.

Will there be other King of Fighters XIII characters in the OHMSBY style in the future?

Yes, i already have planned more KOF chars.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: ZolidSone on January 07, 2023, 11:47:52 am
Feedback:
-He is missing required sprite 5032,50.
-BurstHUD.cns is missing for those using 1.1.
-The Burst Icon Flash will flash red instead of blue if you defeat the opponent without using Ultra Burst or resetting the round while in NOY.
-His small portrait is messed up on certain palettes as some of the colors on it are not shared with the sprites.
-The air dash effects on his forward/backwards air dashes aren't aligned with his sprites.
-5B can hit the opponent from a distance due to the long red hitbox and will not chain with 5BB.
-5B, 5BB, jB, Ein Trigger: Second Shell and the first hit of Hyper Chain Drive uses slash sounds instead of hit sounds.
-The swish sounds for jB and forward/backwards throws plays after it hits the opponent.
-The opponent's get hit on the forward/backwards seems pretty far when they grab them.
-The running throw can grab the opponent during lie down state.
-There is no swish sound for 5AAAA, 66B, the last kick on EX Crow Bite and every swish on Glasses Chain Drive.
-He doesn't have a 2B for some reason.
-The 66A feels janky as it's takes a few frames to hit (Giving the opponent enough time to block).
-The hitspark and guard spark of 5AAA, 5AAAA, jA, jB, running throw are misaligned.
-The counter message doesn't appear when the opponent is hit while attacking by Ein Trigger or any of it's follow ups.
-Crow Bite doesn't need large sliding dust on the startup because it's his reversal and that the EX version doesn't have it.
-The hitspark and guard spark on the first hit of Crow Bite is misaligned when it hits the opponent in the air.
-Minute Spike doesn't a jump sound when he leaps and large sliding dust on the startup.
-For some reason, the hit on Minute Spike when it successfully connects has envshake.
-Blackout does the same amount of damage when it hits while the opponent is attacking.
-Narrow Spike doesn't have sliding dust and sound when he skids the ground.
-EX Crow Bite gain meter on each hit, does 3 additional kicks on the kick and can be spammed repetitively until he reaches the wall and finally get pushed away by the increased cornerpush, which can resort to an infinite.
-Heat Drive doesn't have the old air dash effect on the startup and sliding dust at the end of the animation.
-Rapid canceling anytime during the 2nd hit on onwards of Glasses Chain Drive uses 1000 and blinks white instead of 500 and blue.
-The last hit of Glasses Chain Drive has no hit sound and gains a small amount of meter.
-All flame effects do not have proper transparency.
-The 3902 effect is not scaled properly on Hyper Chain Drive.
-Not every hit on the flames during Hyper Chain Drive has a hitspark.
-The astral heat BG on Hyper Chain Drive continues playing after the white BG has disappeared (Mostly noticeable on Training).
-The aura when he glows during NOY isn't aligned with his sprites.
-The aura during Ultra Burst is the same shape and doesn't shrink no matter how much damage has been taken.
-Since he's a KOF character, it would be nice if he had the Short Hop from OHMSBY's Iori since that's a KOF mechanic.

Hopefully this helps.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Mr. Nobody on January 07, 2023, 11:49:07 pm
I don't know if this was covered yet...

- The sprite for Faust's "This Is Me?" astral finish is misaligned.
- It also appears that Noel Vermillion doesn't have a sprite for this as well.

Keep up the great work, tho.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: TornilloOxidado on January 08, 2023, 05:42:16 pm
I don't know if this was covered yet...

- The sprite for Faust's "This Is Me?" astral finish is misaligned.
- It also appears that Noel Vermillion doesn't have a sprite for this as well.

Keep up the great work, tho.

Already fixed and Noel has been updated yesterday. Please redownload the character.
More updates in my mugen site.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: NiErUZMK94 on January 08, 2023, 08:00:49 pm
You did a great job on this character.

Will there be other King of Fighters XIII characters in the OHMSBY style in the future?

It's gonna be interresting, would be nice if Classic-Iori from KOF:10 instead his Million Arthur counterpart where he stupidly had Yatagarasu as Astral Heat, would be available.
@TornilloOxidado which KOF chars do have in mind?
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: TornilloOxidado on January 08, 2023, 11:46:52 pm
You did a great job on this character.

Will there be other King of Fighters XIII characters in the OHMSBY style in the future?

It's gonna be interresting, would be nice if Classic-Iori from KOF:10 instead his Million Arthur counterpart where he stupidly had Yatagarasu as Astral Heat, would be available.
@TornilloOxidado which KOF chars do have in mind?
My favorite KOF characters are Terry, Kula, and Leona, i love playing with them so, maybe one of these 3 may come in the future.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Mr. Nobody on January 09, 2023, 01:04:02 am
You did a great job on this character.

Will there be other King of Fighters XIII characters in the OHMSBY style in the future?

It's gonna be interresting, would be nice if Classic-Iori from KOF:10 instead his Million Arthur counterpart where he stupidly had Yatagarasu as Astral Heat, would be available.
@TornilloOxidado which KOF chars do have in mind?
My favorite KOF characters are Terry, Kula, and Leona, i love playing with them so, maybe one of these 3 may come in the future.

Any chance we'll see Athena Asamiya as well?
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: TornilloOxidado on January 10, 2023, 03:25:06 am
You did a great job on this character.

Will there be other King of Fighters XIII characters in the OHMSBY style in the future?

It's gonna be interresting, would be nice if Classic-Iori from KOF:10 instead his Million Arthur counterpart where he stupidly had Yatagarasu as Astral Heat, would be available.
@TornilloOxidado which KOF chars do have in mind?
My favorite KOF characters are Terry, Kula, and Leona, i love playing with them so, maybe one of these 3 may come in the future.

Any chance we'll see Athena Asamiya as well?

Not sure honestly, i need to think of it.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Shadic12 on February 01, 2023, 07:18:52 pm
Have you ever thought about posting your other characters on this site. People here especially ZolidSone could provide you proper feedback.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: TornilloOxidado on February 01, 2023, 07:27:31 pm
Have you ever thought about posting your other characters on this site. People here especially ZolidSone could provide you proper feedback.

Eventually i will do. i just need to figure out how to do threads.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Shadic12 on February 01, 2023, 07:51:12 pm
Nice I am digging your characters and can't wait for Roa and Terry
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Foobs on February 03, 2023, 01:55:31 pm
"Kay Dash Dash"?
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Dude01 on February 04, 2023, 10:45:48 am
Yo So I had one Feedback and that Feedback is K' vs Akira Yuki didn't have the special intro when I download Him (and sorry I don't have the evidence for giving you the feedback).
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: TornilloOxidado on February 04, 2023, 07:23:45 pm
Yo So I had one Feedback and that Feedback is K' vs Akira Yuki didn't have the special intro when I download Him (and sorry I don't have the evidence for giving you the feedback).


That's normal, i only made that special intro for the video purpose, i can add that special intro for K' if you like, but it's up to Ichida if he wants to make a special intro against my characters.
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: Dude01 on February 04, 2023, 08:03:17 pm
Yo So I had one Feedback and that Feedback is K' vs Akira Yuki didn't have the special intro when I download Him (and sorry I don't have the evidence for giving you the feedback).


That's normal, i only made that special intro for the video purpose, i can add that special intro for K' if you like, but it's up to Ichida if he wants to make a special intro against my characters.
Thanks I understand the reason because honestly. I hate to say it. I'm a Big Fan When it comes to Special Intros XD cuz it made me feel "huh, They talking? Hmm That's Interesting" and I love the Hype XD
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: snowy997 on February 05, 2023, 06:09:00 pm
I suppose this character uses his Japanese voices, but since OHMSBY tends to use English voices for his characters when avainable (except for Iori), I think it would be interesting/funny if he had his MI/XII English voice as a alternate :p (there's even a MI English voice patch for OHMSBY's Iori)
Title: Re: K' Dash (OHMSBY Style) [6/1/2023]
Post by: TornilloOxidado on February 05, 2023, 06:16:57 pm
I suppose this character uses his Japanese voices, but since OHMSBY tends to use English voices for his characters when avainable (except for Iori), I think it would be interesting/funny if he had his MI/XII English voice as a alternate :p (there's even a MI English voice patch for OHMSBY's Iori)

Yes but that is OHMSBY's decision, i'm honestly not much fan of ENG voices, but if someone want to make an EN voice patch for my characters, i welcome them.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 06, 2023, 07:07:09 pm
(https://i.ibb.co/N9F5Tzs/imagen-2023-02-06-144150040.png) (https://ibb.co/8rmqYV0)
Thank you everyone for your support.
I welcome you with my 4th character in OHMSBY hipothetical Blazblue Crosstag Battle moveset, Michael Roa Valdamjong and personally one of my favorite characters in Tsukihime. It comes with both readme files (English/Spanish), there you will find his move list and important information.


Screenshots:

Spoiler, click to toggle visibilty

Download:
https://drive.google.com/file/d/1u3nq8lKMhFlO8vMkKtCPMNzdQ7HujXNn/view?usp=sharing (https://drive.google.com/file/d/1u3nq8lKMhFlO8vMkKtCPMNzdQ7HujXNn/view?usp=sharing)
My Mugen Site:
https://sites.google.com/view/tornillo-oxidado-edits/characters (https://sites.google.com/view/tornillo-oxidado-edits/characters)
YouTube:



My Next Characters:
Spoiler, click to toggle visibilty
Previous Release:
Spoiler, click to toggle visibilty

Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: Vegaz_Parrelli on February 06, 2023, 07:35:54 pm
Now that POTS has returned, a new style has risen to take it's place. All hail, OHMSBY STYLE !
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: Dude01 on February 06, 2023, 09:12:04 pm
(https://i.ibb.co/N9F5Tzs/imagen-2023-02-06-144150040.png) (https://ibb.co/8rmqYV0)
Thank you everyone for your support.
I welcome you with my 4th character in OHMSBY hipothetical Blazblue Crosstag Battle moveset, Michael Roa Valdamjong and personally one of my favorite characters in Tsukihime. It comes with both readme files (English/Spanish), there you will find his move list and important information.


Screenshots:

Spoiler, click to toggle visibilty

Download:
https://drive.google.com/file/d/1u3nq8lKMhFlO8vMkKtCPMNzdQ7HujXNn/view?usp=sharing (https://drive.google.com/file/d/1u3nq8lKMhFlO8vMkKtCPMNzdQ7HujXNn/view?usp=sharing)
My Mugen Site:
https://sites.google.com/view/tornillo-oxidado-edits/characters (https://sites.google.com/view/tornillo-oxidado-edits/characters)
YouTube:
[youtube]https://youtu.be/_ouWOr6MHCU[/youtube]


My Next Characters:
Spoiler, click to toggle visibilty
Previous Release:
Spoiler, click to toggle visibilty


Wait So Kyo Is NEXT!? :0 I thought it was battler when i saw it XD
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 06, 2023, 09:28:12 pm
Quote
Wait So Kyo Is NEXT!? :0 I thought it was battler when i saw it XD

I came to that decision because the characters in KOF XIII use less effects and are easier and faster to do.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: DolphinDan400 on February 06, 2023, 10:26:58 pm
Great character! almost the entire roster of Type Lumina is now in OHMSBY style which is really cool.

I'm not very in-depth knowledged with how the style works in general but if there's some small feedback for improvement I can give it would be that some of his attack hitsparks are misaligned like in his basic AAAA/BBB combos and crouching B kick, and that his big 9000,1 portrait is both a bit too stretched and is cut at 116x140 in size instead of 120x140.
(https://i.imgur.com/bvsGguv.png)

Here's an alternate version of his portrait I made, feel free to use it if you wish.
(https://i.imgur.com/BWlnley.png)

Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: RagingRowen on February 06, 2023, 11:49:14 pm
Now that POTS has returned, a new style has risen to take it's place. All hail, OHMSBY STYLE !

That depends on what type of character you're lookin' for. OHMSBY appeals to the anime players, while POTS appeals more to those into CvS or more traditional (SF and KOF) chars.



Anyways, I'm intrigued to see how the Kyo that was teased will be handled, seeing that I've been playing with OHMSBY's Iori when I'm in the mood for that style.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 07, 2023, 01:24:32 am
Great character! almost the entire roster of Type Lumina is now in OHMSBY style which is really cool.

I'm not very in-depth knowledged with how the style works in general but if there's some small feedback for improvement I can give it would be that some of his attack hitsparks are misaligned like in his basic AAAA/BBB combos and crouching B kick, and that his big 9000,1 portrait is both a bit too stretched and is cut at 116x140 in size instead of 120x140.
(https://i.imgur.com/bvsGguv.png)

Here's an alternate version of his portrait I made, feel free to use it if you wish.
(https://i.imgur.com/BWlnley.png)



Thank you for your help, fixed now.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: Uzuki Shimamura on February 07, 2023, 06:21:08 am
Here's my feedback:

-His Thunder Needle A/B doesn't have a following attack.
-The Astral Finish sound plays when you do an Astral Heat with Stupa's Training or doing it with any character in Training Mode.
-He doesn't have a proper launcher attack and air combo. (I'm sure you're using Ichida's Kouma as a base.)
-He doesn't have a charged Thunder Needle B command.
-He doesn't have a running attack commands, like most of OHMSBY-style characters.
-Sometimes, a short debug flood occurs when you do Celestial Strike.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 07, 2023, 03:47:40 pm
Here's my feedback:

-His Thunder Needle A/B doesn't have a following attack.
-The Astral Finish sound plays when you do an Astral Heat with Stupa's Training or doing it with any character in Training Mode.
-He doesn't have a proper launcher attack and air combo. (I'm sure you're using Ichida's Kouma as a base.)
-He doesn't have a charged Thunder Needle B command.
-He doesn't have a running attack commands, like most of OHMSBY-style characters.
-Sometimes, a short debug flood occurs when you do Celestial Strike.

I would like to take the following attacks in Thunder Needle and launcher attack as optional ones if you don't mind, i remember not every character have a special launcher attack like Akatsuki or Iori, also Roa has a lot of alternate combo options.
For the charged attacks i will try to add later.


And the running attack command i forgot. That part i will add it right now.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: Vegaz_Parrelli on February 07, 2023, 05:30:37 pm
Now that POTS has returned, a new style has risen to take it's place. All hail, OHMSBY STYLE !

That depends on what type of character you're lookin' for. OHMSBY appeals to the anime players, while POTS appeals more to those into CvS or more traditional (SF and KOF) chars.



Anyways, I'm intrigued to see how the Kyo that was teased will be handled, seeing that I've been playing with OHMSBY's Iori when I'm in the mood for that style.

Indeed. I agree. His Iori is great. But, I usually look for more traditional style characters.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 07, 2023, 06:00:14 pm
Here is some small updates for the time being.
Quote
Noel Vermillion / Noel NOL
-The Invalid Message won't show up anymore when start a combo after Spring Raid.
-5BAAA is jump cancellable.
-Fixed a color index error in Noel NOL cape.

Michael Roa Valdamjong
-Fixed an error where the Astral Finish Win Ko sound plays in training mode.
-Added running attack commands.
-Adjusted the transparency in 1 frame in Roa's Seventeenth Transmigration title animation.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: DolphinDan400 on February 08, 2023, 08:45:56 am
There's a bug with both Noels Guard Cancel, they don't seem to do anything other than the attack animation and invincibility, additionally doing a Roman Cancel on Muzzle Flitter at the exact time it hits her opponent leaves them stuck in a hit animation.

https://streamable.com/01lcxr

Also K' Guard Cancel doesn't work correctly either, it doesn't cost any meter to use and doesn't play the sound effect.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 08, 2023, 03:46:27 pm
There's a bug with both Noels Guard Cancel, they don't seem to do anything other than the attack animation and invincibility, additionally doing a Roman Cancel on Muzzle Flitter at the exact time it hits her opponent leaves them stuck in a hit animation.

https://streamable.com/01lcxr

Also K' Guard Cancel doesn't work correctly either, it doesn't cost any meter to use and doesn't play the sound effect.

All fixed, thank you for your comments.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 08, 2023, 08:52:54 pm
New Update:

Michael Roa Valdamjong
Quote
8/2/2023
-Thunder Needle A now has a follow up (Thunder Needle B).
-Added charged versions of Thunder Needle A and B.
-Reworked Thunder Needle EX.
-Can perform jA normals up to three times.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: DolphinDan400 on February 09, 2023, 12:28:49 am
New Update:

Michael Roa Valdamjong
Quote
8/2/2023
-Thunder Needle A now has a follow up (Thunder Needle B).
-Added charged versions of Thunder Needle A and B.
-Reworked Thunder Needle EX.
-Can perform jA normals up to three times.

Loving these new updates, however I think Thunder Needle EX needs to be adjusted a bit as it does way too much damage for an EX move, even more than his actual supers, and he also gains power meter when it hits which shouldn't be the case as far as I know.

https://streamable.com/maaqxl
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: ZolidSone on February 09, 2023, 03:41:43 am
I would've posted feedback on Roa earlier, but as you heard by Resentone on his thread, I was gone for a week. Anyway, here it is:
-His head.pos and mid.pos are in the wrong areas.
-His x and y scale is 0.309 instead of 0.308 (This makes him .001 bigger than everyone else).
-The hitboxes on his attacks can hit the opponent on places where it shouldn't.
-Hitsounds on his attacks are inconsistent and all over the place (Any attacks that involve electricity should have spark sounds).
-5AAA's animation feels way too fast.
-The hitspark and guard spark of 5AAAA/66A is misaligned.
-He comes to a complete halt when performing 5AAAA/66A.
-5AAAA doesn't share the tradition where it's uses a special that deals chip damage but not so it can chip kill.
-The hitspark of 5B should be slightly different as it's the same position as 5BB.
-5C has increased cornerpush when used on the opponent very close to the wall.
-jB can't be chained with jC.
-The opponent's get hit animation gets misaligned for a tick when they get thrown on his forward/backwards throw.
-When the opponent gets thrown on his forward/backwards throw, they suddenly get moved higher in the air.
-Thunderclap A does more damage than Thunderclap B.
-The B and EX versions of Thunderclap have the wrong attribute flag (S instead of H).
-The electric effect on EX Thunderclap follows him after rapid canceling.
-Thunderclap and the Rising Lighting Distortion Drive has no sliding dust at the end of the animation.
-His sprites have no shadows and reflections when using normal or charged Thunder Needle A.
-The hitspark and guard sparks of the B and EX versions of Thunder Needle is misaligned when it hits the opponent in the air.
-Thunderclap and Thunder Needle needs to have a stronger spark sound when they hit.
-EX Thunderclap and Rising Lightning (For some reason, the D,DB,B,A+B distortion drive goes by this name when it's the name of one of the specials) doesn't have a spark sound when the first hit successfully connects.
-The electric explod on Rising Lightning stays on him after rapid canceling unless he gets hit or uses the special again.
-Rising Lightning doesn't have increased cornerpush on the last hit when he used it on the ground and can lead to an infinite even if the opponent has recovery (It's intentionally supposed to be air unblockable as it's his reversal and the cornerpush is needed to prevent that from happening).
-EX Rising Lightning doesn't have swish sounds.
-The hitsparks and guard sparks of Brilliant Demon Strike are misaligned.
-Brilliant Demon Strike has the wrong attribute flag (V instead of S).
-Brilliant Demon Strike A doesn't causes knock down when it hits the opponent on the ground and causes them to go though the floor briefly.
-EX Brilliant Demon Strike does the same amount of damage as the B version.
-The commands for Brilliant Demon Strike and Rising Lightning on the readme are contradicting as Brilliant Demon Strike is an air only special but Rising Lightning can be performed in the air.
-The sliding dust on Sharp Claw follows him when he jumps in the air and also has no jump sound when he leaps.
-The hitspark and guard spark of Celestial Strike is misaligned when it connects.
-His voice clip cuts off when he returns to his standing animation right when Celestial Strike was blocked.
-The sigls behind him during Celestial Strike are lacking transparency and are layered behind the big one on the floor.
-The hitsparks during Celestial Strike aren't aligned on the opponent.
-There is no strong ground shockwave when the opponents hits the ground at the end of Celestial Strike, but the sound can be heard.
-The big sigl on the ground disappears before the white fade during the vignette effect.
-Celestial Strike can chip kill the opponent and causes the opponent to get stuck in the falling animation and starts floating upward.
-Rising Lightning can chip kill the opponent and causes the finish animation to be delayed until the last hit.
-His aura has the wrong color when he glows during Not Over Yet.
-Thunder Snake Ghostly Festival doesn't have a vignette effect when it hits the opponent.
-The damage output on Thunder Snake Ghostly Festival feels rather weak (Normal should deal 200 while NOY deals 300).
-The thunder sound on Thunder Snake Ghostly Festival plays a few ticks after the effects appear.
-Thunder Snake Ghostly Festival has the wrong attribute flag (S instead of H).
-The 2nd hit of Seventeenth Transmigration doesn't have a hitspark.
-Seventeenth Transmigration has the wrong attribute flag (V instead of H).
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it.
-The hitspark on his Dead Angle Attack is misaligned.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 09, 2023, 03:51:06 am
Quote
Loving these new updates, however I think Thunder Needle EX needs to be adjusted a bit as it does way too much damage for an EX move, even more than his actual supers, and he also gains power meter when it hits which shouldn't be the case as far as I know.

https://streamable.com/maaqxl

Fixed that for now, in the next days i will try to fix some things that ZolidSone just commented, i'm sorry for making you redownloading the char again.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 20, 2023, 04:11:39 pm
Quick Update for K'.
Quote
-Ein Flames are now hittable.

-Added extra sounds in Hyper Heat Drive.

-Increased velocity of Blackout and Blackout EX.

-Reduced damage of Heat Drive, but the velocity was increased.

-Second Shell now sends the enemy into the air and cannot recover, making more combo opportunities.

-Changed WinPoses animations.

-Added a special intro against Kyo Kusanagi.

-EX Crow Bite pausetime has been reduced (again).


21/02/2023
-Solved error with Ein Trigger collision helpers. (It was noticeable if the player was against Shizuo Heiwajima by Resentone).


No update for Roa yet, i need more time to at least fix the code part rather than the aesthetic part first.
Title: Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]
Post by: TornilloOxidado on February 22, 2023, 07:49:32 pm
Here is a update for Michael Roa Valdamjong
Quote
-Hitsounds changed.
-Fixed special intro vs Edmond Dantes by Ichida.
-Aesthetic fixes.
-Adjusted damage values.

Even so, i couldn't get fix all of the issues that ZolidSone redacted before, but the character at least is better than the previous version, this is all the update i can bring for Roa for the time being.
I know there is some debug warnings still, but i don't know how to fix that.
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: TornilloOxidado on February 26, 2023, 10:35:32 pm
(https://i.ibb.co/kq5GbMZ/mugen005.png)
Terry Bogard has been released.

