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Re: [OHMSBY Thread]: Joker Released (10/31/23)

 November 01, 2023, 05:41:59 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I actually found two small errors on Joker that completely slipped:
-The opponent's get hit on the forward/backwards throw will get misaligned for 1 tick on the when P2 does it.
-If you perform 2B again right when Arsene disappears, it's possible he won't come out to perform it a 2nd time.

The 1st one is so easy to miss because it never happens when P1 plays as Joker while the latter doesn't happen too often and merely just delays him for just a few seconds. Most of the time Arsene will, but there's a small chance he might not.
    

Re: [Resentone Thread]: Cirno & Tails Released (21/10/2023)

 October 23, 2023, 04:30:48 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Checked everyone again and they're pretty much good on my end, so I think that should be all for right now.

As you now have a page for Pending Updates to your characters, it's interesting to see that you're planning to do the same things Ichida is doing with his. Good thing you pushed the EX variants for Saber and Ushiwakamaru to later as it's probably better to get that out of the way first before you start them.

I can always go back and redo him again if I feel like it, even if it means making him from scratch. I don't really mind as I wanted my characters to look good/consistent.
Very well. I don't want to see this version of Tails gets taken offline once the remake is completed as the moveset might be different and that you don't scrap all the work you put into the old one, so I have an idea. Since the sprites are from the GBA games as Kamui mentioned, I like to call this variant "Advance Tails" and the Origin should be from Sonic Advance instead to differentiate the remake whenever that happens (The remake can still use the original name and origin as shown on the site). Like what Ichida is planning on doing with the UNIB cast, it can co-exist without being considered an EX-Typed character. But you don't have to change that right now and it can wait when that time comes.
    

Re: [Resentone Thread]: Cirno & Tails Released (21/10/2023)

 October 22, 2023, 10:06:06 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

After checking Tails's ground Energy Beam's massive hitbox, I'm thinking it might be adjusted way too much and may miss completely if the opponent is too close to him if their standing hitbox is very thin. You should have the red hitbox surrounding the buster as it does hits Kohaku's White Len for example, but barely if it wasn't 1 x axis too short. That should be all I seen on him. As for Cirno, you forgot to adjust the strong shockwave's position for the NOY version of Ice Clump "Great Crusher" as the x axis is still 65 while the non-NOY is 100. 125 should do to surround the ice hammer's size.

Also, I updated Ryougi's SFF as I discovered 5 sprites that are bugged when viewed through other palettes and a small error where the hitspark and guard spark of Double Belfry C Follow Up is not the same position as her 66B. So you should have got that with Gardevoir's SFF update too.

Oh my god, this why I shouldn't release when tired as hell lol. I was changing his dead angle last minute and got things mixed up.
Yeah, don't feel bad because I spent the time testing when I'm supposed to be asleep. I didn't find out about Cirno's 5AAA until I got back home in the evening, so I never knew it was bugged until way later.

I know that it sounded kinda silly not having it usable in the air but, he already have 3 distortion already. 4 is kinda overkill. but I'll think about it
To be fair in my opinion, having an air variant of the same distortion drive performed on the ground doesn't truly count as a separate one. So it's still technically just 2 unless it was completely different distortion drives altogether.

About Tails, There is a sprite made by MugenHunter, I am not against you using sprites from Sonic Advances and Sonic Battles (In fact those sprites are my favorites) but I think it could have been better to use one that matches one from a fighting game like those from MugenHunter.
As I heard, this Tails was commissioned by someone. You may not be against the sprites used, but you would be completely against the person who commissioned it in the first place. I don't think they would like that if it was changed because of your request. Plus changing the sprites would completely alter the whole character completely as his movelist might not be the same anymore. Just my two cents.
    

