The Mugen Fighters Guild

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

Title: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: OHMSBY on August 09, 2020, 05:26:17 am
Latest Release: Waddle Dee

(https://i.imgur.com/dOsNe2t.png)

Direct Link for Waddle Dee:
https://drive.google.com/file/d/1JMP838JE5gkkhKbOnlPA-3-V-JQ9zDLL/view?usp=drive_link (https://drive.google.com/file/d/1JMP838JE5gkkhKbOnlPA-3-V-JQ9zDLL/view?usp=drive_link)

Direct Link for Waddle Dee's 1.0 Patch:
https://drive.google.com/file/d/1nq9ICpuFLU5eCqDMn3ia5XOyqo8ktWeI/view?usp=drive_link (https://drive.google.com/file/d/1nq9ICpuFLU5eCqDMn3ia5XOyqo8ktWeI/view?usp=drive_link)

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

Link to Site:
https://sites.google.com/view/ohmsby-mugen (https://sites.google.com/view/ohmsby-mugen)
Title: Re: Iori Yagami
Post by: XxTuViejoxX on August 09, 2020, 05:55:15 am
wow amazing Million Arthur char! I will prove that such.

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




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

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

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

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

I appreciate you trying to help though.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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


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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

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


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

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



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

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

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

you can do it yourself it's not that difficult

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

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


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

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


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


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

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

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

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

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

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

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

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

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

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

Thanks for stopping by and bringing this to my attention.


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

Go ahead and redownload.

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

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

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

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

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

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

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

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

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

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

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

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

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

Thanks for your work!

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

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

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

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

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

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

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

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

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



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

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

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

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

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

Spoiler: More Screen Shots (click to see content)

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

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

Have fun.



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

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

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

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

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

And fixed. Go ahead and redownload him.

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

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


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

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

Ask and ye shall receive

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Guess i'll redownload all of your characters again.

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

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

Also, who eats cold pizza tho?

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


MAKE. A. ELIZABETH. CHARACTER.

dude, that's just wrong!

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

Video demo if anyone wanted to hear


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

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

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

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

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

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

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

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

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

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

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

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


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


MAKE. A. ELIZABETH. CHARACTER.

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

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

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

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

Whoops.

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

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

Whoops indeed.

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

Have fun.

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

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

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

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

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

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

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

is it really that necessary?

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

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

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

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

Have fun.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

Yes. Both of these are intentional.

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

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

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

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

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

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

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

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

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

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

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

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

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

Alright, All fixed. Go ahead and redownload them.

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



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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Nonetheless, winquotes have been fixed.

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



Sorry for posting so much

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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Cutter:
-Oichi

Fire:
-Sanada Yukimura

Ice
-Uesugi Kenshin "Uesugi Kensin"

Plasma
-Date Masamune
-Katakura Kojuro

Suplex:
-Toyotomi Hideyoshi

Yo-yo:
-Mouri Motonari "Mori Motonari"

Neddle:
-Honda Tadakatsu

Spear:
-Chousokabe Motochika

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Amazing work in the kitty waifu OHMSBY.

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Made with the sprites by MRCLMNDKS.

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

Spoiler: More Screenshots (click to see content)

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

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

Have fun.


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

Added the link to your patch to the site.

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

Fixed.

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

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

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

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

This is intentional.



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

Just updated your link on the site.

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

Ah whoops. Now it's fixed.

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

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

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

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

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

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

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

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

Anyway, More Quick Updates.

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

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

Anyway, it's fixed.

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

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

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

Anyway, fixed.

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

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

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

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

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

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

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

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

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

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

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

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

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


Not after Hyde, but probably later.


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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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


Not after Hyde, but probably later.


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

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

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

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

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

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

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

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



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

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

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

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

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



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

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

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

1. Personal Preference
2. Maybe

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

Aquapazza and Daemonbride.

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

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

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

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

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

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

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

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

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

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

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

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

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

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








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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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



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

Got it fixed:

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



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

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

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

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

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

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

Looking forward to Thief Arthur. ^w^

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

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

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

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

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


Wow that was fast.

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

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

Looking forward to Thief Arthur. ^w^

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

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

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

l would love to!

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

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

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

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

l would love to!

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

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


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

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

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

Fixed. Go ahead and redownload him.

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

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

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

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

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

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

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

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

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

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



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

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

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

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



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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

Have fun.



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

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

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

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

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

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

Fixed.

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



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

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

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

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


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

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

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

I abused it too much, huh?

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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




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

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

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


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

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

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

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

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

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

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


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


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

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

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

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

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

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

Spoiler: More Screen Shots (click to see content)

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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



thank you for all the hard work updating everyone

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

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

Typo:
Yoskue Hanamura: "Yosuke Hanamura"

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

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

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

Here it is:

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

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

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

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

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

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

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




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

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

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

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


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

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

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

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

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

Have fun.




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

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

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


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


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

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



Will Meta Knight have his smash bros moveset or something?

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

Probably.

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

This happened: (glitch in IKEMEN GO)

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

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

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

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


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

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

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

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

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

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

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

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

Spoiler: More Screenshots (click to see content)

Get Meta Knight Here:
https://drive.google.com/file/d/1VihBLiyG19WS2iegHr_7H3Db9WP-Nmdx/view?usp=sharing (https://drive.google.com/file/d/1VihBLiyG19WS2iegHr_7H3Db9WP-Nmdx/view?usp=sharing)

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

Also Yukiko, Faust, and Yang have been updated.
Quote
Yukiko
-Added Special intro against Carmine
-Aerial specials can now be Tiger Knee'd
Faust
-Added Special intro against Carmine
-Aerial specials can now be Tiger Knee'd
-Increased 5C's frame disadvantage on block
Yang
-Adjusted Hitboxes and Hurtboxes on Burst of Embers

Alchemist of Atlas has also updated his Japanese patch for Yukiko's new special intro:
https://mega.nz/file/LE8TUA5b#vSEZl7XHlee-qubN-wjdmLvMwd4tt2nJ1nPfPGe4b1o (https://mega.nz/file/LE8TUA5b#vSEZl7XHlee-qubN-wjdmLvMwd4tt2nJ1nPfPGe4b1o)

Have fun.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: waspennator on May 09, 2021, 11:12:29 pm
Tried visiting your site to pick up the updates for the other characters and i'm getting a "This site has been reported as unsafe" warning when using Edge.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: OHMSBY on May 10, 2021, 12:04:48 am
Okay, so obviously that warning is false. I can confirm that no warning shows up on any other browser, but if you prefer to keep using Edge, then click "more information" and click "report that this site doesn't contain phishing threats" and follow the instructions on the new tab, then click on "Continue to the unsafe site (not recommended)", you can just go straight to that link if you want.

I have no idea what would cause this in the first place.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Ex☆Cham on May 10, 2021, 12:38:37 am
Looks bit off, perhaps may need a little palette job to blend slighty better with the usual 2D (luckily, easy to do)

Method does sound promising, so does makes me wonder: if have plans for another 3D char converted to 2D?
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Mintloid on May 10, 2021, 03:39:13 am
Hey there OHMSBY

in honor of your release of MetaKnight, I also made myself a Japanese Soundpack for him
Link: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing

P.M any problems if necessary, Thank You
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: OHMSBY on May 10, 2021, 06:12:50 am
Oh wow, didn't think a Japanese voice patch would be released this soon, neat.

Looks bit off, perhaps may need a little palette job to blend slighty better with the usual 2D (luckily, easy to do)

Method does sound promising, so does makes me wonder: if have plans for another 3D char converted to 2D?

Yes, there will definitely be more characters made this way. The method will most likely evolve as I do more projects with it as I'm still learning more about how to use blender
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Uzuki Shimamura on May 10, 2021, 09:01:29 am
Hello again OHMSBY, I have a request.
Can you update the links of my JP Voice patches? I reuploaded them on Google Drive because Mediafire is blocked in my country.
Here are the links:
4-in-1 (Akatsuki, Heart Aino, Yu Narukami, Tohru Adachi): https://drive.google.com/file/d/1aQx9gfALikTqbHQDVskI_jOBAEQwb97p/view?usp=sharing
Susano'o: https://drive.google.com/file/d/14pU5tiv8hSMHWiwOUGFMj3I0qFqh6VND/view?usp=sharing
Mika Returna: https://drive.google.com/file/d/1g0VvY-pUTj_8ezUr0raoWfz39ktNWPrs/view?usp=sharing
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: OHMSBY on May 11, 2021, 12:39:34 am
Done.
Title: Re: [OHMSBY Thread]: Meta Knight Released + 3 Characters Updated (5/9/21)
Post by: Uzuki Shimamura on May 11, 2021, 05:15:36 am
Thanks again! ^_^

One more thing and it's about Meta Knight: when you land j5C hit on Muteki's Guilty Gear characters, the ground bounce sound plays multiple times.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 11, 2021, 06:25:12 am
Got it fixed. Go ahead and redownload him.

Quote
Meta Knight
-Fixed an error where jC could cause certain characters to create multiple shockwave sounds and effects at once upon getting slammed into the ground

Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 11, 2021, 04:15:23 pm
Hey OHMSBY, what is the name of the background music and the stage that was presented in the Meta Knight video?
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Macaulyn97 on May 11, 2021, 05:43:38 pm
Got it fixed. Go ahead and redownload him.

Quote
Meta Knight
-Fixed an error where jC could cause certain characters to create multiple shockwave sounds and effects at once upon getting slammed into the ground


Jesus Christ has some weird powers...
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 12, 2021, 03:33:24 am
Hey OHMSBY, what is the name of the background music and the stage that was presented in the Meta Knight video?

The stage is "The_Ruins_of_Castle_GGI" by Neat Unsou, which you can get it here: http://rmbase.blog55.fc2.com/blog-entry-56.html

The first track is "VS. Parallel Meta Knight & Dedede" from Kirby Star Allies, and the second track is a snippet of the Gametal remix of "Revenge of Meta Knight".
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 12, 2021, 04:37:41 am
@OHMSBY thanks dude. Really appreciate it.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 15, 2021, 02:25:35 am
Hey OHMSBY, is there a process that goes behind the characters you pick? Do you just pick characters at random or that you prefer at the certain time, or is there a specific pattern to it?
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 15, 2021, 05:47:09 pm
In general, if a character presents an opportunity to try something new in terms of coding then I tend to go for that. In Carmine's case, it would be coding his Dissolves.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 15, 2021, 09:49:32 pm
That's cool. So were there any characters that were interesting, difficult, or that you enjoyed the most coding?
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 16, 2021, 08:31:13 am
The projects that stand out to me the most are Waldstein for being the first grappler that I worked on, Kirby for coding all of his copy abilities, Kokonoe for coding her gravity nodes, and Yu Narukami for being the first time coding a Persona.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 16, 2021, 04:45:37 pm
Hey OHMSBY, have you thought doing a tutorial on how you converted Meta Knight from Smash Ultimate to Mugen in more detail, whenever you have some spare time? I was wondering cause I saw a couple threads about ripping and rendering the animations from Guilty Gear SIGN and Reverlator into sprites for Mugen and I was wondering if this process could be replicated for those games and other games like Playstation All-Stars or MVC3. Here are the threads for extra information and clarification.
https://mugenguild.com/forum/topics/xrd-sprites-rendering-181944.0.html
https://mugenguild.com/forum/topics/generating-2d-guilty-gear-xrd-sprites-170997.0.html
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 17, 2021, 06:52:39 am
I'm not against the idea of making a tutorial, but I'm still learning more and more about how Blender works, so the process will most likely keep changing overtime. Even so, there is a lot that would need to be explained, and I'm not sure when I would ever find the time to type a tutorial up.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Little Fox: Tres Truenos on May 17, 2021, 08:44:02 am
I understand my dude. Don't worry about, work on what you're currently able to do.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Kamui_De_Los_Vientos on May 21, 2021, 11:00:06 pm
I found a bug with Yukiko
https://streamable.com/59undy
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Good_Wall533 on May 21, 2021, 11:43:18 pm
The link to download Mitsuru's japanese voice patch in the extras instead leads to the link of Yang's japanese voice patch.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: OHMSBY on May 22, 2021, 12:48:27 am
I found a bug with Yukiko
https://streamable.com/59undy

Was this in IKEMEN GO?

If it is, then the Yukiko you have there is outdated and you'll need to redownload her from the site.

The link to download Mitsuru's japanese voice patch in the extras instead leads to the link of Yang's japanese voice patch.

Fixed.
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Cavery210 on May 24, 2021, 01:11:28 am
Some suggestions for Kirby ability compatibility with certain characters (Mainly with JoJo, Saint Seiya and Megaman characters, with a few others) for a future update:

Sword: Anubis Polnareff, Khan, Luke Skywalker, Darth Vader, Darth Maul, Akuma Shogun, Tsurugi Momotaro, Cecil Harvey, Megrez Alberich (Alberich), Panty, Stocking, He-Man, Lion-O
Cutter: Final Dio, Dio (Part 6) (Also, change Dio Brando to just DIO. Dio Brando (His Part 1 version) should have Ice), Tengu Man, Cut Man, Hydra Ichi (Ichi), Ophiuchus Shaina (Shaina), Ultra Seven, Chara, Kars (Ultimate Kars), Wang Chan, Devo, Death 13, Midler
Fire: Archmage Pop (Pop), Phoenix Ikki (Ikk. Phoenixi), Fire Man, Heat Man, Guilty, Ankoku Phoenix, Ankoku Dragon, Sailor Mars, Peter Griffin (because of his flame fart super), Terry Bogard
Ice: Vanilla Ice (An obvious pun), Caesar Zeppeli, Cygnus Hyoga (Cisne ne Hyoga, Hyoga, Cristal), Will A. Zeppeli, Ghaccio, Beta Merak Hagen (Merak Hagen, Hagen), Ankoku Cygnus, Pet Shop
Plasma: Mariah, Leo Aiolia, Sagittarius Aiolos
Beam: Proto Man, Bass, Stroheim, X (Megaman X), Ultraman (as well as most other Ultramen besides Seven (gives Cutter) and Leo (still gives Fighting)
Bomb: Yoshikage Kira (Kawajiri Kosaku, yet another obvious one you missed), Bomb Man, Crash Man, Burst Man, Homer Simpson (Because of his candy bomb super)
Mirror: Ditto (Obvious choice), Rubber Soul (Since he copied Kakyoin), Quint (Since he's an alternate Megaman), Aries Mu, Aries Shion
Suplex: Kinnikuman, Terryman, Robin Mask (either Suplex or Fire because of the Anoalo Staff), Hulk Hogan, Macho Man Randy Savage, CM Punk, Guts Man, Mike Haggar, Cassios, Bear Geki, Raiden (the Fatal Fury character, not the Mortal Kombat character)
Yo-Yo: Andromeda Shun, Sailor Venus, Ankoku Andromeda
Needle: Needle Man, Cactuar, Johnny Joestar
Spear: Kid Goku, Enker
Ninja: Shadow Man, Naruto (Naruto-kun), Sasuke (Sasuke-kun)
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: Mintloid on May 24, 2021, 01:39:33 am
I'm back at it again with another Japanese voice patch. This time its Faust/Dr. Baldhead!
Link: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing

Enjoy ;)
Title: Re: [OHMSBY Thread]: Meta Knight quick update (5/10/21)
Post by: ZolidSone on May 24, 2021, 03:34:58 am
Some of your suggestions is very questionable. I feel like you're asking too much as you just want to make changes to your fitting and not for everyone else. I usually don't add to the copy abilities for an official update unless they exist on the list already, but are not compatible with authors with specific names or from an licensed game. Most of these you can simply do yourself as there's a tutorial on Kirby's folder.

The Jojo's Bizarre Adventure game from Capcom is one exception since you listed some of them. Condense it to those that are officially from there and makes sure the names match with the ones that are already released on their respective def files. Also, I'm against changing Dio Brando as doing that will no longer work with Infinite's recent released DIO because that's the character's name.

Since Super Smash Bros. Ultimate characters is possible starting with Meta Knight, an update to the copy abilities would probably happen as not all of them are there such as Luigi, Peach, Wario, Zero Suit Samus, etc.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: OHMSBY on May 30, 2021, 08:35:07 pm
Carmine has been released.

Quick fun fact: Before settling on Yang, I originally wanted to make Carmine my first project. You can only imagine how differently he would have turned out if this were the case.

(http://i.imgur.com/trA8SNw.jpg)

Spoiler: More Screenshots (click to see content)

Direct link for Carmine:
https://drive.google.com/file/d/1OhN7z9BDy1U5PhVtcPbSoIXOJfeAWljE/view?usp=sharing (https://drive.google.com/file/d/1OhN7z9BDy1U5PhVtcPbSoIXOJfeAWljE/view?usp=sharing)

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

Have fun.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: ComboAssassin20 on May 30, 2021, 08:52:02 pm
Homura-chan, huh? can't wait to try her out
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: lizvalentine on May 30, 2021, 09:44:48 pm
carmine's pretty neat. how'd you rip his effects? i wanted to make my own carmine in mugen but ripping his effects proved to be uhh a pain in the butt lol.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Mintloid on May 31, 2021, 12:40:57 am
Great to see Carmine in action, not to mention he's been in your old polls since forever. Now Hibachi and Mora seems to be the only ones left, Neat! (although I wasn't sure about Hilda since you cut her off before the last polls)

and Homura's gonna be sweet for sure, considering its almost been 1 year since your last NPB char (Saya)
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: OHMSBY on May 31, 2021, 08:07:24 am
how'd you rip his effects? i wanted to make my own carmine in mugen but ripping his effects proved to be uhh a pain in the butt lol.

You actually won't need to rip them yourself, the sheet for his effects is included with his cross tag sprites found over at the spriters resource. However, all of his spikes and crystals are separate segments, so you'll need to piece them together through photoshop or something similar to it.

Now Hibachi and Mora seems to be the only ones left, Neat! (although I wasn't sure about Hilda since you cut her off before the last polls)

That was only a temporary removal, and the reason for that was because she was just announced for BBTag at the time and I wanted to wait until I actually got to play as her in that game.


Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Uzuki Shimamura on May 31, 2021, 09:33:59 am
I've made another Japanese voice patch.
Today it's your recently released character, Carmine.

Download Link: https://drive.google.com/file/d/1kTE_BmIgXVetn6PW3l28iWN_K1YwS4g0/view?usp=sharing
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Vinnie on May 31, 2021, 11:08:42 am
You actually won't need to rip them yourself, the sheet for his effects is included with his cross tag sprites found over at the spriters resource. However, all of his spikes and crystals are separate segments, so you'll need to piece them together through photoshop or something similar to it.

Wait. With that being said, you manually ripped all the effects sprites out of the sheet ? If so, the effects's color could be compatible with Carmine's palette. ( or something like that. )

I'm not sure if it is possible for MUGEN platform, but it looks something like this.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: 【MFG】gui0007 on June 01, 2021, 12:47:24 am


Yes, the Crimson Origins is in! Amazing work once again OHMSBY.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: EpicMtnGamer on June 02, 2021, 02:28:17 am
Great character! There's something I noticed, however.
When you rapid cancel HAHAHAHA! BE DEVOURED! on the first few hits, then quickly execute NO ESCAPE!, the remainder of HAHAHAHA! BE DEVOURED! will be executed instead.

https://streamable.com/ieyvnc
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: ZolidSone on June 02, 2021, 03:29:34 am
Great character! There's something I noticed, however.
When you rapid cancel HAHAHAHA! BE DEVOURED! on the first few hits, then quickly execute NO ESCAPE!, the remainder of HAHAHAHA! BE DEVOURED! will be executed instead.

https://streamable.com/ieyvnc
By any chance was this done in training mode? That shouldn't have been possible in an actual fight as rapid canceling during any distortion drive would've used 500 meter. So you wouldn't be able to use NO ESCAPE! in that situation as it costs 1000 meter to do so.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Kamui_De_Los_Vientos on June 02, 2021, 03:41:04 am

I'm not sure if it is possible for MUGEN platform, but it looks something like this.


it is possible, take for example Blake by K6666Orochi, Or some other POTS style char like for example Kyo by Jmorphman

(https://cdn.discordapp.com/attachments/319049781798240256/849462195229425694/unknown.png)
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Mushypepito123 on June 02, 2021, 04:04:46 am

I'm not sure if it is possible for MUGEN platform, but it looks something like this.


it is possible, take for example Blake by K6666Orochi, Or some other POTS style char like for example Kyo by Jmorphman

(https://cdn.discordapp.com/attachments/319049781798240256/849462195229425694/unknown.png)

that's the same method i'm using for some of OHMSBY's chars that i edited for a project.

anyways, time to test Carmine.
Title: Re: [OHMSBY Thread]: Carmine Released (5/30/21)
Post by: Vinnie on June 02, 2021, 04:45:46 am


Forgive me for the misleading message I sent days ago. At that time I forgot that the P4U's characters can also have the effects's color changed based on the selected palettes like Mitsuru for instance.
What I really meant was it couldn't say the same to the UNIB characters. Especially when you use the alternative resources.

(https://i.imgur.com/HLma4DU.png)

Take a look at this sprite for instance. It has been fixed with a specific color table in the first place. So there's no way to "connect" the color of these sprites with the color of the character. It also happens with his Hyde and my Seth. Since he said that the ripped the effects from the sheet that attached to the sprites file, I actually found it astonishing because of the quality was really splendid. Not really sure because of the limitation of MUGEN 1.0 or because the effects's color has nothing to do with the characters themselves.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: OHMSBY on June 02, 2021, 07:32:38 am
Paulo S' Japanese patch has been added to the site. I have also fixed the Distortion Drive bug on Carmine, even though its really only possible in training mode or by using debug keys.

Quote
Carmine
-Fixed an error where Carmine would automatically cancel into BE DEVOURED! after using NO ESCAPE! under specific circumstances.




It is possible to change the color of those effects by using palfx or remappal with palno triggers, but it's not exactly user friendly to those who want to apply custom palettes.

Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: Vinnie on June 02, 2021, 08:47:48 am

I've seen many people applied palfx to adjust the colors as their liking. But as far as I can tell, most of the effects were set in helpers instead of explods. Sure we do have to use helpers to adjust the angle and colors sometimes. But what am I talking about here is the most efficient way to make their colors connected to the character's palette. Also, in some cases, you just can't use palfx if the animation is applied with Alpha 256,256. Adding the palfx will mess up the color itself, ending up destroying the whole purpose of using palfx. Unless you want to repaint the whole sprite again with the character's default palette but who would ever do that.

P.S: I found a small bug on Carmine. His Astral Heat could be cancelled in Training Mode. I know it is unable to do in real matches but still, just wanna mention it.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: OHMSBY on June 03, 2021, 07:20:54 am
Astral heat canceling in training mode has been fixed.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: ZolidSone on June 03, 2021, 12:33:43 pm
Astral heat canceling in training mode has been fixed.
Oh, so you decided to fix that after all? I actually mentioned that before when Vocalnoid said something about it on the very first page, but I didn't find it a big deal as it couldn't be done with legitimate methods. It's not just Carmine having that astral heat canceling bug, literally all your characters have it.

Also if you planning to fix that on everyone else, I have a favor to ask. Do you mind changing my name to "ZolidSone" in the Thanks to list on each of your character's readmes (The S and Z are reversed, without the space and the number 26)? I've been thinking about this for a long time as I wanted to separate my gaming identity from the M.U.G.E.N scene due to personal reasons. I've decided on just a small change on the username so anyone here will know it's still me.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: Mintloid on June 03, 2021, 01:53:47 pm
Astral heat canceling in training mode has been fixed.
Oh, so you decided to fix that after all? I actually mentioned that before when Vocalnoid said something about it on the very first page, but I didn't find it a big deal as it couldn't be done with legitimate methods. It's not just Carmine having that astral heat canceling bug, literally all your characters have it.
Yeah I actually thought telling about that bug wasn't worth my time, but I said it anyways XD.

Now If I remember a while ago, Quickfist was saying something about wanting to activating distortion drives or Astral heats with a single button instead of 2, and someone else talking about reject guard like in bbtag. I thought of giving your chars Active flow and (assuming if do intend to add guard meter and stun for your next mass update) Negative penalty like in BBCF, with drawbacks to prevent your chars from becoming to strong of course.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: Vinnie on June 03, 2021, 02:43:25 pm
Also if you planning to fix that on everyone else, I have a favor to ask. Do you mind changing my name to "ZolidSone" in the Thanks to list on each of your character's readmes (The S and Z are reversed, without the space and the number 26)? I've been thinking about this for a long time as I wanted to separate my gaming identity from the M.U.G.E.N scene due to personal reasons. I've decided on just a small change on the username so anyone here will know it's still me.

I see. Although I thought you want to keep it secretly in the first place.



Erm, I was the one who mentioned him of the guard reject system actually. It was a small test run that I did on Adachi. But since he said that the decided to choose guard cancel instead, I found my idea unnecessary at that time. Although I could have updated them for my characters but I decided to keep it that way. Also, another thing I want to mention is that all of OHMSBY's characters are unable to link their specials with their Distortion Drives, which is something that you are able to do in the BBTAG i believe. With that being said, my only guess here is that it has been done intentionally. In other words, he wanted his characters to be like that, it is what it is. If that's the case, we don't have the permission to demand anything from him because of the respect to the author.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: ZolidSone on June 03, 2021, 10:51:30 pm
Yeah I actually thought telling about that bug wasn't worth my time, but I said it anyways XD.
It was thanks to you I went deeper testing with the rapid canceling on everyone else. Had you not, I wouldn't had known about it.

I see. Although I thought you want to keep it secretly in the first place.
I did give it some thought and with my current pacing, it will be a while for that change to happen. So might as well let you and OHMSBY know now. But the reason behind it still will be, not the name itself which I won't disclose here.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: OHMSBY on June 04, 2021, 07:09:36 am
I could've swore that I put a limit on the rapid canceling on all of my characters in one of my updates to prevent canceling the Astral Heat in training mode, but apparently not. This will be something that I'll have to keep in mind next time I do more updates.

Do you mind changing my name to "ZolidSone" in the Thanks to list on each of your character's readmes (The S and Z are reversed, without the space and the number 26)?

Sure, no problem. I am planning on doing another round of updates anyway, so the name will be changed in those readme's then.

Also, another thing I want to mention is that all of OHMSBY's characters are unable to link their specials with their Distortion Drives, which is something that you are able to do in the BBTAG i believe.

No it is not, at least not by normal means. This is only possible when Resonance Blaze is active.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/2/21)
Post by: DauntlessMonk7 on June 06, 2021, 08:49:43 pm
Carmine has been released.
Have fun.

Seems pretty good so far,
though i think i found a bug where the opponent gets stuck in state 205/206
and cannot move if Carmine's normal throw is Rapid Canceled at the right time:
https://streamable.com/sn75my
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: OHMSBY on June 06, 2021, 09:49:34 pm
Fixed. Go ahead and redownload him.

Quote
Carmine
-Fixed an error where the opponent would be stuck in the custom state if forward throw or back throw was Rapid Canceled at the right time.
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: DauntlessMonk7 on June 06, 2021, 10:17:27 pm
Fixed. Go ahead and redownload him.
Quote
Carmine
-Fixed an error where the opponent would be stuck in the custom state if forward throw or back throw was Rapid Canceled at the right time.

Alright, looks like it's fixed. Thank you. ^w^
How's Homura coming along?
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: Little Fox: Tres Truenos on June 09, 2021, 01:29:10 pm
Hey OHMSBY, how are you doing? If you don't mind me asking what is the process when you make a character?
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: Uzuki Shimamura on June 10, 2021, 11:08:42 am
Had to test Jin again, and I found that most of characters with parry (CvS2/PotS style/SF3 chars) can escape Jin's Astral
https://streamable.com/1xkmoh
Title: Re: [OHMSBY Thread]: Carmine Quick Update (6/6/21)
Post by: Mushypepito123 on June 10, 2021, 02:03:06 pm
Had to test Jin again, and I found that most of characters with parry (CvS2/PotS style/SF3 chars) can escape Jin's Astral
https://streamable.com/1xkmoh

same thing applies to EVERYONE... i suggest that you should put the p2stateno = **** thingy.

EDIT: not everyone actually, but you know what i mean.


Another EDIT: Yumi's Demonic Destruction Target state has no facep2 or something like that, gaining a problem in the process like flying in the opposite direction. it is possible that some of these characters suffer the exact same thing.
Title: Re: [OHMSBY Thread]: Jin Quick Update (6/10/21)
Post by: OHMSBY on June 10, 2021, 02:45:40 pm
Had to test Jin again, and I found that most of characters with parry (CvS2/PotS style/SF3 chars) can escape Jin's Astral
https://streamable.com/1xkmoh

Fixed.

Quote
Jin
-Fixed an error where Jin would continue with his astral heat upon hitting anything other than the opponent

Yumi's update will come later since she's going to have some more substantial changes.

Title: Re: [OHMSBY Thread]: Jin Quick Update (6/10/21)
Post by: sergioprft on June 10, 2021, 09:19:33 pm
It kinda bothers me how Meta Knight's counter can both be used with and without meter, it isn't supposed to be used without meter instead?
Title: Re: [OHMSBY Thread]: Jin Quick Update (6/10/21)
Post by: Mintloid on June 10, 2021, 10:55:17 pm
It kinda bothers me how Meta Knight's counter can both be used with and without meter, it isn't supposed to be used without meter instead?
You're not refering to the Dead Angle attack are you? cause every char that OHMSBY made has that, and that ONLY works if you have at least 1000 power and pressing the light punch (rapid cancelling button) while guarding normally on ground (that includes meta knight too).
Title: Re: [OHMSBY Thread]: Jin and Meta Knight Quick Update (6/10/21)
Post by: OHMSBY on June 11, 2021, 12:51:08 am
He was talking about his EX Special, Galactic Counter, and how it could be used even without having the required amount of meter.

It's fixed now.

Quote
Meta Knight
-Fixed an error where Galactic counter could be used without having at least 500 meter.
Title: Re: [OHMSBY Thread]: Jin and Meta Knight Quick Update (6/10/21)
Post by: Uzuki Shimamura on June 11, 2021, 08:25:40 am
Looks like Jin isn't the only one who had Astral parry bug, but your two characters: Susanoo and Kirby.

I used Jmorphman's PotS style chars and there are no issues, but it only affects on JtheSaltyy's CvS Reimagined chars.

Parrying Susanoo's Astral can cause the game slow or (sometimes) crash.
(https://i.imgur.com/2LJfQvW.png)

Parrying Kirby's Astral will allow him (P2) to move until he gets hit by an unblockable attack.
(https://i.imgur.com/dnINzam.png)
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 12, 2021, 01:22:47 am
Fixed.

Quote
Kirby and Susano'o
-Fixed an error where the Astral Heat would continue upon hitting anything other than the opponent.

Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: 無限の監視者 on June 13, 2021, 01:23:30 am
I remember you mentioning about whenever you work on a new character, you were also trying something new with the coding. I guess the new mechanics and aesthetics are part of working on Homura?
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 13, 2021, 02:05:13 am
More or less. While I didn't start working on Homura specifically for the new mechanics and aesthetics, I did get the idea for them while I was working on her.

Also, I might as well post the streamable videos for the new mechanics and aesthetics here as well:

https://streamable.com/upgd5u (https://streamable.com/upgd5u)
https://streamable.com/tc7w61 (https://streamable.com/tc7w61)
https://streamable.com/5tk6vm (https://streamable.com/5tk6vm)
https://streamable.com/3zpe8s (https://streamable.com/3zpe8s)
https://streamable.com/ebc0b4 (https://streamable.com/ebc0b4)
https://streamable.com/f2wriq (https://streamable.com/f2wriq)
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: TurnPile on June 13, 2021, 02:12:49 am
More or less. While I didn't start working on Homura specifically for the new mechanics and aesthetics, I did get the idea for them while I was working on her.

Also, I might as well post the streamable videos for the new mechanics and aesthetics here as well:

https://streamable.com/upgd5u (https://streamable.com/upgd5u)
https://streamable.com/tc7w61 (https://streamable.com/tc7w61)
https://streamable.com/5tk6vm (https://streamable.com/5tk6vm)
https://streamable.com/3zpe8s (https://streamable.com/3zpe8s)
https://streamable.com/ebc0b4 (https://streamable.com/ebc0b4)
https://streamable.com/f2wriq (https://streamable.com/f2wriq)

OOh, interesting.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: ZolidSone on June 13, 2021, 03:25:00 am
So these are the round of updates you were talking about. If you pushed Kirby and Susano'o updates already just to fix the astral heats, you must have not got around to them yet. And after seeing the videos, I didn't think you would actually change the aesthetics completely on the distortion drives and the astral heats. Were you not happy with the current ones? Because that's a big change aesthetic wise.

I should mention that the opponent's get hit animation is slightly lower for half a second on Yang's Too Hot to Handle when they hit the ground. It's fine on 66B however.

Also do let me know when you plan to update Kirby again with the new mechanics and aesthetic changes, I looked at the copy abilities again a while ago and realized Lucina is listed as trigger50 even though Bishamon has already taken it. Figured you can start adding the rest of the other Super Smash Bros. Ultimate characters too since the possibility is there with your Meta Knight. I also kinda thought about changing Mario Mario to have Bomb instead of Fire as he's has a super using a Bomb and would fit much better after playing him again.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: Mintloid on June 13, 2021, 03:25:16 pm
https://streamable.com/tc7w61 (https://streamable.com/tc7w61)
https://streamable.com/5tk6vm (https://streamable.com/5tk6vm)
https://streamable.com/3zpe8s (https://streamable.com/3zpe8s)
https://streamable.com/ebc0b4 (https://streamable.com/ebc0b4)
https://streamable.com/f2wriq (https://streamable.com/f2wriq)
I am so freakin READY!

I didn't think you would actually change the aesthetics completely on the distortion drives and the astral heats. Were you not happy with the current ones? Because that's a big change aesthetic wise.
I could say the same thing, but i'm guessing these background FX look like they could be more lighter than the GG ones (if thats true, then thats a good chunk of megabytes saved :3 ). Not to mention that some these new features work pretty similar to Nep Hearts gen 1 chars, which seems legit AF. I also like the super FX, was this custom made?
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 14, 2021, 06:18:41 am
I didn't think you would actually change the aesthetics completely on the distortion drives and the astral heats. Were you not happy with the current ones? Because that's a big change aesthetic wise.
I could say the same thing, but i'm guessing these background FX look like they could be more lighter than the GG ones (if thats true, then thats a good chunk of megabytes saved :3 ). Not to mention that some these new features work pretty similar to Nep Hearts gen 1 chars, which seems legit AF. I also like the super FX, was this custom made?


The super BG is a modified version of the one from Daemon Bride. It actually consists of just a few sprites that are constantly being warped via modifyexplod, and made to change color for specific situations via remappal. There wasn't really anything wrong with the GG super background, aside from certain character specific color variants not looking particularly great, I just wanted to try something new is all.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: ZolidSone on June 14, 2021, 12:35:59 pm
The super BG is a modified version of the one from Daemon Bride. It actually consists of just a few sprites that are constantly being warped via modifyexplod, and made to change color for specific situations via remappal. There wasn't really anything wrong with the GG super background, aside from certain character specific color variants not looking particularly great, I just wanted to try something new is all.
There's nothing with you trying something new. But other authors like Ichida or k6666orochi would now have to spend time adding the new mechanics and aesthetics to their characters to make them up to date with yours. To tell you the truth, it's also kinda why I haven't made much progress with mine yet and been slacking off a bit behind the scenes. But I'm always still keeping up and active with feedback still.

Back to the videos, I saw the "Invalid" message and what exactly happens when you get that? Is this some kind of new mechanic that causes damage reduction to the opponent or just simply for show? I know Robo-Weiss would punish the player if you attempt a loop on the same combo, not sure how would it work on all your characters. No explanation needed for "Not Over Yet" as it's looks like a very useful mechanic for a bad situation.
Title: Re: [OHMSBY Thread]: Kirby and Susano'o Quick Update (6/11/21)
Post by: OHMSBY on June 15, 2021, 04:16:49 am
The Invalid Message doesn't have any additional effects, it just lets you know that the opponent could have recovered during your combo. It's a pretty common feature in Arcsys fighters.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: OHMSBY on June 20, 2021, 11:40:19 pm
Homura has been released.

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

Spoiler: More Screenshots (click to see content)

Get Homura here:
https://drive.google.com/file/d/15mtxtvVtyyIsgk4vq7wv0iBXgDPPOg-Z/view?usp=sharing (https://drive.google.com/file/d/15mtxtvVtyyIsgk4vq7wv0iBXgDPPOg-Z/view?usp=sharing)

Also, Ragna, Kirby, Yu Narukami, Yumi, Akatsuki, Susano'o, Blitztank, Maid Taiga, Hyde, Thief Arthur, and Carmine have all received a major update:
Quote
All 11 Characters:
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
    -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
    -Immediately Gain 500 Meter
    -Slowly gain meter overtime
    -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Ragna, Yu, Akatsuki, Susano'o, Blitztank, and Thief Arthur:
-5C is now special cancelable on hit

Kirby:
-Added more characters and variants to the Copy Ability list and corrected a few typos

Yu Narukami:
-Minor Frame Data adjustments

Maid Taiga:
-Increased 5C's frame disadvantage on block

Yumi:
-Fixed an error where the opponent would be launched the wrong way when hitting them with Dance of Blades from behind
-Added special intro against Homura

Carmine:
Fixed an error where SPIN! can't be used if the projectile was deleted by other means

Ragna's Japanese voice patch has also been updated.

For the sake of convenience, you can download all of the updated characters in one zip file here:
https://drive.google.com/file/d/1IRtL-K_PC1RC1HlFbbh4-8QBXGohayvW/view?usp=sharing (https://drive.google.com/file/d/1IRtL-K_PC1RC1HlFbbh4-8QBXGohayvW/view?usp=sharing)

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

Have fun.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: TurnPile on June 21, 2021, 01:05:04 am
I'm betting that all of the characters will be updated before the release of Piranha Plant around next month. You really are popping out characters quite well.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Uzuki Shimamura on June 21, 2021, 03:27:52 am
Spoiler: And my next character is... (click to see content)

Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: 無限の監視者 on June 21, 2021, 03:36:52 am
Good_Wall533 may have to update his JP voice patch for Yumi. She stays silent during her special intro with Homura.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: DauntlessMonk7 on June 21, 2021, 05:30:30 am
Homura has been released.

Also, Ragna, Kirby, Yu Narukami, Yumi, Akatsuki, Susano'o, Blitztank, Maid Taiga, Hyde, Thief Arthur, and Carmine have all received a major update:

Have fun.


Ah, Homura & the updates are great so far.
...Although i did notice that Yu’s Awakening portrait
doesn’t show up for me when doing standalone Ultra Burst anymore,
despite it still being in the character files. Is this intentional?

Also, what is the font that’s used for the Astral Heat text?
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Uzuki Shimamura on June 21, 2021, 06:12:04 am
I updated the JP voice patches for Akatsuki, Yu Narukami, Susanoo and Carmine, for new SFXs.

Download links

4-in-1: https://drive.google.com/file/d/1PkbhAMSdmjeZDG-9sKnBPgg3ltnZxOSd/view?usp=sharing (Akatsuki and Yu only)
Susanoo: https://drive.google.com/file/d/13E8JcG05BWhxf25STNdb5O0ABWPkLptS/view?usp=sharing
Carmine: https://drive.google.com/file/d/1_5nN_FITVB39PsmwLPs4sQ5od0J30bF1/view?usp=sharing

Now I'm waiting for Heart, Mika, and Adachi's update.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: ZolidSone on June 21, 2021, 07:05:22 am
I found a small bug on Ragna. When you use his astral heat on any of your recently updated characters, the red x on the opponent's burst icon is still present during in the middle of it, but not the icon itself. I checked it if anyone else has it and shows up fine as either both Burst icons showing with the opponent having the red x or none at all depending on the astral heat used. I feel like it's inconsistent that certain astral heats hide the burst icons while some of them do not. Both Burst icons should disappear temporary and reappear once it ends.

Edit as I got some more feedback on the characters regarding their recent updates as I didn't have time during the day to test all of them:

All characters and Homura:
-Rapid canceling backwards any distortion drives makes them glow white instead of blue (I think this happens because the dodges including the backwards one now has a white glow on them, causing a confliction as it uses that for the rapid cancel blink).
-Rapid canceling backwards any attack is not one single white blink like the standing or forward dodge, but a glowing one taken from the dodges (Turns out it's not just the distortion drives having the issue).

Yumi:
-The sliding dust on the end of Yumi's running animation is missing.

Yu:
-Not only Awakening Cut In effect is no longer used when Ultra Burst is active as already mentioned by DauntlessMonk7, it is also not used during Ultra Dead Angle.

Kirby:
-Young Link and Toon Link don't have their copy abilities (Cutter and Bomb respectively).
-Ridley is listed as trigger45 already (An oops on my part as I didn't check carefully).
-Didn't realize Alex for Steve is already listed as Suplex for the character from Street Fighter III (Feel free to remove in case of confliction).

Maid Taiga:
-The air dash still uses the old air dash effect.
-The readme still has my old author name.

Blitztank:
-Blitzlauf could use the old air dash effect when he charges straight at the opponent.
-Gjallerhorn has a bug where he suddenly rapid canceled the distortion drive when the opponent moves forward or backwards while they are blocking it (The opponent can force Blitztank to waste meter when you don't want him to).

Susanoo:
-The readme still has my old author name.