"Are you OK?"
Here is my second character from The King of Fighters in OHMSBY Style, you already know how this style works.
Thank you again for your support everyone, if you like my projects and videos, please share it with everyone.

Screenshots:
Spoiler, click to toggle visibilty
Mugen Site:
https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0
Download:
https://drive.google.com/file/d/1t1GY_6r5e6MhQWtlxxAaEYzUs7sGxRJ6/view?usp=sharing

YouTube Video Showcase:

Coming Soon Character:
Spoiler, click to toggle visibilty

Small update for K'
Quote
-Adjusted portrait (Now in HD).

-Adjusted required sprites axis.

Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: DolphinDan400 on February 27, 2023, 02:20:09 am
Really cool release, loving these OHMSBY-style KOF XIII characters, I've also got some feedback for Terry:

He's able to perform a roman cancel on situations he shouldn't like when taunting, dodging or grabbing, cancelling after grabbing someone leaves them frozen in place and untouchable (K' is also able to roman cancel during a grab but it's harder to do), and also his hitbox after blocking standing up becomes way bigger than it should.

https://streamable.com/1kszmv

Also I'm working on a set of custom palettes for both K' and Terry loosely based on the style of FRENCH-BREAD characters (Melty Blood, Under Night In-Birth and Dengeki Bunko: Fighting Climax)
(https://i.imgur.com/R1xtW6p.png)

I'll upload them once I'm done, feel free to link them on your site if you wish to.

Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: TornilloOxidado on February 27, 2023, 03:13:32 am
Really cool release, loving these OHMSBY-style KOF XIII characters, I've also got some feedback for Terry:

He's able to perform a roman cancel on situations he shouldn't like when taunting, dodging or grabbing, cancelling after grabbing someone leaves them frozen in place and untouchable (K' is also able to roman cancel during a grab but it's harder to do), and also his hitbox after blocking standing up becomes way bigger than it should.

https://streamable.com/1kszmv

Also I'm working on a set of custom palettes for both K' and Terry loosely based on the style of FRENCH-BREAD characters (Melty Blood, Under Night In-Birth and Dengeki Bunko: Fighting Climax)
(https://i.imgur.com/R1xtW6p.png)

I'll upload them once I'm done, feel free to link them on your site if you wish to.



Hey, thank you for sending that video, i didn't know about this, i will fix that in a matter of time.

Also i like that palette, maybe even i'll use as one of his default colors, great job.
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: TornilloOxidado on February 27, 2023, 04:19:14 am
Quick updates (again...)
Hopefuly i can rest now.
Quote
Terry Bogard
-Fixed error in Terry's rapid cancel.

Michael Roa Valdamjong
Adjusted animation for Powered Ciel's Guillotine
(https://i.ibb.co/qYW8BQR/mugen006.png)
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: Mr. Nobody on March 04, 2023, 12:39:52 am
- Terry doesn't seem to have a sprite for Faust's "This is Me?" finisher.

Other than that really great work on Terry Bogard.
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: TornilloOxidado on March 05, 2023, 03:01:32 pm
- Terry doesn't seem to have a sprite for Faust's "This is Me?" finisher.

Other than that really great work on Terry Bogard.

Oops, i forgot that, even so there isn't a sprite of Terry where you can see his eyes, anyway i think this sprite will work somehow.
(https://i.ibb.co/W5NC8Fp/Untitled.png)
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: Mr. Nobody on March 06, 2023, 01:50:29 am
I love it. XD
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: ArcBeast on March 08, 2023, 02:44:47 pm
Hey, Tornillo.
I was wondering if you creating another edit of OHMSBY/BBTAG style on future.

Let's say, I'm looking forward for your Susano'o edits and being call "Hakaishin Susano'o"

Also, your edit making the character was in their Unlimited mode/state and I really like it.
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: GreenZed on March 09, 2023, 10:00:01 am
Seeing how you made a bunch of famous KOF characters in this style, I was curious if you could pick up Shun-Ei in a similar style. Yes, he does have a custom KOFXIII spritesheet and can be found here (https://www.mediafire.com/file/5qelriheukegmbn/Shun_ei.rar/file). Here's an alternate version (https://mugenguild.com/forum/topics/shunei-king227-unclecatnvx-released-1212020-189045.msg2467313.html#msg2467313).

Video demonstration for reference:
Spoiler, click to toggle visibilty

Don't take this as a request, just bringing those sprites to your attention, as I feel like this is something you'd be interested in.
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: ZolidSone on March 11, 2023, 10:44:31 am
Here is feedback on Terry as I've haven't got around it until now:
-His head.pos and mid.pos are not on the right positions.
-The sparkles on his forward air dash are misaligned.
-His standing get hits are not aligned to the position of his standing animation.
-His running animation doesn't have a step sound on the first frame.
-The sliding dust on his Run Stop animation is slightly misaligned.
-The dodge dust on his backwards dash is not the same y position as his forward dodge.
-His throws does not grab the opponent right away and can give the opponent 7 ticks to avoid it.
-Rapid canceling the running throw right when it makes contact can cause the opponent to get stuck.
-Rapid canceling the backwards throws goes to the opponent direction where the opponent is facing.
-The strong ground shockwave following the opponent right when they get up from the air throw.
-The hitspark and guard sparks of 5AAA, 2A, Power Wave, Round Wave, EX Burning Knuckle is misaligned.
-5AAAA, the last hit of Rising Tackle B, Crack Shoot, all versions of Burning Knuckle and when Trinity Geyser successfully connects uses a slash sound instead of strong hit one.
-The hitspark and guard sparks of 2B and all versions of Rising Tackle is misaligned when it hits the opponent in the air.
-All versions of Rising Tackle should be air unblockable as that's his reversal and doesn't have increased cornerpush on the last hit.
-His grunts on 5B plays after it hits the opponent.
-2B is supposed to be air unblockable.
-Crack Shoot doesn't have large sliding dust on the startup.
-The effect when he punches the ground from Power Wave and Round Wave is not where his fist is.
-The effects on all versions of Power Wave and Round Wave has shadows and reflections.
-Burning Knuckle doesn't have the air dash effect on the startup.
-The effect on all versions of Burning Knuckle follows him when rapid canceling.
-Depending on the opponent's hitbox, using Round Wave very close to the opponent will go though them and miss completely.
-The effect on Round Wave when it disappears after it was blocked slightly farther disappears farther than when it connects.
-All force breaks gain meter when they hit the opponent.
-EX Power Wave doesn't have a guard sound when blocked.
-66B and EX Burning Knuckle will wall bounce the opponent to the opposite direction when they jumped over them.
-EX Burning Knuckle has no recovery when spammed 4 times consecutively and doesn't have the 6150 air dash effect on the startup.
-Rising Force has the wrong attribute flag (S instead of H).
-Buster Wolf uses 1000 meter instead of 500 when rapid canceling and blinks white instead of blue.
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it and can be rapid cancelled.
-His aura doesn't raise up when he flashes during Not Over Yet.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

To fix the debug error regarding the aura, you need one additional code on both Aura statedefs 3959 and 9883 respectively underneath [State BindToR, 1] in the Helpers.cns:
Code:
[State Destroy, 1]
type = Destroyself
Trigger1 = root,movetype = H

From OHMSBY's words, this is needed so the helper that spawns the aura won't activate if the character is currently in the custom state. There's another code you would've needed, but since you're using Ichida's characters as the base rather than OHMSBY's, I don't think it's required as he uses a different method for astral heat indication. Make sure you apply this to your characters as the base you used was prior before they were fixed with it.
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: TornilloOxidado on March 12, 2023, 04:53:38 pm
Some updates i did yesterday but haven't uploaded yet because something i will not mention now.
Quote
Terry Bogard
-Power Geyser nerfed, enemy can recover in longer combos.
-Burning Knuckle now have a large knockback, can do combos in corner still.
-Life reduced to 1000.
-Added Victory Screen Quotes VS:
-Kyo Kusanagi, Mai Shiranui,  Andy Bogard, Ryo Sakazaki, Blue Mary,  Kim Kaphwan and Leona Heidern.


K'
-Fixed an error in Second Shell where you can perform infinite combos.
-New EX Move, Ein Trigger EX (same follow-ups as Ein Trigger), Crow Bites EX now has the DP input.
-Added effects for EX Moves and Glasses Chain Drive.
-Reduced some damage values.
-Added Victory Screen Quotes VS:
-Kyo Kusanagi, Iori Yagami,  Shun'ei, Kim Kaphwan, Haohmaru and Leona Heidern.

Noel Vermillion (NOL Uniform)
-Fixed positions in some sprites.
-Fixed portrait and Cut-In color index.


About Kyo Kusanagi
I don't want to explain much, i ran into some problems with his sprites and i need to reimport them all again and i don't have much time to work this month.

I have a lot of things to do irl right now regarding the university, also i have obtained a college scholarship, in short terms i don't have time for nothing.
Still i will try to release Kyo this month, if i can, next updates, AI Patches, Edited Characters and everything else will come in April, where i will have at least free from all this.
Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: TornilloOxidado on March 12, 2023, 04:58:18 pm
Hey, Tornillo.
I was wondering if you creating another edit of OHMSBY/BBTAG style on future.

Let's say, I'm looking forward for your Susano'o edits and being call "Hakaishin Susano'o"

Also, your edit making the character was in their Unlimited mode/state and I really like it.

I'll finish the edits of Resentone's chars first.

Seeing how you made a bunch of famous KOF characters in this style, I was curious if you could pick up Shun-Ei in a similar style. Yes, he does have a custom KOFXIII spritesheet and can be found here (https://www.mediafire.com/file/5qelriheukegmbn/Shun_ei.rar/file). Here's an alternate version (https://mugenguild.com/forum/topics/shunei-king227-unclecatnvx-released-1212020-189045.msg2467313.html#msg2467313).

Video demonstration for reference:
Spoiler, click to toggle visibilty

Don't take this as a request, just bringing those sprites to your attention, as I feel like this is something you'd be interested in.

Oh i remember that Shun'ei char, i played him some years ago, it doesn't sound a bad idea.

Here is feedback on Terry as I've haven't got around it until now:
-His head.pos and mid.pos are not on the right positions.
-The sparkles on his forward air dash are misaligned.
-His standing get hits are not aligned to the position of his standing animation.
-His running animation doesn't have a step sound on the first frame.
-The sliding dust on his Run Stop animation is slightly misaligned.
-The dodge dust on his backwards dash is not the same y position as his forward dodge.
-His throws does not grab the opponent right away and can give the opponent 7 ticks to avoid it.
-Rapid canceling the running throw right when it makes contact can cause the opponent to get stuck.
-Rapid canceling the backwards throws goes to the opponent direction where the opponent is facing.
-The strong ground shockwave following the opponent right when they get up from the air throw.
-The hitspark and guard sparks of 5AAA, 2A, Power Wave, Round Wave, EX Burning Knuckle is misaligned.
-5AAAA, the last hit of Rising Tackle B, Crack Shoot, all versions of Burning Knuckle and when Trinity Geyser successfully connects uses a slash sound instead of strong hit one.
-The hitspark and guard sparks of 2B and all versions of Rising Tackle is misaligned when it hits the opponent in the air.
-All versions of Rising Tackle should be air unblockable as that's his reversal and doesn't have increased cornerpush on the last hit.
-His grunts on 5B plays after it hits the opponent.
-2B is supposed to be air unblockable.
-Crack Shoot doesn't have large sliding dust on the startup.
-The effect when he punches the ground from Power Wave and Round Wave is not where his fist is.
-The effects on all versions of Power Wave and Round Wave has shadows and reflections.
-Burning Knuckle doesn't have the air dash effect on the startup.
-The effect on all versions of Burning Knuckle follows him when rapid canceling.
-Depending on the opponent's hitbox, using Round Wave very close to the opponent will go though them and miss completely.
-The effect on Round Wave when it disappears after it was blocked slightly farther disappears farther than when it connects.
-All force breaks gain meter when they hit the opponent.
-EX Power Wave doesn't have a guard sound when blocked.
-66B and EX Burning Knuckle will wall bounce the opponent to the opposite direction when they jumped over them.
-EX Burning Knuckle has no recovery when spammed 4 times consecutively and doesn't have the 6150 air dash effect on the startup.
-Rising Force has the wrong attribute flag (S instead of H).
-Buster Wolf uses 1000 meter instead of 500 when rapid canceling and blinks white instead of blue.
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it and can be rapid cancelled.
-His aura doesn't raise up when he flashes during Not Over Yet.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

To fix the debug error regarding the aura, you need one additional code on both Aura statedefs 3959 and 9883 respectively underneath [State BindToR, 1] in the Helpers.cns:
Code:
[State Destroy, 1]
type = Destroyself
Trigger1 = root,movetype = H

From OHMSBY's words, this is needed so the helper that spawns the aura won't activate if the character is currently in the custom state. There's another code you would've needed, but since you're using Ichida's characters as the base rather than OHMSBY's, I don't think it's required as he uses a different method for astral heat indication. Make sure you apply this to your characters as the base you used was prior before they were fixed with it.

And here i am today, releasing a update for a 3 characters including Terry, crap, i need to have the notifications actived.
Thank you for your feedback, still this month i doubt i can't solve all of this.

Title: Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]
Post by: PotS on March 17, 2023, 05:35:57 pm
It's fun to see old characters revisited with new gameplay. Here's some feedback:

- Walking, blocking, getting hit etc Clsn2 should be the same as the respective idle animations
- Jumping Clsn2 probably should not cover the feet
- Dodge hurtbox is really big
- The normal throw has a lot of startup
- Run stop hurtbox does not reach the ground level
- The Rapid Cancel sound is barely audible on top of the hit sounds
- Round Wave fireball looks misaligned after it connects
- Power Wave is +13 on hit and +5 on block. That's a lot especially for a fireball. On the other hand it might be dealing too little damage
- Burn Knuckle's input is wrong in the readme
- Burn Knuckle has several frames where Terry is airborne but statetype is S
- Crack Shoot (ground and air) seems too safe on block. Especially since it's a free combo on hit
- He says "power charge" during Rising Tackle. Is that a thing?
- Light Rising Tackle is +10 on block
- It's odd that hard Rising Tackle is invincible but EX isn't. Probably either both should be or only the EX version
- Power Geyser is +28 on block. Seeing a pattern here
- Power Geyser should use a projectile or helper to hit the opponent. Or at the very least have the Hitdef flagged as a projectile. As it stands it can be grabbed by Geese's counters and similar moves
- Buster Wolf has a lot of invulnerable frames. Against apparently everything
- Some super hits have their Hitdefs flagged as normal or special attacks
- Trading fireballs still shows hit sparks and plays hit sounds. Even against another Terry
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: TornilloOxidado on March 17, 2023, 08:57:26 pm
(https://i.ibb.co/8cP4Sp5/mugen003.png) (https://ibb.co/4d4g5GT)
Kyo Kusanagi released, get him here.
https://drive.google.com/file/d/14X6qa1IfaHQBDF2xZaDGM6EqGok9tr-n/view?usp=sharing

Screenshots:
Spoiler, click to toggle visibilty

Mugen Site:
https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0

Important message
I know it took me a long time to release this char, i wanted to say this month i will inactive, as i said before i need to take care of much things irl, i'm aware that i need to update my other characters too, but i will take priority of my life first, i hope you can understand this.


Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: Kamui_De_Los_Vientos on March 19, 2023, 03:00:36 am
K's files is detected as a virus.
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: CinderFallFan on March 19, 2023, 03:43:13 am
K's files is detected as a virus.

It didn't detect the files as a virus when I downloaded K'. You sure it wasn't on your end?
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: Uzuki Shimamura on March 19, 2023, 06:12:29 am
K's files is detected as a virus.

I think it's because of your antivirus.

I tried redownloading the file and there are no issues in it.
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: TornilloOxidado on March 22, 2023, 03:44:40 pm
English Voice Patch for Noel Vermillion / NOL Uniform added.
https://drive.google.com/file/d/1ZgleBHhAouBndZCS0RBHur8bnMzU0tD5/view?usp=sharing
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: ZolidSone on March 25, 2023, 02:48:54 pm
Since April is just one week from now, here is feedback for Kyo so you can take a look at it during the month:
-The running animation and the startup of 212 Shiki Kototsuki doesn't have a step sound on the first frame.
-The forward/backwards throws and 212 Shiki Kototsuki doesn't play a voice clip if he misses them (His running throw is missing another voice clip).
-5A has another two red and blue hitboxes underneath his arm and can hit the opponent where it shouldn't.
-5BBB and 66A doesn't have a landing sound effect when he touches the ground.
-The hitspark and guard spark of 2A is misaligned.
-2B is supposed to be air unblockable.
-The hitspark and guard spark on the first hit of 2C should be lower than the 2nd one.
-4A has too much knockback and can't be chained with the rest of his A command normals.
-5B and 2C is missing another swish sound on the 2nd hit.
-66B will wall bounce the opponent to the opposite direction when they jumped over them.
-The flame effects when throwing a projectile on 108 Shiki Yami Barai follows him when rapid canceling.
-If the opponent is too close to him, 108 Shiki Yami Barai and the EX variant can miss them completely.
-101 Shiki Oboro Guruma and 212 Shiki Kototsuki You is missing large sliding dust on the startup.
-The 2nd to last hits of 212 Shiki Kototsuki You and 101 Shiki Oboro Guruma is air unblockable.
-212 Shiki Kototsuki You has no push on the 2nd hit and may cause it not to connect.
-Rapid canceling any version of 212 Shiki Kototsuki right when it makes contact can cause the opponent to get stuck.
-The command for 100 Shiki Oniyaki is too strict and doesn't have increased cornerpush on the last hit.
-The hitspark and guard sparks of 2B and 100 Shiki Oniyaki is misaligned when it hits the opponent in the air.
-The EX versions of EX 108 Shiki Yami Barai and 100 Shiki Oniyaki gains meter when it hits the opponent.
-EX Shiki Oniyaki is air blockable unlike the normal version.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) continues playing instead of staying frozen during the finish animation.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) are layered in front of the vignette effect.
-Crescent Slash (MAX 212 Shiki Kototsuki You) has the wrong attribute flag (H instead of S).
-Sanjingi no Ichi uses a slash sound on the last hit and the 3rd hit on the NOY version.
-The air version of Ura 108 Shiki Orochinagi doesn't play the NOY sound when it was reached and can't be rapid canceled.
-The vignette effect on Ura 108 Shiki Orochinagi stays frozen instead of continues playing during the finish animation.
-The vignette effect on Ura 108 Shiki Orochinagi is layered behind the flame explosion effect than in front of it.
-The Distortion Drives do not gain a 20% damage buff if Ultra Burst was used.
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it and can be rapid cancelled.
-His aura doesn't raise up when he flashes during Not Over Yet.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

Also, I noticed all of your characters' Distortion Drives including Kyo are bugged as none of them are taking advantage of Ichida's Bonus Strike mechanic. They do the same amount of damage during Critical, they are not dodging when the opponent is Panicked and still loses 500 meter when rapid canceling them on Contact. So the bonus messages literally don't do anything and just for show. I can't explain how the coding works because this is something Ichida chooses to implement on his characters exclusively, so please ask him about it. If you can't figure it out, you might as well remove the mechanic completely and simply just make them deal 20% more damage when Not Over Yet is reached (Basically, always Critical).

I forgot to mention on Roa's feedback that his aura when he glows during Not Over Yet is the same red color as the other KOF characters and is supposed to be purple like the other system effects. The only exception where the color can be different depending on the move is the vignette effect.
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: TornilloOxidado on March 25, 2023, 04:19:48 pm
Since April is just one week from now, here is feedback for Kyo so you can take a look at it during the month:
-The running animation and the startup of 212 Shiki Kototsuki doesn't have a step sound on the first frame.
-The forward/backwards throws and 212 Shiki Kototsuki doesn't play a voice clip if he misses them (His running throw is missing another voice clip).
-5A has another two red and blue hitboxes underneath his arm and can hit the opponent where it shouldn't.
-5BBB and 66A doesn't have a landing sound effect when he touches the ground.
-The hitspark and guard spark of 2A is misaligned.
-2B is supposed to be air unblockable.
-The hitspark and guard spark on the first hit of 2C should be lower than the 2nd one.
-4A has too much knockback and can't be chained with the rest of his A command normals.
-5B and 2C is missing another swish sound on the 2nd hit.
-66B will wall bounce the opponent to the opposite direction when they jumped over them.
-The flame effects when throwing a projectile on 108 Shiki Yami Barai follows him when rapid canceling.
-If the opponent is too close to him, 108 Shiki Yami Barai and the EX variant can miss them completely.
-101 Shiki Oboro Guruma and 212 Shiki Kototsuki You is missing large sliding dust on the startup.
-The 2nd to last hits of 212 Shiki Kototsuki You and 101 Shiki Oboro Guruma is air unblockable.
-212 Shiki Kototsuki You has no push on the 2nd hit and may cause it not to connect.
-Rapid canceling any version of 212 Shiki Kototsuki right when it makes contact can cause the opponent to get stuck.
-The command for 100 Shiki Oniyaki is too strict and doesn't have increased cornerpush on the last hit.
-The hitspark and guard sparks of 2B and 100 Shiki Oniyaki is misaligned when it hits the opponent in the air.
-The EX versions of EX 108 Shiki Yami Barai and 100 Shiki Oniyaki gains meter when it hits the opponent.
-EX Shiki Oniyaki is air blockable unlike the normal version.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) continues playing instead of staying frozen during the finish animation.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) are layered in front of the vignette effect.
-Crescent Slash (MAX 212 Shiki Kototsuki You) has the wrong attribute flag (H instead of S).
-Sanjingi no Ichi uses a slash sound on the last hit and the 3rd hit on the NOY version.
-The air version of Ura 108 Shiki Orochinagi doesn't play the NOY sound when it was reached and can't be rapid canceled.
-The vignette effect on Ura 108 Shiki Orochinagi stays frozen instead of continues playing during the finish animation.
-The vignette effect on Ura 108 Shiki Orochinagi is layered behind the flame explosion effect than in front of it.
-The Distortion Drives do not gain a 20% damage buff if Ultra Burst was used.
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it and can be rapid cancelled.
-His aura doesn't raise up when he flashes during Not Over Yet.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

Also, I noticed all of your characters' Distortion Drives including Kyo are bugged as none of them are taking advantage of Ichida's Bonus Strike mechanic. They do the same amount of damage during Critical, they are not dodging when the opponent is Panicked and still loses 500 meter when rapid canceling them on Contact. So the bonus messages literally don't do anything and just for show. I can't explain how the coding works because this is something Ichida chooses to implement on his characters exclusively, so please ask him about it. If you can't figure it out, you might as well remove the mechanic completely and simply just make them deal 20% more damage when Not Over Yet is reached (Basically, always Critical).