Re: Nep Heart Thread: Eri and Shana Released

 September 27, 2023, 02:10:29 pm View in topic context
 Posted by ZolidSone  in  Nep Heart Thread: Eri and Shana Released (Started by Nep Heart July 22, 2019, 05:05:51 am
 Board: Your Releases, 1.0+

A little late, but here's feedback for them:
Eri:
-The hitsounds with her tonfas sound lower than the regular hitsounds without them.
-Touching the ground during a dodge causes an in state 51: changed to invalid action 55 debug error.
-The afterimages on her superjump don't play all the way until she touches the ground.
-The landing effect when she touches the ground from the heavy air and air throw is larger than from a regular jump and land.
-The landing effect seems to follow her when she moves forward after a backwards dash.
-The 6322 dusts seems to be too large.
-The air dash fx will follow her if she jumps during the running animation.
-The opponent's get hit position during the forward and air throws is misaligned as they appear higher than where the hitspark is placed.
-Air Spike X and Stinger Spike still plays the normal ground shockwave and sound from the fightfx when they hit the ground.
-Air Spike Y recovers a lot faster from the ground compared to the X and Z versions.
-The dodge dusts on Bolt Glide and Stinger Rush don't play all the way through.
-Quelling Step causes an expression truncated to integer debug error when used.
-The last hit sound of Stinger Rush plays after it hits the opponent.
-There is no envshake when the opponent hits the wall from Stinger Raid and Stinger Rush.
-The super jump effect on Feather Roll is layered behind her and the opponent.
-The lv1 super cut in isn't inverted when a super is used on P2 side.

Shana:
-The meters should be layered behind the characters and not in front.
-The small portrait has some off placed colors near her forehead as seen in palettes 3 and 12.
-The afterimages on her superjump don't play all the way until she touches the ground.
-Touching the ground during a dodge causes an in state 51: changed to invalid action 55 debug error.
-The landing effect seems to follow her when she moves forward after a backwards dash.
-Dodge in the air will trigger an in state 903: changed to invalid animelem 8 within action 41 debug error when the animation ends.
-The swish sound on her crouch medium plays after it hits the ground.
-The slam dust on the crouch medium shares the palfx (It turns white when using a dodge).
-The 6322 dusts seems to be too large.
-The air dash fx will follow her if she jumps during the running animation (I personally think it should be removed for the running animation as it doesn't fit in my opinion).
-Hien, Gurren no Odachi, the normal versions of Shinkuu and Danzai still plays the normal ground shockwave and sound from the fightfx when they hit the ground.
-The entire screen freezes for 10 ticks after it hits the opponent on the forward/backwards throw.
-There is no envshake when the opponent hits the wall during the forward/backwards throw and only when they hit the ground.
-The swish effects on her light, medium and heavy airs follow her when she touches the ground.
-The 8361 effect is layered in front of her instead of behind when it starts to disappear during Shinpan.
-The lv1 super cut in isn't inverted when a super is used on P2 side.

It's been a while since you worked on characters again, but I really like how you polish your Gen 1 style. Since you made Eri to that instead of updating her Gen 2 counterpart, does that mean you aren't coming back to it anymore? If that's the case, that's fine if you just want to use that as an experiment to try out a new style with different mechanics.
    

Re: [Ichida Thread]: 20 Characters Quick Update (09/13/2023)

 September 13, 2023, 06:53:23 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Minazuki Sho and Shadow Yosuke Released (04/13/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

I found a few more small aesthetic errors after looking at them again:
Hakumen:
-The afterimages in Gurren B stop mid animation instead of when he returns to the standing animation.

Hazama:
-The snake chain doesn't stretch when jB is used very close to the ground (It stops mid-air instead of touching the floor).
-The 7130 red Holy Sigil is layered in front of him and the opponent when Hungry Darkness of 1000 Souls is blocked.

Miyuki:
-The hitspark and guard spark of Gungnir is misaligned when the 1st hit of Gungnir's projectile hits the opponent on the ground if the physical attack misses first.

Also, I have updated the Undine sprite patch for Asuna with the new Astral Heat title. Keep in mind I'll need to again once the support unit update for her arrives. Might as well do it in case people want to use it as it will still have the old title if I don't.
    