Unfortunately, I didn't find these until after the characters were updated.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Cavery210 on June 21, 2021, 11:29:51 pm
Just going to simplify my old Kirby copy requests into the JoJo ones:

JoJo:
* Jonathan Joestar - Sword (Because of the Sword of Luck and Pluck)
* Dio Brando (Part 1) - Ice (Because of his freezing powers)
* Speedwagon - Cutter (Because of his hat)
* Will A. Zeppeli - Fire (Because of Hamon)
* Stroheim - Beam (Because of his solar energy beams)
* Caesar - Ice (Since the Water ability isn't in, this fits his bubble attacks best)
* Lisa Lisa - Fire (Same reason as Zeppeli
* Santana - Cutter (For his rib blades)
* Esidisi - Fire (For his Flame Mode)
* Kars and Ultimate Kars - Cutter (For his blade arms)
* Old Joseph - Plasma (For Hermit Purple)
* Mariah - Plasma (For her electricity stand)
* Pet Shop - Ice (For his icicle attacks)
* Black Polnareff - Sword (For the Anubis sword)
* Khan - Sword (For the Anubis sword)
* Rubber Soul - Mirror (For his Kakyoin impersonation)
* Devo - Cutter (For Ebony Devil's knife)
* Vanilla Ice - Ice (For a cheap pun)
* Cameo - Mirror (For his duplicates of Polnareff's sister and Avdol)
* Oingo and Boingo - Bomb (For their orange bombs)
* Yoshikage Kira/Kosaku Kawajiri - Bomb (Since Killer Queen turns anything it touches into a bomb)
* Leone Abbachio - Mirror (For Moody Blues's playback ability)
* Ghiaccio - Ice (For his White Album stand)
* Risotto Nero - Needle (For his Metallica stand)
* Weather Report - Ice (for his stand)
* Johnny Joestar - Needle (Because of his Tusk stand)
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: ComboAssassin20 on June 21, 2021, 11:38:57 pm
Just going to simplify my old Kirby copy requests into the JoJo ones:

JoJo:
* Jonathan Joestar - Sword (Because of the Sword of Luck and Pluck)
* Dio Brando (Part 1) - Ice (Because of his freezing powers)
* Speedwagon - Cutter (Because of his hat)
* Will A. Zeppeli - Fire (Because of Hamon)
* Stroheim - Beam (Because of his solar energy beams)
* Caesar - Ice (Since the Water ability isn't in, this fits his bubble attacks best)
* Lisa Lisa - Fire (Same reason as Zeppeli
* Santana - Cutter (For his rib blades)
* Esidisi - Fire (For his Flame Mode)
* Kars and Ultimate Kars - Cutter (For his blade arms)
* Old Joseph - Plasma (For Hermit Purple)
* Mariah - Plasma (For her electricity stand)
* Pet Shop - Ice (For his icicle attacks)
* Black Polnareff - Sword (For the Anubis sword)
* Khan - Sword (For the Anubis sword)
* Rubber Soul - Mirror (For his Kakyoin impersonation)
* Devo - Cutter (For Ebony Devil's knife)
* Vanilla Ice - Ice (For a cheap pun)
* Cameo - Mirror (For his duplicates of Polnareff's sister and Avdol)
* Oingo and Boingo - Bomb (For their orange bombs)
* Yoshikage Kira/Kosaku Kawajiri - Bomb (Since Killer Queen turns anything it touches into a bomb)
* Leone Abbachio - Mirror (For Moody Blues's playback ability)
* Ghiaccio - Ice (For his White Album stand)
* Risotto Nero - Needle (For his Metallica stand)
* Weather Report - Ice (for his stand)
* Johnny Joestar - Needle (Because of his Tusk stand)

dude, what are you saying and what has this got to do with the topic?
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: Cavery210 on June 22, 2021, 12:24:10 am
These are suggestions for Kirby's abilities based on the JoJo characters avaliable in MUGEN.
Title: Re: [OHMSBY Thread]: Homura Released + 11 Characters Updated (6/20/21)
Post by: ZolidSone on June 22, 2021, 01:46:26 am
These are suggestions for Kirby's abilities based on the JoJo characters avaliable in MUGEN.
I still don't see why can't you just simply add them yourself as there's a tutorial in his folder. For my case with the Super Smash Bros. Ultimate characters, mine was considered because of the possibility of them being made especially with Meta Knight and Piranha Plant as the sprites were made from Blender. This doesn't guarantee he will make all of them, only the possibility is there in case it does happen.

And 2nd, I know I said condense it. But I mean suggest only those from the Part 3 game as most of those from your list aren't as there's no official 2D game for the other parts.

https://capcom.fandom.com/wiki/JoJo%27s_Bizarre_Adventure:_Heritage_for_the_Future
Only those from this game should be considered. Rubber Soul and Vanilla Ice would be so they can work with JtheSaltyy's. I don't know the authors who made the others.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: OHMSBY on June 22, 2021, 04:28:35 am
Homura and the recently updated characters have received some bug fixes:

Quote
All 12 Characters:
-Fixed an error where the Back Dash's Palfx would override the Rapid Cancel's Palfx
-Changed layering for Burst Icon
Kirby:
-Fixed a few errors and Typos in the Copy Ability compatibility list
Yu Narukami:
-Fixed an error where Izanagi and Yu's Cut-in didn't appear during Ultra Burst or Ultra Dead Angle
Yumi:
Added missing slide dust for run stop animation
Blitztank:
-Fixed an error where Blitztank could automatically rapid cancel when Gjallerhorn was blocked
-Added additional effect for Blitzlauf
Maid Taiga:
-Fixed an error where Taiga didn't have the new air dash effect
Thief Arthur:
-Fixed an error where the Super Finish effect would appear if the opponent were to be KO'd shortly after Catch and Barrage was finished

Once again, you may download all of the updated characters in one zip file here:
https://drive.google.com/file/d/1gIliiyzB64GIRLmN1mhptl0U3OSrqGk3/view?usp=sharing (https://drive.google.com/file/d/1gIliiyzB64GIRLmN1mhptl0U3OSrqGk3/view?usp=sharing)

The links for Paulo S' voice patches have also been updated on the site as well. Once Goodwall has updated his voice patch for Yumi, I'll have that link updated on the site too.



I'm betting that all of the characters will be updated before the release of Piranha Plant around next month.

I don't know about that, but I am going to try to have more characters updated at a time than I had when I was rolling out the Ultra Burst update.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Mintloid on June 22, 2021, 09:44:54 pm
Let me just say that this system change to your chars has been an absolute blast. They feel like new again. :D

Although one slight nitpick is that it increases the sff sizes by 10+ mb. It ain't that much of a big deal, but I just thought I point it out anyways. Still can't wait til you implement these to your other chars soon.

Spoiler: And my next character is... (click to see content)
:fuckyea: May I call you GODSBY? :V
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Good_Wall533 on June 23, 2021, 06:46:25 pm
Hey folks, sorry for taking so long to do this update but here it is. Yumi's japanese voice patch has been updated for her new intro with the recently released Homura: https://www.mediafire.com/file/1izcrsdfsv4nfq6/YumiJPN.rar/file
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Noticer22 on June 24, 2021, 04:24:34 am
Are you going to be porting more characters from dengeki to mugen? Like Rentaro or Tomoka for example?
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: OHMSBY on June 24, 2021, 06:43:27 am
Hey folks, sorry for taking so long to do this update but here it is. Yumi's japanese voice patch has been updated for her new intro with the recently released Homura: https://www.mediafire.com/file/1izcrsdfsv4nfq6/YumiJPN.rar/file

Just wanted to point out that all of the updated characters along with Yumi have new SFXs, and your voice patch is still using the old sounds. The index groups that have new and/or replaced sounds are 0, 160, 3000, 7005, and 8005.

Are you going to be porting more characters from dengeki to mugen? Like Rentaro or Tomoka for example?

Probably.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Good_Wall533 on June 24, 2021, 07:41:16 pm
Oops. Forgot about that. My bad, here's a updated link to the patch with the new SFX: https://www.mediafire.com/file/005k0i9gnes00w1/YumiJPN.rar/file

Let me know if there's anything wrong or out of order.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: OHMSBY on June 25, 2021, 06:32:18 am
Just tested out the patch, and it is all good now. Added the updated link to the site.
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: TurnPile on June 25, 2021, 08:27:16 am
When's the rest of the character updates coming out? Other than what's obviously going to be done, are there going to be any major changes to the characters that aren't updated yet?
Title: Re: [OHMSBY Thread]: Homura + 11 Characters Updated (6/21/21)
Post by: Mintloid on June 26, 2021, 12:43:31 pm
found a quick bug with Carmine
(https://i.imgur.com/Erar70H.png)
During near the end of HAHAHAHA! BE DEVOURED!, invalid palfx mul valu debug floods start to show
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: OHMSBY on June 26, 2021, 07:31:27 pm
And fixed.

Quote
Carmine
-Fixed invalid palfx mul during BE DEVOURED.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: Uzuki Shimamura on June 27, 2021, 11:17:43 am
Just a reminder to Resentone: your Hyde Kido JP voice patch needs an update with new/replaced SFXs.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: Resentone on June 28, 2021, 03:01:38 am
Just a reminder to Resentone: your Hyde Kido JP voice patch needs an update with new/replaced SFXs.


Yeah, I'm planning on updating it. My PC got BSOD so I've lost all of my files.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: Resentone on June 29, 2021, 06:20:29 am
Apologies for the double post, but here's the updated Voice Patch for Hyde https://drive.google.com/file/d/1Z0obpssCeCFz6pvHFIxCBxc3cRuZeRdf/view?usp=sharing

Do let me know if there's anything wrong with the voices.
Title: Re: [OHMSBY Thread]: Homura+11 Chars Updated(6/21/21) Carmine Quick Update(6/24/21)
Post by: sergioprft on June 29, 2021, 10:17:08 pm
Arthur is immune to F1.
https://streamable.com/t10qmp
Title: Re: [OHMSBY Thread]: Ragna and Thief Arthur Quick Update (6/30/21)
Post by: OHMSBY on July 01, 2021, 06:19:21 am
Fixed.

Quote
Ragna and Thief Arthur
-Fixed an error where the characters could not be KO'ed via Debug
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: OHMSBY on July 12, 2021, 12:02:43 am
Piranha Plant has been released.

(https://i.imgur.com/HhdnCp8.jpg)

Spoiler: More Screenshots (click to see content)

Direct Link for Plant:
https://drive.google.com/file/d/13cBnQyTqEpfmmDis4mTxSjD-2GXs6xq4/view?usp=sharing

Also, Azrael, Waldstein, Samus, Adachi, Heart, Faust, Nanase, Bisclavret, and Lambda-11 have all been updated

Quote
All 9 Characters
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
 -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes
Azrael, Samus, Adachi, Heart, Bisclavret, and Lambda-11
-5C is now special cancelable on hit
Azrael
-Slightly increased the amount of distance covered by Black Hawk Stinger
-Added special intro against Adachi
Adachi
-Increased cooldown on 2C
-Added special intro against Azrael
Faust
-Faust now throws one extra item during W-W-W-What Could this be? and W-W-W-W-W-W-W-W-W-W-What Could this be? when Not Over Yet is active
Lambda-11
-Sickle Storm now travels across the ground towards the opponent until it makes contact with them
Heart
-Increased Untechable time and land recovery time for Special Kick of Love

You can download all of the updated characters in one bundle here:
https://drive.google.com/file/d/185Wp4E4JKqt6fKTnwYi8U6MGe8u3EWvg/view?usp=sharing (https://drive.google.com/file/d/185Wp4E4JKqt6fKTnwYi8U6MGe8u3EWvg/view?usp=sharing)

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

Have fun.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: bass30655 on July 12, 2021, 12:22:57 am
Yeah Plant gang is here. Also Ky before sol? uh.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: ZolidSone on July 12, 2021, 01:49:01 am
Feedback on the updated characters:
Heart:
-I just realized she has a large sliding dust before the small ones on the startup of their run alongside Akatsuki and Yumi (However, Nanase and Lambda-11 don't. Since all their run animations are unique as they dash to them, I'm uncertain if you intended to put that in their particular ones).

Nanase:
-Chasing Le Reve, Plumage Dancing in the Wind and Conveying My Vrai Couer follows her after rapid canceling (For Plumage, it looks fine when it continues playing, but it would be better if it's stay in the exact place where the move was executed).
-All versions of Ange's Invitation can't be rapid canceled.
-The readme still has my old author name.

Bisclavret:
-The opponent's get hit animation on Double Hammer Destruction can still be briefly seen before she touches the ground after defeating them with it (Mostly noticeable on stages with no super jump).

Lambda-11:
-The dodge dust on her backwards dash is missing.
-The opponent's get hit animation on Sword of Destruction can still be briefly seen before she touches the ground after defeating them with it (Mostly noticeable on stages with no super jump).
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: Mintloid on July 12, 2021, 02:31:42 am
Faust's Japanese voice pack has been updated to include the newer SFX from your recent system changes.
Link: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing

PM me anything that's missing or any other issues and I'll fix it soon as I can, Thank you and enjoy ;)
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: Good_Wall533 on July 12, 2021, 03:48:44 am
Azrael's japanese voice patch has been updated with the new SFX and the new special intro with Adachi.

Link: https://www.mediafire.com/file/7ex5813p392mkif/AzraelJPN.rar/file

Please let me know if there's anything wrong with it. Enjoy.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: Uzuki Shimamura on July 12, 2021, 04:07:23 am
I've updated Heart and Adachi's JP voice patches with new SFXs and special intro (Adachi) today.

Link: https://drive.google.com/file/d/1HXczJUNcxmUXDtXYgfBurcVq92BwiUha/view?usp=sharing

Now back to palette making~
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: OHMSBY on July 12, 2021, 04:23:11 am

All fixed. and the update bundle has been reuploaded with the fixes as well.


Everything seems good. I haven't noticed anything missing in any of your patches. Also, site links have been updated.
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Characters Updated (7/11/21)
Post by: ZolidSone on July 12, 2021, 06:05:45 am
After seeing the fixed updates, seems like it was never intentional to have a large sliding dust on the run startup for their particular run animations. Kinda makes sense as that same size is used when you're trying to perform a running throw. Guess this means the already updated Akatsuki and Yumi needs to have theirs removed alongside these characters that haven't when you get around them:
-Gordeau
-Robo-Weiss
-Kokonoe
-Charlotte
-Meta-Knight

Only Azrael, Waldstein, Blitztank, Saya, Bisclavret and Shantae are the exceptions since they can't run and only dash forward. Also if you're going to go back to Akatsuki and Yumi to make the change, I also have something for the previous updated ones as well:

Blitztank:
-The additional effect for Blitzlauf is missing the air dash sound effect (The old air dash fits very well when executed, but you forgot to add the sound effect itself to go along with it).

Susanoo:
-A random sliding dust plays when Bloodsplitter is active.
-Roar of the Mad King could use envshake on each hit (I've been thinking about this for a while and thought it doesn't have much oomph without it).
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Chars Updated (7/11), 4 Fixes (7/13)
Post by: OHMSBY on July 13, 2021, 07:13:22 am
I don't have any other plans for the already updated characters at the moment, so I might as well take care of the fixes now.

Quote
Akatsuki and Yumi
-Removed misplaced Dash effect
Susano'o
-Removed misplaced Dash effect
-Added Envshake to Roar of the Mad King's slashes
Blitztank
-Added dash sound to Blitzlauf
Title: Re: [OHMSBY Thread]: Piranha Plant Released + 9 Chars Updated (7/11), 4 Fixes (7/13)
Post by: GiulioX34 on July 14, 2021, 06:13:47 pm
I found a couple of bugs:
-The invalid combo message doesn't show up when player 2 is comboing
-Thief's dashing B sends the opponent in the wrong direction if hitting them in the back: https://streamable.com/qb84yt
this also happens with Es' 236C and bisclavret's 5C
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: OHMSBY on July 15, 2021, 03:28:50 am
All of the characters who have gotten the new mechanics have received quick fixes.

Quote
All characters who have the Not Over Yet update
-Fixed an error where Player 2's invalid message was aligned off screen
Thief Arthur
-Fixed an error where Dashing B would launch the opponent the wrong way when hitting from behind
Bisclavret
-Fixed an error where 5C would launch the opponent the wrong way when hitting from behind

Es' fix will be included when she gets updated with the new mechanics.

You can download all of the fixed characters in one zip file here:
https://drive.google.com/file/d/1gM1L_keIP2VxUMQykKBYe29ghkj0Xz4A/view?usp=sharing (https://drive.google.com/file/d/1gM1L_keIP2VxUMQykKBYe29ghkj0Xz4A/view?usp=sharing)
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: Vinnie on July 15, 2021, 04:23:29 am
I have a small feedback on Adachi's 5BBB. Not really sure if this is SoA's bug or yours but this seem to happen with every SoA's characters.

https://streamable.com/ntea0y
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: OHMSBY on July 15, 2021, 04:49:21 am
That is an issue with that Yosuke, he's missing anim 5090 which is one of the animations that the custom state uses. Anim 5090 is also a required animation.
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: Little Fox: Tres Truenos on July 15, 2021, 10:46:59 pm
Hello OHMSBY, How have you been doing lately? If you don't mind me asking what is going to be your take on Ky Kiske? Since Guilty Gear Strive released a while ago, will you bring some mechanics from that game or the previous game, Revelator, like Ky's Dragon Install?
Title: Re: [OHMSBY Thread]: Piranha Plant + all recently updated chars quick fix (7/14/21)
Post by: Uzuki Shimamura on July 19, 2021, 05:22:41 am
Remember that Hyde's projectile bug months ago? Well, Jin has it too.
https://streamable.com/wmfkvy
Title: Re: [OHMSBY Thread]: Jin quick update (7/18/21)
Post by: OHMSBY on July 19, 2021, 05:56:12 am
Fixed.

Quote
Jin
-Fixed an error where Jin couldn't use any projectiles if the active projectile was deleted by other means



If you don't mind me asking what is going to be your take on Ky Kiske? Since Guilty Gear Strive released a while ago, will you bring some mechanics from that game or the previous game, Revelator, like Ky's Dragon Install?

Ky will be primarily based on his Accent Core moveset while also having the Shock State mechanic from Strive. He is not going to have Dragon Install.

Title: Re: [OHMSBY Thread]: Jin quick update (7/18/21)
Post by: Vinnie on July 24, 2021, 07:40:10 am
Here are some more feedbacks on Adachi:
-Ziodyne doesn't disappear if you go from 236B > Ultra Burst.
https://streamable.com/0ibqnm
-For some reasons, Magatsu Izanagi doesn't appear if you use Cross Slash right after Heat Riser.
https://streamable.com/w6nsc1
-Magatsu Izanagi shares the same palfx with Adachi when you cancel both of his Distortion Drives.
-As for the control, I notice that you can't do 5BBB > 2C. Was it an intentional modification ?
Title: Re: [OHMSBY Thread]: Adachi quick update (7/24/21)
Post by: OHMSBY on July 24, 2021, 10:59:50 pm
Adachi has received a quick update

Quote
Adachi
-Fixed an error where Maziodyne would sometimes not disappear when it's supposed to
-Fixed an error where Magatsu Izanagi wouldn't appear when Cross slash was used immediately after Heat Riser
-Fixed an error where Magatsu Izanagi would share Adachi's palfx
-5BBB can now be canceled into 5C or 2C
Title: Re: [OHMSBY Thread]: Adachi quick update (7/24/21)
Post by: ZolidSone on July 26, 2021, 04:48:50 am
I have some feedback on Adachi after testing the update mostly regarding his force break:
-Using Vorpal Blade on the air consecutively will not make the first Magatsu Izanagi disappear (He only does when used on the ground).
-Magatsu Izanagi during Vorpal Blade shares Adachi's palfx (He blinks when rapid canceling, glows when dodging and flashes when using Vorpal Blade again).
Title: Re: [OHMSBY Thread]: Adachi quick update (7/25/21)
Post by: OHMSBY on July 26, 2021, 05:47:02 am
Fixed.

EDIT: Couple more bugs were discovered and fixed for Adachi:

Quote
Adachi
-Fixed an error where the Heat Riser effect would share Adachi's palfx
-Fixed an error where Vorpal blade wouldn't count as a combo when used consecutively
Title: Re: [OHMSBY Thread]: Adachi quick update (7/26/21)
Post by: Vinnie on July 29, 2021, 09:55:17 am
Since you are going to launch the NOY update on the rest of your characters, I have some more feedback on Yukiko and Mitsuru,

Yukiko:
-Her Standing A, all of the B and Air C commands cannot be cancelled.
-Her Force Breaks cannot be cancelled, nor both of her Distortion Drives.

Mitsuru:
-Artemesia shares the same palfx as her after cancelling Bufudyne.
-Her Astral Heat can be cancelled in training mode.

Hope that help.
Title: Re: [OHMSBY Thread]: Adachi quick update (7/26/21)
Post by: Kamui_De_Los_Vientos on July 29, 2021, 08:00:09 pm
My little request for Kirby's cloned abilities:

Bleach:
Ichigo Kurosaki = Sword(It is very obvious why)
Renji Abarai = Yo-yo(His Zanpakuto can stretch and stretch like a whip.)
Toshiro Hitsugaya = Ice(his Zanpakuto has ice powers)

Naruto:
Naruto Uzumaki = Ninja(It is very obvious why)

SamSho:
Kyoshiro Senryo = Spear
Shizumaro Hisame = Sword(I was going to put an umbrella but since it wasn't there, I decided that it should be that.)

Cartoon:
Dexter = Bean
Title: Re: [OHMSBY Thread]: Adachi quick update (7/26/21)
Post by: Uzuki Shimamura on July 30, 2021, 03:33:50 am
Talking about his copy abilities, i'll add some of them.

Code:
p2name = "Youmu_K" || p2name = "Youmu_RP" || p2name = "Youmu_THIZ"
Add "Youmu Konpaku" for Nep Heart's Youmu

Code:
p2name = "Reisen_RP" || p2name = "Reisen_THIZ"
Add "Reisen Udongein Inaba" for Nep Heart's Reisen

And here's a new one I suggest: Haruka Amami by HaloVeli = Beam ability
p2name = Haruka_Amami

Also the ability error is back again and it's on "Sword" section.

Code:
trigger68 = p2name = "Yuuki" || p2name = "Yuuki Konno"
trigger69 = p2name = "Genjuro Kibagami" || p2name = "Genjuro"
trigger20 = p2name = "Spinal"
trigger71 = p2name = "Anna"

That's why the copy ability didn't work on Nep Nep and Uzuki after I updated Kirby.
Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: OHMSBY on July 30, 2021, 04:48:11 am
Updated Kirby

Quote
Kirby
-Fixed an error within the Copy ability list and added more triggers for other characters




Noted. Yukiko will be among the upcoming update batch and Mitsuru will be updated later.



Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: Toxic Masculinity on July 31, 2021, 03:33:28 am
Thanks for another update Ohmsby. I'm gonna have to teach my kids how to stay up to date on your chars after I have some and when they're older. Just kidding, I hope lol.
Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: Little Fox: Tres Truenos on July 31, 2021, 06:00:56 am
Hey OHMSBY, how do you pick which characters to make? Is there a decision making process or do you just whatever character you feel like doing at the time?
Title: Re: [OHMSBY Thread]: Kirby quick update (7/29/21)
Post by: The Blind Furry on August 01, 2021, 02:59:31 am
Awesome stuff!
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 03, 2021, 05:52:19 am
Ky Kiske has been released.

(https://i.imgur.com/EsYH3be.jpg)

Spoiler: More Screenshots (click to see content)

Direct Link for Ky:
https://drive.google.com/file/d/1p9OKi1q7HxyvAlm7ffIPqT_NOiLxNWMG/view?usp=sharing (https://drive.google.com/file/d/1p9OKi1q7HxyvAlm7ffIPqT_NOiLxNWMG/view?usp=sharing)

Erika Wagner, Shirai Kuroko, Es, Quote, Saya, Iori Yagami, Shantae, Jin Kisaragi, Yukiko Amagi,  and Charlotte have all received the NOY update.

Quote
All 10 Characters
-New Mechanic: Not Over Yet
-Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
 -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
 -Immediately Gain 500 Meter
 -Slowly gain meter overtime
 -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
-Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
 -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Es, Iori, Jin, Yukiko, and Charlotte
-5C is now special cancelable on hit

Kuroko
-Added 5AAAA
-Second hit of 5AAA can now be chained from
-The Camera now holds still during a grounded throw
-Sped up startup for Passionate Kiss

Es
-Fixed an error where EX Breunor would launch the opponent in the wrong direction when hitting from behind

Quote
-5C No Longer Knocks down on grounded hit
-The Camera now holds still during a grounded throw
-Booster v2.0 can now be used twice before landing
-Changed 5A auto-combo series
-Old 5A is now 4A

Saya
-5C No Longer Knocks down on grounded hit

Iori
-jC is now special cancelable on hit during the landing animation
-It is now possible to chain into 5C from 5BB on hit

Yukiko
-Fixed an error where the B Fans sometimes couldn't be chained from and where certain helper based attacks sometimes couldn't be rapid canceled

You can download all of the updated characters in one bundle here:
https://drive.google.com/file/d/1KviZOIVvPgaH45ozXWF45kByfWPh5XNb/view?usp=sharing (https://drive.google.com/file/d/1KviZOIVvPgaH45ozXWF45kByfWPh5XNb/view?usp=sharing)

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

Have fun.



Hey OHMSBY, how do you pick which characters to make? Is there a decision making process or do you just whatever character you feel like doing at the time?

You have asked this question before:
Hey OHMSBY, is there a process that goes behind the characters you pick? Do you just pick characters at random or that you prefer at the certain time, or is there a specific pattern to it?
In general, if a character presents an opportunity to try something new in terms of coding then I tend to go for that. In Carmine's case, it would be coding his Dissolves.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Little Fox: Tres Truenos on August 03, 2021, 06:09:15 am
@OHMSBY Oops. My bad. Thanks for reminding me dude.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Uzuki Shimamura on August 03, 2021, 06:20:15 am
Quote's Spur FX (both levels) still appears after getting hit by some Distortion Drives. (like Ragna, Yu, Adachi, etc.)
(https://i.imgur.com/9fvLUyS.png)
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 03, 2021, 07:29:14 am
Fixed.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: RagingRowen on August 03, 2021, 09:26:14 am
The direct link on the 1st post just leads to the screenshot.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: ZolidSone on August 03, 2021, 09:38:18 am
I was about the post feedback on the updated characters a few minutes after Paulo S posted, but I was not finished with it. Here it is:

General:
-For some reason after their astral heats hits successfully, they slowly gain meter for a few seconds during them (As certain ones don't hide the lifebars after winning a match, they don't stay completely empty on their winpose).
-Speaking about astral heats, some also completely block the KO animation on certain lifebars.

The characters that already got the NOY update may apply to them too. Even though it's minor, thought I point it out.

Wagner:
-Rapid canceling backwards on any attacks on the ground, the back dash's palfx would override the rapid cancel's palfx.
-The hitspark and guard spark of her jA and jC is misaliged when it hits the opponent on the ground.
-The strong ground shockwave when the opponent hits the ground on EX Kugel Blitz could be a little higher.
-Storm Brecher could use the old air dash effect and sound when charged.
-The sound effect on Hitze Falke continues playing after rapid canceling.

Iori:
-The large sliding dust is still present alongside the new dodge dust on his back dash.
-Ura 108 Shiki: Yasakazuki gains a tiny bit of meter if the projectile connects.
-The hitspark and guard spark of Ura 108 Shiki: Yasakazuki is misaligned when it hits the opponent in the air.
-You can still see the Burst icon during his astral heat when it connects.
-The Burst icon during Ura 1029 Shiki: Homurabotogi is still present on the first few hits (Since it's already layered correctly as it disappears once the opponent is grabbed, you should put the black background the moment it connects so it's not seen for the entire astral heat).

Saya:
-Feast of Flesh gains a portion of meter on the last hit.
-The Burst icon during Sin can still be seen during each hit.

Jin:
-The Burst icon during Rengoku Hyouya is still present.

Quote:
-The wall bounce effect on B Polar Star seems to be misaligned as it's slightly farther away from the wall.
-The strong ground shockwave when the opponent hits the ground from his jC is slightly lower to the ground.

Kuroko:
-On her Super Sexy Teleport, would it be better if you used the new air dash instead? I asked because I originally suggested Ichida to make the old air dash to Miyuki on her Gungnir bigger as it's mostly used for attacking and no longer the default effect, but he ended up opted to using the new one for it. For Miyuki's case, it actually looks nice. But I don't know if the same applies to Kuroko since she can use the move on the ground and in the air.
-For EX Super Sexy Teleport, is it possible to make her drain meter when the force break effect plays? For some reason, the NOY update made the move more predictable as the moment the opponent they see the meter goes down a bit, you know they're using it. But I can understand if not as it activates the moment it is used.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: drewski90 on August 03, 2021, 05:26:46 pm
who's lina from exactly?
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: TurnPile on August 03, 2021, 06:13:12 pm
who's lina from exactly?

Blade Strangers
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: ComboAssassin20 on August 03, 2021, 06:39:42 pm
you're next character is who... Lina or Lambda-11?
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Tanky Blobbit on August 03, 2021, 06:43:38 pm
*Phew!* I just got done getting all the updates for OHMSBY's Character's! *Sees that KY has been released and more characters are updated* ....*Crumbles into pieces* thank god for bulk download extensions.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: drewski90 on August 03, 2021, 07:48:48 pm
who's lina from exactly?

Blade Strangers

oh yeah a crossover game got it
you're next character is who... Lina or Lambda-11?

lina from blade strangers
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 03, 2021, 07:55:41 pm

Fixed.


All fixed. I added a solid red background for the flashes during Iori and Saya's Astrals since it's pretty much the only way to hide the burst icon for both players.

Using the new air dash effect didn't look right when using the grounded version of Kuroko's Sexy Teleport, so I kept the old effect, same goes for the air version for consistency.

It is possible to have the meter decrease at a certain instance during the move, but I prefer to keep it the way EX Sexy Teleport is now so it can have a tell to distinguish it from the start up of her other teleports. Its also not unlike Terumi's venomous bite, where the meter is immediately spent without the flash effect whether or not it successfully counters.


To make things easier, you can also follow this link to the Google Drive for my characters, which gives you the option to download them all simultaneously:
https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)

In fact, I should probably put that link in the first post.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Tanky Blobbit on August 04, 2021, 12:01:41 am
Oh that helps a lot, thanks!
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: ZolidSone on August 04, 2021, 07:32:28 am
I checked the ones that already got the NOY update previously and it seems that only these characters needs adjustments:
-Akatsuki, Nanase, Hyde, Thief Arthur and Carmine slowly gains meter during their astral heats (Turns out these 5 have it).
-The Burst icon should disappear when Adachi's Yomi Cutin portrait appears during Yomi Drop.

The only character who don't have the NOY update yet, but gains meter during their astral heat is Mai. I originally thought it was caused by Not Over Yet, but that wasn't the case.

And while I was tested the astral heats again, I found a bug on Saya. For some reason, the opponent can block Sin when they move forward and the guard spark when it was blocked is slightly misaligned. Other than that, that should be it.

-Speaking about astral heats, some also completely block the KO animation on certain lifebars.
Feel free to ignore this. I feel like it really depends on the astral heat and you can't really do much since they all work differently.

And I also forgot to put this last night and noticed that Jin, Kuroko and Shantae still has my old username on the readme while the rest left a space that have it already corrected. I apologize if I'm bugging you about it for something so minor.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: OHMSBY on August 04, 2021, 06:33:44 pm
You don't have to worry about bugging me, this is all to make sure the characters are the best they can be, even if they are minor errors.

In any case, it's all fixed now.


Also, quick heads up that Alchemist of Atlas has updated his Japanese voice patch for Yukiko. Here's a direct link:
https://mega.nz/file/KA9FHKAb#7W2BuUvOpPSMUyT9qzYi4zIYh-fVnpZJeIp8A5WCj6E (https://mega.nz/file/KA9FHKAb#7W2BuUvOpPSMUyT9qzYi4zIYh-fVnpZJeIp8A5WCj6E)
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Resentone on August 05, 2021, 02:07:23 am
Updated Japanese voice patch for Jin:
https://drive.google.com/file/d/1nSEMlgyE93R-CwD3Pxktwoael72LpyMa/view?usp=sharing
Found any mismatch, let me know.
Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Uzuki Shimamura on August 06, 2021, 05:24:41 am
Ky has a same projectile bug as Hyde and Jin
https://streamable.com/sfbemh
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 06, 2021, 06:34:29 am
Fixed. Go ahead and redownload him

Quote
Ky
-Fixed an error where Ky couldn't use stun edge or charged stun edge if the initial projectile were deleted by unusual means



Everything seems good to me.


Title: Re: [OHMSBY Thread]: Ky Kiske Released + 10 Characters updated (8/2/21)
Post by: Noticer22 on August 11, 2021, 01:29:26 am
Found a bug where if you did 214 super, roman cancel and 5bb towards the corner this would happen.
https://streamable.com/bd090f
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 11, 2021, 03:54:20 am
That's a problem with the Umbral Clock Tower stage that you're using. The stage's leftbound and rightbound values are lower than the maximum distance that the edge of the screen can scroll to, which can mess with the frontedgdist and backedgedist state controllers. Going into the stage's def file and changing leftbound and rightbound to -950 and 950 respectively will fix it.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: Uzuki Shimamura on August 12, 2021, 07:21:31 pm
A reminder to Good_Wall533: your Es JP voice patch needs an update with new SFXs for NOY update.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: Good_Wall533 on August 13, 2021, 03:52:23 am
A reminder to Good_Wall533: your Es JP voice patch needs an update with new SFXs for NOY update.

Thanks for reminding me. Here's an updated voice patch for Es with the new SFX: https://www.mediafire.com/file/rv4d7m0w41lstwv/EsJPN.rar/file

Let me know if there's anything wrong.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 14, 2021, 07:45:03 am
You left out the sound under the index 3000,3. It's the sound that plays when Not Over Yet activates.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: Good_Wall533 on August 14, 2021, 04:11:31 pm
I let that one slide, my bad. Link updated. Please download again.
Title: Re: [OHMSBY Thread]: Ky Kiske quick update (8/5/21)
Post by: OHMSBY on August 14, 2021, 05:53:53 pm
Very good. Link on the site has also been updated.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 22, 2021, 10:33:12 pm
Lina has been released.

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

Spoiler: More Screenshots (click to see content)

Get Lina here:
http://drive.google.com/file/d/1xVHNPbPtWScMs3wsiRPW9QnER5BBq3_b/view?usp=sharing

Also, Ruby, Gordeau, Kokonoe, Tager, Isaac and Mitsuru have all received the NOY update.

Quote
All 6 Characters
-New Mechanic: Not Over Yet
-Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
-Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
-Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Isaac and Mitsuru
-5C no longer knocks down on grounded hit

Kokonoe
-5C is now special cancelable on hit
-jC no longer Halts Kokonoe's horizontal velocity when moving forward
-Forward throw now launches the opponent back to Kokonoe after the wall bounce
-Second hit of 5C no longer knocks down on grounded hit

-Japanese voice patches for Ruby and Gordeau have also been updated.

-You can download all of the updated characters in one zip file here:

https://drive.google.com/file/d/1O_sp6j7LUZ4EKQy9Bh7jyL-3fjXLHyfj/view?usp=sharing

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: CoffeeFlavoredMilk on August 22, 2021, 10:37:47 pm
Ooh, I can't wait for your next creation. Though I think the warm colors on his outfit are a bit too saturated in my eyes.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Good_Wall533 on August 22, 2021, 10:55:51 pm
Tager and Kokonoe's japanese voice patch has been updated to include the new SFX. Here's the link: https://www.mediafire.com/file/5qg5m4tocq6lcwg/Updated_JPN_patches.rar/file
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Seadragon77 on August 22, 2021, 11:33:49 pm
You're making a King Dedede next?

YES! YES! YES! YES!
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: sergioprft on August 22, 2021, 11:52:41 pm
This aged well. (First quote)
https://mugenguild.com/forum/msg.2437233


Also, do me a favor and show me a screenshot of his down (sitting or whatever you call it) animation.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: ZolidSone on August 23, 2021, 01:28:46 am
Feedback on the updated characters and something I forgot on Lina:
-The swing effect on her 5BB and her running B suddenly stops when the blade hits the ground (It doesn't if it makes contact with the opponent).

Ruby:
-Her Burst icon is still present for a few seconds before disappearing by a frame on Red Reaper.

Gordeau:
-Rapid canceling backwards on any attacks on the ground, the back dash's palfx would override the rapid cancel's palfx.
-After finishing the opponent with Soul Exodus, he has a little bit of meter on the lifebar.

Kokonoe:
-The strong ground shockwave on her jC now has no strong shockwave sound effect when the opponent hits the ground.
-Broken Bunker V2.21 could use an old air dash effect when she rushes straight to the opponent (The sound is there, but the effect itself is not).

Tager:
-The hitsparks and guard sparks of Magna Tech Wheel is misaligned when it's blocked in the air.
-Terra Break will cast automatically and miss if Magna Tech Wheel hits the opponent when they are too high in the air.

Issac:
-The splashes when the fly on the D6 hits the opponent is not the default blue (or yellow on P2 side) if he's using a different palette or when "The Devil" is active.

Mitsuru:
-The dusts on her forward and backwards dodges is missing.
-The Burst icon is still present on the last hit of Nifihelm.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 23, 2021, 04:21:53 am
Though I think the warm colors on his outfit are a bit too saturated in my eyes.

Ok, so I have desaturated the warm colors a little bit. For comparison, the old sprite is on the left, and the new sprite after the desaturation is on the right:
(http://i.imgur.com/E9EKgCD.png)(https://i.imgur.com/LLATo3L.png)

Does it look any better to you?

Tager and Kokonoe's japanese voice patch has been updated to include the new SFX. Here's the link: https://www.mediafire.com/file/5qg5m4tocq6lcwg/Updated_JPN_patches.rar/file

Everything seems to be in order for both of them. However, do you think you can make separate links for each of them since that's how I have them set up on my site?

Also, do me a favor and show me a screenshot of his down (sitting or whatever you call it) animation.

(https://i.imgur.com/4NJan1b.png)


Got it all fixed. Go ahead and redownload them.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: ZolidSone on August 23, 2021, 05:11:01 am
Ok, I found something on Kokonoe and Isaac after it was updated:
-The large sliding dust on both of their running throws is missing (If it is there on Kokonoe, it's small and blends with her running animation's dusts).
-On the P2 side of Issac, the color of the fly on the D6 turns to blue instead of staying yellow after one frame.

Checked the rest and everyone else is good. Also I may have mentioned it before, but the Burst icon is still present on Adachi on the Yomi Cutin portrait during Yomi Drop.

It's so amazing to see that the character you wanted to make 2 years ago is actually happening and the sprites looks great. It really shows your improvement and dedication. I'm very excited to see more.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: 無限の監視者 on August 23, 2021, 10:48:49 am
Just here to show a 100% with Mitsuru.

https://streamable.com/rydl6h
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Good_Wall533 on August 23, 2021, 03:50:45 pm
Though I think the warm colors on his outfit are a bit too saturated in my eyes.

Ok, so I have desaturated the warm colors a little bit. For comparison, the old sprite is on the left, and the new sprite after the desaturation is on the right:
(http://i.imgur.com/E9EKgCD.png)(https://i.imgur.com/LLATo3L.png)

Does it look any better to you?

Tager and Kokonoe's japanese voice patch has been updated to include the new SFX. Here's the link: https://www.mediafire.com/file/5qg5m4tocq6lcwg/Updated_JPN_patches.rar/file

Everything seems to be in order for both of them. However, do you think you can make separate links for each of them since that's how I have them set up on my site?

Also, do me a favor and show me a screenshot of his down (sitting or whatever you call it) animation.

(https://i.imgur.com/4NJan1b.png)


Got it all fixed. Go ahead and redownload them.

Sure. I was going to make separate links but I thought it would be more convenient to put them in one place but anyway, here you go:

Tager: https://www.mediafire.com/file/31a1bmtzmg36dkt/TagerJPN.rar/file
Kokonoe: https://www.mediafire.com/file/tbnz8fck6qxnpot/KokonoeJPN.rar/file
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: CoffeeFlavoredMilk on August 23, 2021, 11:13:06 pm
Though I think the warm colors on his outfit are a bit too saturated in my eyes.

Ok, so I have desaturated the warm colors a little bit. For comparison, the old sprite is on the left, and the new sprite after the desaturation is on the right:
(http://i.imgur.com/E9EKgCD.png)(https://i.imgur.com/LLATo3L.png)

Does it look any better to you?

It is an improvement yes. The belt buckle(?) is where the colors pop out the most which is what I was mainly referring to, but if you don't want to change those colors that's fine by me.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 24, 2021, 04:10:39 am
Alchemist of Atlas has updated his Japanese voice patch for Mitsuru. Here's a direct link:
https://mega.nz/file/nUdwQD7D#JWWGuq4q6uHeKY5kDryUezUi09P3JJgH5EX_Qh_sabw (https://mega.nz/file/nUdwQD7D#JWWGuq4q6uHeKY5kDryUezUi09P3JJgH5EX_Qh_sabw)


All fixed and reuploaded. go ahead and redownload them.

It's so amazing to see that the character you wanted to make 2 years ago is actually happening and the sprites looks great. It really shows your improvement and dedication. I'm very excited to see more.

Yeah, I suppose the next big thing would be to work with models and animation files from games outside of just Smash Ultimate. I think it may be possible for me to rip the models and animation files from Guilty Gear Strive, since I have already ripped voice clips from there, but we'll see how that goes.

Just here to show a 100% with Mitsuru.

Nicely done.

Sure. I was going to make separate links but I thought it would be more convenient to put them in one place but anyway, here you go:

Thank you, Site links have been updated.

The belt buckle(?) is where the colors pop out the most which is what I was mainly referring to, but if you don't want to change those colors that's fine by me.