I forgot to mention on Roa's feedback that his aura when he glows during Not Over Yet is the same red color as the other KOF characters and is supposed to be purple like the other system effects. The only exception where the color can be different depending on the move is the vignette effect.

Are you really sure about the Bonus Strike? I always test that mechanic and works perfectly. I check those variables (var28 and 29 in -2 -3 state) always, maybe you're doing it too late because they have a small time before the helper gets destroyed.
As for Kyo Kusanagi i solved a lot of that you said it there (except for the frozen vignette, it's causing me some problems), i just waited for your feedback to check it again and update him, thank you.

(https://i.ibb.co/D1RdPvw/mugen002.png)
(https://i.ibb.co/mv2JVTb/imagen-2023-03-25-121030261.png)
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: ZolidSone on March 26, 2023, 06:52:18 am
Are you really sure about the Bonus Strike? I always test that mechanic and works perfectly. I check those variables (var28 and 29 in -2 -3 state) always, maybe you're doing it too late because they have a small time before the helper gets destroyed.
As for Kyo Kusanagi i solved a lot of that you said it there (except for the frozen vignette, it's causing me some problems), i just waited for your feedback to check it again and update him, thank you.
Oh yeah, you're right. I checked Terry again and his Power Geyser deals 185 without NOY/Ultra Burst and 245 during Critical. It's not a traditional mechanic OHMSBY has and don't usually check that in-depth since I'll assume it works since Ichida made it himself. So it was just Kyo that was bugged for all the bonus strikes. However, I found an error on everyone that they could actually be hit during the dodge while Panicked. If the opponent manages to hit them way too many times, it can force them to go into Negative Penalty. They shouldn't be vulnerable during the dodges at all and can put the opponent to their advantage. It's not a small chance when they dodge, it's guaranteed they always will until the 500 ticks are up. Speaking about Terry's Power Geyser, I also noticed it can't chip kill. His Buster Wolf can, but it puts them into a custom state and makes the opponent's sprites disappear during the finish animation. Sometimes if you do that, characters will perform the animation without the rest of the hits connecting. So that's an exception when it shouldn't. You probably wouldn't want an astral heat to chip kill.

If my feedback was taking a while for you, I heard you're going to be busy during the month of March. So I decided to wait a little later to post it as you probably won't get around fixing it right away. Hope it helped.
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: TornilloOxidado on March 26, 2023, 04:14:02 pm
Quote
Oh yeah, you're right. I checked Terry again and his Power Geyser deals 185 without NOY/Ultra Burst and 245 during Critical. It's not a traditional mechanic OHMSBY has and don't usually check that in-depth since I'll assume it works since Ichida made it himself. So it was just Kyo that was bugged for all the bonus strikes. However, I found an error on everyone that they could actually be hit during the dodge while Panicked. If the opponent manages to hit them way too many times, it can force them to go into Negative Penalty. They shouldn't be vulnerable during the dodges at all and can put the opponent to their advantage. It's not a small chance when they dodge, it's guaranteed they always will until the 500 ticks are up. Speaking about Terry's Power Geyser, I also noticed it can't chip kill. His Buster Wolf can, but it puts them into a custom state and makes the opponent's sprites disappear during the finish animation. Sometimes if you do that, characters will perform the animation without the rest of the hits connecting. So that's an exception when it shouldn't. You probably wouldn't want an astral heat to chip kill.

If my feedback was taking a while for you, I heard you're going to be busy during the month of March. So I decided to wait a little later to post it as you probably won't get around fixing it right away. Hope it helped.

Hey, if you don't mind, are you interested in testing my upcoming characters? I think it would be good if you first test my projects before release them to prevent some errors because i always (always) forget something important, it's doesn't need to be right now since i'm working on the updates first, i only wanted to say this to you.
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: ZolidSone on March 28, 2023, 11:52:36 am
Hey, if you don't mind, are you interested in testing my upcoming characters? I think it would be good if you first test my projects before release them to prevent some errors because i always (always) forget something important, it's doesn't need to be right now since i'm working on the updates first, i only wanted to say this to you.
Sorry, I'm going to have to pass for now as I'm already tied up with other things at the moment. I will still do feedback for them after release, but here is something that can help while you work on them:
Spoiler, click to toggle visibilty

Effect Specific:
Spoiler, click to toggle visibilty
I keep this checklist for feedback so I know for certain that I won't miss anything. Since you use Ichida's mechanics, the last two will apply to you as well. This is slightly more updated than the one on my Edits thread.
Title: Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]
Post by: TornilloOxidado on March 28, 2023, 08:41:42 pm
Sorry, I'm going to have to pass for now as I'm already tied up with other things at the moment. I will still do feedback for them after release, but here is something that can help while you work on them:

It's fine no problem, still thank you for the list, this will be helpful.

Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: TornilloOxidado on April 02, 2023, 05:22:15 pm
It was really hard doing this, i barely had some time to open the FFS and work with the updates, in other words, March was a hard month, but here it is, at least, i have more time now until May.
Reworked Chars: Terry Bogard and Noel Vermillion/Noel NOL.
Fixed: Everyone else

Quote
2/4/2023
Terry Bogard
-Crack Shoot nerfed, now is more reactable and not too safe on block, same with Burn Knuckle.
-Fixed a lot of aesthetic issues.
-Life increased to 1100.
-His movements are slower, but damage increased.
-Fixed hitpauses.
-Burn Knuckle EX has a different attack property.
-Bonus Strikes fixed.


Noel Vermillion / Noel NOL
-Fixed a lot of issues regarding the helper codes.
-She can now rapid cancel her air normals.
-Fixed a error where the Finisher effect plays twice in Fenrir.
-Added a special intro against Dizzy.
-All of her B >> A normals are jump cancelable.
-New EX move: Chain Boomerang (D,D,C)
-Reworked 5C.
-Fixed error where her special intro Vs Hazama and Tager doesn't played at Turns mode.
-Her special intro Vs Mai Natsume, Heart Aino and Noel Aizome (MBTL) were fixed.
-Assault Through can hit the opponent in the corner.
-Zero Gun: Sleipnir was deleted, and now her EXA move is Zero Gun: Gungnir and Heimdall for LV2. (From Blazblue Chronophantasma Unlimited).
-English Voicepatch updated, in the Extras section.


K Dash
-Fixed hitsounds.
-Fixed aesthetics.

Kyo Kusanagi
-Fixed hitsounds.
-Fixed aesthetics.
-Fixed issues in his special attacks.
-Fixed errors regarding Rapid Cancels.
-Bonus Strikes fixed.

Michael Roa Valdamjong
-Fixed a strange error where he can rapid cancel in middle of Celestial Strike.
-Fixed aesthetics.
-Fixed the"?" in his special intro against Hilda by OHMSBY.
-Added a new special intro.
-Bonus Strikes fixed.

(https://i.ibb.co/W2QFc99/imagen-2023-04-02-113315791.png)


i hope i'm not forgeting something again.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: XANDERAC on April 02, 2023, 08:27:06 pm
I'm not sure why but WIndows Defender keeps picking up K' as a potential threat, but none of the other characters seem to be an issue, I'm not sure why
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: TornilloOxidado on April 02, 2023, 09:04:35 pm
I'm not sure why but WIndows Defender keeps picking up K' as a potential threat, but none of the other characters seem to be an issue, I'm not sure why

You know, that got me thinking, i tried with my other PC (a desktop one) but in my case Windows Defender doesn't react, i'm not sure what could be.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: XANDERAC on April 03, 2023, 12:09:16 am
it's not even the unzipped file, just as soon as it downloads Windows Defender keeps deleting it, as I said I just don't know why it's just this one character lol, everyone else downloaded just fine, I did allow, but just figured it would be worth mentioning due to this issue.

(https://i.gyazo.com/c0b1b3cbd61be721d9bd347e43b9c44d.png)
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: TornilloOxidado on April 03, 2023, 01:10:52 am
it's not even the unzipped file, just as soon as it downloads Windows Defender keeps deleting it, as I said I just don't know why it's just this one character lol, everyone else downloaded just fine, I did allow, but just figured it would be worth mentioning due to this issue.

(https://i.gyazo.com/c0b1b3cbd61be721d9bd347e43b9c44d.png)

I'll put K's download link offline for the time being, i'll try to set up a new link in the next hours as i need to verify some things first.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: Colonel Sanders on April 03, 2023, 01:36:32 am
sorry for being annoying, but you forgot the april fools joke.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: TornilloOxidado on April 03, 2023, 01:43:10 am
sorry for being annoying, but you forgot the april fools joke.

I.. we don't celebrate april fools here..
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: Colonel Sanders on April 03, 2023, 02:55:32 am
I.. we don't celebrate april fools here..

it's ok.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: TornilloOxidado on April 03, 2023, 03:56:11 am
K Dash is available to download again, with a new link, hope it's fine now.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: ZolidSone on April 03, 2023, 01:21:19 pm
K Dash is available to download again, with a new link, hope it's fine now.
I was able to download it just fine with the old link a few hours ago. But once I tried backing him up on my SSD, I got the Windows Defender issue and ended up getting deleted. I downloaded it with the new link and my browser now detects it as a virus whether I use Chrome or Edge and keeps failing it. I think there's something wrong with the rar file itself. I created a new rar using the other characters and copied his files over it and was fine. Try making a completely new rar file with instead of updating that one, otherwise it'll kept being flagged as a virus.

sorry for being annoying, but you forgot the april fools joke.
I don't think him or Ichida ever promised one. Otherwise, I would've known.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: TornilloOxidado on April 03, 2023, 04:26:10 pm
Ok, tried with a new copy and it's uploaded.
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: Dude01 on April 03, 2023, 06:16:00 pm
Hey, So I had a Feedback (and I know you're getting Really Tired So I don't want to go hard on you because you made a rework and it takes too long for ya, so yeah)

The Feedback is:

Noel's Intro has some stiffed animations like when she pull her up 2 guns the frames was like not the same as the original games (Idk What i'm talking about the animation about XD)

also Positive Feedback is:

Your Character's AI is Holy Bazooka went So Hard That I love it or Hate it (Cuz Roa Doin' Infinites XD)
Title: Re: [Tornillo Thread]: Everybody Fix Update (02/04/2023)
Post by: XANDERAC on April 04, 2023, 05:53:55 am
Ok, tried with a new copy and it's uploaded.

downloaded with no issues now, thanks for the quick fix
Title: Re: [Tornillo Thread]: Battler Ushiromiya Released (9/04/2023)
Post by: TornilloOxidado on April 09, 2023, 11:28:08 pm
(https://i.imgur.com/R29lBUV.png)
Battler Ushiromiya from Umineko No Naku Koro Ni released.
He features a special intro against every OHMSBY Styled character (Ichida and Resentone too) and some other female characters.

->Only against """Big""" females.
He also features a special line against Female and Male enemies in a certain attack.

Download: https://drive.google.com/file/d/1u4JATYkOcf_X6yKey90VWFnun4EofRVW/view
Title: Re: [Tornillo Thread]: Battler Ushiromiya Released (9/04/2023)
Post by: SquidlyPoli1 on April 10, 2023, 01:54:15 am
I do like some of the concepts that OHMSBY characters have but the style isn't really something I actually play with because I feel it's rather bloated compared to other styles. However I still want to give feedback because I'm bored and just feel like giving feedback to people.


Outside of that the character seems fine for the most part. I remember wanting to try your KoF conversions just to see how well they were actually adapted but I didn't really have enough interest to do so.
Title: Re: [Tornillo Thread]: Battler Ushiromiya Released (9/04/2023)
Post by: TornilloOxidado on April 10, 2023, 02:01:16 am
I do like some of the concepts that OHMSBY characters have but the style isn't really something I actually play with because I feel it's rather bloated compared to other styles. However I still want to give feedback because I'm bored and just feel like giving feedback to people.

  • Blue Blow has a lot of cornerpush, was this intentional? At first I thought it was some kind of overlap between cornerpush systems but I looked and he doesn't have a custom cornerpush system at all so I find it weird.
  • Battler's run grab hitbox is really big and it makes it really easy to OTG with it. (https://i.imgur.com/w6Mp1wo.png) Some other characters in this style can OTG with the dash grab but those characters have their dash grab animations whiff due to their hitboxes not being as big.
  • The hitsparks on st.A (https://i.imgur.com/laKw5JK.png) and the crouching jab (cr.A) (https://i.imgur.com/wh5CcpG.png) are misaligned.
    • You can also infinite with crouching jab if you have a good enough rhythm (https://i.imgur.com/Gc26fFN.png)
  • The hitbox on the second part of Elegant Blue Raid is also really big. (https://i.imgur.com/65dAmXm.png) If you go behind the opponent and whiff the first part, the second part will still hit. That part could probably be due to him forcing himself to face the opponent but I think it still stands
  • The astral heat, All Piercing Blue Truth, is named wrongly in the readme

Outside of that the character seems fine for the most part. I remember wanting to try your KoF conversions just to see how well they were actually adapted but I didn't really have enough interest to do so.


Gonna check the infinite part, you aren't forced to do this, you know.
Title: Re: [Tornillo Thread]: Battler Ushiromiya Released (9/04/2023)
Post by: Little Fox: Tres Truenos on April 10, 2023, 04:01:00 am
Hey dude, nice work on Battler. He looks really cool and I like the effort of including special interactions for Battler's more...special techniques ( ͡° ͜ʖ ͡°). But in all seriousness this really well made, can't wait to see how your rendition of Jam will turn out. Keep up the good work dude!
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: TornilloOxidado on April 18, 2023, 09:47:49 pm
(https://i.ibb.co/72C5JMd/mugen009.png)
Jam Kuradoberi released
There is important notes in the readme file.

Mugen Site:
https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0
Download:
https://drive.google.com/file/d/1iarMcDi3AgmnDPMOAWtK0yvo926Yn3hm/view?usp=sharing

Here is some quick update:
Quote
Battler Ushiromiya
-Fixed error where he stucked in the air if he is getting hit during Elegant Blue Raid.

-Added a new intro Vs Jam Kuradoberi

-Added special Intro Vs Makoto Nanaya

Quote
Added AI Pacth for OHMSBY's Akatsuki, available in my site.
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: Momotaro on April 19, 2023, 12:01:17 am
Oh! Nice! So long time I didn't heard about Jam.
In Mugen AND in an official game. AKA, the reason I lost my interest for Strive...

Thanks for the release.
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: XANDERAC on April 19, 2023, 03:13:13 am
very cool, glad to see her in this style, congrats on the release!
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: ZolidSone on April 19, 2023, 05:06:55 am
Here's feedback for Battler and Jam since this is all I can do for right now (I have other things to work on at the moment):
Battler:
-The opponent's get hit animation on the forward/backwards throw is misaligned as it's puts them higher in the air after the hit.
-His forward/backwards and running throws can't be rapid canceled.
-His air throw doesn't have a swish sound and doesn't drop down right away after the hit.
-The hitspark and guard spark of 5A, 2A, jB and jC is misaligned.
-5BB has too much guard push when blocked and will prevent 5BBB from connecting.
-The hitspark and guard spark when Blue Truth's projectile hits the opponent is misaligned.
-Blue Truth's projectile can hit twice if the opponent is too close to him.
-Blue Truth's projectile when it hits the opponent has shadows and reflections.
-EX Blue Truth gains meter when the projectile makes contact with the opponent.
-Absolute Blue Truth can hit the opponent nowhere close to where the effect touches them.
-The hand effect on Sommelier Finger and Rupturous Sommelier Time is too high as they aren't aligned in the middle of his hands.
-The force break spark effect on EX Sommelier Finger is layered behind him.
-The opponent's completely disappears after EX Sommelier Finger and the last hit of Sharp Blue Truth if they were hit very close to the side of the wall.
-Rapid canceling anytime during Sharp Blue Truth will not cause the beam effect to disappear and will keep continuing to hit the opponent indefinitely until they KO:
(https://i.imgur.com/DO5jtqi.png)
It won't disappear unless I use it again without rapid canceling and doing Sharp Blue Truth again with it will make another one (Doubling the hits). I let it stay to see how much it can hit until it can't anymore.
-The last hits of Rupturous Sommelier Time and Elegant Blue Raid doesn't have envshake during the vignette effect.
-The NOY sound doesn't play along with the super spark when Sharp Blue Truth and Elegant Blue Raid was used during Not Over Yet.
-The hitsparks and guard sparks on the 2nd to last hits of Elegant Blue Raid is misaligned.
-All Piercing Blue Truth's Astral Heat text doesn't cover the entire screen.
-There is no swish sound during the All Piercing Blue Truth and the sound for Overheat doesn't play if it fails.

Jam:
-Her Dead Angle Attack is missing another swish sound on the frame.
-The forward/backwards throws doesn't have a swish sound nor a landing sound when she touches the ground.
-5AAAA doesn't have a swish sound like her running throw and can't chain effectively with the A command normals if you wait a second to press it.
-The animation for 5C feels way too slow and can easily be blocked.
-The hitspark and guard spark of 5C, 2A, 2B and Kenroukaku is misaligned.
-The positions of the hitspark and guard spark should be a tad different.
-2B is redundant when 2C can already trip the opponent and isn't standing blockable.
-66A will bounce the opponent backwards if they jump over her.
-Both normal and EX versions of Kenroukaku is still air unblockable when used in the air.
-Gekkirin should use strong kick hit sounds when it hits.
-Bakushuu has no sliding dust at the end of the animation if a follow up special was not used.
-Gekkirin and Ryuujin doesn't have large sliding dust on the startup.
-EX Ryuujin will wall bounce the opponent to the opposite direction if they jump over her.
-The dragon kick effect on Ryuujin shares the palfx (It's glows along with the character when using EX Ryuujin).
-The 17th hit of Choukyaku Hououshou doesn't deal damage.
-The projectile of Renhoukyaku doesn't disappear when you rapid cancel forward or backwards (So you can still do command normals while it's active).
-Tousai Hyakuretsuken has the wrong attribute flag (H instead of S).
-The hitsparks on Tousai Hyakuretsuken and the 98 hits of NOY Geki: Saishinshou should be all over the place instead of being on one specific spot.
-Geki: Saishinshou has too much envshake when the opponent hits the ground.
-The NOY Geki: Saishinshou doesn't have the swish sounds that Tousai Hyakuretsuken has.
-The hitsparks on the 98 hits of the NOY Geki: Saishinshou are on the same position.
-The afterimages on her force breaks continue playing after she touches the ground or rapid cancels.

I have additional feedback for the other characters, but I have to push it to later since there will be a lot to cover for them and have too much on my plate right now. I only have it for Battler because I had it typed up days ago, but too busy to submit it until now.

I do like some of the concepts that OHMSBY characters have but the style isn't really something I actually play with because I feel it's rather bloated compared to other styles.
Care to explain then? Because I wholeheartedly disagree and don't find your baseless claim of OHMSBY's style being "bloated" to be remotely true at all.
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: SquidlyPoli1 on April 19, 2023, 05:23:02 am
I do like some of the concepts that OHMSBY characters have but the style isn't really something I actually play with because I feel it's rather bloated compared to other styles.
Care to explain then? Because I wholeheartedly disagree and don't find your baseless claim of OHMSBY's style being "bloated" to be remotely true at all.

When I said I liked some of the concepts I was mainly referring to playstyles and some of the more original stuff that was done to characters not in bbtag. It was mainly with the smash bros characters (and some of the newer french bread ones) because I wanted to see how conversions of them would actually play and why people liked them.
When I said the style was bloated it was mainly because not only did it have some of the usual anime fighter stuff that would make it unbalanced in comparison to more grounded characters but over time OHM and other authors just kinda kept adding stuff to the style until the point where it got too crazy. I think it was at its worst when the not over yet update happened and gave everyone a "win for losing" mechanic that I personally really didn't like.

I really hope I'm not going too off topic. I downloaded Jam but didn't really test her because I had other things I needed to do.
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: TornilloOxidado on April 19, 2023, 06:10:53 am
I have additional feedback for the other characters, but I have to push it to later since there will be a lot to cover for them and have too much on my plate right now. I only have it for Battler because I had it typed up days ago, but too busy to submit it until now.


Hi ZS, i thought i fixed already that Battler rapid cancel issue, but i'll take it a look in the weekend, as i'm starting to get busy with some things again.
As for Jam, i can't do anything for her Ryuujin effect since the sprite it's part of her and is not an explod.
Thank you for the comments.
(https://i.ibb.co/xzZLR5F/imagen-2023-04-19-000006810.png)

Quote
When I said I liked some of the concepts I was mainly referring to playstyles and some of the more original stuff that was done to characters not in bbtag. It was mainly with the smash bros characters (and some of the newer french bread ones) because I wanted to see how conversions of them would actually play and why people liked them.
When I said the style was bloated it was mainly because not only did it have some of the usual anime fighter stuff that would make it unbalanced in comparison to more grounded characters but over time OHM and other authors just kinda kept adding stuff to the style until the point where it got too crazy. I think it was at its worst when the not over yet update happened and gave everyone a "win for losing" mechanic that I personally really didn't like.

I really hope I'm not going too off topic. I downloaded Jam but didn't really test her because I had other things I needed to do.
I know what are you trying to say but, it was really neccesary the first and last part of your previous comment? This type of styled character are meant to use against other OHMSBY-styled characters, you simply can't use it against POTS styled chars for example because obviously it will be "unbalanced", you said this style is bloated and you have no interest, then why you commented? you're annoying you know.
It's not like i gonna stop all this because someone has no interest in using my characters, you just can try somewhere else.
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: Little Fox: Tres Truenos on April 19, 2023, 12:05:28 pm
I personally enjoy the OHMSBY-style in general. I feel it is a interesting and unique gameplay type that is similar to the Phantom Of The Sever (POTS) style, where it encompasses all that a character can do in a simplified way, but its for anime fighting game characters like Blazblue, Guilty Gear, Persona Arena, etc. And the extra comeback mechanics help make them fun in terms of turning the tide of battle. Also from a spectator perspective, the OHMSBY-style is just cool to see play out visually as the AI's juggle their opponents and the comeback mechanics give them an edge when fighting aggressive or brutal AI's of other famous mugen authors like Muteki,KAZ,KONG, Unkoman,etc. But at the end of the day that's just my opinion.
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: ZolidSone on April 19, 2023, 02:32:54 pm
As for Jam, i can't do anything for her Ryuujin effect since the sprite it's part of her and is not an explod.
I see. After seeing the sprite for myself, it's possible it can be made into one with a little bit of sprite editing since it looks like she has the same sprite as (1000,4). You could try using Fighter Factory Studio's Image Editor with the Eraser tool to remove parts of her off and leave the effect only. Then for the animation, her hair can move by looping (1000,4) and (1000,5).