Re: [Resentone Thread]: Ryougi & Yukina Released (06/09/2023)

 September 09, 2023, 02:53:53 pm View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Actually the removetime is 62 now because if it's 66 there'll be overlapped shadow under her spear.
Oh I see, so it has to be reduced to accommodate that shadow. But you accidentally left the removetime for it on the backwards throw to 57 and should be the same as the forward one.

Now we're done. Also, her big portrait on your site still has the strand of her hair on top clipped off.
    

Re: [Resentone Thread]: Ryougi & Yukina Released (06/09/2023)

 September 09, 2023, 11:45:11 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Unfortunately, I found a couple more on Yukina that ended up being overlooked:
-The twirl effects on the Turn animation don't play if she jumps over the opponent and turns around instead.
-The Schneewalzer on the 811 animation during the forward/backwards throw don't have shadows and reflections.
-The opponent's get hit on the running throw doesn't snap them back to the ground if it grabs them in the air (Depending on the opponent's hitbox, it can miss and may cause them to get stuck).
-The 3rd and 15th hits of Strike the Blood is slightly misaligned as they don't have the same x axis as the 2nd hit.

I was originally thinking of letting this wait until Summer Yukina as it would be more convenient, but that probably won't be until after Tails and Taokaka. So might as well address this in case I forget. I did check to see if the bug regarding the running throw occurs on your other DBFC characters, but it's just her specifically since it's recycled from 5B. This should be everything for sure this time as I have nothing else to report on Ryougi.
    

Re: [Resentone Thread]: Ryougi & Yukina Released (06/09/2023)

 September 09, 2023, 02:01:21 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Hey. I found out what's wrong with Schneewalzer on the forward/backwards throws when she places it down on the ground after looking at Sennou-Room's Yukina. Turns out the ignorehitpause was set to 0, which was why it's causing it to shift after the hit. Also the removetime of the 811 animation for both sides should be 66 instead of 51 as it starts to disappear early once the ignorehitpause has been changed to 1.

Also, I checked Ryougi's Double Belfry - Row of Beads on OHMSBY's Ragna and it seems like it can go though him and miss completely if the opponent is too close to her. That means the red hitbox on the back should be the same length as normal Double Belfry.

I changed the code, it's a little scuffed but it works. the previous one use gamewidth but it didnt work out.
It looked fine in the video when you recorded it, but on my end I then realized it was misaligned when used in a 640 x 480 ratio on 1.0. Now it looks good.
    

Re: [Resentone Thread]: Ryougi & Yukina Released (06/09/2023)

 September 08, 2023, 01:52:46 pm View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Just found a few more left:
-The strong ground shockwave on the NOY version of Resonant Thunder still continues playing instead of staying frozen during the finish animation.
-The 3965 Magic Circle Big effect during Strike the Blood isn't aligned on Scheewaltzer during the 3905 Cut In.

If it stayed in place, Yukina will grab into nothing and the spear will teleport to her hand when the animation ended. As for the envshake, I'm not sure because it did shake for me. Either way I changed the explod code.
Yeah, I have a feeling you can't perfect this as since it's completely separate from the character's animation. The screen did shake, but the spear didn't shook along with it.

I intentionally made them unchargeable, maybe I'll change it. but not now.
I see. Not sure if this beneficial for BBTAG style gameplay, so thought I mention it. Mostly the A version would wall bounce on contact, while the B and C version deals slightly more damage.

This is an oversight on my part as the C button was reading the B statedef instead of C.
Another oversight is that it is also missing a jump sound on the startup like the B version.
    

Re: [Resentone Thread]: Ryougi & Yukina Released (06/09/2023)

 September 08, 2023, 12:27:03 pm View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

I found a few details I missed on Yukina after playing as her in-depth in source:
-On the 2nd frame of her Turn animation, Schneewalzer is completely absent from her hands (On that brief frame, there's a twirl animation that is missing).
-5AAAA should do slightly more damage as the 2 hits of the Twin Strike special does more than the entire chain of the A command normals.
-For some reason, Schneewalzer on the forward/backwards throws when she places it down on the ground doesn't stay in place when she hits the opponent (It doesn't shake with the envshake from the hit or may push forward from the cornerpush).
-All of Arrow Strike's Follow Ups can be charged.
-Arrow Strike's C Follow Up should position her higher as it's exactly the same as the B version.
-The strong ground shockwave on Resonant Thunder continues playing instead of staying frozen during the finish animation.