Unfortunately, I still haven't quite figured out how to do color separation, So certain parts of the sprites share the same color swatches on the palette. This means that adjusting the red on his sash also adjusts the red on his coat and hat.
Title: Re: [OHMSBY Thread]: Charlotte Updated (01/26/21) Isaac Quick Update (01/30/21)
Post by: ZolidSone on August 24, 2021, 08:59:20 am
Good to see that's been cleared up, but now I found a new bug on Issac's quick update. For some reason, the D6 always rolls 1s. Pretty sure this was done in order to check the splash effect on P2's side on the fly and it is fixed, but you forgot to change it back so no matter how many times he used the D6, he can only get flies on his dice rolls.
I checked P2 side again and the flies' pop effect is fixed for sure, but I encountered this bug again from 6 months ago. You might want to fix it.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on August 24, 2021, 02:38:11 pm
Fixed.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Uzuki Shimamura on August 28, 2021, 08:14:39 am
So I'm doing Ruby's 100% combo and her Sy-Pod Shot is powerful.
https://streamable.com/fs0mq4

Yeah, I copied this combo from Jerry Kisaragi's video. ^-^
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Little Fox: Tres Truenos on August 30, 2021, 03:19:30 pm
Hey OHSMBY, how have you been dude? If you don't mind me asking, where did you get the sprite rips for Lina? And also where did you get the music playing during Lina's showcase video? Because I've bee trying to find more music from the Blade Strangers game, but unfortunately YouTube deleted most of them until very recently.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: GarfieldfanMUGEN on September 01, 2021, 10:38:58 am
Hey, door's to your right. Take care and get out, eltoro.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Solid Snivy on September 02, 2021, 03:47:31 am
If someone were to convert the character models from Granblue Fantasy Versus into sprites or do just that for Android 21 from Dragon Ball Fighter Z, I just might work on those characters.

A pretty old quote I'm bringing up, but apparently Models Resource did rip a couple playable character models from Granblue Versus on there. Mainly Gran, Katalina, Ferry, Zeta, Cagliostro and Yuel (at least at the time of me posting this). Now I myself am unsure with how well these models and such are or if they have their weapons with their character models as well, but if they work well, you could always use these should you wanna tackle making a GBVS character in the future. https://www.models-resource.com/pc_computer/granbluefantasyversus/

As for the other playable Versus characters...I have no clue as to where any other good models (or models in general) could be in terms of downloading them.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: OHMSBY on September 02, 2021, 06:26:02 am
So I'm doing Ruby's 100% combo and her Sy-Pod Shot is powerful.

The projectiles are ignoring the damage scaling, which is a bug.

I'd really hate to take that TOD away, but it's something that I'll need to fix.

If you don't mind me asking, where did you get the sprite rips for Lina?

Right here:
http://www.justnopoint.com/lbends/index.php?location=sprites&page=0&gallery=bladestrangers&file=bs_ori_lin (http://www.justnopoint.com/lbends/index.php?location=sprites&page=0&gallery=bladestrangers&file=bs_ori_lin)

And also where did you get the music playing during Lina's showcase video? Because I've bee trying to find more music from the Blade Strangers game, but unfortunately YouTube deleted most of them until very recently.

I ripped it directly from the Steam version of Blade Strangers. It's also really easy to access since all of the music tracks are unencrypted ogg files.


I just checked out Cagliostro's Model, and it looks like all of her assets are included, So I'm assuming the same is true for the rest of them. The main thing that I'll need for them now is their animation files. Seeing how this is an unreal engine game, I may be able to rip those files myself, though to be honest I'll probably be trying that with GG Strive first.



Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Uzuki Shimamura on September 02, 2021, 08:52:54 am
The projectiles are ignoring the damage scaling, which is a bug.

I'd really hate to take that TOD away, but it's something that I'll need to fix.

That was a bug? Well, R.I.P ToD... I guess.

Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?

I'll add some of them.

Code:
trigger53 = p2name = "Rentaro" || p2name = "Rentaro_K"
Add "Rentaro Satomi"

Code:
trigger29 = p2name = "Iori" || p2name = "Iori Yagami"
Add "Iori Yagami MAAB Sprite by Lingle" (Manny Lingle's character)

Code:
trigger19 = p2name = "Riesz"
Add "Riesz MAAB Sprite by Lingle" (Another Manny Lingle's character)

And here's some new characters I suggested:

Kawakaze by ZETA = Sword ability
p2name = Kawakaze(Azur Lane)

Dragon Claw by Reuben Kee = Cutter (or Fire?) ability
p2name = Dragon Claw
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Little Fox: Tres Truenos on September 02, 2021, 11:02:04 am
Hey OHMSBY, I'm not entirely sure if this helpful but I found a couple information about how to either import models from Guilty Gear Xrd or how to create sprites from it. The first piece of information is from a DeviantArt page from a person named Pharaohillusion, where they talk about how they imported models from Guilty Gear Xrd to XNALara using blender. And the second piece is from a member of this fourm called Suzaku, who talked about how it is possible to generate sprites ripped from the game, and they looked pretty good.
Here are the links
1.https://www.deviantart.com/pharaohillusion/art/How-I-port-from-Guilty-Gear-Xrd-to-XNALara-786608670
2.https://mugenguild.com/forum/topics/generating-2d-guilty-gear-xrd-sprites-170997.0.html
Hopefully this helps, even though this is not Guilty Gear Strive specifically. Also thank you for telling where you get the sprites and the easiness of ripping the sound files from Blade Strangers. God bless you my dude and thanks.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: ZolidSone on September 02, 2021, 01:48:21 pm
Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?
Guess I will tribute to the list. To add:
-BBHood: "B.B. Hood"
-Polnareff: "Black Polnareff"
-Kakyoin: "New Kakyoin"
-Joseph Joestar: "Old Joseph"

-Khan (Sword)
-Iggy (Mirror)
-Rubber Soul (Mirror)
-Midler (Needle)
-Mariah (Plasma)
-Petshop (Ice)
-Devo/Devo the Cursed (Cutter)
-Vanilla Ice (Ice)
-Rukia Kuchiki (Ice)
-Grimmjow Jaegerjaquez (Cutter)
-Sosuke Aizen (Mirror)
-Noel (Spear)
-Londrekia Light (Ice)

Typo:
Muhammed Avdol: Muhammad Avdol

If Kamui_Kanjai decided to requested Bleach characters, might as well add the rest to represent Jump Force, the missing ones from the JoJo PS1 game and for the new character in Melty Blood: Type Lumina as it was announced yesterday. I hope it also makes Cavery so the copy abilities from the official JoJo game is at least there.


Although she won't make her debut in M.U.G.E.N anytime soon until the voices and sprites are ripped, might as well have all of Melty Blood covered in case it does happen.

Edit: Speaking about Noel, you don't have Under Night In-Birth Exe:Late [cl-r]'s new character, Londrekia either. And there's seems to be another new character on Melty Blood: Type Lumina that goes by Vlov Arkhangel. He seems to be the guy fighting Arcueid in the Tsukihime Remake opening. Judging by that, either Sword or Fire works. Up to you if you want to add him now or wait until a gameplay trailer is out for him.

Oh, and I also forgot to mention something minor regarding Kuroko. I would've waited until the next NOY update for the rest of the characters, but might as well say it now as I couldn't find anything else for her:
-The sliding dust on Kuroko's running throw is not large.

Dragon Claw by Reuben Kee = Cutter (or Fire?) ability
p2name = Dragon Claw
I prefer Fire as his moves utilize it and I mentioned plenty of characters with Cutter already.
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: amilcar on September 03, 2021, 02:05:12 am

Hi!!
with kirby and samus when I play in ikemen go when using them in tag mode it gives an error and they do not change, on the other hand other characters of yours like, metanight and the plant if they work for tag
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Solid Snivy on September 03, 2021, 04:36:05 am
Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?

Might as well throw in some of the GBVS characters themselves in as a suggestion for the list ahead of time. These are just how I'd feel with how fitting they'd be, so if you or anyone else has some better suggestions or suggestions for characters that I missed, then go for it.

Sword: Gran, Djeeta, Charlotta (There's apparently already one made by the author "cwn" back in like 2017), Zooey, Vira
Ice: Katalina, Lancelot
Fire: Percival, Yuel
Hammer: Vaseraga
Spear: Anre, Zeta
Plasma: Eustace
Suplex: Ladiva
Needle: Beelzebub
Ninja: Narmaya
Mirror: Seox

I know Djeeta's technically already covered because of Yugusic's version, but still.

Also throwing in Hexioum’s Hibiki Kohaku as another Ninja suggestion (assuming he’s not in the copy ability list already I mean).
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Karl/Karla on September 03, 2021, 02:14:31 pm
Also, While I'm at it, Kirby is going to get another update so he can have his special intro with King Dedede. Do any of you have any more characters that you would like for me to add to the Copy Ability list before I update him?


If you didn't do it already... Sonic characters!

Sonic: Needle
Tails: Fighter
Knuckles: Suplex
Amy: Hammer
Rouge: Cutter
Shadow: Mirror
Silver: Plasma
Blaze: Fire
The Chaotix Gang: Ninja
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: Mintloid on September 03, 2021, 02:56:58 pm
If you didn't do it already... Sonic characters!

Sonic: Wheel
Tails: Wing
Knuckles: Fighter
Amy: Hammer
Rouge: Wing
Shadow: Plasma
Silver: ESP
Blaze: Fire
The Chaotix Gang: Animal
Metal and Mecha Sonic: Laser

um... Kirby doesn't have wheel, wing, ESP, animal, nor laser abilities. double check his readme please.

While we're on the topic of updating chars, is meta knight on the list? My pc was broken down and I'm awaiting the arrival for a new one. I want to update his jpn voicepack as soon as I can, but its gonna be a while. Other than that, I can hardly wait for king dedede. Who knew Blender was amazing for converting 3D models to mugen! <3
Title: Re: [OHMSBY Thread]: Lina released + 6 Characters updated (8/22/21)
Post by: 【MFG】gui0007 on September 03, 2021, 07:17:59 pm


Glad that finally Lina made it to MUGEN, thanks for another great work from you OHMSBY.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: OHMSBY on September 05, 2021, 04:44:08 am
Thanks for the suggestions on Copy Abilities guys.

Anyway, just some quick bug fixes and additions this time around, including for that IKEMEN GO Tag bug. NOY updates will be next week.

Quote
Ruby
-Fixed an error where the projectiles from Rifle Shot and Sy-Pod Shot ignored damage scaling
Kirby
-Added special intro against King Dedede
-Slightly reduced Meter Gain
-Fixed an error where IKEMEN GO's Tag mode would trigger Kirby's Special KO State when attempting to tag in
-Added more Characters and Triggers to the Copy Ability list
Kuroko
-Adjusted the size of the Dust during Dash Grab's start up to be consistent with everyone else
Samus, Quote, and Shantae
-Fixed an error where IKEMEN GO's Tag mode would trigger an unintended state when attempting to tag in

You can download all 6 Updates simultaneously here: https://drive.google.com/file/d/1SYcPLWZN_lQjQWayj1pRLHDWG5NPIFb2/view?usp=sharing




I've read that MFG thread before, but the Deviant link is actually new to me. Interesting stuff.

While we're on the topic of updating chars, is meta knight on the list?

Yes, Meta Knight will be among the next batch of NOY Updates.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Uzuki Shimamura on September 05, 2021, 06:20:23 am
Talking about updates, are you planning to update Misaka's sprites?
BeterHans' Misaka is the best option because of her palette is correctly placed.
(https://i.imgur.com/0ED4TS9.png)
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: OHMSBY on September 05, 2021, 06:51:05 am
Misaka won't be in the next batch of updates, but that is definitely what I'm going to be doing once I get to her.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: 無限の監視者 on September 05, 2021, 10:36:26 am
That reminds me. The same happens with Mai’s B projectiles.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: OHMSBY on September 06, 2021, 12:52:57 am
I also discovered that Yang's Projectiles also have that issue. Those are going to be fixed for both Mai and Yang in their NOY updates.


Also, Kirby had a mistyped trigger which caused the engine to crash. It's fixed now, so if you were having that problem before, go ahead and redownload him.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Uzuki Shimamura on September 08, 2021, 05:56:42 am
Doing Kirby's 100% combo before your King Dedede comes out.
https://streamable.com/1pt56h
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: Little Fox: Tres Truenos on September 08, 2021, 09:21:46 am
Hey OHMSBY, how have you been dude? I found some more stuff about model importation that could help you out if necessary. The first two pieces of information are about importing models from Jojo's Bizarre Adventure: Eyes Of Heaven, one from Pharaohillusion, the same guy that did the Deviantart page about importing models from Guilty Gear Xrd. The page also includes a folder that contains all the files from Jojo EOH, which includes the models. And the other is called "Eyes of Heaven Model Extraction". Its a thread from Imgur that I found on a Reddit thread about taking models from Jojo EOH that linked to this.
   The last piece of information is about taking models from Playstation All-Stars. This was made by a person named Cri4key. They have a video that breaks down process in steps and a script that explains the process in more detail. The script necessary for this is in his description. Cri4key said that you need a decrypted dump (NoNpDRM) of the PS Vita game in order to use this script, but this could not be necessary due to you having your own process. Cri4key said it's okay for this to be used but asks if they could be credited since the construction of the script was a collaborative effort.
   Here are the links.
Pharaohillusion's Jojo EOH importation process- https://www.deviantart.com/pharaohillusion/art/How-I-port-from-Eyes-of-Heaven-to-XNALara-785014073
Eyes of Heaven Model Extraction-
https://imgur.com/a/BjqKI
New PlayStation All-Stars Noesis script [GET THE MODELS FROM THE GAME]-
https://youtu.be/bXjs2zSqd_I
Also here is another piece of information from a person reddit named "u/demi-sfm". They have a folder for Jojo EOH that includes more stuff like sound effects and UI(healthbars). You could use this  just incase if Pharaohillusion's folder doesn't work.
1. https://www.reddit.com/r/REGames/comments/6vbgat/extracting_from_xfbin_files_jjba_all_star/?utm_source=amp&utm_medium=&utm_content=post_body
2. https://mega.nz/folder/xUkDBZaT#o9Y7FAE00OygpOcpOox1QA/folder/gNFyHbIL

   Hopefully this helps since you said a long time ago that you would be interested in doing Jojo characters, but the issue at the time was that they didn't have new sprites, this could be a interesting work around to this issue. And the Playstation All-Stars information could allow you work with more characters that could interest you. God bless you dude, take care, and hopefully this help you out in your Mugen projects. Also sorry for the long post my dude.
Title: Re: [OHMSBY Thread]: 6 Characters Quick Update (9/04/21)
Post by: The Blind Furry on September 09, 2021, 10:48:53 am
Hey OHMSBY!

A huge fan of your characters and stuff, and was gonna try making my first character as Elizabeth in your style. I was wondering if you had any tips on where to start in terms of making a character?

Also, if we're recommending characters then I'd LOVE to see a Sonic character in the 'OHMSBY' style.

Thanks!
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: OHMSBY on September 13, 2021, 12:26:25 am
King Dedede has been released.

1.0 USERS: By default, King Dedede uses sffv2.1. While this significantly reduces his file size, this sff can only be used with 1.1, Ikemen Plus, and Ikemen GO.
In order to use King Dedede in 1.0, you will need to download this patch:
https://drive.google.com/file/d/14R5n8RAyjLl_R7X-zPCcS9onrmXXvuZy/view?usp=sharing (https://drive.google.com/file/d/14R5n8RAyjLl_R7X-zPCcS9onrmXXvuZy/view?usp=sharing)

(http://i.imgur.com/ZfQ7xL2.png)

Spoiler: More Screenshots (click to see content)

Get King Dedede here:
http://drive.google.com/file/d/1oCYKQUDCJiBgk6yxGuzLQNiM7EJH8hzG/view?usp=sharing (http://drive.google.com/file/d/1oCYKQUDCJiBgk6yxGuzLQNiM7EJH8hzG/view?usp=sharing)

Yang, Mika, Mai, Terumi, and Meta Knight have also received the NOY update:

Quote
All 5 Characters:
-New Mechanic: Not Over Yet
 -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
 -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
 -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes

Yang Xiao Long:
-Fixed an error where projectiles ignored damage scaling
-Semblance now triggers at 25% health

Mika:
-Dashing A now has quicker startup, has upper body invul instead of armor, and only staggers on counter hit
-5BB and Charged jB now break projectiles

Mai Natsume:
-5C is now special cancelable on hit
-Fixed an error where Gallia Sphyras ignored damage scaling
-Adjusted launch trajectories and velocities for all versions Himeyuri on Tipper hit
-An effect now plays whenever Mai succesfully lands a Tipper hit
-EX Himeyuri now only hits once
-EX Himeyuri is now only immune to Projectiles
-Normal throw is now special cancelable

Yuuki Terumi:
-5C is now special cancelable on hit
-Serpent's laceration is now special cancelable after the last hit
-jC no longer halt's Terumi's horizontal velocity when moving forward

Meta Knight:
-Sprites have been rerendered and palettes have been redone
-5C now causes less hitstun on hit

Japanese voice patches for Mai and Terumi have also been updated.

You can download all of the updated characters in one zip file here:
https://drive.google.com/file/d/1U_g9nHNmHCldPUTYtzPH-FToFaJwvbaw/view?usp=sharing (https://drive.google.com/file/d/1U_g9nHNmHCldPUTYtzPH-FToFaJwvbaw/view?usp=sharing)

Spoiler: And My Next Character Is... (click to see content)

Have Fun.

Doing Kirby's 100% combo before your King Dedede comes out.
https://streamable.com/1pt56h

Very well done.


Thanks for these sources, I'll be sure to check them out in full once I have the time.

A huge fan of your characters and stuff, and was gonna try making my first character as Elizabeth in your style. I was wondering if you had any tips on where to start in terms of making a character?

Use these as references:
https://dustloop.com/wiki/index.php?title=BBTag/Elizabeth (https://dustloop.com/wiki/index.php?title=BBTag/Elizabeth)
https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html (https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html)

And don't be afraid to post in MFG's help section if you're feeling stumped.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: Mintloid on September 13, 2021, 02:30:25 am
1.0 USERS: By default, King Dedede uses sffv2.1. While this significantly reduces his file size, this sff can only be used with 1.1, Ikemen Plus, and Ikemen GO.
As a 1.1 user who tends to get a bit picky with hefty chars, I'm very glad you decreased the sprites file size, but is there any other reasons you choose ssfv2.1 other than data reduction, and will you do the same to future/upcoming chars as well?
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: ZolidSone on September 13, 2021, 03:14:35 am
Feedback:
Yang:
-If the opponents successfully gets caught by Cold Shoulder, the Invalid icon appears even though it only hit once.
-The opponent's custom state on Too Hot to Handle briefly goes lower to the ground than normal for half a second (Her 66B is fine however).
-Burst of Embers and Burning Gold could use an old air dash effect and sound on the startup (Although not completely necessary as the current effects and sounds are good enough and just for consistency with other characters, up to you if you want).

Mai:
-The hitspark and guard spark of the 2nd hit of Sylvan Hurricane Assault is misaligned.
-There is no landing sound effect when she touches the ground from Floral Blizzard Blossom.
-For some reason, Floral Blizzard Blossom now misses if the opponent is too close to her (The previous version doesn't do that, is this intentional?).
-The first two hits of New Moon Lotus gains small meter before the astral heat animation plays.
-Very minor, but you might as well remove the alternative portrait on her folder (No need to keep it still as the current one on the SFF is the same, but the shading fixed).

Mika:
-You should put a small amount of envshake every time she trips.
-The sliding dust and sound effect should play the moment she swings Pachelbel on 66A, not before it.
-There is no normal ground shockwave and envshake when she hits the ground from 66B when it misses.
-The EX spark when using EX Missile is misaligned.
-The EX spark doesn't play when the opponent is too close to EX Cannon due to the EX spark effect's timing as it doesn't appear the moment it's used.
-Rapid canceling Mika Revolution uses 1000 meter and not 500 only when it hits the ground.
-Mika Revolution can also be rapid canceled if it hits the ground and not hit the opponent.

Terumi:
-The sliding dusts on 66A and 66B is reversed and they move alongside him.
-Snakebyte and ground Gleaming Fang is missing sliding dust at the end of the animation if it misses or blocked.
-The ground version of Gleaming Fang could use an old air dash effect and sound on the startup.
-Divine Twin Blades doesn't have increased cornerpush on the last hit.

Meta Knight:
-Galactic Counter when it hits successfully should slide a bit instead of come to a complete halt.
-The hitspark and guard spark of B Dimensional Cape is slightly misaligned.

For Kirby, here are the rest of the other characters I forgot (Mostly just adding alternative names for already existing characters):
Sanae_RP: "Sanae_THIZ"
Yukari_RP: "Yukari_THIZ"
Joseph Joestar: "Young Joseph" (Even without Hermit Purple, Yo-yo can still match with his clackers)
Quenser:  "Qwenthur" & "Qwenthur Barbotage"

Typo:
Satsuki Yumiduka: Satsuki Yumizuka (Although, ‡H's version with the last name first with the underscore is spelled intentionally like that. So keep that in while the one with the space has it corrected. I may have gave you the list for the game, but didn't realize now her last name was a typo all along. Don't know if she'll be in Type Lumina, but the last name will most likely be Yumizuka. So just change "Satsuki Yumiduka" only)

By the way, I have another suggestion for Kirby and Meta Knight for their next updates. Do you mind adding alternative small and big portraits of their appearances in Super Smash Bros. Ultimate? Since you have it with King Dedede, it's to keep them consistent with him, Piranha Plant and Samus. You don't need to change the current ones they have on the SFF already in case others like them. It's just to give them options and can change it themselves if they want to. And speaking about Piranha Plant, this probably means you'll need to rerender his sprites too.

Oh, and when you do get to Misaka, I should mention that her frog intro against Sanae is also missing RicePigeon's THIZ version of her.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: karl_eichholtz_13 on September 13, 2021, 03:21:52 am
Another Smash Bros. character by you OHMSBY.

I hope Star Fox's Krystal is possible.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: drewski90 on September 13, 2021, 04:56:42 am
yeah i wonder what appearance she'll be based on
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: OHMSBY on September 13, 2021, 05:35:57 am

All fixed and added those triggers to the copy ability list. Just be aware that the increased corner push has only been applied to the ground version of Twin Blades so that the air version can still be used for corner combos. Plus the air version is air blockable anyway.

By the way, I have another suggestion for Kirby and Meta Knight for their next updates. Do you mind adding alternative small and big portraits of their appearances in Super Smash Bros. Ultimate? Since you have it with King Dedede, it's to keep them consistent with him, Piranha Plant and Samus. You don't need to change the current ones they have on the SFF already in case others like them. It's just to give them options and can change it themselves if they want to. And speaking about Piranha Plant, this probably means you'll need to rerender his sprites too.

Sure, I could make those alternate portraits for their next update.

And yes, I'll need to eventually have Plant rerendered as well. Fortunately, the method I used for rendering Dedede and the new sprites for Meta Knight is actually faster than what I was doing before, so I'd image that update would come sooner rather than later.

Oh, and when you do get to Misaka, I should mention that her frog intro against Sanae is also missing RicePigeon's THIZ version of her.

Noted.

As a 1.1 user who tends to get a bit picky with hefty chars, I'm very glad you decreased the sprites file size, but is there any other reasons you choose ssfv2.1 other than data reduction, and will you do the same to future/upcoming chars as well?

It's just for the data reduction. I want to avoid using the 2.1 exclusive features like RGB colored sprites. This way, when I make an sffv2 for the 1.0 patch, all I have to do is click "save as", which will especially save time whenever any changes to the sprites need to be made.

I'm only going to be doing this with characters who file sizes get too big with sffv2, Blender projects involving larger characters being the most likely candidates. Hilda is currently at about 30 megabytes uncompressed, so I don't think using sffv2.1 for her will be necessary.





 
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: Uzuki Shimamura on September 13, 2021, 06:44:41 am
I've updated Mika Returna's JP voice patch today.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing

EDIT: I found the error that Deluxe Gordo isn't frozen after you KO an opponent.
https://streamable.com/tsqm2h
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: ZolidSone on September 13, 2021, 10:30:36 am
I tested everyone else and they're good, but I found another thing on Mika and Mai:
-The blast effects on Mika Missile and Mika Revolution follows her and don't disappear right away after rapid canceling.
-By rapid canceling Mika Revolution when it doesn't connect or blocked, the blast right when she jumps up after hitting the ground can still deplete 1000 meter instead of 500 and blinks white.

Mai:
-The hitspark and guard spark of the 2nd hit of Sylvan Hurricane Assault still feels misaligned (It's too high up when it hits the opponent both in the ground and in the air. Should be where the blade of Gallia Sphyra is).

Also, I missed on Maid Taiga that the effect on Taiga Rampage when blocked follows her after rapid canceling.

All fixed and added those triggers to the copy ability list. Just be aware that the increased corner push has only been applied to the ground version of Twin Blades so that the air version can still be used for corner combos. Plus the air version is air blockable anyway.
Of course, I should have clarified it was for the ground version since it kinda works as a reversal.

Sure, I could make those alternate portraits for their next update.

And yes, I'll need to eventually have Plant rerendered as well. Fortunately, the method I used for rendering Dedede and the new sprites for Meta Knight is actually faster than what I was doing before, so I'd image that update would come sooner rather than later.
While you make the new alt portraits for Meta Knight and rerender Piranha Plant's sprites, don't forget to adjust their palette organization too as the redone palettes for Meta Knight are currently around 40-52 out of 71. The default 12 colors should be the very first set of palettes in the SFF palette organizer.

Speaking about portraits, what lifebar portrait are you basing for Hilda? It looks like one of the dialogue portraits from Under Night In-Birth. If my memory serves me carefully, I'm guessing you had her pre-made before she was announced on BBTag as she's one of the early poll characters alongside Mora and Hibachi and didn't get to her until now. I hope you consider making her BBTag portraits as the default and still keep that old one as an alternative like with Akatsuki before he was announced in BBTag too.

It's just for the data reduction. I want to avoid using the 2.1 exclusive features like RGB colored sprites. This way, when I make an sffv2 for the 1.0 patch, all I have to do is click "save as", which will especially save time whenever any changes to the sprites need to be made.

I'm only going to be doing this with characters who file sizes get too big with sffv2, Blender projects involving larger characters being the most likely candidates. Hilda is currently at about 30 megabytes uncompressed, so I don't think using sffv2.1 for her will be necessary.
Good idea to keep it strictly for the Blender characters. No need to do that for 2D character sprites as they don't have that many. I understand why it has to be done because they were originally 3D and you managed to rip every single frame.

The only old character that could use it is Samus as she also has over 3000 sprites and only 7 MB less as King Dedede with a 1.0 SFF. I have no clue how Unknown managed to rip those sprites, but it must be a similar method as yours. Only do it if the file size bothers you.

Noted.
I also forgot that "Suwako Moriya" isn't there either with her last name, so it won't play against Veanko's version. Note that too.
Title: Re: [OHMSBY Thread]: King Dedede Released + 5 Characters updated (9/04/21)
Post by: TurnPile on September 13, 2021, 06:51:57 pm
What's your thoughts on doing the Fire Emblem cast and, more importantly, Byleth? Considering, well you know, she's your profile picture and all that.
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: OHMSBY on September 14, 2021, 04:26:57 am
Dedede, Mika, Mai, and Maid Taiga have received quick updates

Quote
Dedede:
-Deluxe Gordo now freezes in place during the super finish effect
-Adjusted hit detection for hitting Deluxe Gordo with Dedede's Hammer
-5AAA now has reduced hitstun during consecutive uses in combos
Mika:
-Fixed an error where Rapid canceling whiffed Mika Revolution after the landing would reduce 1000 meter instead of 500
Mika, Mai, and Maid Taiga:
-Fixes to visual errors



I've updated Mika Returna's JP voice patch today.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing

You've accidentally indexed sound 8005,2 as 8005,0, which prevents it from playing when it's supposed to.

Speaking about portraits, what lifebar portrait are you basing for Hilda?

It actually is her BBTAG portrait. I didn't like how her hand looked in the small port, it didn't really look like something that could be recognized as a hand, so I removed it. That's why it looks different.

What's your thoughts on doing the Fire Emblem cast and, more importantly, Byleth? Considering, well you know, she's your profile picture and all that.

Prior to Byleth, I had Dedede and Blitztank as profile pictures, which are both characters that I eventually ended up working on. This is a trend that I intend to continue.
Title: Re: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: Uzuki Shimamura on September 14, 2021, 04:38:24 am
You've accidentally indexed sound 8005,2 as 8005,0, which prevents it from playing when it's supposed to.

My bad. It's fixed now. same link as above.
Title: Re: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: OHMSBY on September 14, 2021, 05:20:47 am
Very good. Added your updated link to the site.
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: ZolidSone on September 15, 2021, 01:12:55 pm
Speaking about rapid canceling, something came in mind with Nanase:
-When Plumage Dancing in the Wind is rapid canceled, the effect is glued on screen and not on the stage's floor (Example: Use a stage with super jump and the effect goes higher alongside Nanase or the opponent, but still stays on the same spot where it was executed).
-5AAAA would look better if the sliding dust was at the end of the animation than on the startup (Slightly smaller and with sliding sound effect).

It actually is her BBTAG portrait. I didn't like how her hand looked in the small port, it didn't really look like something that could be recognized as a hand, so I removed it. That's why it looks different.
It's not just the hand, it's more like the angle of where she's looking and her chin looks so thin. Another reason was her mouth and I couldn't tell it was open or closed, making me think it was a completely different portrait entirely. Maybe I'm just nitpicky, so up to you if you want to adjust it.

Prior to Byleth, I had Dedede and Blitztank as profile pictures, which are both characters that I eventually ended up working on. This is a trend that I intend to continue.
Kirby's copy ability list and author specific special intros on your characters were the hints that gave me an idea. But it never crossed my mind thinking that was one too.

Edit: So Vlov Arkhangel's gameplay trailer is finally out:

Seeing the gameplay and the Tsukihime remake out in Japan giving a description of more of his character, my theory is completely wrong. Ice fits him more and seems to utilize it frequently on his moveset. Since he won't get Fire, give it to the newly released "Atsuko Kagari" instead. She shoots fireballs like Shantae.

Also, I found a bug on trigger10 on Suplex. I didn't find out until months later, but turns out that even with authorname listed, Lilith will always get Cutter no matter what. So you might as well remove the first name on trigger38 of Cutter and keep the first name only on it.
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: amilcar on September 19, 2021, 04:13:53 am

I would like to see a Mario and Luigi character created by you, it would be fantastic, I congratulate you very much and thank you very much for sharing your talent
Title: Re: [OHMSBY Thread]: King Dedede Updated + 3 Quick updates (9/13/21)
Post by: ZolidSone on September 19, 2021, 02:30:13 pm
Since you haven't updated Nanase yet, I got some more feedback for some of the already updated characters while I was testing my new strong wall bounce effect on my custom fightfx:

Tager:
-The wall bounce effect on Wedge Catapult is the strong bounce not the normal one.

Samus:
-The wall bounce effects on Zero Laser are the strong bounces and not the normal ones (Although, they have envshake).

Kokonoe:
-The wall bounce effects on Absolute Zero V4.32 are the strong bounces and not the normal one (Although, they have envshake).

Yu:
-The wall bounce effects on Ziodyne are the strong bounces and not the normal ones.

Adachi:
-The wall bounce effects on Maziodyne are the strong bounces and not the normal ones.

Susano'o:
-The wall bounce effect on Splintering Thrust is the strong bounce and not the normal one (Although, it has envshake).

Blitztank:
-The wall bounce effect on Gjallarhorn is the strong bounce and not the normal one.

Bisclavret:
-Her 5C can be constantly spammed and the opponent has no recovery, resulting to an infinite.

Lina:
-The wall bounce effect on Final Laser is the strong bounce and not the normal one.

Dedede:
-The hitspark when inhaling a Gordo and spitting it at the opponent is slightly misaligned.
-Gordo Canon is misspelled on the readme.

Courtesy of Sir Ghostler and Shimmering Brony's Akko, I found a perfect matching strong wall bounce effect for it. This will make feedback a little easier for me now I finally have a dedicated one for strong wall bounces. I never noticed it before as I always used the same wall bounce effect for all 3 variations. I tried recoloring the strong to red, but it didn't work as it always changes back to the default color after one sprite no matter what I did (Having it's own set of sprite in a different color or changing just the palette itself). I know I should have changed it much earlier, but I couldn't find one that matches my taste at the time.

I may have to make a part 2 for this as there are so many characters to test, so this is what I have for now. But for those that do have envshake but doesn't use the strong ground shockwave effect, feel free to leave it as is if it turns out to be intentional.
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: OHMSBY on September 19, 2021, 10:35:58 pm
Time for some quick updates. I was planning on updating around this time anyway for the Special Intros against Hilda.

Quote
Hyde and Blitztank:
-Added special intro against Hilda
Nanase:
-Fixed an error where Plumage's effect could follow the screen after rapid canceling
Bisclavret:
-Fixed an error where 5C could be chained into itself
Kirby:
-Few additions and fixes to Copy Ability trigger list
Adachi, Blitztank, Dedede, Lina, Nanase, Tager, Yu:
-Fixes to minor visual errors, Primarily wall bounce effects

Download all updated characters simultaneously here: https://drive.google.com/file/d/1J4xPA9B9JcAzFf9yRRXuQ_8tAGHbVMVA/view?usp=sharing



-5AAAA would look better if the sliding dust was at the end of the animation than on the startup (Slightly smaller and with sliding sound effect).

I gave this a try, and it honestly seemed off to me due to how much she has slowed down by the end of the animation, I did add a slide sound to the dust however.



Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: Resentone on September 20, 2021, 03:21:59 am
Hyde Voice patch has been updated.
https://drive.google.com/file/d/1Z0obpssCeCFz6pvHFIxCBxc3cRuZeRdf/view?usp=sharing

I also made a UNI ver. voice patch for Hyde because I dislike his bbtag voice direction.
https://drive.google.com/file/d/1vajojuTcks8Qif2w0l1zEzRHbO1mbgvm/view?usp=sharing
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: ZolidSone on September 20, 2021, 04:54:26 am
Yeah, figured I have to make a part 2 on this. It was late at night when I posted all that feedback and I didn't want to wait to post it later during the day. Now I'm awake and have more energy, I can spend the time to check the rest of their movesets in detail and do pardon if I have to go back to certain characters again:

Gordeau:
-The normal wall bounce effect on Soul Exodus doesn't have a normal ground sound effect when the opponent hits the wall.
-When using the backwards throw near the wall behind him, the wall bounce effect would play next to Gordeau instead of when the opponent hits the wall (This won't happen if he throws the opponent at the end side of the stage).

Kirby:
-Hitting the wall with Burning Attack is the strong bounce and not the normal one (Maybe intentional as it's layered in front? But it has no envshake).

Tager:
-The wall bounce effect on Spark Bolt is the strong bounce not the normal one.
-The hitspark and guard spark of Spark Bolt is also misaligned.

Bisclavret:
-The first two normal wall bounces on Strong Hammer aren't layered behind the opponent.

I spend a few hours double checking everyone and I believe that's all of them. Guess I really did cover most of them last night in a short amount of time and it's mostly just going back to the ones that I've already checked. As for the intentional ones, it's actually fine for them. As long as the strong wall bounce has envshake, layered in front and the opponent is staggering, the strong ground shockwave sound effect is not required. On certain occasions and depending on the sounds the fightfx used, it may not even fit at all.

As for Kokonoe and Samus which you missed, they are layered behind. But the opponent is being constantly drowned with hitsparks. I guess in their case, it's fine to be like that and can be left as is.

For Kirby, you're more than welcome to wait until you make his small and big portraits from SSBU to do that. I don't have any other copy abilities to add as you already covered most of them for official games or author specific characters.

I gave this a try, and it honestly seemed off to me due to how much she has slowed down by the end of the animation, I did add a slide sound to the dust however.
That's fine. Es also has that on Type: Slasher "Mordred", so it works.
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: Mintloid on September 25, 2021, 02:56:31 pm
WHEW!
After a slightly long wait, I finally updated Meta Knights JPN voice patch which includes stuff from the NOY update.

Link: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing

Let me know if there's any incorrect indexes or if anything else is missing so I'll fix it while I can.

Enjoy <3
Title: Re: [OHMSBY Thread]: 10 Quick updates (9/19/21)
Post by: Ex☆Cham on September 26, 2021, 07:05:19 am
Getting the updates--

Tho, two questions since have a little of curiosity:

1. Would you change the "BURST" gauge if given other options?
Nothing against it, {Kinda too "POP" in size} specially since it's just 3 sprites to swap.

2. Ever though of coding a character in this style that feels more like... "A Final Boss"?
You know, a character that is broken in the player's hands, but an absolute monster when encounter during an Arcade Run.
Title: Re: [OHMSBY Thread]: 4 Quick updates (9/26/21)
Post by: OHMSBY on September 26, 2021, 09:57:57 pm
A few more quick updates.

Quote
Gordeau, Kirby, Tager, and Bisclavret:
-Fixes to minor visual errors

Figured I'd might as well get the fix for burning attack out of the way now instead of waiting.





Everything seems good to me with your voice patches. Now that they're all up to date, I should probably get around to putting them onto the site.

 
1. Would you change the "BURST" gauge if given other options?
Nothing against it, {Kinda too "POP" in size} specially since it's just 3 sprites to swap.

I'm really not opposed to having a new look in general, especially after changing the super background. This would probably be something I would wait for another more major update to have changed, But I suppose that depends on what those other options were.

2. Ever though of coding a character in this style that feels more like... "A Final Boss"?
You know, a character that is broken in the player's hands, but an absolute monster when encounter during an Arcade Run.

Back in old polls, one of the options for characters was Hibachi, the true final boss of DoDonPachi SaiDaiOuJou. She would be exactly as you have described.

Other than that, I have also thought about doing blender projects out of the Boss only characters in Smash Ultimate, like Master Hand, Marx, and Dracula, but I haven't actually tried doing that yet.


Title: Re: [OHMSBY Thread]: 4 Quick updates (9/26/21)
Post by: ZolidSone on October 01, 2021, 05:38:35 am
After downloading the update for Kirby, I don't see anymore problems with the aesthetics on him. However, a few copy abilities suddenly got reverted from the previous update. Atsuko Kagari and Vlov Arkhangel don't have their respective copy abilities anymore and the bug for trigger10 on Suplex has returned (Lilith using Cutter instead). And since Granblue Fantasy Versus was covered by Solid Snivy, thought I check out the game. I have no objections with the list he made, but there are a few characters that are missing that weren't mentioned by him and figured I add the rest:

To add:
Charlotta: "Charlotta Fenia"
Katalina: "Katalina Aryze"
Ladiva "Fastiva"
Anre "Uno"
Seox "Six"

Ferry (Yo-yo)
Lowain (Cutter)
Metera (Needle)
Belial (Needle)
Cagliostro (Needle)

And for Vira Lillie, there's seems to be only a teaser and shown using a sword. Instead of adding a completely new trigger, do your mind replacing trigger41 on Sword with her instead? I looked at Akane Satomura again and realized there's no character in Eternal Fighter Zero using Needle. I feel that copy ability fits her better than Sword as she changes her hair into weapons. With that, all of Granblue Fantasy Versus is cover for now until Character Pass 3 announces more characters.

Also, since October 5th is the direct for the final character reveal for Super Smash Bros. Ultimate, do you want to wait until then to update him? Just in case you're curious to know who they are and want to add him/her as well.

Back in old polls, one of the options for characters was Hibachi, the true final boss of DoDonPachi SaiDaiOuJou. She would be exactly as you have described.

Other than that, I have also thought about doing blender projects out of the Boss only characters in Smash Ultimate, like Master Hand, Marx, and Dracula, but I haven't actually tried doing that yet.
I heard she also goes by the name Hina, which is why I couldn't find any info about her back then. Since DoDonPachi is a shoot 'em up and not a fighting game, you'll still probably use those existing sprites by Oyaji.

I can't wait to see what cool possibilities you could do with that too. They would fit very well if you ever make a full game with your characters.
Title: Re: [OHMSBY Thread]: 4 Quick updates (9/26/21)
Post by: Little Fox: Tres Truenos on October 02, 2021, 12:31:33 am
Hey OHMSBY, how you doin dude? I'm back with some stuff that might interest you. Since Melty Blood:Type Lumina just got released, Resentone released some sprites and palettes from Lumina. It was a collaborated from several people on discord. He also made a video using Saber's sprites to test out her movement. Here's the links
Type Lumina Sprites thread https://mugenguild.com/forum/topics/melty-blood-type-lumina-sprite-pack-194505.0.html
Saber Test video https://youtu.be/Y2jnLCBAQY4
The next piece of information that I have is a Deviantart page by JSRREMIX about models from Ultimate Marvel Vs Capcom 3. He has the link to the models and instructions on how to make them work. Here's the link https://www.deviantart.com/jsrremix/journal/UMVC3-Models-730989013
   So if you ever wanted to dip your toes into either the poverty glory of hype that is Melty Blood or go for a ride from MAHVEL BABY, then here's these resources just in case if they interest you.
  Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought. Once again God bless you and thanks for the cool characters conversations that you have been giving us.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: OHMSBY on October 03, 2021, 09:56:15 pm
Might as well get the final two NOY updates released now.

Quote
Both Characters:
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes
Misaka:
-5C is now special cancelable after hitting with the leg
-Misaka is now invulnerable during the startup of Railgun
-Magnetic Move's Air Movement covers slightly more distance
-Misaka can now drop down during Over There! and Zapper right after the projectile has been thrown
-Misaka can now perform an arial action while Dropping down from Air Movement
-New start up animation for Only My Railgun
-Sprites are now properly indexed and palettes have been redone
Robo-Weiss:
-New 5C
-Stabilisieren now lasts 20% longer when Not Over Yet is active

Not sure how Kirby's copy ability list got reverted back, but he's been reploaded with with the changes along with the new additions that Zolidsone brought up.