I know what are you trying to say but, it was really neccesary the first and last part of your previous comment? This type of styled character are meant to use against other OHMSBY-styled characters, you simply can't use it against POTS styled chars for example because obviously it will be "unbalanced", you said this style is bloated and you have no interest, then why you commented?
Yeah, I just wanted to know what he means by "bloated" and what makes it in the first place. To me, I thought it meant having sprites and sound effects that just increase the file size of the character for no reason (Which takes the majority of the SFF rather than the character's own sprites). But if it's just that, OHMSBY already thought this though and added other stuff to balance it out like the Astral Heat can only be used once per match, Negative Penalty if you dodge too much, Overheat if an Astral Heat was missed or Ultra Burst expires, etc. It's not like he puts the mechanic at random and just makes it work. He even made changes to how Bursting works so you can no longer abuse Ultra Burst on every round as there will be no reason to normal Burst and be unbalanced for Survival mode. However, I do find some of the mechanics on PotS style similar like the Zero Counter/Power Charge and Dead Angle Attack/Ultra Burst respectively. So it's not that unbalanced against them completely, but styles that aren't remotely similar to the two won't be.
Title: Re: [Tornillo Thread]: Jam Kuradoberi Released (18/04/2023)
Post by: SquidlyPoli1 on April 19, 2023, 06:00:41 pm
I know what are you trying to say but, it was really neccesary the first and last part of your previous comment? This type of styled character are meant to use against other OHMSBY-styled characters, you simply can't use it against POTS styled chars for example because obviously it will be "unbalanced", you said this style is bloated and you have no interest, then why you commented? you're annoying you know.
It's not like i gonna stop all this because someone has no interest in using my characters, you just can try somewhere else.

In hindsight maybe coming in and talking about what I didn't like about the style before giving my feedback probably wasn't the greatest way to introduce myself and I apologize for any inconveniences I've created. I wasn't good at saying it in my initial post but I wanted to give feedback not so much because I felt like being critical of stuff, but more because I like seeing people improve and pointing out things they may have missed. If you really feel like I'm being a nuisance, I will refrain from posting in this thread for a while, but if you want to talk to me more about some of the stuff I'm doing wrong then you can PM me about it.
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: TornilloOxidado on April 23, 2023, 08:46:59 pm
Quote
Battler Ushiromiya
-Bug fixes.
Jam Kuradoberi
-Fixed several error where she can use EX Gekkirin even if she had less than 500 power.
-Fixed some aesthetics.
Noel Vermillion
-Added Additional Portraits folder.
-New small portrait by Digital Jinny
-Fixed error where Flash Supressor can lend to a infinite combo. (Same for Noel NOL Uniform).
-Changed WinQuote char def redirect against Bullet, the quote now will display against Resentone's Bullet.

I have another Noel Vermillion big update coming but, since the month of April is ending and i'll get to work again on May, the best thing should be release it in June. Same for my upcoming character Makoto Nanaya.
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: TornilloOxidado on April 25, 2023, 09:29:32 pm
Still have some time before going to the tomb.
Quote
Battler Ushiromiya
-Reduced Blue Blow and Absolute Blue Blow hitboxes.

Misc
Added AI Patches for Jin Kisaragi and Azrael by OHMSBY.
Patch for Ragna updated.
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: ZolidSone on April 26, 2023, 04:49:51 am
Sorry to bother you again, but that bug with Battler's Sharp Blue Truth is still there if you rapid cancel forward or backwards as the helper isn't being destroyed. They will fall down after a few hits if successful, but it can be blocked and the chip damage will KO them instead. Also, the y axis on Battler's big portrait is off and should be -1 because it doesn't completely fit the 120 x 140 ratio.

And since you are using Ichida's character as the base, I found an error that involves his specifically where any of them use normal Burst or Ultra Burst and the opponent blocks it, it plays a light swish sound instead of a guard one. Also normal Burst is supposed to use different hit sound over the Ultra Burst one. But I'm just going to copy and paste this from one of my PMs with him I don't have to waste time explaining it:
To clarify, [StateDef 8000] Burst uses (5,3) for the hit sound and [StateDef 8050] Ultra Burst uses (5,4), but both uses (6,0) for the guard sound for the [State 8000, HitDef]. I checked that to make sure it's right on OHMSBY's Quote. And for some reason, you had another hitsound with (1011,2) and I don't know where this originally came from. Luckily that doesn't exist on anyone's SND otherwise it would've played along with the first hit sound as well.
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: TornilloOxidado on April 28, 2023, 06:32:29 am
It's late 12AM here, but fixed it for real, fixed those hitsounds and guardsounds for Battler as well, i'll do it for my other chars the next week if i can.

Quote
Misc
Revamped AI Patch for OHMSBY's Sol Badguy.
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: ArcBeast on April 28, 2023, 05:44:02 pm
Was the A.I patch make them activate the overdrive?
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: TornilloOxidado on April 28, 2023, 05:56:58 pm
Was the A.I patch make them activate the overdrive?

All of them activates the Ultra Burst if is that what you mean, only Ragna uses the EXA sometimes, as honestly isn't a pretty good option when you already have the powerbar auto increasing.
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: Resentone on April 28, 2023, 06:15:19 pm
You can perform an infinite with Jam when she's not in the corner by doing 5AAA>Delay>Repeat

https://streamable.com/9px5oc (Kinda fumbled here but you get the gist of it)
Title: Re: [Tornillo Thread]: Jam, Noel and Battler Quick Update (23/04/2023)
Post by: TornilloOxidado on April 29, 2023, 02:04:03 am
You can perform an infinite with Jam when she's not in the corner by doing 5AAA>Delay>Repeat

https://streamable.com/9px5oc (Kinda fumbled here but you get the gist of it)

Don't worry i get it, fixed and also fixed the Burst hitsounds for Jam that ZS mentioned before.
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: TornilloOxidado on May 02, 2023, 07:58:05 am
(https://i.ibb.co/7gn5gXp/mugen014.png)
NESTS Kyo released, get him in the first page of this thread.

I'm gonna take a large break from now own, i need to refresh my head (and my body) and also prepare for the tests in my college, sorry to not keeping up the rythm like the other authors of this style do but i think i need this, thank you to the people to supported me until now.
I'll still around here sometimes to commenting posts or something anyway.

Necessary Update for Kyo Kusanagi
Quote
-Added a special intro VS NESTS Kyo.

-Fixed error where Yamibarai was air unblockable.

-Fixed Air Shikikai Infinite.

-Added WinQuote VS NESTS Kyo.

-Lifepoints reduced from 1100 to 1000.
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: TornilloOxidado on May 02, 2023, 07:57:28 pm
I released NESTS Kyo at 2am, because i can't sleep and didn't realize it had some errors, here another annoying update, sorry. I haven't been feeling well lately

Quote
Kyo Kusanagi and NESTS Kyo
-Fixed Burst hitsounds.
-Increased AI Level.
-Fixed a small debug error. (For Normal Kyo)
-Fixed error where the AI can use Saishu Kessen Ougi Mushiki two times at the same moment, consuming 2000 power instantly.
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: TornilloOxidado on May 03, 2023, 07:48:11 am
AI Patch for Gunvolt The Azure Striker by k6666orochi and ZolidSone added.
And that's everything by me for now, until the next month.
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: ArcBeast on May 21, 2023, 06:48:35 pm
Could you do an A.I patch for other OHMSBY character on future?
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: TornilloOxidado on May 22, 2023, 01:25:04 am
Could you do an A.I patch for other OHMSBY character on future?

Eventually yes.
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: TornilloOxidado on May 22, 2023, 01:35:49 am
Added BlazBlue Styled Color Palettes for my KOF characters by Jeff Jaggerjack, available in the Add-ons section of my site, thank you very much.

https://sites.google.com/view/tornillo-oxidado-edits/add-ons
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: TornilloOxidado on May 25, 2023, 05:26:25 am
Added NESTS Kyo Color Palette to the collection, also Jeff Jaggerjack did some updates for Terry and Normal Kyo.
Added .PNG images to the compressed file.
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: Mid117 on May 26, 2023, 02:24:27 pm
Hey TornilloOxidado I fixed your Terry sprite colors if you want to add it to your character
https://drive.google.com/file/d/1QH287visZf5Nxab4-QiX6nYXthjiN32Y/view
(https://i.imgur.com/Ti9aWcH.png)
Title: Re: [Tornillo Thread]: NESTS Kyo Released (OHMSBY Style) (2/05/2023)
Post by: TornilloOxidado on May 26, 2023, 05:46:42 pm
Hey TornilloOxidado I fixed your Terry sprite colors if you want to add it to your character
https://drive.google.com/file/d/1QH287visZf5Nxab4-QiX6nYXthjiN32Y/view
(https://i.imgur.com/Ti9aWcH.png)

Thank you very much, honestly i'm not good on reorganizing and importing palettes like the others, i'm currently working on all of my characters updates again and this will help.
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: TornilloOxidado on May 27, 2023, 05:40:23 pm
(https://i.ibb.co/VwJhS6j/mugen001.png)
Makoto Nanaya released. Noel Vermillion received a really important update.
Mugen Site:
https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0
Download:
https://drive.google.com/file/d/1aw5vWtNw5sXAKhkE0lMJaO4CTjWeOikA/view

Everyone received a update, so please, please don't be dumb and update them all before you have a complaint, there is a reason why i said this.
Quote
Noel Vermillion
-Added Ichida's Mechanic: Bonus Strikes.
-Intro VS Makoto Nanaya fixed.
-New 5A and 5AAA, old 5A is now 4A.
-Added Guard Reject.
-The NOY indicator is now aligned correctly.
-Distortion Drives are Roman Cancelable again.
-Fixed sprites errors.
-Changed AI behavior.
-Optic Barrel and Flash Supressor are now Dash Cancelable.
-Some hitboxes and hurtboxes were changed.
-2B5BB now is airborne.
-Properties on her special attacks were changed.
-Added Palettes folder.
-New Palette (Miorine Rembran) by me.
*This update will be applied to Noel NOL soon.

NESTS Kyo / Kyo Kusanagi
-2A can be repeat up to 3 times.
-Fixed recovery sound error.

K Dash
-He now has a 2B.
-Some palettes were replaced by a new ones.
-Changed AI behavior.
-Fixed properties in his attacks.
-Fixed infinites.
-Fixed error where his EX moves gain meter.
-Fixed error where Guard Reject doesn't worked properly.

Terry Bogard
-Reimported color palettes thanks to Mid117.
-Changed AI behavior.
-Burning Knuckle nerfed.

Michael Roa Valdamjong
-Bug fixes.
-Air Rising Lightning now has more priority than Brilliant Demon Strike.
-Redid hurtboxes and hitboxes.
-5B now hits twice.
-His new B Autocombo is now B,B.
-Changed AI behavior.

Jam Kuradoberi
-Fixed something in her 2A.
-Some attack properties were adjusted.
-Changed AI behavior slightly.

Battler Ushiromiya
-Changed AI behavior slightly.
-Fixed Intro VS Makoto Nanaya.
-Some minor errors fixed.
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: ArcBeast on May 27, 2023, 05:52:15 pm
Hell yeah! The best squirell is home!
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: DauntlessMonk7 on May 27, 2023, 07:31:59 pm
Makoto Nanaya released. Noel Vermillion received a really important update.

Been testing these 2, and I noticed Optic Barrel is missing it's FX & Noel doesn't move off the ground during Spring Raid,
Though otherwise, they seem fine so far.
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: ZolidSone on May 28, 2023, 01:41:16 pm
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.
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: TornilloOxidado on May 28, 2023, 05:28:14 pm
Hi ZS, thanks for the feedback as always, i wasn't expected to be this much, i'm feeling stupid right now.
Working on updating all your characters at the same time in one day it's a bad idea, i really missed a lot of things.
This will sound strange but i'm not really in the mood to fix them all in a single update and now, as recently i just breaked my head with all of this, i was thinking on taking care of the code part first rather than the aesthetic.

-Her fake copies of Asteroid Vision B/C vanish instantly by a tick if her air normals or Lightning Arrow was used.
That was intentional as they just dissapear like that in BBTAG.
Quote
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.
Oh thanks, the main reason was that i don't have the Misadventures font anymore Thanks Windows Update to screw up as always so i downloaded new ones, my future characters use new fonts as well and that's a good idea, so in the next updates my other chars will use new fonts as well.

Quick update to K Dash
Quote
-Fixed several error where he can't move anymore if Chain Drive fails. (Thanks DigitalJinny for the report)

-Fixed Burst hitsounds.

-Changed Astral Heat Text font.

Sorry for the brain damage.


Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: TornilloOxidado on May 30, 2023, 04:52:27 pm
BlkIntrovert did some palettes for Kyo Kusanagi, added to the Add-ons section.
https://sites.google.com/view/tornillo-oxidado-edits/add-ons?authuser=0
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: TornilloOxidado on June 15, 2023, 08:08:20 pm
English Voice Patch for Makoto Nanaya added.
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: The Basilisk01 on June 24, 2023, 08:51:33 pm
Do you have planned more Blazblue characters? like Bang or Litchi?
Title: Re: Makoto Nanaya Released, Noel Vermillion Bonus Strikes Update [27/5/23]
Post by: TornilloOxidado on June 24, 2023, 11:43:38 pm
Do you have planned more Blazblue characters? like Bang or Litchi?

Bang Shishigami probably yes.
Title: [Tornillo Thread]: 3 Characters Updated
Post by: TornilloOxidado on June 27, 2023, 12:55:22 am
Some quick updates before going to the college again.

Noel Vermillion and NOL Noel will be updated later.

Quote
Kyo Kusanagi
-Added Intro Vs. Ryo Sakazaki.
-Increased damage to his Distortion Drives.
-Some effects now are removed when get hit.
-Added Victory Quote against Ryo Sakazaki.

Terry Bogard
-Added Intro Vs. Ryo Sakazaki.
-Increased damage to his Distortion Drives.
-Power Geyser now is as a anti-air like Miyako Arima.
-Hitsparks realigned.
-Changed WinPose.
-Added new victory lines.
-Added swish sounds to Rising Tackle (He sounds like a helicopter).

Makoto Nanaya
-Hitsounds changed.
-Fixed some glitches.
-Added fade in black to her Planet Crusher.
-Fixed autoturn for Space Counter for AI.
-Commet Cannon now wallbounces the enemy.
-Increased damage output.
-Portraits are in the end of the sff again.
-Backwards throw adjusted.
-Changed Guard Cancel animation.
-Rush and Infinite Rush fixed.
-Added her respective Centralfiction swish sounds to Particle Flare.
-Added a ring effect to Commet Cannon.

Noel:
-The effect explod on Optic Barrel A/B is missing.
-Zero Gun Fenrir has no transparency on each bullet.
Makoto:
-The fist animation on NOY Event Horizon doesn't fade properly and disappears by a tick.
-Big Bang Smash and Particle Flare has no swish sounds when she punches.

About this i think it's because you're using MUGEN 1.0, as they works properly in 1.1.
Then again this is an issue some people been reporting, but i have no idea why Noel's effects aren't working in 1.0, and i'm not sure what to do in this case.

About Big Bang Smash swish sound, it's the same as the cleanhit grap sfx (3001,1) in original game, so instead of making the sound when it hits now i set it as the time when it spawns.
Title: Re: [Tornillo Thread]: 3 Characters Updated
Post by: jacky28 on June 29, 2023, 12:05:53 pm
ummnn....why makoto some of his special intro just work on makoto,like ichida's chie,yosuke
also your both kyo special intro with OHMSBY's iori yagami.....
Title: Re: [Tornillo Thread]: 3 Characters Updated
Post by: Resentone on June 29, 2023, 12:23:44 pm
Noel:
-The effect explod on Optic Barrel A/B is missing.
-Zero Gun Fenrir has no transparency on each bullet.
Makoto:
-The fist animation on NOY Event Horizon doesn't fade properly and disappears by a tick.
-Big Bang Smash and Particle Flare has no swish sounds when she punches.

About this i think it's because you're using MUGEN 1.0, as they works properly in 1.1.
Then again this is an issue some people been reporting, but i have no idea why Noel's effects aren't working in 1.0, and i'm not sure what to do in this case.

About Big Bang Smash swish sound, it's the same as the cleanhit grap sfx (3001,1) in original game, so instead of making the sound when it hits now i set it as the time when it spawns.

If you are using helpers as an effect and is using angleset, make sure there's angledraw on it so it'll have proper transparency.

Title: Re: [Tornillo Thread]: 3 Characters Updated
Post by: TornilloOxidado on June 29, 2023, 06:34:02 pm
If you are using helpers as an effect and is using angleset, make sure there's angledraw on it so it'll have proper transparency.
That certainly fixed it, as for Optic Barrel it is an explod and is still invisible, but i will convert it to a helper to save me problems.


ummnn....why makoto some of his special intro just work on makoto,like ichida's chie,yosuke
also your both kyo special intro with OHMSBY's iori yagami.....

That's because it was intentional, it's up to Ichida if he wants to have his chars to react against Makoto.
If you're wondering about Chie and Yosuke intro on that video on YT it's just because i edit Ichida's chars most of the time.
Title: Re: [Tornillo Thread]: 3 Characters Updated
Post by: TornilloOxidado on July 02, 2023, 02:13:00 am
Well i wanted to be the most fast possible with this since i already have finished the 3 chars (Ryo, CF and Okita) They only needs some aesthetic fixes and minor adjustements
My idea was at the same time uploading the update for Noel Vermillion but i ran into some big problems, not to say that due to some of them, i need to reimport all Noel NOL sprites and realign them all again, Noel's getting another revamp with new animations from unused moves that are in her files. Minor things like a new running grab animation and properties, things like that First of all i need to take care of the issues of the normal Noel, then apply them to Noel NOL, and last thing is the reimporting and realign sprites part.
I'm so sorry but again this will take some weeks because i want to upload all the characters, updates and things at the same day.
Thank you Fighter Factory for ruining my projects once again.

Small update.
Quote
K Dash
-Added swish sounds to Glasses Chain Drive.
-Adjusted air velocities in his special attacks.
-Deleted a strange red hitbox that came out of nowhere.
-Fixed error where for some reason the AI doesn't worked properly.
Title: Re: [Tornillo Thread]: 3 Characters Updated
Post by: TornilloOxidado on July 02, 2023, 05:58:27 am
Forgot to add this before but i was too tired.

Quote
Battler Ushiromiya
-Added another effect to All Piercing Blue Truth.
-Changed Astral Heat Text Font.
-Fixed Burst hitsounds.
-Increased the damage of Sharp Blue Truth.
-Added more characters to his Male / Female Detector.
List of the new characters added:

Male Detector (Rapturous Sommelier Time Voice Line):
-Chipp Zanuff
-Zero
-Kazuya Mishima
-Johnny the Pirate
-Shen Woo

Female Detector (Special Intro VS Female || Rapturous Sommelier Time Voice Line):
-Neo Politan
-Tomoka Minato
-Nakoruru
-Botan Shishiro
-Ayame Nakiri
-Korone Inugami
-Baiken
-Nero Claudius
-Wildcat Arthur
-May
-Vatista
-Lilith Aensland
Title: Re: [Tornillo Thread]: 3 Characters Updated
Post by: Mr. Nobody on July 05, 2023, 03:48:44 am
Quote
Battler Ushiromiya
-Added another effect to All Piercing Blue Truth.
-Changed Astral Heat Text Font.
-Fixed Burst hitsounds.
-Increased the damage of Sharp Blue Truth.
-Added more characters to his Male / Female Detector.
List of the new characters added:

Male Detector (Rapturous Sommelier Time Voice Line):
-Chipp Zanuff
-Zero
-Kazuya Mishima
-Johnny the Pirate
-Shen Woo


Female Detector (Special Intro VS Female || Rapturous Sommelier Time Voice Line):
-Neo Politan
-Tomoka Minato
-Nakoruru
-Botan Shishiro
-Ayame Nakiri
-Korone Inugami
-Baiken
-Nero Claudius
-Wildcat Arthur
-May
-Vatista
-Lilith Aensland


Could these possibly be future characters?
Title: Re: [Tornillo Thread]: 3 Characters Updated
Post by: TornilloOxidado on July 05, 2023, 04:30:50 am
Could these possibly be future characters?

Some of them are planned for sure, i also consider some characters that possibly could be made by Ichida and Resentone.
Battler's special intro list is inmense, that update was just a small piece, i should post the entire list someday.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 05, 2023, 06:37:57 am
(https://i.imgur.com/l6VOubE.png)
Ryo Sakazaki, Okita Souji And Centralfiction were released, go to the first page on this thread to see the screenshots and download links since there is a bit much information.

I fixed a lot of things on Noel Vermillion again, but i'll be straight up to the point.
Quote
Noel Vermillion
-Reworked running grab animation.
-Fixed effects that doesn't working on 1.0.
-Fixed custom states.
-Nerfed some moves.
-Intro Vs. Centralfiction, and special lines in battle (the same as OHMSBY's Ragna).
-Small portrait by ILoveMyself is now in the Alternate Ports folder.
-Fixed other issues.
-Changed AH font.

About Noel NOL:
A lot of things happened in less than 1 week, speaking in short terms, she will be delayed, not sure how much time but i noticed this process will take me a lot of time (but a lot indeed, my eyes just burned down) so i just decided to release the characters that were ready now, also i haven't released any character on June if i remember correctly, if so my apologies.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: Francis Fox on July 05, 2023, 08:11:38 am
Is Centralfiction an EX character ? Why does his Awakening Cut-in have different color from most of everyone's ?
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: Solid Snivy on July 05, 2023, 08:22:16 am
Is Centralfiction an EX character ? Why does his Awakening Cut-in have different color from most of everyone's ?

Judging from where he's placed on Tornillo's site...nah. Centralfiction's meant to be a custom Blazblue character.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 05, 2023, 04:06:26 pm
Is Centralfiction an EX character ? Why does his Awakening Cut-in have different color from most of everyone's ?