I'm doing it from the ground up of course. He will be much closer to UNI and can do something like these.

I can show more to give you an idea but OBS for some reason won't recognize UNI so I have to record in windowed mode which caused some lag.
Since it's based on II Sys:Celus, he'll probably still able to do these as well along with the addition of the new moves. I have a decent idea, but I'll know much more when the sequel is out.
    

Re: [Tornillo Thread]: Shimo Hirasaka Released (5/9/2023)

 September 08, 2023, 06:29:30 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

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.
    

Re: [Resentone Thread]: Ryougi & Yukina Released (06/09/2023)

 September 07, 2023, 12:36:56 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

I have nothing to report on Yukina, but I found a few errors on these characters:
Saber:
-All versions of Cross Air doesn't deal chip damage.
-The 2nd hit of EX Cross Air doesn't have a swish sound like the B version.

Shizuo:
-The swish sound on 66B plays after it hits the opponent (Should play on the 2nd frame).

Bullet:
-The Ultra Burst sound is still off sync (The sound during the Burst that uses (3000, 2) should have an AnimElem of 3 and was set to 2).

Gardevoir:
-Psychic still plays a hit sound when it successfully connects (The Psychic Attempt should have the hitsound of S1,1 instead and not a separate code for the sound on the Psychic Success animation).
-The (500,0) sound doesn't play when she reappears back on stage at the end of Fairy Tempest.

Also, interesting to see you plan to do your own version of Hyde based on the Under Night In-Birth sequel. Hopefully he's built from the ground up instead and have completely different command normals that diverge from OHMSBY's Hyde from BBTAG. Otherwise, he'll probably just be an variant like Enigma Hyde.

Edit: Actually, I forgot another thing on Ryougi. The Burst icon gets briefly layered behind the Black Fade Away on Mystic Eyes of Death Perception - Five Scenic Collapse. I've been trying to find the best sprpriority number so it still keeps the lifebars itself covered and only keep the Burst icons layered in front, but still trying to figure it out. That's why I haven't reported it yet.
    

Re: [OHMSBY Thread]: Dracula Released (8/20/23)

 August 21, 2023, 01:04:51 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I actually missed three small minor errors as I realized it just now:
-Animations 3070 and 3075 are misspelled "Lightening"
-Cape Swipe (Reversal) uses a strong hit sound instead of a strong slash one when it hits the opponent while attacking.
-The hitspark and guard sparks on Dark Blaze is misaligned when it hits the opponent in the air (The effect was covering most of the sparks and couldn't tell it was).

Since most of his attacks are projectile based, they would use the same hit sound for all. But should have checked the physical attack just in case since he only had one and accidentally forgot.
    

Re: [Jinny Thread]: Katalina Release (OHMSBY Style) (15/08/2023)

 August 17, 2023, 06:57:47 am View in topic context
 Posted by ZolidSone  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