Also, the links for Resentone and Volcanoid's voice patches have been added to the site for more convenient access.



Since DoDonPachi is a shoot 'em up and not a fighting game, you'll still probably use those existing sprites by Oyaji.

Yes.

Since Melty Blood:Type Lumina just got released, Resentone released some sprites and palettes from Lumina. It was a collaborated from several people on discord. He also made a video using Saber's sprites to test out her movement. Here's the links
Type Lumina Sprites thread https://mugenguild.com/forum/topics/melty-blood-type-lumina-sprite-pack-194505.0.html
Saber Test video https://youtu.be/Y2jnLCBAQY4

Nice. The file structure for French Bread games are little beyond my experience, so it's really nice to see that the assets from Type Lumina were able to get ripped and uploaded as quickly as they were.

Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought.

Yes, I do plan to do so.


Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Karl/Karla on October 03, 2021, 11:54:12 pm
Wait, where's the link to the updates?
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: ZolidSone on October 04, 2021, 12:48:37 am
Final feedback for the last two NOY characters:
Misaka:
-The shockwave when the opponent hits the ground by Zapper is a normal ground one, has the normal ground sound effect, layered behind and is slightly misaligned.
-There is no normal ground sound effect on the wall bounce when the opponent hits the wall by Railgun and EX Electro Shock.
-On the opponent's get hit animation on her air throw, they get lower on the floor for half a second when they lying on the ground during the normal ground shockwave (Thought the shockwave was misaligned, but it's not).
-The normal ground shockwaves on Girder Strike could be slightly bigger as the ground shatter effects block them due to the effect's size.
-EX Elecectro Shock is a typo on the movelist.png.

Robo-Weiss:
-Rapid canceling backwards on any attacks on the ground, the back dash's palfx would override the rapid cancel's palfx.
-There is no sliding dust on the end of Hals Brechen on the ground.
-A suggestion when using Gletscherstrom or successfully countered with Ich Glaube Nicht, would it be nice to add a normal ground shockwave when she stabs the ground with Myrtenaster.

I'm glad you decided to change the 5C though. Didn't liked how it can be easily avoided when opponent is too close or just by running straight at her. Also noticed you removed those letter def files, don't know what those are for originally.

Not sure how Kirby's copy ability list got reverted back, but he's been reploaded with with the changes along with the new additions that Zolidsone brought up.
Don't take this for granted, but there might be a possibility that you may have updated his old version from a bundle without knowing. When I gave Ichida feedback for Orie to fix one minor aesthetic, some old issues came back. I hope you consider not doing bundles anymore because stuff like this could happen and you don't want people to download old versions by mistake.

By the way, my idiot self just found out Solid Snivy already covered Vira with trigger97 of Sword. Instead, how about replacing trigger41 with "Stocking Anarchy" instead? I didn't want to add her before because I also wanted to think of an matching ability for Panty as well and add her alongside Stocking. But as she uses guns only and has no fancy explosion stuff, none of them fit. You can still wait for the last SSBU character in two days to do it if you want.

I also noticed Metera for Needle was somehow missed, unless you intentionally want to give her Fighter even those she uses a bow and arrow. I judged her appearance by her trailer and figured she would be as Kakouen and Archer are there too.

Nice. The file structure for French Bread games are little beyond my experience, so it's really nice to see that the assets from Type Lumina were able to get ripped and uploaded as quickly as they were.
I'm sure you still have loads of plans ahead, but I'm looking forward to see what character you'll do with them.

Wait, where's the link to the updates?
On the site like always.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: OHMSBY on October 04, 2021, 04:02:55 am
All fixed and reuploaded, along with Kirby since I somehow forgot to put Metera on the list.

Also noticed you removed those letter def files, don't know what those are for originally.

I didn't even realize I had her uploaded with those. That was just a part of an experiment that I had with the engine, they weren't supposed to be included in the upload.

Wait, where's the link to the updates?
On the site like always.

I decided against doing an update bundle since it's just two characters being updated this time around.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: 無限の監視者 on October 04, 2021, 05:17:31 am
Just here to drop a 100% combo with Misaka.

https://streamable.com/7e3lha

To be honest, my only complaint is the wallbounce of her Railgun getting nerfed.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Uzuki Shimamura on October 04, 2021, 05:45:44 am
After I watched Jerry Kisaragi's 100% combos of your characters, I just found something on Hyde.
When you counter hit your opponent with Black Orbiter (all versions), then Dark Lotus, and normal attacks, the text shows 2-3 times.
https://streamable.com/42yon5

I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko? Again, BeterHans' sprite is the best option.

Talking about voice patches, was Alchemist of Atlas' Yang JP voice patch updated? It's been weeks since her NOY update came out.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: Macaulyn97 on October 04, 2021, 05:48:17 am

Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought.

Yes, I do plan to do so.
(https://i.pinimg.com/originals/5a/4d/cb/5a4dcb6d79097f6a926b1d57793971d4.gif)

Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: 無限の監視者 on October 04, 2021, 06:08:15 am
After I watched Jerry Kisaragi's 100% combos of your characters, I just found something on Hyde.
When you counter hit your opponent with Black Orbiter (all versions), then Dark Lotus, and normal attacks, the text shows 2-3 times.
https://streamable.com/42yon5

I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko? Again, BeterHans' sprite is the best option.

Talking about voice patches, was Alchemist of Atlas' Yang JP voice patch updated? It's been weeks since her NOY update came out.

He said that he'll get to it once he fixes some issues with his PC.
Title: Re: [OHMSBY Thread]: Robo-Weiss and Misaka updated (10/03/21)
Post by: The Blind Furry on October 05, 2021, 09:44:49 pm
Also quick question, since you have been making characters from Smash Bros Ultimate, have you thought about tackling the more humanoid characters like Bayonetta, Zelda, Link, Corrin, Solid Snake, etc.? Not requesting anything, just a thought.

Yes, I do plan to do so.



[/quote]
Obviously you have your own plans for what characters you wanna make, but the idea of an OHMSBY Style Sora kind of floored me whilst reading this- XD
Title: Re: [OHMSBY Thread]: 3 Quick Updates (10/08/21)
Post by: OHMSBY on October 09, 2021, 05:41:47 am
Just a few quick updates:

Quote
Hyde:
-Fixed an error where the counter message could show up more than once when countering with Black Orbiter
Quote:   
-Nemesis will now lose it's special on hit properties after being used a set amount of times in a combo (restored when the opponent recovers)
Misaka:
-Wallbounce from Railgun has been restored to its previous height

I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko?

Probably.
Title: Re: [OHMSBY Thread]: 3 Quick Updates (10/08/21)
Post by: Uzuki Shimamura on October 09, 2021, 01:36:48 pm
I see you've updated your Misaka with new sprites, but are you gonna do the same thing to Kuroko?

Probably.

Looks like i'm gonna update my Kuroko palettes soon.

Quote
Quote:   
-Nemesis will now lose it's special on hit properties after being used a set amount of times in a combo (restored when the opponent recovers)
Oh, so that's why SDK123 is using that move many times.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 11, 2021, 07:34:39 am
Hilda has been released.

(https://i.imgur.com/CTT11rd.png)

Spoiler: More Screenshots (click to see content)

Get Hilda here:
https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing (https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: 無限の監視者 on October 11, 2021, 08:05:53 am

Spoiler: And my next character is... (click to see content)

Have fun.

Ah, yes. Rie Kugimiya.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Uzuki Shimamura on October 11, 2021, 02:59:09 pm
Spoiler: And my next character is... (click to see content)
Spoiler, click to toggle visibilty

Also I found something while testing your Ky again.
When you hit your blocked opponent with lowest life using Ride the Lightning, the super finish BG shows twice.
https://streamable.com/wln3fi

Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Gladiacloud on October 11, 2021, 04:15:41 pm
Hilda has been released.

(https://i.imgur.com/CTT11rd.png)

Spoiler: More Screenshots (click to see content)

Get Hilda here:
https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing (https://drive.google.com/file/d/1rQh9fpFvAPYi0n9JJHXsk5i3eSn3Znwm/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.

OHMSBY, is the delay due to the fact that Hilda was hard to make?
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 11, 2021, 05:25:02 pm
Also I found something while testing your Ky again.
When you hit your blocked opponent with lowest life using Ride the Lightning, the super finish BG shows twice.
https://streamable.com/wln3fi

Fixed.

OHMSBY, is the delay due to the fact that Hilda was hard to make?

Nah, I've just decided to slow things down a bit is all.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: EgyLynx on October 11, 2021, 08:19:37 pm
1: Confused: Where that Hilda from?
2: thought: Are youre think do game yours person(s) or like see them someelse´s collection?
3: If we talking "argade" which place at H at best? (begin, middle, near end?)
4: In build: same steps or different? template at kfm/ something own?
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Macaulyn97 on October 11, 2021, 08:27:38 pm
OHMSBY, is the delay due to the fact that Hilda was hard to make?
Wait, there was a delay? When I saw "Hilda released" in the thread, I thought "Damn, OHMSBY is putting out chars really fast."
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Umezono on October 11, 2021, 08:29:16 pm
1: Confused: Where that Hilda from?
2: thought: Are youre think do game yours person(s) or like see them someelse´s collection?
3: If we talking "argade" which place at H at best? (begin, middle, near end?)
4: In build: same steps or different? template at kfm/ something own?
I think you should try a translation service like DeepL or Google Translate. Your English is really hard to understand.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Resentone on October 12, 2021, 04:09:10 am
Made a JP Voice Patch for Hilda:
https://drive.google.com/file/d/1cp5NEg16YjajJiTWb9HA-uE__n2cMP8N/view?usp=sharing

Preview:
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: AMultiverseAuthor on October 12, 2021, 07:49:18 am
I don't know how complex DBFC characters are but I have a hunch that Shana won't be as time consuming to make as Hilda.
 
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 12, 2021, 08:10:44 am
Alchemist of Atlas' has informed me that he is still having issues with his PC, so I have updated his Japanese voice patch for Yang on his behalf. Direct link here:
https://drive.google.com/file/d/1zMQuHzYut8pSUCrTWOcSxLVPE0-BdM_W/view?usp=sharing (https://drive.google.com/file/d/1zMQuHzYut8pSUCrTWOcSxLVPE0-BdM_W/view?usp=sharing)

The link on the site has also been updated.

Made a JP Voice Patch for Hilda:
https://drive.google.com/file/d/1cp5NEg16YjajJiTWb9HA-uE__n2cMP8N/view?usp=sharing

Before I add your link to the site, I would like to point out that sound 1100,3 ("You won't be lonely for long") is still in english on your patch.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Resentone on October 12, 2021, 09:53:41 am
Before I add your link to the site, I would like to point out that sound 1100,3 ("You won't be lonely for long") is still in english on your patch.

It should be fixed now.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: OHMSBY on October 12, 2021, 10:31:02 am
Very good. Added your link to the site.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: ZolidSone on October 13, 2021, 11:01:06 am
While I was testing for Ichida for his Miyuki to let him know he can add the source intro for your upcoming Shana, I noticed that the EX spark appears late when a force break is used and the same applies to certain characters of yours:

Maid Taiga & Shantae:
-The EX spark effect on their force breaks has a half a second of delay when appearing the moment the sound effect is heard.

Carmine:
-Not only the EX spark is delayed, the animation cuts off when using any force break.

And something to fix on Metaknight when you get around making his SSBU portraits:
-The projectile on Crescent Slash has a reflection and shadow on the floor when it makes contact with the opponent.

I know your characters usually your have special intros against those specifically made by you, but I hope Shana also has those not just for Ichida's Miyuki, but Kirito and Kirino as well as I believe she does from the source game. Maid Taiga is obvious as her original version does because of a same VA joke.
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: 【MFG】gui0007 on October 14, 2021, 12:11:41 am


Oh damn, what an amazing work you did OHMSBY. Finally we have The Uncommon Witch on MUGEN. :)
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Mintloid on October 14, 2021, 01:42:52 am
(https://i.imgur.com/GVBi26j.png)
Found a quick Hit ID debug error after using "Fallen Pain".
Title: Re: [OHMSBY Thread]: Hilda Released (10/11/21)
Post by: Uzuki Shimamura on October 14, 2021, 04:49:19 am
Her Nail Torrent projectiles are still shooting during super finish. (you'll notice the sound)
https://streamable.com/bb86w5
Title: Re: [OHMSBY Thread]: Hilda and 5 others quick update (10/13/21)
Post by: OHMSBY on October 14, 2021, 06:58:20 am
All fixed. Also, Homura and Taiga have been updated with special interactions against Shana.

Quote
Hilda:
-Fixed an error where Nail Torrent would continue to spawn blades during the super finish pause
-Fixed a debug error with Fallen Pain
Maid Taiga and Homura:
-Added special intro against Shana
Maid Taiga, Shantae, Meta Knight, and Carmine:
-Fixed some minor visual errors
Title: Re: [OHMSBY Thread]: Hilda and 5 others quick update (10/13/21)
Post by: The Blind Furry on October 17, 2021, 02:02:59 am
Hey!

I was wondering, would you ever try to make 'puppet' characters like Ken Amada (Persona) or Chaos (Under Night In Birth)?

Also, I would LOVE to see Zex from MAAB or Byakuya from UNIB in your style-
Title: Re: [OHMSBY Thread]: Hilda and 5 others quick update (10/13/21)
Post by: ZolidSone on October 17, 2021, 04:31:00 am
I got some feedback for Terumi as it seems that I found a major bug and a few adjustments to some of his aesthetics:
-When Venomous Bite is successfully countered by a physical attack through a helper, it creates a clone of the opponent and hitting them both (Turns out this happens when a character is dependent on helpers such as Persona or JoJo. This may softlock them and be unable to use certain attacks such as your Yu no longer be able to use B command normals. If it doesn't, then it will create more clones if the same attack was countered again).
-The sliding dust on 66B still could use as it appears on the opposite direction behind his foot (Since he spins around while he attacks, you could put a dust effect layered in front of him and one layered behind him, each facing a different direction. Similar to what you did with Bisclavret's Hammer Tornado).
-The swing effects when rapid canceling Serpent's Cursed Swing share the palfx.
-It is still possible to rapid cancel the 2nd to last hit of Dungeon of Serpents (Interrupting the effect to remotely vanish).
-Not sure if it's intentional and maybe they are as they glow when they connect, but the green snake effects on his attacks share the palfx (So rapid cancel will also make them blink white).
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: OHMSBY on October 17, 2021, 08:57:08 am
Fixed.

Quote
Quick bug fix for Terumi
-Fixed Venomous Bite's buggy interaction with helper based physical attacks
-Fixed an error where Dungeon of Serpents could be rapid canceled just before the final hit
-Fixed minor visual errors


-Not sure if it's intentional and maybe they are as they glow when they connect, but the green snake effects on his attacks share the palfx

This is intentional.

I was wondering, would you ever try to make 'puppet' characters like Ken Amada (Persona) or Chaos (Under Night In Birth)?

Maybe.



Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: Uzuki Shimamura on October 17, 2021, 09:00:30 am
Hello everyone i've made a new JP voice patch today, it's Ky Kiske
I'm using his Xrd voice because no one have ripped and uploaded the Strive voice on Sounds Resource.

Download link: https://drive.google.com/file/d/1C1o2pniX6J-i55FSzOuHFdKAZMtwgN3M/view?usp=sharing

Video preview:
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: ZolidSone on October 17, 2021, 02:05:13 pm
Nothing else to report on Terumi, but there seems to be a few different behaviors on the Venomous Bite depending on the physical helper it connects (I'll use Yu, Yukiko and Adachi though their A/B command normals for example):
-On Yu, Izanagi will not disappear and hit the opponent, but deals some additional damage to him as it also hits the persona on the last hit.
-On Yukiko and Adachi, Konohana Sakuya and Magatsu-Izanagi will disappear and just hit the opponent only.

Something I should share regarding the consistency in case you need to make changes, but I don't think you'll need to. This also explains why Yu was no longer able to use his B command normals, while Yukiko and Adachi still can. It was hard to tell as they both generated clones before.

However, the bug still happens on Ichida's Orie's Thanatos:
(https://i.imgur.com/o0bC1Ga.png)
Hitting the clone will do no damage to her, but keep making her fall down until the clone eventually falls down itself and the combo counter will disappear right after. Since it's already been fixed, it probably has something to do with Orie's helpers than Terumi himself. I will let Ichida know about this.

This is intentional.
Yeah, figured it would be as it's part of his aesthetic. Making it no longer share the palfx would change that too. Better off left as is.
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: Mintloid on October 17, 2021, 02:26:43 pm
Hello everyone i've made a new JP voice patch today, it's Ky Kiske
I'm using his Xrd voice because no one have ripped and uploaded the Strive voice on Sounds Resource.

Heh, Faust has a new friend XD
I was eventually gonna make a jpn patch for ky, but faust gave me a hard time finding each and every sound index for him. Guess ya beat me to it. :P

Also while were on the topic of chars made in blender and im not sure if its been said, but will you do projects from other 3d/2.5d games other than smash bros. I'm pretty curious on what kind of limitations you could do considering you made Shantae work as a fighter even if she was made for platforming alone (not 3d, but something similar to that).
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi Quick Update (10/17/21)
Post by: onomamashinee on October 17, 2021, 04:02:43 pm
Though I assume it was intentional, background and hitspark colors are reversed on Hilda's astral heat
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi and Yu Quick Update (10/17/21)
Post by: OHMSBY on October 17, 2021, 06:18:49 pm
Just updated Yu to change how Izanami interacts with venomous bite to be consistent with the other personas.


Hello everyone i've made a new JP voice patch today, it's Ky Kiske
I'm using his Xrd voice because no one have ripped and uploaded the Strive voice on Sounds Resource.

Added your link to the site.

Also, if you're still interested in using the Strive voice clips, here you go. (https://drive.google.com/file/d/1Ru_GW8qY3Y2m4CI1W19hhnMEhvzHNCNL/view?usp=sharing)

Quote
Also while were on the topic of chars made in blender and im not sure if its been said, but will you do projects from other 3d/2.5d games other than smash bros. I'm pretty curious on what kind of limitations you could do considering you made Shantae work as a fighter even if she was made for platforming alone (not 3d, but something similar to that).

That's what I would like to be able to do, yes. In terms of working around limitations, it would actually be easier in this case, since can make custom animations in Blender, just I have for King Dedede's 2A, Crouching Guard, and Crouching Gethit.

Though I assume it was intentional, background and hitspark colors are reversed on Hilda's astral heat

This was intentional.
Title: Re: [OHMSBY Thread]: Hilda updated (10/13/21) Terumi and Yu Quick Update (10/17/21)
Post by: Solid Snivy on October 18, 2021, 05:01:59 am
Found a little visual bug: Hilda’s little blade portal remains on the field should In The Darkness not hit the opponent.
Title: Re: [OHMSBY Thread]: Hilda, Terumi, and Yu Quick Update (10/17/21)
Post by: OHMSBY on October 18, 2021, 05:21:42 am
Fixed.

Quote
Hilda:
-Fixed an error where the spike portal wont disappear after an unsuccessful use of In The Darkness.
Title: Re: [OHMSBY Thread]: Hilda, Terumi, and Yu Quick Update (10/17/21)
Post by: Uzuki Shimamura on October 23, 2021, 04:44:16 am
Found another error on Ky.
When you attack or throw him during ground Stun Edge C, the projectile goes in mid air. (throws like Uzuki, Kirby, Bisclavret, etc.)
https://streamable.com/y59ipj
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: OHMSBY on October 23, 2021, 08:11:40 am
Fixed.

Quote
-Fixed an error where charged stun edge could briefly follow Ky during gethit states
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: Takanashi Hoshino on October 27, 2021, 06:00:35 pm
I reply sometimes in this forum but i have a question
Does your Shana has special intro against Paulo S's edit of your Taiga?
I know they have same Japanese voice actress
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: OHMSBY on October 28, 2021, 04:04:23 am
Yes. (https://streamable.com/404lat)
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: The Blind Furry on October 31, 2021, 08:51:46 pm
Hey, I had to ask.

I was thinking of making Twinblade Arthur and maybe another MAAB Character and I realised that I couldn't find any of the voice rips at all. How did you get them for Bisclavret and Thief Arthur? :)
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: BurntCheek on November 01, 2021, 11:46:59 am
Hey, I know this issue was mentioned months ago, but all the characters that have death animations still get stuck on them in tag-mode Ikemen. I've downloaded the updates for those characters, but I still have this issue. Does anyone else who has Ikemen still have this problem?
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: Vinnie on November 01, 2021, 01:33:02 pm
So here's something that I've found from the very recent update of your Terumi.
This happens with specific characters tho, especially with the ones with big collision boxes.
https://streamable.com/g9xshr
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: ZolidSone on November 01, 2021, 11:00:38 pm
Speaking about Terumi again, I forgot to mention on the previous feedback that there is no landing sound effect when he touches the ground from a successful Venomous Bite. Didn't want post for something so relatively minor until a big issue was involved.
Title: Re: [OHMSBY Thread]: Ky Quick Update (10/23/21)
Post by: TurnPile on November 01, 2021, 11:54:38 pm
So, do you have any opinions on Pokemon? If so, would you probably do one in the near future?
We really lack any quality Pokemon characters, and maybe you could help reverse that?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: OHMSBY on November 02, 2021, 03:45:29 am
Terumi has gotten a quick update.

Quote
Terumi
-4A can now only be chained into once during a chain
-Added landing sound to Venomous Bite's animation



I was thinking of making Twinblade Arthur and maybe another MAAB Character and I realised that I couldn't find any of the voice rips at all. How did you get them for Bisclavret and Thief Arthur? :)

I ripped the sound files from the Steam version of the game using UNXWB.

Hey, I know this issue was mentioned months ago, but all the characters that have death animations still get stuck on them in tag-mode Ikemen. I've downloaded the updates for those characters, but I still have this issue. Does anyone else who has Ikemen still have this problem?

I've just changed the state numbers for the death animations so they won't conflict with ones used in Tag mode, and reuploaded them. Go ahead and download them again.

So, do you have any opinions on Pokemon? If so, would you probably do one in the near future?
We really lack any quality Pokemon characters, and maybe you could help reverse that?

Eh, I don't know. Maybe.

If I can figure out how to make fully fledged characters out of the assists, I would probably work on Mimikyu. But there would be other characters I'd like to work on first if that were the case.
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: President Devon on November 02, 2021, 04:23:40 am
I don't suppose Pokemon Type Wild characters would have all the necessary sprites?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: OHMSBY on November 03, 2021, 01:18:50 am
Depending on how creative I can get with those sprites, they may be able to work. I'd have to actually mess around with them to know for sure.
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: Vinnie on November 03, 2021, 02:29:39 am
On your upcoming projects, I have some questions:
-Are you gonna apply the Cross Tag system of the BBTAG for simul player mode in the near future ?
-Do you ever think of making any Melty Blood: Type Lumina character ?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: Little Fox: Tres Truenos on November 04, 2021, 05:18:16 am
Hey OHMSBY, how have you been lately? You doing well? Also if you don't mind me asking how has it been working with Blender when it comes to the 3D characters? Are you getting the hang it of it or are you still adjusting to the process and learning new this? And are you just using Blender or are you using other programs alongside it?
Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: OHMSBY on November 05, 2021, 04:29:05 am
-Are you gonna apply the Cross Tag system of the BBTAG for simul player mode in the near future ?

No.

-Do you ever think of making any Melty Blood: Type Lumina character ?

You will be seeing at least one Type Lumina character from me sooner or later.

Also if you don't mind me asking how has it been working with Blender when it comes to the 3D characters? Are you getting the hang it of it or are you still adjusting to the process and learning new this? And are you just using Blender or are you using other programs alongside it?

I think I've gotten a nice workflow down when comes to blender projects now. After some of the things I've learned, it takes much less time to render the sprites than before. I've also been using photoshop to edit the textures and to put the renders into indexed color mode.


Title: Re: [OHMSBY Thread]: Terumi Quick Update (11/1/21)
Post by: Mr. Nobody on November 05, 2021, 06:09:43 pm
Have you thought about making characters from Touhou?
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: OHMSBY on November 07, 2021, 05:08:31 pm
Shana has been released.

(http://i.imgur.com/wmjigXX.jpg)

Spoiler: More Screenshots (click to see content)

Get Shana here:
https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing (https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Have you thought about making characters from Touhou?

This was discussed earlier in this thread. It's a maybe.


Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: EgyLynx on November 07, 2021, 05:28:46 pm
 
Shana has been released.

(http://i.imgur.com/wmjigXX.jpg)

Spoiler: More Screenshots (click to see content)

Get Shana here:
https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing (https://drive.google.com/file/d/1n0vB-kSsHiOCJYk92GdYg0-RUpyZ2g-C/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Have you thought about making characters from Touhou?

This was discussed earlier in this thread. It's a maybe.
Yours can be ask Ricepigeon at Touhou Characters (Incident Zero style).
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: Uzuki Shimamura on November 07, 2021, 06:09:54 pm
Yours can be ask Ricepigeon at Touhou Characters (Incident Zero style).
It's impossible because he always picked characters with hi-res sprites.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: The Blind Furry on November 10, 2021, 05:42:40 pm
Unrelated but Paulo, in your signature picture who is that on the right? XD
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: EgyLynx on November 10, 2021, 05:49:56 pm
Unrelated but Paulo, in your signature picture who is that on the right? XD
(Why not these ask whoser these 3 are? from same?)
Title: Re: [OHMSBY Thread]: Shana released (11/7/21)
Post by: Uzuki Shimamura on November 10, 2021, 06:04:39 pm
Unrelated but Paulo, in your signature picture who is that on the right? XD

If you're talking about this one below because it's a rotating signature:
(https://i.imgur.com/uBVOjEf.jpg)
It's Rentaro Satomi but with custom color.

Or this one:
(https://i.imgur.com/f7iiIUS.png)
It's Ky Kiske and Uzuki Shimamura.

Now back to the topic. I found yet another error for Ky.
When you rapid cancel quickly after you hit an opponent with Lighting Javelin, the shock state isn't on the opponent.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: OHMSBY on November 11, 2021, 06:09:35 am
Fixed.

Quote
Ky
-Fixed an error where Lightening Javelin wouldn't apply the Shock State when Rapid Canceling on hit
-Fixed an error where a strong ground bounce effect would play when hitting the opponent after hitting the ground from Lightening Javelin
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: ZolidSone on November 11, 2021, 06:29:27 am
And I also noticed a minor issue on Ky, which I couldn't get on my computer during the day to report it. When the opponent hits the ground hard after hitting the wall from Lightning Javelin, another strong ground shockwave and sound will appear instead of the normal one just by hitting them with any basic attack while they're lying on the ground.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: OHMSBY on November 11, 2021, 06:42:28 am
Also fixed.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: Vinnie on November 12, 2021, 07:52:47 am
Just wanna share some custom palettes I made last week.
Spoiler, click to toggle visibilty

Also, I believe that some versions of Shana's Gurren No Odachi and Gouka are having the wrong attribute flags. Not a big deal, but you can adjust them if you want to.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: Little Fox: Tres Truenos on November 12, 2021, 10:06:52 am
Hey OHMSBY, how you doing? Have you had any luck in extract any files from Guilty Gear Strive, like the models for example? I've tried searching for any downloads of the models themselves, but I could only find photos of the models already extracted on a Deviantart account by a guy named "o-DV89-o", who also extracted models from other games like Granblue Fantasy Versus and One Piece.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: ZolidSone on November 12, 2021, 01:20:07 pm
Speaking about custom palettes, I've been recently looking at the palettes folder and love the references you done with all your characters (I noticed a few from some hobbies of mine and always used the default for testing). For once, I actually like to try take on a few for your characters and these come to my mind:

Yu & Izanagi = Kyosuke Munakata & Juzo Sakakura (Danganronpa 3)
Saya = Sachiko Shinozaki (Corpse Party)
Shana = Kotonoha Katsura (School Days)

However, I don't how to get the exact colors of those characters. Do you get the references from an stock image? Consider this a way for me to learn how to make better palettes instead of using existing recolors. If I do them correctly, maybe I'll do more in the future.

Also, I believe that some versions of Shana's Gurren No Odachi and Gouka are having the wrong attribute flags. Not a big deal, but you can adjust them if you want to.
Oh yeah, you're right. They show up as V instead of S. I actually never bothered checking any of the specials on everyone since a lot of his characters can have so many or different variations compared to throws and distortion drives (Which are much easier to tell). I might have to go back to the older characters again just to check on that later.
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: Vinnie on November 12, 2021, 04:02:30 pm
Alright here's something I've found on Shana's Shinpan no Hien.
If Hien makes contact with enemy's projectile, it can only strike once, twice or maybe thrice depends on the opponent's distance.
https://streamable.com/jbovrg

Compare with Jin's Touga Hyojin, the Arctic Dagger would be striking up to six or seven times depends on the opponent's size.
https://streamable.com/7meq1r

I took a look at both cns files and found this in Jin's:
Code:
[State 1102]
type = VarAdd
trigger1 = movecontact = 1
var(10) = 1

I also found this in Shana's:
Code:
[State 2001, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 0

This makes me confused for a little bit because I have no idea whether it should be Movecontact = 1 or just Movecontact ?

Yu & Izanagi = Kyosuke Munakata & Juzo Sakakura (Danganronpa 3)
Saya = Sachiko Shinozaki (Corpse Party)
Shana = Kotonoha Katsura (School Days)

Those ideas are pretty interesting for me, so I decide to give them a try. Hopefully they aren't too bad.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Shana released (11/7/21) Ky Quick Update (11/10/21)
Post by: ZolidSone on November 13, 2021, 05:16:32 am
So it seems that there are a lot of specials/force breaks on characters do show the wrong attribute flag as I expected (Most show up as V, but it's possible that some can show a different flag such a H or a rope). As there will be a lot of characters to cover, this will be pretty long list and hopefully I don't miss one single character. I'll also add a few not related feedback just for the heck of it if any:

Ruby:
-Buzzsaw Blast (Just the blast projectile itself).
-Guillotine

Mika:
-Mika Tornado
-Mika Twister (Both ground and air)

Ragna:
-Hell's Fang and it's follow up.
-Gauntlet Hades and it's follow up (Both ground and air).
-Nightmare Edge and it's follow up.
-The follow up of EX Dead Spike and Seed of Tartarus (Also a typo on the readme).
-Blood Scythe (Both ground and air).

Mai:
-Suzuran and Suzuran: Dipper.
-Both normal and EX versions of Himeyuri and Himeyuri: Dipper.
-Shearing Cherry Blossom Storm

Azrael:
-Gustaf Buster
-Tiger Magnum, Cobra Strike and Leopard Launcher.
-Growler Field
-Phalnax Cannon (Also a typo on the readme).
-Valiant Crash and Charge.
-Hornet Bunker and Chaser.

Wagner:
-Both normal and EX versions of Der Kinnhaken.
-Not related, but the strong ground shockwave on EX Kugel Blitz could be slightly lower to the ground.

Waldstein:
-Both normal versions of Verdenben shows as an S, but the EX version is a rope (It's a special, not a throw).

Robo-Weiss:
-Dimensionsrakete
-Gletscherstrom
-The B version of Ich Glaube Nicht.

Kirby:
-Hammer Bash (Both ground and air)
-Hammer Flip
-Smash Kick
-Final Cutter
-Blizzard Hammer (Only when the opponent is hit by the hammer itself for the last hit, not the ice).
-Ninja Kick
-The strong ground shockwave on Hammer Swing could be slightly lower.
-trigger41 of Ice is a typo and is supposed to be "Iai Arthur" (First letter supposed to be I, not L).

If it's alright, might as well add another list of copy abilities for two games even though I promised not to because I didn't know he would need one. It will be a small one this time there's only a few characters in them. The two will be Them's Fightin' Herds and the original fangame, My Little Pony: Fighting is Magic (Some can share since they're based off each other, but some may have to be changed for variation purposes):
Spoiler, click to toggle visibilty
Feel free to make changes as usual.

Misaka:
-Electro Fencer

Kuroko:
-Both normal and Super Sexy Teleport

Es:
-Type: Assaulter "Erec" (However, this shows as a rope so not sure if this flag is intentional)

As there are so many to test, I'll have to push part 2 to another post and will get back to the next one.

I haven't done much M.U.G.E.N for a while, but this really has kept me busy for quite some time. From now on, I will be testing the specials and force breaks as well, not just the throws and distortion drives only. I didn't want to do them at first as I knew it will take much longer due to the amount of variations each of them can do as they may have an extra hit or can be done in the air. But for perfection's sake, it will be worth it.

Those ideas are pretty interesting for me, so I decide to give them a try. Hopefully they aren't too bad.
Spoiler, click to toggle visibilty
I never considered that as a request, but it makes me shocked of how surprisingly accurate those palettes are and almost resembles those characters. I hope OHMSBY adds these to their respective Extra Palettes folder. Guess you could think of this as a thanks for helping you out with that Miyuki portrait.
Title: Re: [OHMSBY Thread]: Shana Quick Update (11/12/21)
Post by: OHMSBY on November 13, 2021, 05:39:46 am
Shana has been fixed.

Quote
Shana
-Fixed an error where Gouka and Gurren No Odachi were flagged as normal attacks
-Fixed an error where Shinpan No Hien only hits the opponent once after breaking a projectile



Hey OHMSBY, how you doing? Have you had any luck in extract any files from Guilty Gear Strive, like the models for example? I've tried searching for any downloads of the models themselves, but I could only find photos of the models already extracted on a Deviantart account by a guy named "o-DV89-o", who also extracted models from other games like Granblue Fantasy Versus and One Piece.

I haven't actually tried to extract them yet since I've been preoccupied with other projects, but don't think it's going to be too much trouble for me to do.

However, I don't how to get the exact colors of those characters. Do you get the references from an stock image? Consider this a way for me to learn how to make better palettes instad of using existing recolors. If I do them correctly, maybe I'll do more in the future.

I always look for a character sheet to use a reference whenever I'm making a reference palette. If the character that is being referenced happens to have indexed sprites, I would pull up one of the sprites in the other panel of fighter factory's palette editor and take the colors directly from said sprite.

One trick for getting the exact colors is by using the eyedropper tool on a part of an image in photoshop or gimp to find out the RGB values and typing them into fighter factory.

This makes me confused for a little bit because I have no idea whether it should be Movecontact = 1 or just Movecontact ?

Movecontact = 1 as it makes the variable only increment at the frame the attack connects, where as just Movecontact has the variable increment on every frame after as well.


I'll be looking through these later on. Keep in mind that some of these Flags, like the ones flagged as Throws and Hypers, are intentional as it allows them to prevent the opponent from Bursting when they're not supposed to.
Title: Re: [OHMSBY Thread]: Shana Quick Update (11/12/21)
Post by: Uzuki Shimamura on November 13, 2021, 06:56:06 am
So you fixed the last error that I replied, I found another one.
When you rapid cancel quickly after you hit an opponent with Stun Dipper/Vapor Thrust/Greed Sever during Shock State, the Shock State is still on.
https://streamable.com/37db9t
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: OHMSBY on November 13, 2021, 07:10:40 am
Fixed.
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: ZolidSone on November 13, 2021, 08:06:21 am
I always look for a character sheet to use a reference whenever I'm making a reference palette. If the character that is being referenced happens to have indexed sprites, I would pull up one of the sprites in the other panel of fighter factory's palette editor and take the colors directly from said sprite.

One trick for getting the exact colors is by using the eyedropper tool on a part of an image in photoshop or gimp to find out the RGB values and typing them into fighter factory.
I got more cool ideas for palettes in mind not just the ones Ichida done and hopefully I can make them soon. I learned know how to use Fighter Factory Studio's Image Editor and was able to edit small portraits to make them look better as I fixed up Ichida's Miyuki for him. But yours look way more detailed, so I don't think you'll need help on that regard. While you work on King K. Rool, I want to keep myself occupied as I haven't done anything major for M.U.G.E.N since Hilda.

Do you think you'll create an Extra Palettes folder like you did with Yang, Ruby and Ragna for the ones Ichida done? It would nice to have a backup on the respective character folders in case they get deleted.

I'll be looking through these later on. Keep in mind that some of these Flags, like the ones flagged as Throws and Hypers, are intentional as it allows them to prevent the opponent from Bursting when they're not supposed to.
Gotcha, so the specials/force breaks with V are not while the ones with the rope and H are. I forgot to list on my previous post which ones specifically are the non-V attribute flags, but hopefully you can figure it out.

Fixed.
Didn't think you'll fix him that quick, but I should've also mentioned that Ky's EX Greed Sever shows up as V instead of S. The normal version of Greed Sever shows S fine.

Edit: Here is part 2 of the characters with their specials having the wrong attribute flag and other feedback if any:

Samus:
-Screw Attack (V)

Tager:
-Wedge Catapult doesn't kill the opponent with 1 HP, but is the correct attribute flag through debug mode.

Quote:
-King's Revenge counts as (V) when the opponent is killed by only the first hit and simply makes them fall down instead of connecting and killed by the last hit.
-The strong ground shockwave when the opponent hits the ground by Rising Blade is misligned as it's lower on the ground.

Susano'o:
-Megalith (V)
-Towering Flame (V)

Blitztank:
-Anstrum (V)

Saya:
-Aberrant Arm counts as (V) only when the tenticle touches the middle of the opponent, not at the tip.

Issac:
-Just the creep puddle on The D6 (V).

Taiga:
-Both normal and EX versions of Maid Thrust (V)
-I'm Taking You To The M-Morgue! (V)
-You're So Annoying is (V) through debug mode, the damage output is too low for a force break and doesn't kill the opponent with 1 HP.

Faust:
-From Above (V)
-The 100 Ton Weight on What Could This Be? doesn't kill the opponent with 1 HP.

Nanase:
-Avancer With You (V)
-Aureole of the Starry Sky (V)
-Both normal and EX versions of Conveying My Vrai Couer (V)

Jin:
-Both normal and EX versions of Hizangeki (V)

Hyde:
-Both normal and EX versions of Bend Sinister (V)

Lambda-11:
-Act Paraser Tri, Spada, Blade & Cavalier (V)

This one seems tough as it's looks like they're a mix of command normals, not sure if changing one will override the normal ones like with Faust. If it does, then skip her.

Meta Knight:
-B Dimensional Cape (V)
-Galactic Counter (V)

Piranha Plant:
-Even though the Spike Balls of all versions of Ptooie land on the same spot, they could be a tad lower as I noticed it's slightly higher than King Dedede's Gordos. Hope you fix that as well when you rerender his sprites.

Ky:
-See my reply for you after fixing him.

King Dedede:
-Super and Double Dedede Jump (V)

Hilda:
-Aspersivity doesn't kill the opponent with 1 HP, but is the correct attribute flag through debug mode.

It seems that the characters after Misaka had less noticeable errors with the special's attributes flags than the earlier ones like three or less. Anyone I missed means I haven't found anything for them. That should be everyone. Since there will be a lot of characters to update, I hope this doesn't affect King K. Rool's development as there is a ton of special attribute flags to fix especially on the earlier ones.
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: 無限の監視者 on November 15, 2021, 09:56:59 pm
Wow. So it’s possible to do a 100% with Shana just from her throw and starting from no meter at all.

https://streamable.com/9yo21c (https://streamable.com/9yo21c)
Title: Re: [OHMSBY Thread]: Shana and Ky Quick Update (11/12/21)
Post by: Mintloid on November 15, 2021, 11:20:41 pm
Wow. So it’s possible to do a 100% with Shana just from her throw and starting from no meter at all.

https://streamable.com/9yo21c (https://streamable.com/9yo21c)

Damn, I might have to make a tier list of OHMSBYs chars at some point. :P

Aside from that, I just realized that Shana's your 50th char you made. Way to reach the milestone man, you've definitley came a long way since you started your creativity in MFG!
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: OHMSBY on November 16, 2021, 06:21:00 am
Time for some quick updates.

Quote
Shana:
-Reduced meter gain
-Fixed an error where the sword spin effect during her Match win pose didn't have proper transparency in MUGEN 1.0
Kirby:
-Included alternate big and small ports based on the Smash Ultimate Render
-Adjustments to attribute flags
-Slightly adjusted shockwave effect created by Hammer Swing
-Added to and adjusted Triggers to the Copy Ability list
Meta Knight:
-Included alternate big and small ports based on the Smash Ultimate Render
-Adjustments to attribute flags
-Slightly reduced damage scaling
Hilda:
-Fixed an error where Aspersivity couldn't KO the opponent
Quote:
-King's revenge now only KOs from the 2nd hit onward
-Fixed a misaligned shockwave effect
-Adjustments to attribute flags
Maid Taiga:
-"You're So Annoying!" has increased damage and is now capable of KOing the opponent
-Adjustments to attribute flags



Wow. So it’s possible to do a 100% with Shana just from her throw and starting from no meter at all.

Yeah, I was actually starting to think that I might have been a little too lenient with her meter gain. She'll still be able to pull off that TOD with the update that I just uploaded, just not without any meter at all.




I've decided to save the flag changes for more substantial updates and bug fixes. I see them as minor low priority errors since most lifebars, including the ones that I use, just use generic victory icons anyway.

Also,

Tager:
-Wedge Catapult doesn't kill the opponent with 1 HP, but is the correct attribute flag through debug mode.

Faust:
-The 100 Ton Weight on What Could This Be? doesn't kill the opponent with 1 HP.

That's how they work in their respective source games.



Damn, I might have to make a tier list of OHMSBYs chars at some point. :P

I'd actually be interested in seeing a tier list for my characters as it could help with further balancing them.
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: ZolidSone on November 16, 2021, 08:18:38 am
I just booted up Kirby and the game suddenly crashed:
Quote
Error message:
Error parsing trigger39, 1
Error parsing [State 2121,]
Error in [Statedef 901]
Error in Copy_Abilities.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1
Turns out recently added Mirror trigger39 on the copy ability list got bugged as "p2name =" on each respective name after the first one is missing as it currently looks like this:
trigger39 = p2name = "J. Geil" || "J. Gail" || "Centerfold" || "Hanged Man"

Thought I let you know in case anyone asks why.