Custom Variant. The color of the awakening cut in was made by Resentone as Enigma Hyde has the same color.
Since he will be the only Custom Variant i will make, i didn't separate it in another section.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 05, 2023, 04:31:47 pm
Update for MUGEN 1.0 users
Quote
Okita Souji
-Fixed bindtime error in the icons of Eye of The Mind, Peerless Blade and Shukuchi Rank B+ that only happened on MUGEN 1.0. Thanks to Snives for the report.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: Kamui_De_Los_Vientos on July 05, 2023, 10:36:07 pm
From Ikemen Go
(https://cdn.discordapp.com/attachments/313031182621081601/1126249993150398544/ikemen001.png)
(https://cdn.discordapp.com/attachments/313031182621081601/1126249992848412753/ikemen002.png)
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 05, 2023, 10:59:23 pm
From Ikemen Go
(https://cdn.discordapp.com/attachments/313031182621081601/1126249993150398544/ikemen001.png)
(https://cdn.discordapp.com/attachments/313031182621081601/1126249992848412753/ikemen002.png)

Huh that's strange, in my IKEMEN is fine.
(https://i.imgur.com/hUJDY5C.png)
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: Colonel Sanders on July 05, 2023, 11:07:30 pm
From Ikemen Go
(https://cdn.discordapp.com/attachments/313031182621081601/1126249993150398544/ikemen001.png)
(https://cdn.discordapp.com/attachments/313031182621081601/1126249992848412753/ikemen002.png)

what version are you using?
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: Kamui_De_Los_Vientos on July 05, 2023, 11:31:16 pm
From Ikemen Go
(https://cdn.discordapp.com/attachments/313031182621081601/1126249993150398544/ikemen001.png)
(https://cdn.discordapp.com/attachments/313031182621081601/1126249992848412753/ikemen002.png)

what version are you using?

98.0 for BBTAG Chars.
my bad
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 06, 2023, 09:35:26 pm
Just a small announcement since i will don't have much time this week and the next again, but in the upcoming update i will add AI scaling to all my characters.
since some of you couldn't stop requesting it in my DMs or YT comments, i hope you're happy now.
Spoiler, click to toggle visibilty
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 10, 2023, 05:10:40 pm
Quote
Ryo Sakazaki
-Fixed error where Haoh Shoukou Ken damage doesn't increase when Critical Bonus Strike happens.
-AI Scaling added.
Spoiler, click to toggle visibilty
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 10, 2023, 06:09:18 pm
Quote
Okita Souji
-Fixed a minor spelling mistake in readme.
-Win Screen Quote VS Hina Hirasaka.
-Added AI Scaling.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: Dude01 on July 11, 2023, 03:44:49 pm
Btw I have Question How does the AI Scaling work?

Do i have to check the commands and make it hard or do i have to go to the cns and change the difficulty of the AI

or

It does it automatically when i click option and spike it to hard 8 and it's like that?
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 11, 2023, 04:23:28 pm
Btw I have Question How does the AI Scaling work?

Do i have to check the commands and make it hard or do i have to go to the cns and change the difficulty of the AI

or

It does it automatically when i click option and spike it to hard 8 and it's like that?

Ichida and OHMSBY explained that already.
It makes the Difficulty option in MUGEN to actually work, so just change it in the options from the game.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: ZolidSone on July 12, 2023, 11:17:29 am
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.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 12, 2023, 04:51:09 pm
I appreciate the feedback as always, since i'm currently on vacations until my birthday, i will work on the updates in the release day of Haohmaru, there's also two twings about Okita i wanted to point out:
Okita:
-Her Reflector could've used the shield effect that MBTL characters has.
-The FGO NP during Mumyou Sandan-Zuki could've scaled larger so the black borders couldn't been seen.

-About the reflector i really wanted to add the MBTL effect but i wasn't sure how because it's most like the character is grabbing the energy ball, and Okita sprite is just her holding a stance, i thought it would look weird if i added the fx. Kinda undecided about that.
-Do you think so? I mean i think the black borders like a cinematic effect because i just recorded from the game and is also like that, i can scale it if you say so, though i'm not pretty sure how much it will affect in 1280x720 stages where the cinematic astrals look in a totally different angle. I'm used to work in 640x480, but i'll give it a try.

Quote
Also, I noticed you used different fonts for the Astral Heat text instead of keeping it the same for everyone.
I wanted to give a different style of font for my Samurai-type characters like Okita, Hina, Shimo, Haohmaru, Baiken and others.
Title: Re: [Tornillo Thread]: Ryo Sakazaki + Okita Souji+ CF Released
Post by: TornilloOxidado on July 13, 2023, 03:52:51 am
Other thing i wanted to mention, i also will be working on a character that i abandoned past december due to some circunstamces when i was just starting to get into full character creations, but after a long decision i just decided to go back to it, so it will be another triple release. I'll go hard this vacations.
It was planned to be announced in Haohmaru's video but it was 4am at that moment and i just wanted to upload the video already.
Spoiler, click to toggle visibilty
Title: Re: [Tornillo Thread]: 3 Chars Updated + 1 Small Rework
Post by: TornilloOxidado on July 18, 2023, 10:29:46 pm
3 characters received a update and a 1 character received a small rework.

Quote
Okita Souji
-Special Intro Vs. Baiken.
-Added a helper that prevents you miss in Ryukansen Arashi.
-Fixed and changed aesthetics.
-Fixed poweradd errors.
-Fixed errors in custom states.
-Reworked guarding states.
-Shield effects from MBTL added.

Noel Vermillion
-Bug fixes.
-Missing sprites added.
-Transparency error on 1.0 fixed.
-AI scaling added.

Centralfiction
-Aesthetic fixes.
-AI scaling added.

Jam Kuradoberi
-QCB_B motion was changed, instead of Hochifu, now is Gekkirin B, Hochifu parry now works almost the same as her Guilty Gear counterpart, press X button and Jam will activate Hochifu (it will activate just in the moment when you're being attacked, like Street Fighter-type parry.) Stand alone parry, it can't block lows, only mid and overheads. You can parry while walking and running too.
-Aesthetic fixes.
-New Astral Font.
-Changed AI behavior.
-AI scaling added.

-The FGO NP during Mumyou Sandan-Zuki could've scaled larger so the black borders couldn't been seen.
For the moment i decided to leave just like that, as i tried scaling the cinematic, but in 1280x720 stages looks real bad positioned and only looked fine in 640x480, as i thought i wasted my time figuring out how to make it look decent in higher resolutions but for the moment i just decided to stop thinking about that, gonna try other time.

-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).
Apparently that's not the case and only occurs when CF enters in NOY mode, even so i deleted all of OHMSBY code much before his release because the current -2 -3 states were from Ichida's Naoto.
Even so i still haven't fixed that yet because the code currently is just the same as Ichida's and my other characters and the debug flood is still occuring.

Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: TornilloOxidado on July 20, 2023, 11:30:12 pm
Haohmaru, Hina and Shovel Knight released, downloads in the first page (https://mugenguild.com/forum/topics/tornillo-thread-haohmaru-hina-shovelknight-released-197215.0.html) of the thread.

(https://i.imgur.com/AVxeB6b.png)

Quote
Makoto Nanaya
-Adjustements in hitsparks and Particle Flare custom state.
-AI scaling added.

Before reporting any errors make sure it happens on MUGEN 1.0/1.1 and not only on IKEMEN GO, aesthetic errors occurs often only on IKEMEN GO, that's most the engine fault so i will ignore those, unless they're a really big problem.
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: jacky28 on July 21, 2023, 12:27:30 pm
will you plan update gunvolt's ai patch,it seens the ai kinda just spam 1 moveset
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: TornilloOxidado on July 21, 2023, 04:51:25 pm
will you plan update gunvolt's ai patch,it seens the ai kinda just spam 1 moveset

There is no much to do about that since his gameplay is very limited. But i will see what can i do.
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: RagingRowen on July 21, 2023, 09:23:29 pm
I mainly came to report one issue with Haohmaru, but after more testing, I got further gripes.

1. You should have the Slash FX on his Air Attacks disappear when he hits the ground, as it leads to this if it comes out just before he hits the ground:
(https://i.imgur.com/6Mjeu4n.png)
2. This is pointed out by someone else (which kinda motivated this feedback posting), but it seems like Heavy Senpuu Retsuzan doesn't cause Invalid like the Light version, resulting in this loop: https://streamable.com/4tb5a5
Gonna assume it's an oversight.
3. Two suggestions for Kougetsuzan: 1. Have more forward movement with longer hitboxes on the Heavy Variant so it has a better chance of connecting with every hit when P2 isn't right up close. 2. Making the Light variant just the jumping slash so that it's faster, and is safer seeing that it only does 1 hit.
4. I'm kinda surprised to see that Resshinzan doesn't OTG, the Force Break version at least...
5. The Big Slash Hitsparks on the likes of Shippusen and Hadansen could benefit from further transparency.
6. I also think the Issen Slash during his Astral Heat could be horizontally flipped to match the animation's slash. The specific slash could also use a stronger sound.
7. My last nitpick would be that his voice lines could do with a slight volume raise.

I think he's passable, but a boost in polish would suit him nicely.
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: tokamina on July 22, 2023, 09:19:22 pm
Wow, Haohmaruuu
do you plan on adding something to him, like Fuujinzan in future?
even if not the char it's amacing, who is Hina BTW?
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: TornilloOxidado on July 22, 2023, 11:22:29 pm
I mainly came to report one issue with Haohmaru, but after more testing, I got further gripes.

1. You should have the Slash FX on his Air Attacks disappear when he hits the ground, as it leads to this if it comes out just before he hits the ground:
(https://i.imgur.com/6Mjeu4n.png)
2. This is pointed out by someone else (which kinda motivated this feedback posting), but it seems like Heavy Senpuu Retsuzan doesn't cause Invalid like the Light version, resulting in this loop: https://streamable.com/4tb5a5
Gonna assume it's an oversight.
3. Two suggestions for Kougetsuzan: 1. Have more forward movement with longer hitboxes on the Heavy Variant so it has a better chance of connecting with every hit when P2 isn't right up close. 2. Making the Light variant just the jumping slash so that it's faster, and is safer seeing that it only does 1 hit.
4. I'm kinda surprised to see that Resshinzan doesn't OTG, the Force Break version at least...
5. The Big Slash Hitsparks on the likes of Shippusen and Hadansen could benefit from further transparency.
6. I also think the Issen Slash during his Astral Heat could be horizontally flipped to match the animation's slash. The specific slash could also use a stronger sound.
7. My last nitpick would be that his voice lines could do with a slight volume raise.

I think he's passable, but a boost in polish would suit him nicely.

Thanks for the feedback Rowen, i'll take it in mind.

Wow, Haohmaruuu
do you plan on adding something to him, like Fuujinzan in future?
even if not the char it's amacing, who is Hina BTW?

I'm not sure, i was more centered in his KOF XV counterpart to make this Haohmaru (considering there is a lot of Samsho versions of Haohmaru i wanted to make something little different), and he already has three Kougetsuzan moves, adding Fuujinzan probably will be a little "redundant".
Hina Hirasaka is from the game Yatagarasu Attack on Cataclysm, from 2015, is a small fighting game i enjoyed to play.
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: Momotaro on July 23, 2023, 12:28:12 am
Very nice.
About Hina, seems like she regularly go obsessive using her "Bougetsuzan" special in a very repetitive way.
Kind of looping it nonstop.

I'm not the best with AI stuff but this one could be fixed.
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: TornilloOxidado on July 23, 2023, 06:00:43 pm
Very nice.
About Hina, seems like she regularly go obsessive using her "Bougetsuzan" special in a very repetitive way.
Kind of looping it nonstop.

I'm not the best with AI stuff but this one could be fixed.

That was kinda intentional, she only can loop Bougetsuzan 6 times, if you try to combine another special with Bougetsuzan after or before, the enemy will recover instantly, those loops also doesn't deal a lot of damage like other abusive characters like Strider Hiryu, so i just decided to leave like that.
And looping is her main gimmick in OG.
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: raooo on July 24, 2023, 05:58:42 am
I mainly came to report one issue with Haohmaru, but after more testing, I got further gripes.

1. You should have the Slash FX on his Air Attacks disappear when he hits the ground, as it leads to this if it comes out just before he hits the ground:
(https://i.imgur.com/6Mjeu4n.png)
2. This is pointed out by someone else (which kinda motivated this feedback posting), but it seems like Heavy Senpuu Retsuzan doesn't cause Invalid like the Light version, resulting in this loop: https://streamable.com/4tb5a5
Gonna assume it's an oversight.
3. Two suggestions for Kougetsuzan: 1. Have more forward movement with longer hitboxes on the Heavy Variant so it has a better chance of connecting with every hit when P2 isn't right up close. 2. Making the Light variant just the jumping slash so that it's faster, and is safer seeing that it only does 1 hit.
4. I'm kinda surprised to see that Resshinzan doesn't OTG, the Force Break version at least...
5. The Big Slash Hitsparks on the likes of Shippusen and Hadansen could benefit from further transparency.
6. I also think the Issen Slash during his Astral Heat could be horizontally flipped to match the animation's slash. The specific slash could also use a stronger sound.
7. My last nitpick would be that his voice lines could do with a slight volume raise.

I think he's passable, but a boost in polish would suit him nicely.

Thanks for the feedback Rowen, i'll take it in mind.

Wow, Haohmaruuu
do you plan on adding something to him, like Fuujinzan in future?
even if not the char it's amacing, who is Hina BTW?

I'm not sure, i was more centered in his KOF XV counterpart to make this Haohmaru (considering there is a lot of Samsho versions of Haohmaru i wanted to make something little different), and he already has three Kougetsuzan moves, adding Fuujinzan probably will be a little "redundant".
Hina Hirasaka is from the game Yatagarasu Attack on Cataclysm, from 2015, is a small fighting game i enjoyed to play.

What abhout adding different moveset in another palete like a "legendary samurai" mode?
i think on warrior's rage
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: SuperScratchkat on July 24, 2023, 09:15:18 pm
what makes your shovel knight different from K6666orochi's? there isn't much info about him on this page or your website.
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: TornilloOxidado on July 24, 2023, 11:32:24 pm
what makes your shovel knight different from K6666orochi's? there isn't much info about him on this page or your website.

His attack properties changed,  i added new special attacks, added a projectile reflector, solved almost all of the bugs the original has.
And i thought it was really noticeable in the video, in the character file also there is a readme for this cases.
Why just not simply try it?
Title: Re: [Tornillo Thread]: Haohmaru + Hina + ShovelKnight Released
Post by: TornilloOxidado on July 29, 2023, 05:52:35 am
28/07/2023
The Edits section of my page is now archived, wich means i will not support that section anymore, thank you to those people who supported me since the first day.
The reason: I had another problem with my disk, but this time i managed to recover the important archives (Baiken and future projects were saved at least.), but since it was been a long time since i worked with a edit, they weren't saved as i didn't made backups for them, those where:
-King Of Ahoges (Saber by Resentone): the only one who i actually did a lot of progress with 5 Distortion Drives and 3 Astral Heats who will activate randomly, some random Fate memes as attacks, etc.
-Learning with Manga (Mash by Resentone)
-Shadow Kouma (Kouma by Ichida)
-Unlimited Susanoo (Susanoo by OHMSBY)

The one who actually i still have with me: Great Palm Miyako (Miyako by Ichida)

But after reading a lot of comments of the people saying that they only are interested in new releases and said i was just wasting my time, i decided to stop making edits as they're probably right. (I mean, it was a long time since the last edit release as i was busy with the character releases)
This is probably a waste of announcement too, but i still wanted to say this anyway, it was thanks for those edits and the support those received that i actually i'm able to still working in the MUGEN community.


Have a good day / night.
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: TornilloOxidado on July 29, 2023, 07:28:26 pm
Important fix for Haohmaru.
Quote
Haohmaru
-Fixed error where Senpu Retsuzan B can be used in a infinite combo.
-Added better transparency effects to Issen slashes.
-The Air Slashes now dissapear when Haohmaru touches the ground.
-Kougetsuzan A is now only the jumping version.
-Kougetsuzan B and Kougetsuzan EX now moves further and have bigger hitboxes.
-Fixed Gethit animation on liedown.

I couldn't change the volume of his voices as i'm in a hurry but for the next update i will try to do that.

4. I'm kinda surprised to see that Resshinzan doesn't OTG, the Force Break version at least...

Resshinzan EX can hit before landing and also OTG, but only one of those hit states can be registered, it was planned to be it like that.
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: raooo on July 29, 2023, 07:50:00 pm
28/07/2023
The Edits section of my page is now archived, wich means i will not support that section anymore, thank you to those people who supported me since the first day.
The reason: I had another problem with my disk, but this time i managed to recover the important archives (Baiken and future projects were saved at least.), but since it was been a long time since i worked with a edit, they weren't saved as i didn't made backups for them, those where:
-King Of Ahoges (Saber by Resentone): the only one who i actually did a lot of progress with 5 Distortion Drives and 3 Astral Heats who will activate randomly, some random Fate memes as attacks, etc.
-Learning with Manga (Mash by Resentone)
-Shadow Kouma (Kouma by Ichida)
-Unlimited Susanoo (Susanoo by OHMSBY)

The one who actually i still have with me: Great Palm Miyako (Miyako by Ichida)

But after reading a lot of comments of the people saying that they only are interested in new releases and said i was just wasting my time, i decided to stop making edits as they're probably right. (I mean, it was a long time since the last edit release as i was busy with the character releases)
This is probably a waste of announcement too, but i still wanted to say this anyway, it was thanks for those edits and the support those received that i actually i'm able to still working in the MUGEN community.


Have a good day / night.

Don't say that please, those edits are really amacing, have them as a good part of my roster. Do you take donations?

PD: downloading Haohmaru-san :D
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: Toxic Masculinity on July 31, 2023, 01:22:31 am
I agree the edits were pretty good, and they will be missed. These days I enjoy updated/ edited characters almost more then a completely new character. Everything has been vastly improved over the last decade as far as MUGEN goes, and there are countless characters that could benefit greatly from new edits & updates. I still have and use Shadow Kouma quite a bit.
Anyway, sorry if asking this makes someone mad, but could someone recommend a good fitting screenpack for all the OHMSBY style characters? I was using MUGEN Battle Climax by V-Nix but wanted to see if anyone had any better suggestions. Also not sure if I should use 1.0, 1.1, or IKEMEN if I'm only going to be using these characters in the roster.
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: TornilloOxidado on July 31, 2023, 02:20:26 am
I agree the edits were pretty good, and they will be missed. These days I enjoy updated/ edited characters almost more then a completely new character. Everything has been vastly improved over the last decade as far as MUGEN goes, and there are countless characters that could benefit greatly from new edits & updates. I still have and use Shadow Kouma quite a bit.
Anyway, sorry if asking this makes someone mad, but could someone recommend a good fitting screenpack for all the OHMSBY style characters? I was using MUGEN Battle Climax by V-Nix but wanted to see if anyone had any better suggestions. Also not sure if I should use 1.0, 1.1, or IKEMEN if I'm only going to be using these characters in the roster.

This is only my opinion, but i wouldn't recomend IKEMEN at all, most of characters of this type have errors only on that engine, and always is the engine fault, personally i prefer playing everything on 1.1 only.
About screenpacks, i use Legacy by NoZ, is less stylish than V-Nix's but i enjoy my game sessions in that sp.
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: Toxic Masculinity on July 31, 2023, 02:57:55 am
This is only my opinion, but i wouldn't recomend IKEMEN at all, most of characters of this type have errors only on that engine, and always is the engine fault, personally i prefer playing everything on 1.1 only.
About screenpacks, i use Legacy by NoZ, is less stylish than V-Nix's but i enjoy my game sessions in that sp.

Thank you very much for the response and recommendation. I appreciate a stylish screenpack, but I'm more interested in quality gameplay, so Legacy it is, which is also really nice looking. Also, thanks for the tip about IKEMEN with these characters. That's what I was curious about, so I'll stick with 1.1 for now like you suggested. Much appreciated.
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: TornilloOxidado on August 02, 2023, 07:39:42 am
I decided to add a Planned Characters Section in my page (Thanks Resentone) because i gonna be busy again and probably Yamaneko Arthur will be one of my last characters of this year. (I know, we're starting august, but she's one of those huge projects who require a lot of time), in the end i just decided to throw all the surprises out because the next announcements will be slowed down.
In that section you can see wich characters i have planned and also it saves me the patience to deal with the DMs of the people who still are requesting for characters that i don't know nothing about.
Just to clarify i will adding more characters in that section because i'm pretty sure i forgot some.
Q: Can i suggest characters?
A: You can, still it depends if i'm really interested in them or not, sorry about that.

Site Updated: https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0

Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: Dude01 on August 02, 2023, 05:03:03 pm
I decided to add a Planned Characters Section in my page (Thanks Resentone) because i gonna be busy again and probably Yamaneko Arthur will be one of my last characters of this year. (I know, we're starting august, but she's one of those huge projects who require a lot of time), in the end i just decided to throw all the surprises out because the next announcements will be slowed down.
In that section you can see wich characters i have planned and also it saves me the patience to deal with the DMs of the people who still are requesting for characters that i don't know nothing about.
Just to clarify i will adding more characters in that section because i'm pretty sure i forgot some.
Q: Can i suggest characters?
A: You can, still it depends if i'm really interested in them or not, sorry about that.

Site Updated: https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0



Alright Just Your Take Time and does the arthur characters take time?
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: TornilloOxidado on August 02, 2023, 05:29:43 pm
Alright Just Your Take Time and does the arthur characters take time?

Yamaneko uses a lot of flashy effects, compared to Ichida's Iai and Touzoku Arthur by OHMSBY, i would say she's three times heavier, her effects comes in layers and she have her faerie guardian Coopy with her. And last i need to rip her voice files since there isn't sound rips from the game at all.
Like Roa, there isn't other char of Yamaneko in the internet, so i can't take references from them, considering i also need to centrate in other things like the college and future exams, i doubt that she will be ready this month or the next, that is one reason i decided to go with Baiken first and she's almost done by now.
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: Dude01 on August 02, 2023, 11:39:52 pm

But after reading a lot of comments of the people saying that they only are interested in new releases and said i was just wasting my time, i decided to stop making edits as they're probably right. (I mean, it was a long time since the last edit release as i was busy with the character releases)
This is probably a waste of announcement too, but i still wanted to say this anyway, it was thanks for those edits and the support those received that i actually i'm able to still working in the MUGEN community.


Have a good day / night.

Honestly I Feel Really sad about it, cuz u work hard with these edit characters and some ppl like them and play them. Like It's MUGEN, It's Cheap, It's Sometimes Balance if u pick top tier characters, it's Broken AF cuz the game will crash every time i do XD and ppl can do what they do that's what i think. It's like Marvel Vs Capcom. IT's MUGEN BABY

Also Ik ur tired of my "Annoying Dora Questions" but: Do I have to PM for character request? or nah
Title: Re: [Tornillo Thread]: Haohmaru Fixed (29/7/2023)
Post by: TornilloOxidado on August 03, 2023, 02:41:59 am
Also Ik ur tired of my "Annoying Dora Questions" but: Do I have to PM for character request? or nah

Dora Questions, heh that's new.
You can do it here, sometimes i don't pay much attention to PMs in this site.
Title: Re: [Tornillo Thread]: Okita Souji and Hina Updates (3/8/23
Post by: TornilloOxidado on August 03, 2023, 08:26:00 pm
Two updates.
Quote
Okita Souji
-Added Intro VS Okita Souji (Alter).
-New special move: Sakura Retsugizan (DD_A/B/C) - Same version in the three buttons, hits low.
-Fixed WinQuote VS Baiken and added two WinQuotes Vs Okita Souji (Alter).
-Fixed error where the AI can rapid cancel with doing nothing.