Feedback:
-The step sounds on the run animation are not in sync.
-The forward air dash animation could recycle her run sprites instead and move similar to OHMSBY's Asuna.
-The Dead Angle Attack should be a strong slash sound.
-The swish sounds on her 5AA and 5AAA should be reversed.
-jC doesn't cause fall when it hits the opponent in the air.
-The hitspark of 2B is misaligned when it hits the opponent in the air as it appears away from the swish.
-The hitspark and guard spark of 66B is misaligned when it hits the opponent in the air.
-The Mist and Sparkle effects on EX Frozen Blade doesn't cover the entire projectile and only the tip of it.
-EX Frozen Blade has shadows and reflections when the projectile disappears.
-All versions of Enchanted Lands are inconsistent on the sounds and effects when used (A doesn't have a swish sound, EX has a dash sound and all uses dodge dust on the startup and not large sliding on the exact time of the air dash effect and don't have sliding dust and sound at the end of the animation).
-Depending on the opponent's hitbox, EX Enchanted Lands can go though them before they hit the wall when used up close and would simply fall down instead of wall bouncing them.
-The normal versions of Emerald Sword don't have increased cornerpush on the last hit when used on the ground.
-The normal and EX versions of air Emerald Sword are still air unblockable when it hits the opponent airborne.
-The counter effect on Light Wall and Wall Of Light doesn't fade when it disappears and feels completely static.
-Light Wall doesn't chip kill when it connects and has the wrong attribute flag (V instead of S).
-Her own 5A can't hit herself when she uses Wall Of Light.
-The sounds and effects when using Ultra Burst are completely off-sync (She turns white way too early and should right when the effect appears, the 2 sounds (8005,0) and (3000,2) don't play together the moment the effect appears and the 7001 effects play during the superpause).
-The Awakening Cut In is not aligned in the same position of other OHMSBY's styled characters.
-Her Astral Cut In looks small and could've been upscaled slightly larger (Easier way if you don't want to mess with the image quality is to change the scale and adjust the pos).
-The swish effects on the 4th hit of Realm of Ice are lacking transparency.
-Her small portrait has a black spot from her eyebrows on her mouth making her look like she grits her teeth instead of smiling.
    

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

 August 11, 2023, 03:11:00 pm View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I downloaded everyone and after testing, that only leaves these two that were missed:
Heart:
-The (8005,0) and (3000,2) sound effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.

Lambda-11:
-The Ultra Burst effect seems to freeze for a few ticks when it successfully hits the opponent.
-The 6150 Air Dash animation is missing 1 frame with sprite (6150,12).
Some of them still plays 2 or 3 ticks earlier than when the effect appears, but I don't think that's much of a big deal since it isn't really that noticeable in real time compared to them not playing together on the same frame. It's easier to hear the sounds going off-sync than seeing it. Hopefully for the MBTL characters that helps some of the lack of anti airs and won't be able to check them in-depth again for a long time.

And for some reason, Shana is detected as a virus. I don't think I reported anything on her specifically. But thought I should mention it.

Also, I noticed Marie Korbel on Kirby's copy ability is listed as trigger76 instead of 75 as there isn't one before her. Since you probably have to fix that, you might as well add these variant names and a small error that I found but was missed:
-Ragna the Bloodedge: "Centralfiction"
-Zero: "Omega Zero"

-The normal shockwave on his 5AAAA is layered in front of him and the opponent.
There were more I mentioned previously, but I figured it's probably better to wait for Resentone to have more progress on them first. When I thought Combusken with Cutter back then, it was because of the claws and becomes less of a focus once it evolved into Blaziken. And you missed Solid Snivy's list as well which were characters announced for Granblue Fantasy Versus: Rising:
Sword: Siegfried

Cutter: Nier

Spear: Anila

Tornado: Grimnir

That was a conscious decision. The animation is only ever used for Failnaught and Deadeye, and I found that the full animation seemed too slow in those instances, so I sped it up by removing every other frame.
I never seemed to have paid attention to it when I tested her for the first time. Must be Byleth's own frames were more smoother and probably why it look slower compared to other characters. And you probably left them as is for the other Blender Smash characters because their moves don't use them.

Nah. Just because Robo Weiss was released on April Fools doesn't mean that I don't consider her to be a regular character.
It's cool. I got the Awakening Cut In green, but had no idea what to do with it. So I guess it will not be used since red, blue and turquoise has already covered enough.
    

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

 August 07, 2023, 02:07:35 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Since Evo 2023 is coming to end, thought I might add an additional list for Kirby's copy ability since the previous one hasn't been yet. I actually want to cover EN-Eins Perfektewelt as you only have the ones from Akatsuki Blitzkampf and not the newcomers in the sequel:

Beam:
-Perfecti "Kanzensha"
-Marie Korbel

Bomb:
-Usada Pekora

Mirror:
-Kati

Spear:
-Tempelritter
-Valkyria

Ranger:
-Kaguya Seikaiguu

To add:
-Adler: "Ernst von Adler"
-Kousaka Kirino: "Kirino Kousaka"

Guess those you intentionally left out in Akatsuki Blitzkampf will remain as Fighter and EN-Eins himself will probably be the same. Sadly, nothing for MBTL as that was the ones of the reasons why I wanted to in the first place. I know it's too early for UNIB2, but I have an somewhat idea what Kaguya is like judging by her artwork on the front cover. But I'll hold off on Tsurugi and Kuon for now until I see more of them.