Edit: I've also missed a tiny bug on him that slipped my radar, the projectiles on Beam Blast have reflections and shadows on the floor when it makes contact with the opponent.

I've decided to save the flag changes for more substantial updates and bug fixes. I see them as minor low priority errors since most lifebars, including the ones that I use, just use generic victory icons anyway.

Also, That's how they work in their respective source games.
Alright then, so I hope they eventually do get fixed when something major is found. But from here on out, I will also be testing specials for the attribute flags as well.

Never crossed my mind to lower the HP like 1% to do those moves in the source game and I just assumed it was the same with Hilda and Maid Taiga. So for right now, Tager pretty much has no issues as I see currrently.
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: OHMSBY on November 16, 2021, 02:37:25 pm
Fixed Kirby's crash and noshadow flag.
Title: Re: [OHMSBY Thread]: Shana + 5 others Quick Update (11/15/21)
Post by: 無限の監視者 on November 19, 2021, 04:30:21 am
I just found that it's still possible to ToD from Shana's throw, but doing it now requires a bit of execution by "extending" her air combo.

https://streamable.com/7yu8f5 (https://streamable.com/7yu8f5)
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: OHMSBY on November 20, 2021, 05:45:00 am
Alright, Shana's meter gain has been further optimized so that extended TOD will require you to have some meter first. A couple of other things got fixed as well.

Also, Mika got a quick little update.

Quote
Shana:
-Slightly reduced meter gain
-Fixed an error where Shana would gain a small amount of meter during the middle of Gurren No Souyoku
-Timing for rapid canceling the landing of Gurren No Souyoku is now more lenient
Mika:
-Adjustments to attribute flags
-Added special intro against King K Rool
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Uzuki Shimamura on November 20, 2021, 06:17:45 am
I've updated Mika's JP voice patch for her special intro vs. King K. Rool.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Little Fox: Tres Truenos on November 25, 2021, 06:29:20 am
Hey OHMSBY, how you doing? If you dont mind me asking a question, how do you come with the instant kills for the characters you make and how do you implement them? For example someone mention on your video for Ky Kiske that you combined two of Key's Instant kills, Zwei Voltage(The cross) and Rising Force(The stinger), into one, which I think was a pretty cool idea. God bless you dude and happy thanksgiving. Hopefully your projects are going well.
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: OHMSBY on November 28, 2021, 06:20:14 am
The idea came from Terry Bogard's final smash in Smash Ultimate as it is a mash up of some the Super Desperation Moves that he has had through out the King of Fighters series. I've took that concept and applied that to Iori's astral heat, and eventually Ky's as well.

As for the others who didn't already have pre-existing finishers, They tend to be either references to scenes and events from the source material (Charlotte's Bite from the 3rd episode of Madoka Magica for example) or simply super moves that have been expanded upon (Taiga and Shana).
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Takanashi Hoshino on December 03, 2021, 10:11:20 am
Had to post here, astral combo for my favorite character: Jin

https://streamable.com/es4oyg
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Keroro04 on December 04, 2021, 08:02:29 am
I've updated Mika's JP voice patch for her special intro vs. King K. Rool.
https://drive.google.com/file/d/1IB8vq5Kj8pK3Kxk4JJLnAwiGIoqBBlGV/view?usp=sharing

Wait a minute, all these characters have special openings with each other? Is there a full list of these somewhere?
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Little Fox: Tres Truenos on December 05, 2021, 05:30:56 am
Hey OHMSBY it's cool that your tackling converting a Melty Blood: Type Lumina, especially when it's my girl Kohaku. And since your converting a character from a sequel to the original Melty, are you gonna use the new sound affects from Lumina, reuse the old sound effects from Actress Again Current Code, or use a combination of the two.
 For example Chaos Productions Inc did a comparison video where he showed Kohaku dash move. In Current Code her dash a cute little sound effect that occurs, but it is absent in Lumina.
Here's a link to his video for a visual understanding
https://youtu.be/fLAJZvLfq6A

 Also I hope you had a great thanksgiving with family and friends.
Title: Re: [OHMSBY Thread]: Shana and Mika Quick Update (11/18/21)
Post by: Uzuki Shimamura on December 05, 2021, 06:15:35 am
So I was following Jerry Kisaragi's combo (again) and I found an error for Jin's Touga Hyojin.
https://streamable.com/1bh4qc

And Ky's Stun Edge C to super armor characters. Yeah, it supposed to be 3 hits.
https://streamable.com/qs76zt
Title: Re: [OHMSBY Thread]: Jin and Ky Quick Update (12/04/21)
Post by: OHMSBY on December 05, 2021, 07:08:51 am
Fixed.

Quote
Jin:
-Fixed an error where the opponent would revert back to the crumple state caused by Touga Hyojin upon being hit during that state
-Adjustments to attribute flags
Ky:
-Adjusted Charged Stun edge's ground velocity and how it interacts with Super Armored opponents
-Adjustments to attribute flags




Nicely done.


As far as I'm aware, there hasn't been a list of interactions made.


Aside from the common sound effects used for the rest of my characters, just the Type Lumina sound effects will be used.
Title: Re: [OHMSBY Thread]: King K Rool released (12/06/21)
Post by: OHMSBY on December 07, 2021, 04:02:30 am
King K Rool has been released.

1.0 USERS: Just like King Dedede, K Rool uses sffv2.1 by default. While this significantly reduces his file size, this sff can only be used with 1.1, Ikemen Plus, and Ikemen GO.
In order to use King K Rool in 1.0, you will need to download this patch:
https://drive.google.com/file/d/1I9oNOsE2nZFTaDdfJo7PS1tr4r-ZA47z/view?usp=sharing (https://drive.google.com/file/d/1I9oNOsE2nZFTaDdfJo7PS1tr4r-ZA47z/view?usp=sharing)

(https://i.imgur.com/JyjZRY3.png)

Spoiler: More Screenshots (click to see content)

Get King K Rool here:
https://drive.google.com/file/d/1D1rCtaZIfeNaQXNiUGaklxUmA59XS7ov/view?usp=sharing (https://drive.google.com/file/d/1D1rCtaZIfeNaQXNiUGaklxUmA59XS7ov/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: King K Rool released (12/06/21)
Post by: Macaulyn97 on December 07, 2021, 06:47:23 am
KOHAKU!!!
Title: Re: [OHMSBY Thread]: King K Rool released (12/06/21)
Post by: Mysticus92 on December 07, 2021, 11:47:23 am
Can't wait for Kohaku, OHMSBY!
Once you're done with her, do you plan to make even Hisui?
Title: Re: [OHMSBY Thread]: King K Rool quick update (12/07/21)
Post by: OHMSBY on December 08, 2021, 04:18:47 am
Quick little update for K Rool that fixes a bug involving his throws.

Quote
K Rool
-The opponent getting hit by a Kannon Ball no longer allows K Rool to prematurely rapid cancel his throws



Can't wait for Kohaku, OHMSBY!
Once you're done with her, do you plan to make even Hisui?

Probably.
Title: Re: [OHMSBY Thread]: King K Rool quick update (12/07/21)
Post by: The Blind Furry on December 08, 2021, 03:25:22 pm
Hey Ohmsby! I was wondering, where you got the old GG-esque lifebars from. I've been trying to find them and have had no luck.
Title: Re: [OHMSBY Thread]: King K Rool quick update (12/07/21)
Post by: Uzuki Shimamura on December 11, 2021, 12:00:42 pm
Found yet another error for Ky.
He can rapid cancel some moves and distortions after hitting an opponent with Stun Edge. (A/B/C)
https://streamable.com/w05kn8

EDIT: Jin has a same error as Ky with Hishouken.
https://streamable.com/ilauqh
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: OHMSBY on December 11, 2021, 05:24:47 pm
Fixed.

Quote
Jin:
-Fixed an error where Jin could rapid cancel during any state whenever Hishougeki hits the opponent
Ky:
-Fixed an error where Ky could rapid cancel during any state whenever Charged Stun Edge hits the opponent


Hey Ohmsby! I was wondering, where you got the old GG-esque lifebars from. I've been trying to find them and have had no luck.

Right here. (https://drive.google.com/file/d/1f7fcgQXMUyPtHIAmZ4xdc8OxRo6Jj-yo/view?usp=sharing)
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: Colonel Sanders on December 11, 2021, 05:51:53 pm
Link’s dead.
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: OHMSBY on December 11, 2021, 06:29:08 pm
Well that's not good.

Try this link instead. (https://drive.google.com/file/d/1f7fcgQXMUyPtHIAmZ4xdc8OxRo6Jj-yo/view?usp=sharing)
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: Colonel Sanders on December 11, 2021, 07:34:59 pm
Thnx, man.
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: The Blind Furry on December 11, 2021, 09:43:31 pm
Thanks OHMSBY!
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: Solid Snivy on December 14, 2021, 08:38:22 am
With Avatar Belial out in Granblue Versus, I'd say you could add him into Kirby's Copy Ability list next update since his regular counterpart is already in there. Not sure if Vira would continue to be Sword or not due to the whole Luminera Merge thing, but at the same time she only really breaks out the axe with some moves in that mode.

Also apparently there were some more models from the game ripped from someone else over on deviantART. Not sure how better or worse the quality of these models are compared to the few that are ripped on Models Resource or if all their assets are in there (or if the links still even work nowadays), but I figured I'd let you know nonetheless.

https://www.deviantart.com/aoba-art/gallery/77773344/gbfv
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: ZolidSone on December 14, 2021, 12:18:54 pm
I got some feedback on Es:
-The grab spike effect on her forward throw follows her after rapid canceling.
-The opponent's get hit animation on her air throw goes through the floor when they hit the ground for half a second (There is also no jump sound effect when she leaps after the 2nd hit).
-Sprite (105,1) on the backwards dodge has a pixel in the middle left (I actually noticed this thanks to the white glow).
-The strong ground shockwave on a charged Type: Slasher "Gawain" is the normal ground sound effect and is slightly misaligned as it's tilted forward.
-Type: Slasher "Mordred" would sound better if a forward run sound was used and have small sliding dust at the end of the animation (Similar to Mai's Juncture).

I actually held on this for a while because it's was originally just one minor thing, but I recently noticed a couple more and is now worthy for a report.
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: extravagant on December 16, 2021, 06:20:35 pm
(https://i.imgur.com/JyjZRY3.png)

was this screenshot taken in mugen or ikemen go? I dont recall mugen having the [WinCount] parameter....... just curious
Title: Re: [OHMSBY Thread]: Jin and Ky quick update (12/11/21)
Post by: ZolidSone on December 17, 2021, 11:56:41 am
I like to add another thing I noticed after playing King K. Rool (Which is fixed on him since his release). This is regarding the Vignitte animation as I noticed it's layered behind them and the opponent. Since it's just happens mostly during the distortion drives on the last hit, I'll show which ones like the previous feedback with the special attribute flags:

Yang:
-Burning Gold
-Unrelenting Fire


Ruby:
-Petal Burst
-Petal Dance


Mika:
-Mika Hip Strike


Ragna:
-Carnage Scissors
-Devoured by Darkness


Mai:
-Sylvan Hurricane Assault
-Floral Blizzard Blossom

Gordeau:
-Mortal Slide: Divest
-Turbulence


Azrael:
-Black Hawk Stinger
-Full Spartan


Terumi:
-Serpent's Cursed Sting
-Dungeon of Serpents


Wagner:
-Hitz Falke (Can't tell if her and the opponent is behind it due to the effects)
-Uber Wackenroder

Waldstein:
-Sturmangriff Rage
-Werfen Erschlagen

Kirby:
-Ultra Sword


Misaka:
-Railgun
-Girder Strike


Kuroko:
-Passionate Kiss
-Steel Phalanx

Es:
-Type: Shooter "Palamedes"
-Type: Shooter "Galahad"


Samus:
-Shine Spark (The air version is still not)


Yu:
-Cross Slash


Yumi:
-Secret Ninja Art: Ice Pillar Fan


Adachi:
-Demonic Cross Slash


Susano'o:
-Liberation Dagger
-Bloodsplitter


Blitztank:
-Blitzlauf


Saya:
-Feast of Flesh
-Aberrant Mighty Arm

Heart:
-Iron Fist Punch of Love
-Amazing Heartful Punch (Can't tell if her and the opponent is behind it due to the effects, but the last hit has no envshake)
-Amazing Special Kick


Iori:
-Kin 1211 Shiki: Yaotome


Maid Taiga:
-Don't Ignore Me! & I'm Talking To You!!!
-Taiga Rampage

Nanase:
-Atmosphere of the Aether

Jin:
-Hiyoku Getsumei

Bisclavret:
-Hammer Cyclone
-Strong Hammer

Charlotte:
-Vanillekipferl
-Kasekuchen

Hyde:
-Pale Bringer Arose

Thief:
-Sniping Tempest (I think how it's spelled in the movelist is also a typo)
-Catch and Barrage


Lambda-11:
-Duo Cultus (The last hit also has no envshake)

Mitsuru:
-Myraid Arrows
-Bufudyne


Meta Knight:
-Galaxia Darkness
-Upper Calibur


Carmine:
-HAHAHAHA! BE DEVOURED!

Homura:
-Falcon
-Charge!

Piranha Plant:
-Rapid Chomp


Ky:
-Ride The Lightning


King Dedede:
-Jet Hammer & Gordo Comet


Hilda:
-Impalement

Shana:
-Guren no Souyoku

Originally, this wasn't much of an issue before. But as I see more characters released, I noticed effects such as ground shatters, projectiles or physical objects are layered in front of them (Which makes them look off). Figured it would look better in front of the screen than behind the characters and also to follow up with Es. So here's another reason to update aside from the attribute flags need fixing on their specials, unless you consider this another low priority error too. If there is characters I haven't mentioned, they either already layered correctly or don't have one.

Edit: Crossing out those that are fixed already in case I forgot.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: OHMSBY on December 18, 2021, 10:52:24 pm
Time for a couple of quick updates.

Quote
Ragna:
-Fixed an error where the ai would try to access a non existent state
-Relayered the Vignette effect during distortion drives
-Adjustments to Hit Attribute Flags
Es:
-Fixes to Minor Aesthetic errors
-Added additional sound effect to the startup of Mordred
-Relayered the Vignette effect during distortion drives
-Slightly reduced Backwards walk speed
-Fixed an error where the opponent would get stuck when using an air throw too close to the ground



Also apparently there were some more models from the game ripped from someone else over on deviantART. Not sure how better or worse the quality of these models are compared to the few that are ripped on Models Resource or if all their assets are in there (or if the links still even work nowadays), but I figured I'd let you know nonetheless.

https://www.deviantart.com/aoba-art/gallery/77773344/gbfv

As of right now, I can't really speak for how much of a difference there is between this and the VG Resource uploads, but this links does at least have models that the VG Resource doesn't, like Narmaya's in-game model.

was this screenshot taken in mugen or ikemen go? I dont recall mugen having the [WinCount] parameter....... just curious

It's Ikemen GO.



Like the attribute flags, I'm going to save the Vignette relayering for some more substaintial updates, or at the very least when I have some extra time on my hands to work on a few characters.

There are a couple of characters that I'll need to update to have special interactions with Kohaku, including Piranha Plant who is currently in the process of having his sprites rerendered, so the vignette relayering and attribute flag adjustments will be included in those updates.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: ZolidSone on December 19, 2021, 01:05:04 am
I got some more quick feedback Es after testing the quick update as I seem to found a bug and some things were missed:
-Sprite (105,1) on the backwards dodge still has the off-placed pixel on the middle left of the sprite (You can use Fighter Factory Studio's Image Editor to erase that pixel).
-The opponent's get hit animation on her air throw still goes through the floor when they hit the ground for half a second (You'll notice it when using the print screen key).
-Using the air throw too close to the ground will cause the opponent to get stuck (She goes straight to the leap animation instead of throwing them to the ground).

Like the attribute flags, I'm going to save the Vignette relayering for some more substaintial updates, or at the very least when I have some extra time on my hands to work on a few characters.

There are a couple of characters that I'll need to update to have special interactions with Kohaku, including Piranha Plant who is currently in the process of having his sprites rerendered, so the vignette relayering and attribute flag adjustments will be included in those updates.
That explains why you haven't responded for the past few days and figured it would low priority as well. I did asked Ichida to relayer them on his characters and I really do feel like it looks much better that way ever since I got to see them on more characters. For Ruby's case, you could hardly see it due to the Wind animation on her Pedal Burst as the colors blend in. I also realized and liked how the colors of the vignette being different colors depending of the distortion drives instead of it being character specific.

Speaking about special interactions, will you add them with Ichida's characters? These are the characters that don't have ones against them:
-Misaka with Miyuki
-Yu with Chie
-Susanoo with Chie
-Hyde with Linne & Seth
-Mitsuru with Seth

That should be another reason for them to be updated, but mostly just for those 5. This also means anyone who made JPN voice patches if they have one will have to update them with their respective interactions.

Glad to see you're alright by the way.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: OHMSBY on December 19, 2021, 01:57:18 am
Got those other bugs fixed and Es reuploaded.

Quote
That explains why you haven't responded for the past few days and figured it would low priority as well.

Well, it was that along with having a rather busy Holiday season.

Quote
Speaking about special interactions, will you add them with Ichida's characters?

Yeah, I probably will get around to that eventually.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: Little Fox: Tres Truenos on December 19, 2021, 10:54:13 pm
Hey OHMSBY, how you doin? Have you thought of making a compilation of all the special intros that you have done for your characters, or is that not in the cards currently because of your projects and the current holiday season?
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: OHMSBY on December 21, 2021, 04:01:41 am
Yes. However, I prefer to wait until either I'm taking an extended break or if I'm done making characters before doing so. If a special intro compilation of my characters were to made now, it would become outdated not long after.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: ZolidSone on December 21, 2021, 11:40:34 am
I decided to go back to two of your early characters and got feedback regarding some more aesthetic errors:

Ruby:
-The opponent's get hit animation on her jC goes through the floor when they hit the ground for half a second (The strong ground shockwave is misaligned as it's slightly higher up and the normal ground shockwave as well as it and the opponent is slightly lower to the floor for like 1 tick. Also compared to the recent characters, they recover from it too quickly and immediately gets up after the 2nd shockwave).
-The opponent's get hit animation on her running throw goes backwards for like 1 tick before hitting the ground (The strong ground shockwave is also misaligned as it's slightly higher up).
-I think would sound better if A Gun Blast has a landing sound effect instead of a sliding one and no dust (This is because she comes to a complete halt without moving a few pixels and goes straight to her standing animation right away).
-The sliding dust on Gun Blast B and 66B could be slightly closer to her front foot.
-The sliding dust in air Gun Blast C could be slightly closer to her back foot than her knee.
-The sliding dust should only play once when Pedal Burst is blocked (This is because the multiple sliding dust playing goes well along with the wind animation).

Azrael:
-The charged jB has a normal ground shockwave instead of a strong one when the opponent hits the ground and and it is also misaligned.
-Using jA and/or jB (When not holding) after a charged Hornet Bunker will not produce a strong ground shockwave.

I think I pretty much covered the first 9 characters a while back. Hopefully these are some other things to fix on them.
Title: Re: [OHMSBY Thread]: Ragna and Es quick update (12/18/21)
Post by: Mintloid on December 24, 2021, 01:37:00 am
Aside from what you're working on, I've been wanting to ask you a few questions out of curiosty.

1. Who's the voice behind Robo-Weiss?
2. Which character did you had fun making the most so far? (Blitztank I bet :P)
3. What was the very first fighting game (or any genre) you've ever played in your life?

And a bonus just for the fun of it, from what I saw in your previous vid. Whats with the changed lifebar? was that oringinally the tease for kohaku? (announcer sounds specifically).
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: OHMSBY on December 24, 2021, 05:09:01 am
Piranha Plant has been updated with his rerendered sprites. Also a few others have been updated as well.

Quote
Piranha Plant:
-Sprites have been rerendered
-Adjustments to attribute flags
-Relayered the Vignette effect during distortion drives
-Added special intro against Kohaku
Faust:
-Mini Faust and Basketball now disappear if Faust gets hit
-Adjustments to attribute flags
-Added special intro against Kohaku
Ruby Rose:
-Adjusted jC's custom state
-Fixes to Minor Aesthetic errors
-Adjustments to attribute flags
-Relayered the Vignette effect during distortion drives
Azrael:
-Fixes to Minor Aesthetic errors
-Adjustments to attribute flags
-Relayered the Vignette effect during distortion drives



1. Who's the voice behind Robo-Weiss?

It's Dr. Hans Volter from Killing Floor 2. The name of Robo-Weiss' Astral Heat is also the name of his theme song.

Which character did you had fun making the most so far? (Blitztank I bet :P)

The most fun are the ones that provided more challenge and allowed me to learn new things. Kirby, Kokonoe, Yu, and Meta Knight are the ones that immediately come to mind.

3. What was the very first fighting game (or any genre) you've ever played in your life?

Soulcalibur II

And a bonus just for the fun of it, from what I saw in your previous vid. Whats with the changed lifebar? was that oringinally the tease for kohaku? (announcer sounds specifically).

I simply felt like getting a new lifebar. The announcer is not what came with the lifebar, it was a custom one that I made with the Type Lumina announcer lines that Resentone uploaded.
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: ZolidSone on December 24, 2021, 02:10:29 pm
I have small feedback I noticed after they were updated and some others when you get around them:

Ruby:
-The flash when using air EX Buzzsaw Blast has a half a second of delay after the Force Break Effect appears (This issue is shared with Yang's EX Fire Cracker as well).

Azrael:
-The strong ground shockwaves on both charged jB and 5C are layered behind the opponent.

Piranha Plant:
-The old palettes of the original sprites still exists within the SFF (You can use Fighter Factory Studio's organizer for palettes, delete them and move the new rerendered palettes to the top).
-The sliding dust on the end of his running animation is now slightly farther away from the pot.
-The Spike Balls of all versions of Ptooie land could be a tad lower (It's much more noticeable now with the effect being rerendered as it goes lower to the floor).

For the first one, the same can be done to Meta Knight too as he only has the 1st original palette before the rerendering.

Kokonoe:
-The hitspark on her air throw is slightly misaligned.

Since it's just a few minor things, you may consider this on low priority.
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: Little Fox: Tres Truenos on December 25, 2021, 12:33:52 pm
Merry Christmas OHMSBY. Wishing you and your family a good time this year.
Title: Re: [OHMSBY Thread]: 4 Characters updated (12/23/21)
Post by: Mintloid on December 25, 2021, 01:10:47 pm
Faust's Japanese voice pack has been updated to include the intro against Kohaku.
Link: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing
Title: Re: [OHMSBY Thread]: 4 Quick Updates (12/26/21)
Post by: OHMSBY on December 27, 2021, 03:51:49 am
Might as well get these out of the way while I have the time.

Quote
Ruby, Azrael, and Piranha Plant:
-Fixes to Minor Aesthetic errors
Kokonoe:
-Flame Cage now disappears when Kokonoe is hit
-Fixed a misaligned Hitspark for the air throw


Merry Christmas OHMSBY. Wishing you and your family a good time this year.

Thank you.
Title: Re: [OHMSBY Thread]: 4 Quick Updates (12/26/21)
Post by: Little Fox: Tres Truenos on January 01, 2022, 01:52:01 pm
Happy New Year OHMSBY, wishing you well that this year and nice work on your current character, Kohaku, who just so happens to be one of my favorite characters in Melty Blood. And by the way I like your profile picture of the Type Lumina version of Aoko Aozaki, another cool redhead from Melty. And I like the special intro with Piranha Plant, a neat reference to one of her signature moves.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: OHMSBY on January 03, 2022, 04:23:36 am
Kohaku has been released.

(http://i.imgur.com/zYjKNWL.jpg)

Spoiler: More Screenshots (click to see content)

Get Kohaku Here:
https://drive.google.com/file/d/1H76H14o6qhpm2aVaD4-CL-Z9suxAVtOq/view?usp=sharing (https://drive.google.com/file/d/1H76H14o6qhpm2aVaD4-CL-Z9suxAVtOq/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: ZolidSone on January 03, 2022, 04:48:38 am
Now that Kohaku is complete, here are the rest of the respective minor errors across the other characters:

Yang:
-The flash when using air EX Fire Cracker has a half a second of delay after the Force Break Effect appears.

Mika:
-The blast effect on her 5AAAA follows her after rapid canceling.
-The normal ground shockwave on her astral heat winpose is layered incorrectly.

Es:
-The Burst icon during Type: Exterminator "Artorius" is still present only on the final hit and disappears when the astral heat winpose plays.

Issac:
-The strong ground shockwave on Mom in The D6 when the Mom stomps the ground could be relayered in front (Just change the layer so you don't have another situation where the D6 only rolls a certain number again).

Charlotte:
-The strong ground shockwave in Kasekuchen when the cake hits the ground could be relayered in front.
-The Vignette effect on Schwarzwalder Kirschtorte also needs to be relayered as well (Completely slipped my mind that it was used on there too).

Hyde:
-The Burst icon during Raging Roar is still present (I was watching a compilation of Astral Heats someone made and realized he's the only one who hasn't has theirs properly relayered).

Meta Knight:
-The default palettes are still around the 40/72 mark the after the rerendering (The first 12 palettes should be the character's sprites).

Piranha Plant:
-The default palettes are still around the 56/68 mark the after the rerendering (The first 12 palettes should be the character's sprites).
-The normal ground shockwave on the Spike Balls of all versions of Ptooie looks much higher now. This is how low the spike ball goes:
(https://i.imgur.com/rJ0CzzM.png)
This is where it appears when it bounces:
(https://i.imgur.com/gVVDL1S.png)
The shockwave is now too low to the point it can hardly be seen before it appears fully and makes it looks like it's floating after it does.

Since you're next character is from Arcana Heart, I have to provide an update to the copy ability list for Kirby now that you considered making them and you're missing a few of them including Pistrix. I didn't cover it before as I was only familiar with the first game and didn't want to deal with author specific names for some of them (Also includes characters on existing games added as DLC later):

To add:
Lilica Felchenrow: "Lilica"
Maori: "Maori Kasuga"
Yoriko: "Yoriko Yasuzumi"
Petra: "Petra Johanna Lagerkvist"
Zenia: "Zenia Valov"
Catherine_kyohbashi: "Catherine" & "Catherine Kyoubashi"
Clarice: "Clarice di Lanza"
Minori_Amanohara_AH3LMSSS: "Minori Amanohara" (Minori also has her first name by herself on trigger22 of Hammer. If it's a different character, then forget it so you don't type the same first name by accident)
Sion Tatari: "Sion_TATARI"
Belial: "Avatar Belial" (Suggested by Solid Snivy)

Kamui Tokinomiya (Sword)
Fiona Mayfield (Sword)
Lieselotte Achenbach (Cutter)
Nazuna Inuwaka (Spear)
Weiss (Needle)
Pistrix (Ice)
Dark Heart (Cutter)
Koa_RP & Koakuma (Cutter)
Black Dahlia (Bomb)
Dead Apostle Noel (Needle)

I ended up changing my mind about RicePigeon and Kohaku's Touhou characters and decided to type up the full names to add on the existing ones in case someone else makes them so it's not strictly to those two and the ones aren't listed were already made by Nep Heart (This is also for your convenience too since you said "maybe" about it back then):
Tenshi_THIZ: "Tenshi Hinanawi"
Momiji_THIZ: "Momiji Inubashiri"
Aya_THIZ: "Aya Shameimaru"
Chen_RP: "Chen"
Flandre_RP: "Flandre Scarlet"
Remilia_RP: "Remilia Scarlet"
Sanae_RP: "Sanae Kochiya"
Miko_THIZ: "Toyosatomimi no Miko"
Mokou_RP: "Fujiwara no Mokou"
Patchouli_RP: "Patchouli Knowledge"
Byakuren_RP: "Byakuren Hijiri"
Iku_THIZ: "Iku Nagae"
Koishi_RP: "Koishi Komeiji"
Mima_RP: "Mima"
Yuyuko_RP: "Yuyuko Saigyouji"
Sumireko_THIZ: "Sumireko Usami"
Komachi_RP: "Komachi Onozuka"
Utsuho_RP: "Utsuho Reiuji"
Kanako_RP: "Kanako Yasaka"
Mamizou_RP: "Mamizou Futatsuiwa"
Meimu_RP: "Meimu"
Yukari_RP: "Yukari Yakumo"
Yuuka_RP: "Yuuka Kazami"
Alice_RP: "Alice Margatroid"
Eirin_RP: "Eirin Yagokoro"
Sakuya_RP: "Sakuya Izayoi"

Typo:
Lie_RP: "LieMeiling_RP" & "Lie Meiling" (RicePigeon changed the character name for some reason or didn't realize it until now)

Feel to free to make changes as always. Here's to another year of amazing characters.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Vinnie on January 03, 2022, 07:12:29 am
OHMSBY, Just a little question. Don't you think that Kohaku's size is kinda... smaller than your previous creations ? I think it could be increase for a little bit more, sprites would be more detailed and her height wouldn't be too big compared with characters like Linne, Taiga or Shana.

Edit:
Quick feedback: Kohaku blinks white and loses two meters after canceling Chinese Kohaku Cuffing.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Mintloid on January 03, 2022, 11:20:00 am
Spoiler: And my next character is... (click to see content)
AHHHHHHH!
(https://i.imgur.com/lAv2EN3.gif)
SHARK GIRL!!!!!

Spoiler: Off Topic (click to see content)
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: EgyLynx on January 03, 2022, 11:58:00 am
Ah THAT Kohaku... hmm what ever i think...
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Resentone on January 03, 2022, 12:35:50 pm
OHMSBY, Just a little question. Don't you think that Kohaku's size is kinda... smaller than your previous creations ? I think it could be increase for a little bit more, sprites would be more detailed and her height wouldn't be too big compared with characters like Linne, Taiga or Shana.

I personally think she looks fine.

Spoiler, click to toggle visibilty

Here's some comparison.
Title: Re: [OHMSBY Thread]: Kohaku Released (01/02/22)
Post by: Ex☆Cham on January 03, 2022, 06:28:05 pm
^ It is a rather minor detail (that literally can be edited without mayor cosmethic issues)

But, she's indeed bit too small, if take into consideration her "+" position is higher than the two examples above (Notice how the reflection is misaligned with the Railgul girls feet) and apparently she could be bigger than Shirai by half a head, which is a minor detail, but hey, helps to pop the sprites details more.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 04, 2022, 04:05:30 am
Quick Update for Kohaku.

Quote
Kohaku
-Fixed an error where the opponent would be able to move freely and not be hit during Comet Sweep if they were to be attacked by any of her Plants right after the first hit
-Fixed an error where Rapid Canceling Chinese Kohaku Cuffing after the kick would consume 1000 meter instead of 500
-Slightly increased default scale and adjusted effects accordingly

Since I needed to get rid of these bugs any way, I figured I might as well adjust the scale while I'm at it.

Her default scale is now 3.08. I found that anything higher than that made her seem just a little too big in comparison to the other French Bread characters.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Uzuki Shimamura on January 04, 2022, 09:19:53 am
Hello OHMSBY, I just have something to say.

Can you (temporarily) take control of my voice patches? I can't do it right now because a typhoon hits my place and there's no electricity and connection here. Plus my PC broke. :(

I'll be back once the electricity comes back.

Thank you in advance~ ^-^
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Little Fox: Tres Truenos on January 04, 2022, 11:31:28 am
Will be praying for your safety out there Uzuki. Be safe my dude during the storm.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Mysticus92 on January 04, 2022, 04:05:06 pm
Damn... That's so unfortunate from you, Uzuki.
Stay safe and I hope you'll get a new and better PC.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: sergioprft on January 04, 2022, 11:51:25 pm
Hey OHMSBY, did you made that alternative icon for Muteki's Faust? lf so, will you release it someday? It looks better than the original icon.
https://www.youtube.com/watch?v=0vmbrQEfi5A
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 05, 2022, 05:00:52 am
Can you (temporarily) take control of my voice patches? I can't do it right now because a typhoon hits my place and there's no electricity and connection here. Plus my PC broke. :(

I'll be back once the electricity comes back.

Sure thing. You stay safe.

Hey OHMSBY, did you made that alternative icon for Muteki's Faust? lf so, will you release it someday? It looks better than the original icon.
https://www.youtube.com/watch?v=0vmbrQEfi5A

I made that small port long before I started making characters. It's honestly just one of his in game sprites cropped down to 25 by 25, but here you go:
(https://i.imgur.com/lSGUP5C.png)


Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: ZolidSone on January 05, 2022, 05:44:53 am
Luckily you haven't started updating your older characters yet, but I seem to have found a bug on Kohaku and shared with the rest of them. On Ichida's recently released Selvaria Bles, the strong ground shockwave doesn't appear when I use Air Raid and EX Remaining Shadow on them. Originally during my testing, it was so misaligned to the point it's way too low to the floor. Now after Ichida fixed it, it's literally non-existent and won't appear for them specifically, but the sound effect still plays. They also hit the ground much earlier than normal, making it harder to continue combos unlike the ones that don't have the issue. Even the 17th to 19th hits of her War Dance of Valkyria also makes them lower to the ground too and causes the fixed position of the hitsparks to look misaligned they are not as they are supposed to be higher in the air when they bounced.

Here are some screenshots between Training and Kohaku when doing those moves on them:
(https://i.imgur.com/XWELutX.png)
(https://i.imgur.com/tlPTZYx.png)
(https://i.imgur.com/gE4GKcg.png)
(https://i.imgur.com/Q9PEZBe.png)

And these are the characters that shares the bug:
Azrael
Wagner
Yu
Adachi
Yukiko
Mitsuru
Hyde
Hilda

Edit: When I also did it on Piranha Plant, his get hit animations changes to a different position for half a second after he hits the ground. The strong ground shockwave still appears fine though, so that bug doesn't happen on him.

Do you have any clues what causes this? Ichida tells me that it's not a problem within Selvaria as it works fine on certain characters as shown with Training. But I wanted to wait until she was released publicly so you can see and test for yourself, because I have no idea.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 05, 2022, 06:19:59 am
Here's the problem:

Code:
[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y > -30
value = ifelse(var(26)!=1,1026,1027)

He forgot to put "Enemy," in front of "Var(26)" in statedef 1025. So when The opponent enters that cutom state, they are reading their own var(26) rather than Selveria's, leading to the bug. The code should look like this:

Code:
[State 813, 2]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y > -30
value = ifelse(enemy,var(26)!=1,1026,1027)
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Vinnie on January 05, 2022, 07:09:15 am
Since my var error is fixed for now, I think I should post my feedback on Kohaku here.

Edit: I fixed the code once again and it's fine for now. Thank you for testing Selvaria.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 05, 2022, 07:42:38 am
Selvaria is still missing "enemy," in the code I mentioned in my previous post even after the most recent update, so the custom state is still reading the opponent's variables. Adding "enemy," before "var(26)!=1" fixes that.

For convenience, the code that I brought up is in line 9275 of Selveria.cns.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Takanashi Hoshino on January 05, 2022, 10:04:51 am
I have a question:

Do you have to plan adding more extra palettes on their folder with their authors on it? Yang, Ruby, and Ragna have some of them

I know the palette makers in this forum, they are:
Vocalnoid (mostly Cookie Run)
Ichida (various, mostly characters from Arknights game)
Resentone (various, mostly French Bread characters)
Mr. Fael (various)
Paulo S/Uzuki Shimamura (various and lots of them, mostly VA jokes, Princess Connect, Hololive, etc.)
Evergarden (various, mostly from anime)

Spoiler: And my next character is... (click to see content)

I bet she'll have Gawr Gura palette since she's a shark girl. :D

Hello OHMSBY, I just have something to say.

Can you (temporarily) take control of my voice patches? I can't do it right now because a typhoon hits my place and there's no electricity and connection here. Plus my PC broke. :(

I'll be back once the electricity comes back.

Thank you in advance~ ^-^

Aw that sucks man, better stay safe there.
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: sergioprft on January 05, 2022, 03:53:13 pm
OHMSBY https://mugenguild.com/forum/msg.2523420 said:
I made that small port long before I started making characters. It's honestly just one of his in game sprites cropped down to 25 by 25, but here you go:
(https://i.imgur.com/lSGUP5C.png)

Thank you!

Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: OHMSBY on January 06, 2022, 05:57:36 am
Do you have to plan adding more extra palettes on their folder with their authors on it? Yang, Ruby, and Ragna have some of them

I don't think so. While I do like seeing people coming up with their own palettes, I think that updating a character every time custom palettes are made for them would start to get tiresome.

I bet she'll have Gawr Gura palette since she's a shark girl. :D

You just won that bet.
(https://i.imgur.com/hCBxOQy.png)
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/03/22)
Post by: Uzuki Shimamura on January 14, 2022, 06:55:42 am
Hello OHMSBY, I'm back! so that means I'm taking control of my voice patches~

Oh and I found an error while testing your Kohaku:
Your opponent can move freely after getting hit by Look What I Grew, then EX Hidden Blade.
https://streamable.com/qhcxya
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/14/22)
Post by: OHMSBY on January 15, 2022, 03:35:42 am
Good to have you back.

Also, the error has been fixed. Go ahead and redownload her.

Quote
Kohaku
-Fixed an error where the opponent would be able to move freely and block during EX Hidden Blade if they were to be hit by any of Kohaku's Plants right after the first hit
Title: Re: [OHMSBY Thread]: Kohaku Quick Update (01/14/22)
Post by: ZolidSone on January 16, 2022, 02:29:59 pm
So while I was testing Ichida's characters for updates and giving them compatibility for This Is... Me? (Which will be coming soon), I realize Samus has some minor aesthetic bugs:
-The burst icon is incorrectly layered.
-The red X doesn't appears over the Burst Icon when in a situation where it is not usable.
-The normal ground shockwave when the opponent is hit by 5C is slightly misaligned.

I checked on the rest and it seems like she's the only one where the red X doesn't appear at all even though the sprite is present in the SFF. This also means her Burst icon can still be seen on other astral heats that aren't her own. If it doesn't, that means the background of their astral heats is layered correctly. For Es and Hyde which I mentioned before, they are still present during their own astral heats. For Samus' case, it's her Burst icon.

Also, Ichida told me he found a bug on one of your characters when I tested his. Turns out some of your characters have this bug when their astral heat is blocked and some other unrelated feedback if any:

Yang, Ragna, Terumi, Robo-Weiss & Quote:
-Their astral heats can KO the opponent at 1 HP on block and continues to do the animation (Terumi also causes the opponent to get stuck and have to wait a couple of seconds for his astral heat winpose to play).
-Ragna's running throw would look better if the hitspark was aligned straight at the opponent's face (This was bothering me for quite some time and I never bothered mentioning it).

Ruby:
-There is no sliding dust and sound when Red Reaver is blocked.

Mika:
-I find it odd that hers is blockable while Waldstein, Kokonoe and Tager is not (Since you made Mika Cannon and Mika Hip Strike unblockable, thought the same would apply to Mika Galaxy too).

Gordeau:
-The guard spark when it connects is misaligned and no jump sound effect when he jumps backwards.

Kirby:
-The copy ability icons can still be seen during certain characters astral heats (So I assume it's not layered the same as the Burst icon).

Susano'o, Faust & Ky:
-The guard spark when their astral heat connects is misaligned.

Blitztank:
-There is no two large sliding dust when Ragnarok is blocked like Blitzlauf.

Issac:
-A strong ground shockwave sound effect can be heard when hits his head on the ground, but no effect to go along with it (I personally think it would look better if it was a normal one instead as it was used for his 66B and doesn't have envshake).

If you haven't updated them with the fixed specials attribute flags and the relayered vignette effect, I think this would be a good time to do so.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: OHMSBY on January 17, 2022, 05:56:44 am
All fixed, along with a few other additions:

Quote
Kirby
-Reduced sensitivity for tiger knee inputs
-Certain non throw attacks that put the opponent into a custom state can now hit opponents with super armor
-Added to and adjusted Triggers to the Copy Ability list
-Fixed minor visual errors
Samus
Fixed an error where the red x would not appear in front of the Burst icon during instances where Burst cannot be used
The second hit of 5B can now hit armored opponents
Fixed minor visual errors
Mika
-Astral Heat is now unblockable when used raw, becomes blockable when used while the opponent is in guard stun
-Fixed minor visual errors
Yang, Ragna, Terumi, Robo-Weiss, and Quote
-Fixed an error where the Astral Heat can Chip Kill
-Fixed minor visual errors
Ruby, Gordeau, Susano'o, Blitztank, Isaac, Faust, and Ky
-Fixed minor visual errors

For the sake of convenience, all of these updates can be downloaded at once here:
https://drive.google.com/file/d/1GGzR2z24erAZ7v9DPlcIhqYeuZJZtq9D/view?usp=sharing (https://drive.google.com/file/d/1GGzR2z24erAZ7v9DPlcIhqYeuZJZtq9D/view?usp=sharing)
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: ZolidSone on January 17, 2022, 09:31:05 am
It seems like you forgot a few errors I mentioned previously:
Mika:
-The blast effect on her 5AAAA follows her after rapid canceling.
-The normal ground shockwave on her astral heat winpose is layered incorrectly.
This.

-Ragna's running throw would look better if the hitspark was aligned straight at the opponent's face (This was bothering me for quite some time and I never bothered mentioning it).
For this, I actually meant the forward throw, not the running one as I was talking about the one where he grabs the opponent's head and stabs them with his sword. I was typing it last night and didn't realize I made an error. My fault for not realizing it sooner.