Hina Hirasaka
-Fixed error where the parry shield effect follows her when forward dodge, jump and hop backwards.
-Fixed intro VS Shimo Hirasaka in Turns Mode.
-Fixed error where the AI can cancel 2C into 2C again sometimes.
Title: Re: [Tornillo Thread]: Okita Souji and Hina Updates (3/8/23)
Post by: TornilloOxidado on August 03, 2023, 08:34:12 pm
Jeff Jaggerjack did a BlazBlue Styled palette for Ryo Sakazaki.
Download: https://drive.google.com/file/d/19xNrtkb1r-PyMZMryrj8jfcG7MGS2yjd/view?usp=sharing
Title: Re: [Tornillo Thread]: Okita Souji and Hina Updates (3/8/23)
Post by: ZolidSone on August 03, 2023, 11:19:15 pm
Now that I finally finished my Shovel Knight, here's my feedback on your characters that I held off for a while (I had to put it on hold until mine was out first):
Noel:
-Just a suggestion and technically can be changed as it's included in the "Alternate Portrait" folder, but the small portrait should be the same as the big one by default.
-The palfx on her backwards dodge is still bugged.
-Her Dead Angle Attack still doesn't have swish sounds when she twirls her guns like her 5AAAA.
-There are still green pixels on sprites (6120,3), (6213,1), (6220,2), (6220,5), (6392,3) and (6601,2) (Use Fighter Factory Studio's Image Editor to remove them).
-66A and 66B has the sliding dust sound without the effect itself (The sound could be removed since there's no need for it).
-For some reason, this combo is considered Invalid if any of her command normals was chained with her 66B when hit mid-air (so the opponent is not allowed to recover from it).
-The bullets on Zero Gun Fenrir aren't properly transparent when they hit the opponent.
-If the bullets hit but the Thor missile somehow manages to miss on Bullet Storm: Nemesis Stabilizer, it may cause the opponent to get stuck and their get hit animation to disappear completely, then drop down a few seconds after (Mostly tested on Centralfiction).

Centralfiction:
-The camera shouldn't be tracking the opponent when he falls down on Nightmare Rage.

Guess there's nothing else on him left aside from the debug errors.

Ryo:
-The timing of the aura on his taunt is slightly off (You can tell it's higher compared to the backwards air dash).
-His sprites aren't cropped and makes the SFF larger than it's supposed to.
-The air dash particles when he air dashes forward aren't misaligned exactly on his back.
-The hitspark and guard sparks of 5AA, 5AAAA, 5C, Ko-Ou-Ken and Haoh Shoukou Ken is misaligned.
-2A doesn't cause air fall when it hits the opponent airborne.
-The hitspark and guard spark of 2B is misaligned when it hits the opponent in the air.
-The guard sparks when Zanretsuken is blocked is misaligned, but not the EX version.
-The swish sound on both the normal and EX versions Kohou should play on the 3rd frame as it plays after it hits the opponent when up close.
-Blocking the opponent's attack with Jyoudanuke causes the first hit of their hitspark to be misaligned.
-There's a duplicate animation of the 6150 air dash effect.
-His Dead Angle Attack causes an change to invalid action 1007 debug error.
-The sliding dust on the ground version of Hien Shippuu Kyaku is too small.
-Pressing the x button when he has 1 or more meter without hitting the opponent causes him to get an has no helper 3080 debug error (Pressing it consecutively will cause debug flood as long as he's standing on the ground).
-There is no sound effect when he fires his projectile on Haoh Shoukou Ken.
-Haoh Shoukou Ken's projectile has shadows and reflections.
-The 11th hit of Ryuuko Ranbu can be rapid canceled and causes the opponent to get stuck for a few seconds.
-The Ultra Burst and Distortion Drive sparks is not aligned in the middle of him when used.
-The vignette effect stays frozen during Haoh Shoukou Ken, Ryuuko Ranbu and Kohou Shippu Ken.
-His aura when he flashes during Not Over Yet isn't stretched upward.
-The 3902 effect on Shin Tenchi Haohken isn't aligned where his fist punched on the 2nd hit.
-There is no white fade (7012) when Shin Tenchi Haohken ends.

Shovel Knight:
-His size and velocity constants are not accurate for the NOY/EXA updates and on OHMSBY's Blade Strangers characters.
-The treasure box in his taunt should be layered behind him and the opponent.
-All attacks that involve his shovel should have slash sounds.
-5A doesn't chain with 5AA as it pushes the opponent a tad too far.
-His Dead Angle Attack uses a slash sound instead of the same one used on 5AAAA or his running throw.
-His placement gets misaligned when you perform a Ultra Dead Angle.
-The hitspark and guard spark of 2A is misaligned when it hits the opponent in the air.
-2A is standing unblockable (It is in source).
-2B can hit only hit the opponent lower to the ground.
-jC is not a source accurate command normal from Blade Stranger's and is a copy of OHMSBY's Yang.
-For some reason, jB has a vignette effect when it hits the opponent while attack and causes the opponent to bounce (If you're just going to do that, make it chargable instead).
-He can rapid cancel jC without it making contact with the opponent and touches the ground.
-It's possible for his running throw to grab the opponent during the lie down state.
-His air throw can be rapid canceled before it hits and causes the opponent to get stuck.
-Shovel Drop be chained consecutively on each hit and still pogos the opponent when it's blocked.
-Depending on the opponent's hitbox, Shovel Drop can miss when standing near them and jumping without moving (It pushes the opponent slighty when jumping close to them).
-66B causes in state 230: has no root debug errors and depending on the hitbox, it can't hit if the opponent is too close to him.
-The B and EX versions of Charge Handle wall bounces the opponent to the opposite direction when they jump over him.
-The charged version of EX Charge Handle does less damage than the regular version.
-The swish sound on the air version of Charge Handle plays after it hits the opponent.
-The strong ground shockwave on all versions of Unearth is layered behind him and the opponent.
-The charged version of Charge Handle doesn't do what the readme states (Reflecting projectiles).
-Charge Handle and Propeller Dagger doesn't deal chip damage.
-Trench Blade doesn't have large sliding dust when he shovels the jewels off the ground.
-The projectiles of EX Trench Blade, the charged version of EX Charge Handle and EX Propeller Dagger all have meter gain when it makes contact with the opponent.
-His position on the first frame gets misaligned when using Ultra Dead Angle.
-Hail the Troupple King! should have a swish sound when he brings his pendant.
-Treasure Opening causes the opponent to get a changed to invalid action 1406 debug error when it successfully catches them.
-Treasure Opening has a hitspark when he grabs the opponent and should be on the last hit instead where the vignette effect plays.
-The vignette effect plays after the finish animation on the NOY version of Treasure Opening.
-Showdown should be unblockable as it's a grab.
-Showdown has a swish sound when it misses (Unearth doesn't even have one).
-The characters in Showdown should have different layering on each hit.

Will get to Okita and Hina on a on a later post since the two got recently updated.

For the moment i decided to leave just like that, as i tried scaling the cinematic, but in 1280x720 stages looks real bad positioned and only looked fine in 640x480, as i thought i wasted my time figuring out how to make it look decent in higher resolutions but for the moment i just decided to stop thinking about that, gonna try other time.
Alright then. I realized the sparks at the end are also part of the cinematic. So there's no way to scale them without making a new one separate for them.

Apparently that's not the case and only occurs when CF enters in NOY mode, even so i deleted all of OHMSBY code much before his release because the current -2 -3 states were from Ichida's Naoto.
Even so i still haven't fixed that yet because the code currently is just the same as Ichida's and my other characters and the debug flood is still occuring.
I see. I set his HP to 1 right away, so I had no clue it occurred much earlier than that. I thought you used OHMSBY's Ragna as the base, so he shouldn't be having those issues at all (Even your other characters don't have it either). So if you're using some of Ichida's Naoto's code, it must be conflicting somehow. I also noticed the debug flood is also occurring when he goes into the Not Done Yet animation.
Title: Re: [Tornillo Thread]: Okita Souji and Hina Updates (3/8/23)
Post by: TornilloOxidado on August 03, 2023, 11:40:33 pm
I should have expected the feedback to be this long. Thanks
As for Charge Handle it can reflect projectiles, but only in the active frames, i can understand that it's really hard to perform. (I mean it only worked VS Terry when i was testing because the startup of Charge Handle is too long) I haven't touched much his startup and recovery frames as all they're from k6666orochi.
But for the files i ended up using Ichida's Curly Brace as a base because i had some complications with k6666's code. Could you explain more about the first point on SK's feedback list?

I will start with these updates this sunday.
Title: Re: [Tornillo Thread]: Okita Souji and Hina Updates (3/8/23)
Post by: ZolidSone on August 04, 2023, 01:18:27 am
I should have expected the feedback to be this long. Thanks
No problem. I would've done it the day you released your Shovel Knight, but I was already working on mine during the previous month. So I had to push it to later until he is finished. Aside from Okita and Hina, I'll also have more the others soon.

As for Charge Handle it can reflect projectiles, but only in the active frames, i can understand that it's really hard to perform. (I mean it only worked VS Terry when i was testing because the startup of Charge Handle is too long) I haven't touched much his startup and recovery frames as all they're from k6666orochi.
Yeah, I tried various projectiles during that time and it was not working for me. In fact, I don't know if he truly can in the source game, so I decided it won't for mine. But you're more than welcome to adjust it so he can on your version. Same goes when using Charge Handle in the air since I don't think he can in source either despite having sprites for them.

But for the files i ended up using Ichida's Curly Brace as a base because i had some complications with k6666's code. Could you explain more about the first point on SK's feedback list?
I had this typed up for a while, but I used my Gunvolt as the base for mine rather than building from the ground up from k6666orochi's. It's much easier to do it this way as he has most of the system errors fixed that I don't have to deal with (Which were already fixed years ago and not on k6666's characters). To answer your question, OHMSBY used a specific set of numbers for all his Blade Strangers characters. The only thing that was different was the walking/running speeds and how high they jump as it depends on the character. But now that you told me that Ichida's Curly was the base and she's the only Blade Strangers character he made for right now, I guess it's technically fine since your characters are based off his rather than OHMSBY's.
Title: Re: [Tornillo Thread]: Ongoing Updates (6/8/23)
Post by: TornilloOxidado on August 06, 2023, 05:43:02 pm
Quote
Noel Vermillion
-Fixed error in 66B Invalid Combo message, also the enemy now can recover on ground.
-Fixed Bullet and Thor transparency issues on MUGEN 1.0.
-Deleted the sliding dust sfx on 66A/B.
-Added twirl sounds to her Dead Angle Attack.
-Deleted the green pixels left on her effects.

-Just a suggestion and technically can be changed as it's included in the "Alternate Portrait" folder, but the small portrait should be the same as the big one by default.
I know what you're saying, but i would like to leave DigitalJinny's portrait by default, to difference better my version than ILoveMyself's version. (Because apparently there are still people who still uses that old version).

-If the bullets hit but the Thor missile somehow manages to miss on Bullet Storm: Nemesis Stabilizer, it may cause the opponent to get stuck and their get hit animation to disappear completely, then drop down a few seconds after (Mostly tested on Centralfiction).
I'm sorry but i wasn't able to replicate this, everytime i tried it happened normally.
About the custom state for the enemy to get stuck and fall seconds after, that was my only alternative because depending on how you're using the attack, sometimes it can miss and to not make the enemy to get stuck there i added a fall state moments after, i also added it to happen when you roman cancel because finding a real solution was complicated, but is the first time about that gethit dissapearing thing you commented, but i can't replicate it as i said it before.
I just hope to get her fully covered to centrate on NOL Uniform Noel.
 (https://i.imgur.com/kgs6dPO.png)

Title: Re: [Tornillo Thread]: Characters Ongoing Updates (10/8/23)
Post by: TornilloOxidado on August 11, 2023, 05:48:02 am
10/8/2023
Quote
Michael Roa Valdamjong
-Fixed error where EX Rising Lightning gains meter on hit.
-5B is now anti-air because that's how it works in MBTL for some reason.
-AI scaling added.
-Modified AI behavior.
-Reduced high envshake in Thunder Serpent Ghostly Festival and added a Vignitte effect.
-Added a blood effect in Roa's Air Grab success. (Credits to Resentone)
-Increased damage of Thunder Needle A and B versions.
-All grounded versions of Rising Lightning now are air unblockable.
-Fixed Special Intro for Turns VS Kim Kaphwan.
-Fixed error where his air teletransportation "burns" the enemy. (from Ichida's Kouma leftover)
-Changed properties in EX Rising Lightning a little.
-Reworked some hurtboxes and hitboxes in 5BB, plus one frame was removed.
-Reduced SuperPause in Celestial Strike to have the enemy more time to react (-10 ticks).
-Fixed some issues with his sounds.
-Fixed error where 2B can't be canceled into 2C.
-Fixed error where Rising Lightning B did more damage than EX ver.
-Fixed index problem with his Astral Heat Title, changed it to a new one.
-And other changes.
(https://i.imgur.com/EDcsPAN.png)
Title: Re: [Tornillo Thread]: Baiken Released (15/8/2023)
Post by: TornilloOxidado on August 15, 2023, 07:22:33 am
Baiken is out now, downloads in the first page (https://mugenguild.com/forum/topics/tornillo-thread-haohmaru-hina-shovelknight-released-197215.0.html) of the thread.

(https://i.ibb.co/XyPzj6q/mugen009.png)

Due to the sound issues mentioned with Yamaneko Arthur previously, she will be in a hiatus period until i find the right moment to continue with her, same with Noel NOL, as i'm entering the period of exams in the University again.
As for the characters updates i'm still trying to get into work, the thing is that i want to fix issues with my older characters and implement AI scaling to them.
Some revamps are in plan: K Dash and NESTS Kyo.
Spoiler, click to toggle visibilty
Title: Re: [Tornillo Thread]: Baiken Released (15/8/2023)
Post by: TornilloOxidado on August 15, 2023, 04:01:19 pm
I just forgot this entirely, i'm sorry.
Fixed Baiken's This is Me? sprite, this is not an option, go redownload the character, now. This is mandatory
(https://i.ibb.co/twGW36k/mugen000.png)
Title: Re: [Tornillo Thread]: Baiken Released (15/8/2023)
Post by: TornilloOxidado on August 15, 2023, 07:24:46 pm
Another Baiken fix, but this time is probably optional for now:
Quote
-Fixed head.pos and mid.pos alignements
Title: Re: [Tornillo Thread]: Baiken Released (15/8/2023)
Post by: TornilloOxidado on August 16, 2023, 08:46:10 pm
Hina Hirasaka update. This is somewhat important
Quote
-The guard.pausetime for the enemy in Issenkuosa has been greatly reduced, so the enemy now can change guard states properly.

This greatly will improve your battles against her AI or another player.

Demonstration: https://streamable.com/xbx50f
Title: Re: [Tornillo Thread]: Baiken Released (15/8/2023)
Post by: snowy997 on August 24, 2023, 11:25:30 am
I was looking at your possible characters list, and i saw Kim, Joey S. recently released a OHMSBY version of him, so you will still have in that list?
Title: Re: [Tornillo Thread]: Baiken Released (15/8/2023)
Post by: TornilloOxidado on August 24, 2023, 02:53:00 pm
I was looking at your possible characters list, and i saw Kim, Joey S. recently released a OHMSBY version of him, so you will still have in that list?

Obviously.
Title: Re: [Tornillo Thread]: Ongoing Updates (24/08)
Post by: TornilloOxidado on August 24, 2023, 06:41:50 pm
Fix updates for Haohmaru and Hina, there is a big update coming after this.
Quote
Hina Hirasaka
-Fixed error where her burst icon doesn't go to overheat when she's getting hit in the running part of Hirasaka Execution.
-Her WinPose VS. Shimo now plays after Astral Finish too.
-New palette: Chisato Nishikigi, replaces Archetype Earth. You still can find that palette in the respective folder.

Known issues
-She needs color separation, you can notice that her colors in groups 200 and 210 are slightly wrong in her jacket, her sprites were from Cafe's Hina, so this problem lies on how he has set her sprites before.

Haohmaru
-Fixed Issen Slash on Tenha Hadansen when he's facing left.
-Todorokiha and Reshinzan EX were nerfed.

EDIT: Haohmaru now can do Kougetsuzan while running.
EDIT 2 (13:43): Did a fast fix on Hina again about her palette and the overheat issue because it wasn't fixed properly before. i hope it's fine now.
You can check the last modified time in the drive file.
Title: Re: [Tornillo Thread]: Ongoing Updates (24/08)
Post by: Toxic Masculinity on August 25, 2023, 03:44:38 am
You can check the last modified time in the drive file.
I'm glad you mentioned that, because I noticed a couple weeks ago that out of all the OHMSBY style creators, your Google Drive is the only one that never has dates in the "last modified" section, so I'm never able to tell what was most recently updated based off of the Drive data. Not a big deal though, I just reference your actual website when I need to download updates. Thank you too btw for the updates and everything else you've created.
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: TornilloOxidado on August 25, 2023, 04:59:18 am
You can check the last modified time in the drive file.
I'm glad you mentioned that, because I noticed a couple weeks ago that out of all the OHMSBY style creators, your Google Drive is the only one that never has dates in the "last modified" section, so I'm never able to tell what was most recently updated based off of the Drive data. Not a big deal though, I just reference your actual website when I need to download updates. Thank you too btw for the updates and everything else you've created.

What really? When i open Drive it always show the date and time of the archive last modified.
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: XANDERAC on August 25, 2023, 04:41:50 pm
You can check the last modified time in the drive file.
I'm glad you mentioned that, because I noticed a couple weeks ago that out of all the OHMSBY style creators, your Google Drive is the only one that never has dates in the "last modified" section, so I'm never able to tell what was most recently updated based off of the Drive data. Not a big deal though, I just reference your actual website when I need to download updates. Thank you too btw for the updates and everything else you've created.

What really? When i open Drive it always show the date and time of the archive last modified.

Can confirm the dates aren't there for me also, maybe they show up for you as the owner of the account? not sure
(https://i.gyazo.com/91d8b7fa7acb466cac076e5ea0096dae.png)
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: T1t@n Ur@nus on August 25, 2023, 05:36:57 pm
It's because they are shortcuts.
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: TornilloOxidado on August 25, 2023, 05:53:55 pm
It's because they are shortcuts.

I had set the shortcuts in the link where all my characters are in one folder, that could explain what he said.
I did that so i won't have to reupload the same file in other folder.
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: JolarValenflower on September 03, 2023, 10:13:08 am
Oh gosh
This youtube TornilloOxidado Videos take down
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: Francis Fox on September 03, 2023, 12:21:37 pm
It seems like your videos have currently been taken down on Youtube. And what's wrong with the channel ?
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: WF4123 on September 03, 2023, 12:52:22 pm
It seems like your videos have currently been taken down on Youtube. And what's wrong with the channel ?

Violating YouTube Guidelines.
IDK what content are thinking about, promoting some crack software or something illegal material that he was hacked by anonymous?
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: TornilloOxidado on September 03, 2023, 06:02:31 pm
I'm currently trying to get back my Channel, i swear Youtube's automatic system for reviews is a piece of shit.
This is so annoying.
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: JolarValenflower on September 04, 2023, 11:27:08 am
This sad TornilloOxidado Youtube Channel is down

But MugenVideos that very soon...

Don't worry screenshot is fine
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: WF4123 on September 04, 2023, 01:34:00 pm
I'm currently trying to get back my Channel, i swear Youtube's automatic system for reviews is a piece of shit.
This is so annoying.

I really knew. Monkeys just did oopsie-daisy about your channel!
Title: Re: [Tornillo Thread]: Character Updates (24/08)
Post by: ArcBeast on September 05, 2023, 04:21:54 am
Youtube is such a Bullshit now.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: TornilloOxidado on September 05, 2023, 07:17:25 am
(https://i.ibb.co/7WLdgKZ/mugen013.png)
Shimo Hirasaka Released.
Download her: https://drive.google.com/file/d/1MYLKXDBrjTVYzRkytCcCqB__V9UD_GS8/view?usp=sharing
I still have my YT channel down, so for this time the video is uploaded on Rumble.
All this thing still annoys me.
And i'll be away some weeks because i'm not feeling too good lately. Better if i don't explain it much, still i'll be around on Discord some days.

Here it is some updates:
Quote
Hina Hirasaka
-Fixed error where Shinenzan EX gained meter on hit.

Battler Ushiromiya
-AI scaling.
-AI behavior changed.
-Some FX changes (Credits to PackmanMUGEN).
-Hitsounds of his Blue Truth changed, since it isn't a laser beam, now it uses his original hitsounds.
-His new jC is his old jB and vice-versa.
-Nerfed Elegant Blue Raid hitboxes, but now it has a small helper box to prevent whiff in close range.
-Damage values adjusted.
-Blue Truth startup reduced.
-More characters voicelines/special intro Vs. Female:
-Kirino Kousaka
-Hiro
-Hiro Two
-Etna
-Hina Hirasaka
-Shimo Hiraska
-Towa Yuhazaki
-Cirno
-Saki Mitonoya
Spoiler, click to toggle visibilty
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: Momotaro on September 05, 2023, 10:45:35 pm
(https://i.ibb.co/7WLdgKZ/mugen013.png)
Shimo Hirasaka Released.
Download her: https://drive.google.com/file/d/1MYLKXDBrjTVYzRkytCcCqB__V9UD_GS8/view?usp=sharing
I still have my YT channel down, so for this time the video is uploaded on Rumble.
All this thing still annoys me.
And i'll be away some weeks because i'm not feeling too good lately. Better if i don't explain it much, still i'll be around on Discord some days.

Here it is some updates:
Quote
Hina Hirasaka
-Fixed error where Shinenzan EX gained meter on hit.

Battler Ushiromiya
-AI scaling.
-AI behavior changed.
-Some FX changes (Credits to PackmanMUGEN).
-Hitsounds of his Blue Truth changed, since it isn't a laser beam, now it uses his original hitsounds.
-His new jC is his old jB and vice-versa.
-Nerfed Elegant Blue Raid hitboxes, but now it has a small helper box to prevent whiff in close range.
-Damage values adjusted.
-Blue Truth startup reduced.
-More characters voicelines/special intro Vs. Female:
-Kirino Kousaka
-Hiro
-Hiro Two
-Etna
-Hina Hirasaka
-Shimo Hiraska
-Towa Yuhazaki
-Cirno
-Saki Mitonoya
Spoiler, click to toggle visibilty

Congratz with Shimo release.