And I found an error with these characters:
Akatsuki:
-The hitspark when he successfully counters the opponent's attack physically both ground and air with Reflector is misaligned.

Blitztank:
-The opponent doesn't have the same palfx of the Entladung special when he successfully counters the opponent's attack physically with Reflector.
-There is no envshake when he touches the ground from using Reflector in the air and is completely static when he lands.

Yukiko:
-The hitspark on Dia is misaligned when it hits the opponent in the air.
-The normal and EX versions of Phoenix Blade Swirl has the wrong attribute flag (H instead of S and the command for this special is pretty difficult to perform).

Mitsuru:
-The hitboxes in Artemesia jAA will loop a second time after she disappears (This is not seen unless debug mode is turned on).
-Getsu-ei still has increased cornerpush when used in the air.

Edit: Also, I was wondering since you haven't replied yet and is just a suggestion. But it would be better if the background color of Robo-Weiss's Awakening Cut In is green instead of red? Since she plays nothing like the original Weiss, I thought that it would be better if that color was to represent an April Fools one since Red is regular characters, Blue to EX and Turquoise for Custom. If not, that's fine since it has been a while since that Cut In was made and you probably don't have the original render anymore.

After looking at the WIP footage for Marie from Skullgirls again, I think Beam is probably better for her instead.

Since UNI 2 is revealed at Evo 2023, Are you planning to update your UNI characters when the game is released?
I've seen those gameplays there and they have new moves. (Especially Nanase, since she's one of those characters who didn't get into Cross Tag.)
Does that include the ones from BBTAG or those that aren't? Because in my opinion, I rather let them be the same and get pushed into an EX variant if that's the case. They are based on the first UNI, so there's absolutely no reason to alter them. It would give him an excuse to use new voice clips and alternate renders for their portraits and cut ins.
    

Re: [ZolidSone's OHMSBY Edits Thread] Shovel Knight P2 & Gunvolt Update (8/03/2023)

 August 04, 2023, 02:31:20 pm View in topic context

All fixed with the exception of Shovel Knight's AI. I still don't know how to make it at the moment, but I'll learn how to myself eventually. Gunvolt is updated with the new AI patch as well. Please redownload, but I won't count them as an official updates this time around.

Hey if you need help with the testing, and AI coding for Herashi let me know. I might be able to help with you with that.
Sure thing. I didn't ask you to help me for Shovel Knight because I knew you were too busy with your own characters, but I added yours and Tornillo's names to the readme so I can credit you for the feedback anyway. I hope Kaito Kuroba also wouldn't mind me using some of his sprites as well, but I will edit some of them so he isn't smiling like Nanaya.

Regarding Gunvolt, his AI should scale with engine's difficulty now as I've updated the patch again.
The AI has been applied to him as well. Thanks.

As for Angel Yuuki, I assume there will be a few differences in her moveset comparing to the original version. So chances are I'll be coming back to give her a new AI that fits your edit more than her default AI. Until then, Looking forward to seeing her and Herashi coming down the pipeline.
Been waiting to announce these two officially for quite a while, but Shovel Knight mostly got in the way. Multitasking was really what made him got delayed and why it took so long to get him out. There were times where I didn't even want to work on him at all, but I had to since I did technically say he was my next edit after Gunvolt. Now I can focus on them finally and not get burnt out working on 3 edits at the same time.