And just two characters who's vignettes are still not relayered on these distortion drives:
-Susano'o's Bloodsplitter
-Kirby's Ultra Sword

Since Kirby might get another quick update, I found a few typos on Kirby's copy abilities or was missed previously:
Yoriko: "Yoriko Yasuzumi"
Kamui Tokinomiya: "Kamui"
Fiona Mayfield: "Fiona"
Lieselotte Achenbach: "Lieselotte"
Nazuna Inuwaka: "Nazuna"

Typos:
Catherine Kyohbashi: "Catherine Kyoubashi" (You can leave the one with the underscore if there's a character with that specific spelling)
Iku Bagae: "Iku Nagae"
Yuyuko Saigyouiji: "Yuyuko Saigyouji"

I checked Google on their respective character wiki pages to make sure my spelling wasn't wrong. For Kamui and Fiona, I didn't know what would happen if the Sword copy ability exceeds over 100. That's why I didn't include their first names at first because I didn't think you would make a separate VarSet instead of continuing it and you usually have a naming pattern for each characters' franchise, so I'm kinda surprised you missed them. Hope you don't mind still including theirs as well since the other Arcana Heart characters have them too.

Since you have been on break, something or two was bound to be missed. Susano'o still doesn't have his special intro with Ichida's Chie either, so maybe he can be updated again with it so you don't just relayer the vignette on his Bloodsplitter only. For now, just the 4 already updated ones.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: OHMSBY on January 17, 2022, 06:21:22 pm
Alright, I fixed all of the stuff that I missed and gave Susano'o the special intro with Chie.

However, Ichida may want to make an adjustment to Chie's half of the interaction to reduce the gap between dialogue.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: Noticer22 on January 17, 2022, 06:26:37 pm
Would you do more Central Fiction characters like Taokaka and Hibiki?

Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: ZolidSone on January 17, 2022, 11:31:05 pm
However, Ichida may want to make an adjustment to Chie's half of the interaction to reduce the gap between dialogue.
Sure I'll let him know before he launches the updates to his characters. And I checked Ragna's running throw again since you did change the placement to make sure and it actually was misaligned previously since it was slightly lower before. So I guess the change to it was necessary after all and my mistake turned out to fix another thing.

You can leave the strong ground shockwave on Isaac and Charlotte as is. They do actually look fine layered behind on certain moves as the one on the opponent will be on the front anyway and I was only trying to come up with more reasons to update aside from the relayered vignette effect and special attribute flags. For Es and Hyde with their burst icons still seen during their astral heats, I'll see if there's still more things to them along with the rest. I won't need to check the ones from King K. Rool and onwards as I noticed the issues starting with him.

Edit: I just found out the vignette for Samus's Shine Spark is also not relayered when it's used in the air. If there are distortion drives that have air variants, there's a chance they are also not relayered too. I have to be careful that other things and moves not just the distortion drives can also have the vignette effect like Charlotte and Maid Taiga on certain occasions. I'm going back to my previous post with that feedback and cross out the ones that are fixed now so I can remember them easier in case I forgot.

Would you do more Central Fiction characters like Taokaka and Hibiki?
Don't give that guy who keeps spamming comments about the latter character on OHMSBY's videos what he wants. It's not cool.
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: Colonel Sanders on January 18, 2022, 02:12:39 am
Would you do more Central Fiction characters like Taokaka and Hibiki?



how about you make it?
Title: Re: [OHMSBY Thread]: 15 Quick Updates (01/16/22)
Post by: ZolidSone on January 18, 2022, 11:28:00 am
So when I told Ichida to reduce the gap between dialogue on Chie, I asked him to do the same for his Miyuki as she supposed to speak first. Since Misaka will get another update to fix Electro Fencer's attribute flag, vignette effects relayered, add Sanae's full name on trigger4 of the frog intro and her special interaction with Miyuki added, I decide to test her again to see what else can I find and I may have found a major bug on her:
-If 5C and/or jC have been used too many times in a round, it will cause debug flood.
-The vignette effect will play twice if each girder on Girder Striker somehow happens to hit separately (Not sure if it's possible to make it play just once if one girder hit the opponent already).

Usually a helper would end up disappearing, but they haven't and still remain though debug mode. Because of this, she can no longer be able to use her distortion drives and all effects and projectiles no longer appears. She can only use the 5C or jC 52 times before the character goes unstable. So the only thing she could do is attacks that don't involve projectiles or helpers. I haven't encountered an error that involved debug mode since testing Waldstein.
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: OHMSBY on January 19, 2022, 05:07:46 am
Misaka has been fixed.

Quote
Misaka
-Fixed an error where helpers would stop spawning after using 5C and/or jC a certain amount of times
-Vignette effect will now only play once during Girder Strike, even when each Girder hits at a different time
-Fixed minor visual errors

Also relayed the Vignette effect on the air Version of Samus' Shine spark and reuploaded her with that.

So when I told Ichida to reduce the gap between dialogue on Chie, I asked him to do the same for his Miyuki as she supposed to speak first.

In that case, it would be best to wait until he makes his update on Miyuki before I add Misaka's half of the intro. This way, it will be much easier to determine the timing of her dialogue.

Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: Vinnie on January 19, 2022, 05:15:39 am
In that case, it would be best to wait until he makes his update on Miyuki before I add Misaka's half of the intro. This way, it will be much easier to determine the timing of her dialogue.

I didn't launch the update on Miyuki. But for your convenience, her voiceline stops at tick 185. So I think Misaka should start speaking at tick 200 or a bit later.
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: ZolidSone on January 19, 2022, 11:24:14 am
In that case, it would be best to wait until he makes his update on Miyuki before I add Misaka's half of the intro. This way, it will be much easier to determine the timing of her dialogue.
Yeah, you're right. You'll have to do the same to Yu, Hyde and Mitsuru with their respective intros anyway along with the other things I mentioned, so might as well do her at the same time. So I'll see what I can find and you can update all of them when Ichida's updates are ready:
Yu:
-All versions of Swift Strike deals no chip damage and can't chip kill.

Hyde:
-The attribute flag of jC is S if the Dark Lotus projectile hits them instead (It does chip damage, but can't chip kill).

Mitsuru:
-It would look better if there was large sliding dust on the startup of 5BBB as she does a barrage of sword swings.
-2BB has no recovery and can deal a lot of damage if followed up repetitively with 5BBB.
-Although it does little damage, the opponent is unable to avoid running throw for two more times after it was rapid canceled twice consecutively.
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: Solid Snivy on January 19, 2022, 12:30:49 pm
Not sure if you’re willing to go that far in terms of special intros with characters made by other authors, but I do remember Websta’s Shizuo having a special intro with Misaka, and his half actually plays when faced against your own.

EDIT: Apparently the deviantart page I linked in the past got deactivated, so unfortunately a good chunk of the models from GBVS that aren’t on Models Resource are no longer available now unless you decide to try and rip the models from the game yourself. Someone did rip all the audio from the game though, voice clips and all.

https://mugenguild.com/forum/topics/granblue-fantasy-versus-sounds-195058.0.html

Also ended up finding someone who ripped Android 21’s model after a bit of digging, as well as a bunch of other characters from FighterZ.

https://www.deviantart.com/mrunclebingo/art/DBFZ-Android-21-Evil-1st-Form-762293668

2nd EDIT: Apparently another person ripped some models from Granblue Versus, a few of which that aren’t on MR (Lancelot, Beelzebub, Djeeta and Zooey). Same dude also ripped a few characters from Strive as well. Again though, no idea if all of their needed assets are within their models, but it seems like it might be the case.

https://www.deviantart.com/o-dv89-o/gallery/80223660/granblue-fantasy-versus

https://www.deviantart.com/o-dv89-o/gallery/80223655/guilty-gear-strive
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: tiloger on January 22, 2022, 01:49:14 am
friend how do you lower the AI ​​to your chars? so that they are not so aggressive in which file is the Ai?
Title: Re: [OHMSBY Thread]: Misaka Quick Update (01/18/22)
Post by: ZolidSone on January 22, 2022, 03:15:05 pm
Since I needed some ideas for the others to get updated, I decided to check out the force breaks again and noticed that they gain meter when they're not supposed to (Whether they're used or hit the opponent). Depending on the force break, it's possible they can abuse it non-stop depending on how fast you can make them gain meter. If there is still meter remaining after 4 consecutive uses but doesn't gain on use, that means the force break uses less than 500. Unfortunately, this means I have to check everyone again including the ones already been updated. Here are the ones that do (And some other feedback I missed):

Ruby:
-Guillotine
-EX Buzzsaw Blast

Mika:
-EX Cannon (The first successful hit)
-5BBB Land has no sliding dust, but the sound can be heard.

Gordeau:
-EX Assimilation (The first successful hit)

Azrael:
-The hits of Valiant Charge and Hornet Chaser (Or do you think it's fine because it's enhanced and feels rewarding when used? I can see it two ways)

Robo-Weiss:
-Air Hals Brechen

Misaka:
-EX Electro Shock

Es:
-Air EX Breunor

Yu:
-None, but the force break version of Big Gamble doesn't have increased cornerpush on the last hit.

Yumi:
-Termination (The first hit by a successful counter)
-Storm of Snowbirds
-I also forgot to mentioned that the vignette effect on the last hit of Secret Ninja Art: Ice Pillar Fan also have no envshake.

Adachi:
-Vorpal Blade (Doesn't seem to gain meter when used, but it's not fully empty after 4 consecutive uses)

Quote:
-King's Revenge (The first successful hit and for some reason, it's not fully empty after 4 consecutive uses)

Blitztank:
-EX Blitz Mine (It's also not fully empty after 4 consecutive uses)

Heart:
-Homing Cancel (No meter is gained, but the EX Spark is bugged as it played 4 times from one use)
-Both variants of Roz Toxo (It's also not fully empty after 4 consecutive uses)

Iori:
-EX Yamibarai

Shantae:
-Storm Puff
-Skyward Storm Puff

Yukiko:
-Agilao (When the projectile connects)
-The command for EX Phoenix Blade Swirl feels restrictive and makes you do Maragion when used on the ground.

Hyde:
-EX Black Orbiter (When the projectile connects)
-Vacant Shift Sediment

Thief:
-EX Hold Trick (Doesn't seem to gain meter when used, but it's not fully empty after 4 consecutive uses)

Meta Knight:
-Galactic Counter (The first hit by a successful counter)

Lina:
-EX Needle Storm

King Dedede:
-EX Inhale (The first successful hit)

Kohaku:
-All of her force breaks don't gain meter when used or hits, but it's not fully empty after 4 consecutive uses.

If any characters requires the use of a special before they can perform it, then I think they're fine like Mai, Isaac and Faust. Plus, it's hard to tell whether their force breaks use less than 500 due to their specials. Out of the issues I reported with special attribute flags, vignette animation relayering and this, Tager is literally the only that doesn't have any of those issues.
Title: Re: [OHMSBY Thread]: 21 Quick Updates (01/23/22)
Post by: OHMSBY on January 23, 2022, 07:38:19 am
All Fixed.

Quote
-Quick fixes for bugs related to Force Breaks and other minor visual errors for the following characters:
Ruby
Mika
Robo-Weiss
Misaka
Es
Yu
Yumi
Adachi
Quote
Blitztank
Heart
Iori
Shantae
Yukiko
Hyde
Thief
Mitsuru
Metaknight
Lina
Dedede
Kohaku
Download all updates simultaniously here: https://drive.google.com/file/d/1RNTZzDo9s0lcRL9XUe0fzyqyMTtHzhv8/view?usp=sharing (https://drive.google.com/file/d/1RNTZzDo9s0lcRL9XUe0fzyqyMTtHzhv8/view?usp=sharing)

The special intros will come another time. Right now, I'd like to focus on getting Pistrix ready.

Gordeau:
-EX Assimilation (The first successful hit)

Azrael:
-The hits of Valiant Charge and Hornet Chaser

As strange as it may seem, both of these are accurate to Cross Tag

Mitsuru:
-2BB has no recovery and can deal a lot of damage if followed up repetitively with 5BBB.
-Although it does little damage, the opponent is unable to avoid running throw for two more times after it was rapid canceled twice consecutively.

2BB isn't supposed to be recoverable, but I have made it to where it deals less damage during consecutive uses and have the opponent stand back up sooner after a certain amount of uses.

Second one works as intended. As you said, this doesn't deal much damage and it isn't an effective way to stall for a time over either.





Title: Re: [OHMSBY Thread]: 21 Quick Updates (01/23/22)
Post by: ZolidSone on January 23, 2022, 09:35:39 am
The special intros will come another time. Right now, I'd like to focus on getting Pistrix ready.
Alright. If there's something wrong or forgotten, I won't be returning back to the topic until after she is released. Because I also really need to focus on doing my own stuff. So that's all for now.

As strange as it may seem, both of these are accurate to Cross Tag
Understood. I had a feeling Azrael makes sense since it's not technically gained from Crash and Bunker respectively. Guess for Gordeau, he "takes" the amount of meter from them.

2BB isn't supposed to be recoverable, but I have made it to where it deals less damage during consecutive uses and have the opponent stand back up sooner after a certain amount of uses.

Second one works as intended. As you said, this doesn't deal much damage and it isn't an effective way to stall for a time over either.
Perfect, now she can't deal too much damage very easily without effort.

Just making sure if that's right. It's also impossible for it to be an infinite due to the rapid canceling using 1000 meter.
Title: Re: [OHMSBY Thread]: 21 Quick Updates (01/23/22)
Post by: jenngra505 on January 25, 2022, 01:39:39 am
Found a bug in K. Rool where you can roll cancel while Krocodile Diver sends you up to trap your opponent in a custom state. I was also wondering why Ultra Burst doesn't reset the damage dampener on Quote, Isaac, and Ruby like it does your other characters.
Title: Re: [OHMSBY Thread]: 4 Quick Updates (01/24/22)
Post by: OHMSBY on January 25, 2022, 04:21:13 am
Fixed. Go ahead and redownload them.

Quote
King K Rool
-Fixed an error where K Rool could roll forward during Krocodile Driver
Ruby, Quote, and Isaac
-Fixed an error the Damage Dampener didn't reset when Ultra Bursting
Title: Re: [OHMSBY Thread]: 4 Quick Updates (01/24/22)
Post by: jenngra505 on January 26, 2022, 01:01:48 am
Ragna's damage dampener doesn't reset when Ultra Bursting either, took me this long to notice.
Title: Re: [OHMSBY Thread]: Ragna Quick Update (01/25/22)
Post by: OHMSBY on January 26, 2022, 04:11:06 am
Also fixed, along with a couple of other things:

Quote
Ragna
-Fixed an error the Damage dampener didn't reset when Ultra Bursting
-Carnage Scissors, Seed of Tartarus, and Blood Scythe can now hit armored opponents
-Fixed minor visual errors
Title: Re: [OHMSBY Thread]: Ragna Quick Update (01/25/22)
Post by: AMultiverseAuthor on January 30, 2022, 01:24:15 pm
Question:

Have you ever considered making a template for those who want to make characters in your style like Ichida, Resentone and K6Orochi have done?
Title: Re: [OHMSBY Thread]: Ragna Quick Update (01/25/22)
Post by: Little Fox: Tres Truenos on January 30, 2022, 07:54:30 pm
Hey OHMSBY, how are you doing? You doing well? How's your development of characters going, especially with your current character Pistrix and the upcoming character Pyra from Xenoblade. Also how is Pyra gonna play like? It is gonna be similar to Smash Bros, or are you gonna do your own spin on it?
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Uzuki Shimamura on January 31, 2022, 12:45:35 am
Question:

Have you ever considered making a template for those who want to make characters in your style like Ichida, Resentone and K6Orochi have done?

I remember that K-4-6-Orochi is using Yang as a base to make his characters (RWBY chars, Gunvolt, Bowser, etc.)
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: OHMSBY on January 31, 2022, 12:48:02 am
Pistrix has been released.

(https://i.imgur.com/E1qphld.jpg)

Spoiler: More Screenshots (click to see content)

Get Pistrix here:
https://drive.google.com/file/d/1Wp6j3U2inUQRIWWlWXvHRoby8HESfyYf/view?usp=sharing (https://drive.google.com/file/d/1Wp6j3U2inUQRIWWlWXvHRoby8HESfyYf/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Have you ever considered making a template for those who want to make characters in your style like Ichida, Resentone and K6Orochi have done?

Nah. I think that's something that would be best saved for if and when I'm done making characters.

Hey OHMSBY, how are you doing? You doing well?

Yes.

how is Pyra gonna play like? It is gonna be similar to Smash Bros, or are you gonna do your own spin on it?

Her Smash Ultimate move set will be largely intact, only exception being is that she won't be able to swap out with Mythra. Not only does the engine generally not play nice with transformations due to the existence of custom states, having all of Mythra's sprites in the same sff would make for an absolutely massive file size, so she would have to be made as a separate character.

Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: ZolidSone on January 31, 2022, 02:20:45 am
So now that Pistrix is out, I came up with this interesting idea after testing Kohaku. You already know it, but thought I share it with everyone else. If a character uses 5AAAA as a special, it deals chip damage, but can't chip kill and the attribute flag is still V. The actual special also deals chip damage, but can chip kill and the attribute flag is S.

I noticed that certain characters can do specials as their 5AAAAs. Here are the ones that do:

Misaka:
-5AAAA does A Electro Fencer, which has the S attribute flag, deals chip damage and can chip kill.
-The hitspark shouldn't play when Only My Railgun successfully connects.

Waldstein:
-5AAAA does A Verderben if 5AAA doesn't grab the opponent, which has the S attribute flag, deals chip damage and can chip kill.

Nanase:
-5AAAA does Avancer With You, which has the V attribute flag and deals no chip damage.
-The actual Avancer With You special deals no chip damage and still has the V attribute flag.
-The sliding dust on both 5AAAA and Avancer With You should be bigger.

For the attribute flags I mentioned previously for her, let 5AAAA still be V while the actual Avancer With You special be S. While both of them should deal chip damage, only 5AAAA can't chip kill.

Thief:
-5AAAA does Whirlwind, but deals no chip damage and still has the S attribute flag.
-Hold Trick can chip kill upon block and knock out the opponent immediately instead of the 2nd hit when successful.

Shana:
-5AAAA does Gouka, which has the V attribute flag and deals no chip damage.
-The actual Gouka special deals no chip damage, but has the S attribute flag.

Kohaku:
-This means the A and B versions of Drawn Sword: Hidden Blade now needs to be changed so it chip kills.

To keep this balanced, this should only apply to physical specials. Keep 5AAAA as V while their actual specials be S. While both of them should deal chip damage, only 5AAAA can't chip kill. Yu and Hyde are exceptions to this as Yu actually does Zio and Hyde's Insulator does chip damage to all of his attacks. But if Waldstein does chip kill with 5AAAA in source despite being physical, then let's keep it strictly to characters with hypothetical movesets and not those who are in Cross Tag.

Now back to the ones that were missed or forgotten:

Gordeau:
-The guard spark on his astral heat when blocked is still misaligned.
-The Rusty Nail Effect on Gordeau's 5AAA isn't properly transparent and doesn't fade as it disappears by two ticks.

Robo Weiss:
-The sliding dust on 5AAAA is reversed.
-5C doesn't have a swish effect that goes downward (I just realized when it was changed, it doesn't have one now).
-The swish effects on 5BB, jB and feels very choppy with the alignment.
-The swish effects on 5BB, jB and 2C continue playing after rapid canceling.
-The hitspark shouldn't play when Die Volter successfully connects.

I was too focused on the chip kill astral heat bug on everyone, I didn't get around checking the aesthetics in detail on her. Since k6666orochi's Weiss was the original foundation of this character, I'm beginning to see some that the misalignment is all over the place he made with the swish effects.

Yumi:
-Not sure if it's intentional as I don't own her in the source game, but the fan on 5B does chip damage and can chip kill on the 2nd hit.
-One large sliding dust is missing on the first A of Dancing As One: Yang.
-The sound effect (3902,0) where the viginette effect appears doesn't play on Secret Ninja Art: Ice Pillar Fan.

Lambda-11:
-The sliding dust on her run stop animation is slightly underneath her front foot.
-The sliding dust on Act Parser Zwei needs to be smaller like the run stop and follows her.
-The slash effect on Cultus follows her after rapid canceling.

Adachi:
-Air Vorpal Blade isn't fully empty after 4 consecutive uses.

Blitztank:
-EX Blitz Mine can still gain meter when the projectiles hits the opponent.

Heart:
-EX Special Kick isn't fully empty after 4 consecutive uses.
-The sliding dust on 5B during the startups needs to be slighter larger and the same size as the running throw when it's charged (It's the same size as the running and when she skids).
-Depending on the opponent's hitbox, Super Amazing Iron Fist Punch of Love can miss if the opponent is too close to them (I had it happen with Quote).

Hyde:
-The viginette effect on Pale Bringer Arose still isn't relayered correctly.
-5BBB could use a slight bit of envshake.

Piranha Plant:
Something else has been bothering me ever since you rerendered his sprites not just the shockwave alignment of the Spike Ball from Ptooie. I also noticed some that hitsparks and guard sparks also got misaligned.
-All hits from the A and B command normals, 2A and 2C (It's slightly farther away it hits from the tip)
-jB (It's slightly higher on the pot)
-Piranhacopter (It's slightly under where the leaf hits)
-Fire Ball and Ptooie (Noticable when hit near the wall)
-The sliding dust on the run stop is a tad smaller.

Even though his size in-game is the same as before, they are still placed wherever the old sprites positions were due to the original scale was previously 0.3. The reason why I didn't say anything about Meta Knight as the original scale still remained the same after the rerendering, so nothing was changed with him.

Lina:
-The normal versions of Needle Storm no longer gains meter (Only her EX version was not supposed to since it can hit wherever the opponent was standing).
-The hitspark shouldn't play when Deletion successfully connects.

Yang, Carmine and Samus:
-The hitspark shouldn't play when their astral heat successfully connects.

For those astral heats that mostly changes the background on the first hit and causes the character and opponent appearing in fixed positions, I don't think the hitspark should appear as despite not being misaligned, it causes them to be off-placed depending on the fightfx used. That's another thing I'm considered adding to my checklist "with certain exceptions" of course. Now come to think about it, I forgot that all of the characters before Homura when they were updated with NOY never mentioned any of the new mechanics on the readmes. That's probably something you should add for those who read them.

Nah. I think that's something that would be best saved for if and when I'm done making characters.
Plus if there is problems with the template or make new changes to later characters, I would notice it and be tedious to spend time fixing that.

Her Smash Ultimate move set will be largely intact, only exception being is that she won't be able to swap out with Mythra. Not only does the engine generally not play nice with transformations due to the existence of custom states, having all of Mythra's sprites in the same sff would make for an absolutely massive file size, so she would have to be made as a separate character.
That's probably for the best. Your Kirby also wouldn't be able to use both of their copy abilities if she was one single character, so it makes sense in a way.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Vinnie on January 31, 2022, 02:55:33 am
Pistrix's AI can perform Triple Octopus Wave with absolute no meter at all.
https://streamable.com/oporg7
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: OHMSBY on January 31, 2022, 03:28:47 am
Fixed.

And I'll be getting around to updating the other characters later.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: AMultiverseAuthor on January 31, 2022, 03:36:00 pm
I wonder how she will play without the swap mechanic. I'm assuming Pyra will have original moves like your K.Rool who didn't use spiked cannonballs in the source game.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Takanashi Hoshino on January 31, 2022, 06:23:05 pm
I have (another) question:
Who's that character on your YT avatar? Last time it was Faust from GGST, and you changed it.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Mintloid on January 31, 2022, 11:16:18 pm
Spoiler: And my next character is... (click to see content)
Her skin looks a little dark blue-ish, but for your first attempt at a 3D human char, Pyra looks real good. Can't wait to try her soon ;)

I have (another) question:
Who's that character on your YT avatar? Last time it was Faust from GGST, and you changed it.

Thats Pyoro from the WarioWare series, and its fun AF
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Little Fox: Tres Truenos on February 01, 2022, 03:33:40 am
Hey OHMSBY, this is a hypothetical question, if you ever do Bayonetta, which version would you do, since Smash Bros has two models available. Would it be the Black outfit, Beehive hairdo from Bayonetta 1 or would it be the blue outfit, short haired, seductive teacher look from Bayonetta 2?
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: ZolidSone on February 02, 2022, 03:42:05 am
It seems that I found a bug when certain distortion drives are blocked and chip kills on the first hit. Either the finish animation background (7006) are delayed, don't play at all or certain effects continues playing and not freeze for a second. Here are the ones that do:
Yang:
-The finish animation on Unrelenting Fire doesn't play on chip kill and the opponent falls down before the 8th hit connects.

Ruby:
-The finish animation on Pedal Burst is delayed as the sound is heard first but the animation itself plays on the 6th hit.

Mika:
-The finish animation on Mika Revolution is delayed as the sound is heard first but the animation itself plays after the last hit (The sound and animation also doesn't play until the last hit when whiffed).

Ragna:
-Devoured by Darkness can chip kill and will continue the do the the rest of the animation despite not grabbing the opponent.
-The guard spark when Black Onslaught is blocked could be slightly higher as it's on the floor than in the middle.

Mai:
-The finish animation on Sylvan Hurricane Assault is delayed as the sound is heard first but the animation itself plays on the 2nd hit (The NOY sound effect plays multiple times during the first hit).

Gordeau:
-The finish animation on Mortal Slide: Divest is delayed as the sound is heard first, plays again on certain hits but the animation itself plays until the very last one.

Azrael:
-Full Spartan can chip kill but doesn't have the finish animation (I don't think this is intentional as certain characters don't).

Terumi:
-Serpent's Cursed Sting can chip kill and will continue the do the the rest of the animation despite not grabbing the opponent (The NOY sound effect plays multiple times when he has more than 1 bar of meter and effects are completely misaligned).
-The finish animation on Dungeon of Serpents is delayed as the sound is heard first but the animation itself plays a second later.

Wagner:
-The finish animation on Hitze Falke is delayed as the sound is heard first but the animation itself plays on the 2nd hit.

Kuroko:
-Steel Phalanx can't chip kill the opponent on the first hit.

Yu:
-The finish animation on Cross Slash is delayed as the sound is heard first but the animation itself plays on the 2nd hit.

Yumi:
-The projectile on Secret Ninja Art: Black Ice continues hitting the opponent after it chip kills them.

Adachi:
-Atom Smasher can't chip kill the opponent on the first hit (I don't think this one grabs the opponent before the rest of the hits as it's just a bunch of slashes).
-The finish animation on Demonic Cross Slash is delayed the as animation itself plays on the 2nd hit.

Quote:
-The finish animation on Super Missile Launcher is delayed as the sound is heard first but the animation itself plays before he starts firing the rockets.

Akatsuki:
-The finish animation on Kamikaze is delayed as the sound is heard first but the animation itself plays on the 23th hit and the rest of the hits don't connect.

Saya:
-The flesh explosion effect on Feast of Flesh effect continues playing during the finish animation.
-The finish animation on Aberrant Mighty Arm is delayed as it doesn't play until the 16th hit.

Iori:
-The finish animation on Kin 1221: Shiki Yatome plays when chip killed, but plays a second time on the 8th hit and and the opponent falls down before the last hit when the viginette effect plays.

Faust:
-The explosion effect on This One Is On The House! continues playing during the finish animation.

Shantae:
-The finish animation on both of her distortion drives is delayed as animation itself plays when it start hitting them on the 2nd hit.

Nanase:
-The finish animation on Atmosphere of the Aether is delayed as the animation itself plays a few seconds later and the opponent falls down before the last hit when the viginette effect plays.

Yukiko:
-Konohana Sakuya continues moving after Agidyne and Maragidyne chip kills the opponent, leaving the rest of the hits to not connect.

Jin:
-Hiyoku Getsumei can't chip kill and the hitspark and guard spark when used in the air is misaligned (Now I think about it, I feel like it's better that it doesn't as it puts them in a custom state when it hits successfully).

Thief:
-Sniping Tempest can chip kill and will continue the do the animation despite not grabbing the opponent (As the opponent falls down during the middle of it, she can't grab them and causes her to get stuck off-screen).
-Catch and Barrage chip kills upon grab and tThe finish animation is delayed as the animation itself plays right before she start throwing the barrage of kunais.

Mitsuru:
-The first 3 hits of Myriad Arrows can chip kill, but the opponent falls down before the last kick connects.

Meta Knight:
-The finish animation on Upper Calibur is delayed as the animation itself plays when starts his barrage of slashes and the last hit completely goes through the opponent, causing them to get stuck in the air and forced to wait until the round ends.

Carmine:
-The projectiles on HAHAHAHA! BE DEVOURED! can't be blocked if it's hits from a distance.
-The finish animation on NO ESCAPE! is delayed as the sound is heard first but the animation itself plays after they escape.

Homura:
-Charge! doesn't have the finish animation and doesn't do the rest of the hits as the opponent falls down before she does any of them.

Piranha Plant:
-The finish animation on Rapid Chomp is delayed as the animation itself plays when starts chomping on them.

Shana:
-The finish animation on Guren no Souyoku is delayed as it doesn't play until the 4th hit.

Like the astral heat chip kill upon block, these also can cause issues of them not working like they're supposed to. Figured the ones that grab the opponent and do a certain amount of hits first like Susano'o's Bloodsplitter, Hilda's Impalement, Taiga's Taiga Rampage, both of Charlotte's distortion drives and Kohaku's Chinese Kohaku Cuffing can't chip kill (Basically those that put the opponent into custom states). Since most of the characters now need to be updated to fix this bug, might as well update the readmes to mention Ultra Dead Angle and Not Over Yet as those before Homura were not listed previously. I'll add this on my checklist and it's good that you haven't considered the template yet. Otherwise, every character others made using it would have shared that bug.

Also, I forgot to mention that the Burst icons are not hidden during the finish animation on 1.0 and need to relayered. It may be hidden during 1.1, but the red Xs are still present during your videos back when you showed the previews with Kohaku and Pistrix. I didn't think of it as it big deal and didn't mention it back then, but might as well since changes to them are needed.

Edit: There's another thing. If a character is defeated while they are in Ultra Burst state, the Burst icon fully disappears and no longer show up (Not like the icon where it's inactive, but not appearing at all) until the next round. Just a minor issue since it will show back in the next round anyway, but thought I mention it. At least Tager finally got something worth updating since I haven't found anything on him until now.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Vinnie on February 02, 2022, 09:58:49 am
Pardon me for posting here instead of my own thread, but after checking the codes of those icons from your characters, I've found these:

Code:
[State -2]
type = RemoveExplod
trigger1 = numhelper(9000)
trigger1 = helper(9000),var(3) < 1
trigger2 = MatchOver
trigger2 = lose
ID = 9875

[State -2]
type = RemoveExplod
triggerall = var(50) = 1
trigger1 = stateno = 750 || 2950
trigger2 = MatchOver
trigger2 = lose
ID = 9876

[State -2]
type = RemoveExplod
triggerall = fvar(19) > 0
triggerall = var(50) = 0
trigger1 = roundstate <= 1
trigger2 = stateno = 2952
trigger3 = MatchOver
trigger3 = lose
ID = 9877

[State -2]
type = RemoveExplod
trigger1 = fvar(19) <= 0
trigger2 = MatchOver
trigger2 = lose
ID = 9878

[State -2]
type = RemoveExplod
trigger1 = fvar(19) <= 0
ID = 9879
ignorehitpause = 1

Correct me if I'm wrong, but I believe that these are the codes that remove the icons if the character loses a match. With that being said, I assume that this was an intentional touch from you. Gameplay mechanics and aesthetics adjustments is not a big deal for me to do on my characters, but I guess here's something I need your confirmation before making changes to such general stuff like this.

Edit: Another factor that makes me think It was an intentional is that if the character get hit by Astral Heat, the Ultra Burst didn't disappear or deplete immidiately. It still continues to consume and depletes until reaching its limitation (And yes, I noticed this in Training Mode.) In order to make it stop, I think there would be a code for it in the first place. But we have a bunch of RemoveExplods instead. So up to this point, they are pretty much a solution for it.
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: SlitherBoi on February 03, 2022, 06:21:08 am
Just a curious question. Do you have any plans on doing more melty blood type lumina characters in the near future?
Title: Re: [OHMSBY Thread]: Pistrix Released (01/30/22)
Post by: Takanashi Hoshino on February 03, 2022, 10:37:08 am
I have (another) question:
Who's that character on your YT avatar? Last time it was Faust from GGST, and you changed it.

Thats Pyoro from the WarioWare series, and its fun AF

Oh I see. But someone told me that he looks like Dedede with alternate color lol.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: OHMSBY on February 06, 2022, 05:20:46 am
Everyone has been updated. This includes changes to some of the 5A auto combo finishers, relayering of the vignettes, fixes to the Distortion Dive chip kills, Fixes to certain Force Breaks gaining some meter, and other various aesthetic bug fixes. You can download everyone simultaneously from the Google drive folder: https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing
 (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)



Hey OHMSBY, this is a hypothetical question, if you ever do Bayonetta, which version would you do, since Smash Bros has two models available. Would it be the Black outfit, Beehive hairdo from Bayonetta 1 or would it be the blue outfit, short haired, seductive teacher look from Bayonetta 2?

Definitely Bayonetta 2.

Just a curious question. Do you have any plans on doing more melty blood type lumina characters in the near future?

Of course.

Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Vinnie on February 06, 2022, 06:59:08 am
So here's something I've found on Yu from the very lastest version:
-Force roman cancelling Air Ziodyne costed him 1000 meter instead of 500. Yu also blinked white and shared the palfx with Izanagi.
-Izanagi should also disappear right after roman cancelling, just like Magatsu Izanagi in Adachi's Atom Smasher.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: OHMSBY on February 06, 2022, 07:46:34 am
-Force roman cancelling Air Ziodyne costed him 1000 meter instead of 500. Yu also blinked white and shared the palfx with Izanagi.

Fixed.

-Izanagi should also disappear right after roman cancelling, just like Magatsu Izanagi in Adachi's Atom Smasher.

Nah. I prefer to keep that combo route for Yu.



Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Vinnie on February 06, 2022, 08:19:54 am
Nah. I prefer to keep that combo route for Yu.
Ah, I understand. Feel free to keep it that way if you want to.

Also, here's a few more things on Pistrix that I forgot to mention in the previous post:
-If distortion drives are supposed to chip kill the opponent on the first hit, then I think it should be same with the first tentacle in her Triple Octopus Wave but not the third one.
-I did a small adjustment to her small portrait because the color of her eyes was a little bit off. It's hard to tell from her original palette but if you switch to Cheap Cheap one, you'll notice that the red areas around her eyes make no sense.


Here's the original one:
(https://i.imgur.com/vxMkfTm.png)

Here it is after the adjustment:
(https://i.imgur.com/djrVBGR.png)

If you find it better, feel free to use this in your Pistrix's upcoming update.
(https://i.imgur.com/hmOOmPZ.png)
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: ZolidSone on February 06, 2022, 11:23:46 am
Alright, I finally checked everyone's distortion drives and all of them are good with the exception of Kuroko. It seems that causing her Steel Phalanx to chip kill the opponent on the first hit causes the finish animation background to be delayed as it appears before the final hit when she appears right behind the opponent. Guess making it not chip kill will prevent that like the other characters.

So while you were working hard on the updates, I was playing some BBTAG and found out that that specials and distortion drives do not chip kill. I don't like the idea of that change and felt like it was done by the developers intentionally to pander to the casual audience. Plus if you were to do that, it would cause a huge disadvantage against characters from other source games that can. So you're better off making them do but on certain exceptions where the finish animation background not working correctly or preventing bugs that Ragna, Terumi, Thief and Meta Knight originally had due to the opponent being on custom states.

I also found out that all command normals don't deal chip damage either. But I still prefer that specials used that way still deals them and Yu's 5AAAA can still chip kill since a projectile was thrown. Every fighting game I play that involves projectiles always does and it being a command normal is no exception to that.

And with that after 3 years of long feedback, this should cover everything of your style. Here is the finalized checklist I created:
Spoiler, click to toggle visibilty

Effect Specific:
Spoiler, click to toggle visibilty
Feedback on future characters will be much smoother from here on out. Since you updated everyone, I no longer need to update that old post anymore. Any updates to them again is probably just adding intros with later characters and optional stuff.

Edit: Change to the checklist due to an error when giving feedback for others.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Vinnie on February 06, 2022, 12:24:58 pm
And with that after 3 years of long feedback, this should cover everything of your style. Here is the finalized checklist I created:
Spoiler, click to toggle visibilty
Excellent. This list alone can describe 90% of how his gameplay mechanics work. This would be really helpful for testers and authors who have been following him for a long time.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: The Blind Furry on February 06, 2022, 01:18:17 pm
Hey OHMSBY (dunno if the all caps is a preference or not), hope you're doing okay!

Weird statement because I didn't know who you had planned to work on after Pyra (I would like to request a Pneuma colour pleeeeease-) but I was planning on trying to replicate your gameplay style on Zex Siegfried (from Million Arthur). Just wanted to say that if he was in the pipeline then I apologise and not to drop him if you are because my version will probably end up terrible. Planning on using Yang as a template. :D

(PS: How did you get the voices for Bisclavret and Thief Arthur? Can't find sound rips anywhere.)

Thanks, Wolfy
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: OHMSBY on February 06, 2022, 09:02:02 pm
Alright, I finally checked everyone's distortion drives and all of them are good with the exception of Kuroko. It seems that causing her Steel Phalanx to chip kill the opponent on the first hit causes the finish animation background to be delayed as it appears before the final hit when she appears right behind the opponent.

-If distortion drives are supposed to chip kill the opponent on the first hit, then I think it should be same with the first tentacle in her Triple Octopus Wave but not the third one.
-I did a small adjustment to her small portrait because the color of her eyes was a little bit off. It's hard to tell from her original palette but if you switch to Cheap Cheap one, you'll notice that the red areas around her eyes make no sense.

All fixed.

So while you were working hard on the updates, I was playing some BBTAG and found out that that specials and distortion drives do not chip kill. I don't like the idea of that change and felt like it was done by the developers intentionally to pander to the casual audience. Plus if you were to do that, it would cause a huge disadvantage against characters from other source games that can. So you're better off making them do but on certain exceptions where the finish animation background not working correctly or preventing bugs that Ragna, Terumi, Thief and Meta Knight originally had due to the opponent being on custom states.

I also found out that all command normals don't deal chip damage either. But I still prefer that specials used that way still deals them and Yu's 5AAAA can still chip kill since a projectile was thrown. Every fighting game I play that involves projectiles always does and it being a command normal is no exception to that.

Agreed. After all, this gameplay style was never really meant to be 1 to 1 with cross tag, especially since it always had forward walking while Cross Tag only had a forward run (with some exceptions for certain characters).

And with that after 3 years of long feedback, this should cover everything of your style. Here is the finalized checklist I created:

Once again, thanks for this. I'll be keeping all this in it's own text file that I can easily access while working on my projects.

(PS: How did you get the voices for Bisclavret and Thief Arthur? Can't find sound rips anywhere.)

I ripped them myself.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Little Fox: Tres Truenos on February 08, 2022, 07:19:30 am
Hey OHMSBY, since you have created over 53 characters( 54 with the upcoming Pyra) coming from different games and playstyles, how do you come up with the combos for the characters? Do you research combo trials of these guys and then implement them in to the development process? Or is there a specific pattern that you follow when designing them that be applied to any characters you make?
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: ZolidSone on February 10, 2022, 11:45:58 am
I decided to take a short break after testing for a couple of days. After coming back to check the characters again, I realized there are still some special attribute flags forgotten (Mostly on those who haven't been updated for a few months) and a few recent minor errors that you and I missed:

Ragna:
-The first hit of Hell's Fang and Gauntlet Hades without follow ups (V instead of S).
-The sliding dust on his 66A and 66B needs to be slightly larger.
-I still feel like the Nightmare Edge Land could use a little envshake (It uses the same sound when he slams his blade like his 2C).

Mai:
-Suzuran and Suzuran: Dipper (V instead of S).
-Himeyuri, Himeyuri: Dipper and EX Himeyuri (V instead of S).
-Shearing Cherry Blossom Storm (V instead of S. I actually forgot to mention this previously, but it's also possible to KO the opponent in the middle of the hits and fall down before the last hit connects)

Wagner:
-Der Kinnhaken and EX Der Kinnhaken (V instead of S).

Taiga:
-You're So Annoying is still the V attribute flag despite being a force break.

Robo Weiss:
-The swish effect on all her A command normals, 66A and 2B continues playing after rapid canceling.
-The swish effect on 2C follows her after rapid canceling.

I forgot that the swish effects k6666orochi made that didn't have problems with the alignment still have issues with the rapid canceling. But the ones you aligned are fine.

Kirby:
-Smash Kick (V instead of S)

Since it's just a small change, you probably can just skip him as I don't have any other copy ability ideas as most anime fighters are covered until MBTL and Skullgirls: 2nd Encore announce their last DLC characters.

Nanase:
-Aureole of the Starry Sky (V instead of S and it also doesn't deal any chip damage)
-Conveying My Vrai Couer and EX Vrai Couer (V instead of S)

Lambda-11:
-Act Paraser Tri, Tri: Spada, Tri: Blade & Tri: Cavalier (V instead of S. Back then, I thought these were just reused attacks from command normals. Now I realize some of these can chip kill or is unblockable when used, so it warrants them using the S icon).

Homura:
-The viginette effect on both her distortion drives are still not relayered correctly (The effects and the characters are still in front of it).

Kohaku:
-The shield effect on her Shield Counter continues playing and follows her after touching the ground.

All viginettes are properly relayered except for one. I was too focused on the distortion drives part a few days ago and didn't bother checking on the other stuff that was pushed to later.

Agreed. After all, this gameplay style was never really meant to be 1 to 1 with cross tag, especially since it always had forward walking while Cross Tag only had a forward run (with some exceptions for certain characters).
Yeah, I didn't like that either. There's always a chance you might accidentally run into the opponent's command normals by mistake and could cost you the match. Another reason is so that Arc System Works could be cheap not having to make forward walking sprites for the RWBY characters, Heart and Yumi.