I'll PM you some elements of feedback.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: TornilloOxidado on September 07, 2023, 04:42:43 am
It's been 3 days since i asked the YoutubeTeam on twitter to give me back my channel, they told me that i just need to wait their final answer as i said, it's been 3 days since that response from the team But nothing yet. Bravo
Here's a small update for Shimo (neccessary if you actually use her much:
Quote
-Fixed error where Issenkuosa didn't kill the enemy in her Yugizan/Retsugizan run, for example if you used Issenkuosa against Ichida's Adler with his Blitzgeist active, it will result in him succesfuly surviving Shimo's attacks instead of dying because the energy ball would save him.
-Fixed error where she still used Hina's code for special intros in turns mode, so she now will do her intro against her sister properly.
-Deleted Hina's sprites that were left in the sff.
-Deleted unused custom sprites. (group 190,2-4).

Known issues: She needs color separation like her big sister.
About Shovel Knight update: He will be updated after Noel NOL release, because she's currently my top priority now.
Ryo Sakazaki will be updated along the other KOF characters later, there will be an exclusive feature with this group of characters in the future.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: JolarValenflower on September 07, 2023, 08:46:38 am
Videos is back
Thank Rumble
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: Momotaro on September 07, 2023, 12:34:15 pm
Thanks for the updates !
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: TornilloOxidado on September 07, 2023, 10:59:01 pm
Update: They will not doing anything about my channel and it's gone, this is just unfair and shit. I have no words to express my anger right now, the account i used as my YT channel it was also for my personal entertainment and other things too.
Again they didn't told me wich video was specificaly "harmful".
I replied instantly their DM but they stopped contacting me after that.
Spoiler, click to toggle visibilty
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: Momotaro on September 08, 2023, 12:06:10 am
Update: They will not doing anything about my channel and it's gone, this is just unfair and shit. I have no words to express my anger right now, the account i used as my YT channel it was also for my personal entertainment and other things too.
Again they didn't told me wich video was specificaly "harmful".
I replied instantly their DM but they stopped contacting me after that.
Spoiler, click to toggle visibilty
wow!
I don't know what to say...

I'm curious to know what exact content and what kind of scène or detail make them freak out like that...
I discovered your work just lately.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: Mushypepito123 on September 08, 2023, 01:59:41 am
Sue youtube at this point, raid their headquarters.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: Colonel Sanders on September 08, 2023, 02:58:41 am
or don't.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: Mushypepito123 on September 08, 2023, 03:53:06 am
It's made to be a joke, don't take it too serious.

Anyways, I hope everything would work out soon. Or you can use alternative websites other than youtube.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: ZolidSone on September 08, 2023, 06:29:30 am
Since Noel NOL is the next character right now, here's the rest of the feedback on Noel Vermillion as some of this may carry over to the EX variant as well and may be forgotten if I don't post this now:
-5A, 2A and 2B doesn't cause fall when it hits the opponent in the air.
-66A could use a normal ground shockwave when she hits the ground with her foot.
-The backwards dodge still doesn't have the palfx like the other dodges.
-She actually has some green pixels on her main sprites too (If you look at her sprites very sprites very closely, there are some small gaps that are supposed to be transparent. There are too many to name so you'll have to look and see for yourself)
-Sprite (6220,2), (6220,5) still have green pixels in the effect.
-The large sliding dust on Muzzle Flitter plays 5 ticks before the jump.
-The hitsparks and guard sparks in Chain Revolver/Chain Boomerang should be higher.
-Chain Revolver/Chain Boomerang can't be rapid canceled.
-Assault Trough doesn't have small sliding dust and sound at the end of the animation.
-The afterimages in Assault Trough still continue after she returns to her standing animation.
-The large gun disappears and reappears back on Zero Gun Fenrir during the superpause.
-Bullet Storm: Nemesis Stabilizer doesn't register any of the hits on the combo counter.
-All the shots except for the final rocket in Bullet Storm: Nemesis Stabilizer can't hit OHMSBY's Marx or Dracula.
-The Burst spark is misaligned when using Ultra Burst.

Just Noel for right now since it's the top priority for you. And speaking about Shovel Knight, I forgot to mention on the previous feedback that 5BB has a normal shockwave that wasn't removed as that was a leftover when he stomps the ground and these moves: Charged Charge Handle B, EX Propeller Dagger and Hail the Troupple King! can't hit OHMSBY's Marx or Dracula.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: Resentone on September 08, 2023, 08:32:59 am
Damn, they just straight up terminate you without a strike or anything.
Title: Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)
Post by: TornilloOxidado on September 09, 2023, 06:00:27 pm
Screw it all, i used one of my other accounts to create another channel with the same name. I'm afraid the only video i had saved in my disk is currently Shimo's Release, and since this channel is "new" i can't share download links yet, so here we go again, if this channel is killed by Youtube again, i will move to Rumble for real.
Still hurts, RIP 2k suscribers.
I will post the video here because i don't want it to be lost in the Video thread.
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: TornilloOxidado on October 15, 2023, 09:35:23 pm
NOL Noel re-released.
(https://i.ibb.co/smqnKMd/mugen000.png)
Download her: https://drive.google.com/file/d/1CsN_E1XyjW-6SlCEtkqRAoWv4YI1AvjK/view?usp=sharing
Palettes made by Mid177 and Paulo S will not work on her unless you have the palette set as reversed.

Spoiler: Coming Soon. (click to see content)

Quote
Noel Vermillion / NOL Noel
-Special intro and Special WinPose VS Taokaka.
-Fixed error where Bullet Storm doesn't hit OHMSBY's Marx and Dracula.
-Added new effects and sprites.
-ENG Voicepatch updated.
-Modified hit properties in a lot of attacks.
-More bug fixes.

NOL Noel only
-Added second Astral Heat: Valkyrie Veil Prototype.
-New intro animation.
-All of her sprites were reimported, older palettes have been replaced.

Sorry but due to YT verification thing i can't post links on the description of my Youtube Videos, so for the moment you'll have to download my characters from here or my site.
Nevermind, i can use the advanced functions now.
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: JoeStarX on October 17, 2023, 02:08:06 am
Hello does your characters have AI scaling? sorry if this was already stated
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: TornilloOxidado on October 17, 2023, 03:08:05 am
Hello does your characters have AI scaling? sorry if this was already stated

Why you didn't just checked my site, all of them have AI scaling except the KOF characters.
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: TornilloOxidado on October 17, 2023, 03:28:38 am
Quick update
Quote
NOL Noel Vermillion
-New command for Valkyrie Veil Prototype: DF,DF C or D,D,X+Y
-AI now will do both versions of Valkyrie Veil randomly.
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: JoeStarX on October 18, 2023, 05:43:46 am
Hello does your characters have AI scaling? sorry if this was already stated

Why you didn't just checked my site, all of them have AI scaling except the KOF characters.

My mistake thanks for having AI scaling! Now time to browse your site lol
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: SquidlyPoli1 on October 21, 2023, 05:15:16 am
I really hate to return to this thread but
Do not ask for content to be created!
If what you want doesn't exist, asking others to make it for you is not the way to go. If you want something done, do it yourself.
I don't think tornillo was ever going to make an order sol (I'm not seeing it in his WIP list) and I'm not sure what those pvz fire effects would offer that the pre-existing guilty gear versions of order sol wouldn't. He already told you not to get impatient over OHMSBY's joker and you're bombarding him with this too. That's kinda shady
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: JolarValenflower on October 21, 2023, 05:17:49 am
I really hate to return to this thread but
Do not ask for content to be created!
If what you want doesn't exist, asking others to make it for you is not the way to go. If you want something done, do it yourself.
I don't think tornillo was ever going to make an order sol (I'm not seeing it in his WIP list) and I'm not sure what those pvz fire effects would offer that the pre-existing guilty gear versions of order sol wouldn't. He already told you not to get impatient over OHMSBY's joker and you're bombarding him with this too. That's kinda shady

I removed
Title: Re: [Tornillo Thread]: K' Revamp Update (29/10/23)
Post by: TornilloOxidado on October 29, 2023, 05:28:17 am
K' has been updated, he technically was my first character so he deserved attention.
Updates here: https://sites.google.com/view/tornillo-oxidado-edits/characters?authuser=0
Quote
-K' will now throw his glasses during Chain Drive, if the glasses hit he will go straight to hit the enemy and start the ranbu.
-AI scaling added.
-His AI has been renowed entirely.
-Damage scaling adjusted.
-His Astral Heat win pose (thumbs down) now has more frames. (Thanks to DigitalJinny for the effort)
-New EX Move: Second Whip (Replaces EX Ein Trigger)
-New move: Second Knuckle (C after Ein Trigger)
-Crow Bite now hits 3 times.
-Bug fixes.
-New details on Crimson Star Road and Hyper Chain Drive.
-More voices and winposes.
-Super Cancel update
-Updated Readme file
-New jB animation
-Added an extra hit to his ground throw
-Fixed error where 2B can't be normal canceled
-Adjusted fall.recovertime values
-Blackout and Blackout EX now will do zero damage, but their velocity values have been increased. (3 invincible frames for Blackout and full invincible animation for EX version)
-Hit velocities adjusted in almost every move.

Spoiler: He actually throws his glasses now. (click to see content)

Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: TornilloOxidado on November 06, 2023, 08:25:28 pm
Million Arthur: Arcana Blood sounds link and folder updated in the Resources Section (https://sites.google.com/view/tornillo-oxidado-edits/resources?authuser=0)

Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23) )
Post by: TornilloOxidado on November 10, 2023, 03:28:56 am
Quote
Battler Ushiromiya
-5BB is the new 5B.
-Fixed error where 5B and Blue Blow were unblockable during blockstun.
-Hit velocities and recovery values in special and normal attacks were adjusted.
-Distortion Drive effect aligned.

Added more characters name list for Battler's special intro and Sommelier Time:

Female:
-Yukari Takeba
-Saki Mitonoya (She was in the "wrong" section before)
-Shadow Naoto
-Shadow Chie
-Elizabeth
-Margaret
-Riesz
-Chiester 410
-Kaguya Seikaiguu
-Sion Eltnam Atlasia

Male:
-Shadow Kanji
-Shadow Yosuke
-Sho Minazuki
-Junpei Iori
-Ernst Von Adler
-Elektrosoldat
-KENSHIRO
-8296
-Scorpion
-Sub Zero
-Noob Saibot
-Raiden
-Johnny Cage
-Jotaro Kujo || jotaro
-Dio Brando || dio
-Final Dio
-Joseph Joestar
-Kakyoin Noriaki




Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: Solid Snivy on November 10, 2023, 03:57:38 am
Small bug regarding K, but it seems like the black background for NOY Crimson Star Road isn't locked into place when he moves. This seems like a 1.0 only bug, but I could be wrong if it happens in 1.1 too.
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: TornilloOxidado on November 10, 2023, 04:59:16 am
Small bug regarding K, but it seems like the black background for NOY Crimson Star Road isn't locked into place when he moves. This seems like a 1.0 only bug, but I could be wrong if it happens in 1.1 too.

Ah, MUGEN 1.0 things, same thing happened with Okita long ago, gotta fix that tomorrow.
Title: Re: [Tornillo Thread]: NOL Noel Re-Released (15/10/23)
Post by: TornilloOxidado on November 10, 2023, 06:58:18 pm
I don't want to make this too long so, my laptop where i worked with my MUGEN projects and everything else has died this morning, and i was checking with my brother and he said that my graphic card died for real, my plans got screwed once again.
I'll be using an old laptop that we had here in the house for the moment untill i can get a new laptop.
My SSD got saved but this laptop can't support this type of disk, i'll be working with my USB that i did a copy of my mugen there, but the process will be slower from now on.
About the future videos: the quality will be worse for sure.

Sorry about this.
Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: TornilloOxidado on December 08, 2023, 08:36:57 pm
(https://i.ibb.co/4NZttBm/mugen000.png)
Jin Kazama was released, he's technically my first character released since august (Shimo Hirasaka), i will not lie, i was nervous all this time about how things would come out, and i'm still nervous but i tried to work with that i have anyway.
The next video will be a WIP one, since Jin Kazama will be the last character i will make for this year (probably), it's sad that how my plans were screwed not one but three times in less than 4 months, it seems that this year wasn't for me.
The next in to do list is more updates for my characters, though it will be a little hard because this PC can't run my regular MUGEN, as that's why i used a default mugen to make JinK's video
For a little hopes up, i already did a deal to get a new laptop, but it will be here in two weeks or more probably.
Have a nice day.

Download Jin Kazama here: https://drive.google.com/file/d/18SZKfSo38nZxWaRCmJecu0XUMUAhTCOA/view?usp=sharing
Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: DauntlessMonk7 on December 09, 2023, 02:13:22 am
Download Jin Kazama here: https://drive.google.com/file/d/18SZKfSo38nZxWaRCmJecu0XUMUAhTCOA/view?usp=sharing

Seems pretty good so far, though I have a few notes & critiques:

- Jin cannot jump over himself with just a regular jump while the other Jin is standing or walking backwards, he needs to a double jump in order to do so.
- The color palettes on 5C look a bit odd, like the shading on the pants change.
- QCB+B kind of feels like it recovers too quickly, and I dunno if this is how it works in SFXT, but the fact that it doesn't knock down, even when comboed into, kind of feels a bit odd to me.
- The Exceed Accel & Astral could probably do with some better laser FX with more transparency, like say from POTS' Evil Ryu's fully charged level 3, or Sennou Room's Mecha Hisui's Great Cats Genocider.
Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: Nocturnis on December 09, 2023, 02:14:36 am
A couple of things I've noticed with Jin so far:

His A,A,A,A string leaves the electricity lingering for a very long time. I suspect this was for testing purposes and accidentally left in.

Penetrating fists hitbox might be a little longer than it should be - you can force guard on wakeup into a throw loop if enemy standing guards. I haven't played Tekken in some time. So I could be wrong about how this works.

Corner Infinite: A, Double Lift Kick - Loop.

The footstep sound for his forward run is off by an animlem on the left (if I remember) foot.

Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: TornilloOxidado on December 09, 2023, 07:36:25 pm
Update for Jin (The first character ever to have an important update right after his release)
-The first two things that DM7 pointed out were changed, now Left Drill produces knockdown on standing states.
-Changed electricity parameters.
-Astral Heat Hell to Heaven changed to Polar Demon Gouge. (Thanks to Digital Jinny for doing some custom sprites for this)
-Fixed infinite in running grab
Corner Infinite: A, Double Lift Kick - Loop.

I make sure that when you do DLK for second time the enemy will recover, this is not an infinite in my case.
https://streamable.com/u1m7yk
Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: SwordmasterZack on December 10, 2023, 10:50:49 pm
On Jin, Devil Spark state is still on the enemy even after the move ends
Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: Dude01 on December 17, 2023, 10:23:08 pm
So I gotta say something. what's gonna happen to your planned characters because your jin kazama is already done
Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: TornilloOxidado on December 18, 2023, 01:13:37 am
So I gotta say something. what's gonna happen to your planned characters because your jin kazama is already done

Sorry i didn't checked it before, i changed the planned section with another character.

On Jin, Devil Spark state is still on the enemy even after the move ends

I noticed that happened to me only when a character with a parry move defends from the Devil Spark and then moves on, i have set that the projectiles will dissapear after a short time now, not sure if this will fix entirely the issue you mentioned because that didn't happened to me at all.
Title: Re: [Tornillo Thread]: Jin Kazama Released (8/12/23)
Post by: SwordmasterZack on December 18, 2023, 02:27:43 am

On Jin, Devil Spark state is still on the enemy even after the move ends

I noticed that happened to me only when a character with a parry move defends from the Devil Spark and then moves on, i have set that the projectiles will dissapear after a short time now, not sure if this will fix entirely the issue you mentioned because that didn't happened to me at all.
Well my issue involve them getting hit by Devil Spark in general and not when they parry it (if they had a parry or parry based move to begin with)
Title: Re: [Tornillo Thread]: 4 Characters updated (16/1/2024)
Post by: TornilloOxidado on January 16, 2024, 07:55:36 pm
4 characters updated.
Quote

Michael Roa Valdamjong
-Fixed error where 5B and all versions of Rising Lightning were unblockable during guard hitstun.
-Intro Vs. Bang Shishigami.

Makoto Nanaya
-Fixed error where 5B and Corona Upper were unblockable during guard hitstun.
-Adjusted damage dampener values.
-Life reduced from 1100 to 1070.
-Space Counter will not react against throws anymore.

Jin Kazama
-Minor change in helper states.

Jam Kuradoberi
-Fixed error where Gekkirin was unblockable during guard hitstun.
-Adjusted damage dampener values.
-Changed background on the final part of Gasenkotsu.
(https://i.ibb.co/qnBTHtF/mugen009.png)

Misc
-Videos section on the site is back.


Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: TornilloOxidado on January 17, 2024, 09:47:50 pm
(https://i.ibb.co/x8tCy3x/mugen027.png)
After all this time, Bang Shishigami has been released.
Not tested in IKEMEN nor MUGEN 1.0.
That's all i have to say now.

Download the character here: https://drive.google.com/file/d/12nW3q3XFlBC_t6XPVEeygzibMSJXaXpx/view

Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: Dude01 on January 17, 2024, 10:12:10 pm
117mb Holy Crack and Eggs but damn
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: TornilloOxidado on January 17, 2024, 11:12:10 pm
117mb Holy Crack and Eggs but damn

The next character will be 100MB+ too, it is what it is.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: onomamashinee on January 18, 2024, 12:21:35 am
It is great to see Blazblue getting some love from the MUGEN community. Thank you for the amazing char!
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: ArcBeast on January 18, 2024, 12:30:53 am
Yes, another Blazblue character! Thank you for the amazing work!
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: T1t@n Ur@nus on January 21, 2024, 05:41:29 am
The next character will be 100MB+ too, it is what it is.

If you're referring to Wildcat I assume this means you're not using the elementals. Good choice if not. Otherwise she's quite a hefty gal, packing 200mb+ in effects alone.

Thought this might help for future/updates of BlazBlue characters.
Pulled directly from the game's scripts.
http://boxdox-bb.dantarion.com/#/ (http://boxdox-bb.dantarion.com/#/)
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: TornilloOxidado on January 21, 2024, 01:14:49 pm
The next character will be 100MB+ too, it is what it is.

If you're referring to Wildcat I assume this means you're not using the elementals. Good choice if not. Otherwise she's quite a hefty gal, packing 200mb+ in effects alone.

Thought this might help for future/updates of BlazBlue characters.
Pulled directly from the game's scripts.
http://boxdox-bb.dantarion.com/#/ (http://boxdox-bb.dantarion.com/#/)


I'm using the elementals, but i never said that i finished them, so for the moment the file is 98MB right now, but i still didn't imported the specific effects for the elements. (That plus i didn't started the super moves yet.)
I think i mentioned this in my review video already.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: TornilloOxidado on January 24, 2024, 07:05:22 pm
Quote
24/1/2024
Bang Shishigami
-Fixed error where his streak effects on Daifunka didn't followed him during the running transition. (MUGEN 1.0 only)
-Head.pos and mid.pos adjusted.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: jacky28 on January 26, 2024, 06:01:13 am
bang ai kinda insane....lol,even't ai level 1,crazy combo
Title: Re: [Tornillo Thread]: Terry Bogard Update (27/1/24)
Post by: TornilloOxidado on January 27, 2024, 07:22:23 pm
Quote
Terry Bogard
-AI scaling.
-Nerfed recovertime values in special attacks.
-Damage scaling values adjusted.
-Fixed error where 2B and Rising Tackle were unblockable during guardstun.
-Additional aesthetics on Trinity Geyser.
-Fixed error where the Burst icon didn't overheat after failing Trinity Geyser.
-New animation attempt on Astral Heat.
-Super Cancel Mechanic. (Buster Wolf can be Super Canceled into Power Geyser)
Title: Re: [Tornillo Thread]: Terry Bogard Update (27/1/24)
Post by: TornilloOxidado on January 27, 2024, 11:48:13 pm
Yet another quick update:
Quote
Terry Bogard
-Fixed error where 2B cannot make contact during enemy gethit states.
-Fixed error where Power Geyser was unblockable during guardstun.
-Faster landing animation after Crack Shoot.
-Fixed air grab animation where was one frame missing.


bang ai kinda insane....lol,even't ai level 1,crazy combo

That depends in how your definition of "crazy" is, the scaling just only makes him stop doing actions with a certain probability when the lower the AI level is,  it doesn't actually guarantee that the AI will be dumb like a potato if is that's what you guys want it to be, OHMSBY and Resentone characters however have a different scaling code, i preffer the way i'm doing instead of coding a lot of AI routes depending of each level, it was stressing enough with the people complaining for a AI scaling in the first place.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: PotS on January 28, 2024, 05:16:19 pm
Found some stuff for Bang:

- In the corner I can do about five A auto combos before P2 gets up. I set them to use fall recovery and the "invalid" message never popped up so I figure it's a valid combo
- A, 236A is a corner infinite
- j.C knocking down seems like it works against him. Probably a template thing
- When he reappears after 22B he's still statetype S
- Uses sounds 220,0, 220,2 and 830,1 which don't exist
- 623B and 623C cause debug flood
- Is there any benefit to going into Banzai directly? I mean since it doesn't hit overhead and is less safe than Sukiyaki
- 236AB keeps running towards the corner even after reaching it
- The intro not moving the camera breaks stages with high tension
- The AI pokes at the wrong distances, leading to some funny interactions where he just punches air as P2 blocks
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: TornilloOxidado on February 04, 2024, 03:33:11 am
Hello, update, bye.

Quote
Bang Shishigami
-Small tweaks on normal attacks.
-jC is air dash cancelable now.
-Banzai and "Ka" (j.2C) hits overhead now.
-Banzai is now air jump cancelable.


Found some stuff for Bang:

- In the corner I can do about five A auto combos before P2 gets up. I set them to use fall recovery and the "invalid" message never popped up so I figure it's a valid combo
- A, 236A is a corner infinite
- j.C knocking down seems like it works against him. Probably a template thing
- When he reappears after 22B he's still statetype S
- Uses sounds 220,0, 220,2 and 830,1 which don't exist
- 623B and 623C cause debug flood
- Is there any benefit to going into Banzai directly? I mean since it doesn't hit overhead and is less safe than Sukiyaki
- 236AB keeps running towards the corner even after reaching it
- The intro not moving the camera breaks stages with high tension
- The AI pokes at the wrong distances, leading to some funny interactions where he just punches air as P2 blocks

Fixed almost all of these, with the exception of:

- j.C knocking down seems like it works against him. Probably a template thing
Not actually a template thing but that's actually how his jC is, with this update i increased the air hit velocity and being able to dash cancel to "help" him with that.