-The enemy can't recover after being hit when Shovel Knight does Charge Handle EX, i know you have set a var(25) for recover but still the enemy can't recover from the hit. I had this exact problem with Noel and Makoto but i'm sorry i don't remember how exactly i fixed it.
I decided to change the way how it works. It now slams the opponent to the wall instead. I actually used the same targetstate value for the forward/backwards throws and that's probably the reason why it didn't allow the opponent to recover at all. So I created a new statedef for it, which allows recovery. So hopefully it better now.

-He doesn't have a QCB_a motion, and he doesn't have a reversal.
I was surprised about this because i know in BBTAG every character has a reversal action, even the characters who originally doesn't have a "DP", in BBTAG they have it to make things balanced, same thing with the QCB/F motions, it feels like he is in a certain disadvantage, the parry is good but still i don't think it can really "replace" the reversal.
Yeah, he really doesn't have one in Blade Strangers and didn't want to use the "Shovel Knockdown" as you call it since it wasn't an official move used in the source. I wanted his moveset to mostly specialize on the Shovel Drop. That's why his Exceed Accel and Astral Heat had animations of him doing that. But maybe I can make a reversal that makes it into one, so I'll think about it.

-And now i get it why you commented about SK's size, he's small compared to mine, i'm thinking to reduce the size of my SK too to match yours.
It's the same size k6666orochi used for his, so it was best I kept it that way. I noticed yours looked upscaled when I tested him the first time.

And i did an AI for Shovel Knight. Like my recent characters i modified the common file to increase their "guard" reaction so he will not just forward dodging everything and he will actually guard against beams or enemy's helpers, but since he doesn't have a reversal he can't counter close enemies, he also can parry sometimes. Scaling included.
Let me know if you find something weird because i tend to forgot important things.
Thanks again for your feedback in my thread, and great release, i loved the new AH Finish.
I tried it and it's not functioning properly for me. For some reason, it crashed when it got an error parsing [State -1, Forward Dodge]. I removed the ) and fixed it. However, it was getting division by zero and tried to access non-existent player with id 0 debug errors. It also got an in state 1003: changed to invalid state 1003 (from state 420) debug error and got stuck into a 2C loop. For now, I won't use it as it's causing the character to get debug errors at the moment. And I don't believe it's coming from the character itself.

No problem. Feel free to take a look at him in-depth and use something from mine if it helps improves yours.
    

Re: [Tornillo Thread]: Okita Souji and Hina Updates (3/8/23)

 August 04, 2023, 01:18:27 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

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.
    

Re: [Tornillo Thread]: Okita Souji and Hina Updates (3/8/23)

 August 03, 2023, 11:19:15 pm View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

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.
    

Re: [ZolidSone's OHMSBY Edits Thread] Shovel Knight P2 & Gunvolt Update (8/03/2023)

 August 03, 2023, 11:10:26 pm View in topic context

Latest Release: Shovel Knight P2



Direct Link for Shovel Knight P2: https://drive.google.com/file/d/1S_nuS9ZhO1bjURVzoToJlH6bdpbByeWA/view

Link to Google Drive for all Character Edits: https://drive.google.com/drive/folders/1-Flp85WS784HDO-Fl2WR6Va9thBmvh5L

Link to Google Drive for all Voice Patches (Check the txt on each rar to see which author are they for): https://drive.google.com/drive/folders/1Eopvujqi5mcfXadzsc7wkNdtZRL350Fa

After months of IRL and lack of motivation, my Shovel Knight is finally finished. I returned to him back in the beginning of July and was planning on releasing him by the 31st. He was delayed for 3 days due to the recent feedback I given regarding the MBTL characters, the Ultra Burst being rapid cancelable and fixing his Astral Heat. Due to Tornillo Oxidado releasing his own version of Shovel Knight, I decided to do a last minute change to his default palette and portraits to different ones when his preview video was shown, similar to the Undine sprite patch I made for Ichida's Asuna. Mine will be based on the Co-op mode where Player 2 plays as the green Shovel Knight in Shovel of Hope. That way, he can continue updating his as he sees fit. Even though there is already a Player 2 palette in Blade Strangers, I find it too bright and rather made modifications to the default one. His original portaits and cut ins will be included in the "Alternate Portraits" folder so anyone can feel free to change it back if they choose to. Gunvolt has also recieved an update to address the recent feedback as well.