Once again, thanks for this. I'll be keeping all this in it's own text file that I can easily access while working on my projects.
No problem. It's a good thing I decided to focus on one section at a time. I don't think my sanity or yours could handle it if I had pushed everything. More stuff would tend to be forgotten and would waste more time testing each one over and over again on each character. Best to prioritize a part first, then move to the next when you know for certain it's fixed.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Capricorn Kid on February 13, 2022, 01:55:19 am
Hi OHMSBY, I'd hate to bother you over something so minor, but there is a typo in Thief Arthur's win quote:

(I'm using your video for reference, Around 2:13:
https://www.youtube.com/watch?v=hdbj1lHeyHg)
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Mr. Nobody on February 13, 2022, 04:36:26 am
Honest question, have you considered making characters from the game Newgrounds Rumble?
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: DauntlessMonk7 on February 13, 2022, 05:19:00 am
Everyone has been updated. This includes changes to some of the 5A auto combo finishers, relayering of the vignettes, fixes to the Distortion Dive chip kills, Fixes to certain Force Breaks gaining some meter, and other various aesthetic bug fixes.

Ah, cool updates, OHMSBY. Which characters had their auto combo finishers changed?
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: ZolidSone on February 16, 2022, 01:56:02 pm
So Resentone has recently reminded me of an error on Kohaku and Piranha Plant that I completely missed on them. As their size were changed previously, the aura when using Ultra Burst is still not. I'll show you mostly Piranha Plant's:
(https://i.imgur.com/WtjwYo9.png)
Piranha Plant is 0.1 too short while Carmine is just right as his was never changed. Kohaku's aura is slightly short as her size was originally 0.3 I think.

Now I have something else to report on Kohaku aside from the shield effect on her Shield Counter continues playing and follows her after touching the ground. This is something I probably won't need to put on the checklist since x and y scale on the characters aren't tampered with. But if I plan to make lo-res characters that mostly have an x and y scale of 1, I probably might need to know where is that in the code.

Edit: Since Kohaku will get another update, I got another small feedback on her aside from the other two things I mentioned:
-The hitsparks and guard sparks of 2A and jC are slightly misaligned.
-The Item on her taunt doesn't follow her if the opponent is running straight at her (Not sure if hitting her would also make them follow her too, so you can ignore if it does).
-She could have special intros with Ichida's Akiha and Resentone's Shiki added.

Luckily, her size change is not a huge difference compared to Piranha Plant as her swish effects are still within vicinity.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: snowy997 on February 17, 2022, 12:14:36 am
OHMSBY, you ever thought of doing a Hokuto no Ken or a Sengoku Basara X character? Because they have hi-res sprites that would fit with the rest of your characters.

Sadly i probably won't be able to play Pyra because my pc is too weak :( but i will look foward for your next releases.
Title: Re: [OHMSBY Thread]: All characters quick update (02/05/22)
Post by: Mintloid on February 17, 2022, 12:50:38 am
OHMSBY, you ever thought of doing a Hokuto no Ken or a Sengoku Basara X character?

This was already explained back last year that they probably won't make chars from these games cause they haven't played any of them.
Title: Re: [OHMSBY Thread]: All characters quick update (02/19/22)
Post by: OHMSBY on February 20, 2022, 06:02:02 am
Everyone has been updated again. This time with a quality of life improvement to go with the bug fixes:

Quote
Everyone
-Characters now start to flash when the conditions for their astral heat are met
-Various Bug Fixes

You can download everyone simultaneously from the Google drive folder: https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)



Hey OHMSBY, since you have created over 53 characters(54 with the upcoming Pyra) coming from different games and playstyles, how do you come up with the combos for the characters? Do you research combo trials of these guys and then implement them in to the development process? Or is there a specific pattern that you follow when designing them that be applied to any characters you make?

I usually check the combo trials of the source games and adapt them into the projects. More often than not however, ideas for combo routes tend to come to me as I'm in the process of making the character.

Honest question, have you considered making characters from the game Newgrounds Rumble?

No.

Ah, cool updates, OHMSBY. Which characters had their auto combo finishers changed?

It's all just adjustments to the damage and chip damage values for the ones that use special attacks as their auto combo finishers.

Title: Re: [OHMSBY Thread]: All characters quick update (02/19/22)
Post by: ZolidSone on February 20, 2022, 09:35:11 am
Alright, all bugs I mentioned are fixed with the exception of one. So there shouldn't be anymore major updates with them from here on out unless more quality of life improvements are planned. However, I found a bug with the astral heat flash on certain characters. Instead of them flashing, a giant version of their standing animation will appear and here are the ones that are affected:
Ragna and Susano'o:
(https://i.imgur.com/HsdvkKz.png)
This is what happens and thought this was pretty funny. They are literally the size of Ultraman and Godzilla.

As for the ones that are fine, most of them are rather inconsistent. Like the opacity, transparency or the way they flash. Some of the flashes are just either too overpowering with color, too light, or stretches too highly which makes them look misaligned. Honestly, I prefer the way how Yang and Ruby flashes as it's a good balance of solid color, transparency and it's not too high. I like when they give a silhouette effect to them, but not to the point where their sprite can still be seen on it like Thief or Saya. I don't know which way of flashing is the correct one. Since they're your characters, you decide how the way you want them and tell me which one is it. Piranha Plant's bugs me the most as it's not fully aligned to his sprites.

Also, the one character I found on Homura after this update aside from her astral heat flashing:
-The hitspark and guard spark on her jC is misaligned.
-The hitspark on the 2nd hit of Falcon is misaligned and vignette effect is still layered behind as seen with the ground shatter on the last hit.

Another thing, I'm going to change one thing from my checklist from this as I made some errors while I was doing feedback for others. From this:
Quote
-All reversals have increased cornerpush on the last hit.
To these:
Quote
-All ground reversals are unblockable in the air and have increased cornerpush on the last hit.
-All air reversals are blockable airborne and don't have increased cornerpush on the last hit.
Of course this is not an issue for you as you would correct me about it and won't make the mistake. But not for other authors who based your characters off your style. As it wasn't specific enough, I can accidentally cause their air reversals to be unblockable in the air and still have the increased cornerpush too. An air reversal isn't usually common, but I can easily forget they don't work the same as a ground one. So this change will help me remember.
Title: Re: [OHMSBY Thread]: All characters quick update (02/19/22)
Post by: OHMSBY on February 20, 2022, 10:12:06 am
Ragna, Susano'o, Homura and Piranha Plant have been fixed.

Quote
Since they're your characters, you decide how the way you want them and tell me which one is it.

I'd say what I have on Ragna and Susano'o should be the basis for how the flash effect works. Keeping them consistent is a little tricky since most of my characters have varying sprite sizes however. I will be going through each of them, but Pyra is my main focus right now.
Title: Re: [OHMSBY Thread]: All characters quick update (02/19/22)
Post by: Resentone on February 20, 2022, 11:00:58 am
I found a bug when checking out the new Astral indicator, Kohaku AI decided to whip out infinite plants.
(https://cdn.discordapp.com/attachments/811199181162676244/944895361535864852/mugen001.png)

MUGEN 1.1
Title: Re: [OHMSBY Thread]: All characters quick update (02/19/22)
Post by: OHMSBY on February 20, 2022, 04:36:04 pm
I just tested her out, and this didn't even happen at all.

Try redownloading her and see if it still happens for you. If it does, try to take note of what happens prior. For example, does she grab the opponent first before doing it? Does her animation loop or do multiple plants just get sent out at once?
Title: Re: [OHMSBY Thread]: All characters quick update (02/19/22)
Post by: Mintloid on February 24, 2022, 01:46:17 pm
I got a couple quick bugs to show before you release Pyra, nothing too shabby.

Lambda-11:
-She starts moving after the end of her special intro against Lina (it happens before Lina begins to speak).

Quote:
-Air Polar Star B causes expression truncated to integer debug errors.
(https://i.imgur.com/04VUMGY.png)

King K.rool:
-Blast-O-Matic causes invalid palfx mul value debug errors.
(https://i.imgur.com/0KqdewN.png)
Title: Re: [OHMSBY Thread]: Quote, Lambda-11, and K Rool quick update (02/24/22)
Post by: OHMSBY on February 24, 2022, 05:39:55 pm
All fixed.

Quote
Quote, Lambda-11, and King K Rool
-Fixes to debug related errors
Title: Re: [OHMSBY Thread]: Quote, Lambda-11, and K Rool quick update (02/24/22)
Post by: Resentone on February 25, 2022, 04:01:36 am
Sorry for the super late response. I was feeling under the weather, so I took some days off of anything mugen related.

Speaking of the thing that I reported, I think it was a mistake on my end. I was playing around with the stage camera and it probably affected Kohaku's AI. Sorry about that.
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: OHMSBY on February 27, 2022, 09:56:38 pm
Pyra has been released.

1.0 Users: Pyra uses sffv2.1 by default. While this significantly reduces her file size, this sff can only be used with 1.1, Ikemen Plus, and Ikemen GO.
In order to use Pyra in 1.0, you will need to download this patch:
https://drive.google.com/file/d/1OpkqPvCLt0wzfl79dT0c_KSpxauOWD-E/view?usp=sharing (https://drive.google.com/file/d/1OpkqPvCLt0wzfl79dT0c_KSpxauOWD-E/view?usp=sharing)

(https://i.imgur.com/7QwlrSg.jpg)

Spoiler: More Screenshots (click to see content)

Get Pyra here:
https://drive.google.com/file/d/1gEUYsAGZp8Yj-5J65Lx7EGyY2CbOZzCP/view?usp=sharing (https://drive.google.com/file/d/1gEUYsAGZp8Yj-5J65Lx7EGyY2CbOZzCP/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: Solid Snivy on February 27, 2022, 10:17:16 pm
I'm honestly curious on how you plan to tackle Vlov, cause I know my mind is thinking of a couple different ways on how his development is gonna go.
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: The Blind Furry on February 27, 2022, 11:47:37 pm
Pyra looks great!

Just wondering, what is the stage used in that Vlov screengrab?
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: Mintloid on February 28, 2022, 01:33:18 am
I'm liking Pyra so far, but what bugs me is that her skin/palette looks a little (blue and/or saturated?). I know some of your other blender characters have the same attributions of having (not too sure what to call it, but take note that I barely know little about blender :P) singular colors within the face, Metaknight being the perfect example. They all seem to be fine on my end, but She's so far the only one I found to be off. So what I did is I made her Skin more lighter as you can see below.

Before:
(https://i.imgur.com/O6TEM8I.png)

After:
(https://i.imgur.com/rw5qlPQ.png)

Rex looked a little dim too, so I tweaked his palette as well.

Before:
(https://i.imgur.com/9tJPTm8.png)

After:
(https://i.imgur.com/JVZAAsC.png)

To me this looks way nicer, although I wasn't sure if I wanted to be a similar tone like in SSBU or Xenoblade 2 (could've made Rex's lower chin a bit darker). Is there a reason you chosen this way for these chars? (specifically Pyra)

Pyra looks great!

Just wondering, what is the stage used in that Vlov screengrab?
Space Hunter DarkMoon DragonNest by Neat Unsou
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: ZolidSone on February 28, 2022, 05:45:54 am
I have an opinion that I wanted to share about these Blender projects you make now after seeing Pyra in action, but I feel like these kind of characters truly brings something new and sets a new bar to the community. Even though the file size gets bigger, the amount in them is justified. Every single frame are utilized to the point where not even minor ones are skipped and the SFFs are mostly taken by the character's own sprites. Now I understand why you decided not to give them dedicated sparks years ago so the file size won't be bloated by the effects themselves. To see these kind of characters can still work for 1.0 proves that you don't truly need 1.1 to enjoy characters like these.

Now that is out of the way, I wanted to create a scale from opaque to translucent. Judging by how the works on Ragna and Susano'o, they look more opaque and are pretty bright. So even though I prefer how Yang and Ruby flashes, they need to be adjusted so they are consistent to them. The ones that are leaning toward to latter probably might need adjustments to be consistent with the rest:

Too light (These ones are barely noticeable by eye):
Mika
Mai
Azrael

Translucent (These ones the characters details can still be seen):
Wagner
Waldstein
Misaka
Kuroko
Es
Yumi
Akatsuki
Blitztank
Saya
Issac
Iori
Jin
Mitsuru
Meta Knight
Ky
Thief

Stretched too highly (They feel way too stretched up and not aligned with their scale):
Terumi
Robo Weiss
Heart
Yu
Adachi
Hyde

As for the ones not mentioned, I think they're just right. I also noticed when I turned debug mode on, the number of their helpers keep climbing the more they flash and they continue playing during superpause. Even when they flash during Not Over Yet, the helper remains on the ground for the rest of the entire round. Would this be a problem if they stand there and flash too much? I know this probably won't happen in an actual match since you'll activate astral heat already, but thought I ask.

Also, if Heart's flash is planned to be adjusted, I got some feedback for her that completely slipped:
-The normal shockwaves on 5BBB and her running throw is layered incorrectly (I just realized those are in front and not behind like her 66B).
-The opponent's get hit position on her backwards throw gets misaligned for half a second.
-The Super Flash on Super Amazing Iron Fist Punch of Love when she summons Partinias should be 7002 instead of from the fightfx (Previously it was fine before NOY, but now uses the stronger spark sound. So having that would be much fitting like Kirby or Terumi).

I'm liking Pyra so far, but what bugs me is that her skin/palette looks a little (blue and/or saturated?). I know some of your other blender characters have the same attributions of having (not too sure what to call it, but take note that I barely know little about blender :P) singular colors within the face, Metaknight being the perfect example. They all seem to be fine on my end, but She's so far the only one I found to be off. So what I did is I made her Skin more lighter as you can see below.
The original palette that had blue skin had an RGB of (215, 201, 192) and already changed to (226, 206, 197). It already should have been more closer to Smash Ultimate render now as that's where he taken the color sample from. The alternative palettes were left unchanged.
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: Mysticus92 on February 28, 2022, 12:03:35 pm
More Melty Blood characters is good!
Still waiting for the blue-eyed maid though.
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: Mintloid on February 28, 2022, 06:07:57 pm
I made another Japanese voice pack for you. This time its Pyra, just right after her release.

Link: https://drive.google.com/file/d/1009EO1eIdgLEoIvt0GKMeEennx1PBdIq/view?usp=sharing

Feel free to address any issues and I'll fix it as soon as possible.
Thanks, and Enjoy :iog:;)
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: Mystrious warrior on March 02, 2022, 05:16:30 am
More Melty Blood characters is good!
Still waiting for the blue-eyed maid though.

As am I.   Hisui in OHMSBY's style would be dope!  As well as Mech Hisui and Hisui, Kohaku, and Mech Hisui Together.  I'd also like to see Maori Kasuga from Arcana Heart in his style as well.
 We can all dream, can't we? 
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: Mystrious warrior on March 02, 2022, 05:18:52 am
I just tested her out, and this didn't even happen at all.

Try redownloading her and see if it still happens for you. If it does, try to take note of what happens prior. For example, does she grab the opponent first before doing it? Does her animation loop or do multiple plants just get sent out at once?

Big fan of your work BTW.  ESPECIALLY Kohaku. 
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: TurnPile on March 02, 2022, 05:28:27 am
Say....for Touhou, there are a few characters that use MMD models for them, so you can probably use those as a base.
Title: Re: [OHMSBY Thread]: Pyra Released (02/27/22)
Post by: Mystrious warrior on March 02, 2022, 09:48:59 pm
Patchouli Knowledge comes to mind...   She's my Favorite Touhou Character. 
Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: OHMSBY on March 19, 2022, 04:01:12 am
Another update for everyone:

Quote
Everyone:
-Adjusted Astral Ready flashes to be more consistent with eachother
-Fixed an error where the opponent could skip straight to their liedown animation without a shockwave effect upon hitting the ground during the custom fall states
Other minor bugfixes
Pyra:
-Slightly reduced meter gain
-Untechable time decay for Flame Nova now starts even if it's the first move used in the combo, EX version is unchanged

As usual, you can download everyone at once from the google drive link.
https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing
 (https://drive.google.com/drive/folders/1zytFiEf6PHGmB_MIfDNM_0coTV54sVpb?usp=sharing)

Also, new poll question on how Bursts should regenerate. This won't be something that I'll be implementing right away, just something for me to consider for a future large scale update.

Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: Mintloid on March 19, 2022, 04:50:31 pm
Also, new poll question on how Bursts should regenerate. This won't be something that I'll be implementing right away, just something for me to consider for a future large scale update.

Another system update?! Definitely can't wait to see how this ends up, considering the NOY one was epic.

also there's two things about Pyra I should note about, mainly her JPN sound patch I made recently.

1. how long does Pyras intro against Vlov last for? I just thought I needed to make an adjustment to sfx no. 192,0 in my JPN voice patch to prevent overlapping on Vlovs special intro sfx. The sfx for her lasts for 7 seconds, while the English one lasts for 3 seconds.

2. I know Pyras Japanese name is homura, but in your website some are gonna be confused of who its inferring to (Homura as in "The Character" whos already Japanese).
Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: OHMSBY on March 20, 2022, 06:43:45 am
1. how long does Pyras intro against Vlov last for? I just thought I needed to make an adjustment to sfx no. 192,0 in my JPN voice patch to prevent overlapping on Vlovs special intro sfx. The sfx for her lasts for 7 seconds, while the English one lasts for 3 seconds.

Pyra actually speaks after Vlov, and the round announcement plays shortly after she's done talking. Also, even though you have used the voice clip with the same ID as the English clip, she actually says something entirely different. It's something along the lines of "I'm sorry, but my food is only going to get hotter", which doesn't make much sense as a response to Vlov's "More... I need more of that heat".

If you still want to stick with that voice clip, you could cut out the "Gomenasai" and shorten the pause between the other two phrases.

2. I know Pyras Japanese name is homura, but in your website some are gonna be confused of who its inferring to (Homura as in "The Character" whos already Japanese).

I mean I guess that could be the case for the recent updates section, where Homura is probably not going to show up too often, but everywhere else the names are accompanied by their respective big portraits so they should be able to tell the difference just by looking at those.

Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: ZolidSone on March 20, 2022, 11:20:18 am
So I finally got around checking everyone. The colors are fine now, but the flashes on these characters are still left unchanged (Mostly those that weren't mentioned on the previous page):
-Yang
-Ruby
-Gordeau
-Taiga
-Nanase
-Carmine
-Shana
-Kohaku

I used to think they were fine before as I didn't mention them previously as they were consistent with the rest. But now after everyone got updated, they stand out more as it makes their flashes look higher than those with a taller height (Terumi and Yu used to be like that, but not anymore and looks much better now) while Yang and Ruby's still aren't the same as Robo Weiss. But as for the ones on Mika, Mai and Azrael, they look more noticeable when it's translucent instead. Guess blue would pop out more since it's too dark to keep it opaque, so I'll leave that color as an exception. Jin was pretty translucent too, but his outfit made it stand out with the flash and not so much with Es or Ky despite being the same color.

And about this bug fix:
Quote
-Fixed an error where the opponent could skip straight to their liedown animation without a shockwave effect upon hitting the ground during the custom fall states
Was this related to the thing back when I pointed out on Saya a year ago? If so, that's good you finally figured out how to get that fixed. I thought you needed them to override fall.defenceup so damage can scale properly during OTGs. Hopefully the shockwaves play consistency now and won't sometimes not.

Also while I tested Heart, you missed this small feedback I posted on her:
-The normal shockwaves on 5BBB and her running throw is layered incorrectly (I just realized those are in front and not behind like her 66B).
-The opponent's get hit position on her backwards throw gets misaligned for half a second.
-The Super Flash on Super Amazing Iron Fist Punch of Love when she summons Partinias should be 7002 instead of from the fightfx (Previously it was fine before NOY, but now uses the stronger spark sound. So having that would be much fitting like Kirby or Terumi).
Her astral heat super spark is meant to play the new one during the Partinias animation. You only have the fightfx super spark only when Ultra Burst is activated for NOY now, not during distortion drives and astral heats anymore.
Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: OHMSBY on March 20, 2022, 04:19:26 pm
All fixed.

Was this related to the thing back when I pointed out on Saya a year ago? If so, that's good you finally figured out how to get that fixed. I thought you needed them to override fall.defenceup so damage can scale properly during OTGs. Hopefully the shockwaves play consistency now and won't sometimes not.

It is. The custom fall states are still being used, but I was able to apply a piece of code to them to prevent that error from happening.



Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: Little Fox: Tres Truenos on March 21, 2022, 12:34:31 pm
Hey OHMSBY I saw your combo demo of Vlov, nice work dude on translating his combos and super into Mugen. Since this is your second character from Melty Blood Type Lumina, have you found anything interesting about them ripping wise and have you learned new stuff or discovered anything interesting? By the way I saw your Robo Weiss in a Saltybet tournament and he was really cool. If you don't mind me asking what inspired you to create him and what was the development process like? Either choosing the voice clips for Robo Weiss or designing the moveset like adding in Merkava's savage arm spinning and Robo Weiss random combustion move that says "TIME UP". Also what was the inspiration behind his Astral Finish of blowing up a entire continent?
Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: OHMSBY on March 25, 2022, 03:49:34 am
Since this is your second character from Melty Blood Type Lumina, have you found anything interesting about them ripping wise and have you learned new stuff or discovered anything interesting?

Well, I haven't actually completed Type Lumina's single player content yet, so you could imagine my surprise when I came across a voice clip of Vlov exclaiming that he is Santa Claus as I was going through the files.

If you don't mind me asking what inspired you to create him and what was the development process like? Either choosing the voice clips for Robo Weiss or designing the moveset like adding in Merkava's savage arm spinning and Robo Weiss random combustion move that says "TIME UP". Also what was the inspiration behind his Astral Finish of blowing up a entire continent?

Robo-Weiss spawned from a really dumb idea that I had for preventing infinites in which the character would just blow up the moment a loop has been detected. She was designed around that very idea which is why he has a counter and a life steal. The Astral Heat was just meant to be a very exaggerated version their gimmick. Robo-Weiss was also originally going to be voiced by me speaking in Google translated German. I had some lines recorded but I really didn't like how they turned out, so I decided to go with Hans Volter instead.
Title: Re: [OHMSBY Thread]: Everyone Updated (03/18/22)
Post by: snowy997 on March 25, 2022, 08:20:57 pm
OHMSBY, you're still interested in doing more Blade Strangers characters in the future?

Also, probably this was fixed and this works mostly in training mode since there is infinite meter, but Shana's EX Hien can be spammed very quickly. Not sure if this was intended.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: OHMSBY on March 28, 2022, 03:58:00 am
Vlov has been released.

IMPORTANT: If certain parts of Vlov's Astral heat is not showing or moving properly, then the stage's leftbound and rightbound values need to be increased. Setting the leftbound to -20000 and the rightbound to 20000 in the stage's .def file (both values are normally located under [Player Info]) is recommended, and does not cause any side effects to the stage.

(https://i.imgur.com/GwFmaOo.jpg)

Spoiler: More Screenshots (click to see content)

Get Vlov here:
https://drive.google.com/file/d/146YgGMme3NfK4gLHKHQFHdZCAKLpya9J/view?usp=sharing (https://drive.google.com/file/d/146YgGMme3NfK4gLHKHQFHdZCAKLpya9J/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.


OHMSBY, you're still interested in doing more Blade Strangers characters in the future?

Probably.

Shana's EX Hien can be spammed very quickly. Not sure if this was intended.

It was intended. It can only be done in succession up to four times in an actual match without the auto regen that you get during training mode, plus there are much better things you could do with full meter.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: Uzuki Shimamura on March 29, 2022, 12:15:17 pm
I found an error where Ky can do Shock State to Piranha Plant by hitting Fire Ball and Ptooie using Charged Stun Edge.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: OHMSBY on March 30, 2022, 01:59:04 am
Fixed.

Quote
Ky
-Fixed an error where Shockstate would still be present  after an attack that would normally remove it if the opponent was first hit by jC
-Fixed an error where Charged Stun Edge could apply shockstate to the opponent by hitting certain helpers
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: Ex☆Cham on March 30, 2022, 06:27:09 am
Here's a question after watching your videos that caught my attention.

Your chars are coded in a way that the Zoom features of 1.1 does not ruin the Super Background Effects?
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: NotMillufer on March 30, 2022, 11:02:32 am
hey ohmsby please dont make your characters too overpowered becus there are people who play mugen (IKEMEN GO) competitively with different styles
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: OHMSBY on March 31, 2022, 06:25:07 am
Here's a question after watching your videos that caught my attention.

Your chars are coded in a way that the Zoom features of 1.1 does not ruin the Super Background Effects?

Yeah. The super background isn't an image sequence, but rather a series of moving and transforming sprites. Applying "bindtime=-1" to explods that have postypes that are not p1 or p2 will allow them to stick to the screen regardless of the current zoom. The clouds are actually just being stretched by a modifyexplod, but they have been aligned in a way that creates the illusion that they are moving.

hey ohmsby please dont make your characters too overpowered becus there are people who play mugen (IKEMEN GO) competitively with different styles

I hate to break it to you, but you can't have a competitive roster consisting of varying gameplay styles that each follow their own rules with their own definitions on what is "overpowered" and expect it to be balanced.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: Takanashi Hoshino on April 02, 2022, 03:11:17 am
What stages do you use on your latest video? (Vlov gameplay and Merkava reveal)
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: OHMSBY on April 02, 2022, 05:19:23 am
"New Meridian Rooftop Assault" by Ryutaro (Which I edited to look nicer in a 4:3 aspect ratio) and "Glacier (Night)" by Tahattus. Both stages only work in 1.1 and Ikemen GO.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: Little Fox: Tres Truenos on April 07, 2022, 11:49:57 pm
Hey OHMSBY, have you thought of doing a special intro of Merkvaka vs Robo-Weiss,? Mainly since Robo-Weiss borrows Merkava's spinning arms move and and both characters(well, the voice clips of Hans Volter at least) share similarities with each other, mainly both of them are victims are their own experiments, with Merkvaka being involuntary due to experimenting with EXS to become a Re-Birth and being a void and Hans being voluntary due to experimenting with biotechnology to further his lifespan and continue his mad scientist experiments.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: OHMSBY on April 11, 2022, 05:03:20 am
They both have a few voice clips that could work well together, so I may make a special interaction between them. If not now, then probably further down the line when I start on the next system update.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: ZolidSone on April 17, 2022, 12:02:05 pm
So it's been a while since I posted on the topic as I took a hiatus for two weeks starting in April. Now coming back, I forgot to mention that there are other character's throws that cause the opponent get hits to be misaligned when P2 does it just like Vlov previously. I also seem to found some debug errors (The same ones Vocalnoid mentioned). Here are those that are affected plus any other unrelated feedback if any:

Ragna:
-Forward throw (The opponent gets misaligned two times for half a second during their get hit animation)

Wagner:
-Forward/Backwards throws (P1 gets pulled a few pixels backwards, but does not when it's the other way around)

Kirby:
-Forward/Backwards throw (The opponent is still in a blocking get hit frame while being lifted)
-Might as well give a tiny update his copy abilities to give Mario Gallo Bestino Yo-yo since he uses puppet strings.

Tager:
-Forward/Backwards throws (The opponent gets misaligned for half a second during their get hit animation)

Susano'o:
-Forward/Backwards throws (The opponent gets misaligned for half a second during their get hit animation)

Saya:
-Forward/Backwards throws (The get hit is off by a half a tick before the flesh grabs them)

Heart:
-Backwards throw (The opponent gets misaligned for half a second during their get hit animation)
-I checked the running throw again with a different fightfx and the shockwave when she hits the ground still seems to be layered in front.

Bisclavret:
-Forward/Backwards throws (The opponent is still in a standing get hit frame while being lifted)

Lambda-11:
-Backwards throw (The opponent gets misaligned for half a second during their get hit animation)

Homura:
-The grab sound on her air throw is louder than normal as it plays twice at the same time.

Ky:
-His air throw causes the state 853 changed to invalid action debug error when used on himself.
-Stun Dipper, Greed Sever and EX Greed Sever causes expression truncated to integer debug errors when the opponent is hit during Shock State.

Hilda:
-Her A command normals, B command normals, all throws, Interference B and Pillar of Reverence causes expression truncated to integer debug errors.

King K. Rool:
-Forward/Backwards throws (The opponent is still in a standing get hit frame while being lifted)

Vlov:
-His forward/backwards throws causes expression truncated to integer debug errors.

The animations for the opponent's get hits should be the same for both sides as it's works fine for P1, but not P2. So what exactly causes this? For those I haven't mentioned, I believe they are fine since the opponent get hits don't get misaligned for a half a second or still in a standing frame while being moved off the ground.

Also while I was checking the throws, I had a situation where Lambda's frames on her throws went missing while Yu's helpers were glitching out and his persona started missing frames when I got to them. I just reset the game and works normally after that. I think I'm going to start having debug mode on from here on out when I test your characters as that could be a factor why that happened as debug flood can possibly carry over to later matches and suddenly close the game unexpectedly (Which occurred during an arcade run with Hyde and Vlov once right when I KOed the opponent). I may go back to the older characters again to see if they have any debug errors before the large system update happens.
Title: Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)
Post by: Mintloid on April 17, 2022, 02:07:26 pm
What's up? I have another few questions out of curiosity that others might find interesting.

1. Who is your most favorite mugen char that isn't made by you, K6666orochi, Ichida, or Resentone? and was that char one of the reasons you join in to the mugen scenery in the first place?

2. Do you like mobile games? if so, what's your favorite one. (considering you made Maid Taiga from Crossing Void)

3. Will you ever make another stage someday? I really like how you captured the Astral Birth: Void stage to a more aesthetic-like Guilty Gear XX look to it.
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: OHMSBY on April 17, 2022, 07:37:19 pm

All fixed:

Quote
-The following characters have recieved quick fixes to minor bugs mostly related to their throws as Player 2:
Ragna, Kirby, Susanoo, Heart, Tager, Wagner, K Rool, Hilda, Saya, Bisclavret, Lambda-11, Homura, Ky, and Vlov



The animations for the opponent's get hits should be the same for both sides as it's works fine for P1, but not P2. So what exactly causes this?

It seems that the P2 side is just one frame slower at reaching the trigger for the custom state upon transitioning from the Throw escape opportunity state into the actual throw state, but I have absolutely no idea why that's the case. This can be worked around fortunately.

Also while I was checking the throws, I had a situation where Lambda's frames on her throws went missing while Yu's helpers were glitching out and his persona started missing frames when I got to them. I just reset the game and works normally after that.

This sounds like something that you'll have to mess around with mugen.cfg to fix. you may want to start with HelperMax, LayeredSpriteMax, and SpriteDecompressionBufferSize.

1. Who is your most favorite mugen char that isn't made by you, K6666orochi, Ichida, or Resentone? and was that char one of the reasons you join in to the mugen scenery in the first place?

The three that I have used the most before I started working on my own stuff was Faust by Muteki, Taiga by Kohaku, and D4Kirby by Seku. The character that got me interested in Mugen in the first place was ShinRyoga's Mario.

2. Do you like mobile games? if so, what's your favorite one. (considering you made Maid Taiga from Crossing Void)

Fire Emblem Heroes. I've lost interest in every other Mobile Gacha game that I have tried after playing them for about a week at most, but FEH has been the only one that I have actually been sticking with to this day.

I've also played the mobile ports of the Cave Shmups a lot back in my college days.

3. Will you ever make another stage someday? I really like how you captured the Astral Birth: Void stage to a more aesthetic-like Guilty Gear XX look to it.

I'm actually making another stage specifically as a companion piece for my next character after Merkava, so keep an eye out for that.
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: Solid Snivy on April 17, 2022, 11:09:27 pm
I'm actually making another stage specifically as a companion piece for my next character after Merkava, so keep an eye out for that.
Oooh, I’ll be looking forward to that. I was actually kinda wondering if you were ever going to make more stages in the future, so this will be a nice surprise.
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: Noticer22 on April 18, 2022, 06:10:32 pm
Do you ever intend on making a Skullgirls character?
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: OHMSBY on April 19, 2022, 06:01:47 am
Probably, yeah.
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: Little Fox: Tres Truenos on April 19, 2022, 01:13:47 pm
Hey OHMSBY, how's it been? Did you have a good Easter or a just a good weekend? Also since your creating a new stage to accompany the next character, what's it like to create a stage? Its it more complex then creating a character and what was your inspiration for the first stage you did, the Astral Birth: Void stage? And if you don't mind me asking, is it possible that you could give us a hint of what the stage is or would that be too much and ruin the surprise of what the next character is?
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: OHMSBY on April 20, 2022, 06:08:09 am
Also since your creating a new stage to accompany the next character, what's it like to create a stage? Its it more complex then creating a character

Making stages is much easier since there's a lot less things to worry about compared to making a character.

what was your inspiration for the first stage you did, the Astral Birth: Void stage?

I was playing around with the idea of giving certain characters Unlimited modes akin to Blazblue. Kirby's unlimited mode had him recolored to resemble Void (the true final boss of Star Allies) similar to how Nu-13 was Lambda-11's unlimited mode in Continuum Shift. I wanted a stage to go along with that Unlimited mode and ended up making it myself.

And if you don't mind me asking, is it possible that you could give us a hint of what the stage is or would that be too much and ruin the surprise of what the next character is?

The fact that it's a companion piece for my next character is the only hint I'm going to give. However, you will be able to see the stage in the teaser at the end of the Merkava video that I'm going to have upload sometime this week.
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: Solid Snivy on April 20, 2022, 06:24:21 am
I was playing around with the idea of giving certain characters Unlimited modes akin to Blazblue. Kirby's unlimited mode had him recolored to resemble Void (the true final boss of Star Allies) similar to how Nu-13 was Lambda-11's unlimited mode in Continuum Shift. I wanted a stage to go along with that Unlimited mode and ended up making it myself.

Honestly I wouldn't mind seeing this idea become a thing fully sometime in the future. It does sound pretty fun in terms of how you'd tackle some characters' Unlimited Modes, though that would probably have to be limited to their 12th palettes only, or just have them be separate versions you can download altogether.
Title: Re: [OHMSBY Thread]: Quick Update for 14 Characters (04/17/22)
Post by: Noticer22 on April 22, 2022, 08:15:22 pm
Is there any sort of template that I could use to make this type of playstyle for characters?
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: OHMSBY on April 25, 2022, 03:46:02 am
Merkava has been released.

(https://i.imgur.com/tSCzeoT.png)

Spoiler: More Screenshots (click to see content)

Get Merkava here:
https://drive.google.com/file/d/1oAohMauOiGMGGjwDaMvtHGTP7pBCwLtV/view?usp=sharing (https://drive.google.com/file/d/1oAohMauOiGMGGjwDaMvtHGTP7pBCwLtV/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Is there any sort of template that I could use to make this type of playstyle for characters?

There is not.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Solid Snivy on April 25, 2022, 04:17:52 am
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: OHMSBY on April 25, 2022, 04:59:11 am
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: ZolidSone on April 25, 2022, 10:13:39 am
I'm back with the feedback for the other characters mostly regarding the debug errors. While I was checking out the rest, I also happened to find more of them missed on the previous ones (Which I didn't noticed previously as I only focused on the throws on P2 side mostly and conveniently encountered them at the time):

Goredau:
-Soul Exodus causes expression truncated to integer debug errors.

Azrael:
-Black Hawk Stinger and Patriot Apocalypse causes negative spark animo ignored debug errors.

Kokonoe:
-Crime of Greed V.100 causes expression truncated to integer debug errors.

Tager:
-The landing and walking dusts share the palfx (I just noticed this recently when I dodged after landing on the ground).

Saya:
-Her special intro with Charlotte causes expression truncated to integer debug errors.

Susano'o:
-Megalith causes expression truncated to integer debug errors.
-Flashing when NOY is activated causes an illegal removetime for explod debug error.
-Roar of the Mad King causes a negative spark animo ignored debug error.

Heart:
-Super Amazing Iron Fist Punch of Love when she summons Partinias causes a negative spark animo ignored debug error.

Es:
-Type: Exterminator "Artorius" causes a negative spark animo ignored debug error.

Jin:
-Rengoku Hyouya has negative spark animo ignored on the startup and when it connects, it has a no target with hit id -1 debug errors.

Charlotte:
-Her special intro with Saya and Kasekuchen causes expression truncated to integer debug errors.
-Speaking about Kasekuchen, the strong ground shockwave when the cake hits the ground should be layered in front.

Thief:
-The helpers on 5AAAA, 5C, jC, 2C, Whirlwind and Twin/Quad Daggers causes has no 1-th nearest enemy debug errors when they successfully hit the opponent.

Lambda-11:
-The 5AAAA Sword causes an expression truncated to integer debug error.

Lina:
-Deletion causes a negative spark animo ignored debug error.

Carmine:
-You Shit! This Is The End! causes expression truncated to integer debug errors.

Shana:
-EX Hien causes specified negative recovertime debug errors when used 4 times simultaneously.

King K. Rool:
-Kannon Ball Kalamity causes expression truncated to integer debug errors each time a Kannon Ball hits the ground.

Pyra:
-Purifying Flame causes a expression truncated to integer debug error.

I wouldn't have known about these debug errors if debug mode wasn't on. That's why it's so easy to miss these. What also surprised me that Saya and Charlotte have debug errors when the special intros played against each other. I have not checked that part since it would take me longer to find what intros they have without looking at the files. They just happen to be close to each other on my roster organization when I got to them.

Edit: Added Shana thinking it was not possible to get the debug error in versus mode with finite meter, but turns out you still can.

This sounds like something that you'll have to mess around with mugen.cfg to fix. you may want to start with HelperMax, LayeredSpriteMax, and SpriteDecompressionBufferSize.
These are the numbers set on the mugen.cfg using the MICA Final Version Edition 1.0 screenpack and I don't believe I have touched them other than the screen's width and height:
HelperMax = 56
LayeredSpriteMax = 2048
SpriteDecompressionBufferSize = 16384

Do you think they need to be any bigger? I left them as is as I didn't want to accidentally mess with anything on the screenpack.

Probably, yeah.
I too look forward who it is, but the only slight problem would be the sprites which I heard they are very large in file size (Even bigger than your SSBU renders in gigabytes) and need to be heavily compressed.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Mintloid on April 25, 2022, 12:32:25 pm
Spoiler: And my next character is... (click to see content)

Bruh, your first boss char and
Its freakin Marx! XD
Gotta like the stage too, it's like a mixture of both Super Stars and SSBUs stage, doesn't it?

I wouldn't have known about these debug errors if debug mode wasn't on. That's why it's so easy to miss these.

Furthermore, Some debug errors even depend on what engine you're using, (IKEMEN GO as well, but these debug errors are mainly just sound not found errors which I know most if not all chars still have this. Not sure if its a big deal now, but I thought I spill this in.)

I did remember Shantaes Scimitar causing a few errors in 1.1, but not in 1.0.

I too look forward who it is, but the only slight problem would be the sprites which I heard they are very large in file size (Even bigger than your SSBU renders in gigabytes) and need to be heavily compressed.

Although Dronekillers Fillia seems to be only being 20 MB in her sff file, Which is good. 2.0.0.0 version of sprites btw
So with some good compression, they could be kinda light. (Big band is what you need to be afraid of tho :P.)
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Uzuki Shimamura on April 25, 2022, 02:41:34 pm
Merkava has a same error as Jin, Hyde, and Ky, that you can't do I, Persistently Cling after (Yugusic's) Uzuki deflects it.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: sergioprft on April 25, 2022, 10:23:19 pm
pls tell me Marx will have a astral finish
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: OHMSBY on April 26, 2022, 02:32:48 am
I'm back with the feedback for the other characters mostly regarding the debug errors. While I was checking out the rest, I also happened to find more of them missed on the previous ones (Which I didn't noticed previously as I only focused on the throws on P2 side mostly and conveniently encountered them at the time):

Merkava has a same error as Jin, Hyde, and Ky, that you can't do I, Persistently Cling after (Yugusic's) Uzuki deflects it.

All fixed.



These are the numbers set on the mugen.cfg using the MICA Final Version Edition 1.0 screenpack and I don't believe I have touched them other than the screen's width and height:
HelperMax = 56
LayeredSpriteMax = 2048
SpriteDecompressionBufferSize = 16384

Do you think they need to be any bigger? I left them as is as I didn't want to accidentally mess with anything on the screenpack.

Increasing HelperMax won't do anything since it is already at its maximum value. SpriteDecompressionBufferSize should probably remain as is, increasing it by too much may make the engine run slower. You should be safe to increase LayeredSpriteMax by an amount that you see fit, and doing so will not affect the screenpack in any way.

Gotta like the stage too, it's like a mixture of both Super Stars and SSBUs stage, doesn't it?

Precisely. It's a recreation of his KSS stage using assets from his SSBU stage.

pls tell me Marx will have a astral finish

It's going to work very differently from all the rest, but he will have one.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: SuperScratchkat on April 26, 2022, 02:58:54 am
holy shit marx!! is he gonna be playable or is he boss-only?
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: OHMSBY on April 26, 2022, 06:27:33 am
He's specifically designed to be an AI controlled Boss, but he will be playable.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Little Fox: Tres Truenos on April 29, 2022, 06:34:04 am
Hey OHMSBY, where does this model of Marx come from? Did he come from Kirby All Star Allies(KASA) or Smash Ultimate? Can't tell because the his base form reminds me of how he looks in KASA, but his boss form looks like it could be from either Ultimate or KASA. Also how will this little guy play like? Will he fight normally until his health reaches a certain point and he turns into his boss form? Or will he start in his boss form and he'll then change into his regular when you do enough damage to him?
 And here's a hypothetical question: If you were to ever make a Sol Badguy in a BBTAG style, would he have enough voice clips for a special intro with your version of Ragna like Ky Kiske has with Jin Kisaragi?
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Mintloid on April 29, 2022, 10:07:16 pm
Hey OHMSBY, where does this model of Marx come from? Did he come from Kirby All Star Allies(KASA) or Smash Ultimate? Can't tell because the his base form reminds me of how he looks in KASA, but his boss form looks like it could be from either Ultimate or KASA. Also how will this little guy play like? Will he fight normally until his health reaches a certain point and he turns into his boss form? Or will he start in his boss form and he'll then change into his regular when you do enough damage to him?
the model(s) is from SSBU, you can tell because he looks dead inside. :V

Also OHSMBY stated that Marx will only be in his boss form. Best used as an AI controlled character, and once his health is at Zero in the final round (round 2, 3, or depending on your fight.def settings) He returns to normal leaving with a choice to hit him once more with any move that you desire to use.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: DauntlessMonk7 on May 01, 2022, 03:35:37 am
He's specifically designed to be an AI controlled Boss, but he will be playable.