- 623B and 623C cause debug flood
I know but i had some difficulties trying to get rid of it, i think it's probably because i set a variable that triggers on prevstateno to save copypasting the same states over again, but i may be wrong.

- Is there any benefit to going into Banzai directly? I mean since it doesn't hit overhead and is less safe than Sukiyaki

This was actually fixed (it hits overhead now) but just wanted to comment that Banzai is also air dash cancelable so it is possible to follow another combo if it hits sucessfully.

- The intro not moving the camera breaks stages with high tension

The most stressing one probably, i was playing with that intro state for days but it really depends in which stage are you playing the char, it also screwed the character position before the round starts and that.
I'm considering in removing the intro or doing the unconventional way with the descending animation.








Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: Mid117 on February 27, 2024, 06:12:41 pm
Hey TornilloOxidado,
I did some sprite cleaning for your noel vermillion.
(https://i.imgur.com/2XfrR13.png)
https://drive.google.com/file/d/1beCVupV5SZD8W-cqeD4QLgGzqvC8is8_/view?usp=sharing
i also flip Noel vermillion's color palette so it can be compatible with EXNoel color palettes,
let me know if there is an error
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: TornilloOxidado on February 29, 2024, 04:04:43 am
Hey TornilloOxidado,
I did some sprite cleaning for your noel vermillion.
(https://i.imgur.com/2XfrR13.png)
https://drive.google.com/file/d/1beCVupV5SZD8W-cqeD4QLgGzqvC8is8_/view?usp=sharing
i also flip Noel vermillion's color palette so it can be compatible with EXNoel color palettes,
let me know if there is an error


My god thanks a lot for this, you don't know how much i was suffering when making Noel NOL thanks to the endless glitches with the palettes, both Noels will be updated soon.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: ZolidSone on February 29, 2024, 09:32:25 am
Speaking about Noel NOL, can you fix these too?:
-Required sprites (5070,20), (5072,10) & (5072,20) are missing.
-Her forward dodge dust is scaled way too large.
-The other half of her air dash effect is missing.
-Her palfx is bugged and doesn't glow white when she performs her standing and forward dodges.
-The blast effect on her running throw follows her when rapid canceling (Same goes with regular Noel).
-2B doesn't cause fall when it hits the opponent in the air.
-The normal ground shockwave on 66A is misaligned and is layered in front of her (Same goes with regular Noel).
-The hitsparks and guard sparks in Chain Revolver/Chain Boomerang should be higher.
-Assault Trough doesn't have small sliding dust and sound at the end of the animation (Regular Noel has just the sound itself).
-Bullet Storm: Nemesis Stabilizer doesn't register any of the hits on the combo counter (Neither Noels was fixed on this).
-The sound when her Exceed Accel was used is missing.
-Her Awakening Cut In is not aligned on the same position as the regular version.
-The stage BG will remain stuck in black if the round was reset in the middle of Valkyrie Veil.

For some reason, she has a couple of errors that was already fixed in the the regular version but not on the EX variant. I had these typed up for a while, but haven't got around posting it nor have any feedback on your latest releases it due to IRL.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: Mid117 on February 29, 2024, 02:55:25 pm
My god thanks a lot for this, you don't know how much i was suffering when making Noel NOL thanks to the endless glitches with the palettes, both Noels will be updated soon.
Here is also a fix for EXNoel sprites color
(https://i.imgur.com/ANiw50J.png)
https://drive.google.com/file/d/1-19HuML6WSCJ8oIbo3jqyqHLFaJLgRwk/view
let me know if there is an error
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: ArcBeast on February 29, 2024, 09:25:03 pm
My god thanks a lot for this, you don't know how much i was suffering when making Noel NOL thanks to the endless glitches with the palettes, both Noels will be updated soon.
Here is also a fix for EXNoel sprites color
(https://i.imgur.com/ANiw50J.png)
https://drive.google.com/file/d/1-19HuML6WSCJ8oIbo3jqyqHLFaJLgRwk/view
let me know if there is an error

Can you work on Jin OHMSBY palette as well?

There is a glitch on his palette.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: Takanashi Hoshino on March 06, 2024, 11:48:06 am
I had to redownload your Jin Kazama again and I've noticed that he has Ryo Sakazaki's palettes on his folder.
Title: Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)
Post by: TornilloOxidado on March 07, 2024, 05:09:20 pm
I had to redownload your Jin Kazama again and I've noticed that he has Ryo Sakazaki's palettes on his folder.

I had to wake up from my grave.

I didn't really noticed that i left Ryo's palettes there, and why no one told me this sooner.
Anyway, i had planned to update everyone at the same time but now that doesn't matter i guess.

Quote
Jin Kazama
-Deleted Ryo Sakazaki leftovers.
-Mental Alertness no longer has invuln startup, however it now activates faster.
-Added custom state for OHMSBY's Kiryu Coco: "Shitpost Review"
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on March 11, 2024, 08:45:00 pm
(https://i.ibb.co/CbvcwXs/mugen004.png) (https://ibb.co/K27P5Qz)
(https://i.ibb.co/n3QZsDJ/mugen014.png) (https://ibb.co/q0mXMRQ)

Nero Claudius and Yamaneko Arthur released.

Downloads
Nero Claudius: https://drive.google.com/file/d/14cjeOawBo-f4d_QJ_hlzfXfvq6pQ5Wvk/view?usp=sharing
Yamaneko Arthur: https://drive.google.com/file/d/1VMdIoE8GQOLd5DnrmcO8mPucn1pgw5Gv/view?usp=sharing

Spoiler: Coming Soon. (click to see content)

Quote
Noel Vermillion / Noel NOL
-Various bug fixes.
-SFF fixed thanks to Mid117.
-Added custom state for OHMSBY's Kiryu Coco: "Shitpost Review"
Spoiler, click to toggle visibilty

KNOWN ISSUES
-During Yamaneko's Astral winpose, there will be a litte long time before the "You Win" state appear, idk why's that but you can just CTRL+S to speed up the game during that phase.

See you in april, i have a lot of irl things to do. (The U is eating me alive)
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: Mid117 on March 12, 2024, 12:10:53 am
I notice you forgot to apply my sprite patch for noel
(the green color are still there and the color palette hasn't flip)
(https://i.imgur.com/LDJ39Cp.png)
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on March 12, 2024, 12:27:06 am
I notice you forgot to apply my sprite patch for noel
(the green color are still there and the color palette hasn't flip)
(https://i.imgur.com/LDJ39Cp.png)

Oops, blame FFS for that, fixed now, also i forgot to remove the Zip file in EXNoel folder before, now it's removed.

There is also an additional update for the two Noels
Quote
-Fixed error where Spring Raid was unblockable during guardstun.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: jacky28 on March 12, 2024, 06:52:49 am
nero's foward+s,taunt have weird sound the grab sound
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on March 12, 2024, 11:36:23 am
nero's foward+s,taunt have weird sound the grab sound

Fixed.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: Mushypepito123 on March 14, 2024, 01:38:54 pm
Heya, Tornillo. Just so you know, I have color-separated Ragna (and Centralfiction) for your enjoyment and freedom to create more palettes.

(https://imgur.com/BcM28jA.png)

Link: https://drive.google.com/file/d/18fh8tU12kOUSedH8qHLSyBkTCD5g7I9b/view?usp=sharing

have fun.

 
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: PotS on March 16, 2024, 06:35:17 pm
Some feedback for both your new chars:

YAMANEKO:
- 5C startup is movetype I
- 5A is active for 9 frames. The move doesn't seem overpowered but that stuck out to me so I felt like pointing it out
- Air throw has no whiff sound/voice
- Debug errors: invalid actions 6400, 6155, 10012
- Debug errors: invalid sounds 700,1 and S500,8
- 5AAA shots don't quite line up with the gun angle
- 5AAA hit velocities make 5AAAA connect awkwardly. Also I get the feeling flipping those two attacks could make the chain look cooler
- 2C spark misaligned
- 5B can be air teched without an invalid combo message ever showing
- When getting hit, she falls back first but lands on her face
- Some Magic Cannon variations miss KFM at point blank
- Assault Bash is maybe too safe on block (+15)

NERO:
- 5C startup is movetype I
- Air throw has no whiff sound/voice
- Instant j.C might be too good of an overhead. Doesn't seem like you can get that much reward from it but it feels dirty, hehe
- 2C effect appears before she swings the sword
- Debug errors: invalid sounds 215,0 215,2 220,1 220,2 800,2 and S1105,0
- Shield seems to block anything at any height
- 236A effect is visibly cut at the edges
- Fountain of the Saint might be one of the strongest specials I've ever seen in this style
- Fountain of the Saint can't be rapid cancelled. Wonder if intentional
- 5AAAA can't be cancelled
- A common trend in your readmes is having the wrong DP motion (F,D,DF,F)
- Tres Fontaine Claudio hitbox is the opposite of its animation (fatter at the bottom and thinner at the top)
- The standing  throw teleports P2. Even outside the screen if you're in a corner

EDIT:
- Yamaneko 5C has a height restriction for some reason
- Nero's typhoon uses a player type helper, which is really unrecommended
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on March 24, 2024, 09:01:52 pm
Quote
Bang Shishigami
-During his Astral Finish winpose, the lifebars now will be disabled.
-Added custom state for OHMSBY's Kiryu Coco meme status.
-Movelist.dat added (IKEMEN ONLY, thanks to dreadedpotato).

Terry Bogard
-Added custom state for OHMSBY's Kiryu Coco meme status.
-Fixed common.cns
-Movelist.dat added

Yamaneko Arthur
-5A is now 7 frames active instead of 9,  and longer recovery.
-Did some fixes.
-Movelist.dat added

- 5AAA hit velocities make 5AAAA connect awkwardly. Also I get the feeling flipping those two attacks could make the chain look cooler

Would you believe me if i told you that was one of the hardest things to "fix"?, because depending on the timing and the character 5AAAA can hit or miss entirely, her A chain is just exactly like original the Arcana Blood game (except of her 5A that i switched with 5B in this case), i just can't get the correct hit velocities because what i said earlier, i doubt if a custom state can work here too.

- When getting hit, she falls back first but lands on her face

That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)

- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?



And no update for Nero yet, i will dedicate an entire day just for her.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: PotS on March 25, 2024, 04:36:05 pm
- Some Magic Cannon variations miss KFM at point blank
I think i will need your help here, should i increase the hitboxes of the bullets?
Checking it again I think I meant the freeze and fire shots. Indeed, you could extend the hitbox in the first frame(s) of the projectiles. Or momentarily increase width so she pushes P2 in front of the gun. I personally try to use that for the minimum amount of frames necessary. Usually only 1 frame.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on March 27, 2024, 11:38:10 pm
Quote
Noel Vermillion / NOL uniform
-Fixed error where some of her gethit animations had missing frames.
-Fixed missing hurtbox in her air dodge animation.

Yamaneko Arthur
-Added width sctrl values in her Magic Cannon states.
-Increased hitboxes on her Elemental Bullets.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: PotS on March 28, 2024, 04:25:37 pm
That would imply going back to delete and import new gethit sprites, which it will took me an entire day to do so i just skipped for now, heh.
(I picked the sprites with her face down for the land gethit because those sprites were fewer than the other gethit variation)
Forgot to say but if you have sprites for both you could have her both landing on her back or face according to hit type. Check any decent KOF char. Not a big deal either way.
Title: Re: [Tornillo Thread]: Important Update for Kyo (29/3/24)
Post by: TornilloOxidado on March 29, 2024, 09:59:22 pm
Here is an update that it should came out 69 years ago:

Quote
Baiken
-Fixed error where 2B and Youshijin were unblockable during guardstun.
-Removed Jam Kuradoberi voicelines that were left.
-Added custom state for OHMSBY's Kiryu Coco.
-Lifepoints were reduced from 1000 to 980.

Kyo Kusanagi and NESTS Kyo
-Fixed error where special canceling the backwards throw made him facing the opposite direction.
-Fixed error where 2B and Shiki Oniyaki were unblockable during guardstun.
-Fixed common.cns
-Added AI scaling.
-Changed the aesthetics in Shiki Kototsuki You
-Added a bit of more details in the special intro between them.
-Fixed error where Normal Kyo can't cancel his 2A three times unlike his EX version.
-A lot of hit velocities and fall recovery values where changed.
-Some hurtboxes were redid.
-Added custom state for OHMSBY's Kiryu Coco.

NORMAL KYO ONLY
-Ura 108 Shiki Orochinagi is now chargeable. (His animation now will be faster and faster before throwing the flames, it deals insane damage when fully charged.)
-Ura 108 Shiki Orochinagi is super cancelable into Crescent Slash Hyper Ver.
-The hitbox in Yamibarai was greatly reduced.
-Movelist.dat added

NESTS KYO ONLY
-R.E.D Kick fall recovery values changed.
-His regular damage output was increased.
-524 Shiki Kamukura isn't cancelable during 115 Shiki Dokugami anymore.
-Fixed error where the AI can use Saishu Kessen Ougi Mushiki without having power.

-NEW DISTORTION DRIVE: 123 Shiki Shaku En (D,DF,A/B command)
About this move:

->Only usable when 125 Shiki Nanase hits succesfully.
->This super move is from The King Of Fighters XI where the conditions to make this attack are the same.
->This makes him having 4 Distortion Drives in one character.

-Saishu Kessen Ougi Mushiki can be Super Canceled into 123 Shiki Shaku En.
-Movelist.dat wasn't added for this character, as his moveset was changed noticeably.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: Dude01 on March 29, 2024, 10:09:44 pm
Here is an update that it should came out 69 years ago:

Nice 6- I mean Nice Updates for years
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: Solid Snivy on March 30, 2024, 09:49:04 am
Small error on your site but the year for Kyo and NESTS Kyo's last update is marked as 2023.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: T1t@n Ur@nus on March 30, 2024, 10:29:47 am
While you're in update mode you might want to take a look at Roa's idle. There's a duplicated frame causing an awkward pause. He's in need of a cropping also.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on March 30, 2024, 03:00:37 pm
Small error on your site but the year for Kyo and NESTS Kyo's last update is marked as 2023.

Sorry i forgot to turn off the Time Machine.

While you're in update mode you might want to take a look at Roa's idle. There's a duplicated frame causing an awkward pause. He's in need of a cropping also.

Fixed the idle anim part and oof about the cropping i should dedicate a day (or two) to reimport all the sprites but cropped, i'm aware i have this same issue with Ryo Sakazaki, my apologies.

Quote
Michael Roa Valdamjong
-Fixed common.cns
-Fixed idle animation
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: T1t@n Ur@nus on March 30, 2024, 10:57:24 pm
Fighter factory has a crop all feature. Time varies based on pc specs, sprite size and number. Took less than 60 seconds on my dogshit pc to crop 1000+ skullgirls sprites and they dwarf anything else I've seen by a large margin.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on April 01, 2024, 12:20:34 am
Well today was a really long day so i didn't have much time to do anything, we'll see if i can coming up with more the next week.
Small updates that are not too important now.

Quote
Kyo Kusanagi
-Fixed error where his burning flames during Ura 108 Shiki Orochinagi didn't dissapeared when he was getting hit.
-Updated movelist.dat

NESTS Kyo
-Movelist.dat added


Fighter factory has a crop all feature. Time varies based on pc specs, sprite size and number. Took less than 60 seconds on my dogshit pc to crop 1000+ skullgirls sprites and they dwarf anything else I've seen by a large margin.

Well.. well shit, first time i noticed about that thing actually, it took me a flash to crop Ryo's sprites, big big thanks.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on April 07, 2024, 06:19:46 am
Zzzzzzz here is some bug fixes i did while i was trying to beat my own characters for a video that no one will be watching,

Quote
Kyo Kusanagi and NESTS Kyo
-Fixed errors where the enemy can wakeup in the middle of Kyo's backwards throw animation.
-Adjusted hit velocities and recovery values in Shiki Kototsuki You and Shiki Orochinagi  (again).
-Some minor fixes in his standing and low attacks. (5AA travels a bit faster now).
-For Normal Kyo: his EXA Attempt animation was changed to a different one. (5BB)
-Deleted a silly hitbox in 5BB

Terry Bogard
-The landing animation after Rising Tackle is longer now, plus the invulnerable frames for the three variants were reduced.
-Changed a bit of hit velocities and recovery values.

K'
-Fixed error where his glasses during Chain Drive attempt gained power on hit.
-Fixed error where Second Whip gained power on hit.
-Modified some recovery values and hit velocities in Narrow Spike, Minute Spike and Crow Bite.
-Fixed common.cns.
-His AI behavior was slightly altered.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: JolarValenflower on April 07, 2024, 02:20:41 pm
Yes that true updated character
next character Izayoi & Zeta.
Really soon.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: The Blind Furry on April 08, 2024, 02:52:36 am
Yes that true updated character
What next character


Dude.

Can you just stop? It’s a pain in the ass to see you constantly asking for characters or to request stuff. You should know by now it gets nowhere. His next two characters (according to the teaser in the last video) are Izayoi & Zeta.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on April 17, 2024, 10:44:12 pm
I did a small update again.

Quote
Makoto Nanaya
-Fixed common.cns
-Fixed error where 5B and Meteor Dive were unblockable during guardstun.
-Increased her damage output again.
-Fixed error where if you stopped but hit successfully Particle Flare, the enemy will be stuck in a gethit state without chance to recover. (Which means following the rest of PF would be meaningless as you can just start another combo again, this was an infinite cheese if you have Ultra Burst active).
-Added movelist.dat
-Added the meme status for OHMSBY's Kiryu Coco.

Haohmaru
-Fixed error where 2B and his variants of Kougetsuzan were unblockable during guardstun.
-Fixed common.cns
-Added movelist.dat
-Added the meme status for OHMSBY's Kiryu Coco.

The Hirasaka Sisters
-Added movelist.dat
-Fixed errors where 2B and Shinenzan were unblockable during guardstun.
-Added the meme status for OHMSBY's Kiryu Coco. (My friend really wanted to make a bad meme for these two).

Misc
-The title of my site was changed to "Der" which is just my real name, and it's easy to pronounce.
-The next batch of AI patches that some people were still asking me to do will be:

-Iori Yagami (it's ready but i want to upload it with the others)
-Ky Kiske
-A remade of Sol Badguy
-Yuuki Terumi
-Powered Ciel
-Joker
-And the others that are in my site already, i want to remade them as they still use the old fashioned way.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TurnPile on April 21, 2024, 04:12:13 am
Bang's Astral Heat doesn't work properly for me. At the point where the opponent is shown, it just cuts back to regular gameplay and the opponent remains in place, softlockign the match.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on April 21, 2024, 04:58:49 am
Bang's Astral Heat doesn't work properly for me. At the point where the opponent is shown, it just cuts back to regular gameplay and the opponent remains in place, softlockign the match.

Is this in MUGEN or IKEMEN? i tried in the two engines and works properly for me, also if possible can you send a video of the issue?
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TurnPile on April 21, 2024, 05:35:41 am
Bang's Astral Heat doesn't work properly for me. At the point where the opponent is shown, it just cuts back to regular gameplay and the opponent remains in place, softlockign the match.

Is this in MUGEN or IKEMEN? i tried in the two engines and works properly for me, also if possible can you send a video of the issue?

Here's the video. https://cdn.discordapp.com/attachments/307135573922021376/1231444459955421285/M.U.G.E.N_2024-04-20_23-18-39.mp4
I also should update that it doesn't sopftlock the match, as I could hit the opponent and it activates the rest of the Astral Heat. Its MUGEN 1.1, BTW
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on April 21, 2024, 06:01:32 am

Here's the video. https://cdn.discordapp.com/attachments/307135573922021376/1231444459955421285/M.U.G.E.N_2024-04-20_23-18-39.mp4
I also should update that it doesn't sopftlock the match, as I could hit the opponent and it activates the rest of the Astral Heat. Its MUGEN 1.1, BTW

By seeing the video, i'm not sure if the MUGEN time is affected by the lag of the stage, but Bang goes back to the default 0 state before the calculated time i set for his astral, that's a weird case.
I'll try to fix him tomorrow, it will be a bit hard to try to fix a bug that i actually can't experience it but we'll see.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TurnPile on April 22, 2024, 03:10:30 am

Here's the video. https://cdn.discordapp.com/attachments/307135573922021376/1231444459955421285/M.U.G.E.N_2024-04-20_23-18-39.mp4
I also should update that it doesn't sopftlock the match, as I could hit the opponent and it activates the rest of the Astral Heat. Its MUGEN 1.1, BTW

By seeing the video, i'm not sure if the MUGEN time is affected by the lag of the stage, but Bang goes back to the default 0 state before the calculated time i set for his astral, that's a weird case.
I'll try to fix him tomorrow, it will be a bit hard to try to fix a bug that i actually can't experience it but we'll see.

The lag is coming from the recording itself, though I admit the lag from the MUGEN 1.1 probably messed it up, too. I tested it in my MUGEN 1.0 and it works perfectly fine. Strange bug I say.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on April 23, 2024, 05:30:09 am
Here is a update for Bang Shishigami.

Quote
-His cinematic during The Ultimate Bang now scales with GameHeight and GameWidth.
-Fixed common.cns
-Increased the time before going to the default state after Astral Heat
-Lifepoints reduced from 1100 to 1085

I'm not sure if this could fix your issue sir, but i hope it does.

Spoiler, click to toggle visibilty
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TurnPile on April 23, 2024, 05:38:50 pm
Here is a update for Bang Shishigami.

Quote
-His cinematic during The Ultimate Bang now scales with GameHeight and GameWidth.
-Fixed common.cns
-Increased the time before going to the default state after Astral Heat
-Lifepoints reduced from 1100 to 1085

I'm not sure if this could fix your issue sir, but i hope it does.

Spoiler, click to toggle visibilty

Now it properly works, thank you. I believe the issue was due to the boundleft and boundright parameters being set *really* high on the stage I was testing this as a way to circumvent the issues of certain OHMSBY Astral Heats, so it possibly interfered with the timing of his Astral Heat.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: JolarValenflower on April 26, 2024, 03:30:54 am
Izayoi was delay or released video
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: TornilloOxidado on April 26, 2024, 04:10:30 am
Izayoi was delay or released video

I didn't finished her yet, bruh.
Title: Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)
Post by: Dude01 on April 26, 2024, 03:40:59 pm
Izayoi was delay or released video

Bro Just Stop You're Really getting annoying