Change Log:
Quote
Shovel Knight P2:
-EXA Update has been applied. More Info here: https://drive.google.com/file/d/1s9ySAFwmIriLWjqfqI85obh6GorL-Xv7/view?usp=sharing
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
   +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
   +Immediately Gain 500 Meter
   +Slowly gain meter overtime
   +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Completely reorganized the SFF, AIR, CMD and SND files.
-Removed existing traces of leftover code, effects and animations from OHMSBY's Yang.
-Changed his default palette and portraits to match his Player 2 colors (Original renders included in the "Alternate Portraits" folder).
-Added new custom palettes by Carter-M (4-6) and ParadoxPunk (7-12).
-Fixed some hitsparks and guard sparks on certain attacks that were misaligned.
-Added slash hit sounds to all of his shovel based attacks.
-Fixed some command normals that doesn't cause knock down when it hits in the air.
-Fixed sprite (203,3) where parts of his toes on his back foot cuts off.
-Fixed an error where he could somehow chain 2B into jC.
-Old jBB is now jB.
-Old jB is now jC.
-Down jA is now his air grab animation.
-Changed his air throw so it's not recycled from his jC.
-Changed his 66A with sprites based on the 5E Anti Air used on Blade Strangers.
-Fixed his 66B so now he properly jumps when using it and rapid cancels in the air when successfully hits.
-Changed the command for Charge Handle so it's just for the B version.
-Removed the super armor on Charge Handle as it was leftover code from OHMSBY's Yang.
-Fixed an error where Trench Blade could not be used again for 2 seconds and can't be rapid canceled.
-The projectiles for Trench Blade can now hit the opponent during the lie down state.
-Fixed Propeller Dagger where it doesn't cause knock down an added an air dash effect to the EX version.
-Change the explod for War Horn into radius effects.
-Added the vignette effect to War Horn and Hail the Troupple King!
-Changed his size and velocity constants as certain ones were not accurate for the NOY/EXA updates and on OHMSBY's Blade Strangers characters.
-Fixed the Dead Angle Attack where it would not hit, uses a different attack animation and gained a small amount of meter after hitting the opponent with it.
-Fixed an error where his helper would trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.
-Fixed an error where he would slide a little bit when performing a standing dodge after landing.
-Added the ability to parry.
-Added super text for the Distortion Drives and Excced Accel during the finish animation.
-Removed the (F,D,DF,F,B) reversal as it's not one in source and uses the wrong sound clip (Which is supposed to used be for Shovel Drop).
-Added Exceed Accel: Strike the Earth (Based on one of the attacks when fighting Shovel Knight as a secret boss in Azure Striker Gunvolt 2).
-Replaced Showdown astral heat with a new one called Steel Thy Shovel.
-Fixed other miscellaneous errors.

Gunvolt:
-AI scaling added courtesy of Ichida.
-Fixed an error where the NOY sound effect doesn't play when using the Distortion Drives in the air when Not Over Yet was reached.
-Fixed an error where he could rapid cancel his Ultra Burst.
-Fixed an error where 5BB deals slightly less damage with 2 tags compared to 1.
-Fixed an error where he could be hit during Astrasphere.
-Slight sound adjustments to Voltaic Chains and the Astral Heat Win animations.

Note to anyone who thought my Shovel Knight was canceled, I never announced that I did and was already too far into it to do so. Please understand for those who care that I also help OHMSBY, Ichida and Resentone with their projects and any feedback I give to them will also carry over to my projects. I rather show nothing than something unfinished. Now that is out of the way, here was what else I was trying to work on over the past couple of months:

These are my next two edits. Angel Yuuki and Herashi Nezayu (EX variant of Ichida's Yuuki and custom variant of Resentone's Shiki Tohno respectively). Been trying to work on these two alongside Shovel Knight since Ichida's released regular Yuuki and making sprite edits for Herashi. Now you know why I haven't provided updates on the thread since and I don't work fast like those 3. That is all I have for now.