That sounds cool. What plans do you have for his boss-like status in terms of mechanics?
I saw that apparently, he doesn't have the Burst icon anywhere, so I'm assuming he can't use Burst/Ultra Burst, but what about stuff like dodging, EX Moves, regular supers, etc?
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Little Fox: Tres Truenos on May 01, 2022, 03:40:19 am
Ahh ok now I see where his model is from. Thanks Vocalnoid!
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Francis Fox on May 13, 2022, 05:40:19 am
Very good character so far. I especially love your Vlov and Kohaku.
Question: Aside from your NOY update, have you come up with new stuff for your characters like power charge or an image show up when they activate ultra burst just like MBTL ?
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Little Fox: Tres Truenos on May 13, 2022, 02:45:55 pm
Hey OHMSBY, how have you been lately? If you don't mind me asking, is there any specific inspiration for the special intro between Ky and Jin? Or was it just something you thought would be cool to include between them? Also have you ever played Power Rangers: Power Of The Grid and if so what were your thoughts on it?
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: OHMSBY on May 15, 2022, 04:08:23 am
Question: Aside from your NOY update, have you come up with new stuff for your characters like power charge or an image show up when they activate ultra burst just like MBTL ?

I don't want to get into specifics just yet, but there will be another large scale update like NOY fairly soon.

If you don't mind me asking, is there any specific inspiration for the special intro between Ky and Jin? Or was it just something you thought would be cool to include between them?

I just thought that it was a necessity for them to have a special intro with each other considering they they are both the "Ken" of their respective franchises, and I happened to find voice clips between the two that happen to work well with one another.

Also have you ever played Power Rangers: Power Of The Grid and if so what were your thoughts on it?

I have not. It looks cool though.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: The Blind Furry on May 16, 2022, 11:30:44 am
Hey OHMSBY, hope you’re well!

Would you ever consider doing PlayStation All Stars characters in your style?

There was also this that I found that has all the smash models from what I can see. https://www.vg-resource.com/thread-34836.html
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Uzuki Shimamura on May 18, 2022, 05:26:39 am
Not sure if this is an error or not, but both Jin and Ky can recover when I do an air combo with Uzuki.
https://streamable.com/md4uu9
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: OHMSBY on May 18, 2022, 06:35:00 am
Would you ever consider doing PlayStation All Stars characters in your style?

I'm not quite as familiar with that game as I am with Smash Bros, so I dunno.

Not sure if this is an error or not, but both Jin and Ky can recover when I do an air combo with Uzuki.
https://streamable.com/md4uu9

If the opponent isn't supposed to recover from that last hit as soon as Jin did, then it's Hitdef needs to have it's fall.recovertime increased. If that Hitdef doesn't have a fall.recovertime, then it needs to be added.
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Little Fox: Tres Truenos on May 19, 2022, 11:00:56 am
Speaking of Playstation All Stars, what is your overall opinion of the game? I thought it was cool but if suffered from a confusing gameplay mechanic that made it hard for newcomers to understand, which is ironic because if the game copied the same formula of Smash the game would have been more successful. And also I like the addition of the Rival Cutscenes, mainly because it was a cool way to show the characters interact with each other, even if some of the reasons why they fight each other are kind of goofy(Like Sweet Tooth fighting Kratos because Kratos destroyed his ice cream cone and wouldn't pay for it). Honestly my favorite rivalries would have to be classic Action games icons like Jack and Daxter and Ratchet & Clank going at each other, Raiden and Cole Macgrath going at it and Issac Clarke vs Zeus mainly for Isaac having balls of Titanium for standing against the Zeus and evening catching a lighting bolt from him in Zeus version of the cutscene. This line alone absolutely sells the cutscene
Issac Clarke: "I know the dangers of men convinced that they're gods. If I'm what stands between you and civilazation, then I'm putting a end to this...Now!"

Here's a link of the cutscenes so you can see how goofy yet cool that they can be.
https://youtu.be/c57kt2MGP28
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: The Blind Furry on May 19, 2022, 12:15:20 pm
I honestly love PS All Stars so much. It's genuinely one of my favourite games.

Ratchet main all the way.

(If you ever do PS All Stars characters Ohmsby, I would love Ratchet or Sly--)
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Takanashi Hoshino on May 21, 2022, 09:41:02 am
Quick question: Will you ever do more Smash boss characters in the future? Just like you made Marx
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Resentone on May 21, 2022, 11:53:02 am
A little curious, when will you release the system update?
Title: Re: [OHMSBY Thread]: Merkava Released (04/17/22)
Post by: Mintloid on May 21, 2022, 12:44:49 pm
Quick question: Will you ever do more Smash boss characters in the future? Just like you made Marx
I heard they said that Dracula and/or Master Hand could be possible choices in the works, but lets just wait and see how Marx plays like to ourselves, cause his gameplay just dropped now.
Link for anyone who's interest to see: https://www.youtube.com/watch?v=xrsvqtPjKQQ
Spoiler, click to toggle visibilty

A little curious, when will you release the system update?
At the end of Marxs vid, there's a small Overdrive icon under the lifebar. (it looks cool too, it's a nice callback to Central Fiction) So you'll know that its coming soon.
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: OHMSBY on May 23, 2022, 01:23:43 am
Marx has been released along with his stage.

Just like my more recent Blender projects, Marx requires a patch to be played on MUGEN 1.0, which you can get here:
https://drive.google.com/file/d/1PtTnAYGaIlup7q5hcBtKlVJpxD-j7Yw4/view?usp=sharing (https://drive.google.com/file/d/1PtTnAYGaIlup7q5hcBtKlVJpxD-j7Yw4/view?usp=sharing)

The stage can only be used in MUGEN 1.1 and IKEMEN GO. I may make a 1.0 version later, but it may have to be heavily compromised in order to make it happen.

(https://i.imgur.com/WYSsmoU.png)

Spoiler: More Screenshots (click to see content)

Get Marx here:
https://drive.google.com/file/d/1_FAiGXV6lP1iZFAmxYVx7nuwS0IVn3ji/view?usp=sharing (https://drive.google.com/file/d/1_FAiGXV6lP1iZFAmxYVx7nuwS0IVn3ji/view?usp=sharing)

Get Marx's Stage here:
https://drive.google.com/file/d/1_sgYi9Ey1VfcWD5mBk5g37_6xmT_9I_X/view?usp=sharing (https://drive.google.com/file/d/1_sgYi9Ey1VfcWD5mBk5g37_6xmT_9I_X/view?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Quick question: Will you ever do more Smash boss characters in the future? Just like you made Marx

I fully intend to, yes.

A little curious, when will you release the system update?

The system update will start being rolled out alongside Aoko's release.
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: ZolidSone on May 23, 2022, 02:34:45 am
Great work on Marx. I wanted to share this very minor inconsistency:
(https://i.imgur.com/DCqCBxo.png)

He appears very stretched when he reappears back during a teleport. I originally wanted to pm you about that a few days ago, but I didn't bother as I figured it may be intentional. He just doesn't appear like that shown if he used other moves or during his intro/winposes. To be honest, I kind of like it as it's a quick way to tell whether he used the teleport or not. If not, don't know if you want to fix the stretchiness for the teleport or make him stretched for the other moves to keep it consistent.

As for your next character Aoko as I noticed on the preview screenshot, her small portrait is laterally inverted and facing the opposite direction. Her small and big portraits are supposed to be default facing right as that's how it was in the original game:


Edit: Also since Kirby will get another update, I was thinking about some more additions to his copy abilities list. I thought about conjuring a list representing Smash clones since users here brought up PlayStation All-Stars Battle Royale. That also means Nickelodeon All-Star Brawl and MultiVersus will be mentioned. You already have some of the characters on there already, so it should be too difficult to type up.
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: DauntlessMonk7 on May 23, 2022, 02:49:52 am
Marx has been released along with his stage.

Marx is pretty good, OHSMBY. Really difficult, too.
I did notice something when trying to fight him with Vans's Omega Rugal, though:
After lands a physical hit, the rest of his attacks can't hit Marx.
I think it's more an issue with the KOF WLS system Vans uses, though.
I had a similar issue with Kamekaze's Omega Rugal.
Still, I wanted to point it out.
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: bass30655 on May 23, 2022, 03:32:58 am
Great boss even better with tag mode (add004 or unotag)

Tips: remember the dodge button existed and back air dash are your friend for phase 2
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: Uzuki Shimamura on May 23, 2022, 08:21:19 am
Found an error where (sometimes) Jin could freeze in a short time when I hit Marx with Hirensou.
https://streamable.com/3j12uf
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: Vinnie on May 23, 2022, 08:44:11 am
With the release of Marx, I have a quick heads-up that you may find it informative.
From what I can tell, you might want to take a look at characters who have p2stateno in their hitdefs soon. The fact that Marx cannot be sent to custom states makes it pretty self-explanatory to say that he is immune to command grabs and some special moves. But aside from just grabs, there are some attacks that can do it too. For example falling down, hitting the ground/corner or causing the opponent to stagger. Ky's 5C or Tager's last hit of Magna Tech Wheel and I suppose that some of your characters are also having this issue where their attacks just don't register with Marx at all.  I think Targetstate would do the job better than p2stateno here but just a quick feedback you can take note for your future updates.

As for your next character Aoko as I noticed on the preview screenshot, her small portrait is laterally inverted and facing the opposite direction. Her small and big portraits are supposed to be default facing right as that's how it was in the original game:
[youtube]https://www.youtube.com/watch?v=sSaXE9HFoDM[/youtube]
I assume that Aoko's portrait was flipped to the opposite side in this case was because she was controlled by player 1, the same thing to say with Shiki's portrait on player 2. If you take a look at her portrait on Mizuumi, you will find that he actually did it right.
https://wiki.gbl.gg/w/Melty_Blood/MBTL/Aoko_Aozaki

Edit:
Found an error where (sometimes) Jin could freeze in a short time when I hit Marx with Hirensou.
https://streamable.com/3j12uf
Yeah, this is also one of the examples I'd like to mention when it comes to the issue that Marx cannot be sent to custom states. Jin only performs the second strike if the opponent is blocked by the ice block and low enough if the first hit is connected.
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: PotS on May 23, 2022, 11:14:03 am
This is a fantastic (boss) character. Well done.

I like how well thought out things are. Some things feel overpowered at first, but once you figure them out they feel just right (my feedback got shorter as I played more, haha). For instance I thought Portal Crawl was too hard to avoid until I figured out the pattern, or how I realized we should preserve our super meters to hit him out of Laser.

A few things:

- Eyeballs deal a bit too much hit/block stun
- Cutter Blades can't be blocked at point blank because they hit on frame 1. I think this also happens with Eye Dropper and Ice Bomb
- Ice Bomb disappears before it leaves the screen while zoomed out (tested 0.5 zoom). If Marx is in a corner it disappears immediately
- Black Hole can't be escaped by characters without fast dashes, teleports, etc. I suggest making the vacuum weaker if P2 is mashing the back direction
- The camera zooms out when he's defeated. Not sure if it's intentional or what the point is
- If you increase the number of rounds from 3 to whatever, his KO stops working properly
- His round 2 Laser variation really got me good, hehe
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: Mintloid on May 23, 2022, 01:57:26 pm
I didn't seem to find much feedback so far, but...
JESUS! I was expecting Marx to a be cakewalk, but He done did me way too good (I'm still glad he has a configuration file, or else things would've gone off the trail, and yes u can blame me for not getting gud. Nuff said :V ), and yet I'm still loving it. :joyful

I thought Portal Crawl was too hard to avoid until I figured out the pattern, or how I realized we should preserve our super meters to hit him out of Laser.
- Black Hole can't be escaped by characters without fast dashes, teleports, etc. I suggest making the vacuum weaker if P2 is mashing the back direction
- His round 2 Laser variation really got me good, hehe
As I (kinda) said, Marx has a configuration file that has a couple of changes you can make for difficulty adjustment such as black hole strengh, attack wait time, and of course his Laser damage interruption threshold.

Here's what I did to mine and feel free to copy if you want. (although I would recommend setting to 3 for the pull strength and between 150-175 for Laser interruption):
Code:
;Black Hole Pull Strength
[State 5900, 1]
type = Varset
trigger1 = 1
var(44) = 5
;This value determines how quickly the Black Hole attack will pull the opponent in
;Setting this to anything higher than 25 will likely cause unintended behavior
;Default value is 8

;Timer Toggle
[State 5900, 1]
type = Varset
trigger1 = 1
var(45) = 1
;Setting this value to 0 will allow the timer to count down while fighting Marx
;The timer will still freeze when Marx has been reverted back to his original form
;Default value is 1

;Attack Wait Time (Phase 1)
[State 5900, 1]
type = Varset
trigger1 = 1
var(47) = 150
;This value determines how much time in frames Marx waits between attacks when controlled by the AI
;60 frames is equal to 1 second
;Default value is 140

;Attack Wait Time (Phase 2)
[State 5900, 1]
type = Varset
trigger1 = 1
var(48) = 150
;Same as above, except this value applies after Marx has lost a round
;Default value is 90

;Laser Interruption Damage Threshold
[State 5900, 1]
type = Varset
trigger1 = 1
var(49) = 200
;This value determines how much damage needs to be dealt to Marx in order to interrupt his laser charge
;Default value is 400

Can't wait to see what else is in store for your next set of characters OHMSBY!

:iloveyou: GO YOU! :iloveyou:
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: sergioprft on May 23, 2022, 11:20:23 pm
The only feedback l can give to Marx is that his laser does a lot of damage when blocking it.
Title: Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)
Post by: Francis Fox on May 24, 2022, 03:22:32 am
The world boss has finally arrived to MUGEN. I struggled to defeat him with Shana and Yu. A pro tip to dodge his black hole is to keep jumping back and press the dodge button like there is no tomorrow and hope that you won't get stuck to it. I find that grapplers or heavy characters like Tager, Blitztank and Waldstein has no way to avoid them due to their low mobility tho. So I don't think that they will be a nice choice to fight Marx.

As for the boss, absolutely amazing. I could say that this man is creating some of the dopest stuff for MUGEN community. Not to mention, his next character is Aoko Aozaki and I CAN'T wait to see her. This is something that will worth the wait of everybody. If you don't mind me raising a question, how did you come up with the idea of making a boss character and other characters in general ? Have you ever run out of idea temporarily and how did you deal with it ?
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: OHMSBY on May 24, 2022, 07:05:27 am
Thanks for the feedback. Time for a few updates.

Quote
Marx
-Reduced Pausetime, Hitstun, and Fall Recovertime from Eyeballs
-Fixed an error where certain attacks are unblockable at point blank
-Fixed an error where Ice Bomb won't detonate if Marx spits it out while outside of the screen
-Fixed an error where the Screen zooms out after Marx is defeated on a stage that uses tensionhigh and tensionlow
-(Hopefully) fixed an error where Marx would sometimes not bounce around the screen properly on defeat
-Added Config options for Black Hole Pull Resistance and Phase 2 Activation (See Config file for details)

Jin
-Jin now only goes into waiting before Hirensou's follow up if he currently has a target rather than if the first hit connected

Hilda
-Hilda now teleports during jBB according to the direction she is facing rather than the direction the opponent is facing




I'm already aware of p2state hitdefs on my characters whiffing on hitoverrides. A few of my characters have already been converted ahead of time to using targetstate for their non-throw moves, and the rest will be updated during the new system update.

The only feedback l can give to Marx is that his laser does a lot of damage when blocking it.

That's kind of the point. There wouldn't really be any urgency to stop his laser charge if you could just block it and only suffer just a little bit of chip damage.

If you don't mind me raising a question, how did you come up with the idea of making a boss character and other characters in general ? Have you ever run out of idea temporarily and how did you deal with it ?

More often than not, I tend to choose my projects based on whether or not there is an opprotunity to try something new, and making a boss character was definitely something new. I haven't ran out of ideas yet, but I would just simply take a break if I do.
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: Little Fox: Tres Truenos on May 30, 2022, 01:41:24 pm
Hey dude, how's it going? Since Marx has been released, what was the development process like with this guy being your first boss character? Also did Marx change up your scheduling of making characters or is everything pretty much the same? And by the way nice using the Central Fiction burst icon. It's pretty cool since I haven't seen any other Mugen characters that used the burst icons from the Blazblue series.
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: OHMSBY on June 01, 2022, 06:30:38 am
So Kirby is getting two new copy abilities to go along with the new system update: Tornado (https://streamable.com/v64zkm) and Ranger (https://streamable.com/mvsnue).

So that means I'm going to need some Characters to add as triggers for these two new abilities, and the existing list of triggers will likely have to be rearranged as well.

If any of you have suggestions for characters that would give Kirby either the Tornado or Ranger abilities, please let me know.



Since Marx has been released, what was the development process like with this guy being your first boss character? Also did Marx change up your scheduling of making characters or is everything pretty much the same?

It was an interesting project. I found that there were less things to worry about in general when working on a Boss Character that is specifically designed to be fought against, but that doesn't mean that there weren't a few new hurdles on the way. It was fun overall and I look forward to the next time I work on a Boss.

Also, all of my projects are planned out far in advance, so there weren't any sort of schedueling conflicts.

Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: Solid Snivy on June 01, 2022, 07:02:17 am
I guess with me, I know I had Eustace be set with Plasma on the Granblue Versus side of characters in the past. But with Ranger now being in Kirby’s arsenal of Copy Abilities, you could always just move him over to that part of the list if it fits better.

Though here’s what I got so far (assuming you hadn’t planned some of these characters to be added in advance or they already got slotted into a different copy ability):

Tornado:
Archetype: Earth (Melty Blood: Acress Again Current Code) (Mainly thinking about IQS, Ina and 41’s versions here)
Aya Shameimaru/Aya (Kohaku’s version mainly comes to mind)
Storm (Plasma also works)
Yukari Takeba
Air Man
Rashid

Ranger:
Sion Eltnam Atlasia/Eltnum
Rentaro Satomi
Tatsuya Shiba
Fox McCloud/Fox
Falco Lombardi/Falco
Wolf O’ Donnell/Wolf
Inkling
Whip
Rosa Ushiromiya
Joker (Persona 5)
Naoto Shirogane
Happy Chaos (this also includes Ichida’s Blissful Adachi)
Petra (Arcana Heart)

(…can you tell that I had an easier time thinking up characters for Ranger than I did for Tornado)

The one thing I’m curious about for now though is with Exceed Accels being a thing in your characters, will some of them end up being changed a bit? Cause I know Dungeon of Serpents was Terumi’s Exceed Accel in Central Fiction, while it’s his Distortion Drive here.
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: Uzuki Shimamura on June 01, 2022, 08:15:09 am
I found an error for Ruby when the opponent won't recover after getting hit by her jC many times, making an infinite combo.
https://streamable.com/0ha861
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: Insert Account Name on June 01, 2022, 09:27:39 am
Pretty good characters. Only their AI are unfair. Any idea how to lower it down or turn it off?
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: ZolidSone on June 01, 2022, 12:31:36 pm
Along with the ones Solid Snivy already mentioned, these are what comes in mind since I mentioned a few characters from my lists in the past:

Tornado:
-Sanae Kochiya
-Ayu Tsukimiya

Ranger:
-Oda Nobunaga
-Makoto Sawatari
-Reisen Udongein Inaba
-Bayonetta
-Hol Horse
-Panty "Panty Anarchy"

Been wanting Panty to have compatibility since Stocking, now she finally has an copy ability that fits her.

Ranger:
Fox McCloud/Fox
Falco Lombardi/Falco
Wolf O’ Donnell/Wolf
I like your list and some of them can work with character shared names and Sion Eltnam Atlasia could be a variation from Sion Tatari. Although for these 3, I personally think Falco and Wolf should stay with what they have currently. If you give all 3 Star Fox characters the same copy ability, there would be no variation if you fight them in a turns match.

Also, here's the list for the Smash clones now updated with the other two abilities:
Spoiler, click to toggle visibilty
Wanted to wait until MultiVersus had more characters announced, but I'll make due with what I have for now. As usual, feel free to make changes if you think a different one is better for them. I'm glad you decided to come up with more copy abilities. Some of these characters are much more difficult to consider for certain abilities.
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: DauntlessMonk7 on June 01, 2022, 08:22:58 pm
So Kirby is getting two new copy abilities to go along with the new system update: Tornado (https://streamable.com/v64zkm) and Ranger (https://streamable.com/mvsnue).

So that means I'm going to need some Characters to add as triggers for these two new abilities, and the existing list of triggers will likely have to be rearranged as well.

If any of you have suggestions for characters that would give Kirby either the Tornado or Ranger abilities, please let me know.


In terms of Tornado, I think a few characters that would be good for that are Joe Higashi, B.Jenet, and Goenitz, since they all have wind specials as part of their move-sets.

Not sure about Ranger, though. Maybe Dante & Deadpool?

Also, Kirby’s Crash Exceed Accel looks really cool. One question, though:
Are Terumi & Azreal getting new supers, since the QCB supers they have now are basically their Exceed Accels in source?
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: Karl/Karla on June 01, 2022, 09:49:38 pm
Me being a comic fan has to suggest Red Tornado for Tornado, and Commissioner Gordon for Ranger. Also add Det. Garret Laurel for that matter.
Title: Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)
Post by: Solid Snivy on June 01, 2022, 10:09:14 pm
I like your list and some of them can work with character shared names and Sion Eltnam Atlasia could be a variation from Sion Tatari. Although for these 3, I personally think Falco and Wolf should stay with what they have currently. If you give all 3 Star Fox characters the same copy ability, there would be no variation if you fight them in a turns match.
Fair point. Never really gave it that much thought, so at most I'd say Fox should be added onto the Ranger copy ability list.
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: OHMSBY on June 02, 2022, 05:23:34 am
Thanks for the suggestions, Both copy abilities have a pretty size-able list of triggers to start with now.



I found an error for Ruby when the opponent won't recover after getting hit by her jC many times, making an infinite combo.
https://streamable.com/0ha861

Fixed.

Pretty good characters. Only their AI are unfair. Any idea how to lower it down or turn it off?

Go into the Character's cmd file and delete everything below the line that says ";AI" to revert them back to MUGEN's default AI.

The one thing I’m curious about for now though is with Exceed Accels being a thing in your characters, will some of them end up being changed a bit? Cause I know Dungeon of Serpents was Terumi’s Exceed Accel in Central Fiction, while it’s his Distortion Drive here.

Also, Kirby’s Crash Exceed Accel looks really cool. One question, though:
Are Terumi & Azreal getting new supers, since the QCB supers they have now are basically their Exceed Accels in source?

In case like these, their exceed accels will either be supers that they had previously and don't currently have, or they will get new exceed accels entirely.
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: The Blind Furry on June 02, 2022, 01:07:00 pm
Can't wait to see the new system updates! Question, for BBTAG characters like Ruby or Yang will you be using the Resonance Heat variations of their moves for exceed accels?
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Kamui_De_Los_Vientos on June 02, 2022, 11:20:24 pm
Here is mine for Kirby

Sword:
-Hayato Kanzaki
-Zero(Megaman X/Zero)
-Featuring Dante From The Devil May Cry Series
-Featuring Vergil From The Devil May Cry Series
-Featuring Nero From The Devil May Cry Series
-Sodom/Katana
-Genjuro Kibagami
-Yoshitora Tokugawa
-Foxy(KOF)
-Haohmaru
-Moriya Minakata
-Hibiki Takane
-Charlotte Christine de Colde
-Ukyo Tachibana
-Slash(Waku Waku 7)
-Polnareff
-Anubis(Chaka/Khan/Black Polnareff)
-Youmu Konpaku(Nep Heart's Version)
-Bishamon
-TaskMaster
-Silver Samurai
-Kenshin Himura
-Mononofu
-Alisa Illinichina Amiella
-Cloud
-Squall
-Sephiroth
-Yggdra
-Trunks

Cutter:
-Kung Lao
-Cham Cham
-Basara Kubikiri
-Leona Heidern
-Oswald(KOF)
-Jedah
-Rei(Hokuto No Ken)
-Marrow
-Kumagawa Misogi

Fire:
-Scorpion
-Liu Kang
-Agumon
-Portgas D. Ace
-Natsu Dragneel
-Sanada Yukimura
-Dhalsim
-Ken Masters
-Gill
-Kazuki Kazama
-Kyo Kusanagi
-Ash Crimson
-Billy Kane
-Ralf Jones
-Jimmy Lee/Jimmy Lewis
-Gunter
-Magma Dragoon
-Makoto Shishio
-Jecht
-Avdol
-Blaze The Cat
-Kishima Kouma
-Diablo(Primal Rage)
-Bowser

Ice:
-Sub-Zero
-Chill Penguin
-Sasquatch
-Kolin
-Gill
-Kula Diamond
-Rimururu
-Petshop
-Blizzard
-Dio Brando(Phantom Blood/Stardust Crusaders)

Plasma:
-Necro
-Urien
-Blanka
-Victor Von Gerdenheim
-Magneto
-Electro
-Thor
-Shazam
-Rainbow Dash
-Jailbot
-Michael Roa Valdamjong
-Kaede(Last Blade)

Beam:
-Tessa/Tabasa
-Marisa Kirisame(Kohaku's Version)
-Ingrid
-Bubblun
-Dr.Doom
-Dr.Fate
-Kano
-Nova
-Jubilee

Bomb:
-Kira Yoshikage/Kosaku Kawajiri(David Bowie)
-Dynamite Headdy

Hammer:
-Super Mario
-Super Luigi
-Amy Rose
-Steel

Mirror:
-Athena Asamiya
-Chizuru Kagura
-Rose
-Majin Buu
-Cell
-Seth(Street Fighter)

Suplex:
-Angel
-Ramon
-Tizoc/Griffon/King Of Dinosaurs
-Raiden/Big Bear(Fatal Fury)
-Neinhalt Sieger
-Earthquake(SamSho)
-Goro Daimon
-Clark Steel
-Shigen Naoe
-Hulk
-She-Hulk
-Juggernaut
-Zangief
-Alex
-Hugo
-R.Mika
-Abel
-T.Hawk
-Birdie
-E.Honda
-Jax/Jackson Briggs
-Potenkin
-Bane
-Killer Croc
-Shizuo Heiwajima
-Jiren
-Broly
-Kanji Tatsumi

Yo-yo:
-Ness
-Bridget
-Joseph Joestar/Jojo

Needle:
-Baraka
-Mileena
-Sonic

Ninja:
-Guy
-Ibuki
-Mukuro/Kenji
-Naruto
-Eiji Kisaragi
-Malin
-Galford
-Hanzo
-Fuuma
-Deadpool
-Batman
-Nightwing
-Robin(DC)

Tornado:
-Storm(X-Men)
-Miles Tails Prower
-Fluttershy

Ranger:
-Jill Valentine
-Chris Redfield
-Claire Redfield
-Leon S. Kennedy
-Saki Omokane
-Michelle Heart
-Unknown Soldier
-Megaman(Classic/X/Volnutt)
-Jagi
-Cable
-Jason Todd
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: DauntlessMonk7 on June 03, 2022, 06:38:55 pm
Also, Kirby’s Crash Exceed Accel looks really cool. One question, though:
Are Terumi & Azreal getting new supers, since the QCB supers they have now are basically their Exceed Accels in source?

In case like these, their exceed accels will either be supers that they had previously and don't currently have, or they will get new exceed accels entirely.

Ah, sounds good, thank you, OHMSBY. ^w^

If it’s alright for me to ask, are there any tentative plans for characters besides Kirby to get any new/reworked moves/mechanics with the update, other than their Exceed Accels?
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: OHMSBY on June 11, 2022, 08:41:01 am
I think now's a good time to share the details on the new system update.

Spoiler: The EXA Update (click to see content)

If it’s alright for me to ask, are there any tentative plans for characters besides Kirby to get any new/reworked moves/mechanics with the update, other than their Exceed Accels?

There will be some more extensive character specific changes as well.

Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Ex☆Cham on June 11, 2022, 09:02:55 am
Okay, i like this update from a visual standpoint (can't judge gameplay without testing--).

One thing that been wondering as someone who edit these characters to fit the custom settings of the screenpack and lifebars I use:

Would it be possible to add a Code, which allow to change the position (maybe size too?) of every layer and variable code that forms the BURST icon(s) so there be the option to change it in case it doesn't display properly (aka on top of main portrait, turns portrait, lifebar, ect) with the set of lifebars you choice?
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Resentone on June 11, 2022, 10:03:42 am

May I ask on where did you get the raw persona 4 cut ins? Was scrounging around sprites resources and haven't got much luck.
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: sergioprft on June 11, 2022, 02:02:06 pm
Do me a favor (again) and show me Meta Knight's Exceed Accel

l really love those system changes also
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Mintloid on June 11, 2022, 03:16:29 pm
BURST SYSTEM OVERHAUL
-New Burst Icon that also turns red when Not Over Yet is active.
-Burst now slowly regenerates overtime after use and does not fully regenerate between rounds.
-The rate of regeneration scales according to how much health has been lost.
-Burst meter is also gained on hit based on the amount of damage taken.
-When not over yet is active, the amount of meter gained is increased in both cases.

EXCEED ACCEL (https://streamable.com/rtyior)
-Triggered by pressing Y+Z when Ultra Burst is active.
-While it doesn't deal as much damage as most Distortion Drives, it has minimal damage scaling.
-Does not cost meter, but will immediately end Ultra Burst after use.
-Cannot be Rapid Canceled.
-Becomes upgraded when Not Over Yet is active. (https://streamable.com/78y960)
-Holding down Y+Z during an Ultra Guard Cancel will immediately follow up with the Exceed Accel after the animation finishes. (https://streamable.com/vccpm8)
-Hitting the opponent with an Exceed Accel will refill the Burst Gauge by 30% and will prevent the Burst Gauge from overheating.

OVERHEAT (https://streamable.com/is56ts)
-Burst gauge becomes overheated either when Ultra Burst runs out or if the Exceed Accel or Astral Heat is unsuccessful.
-An overheated burst gauge won't be able to regenerate for a set amount of time and will cause the power meter to slowly drain throughout the duration.
-Overheat is immediately removed between rounds.
-Astral Heat will not be available during Overheat even if you manage to have enough meter for it.

NEGATIVE PENALTY (https://streamable.com/23xuiy)
-Performing too many consecutive back dashes or dodges will trigger a Negative Penalty, which immediately sets your meter and burst gauge to zero and puts you into overheat status.
-You will receive a warning before you get a Negative Penalty
-Moving toward and attacking the opponent will make the warning subside.

MISC
-Type Lumina style Super Jump. (https://streamable.com/00jvao) Heavier characters such as Blitztank have reduced distance on their super jumps. Triggered by tapping Down then Up in quick succession.
-A+B+Forward and A+B+Back are now macros for Double Tap Forward and Double Tap Backward respectively, Making instant air dashes easier to pull off.
-Significantly reduced knock back from a regular burst on block.
-Ultra Burst Cut-ins are no longer exclusive to the Persona cast.
-The base amount of time for Ultra Burst has been increased.
-Ultra Burst Timer will no longer increment during the initial Ultra Burst state.
-A successful Astral Heat will set the Burst Gauge to zero on the next round, assuming that the match isn't over.

Now this is MY kind of update! :mmhmm:


Although I do have some concerns, as well as regarding to the past update (NOY)
some doesn't seem to matter too much, since I do have beefy pc specs now, but these are just for some people who either use 1.1 and ikemen only, have older computer specs, like making bigger rosters, etc.

1. With the addition of the new burst Icon, as well as the timer length bar, is there any minor increase to sff filesize? I did a test to see what were the previous amount of KB was inserted to the burst icons which include BURST, ULTRA BURST, THE RED X, ULTRA BURST TIMER, and EMPTY BURST. (I might have to recheck again, ff3 doesn't like to save sometimes. :V)

-I used Yang as an example here.

BEFORE:
(https://i.imgur.com/x67X9cG.png)

AFTER:
(https://i.imgur.com/zgNYs5V.png)

and overall to my surprise, despite being hi-res sprites, it only seems to be a very small 134KB increase. So I guess the changes will be little apparently.

2. (from NOY update) The Ultra Burst BG is a bit heavy in size, arranging to a 3745KB (Still using Yang), and most characters make use of their Astral BG with Explods, which is a single sprite. Was that the only best BG you could find for Ultra Burst, or would more additional explods for the Ultra Burst background mess up your chars? (I'm not an expert on this, So I was just learning about Explods long ago.)
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Little Fox: Tres Truenos on June 12, 2022, 02:24:16 am
Hey OHMSBY, how did you come up with the new ideas and mechanics of this version of the Burst system, like the new icon for example, which is pretty cool because as far as I know there hasn't been any other mugen character that uses the Burst icon from Central Fiction. Also what's the name of the stage that you used at the end of Marx's showcase video and the steamable videos you used to showoff Kirby's two new copy abilities?
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: ZolidSone on June 12, 2022, 12:10:22 pm
Alright, I think it's about time for me to point out which attacks doesn't hit Marx plus any unrelated feedback if any:

Yang:
-Too Hot to Handle
-The air version of Strawberry Sunrise still has increased cornerpush when it hits opponents in the air.

Ruby:
-Any hit from Gun Blast.

Mika:
-66B and the first hit of Mika Revolution when whiffed.

Ragna:
-The 2nd hit of 5BB and Carnage Scissors.
-5BBB has no step sounds when he starts running.
-Hitting Marx with Blood Scythe causes has no target with hit id -1 debug errors.

Mai:
-The first hit of Sylvan Hurricane Assault.

Gordeau:
-5B (Causing you to unable to do the rest of the command normals), the first and last hit of B Percise Aim, last hit of Aerial Aim when it connects and the 4th hit of Turbulence.
-Mortal Slide: Divest will connect the first two hits, but the 3rd will not connect and make him jump in the air without grabbing.

Azrael:
-66A, charged 5C, charged jB and both charged versions of Hornet Bunker and Valiant Crash.
-Hitting Marx with 5BB and Hornet Bunker causes has no target with hit id -1 debug errors.

I find it odd that the non-charged version of Hornet Bunker connects while non-charged Valiant Crash doesn't.

Terumi:
-Dungeon of Serpents
-Seprent's Cursed Sting can still perform the grab animation when the two hits successfully connects (Hitsparks appear on Marx, but deals no damage to him).

Wagner:
-jC and the last hit of EX Kugel Blitz.
-The vignette effect will still play if the previous hits on Uber Wackenroder connect, but the last hit does not.

Waldstein:
-5AAA without the grab and the 2nd hit of 5BB.
-5C causes expression truncated to integer debug errors.

Robo Weiss:
-The player meter on Stabilisieren gives a explod facing param must be 1 or -1 debug error.

Misaka:
-EX Electro Shock

Kuroko:
-The first hit of 5AAA, 5C, jC and How Careless when successfully countered.

Kokonoe:
-The bullet fire of Absolute Zero V4.32 (It also pushes the camera forward).
-The gauntlets on B Broken Bunker Assault V2.21 disappears by frame if it successfully connects.

Tager:
-The last hit of Magna Tech Wheel.
-The dusts when touching the ground or walking still share the palfx as they glow along with him when dodging.

Yu:
-66A.

Quote:
-Polar Star A and B.

-Akatsuki:
-The swish effect in front during A Armor Piercing Kick follows him after rapid canceling.

Issac:
-Mom from the D6 (Would make a huge disadvantage since Issac is the only one who could be hit by it).

Thief:
-The last hit of 5AAAA and Whirlwind.

Ky:
-5C.

Lina:
-Hitting Marx with jC causes has no target with hit id -1 debug errors.

Vlov:
-The first hit of Burya Lev.
-Ice, Memory on the 2nd use sometimes gives a no parent for parentvarst debug error.

Piranha Plant:
-The first hit of Rapid Chomp connects, but it causes a bunch of has no target with hit id -1 debug errors.

I also noticed there are some debug errors on certain characters if they hit Marx specifically. There's a bit of inconsistency where certain moves hit and doesn't do the rest of the distortion drives, while some does and got bugged like Terumi or they simply not hit at all. I think those should deal a single hit and that's it.

Also, not sure if you have forgotten but I think it would be a good time to add those intros with Ichida's characters as you still haven't yet:
-Ragna, Mai & Carmine with Naoto Kurogane
-Misaka with Miyuki
-Yu with Chie
-Hyde with Linne & Seth
-Mitsuru with Seth
-Kohaku with Akiha
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Little Fox: Tres Truenos on June 12, 2022, 12:39:51 pm


Also, not sure if you have forgotten but I think it would be a good time to add those intros with Ichida's characters as you still haven't yet:
-Ragna, Mai & Carmine with Naoto Kurogane
-Misaka with Miyuki
-Yu with Chie
-Hyde with Linne & Seth
-Mitsuru with Seth
-Kohaku with Akiha

Also to add on to Zolidsone's discussion about special intros, Kuroko has a special intro with Miyuki and Tatsuya, with the Miyuki interaction being kind of funny since she curses at Miyuki over her "Onesama". Here's this video I found that shows the two interactions at 4:27 to 4:42
https://youtu.be/wBWJkCBTd64

And also there's the special intro for Merkava with Robo-Weiss you mentioned awhile ago.
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Solid Snivy on June 12, 2022, 10:28:08 pm
Also, not sure if you have forgotten but I think it would be a good time to add those intros with Ichida's characters as you still haven't yet:
-Ragna, Mai & Carmine with Naoto Kurogane
-Misaka with Miyuki
-Yu with Chie
-Hyde with Linne & Seth
-Mitsuru with Seth
-Kohaku with Akiha

I'll go ahead and add in that the same should be for Resentone's characters as well.

- Aoko with Shiki, Red Arcueid and Saber (also with Ichida's Akiha)
-Kohaku with Hisui and Shiki

I think Taiga also has one with Rentaro, but I could be remembering wrong.
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: OHMSBY on June 13, 2022, 04:12:09 am
Would it be possible to add a Code, which allow to change the position (maybe size too?) of every layer and variable code that forms the BURST icon(s) so there be the option to change it in case it doesn't display properly (aka on top of main portrait, turns portrait, lifebar, ect) with the set of lifebars you choice?

That would require having some Variables available for each of my characters and my variables are honestly all over the place, so making a config option for each parameter of the HUD across all my characters wouldn't really be feasible. Fortunately, the Burst HUD will be in its own dedicated cns file, so the code for the parameters will be very easy to track down. Plus, you'll be able to just edit one BurstHUD.cns and copy and paste that one in all of the other character folders.

May I ask on where did you get the raw persona 4 cut ins? Was scrounging around sprites resources and haven't got much luck.

I made them myself using Photoshop.

Do me a favor (again) and show me Meta Knight's Exceed Accel

Here you go:
https://streamable.com/ogd74z (https://streamable.com/ogd74z)

1. With the addition of the new burst Icon, as well as the timer length bar, is there any minor increase to sff filesize? I did a test to see what were the previous amount of KB was inserted to the burst icons which include BURST, ULTRA BURST, THE RED X, ULTRA BURST TIMER, and EMPTY BURST. (I might have to recheck again, ff3 doesn't like to save sometimes. :V)

Using Ruby for Comparison, her raw file size 56.3 MB before the update and 57.9 MB after the update, So the increase is pretty miniscule.

2. (from NOY update) The Ultra Burst BG is a bit heavy in size, arranging to a 3745KB (Still using Yang), and most characters make use of their Astral BG with Explods, which is a single sprite. Was that the only best BG you could find for Ultra Burst, or would more additional explods for the Ultra Burst background mess up your chars? (I'm not an expert on this, So I was just learning about Explods long ago.)

I do like how the current background looks, and I don't really find it's file size to be too much of a concern right now, but I won't rule out swapping it out for an explod based background if I can find some good enough sprites for it.

Hey OHMSBY, how did you come up with the new ideas and mechanics of this version of the Burst system, like the new icon for example, which is pretty cool because as far as I know there hasn't been any other mugen character that uses the Burst icon from Central Fiction.

Me and my friend have been going back to play Central Fiction a lot more recently, so I ended up getting most of my ideas for the EXA update from there.

Also what's the name of the stage that you used at the end of Marx's showcase video and the steamable videos you used to showoff Kirby's two new copy abilities?

"GrimmsNotes_Windmill_Hill" by Neat Unsou.


Got these all out of the way, and the fixes will be included with their respective EXA Updates.

Also I should clarify that this is going to be the same deal with the previous system updates, not everyone will be updated at once, Although there will be a lot more in the first batch than last time, and the rest will receive their EXA updates in waves.

Also, not sure if you have forgotten but I think it would be a good time to add those intros with Ichida's characters as you still haven't yet:

Honestly, special intros with characters that are not my own are very low priority right now, especially with working on the EXA update for everyone on top of my unreleased projects. I'd rather just be focusing on my own work rather than what other people decide to do with their work.
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: Resentone on June 13, 2022, 11:25:30 am
May I ask on where did you get the raw persona 4 cut ins? Was scrounging around sprites resources and haven't got much luck.

I made them myself using Photoshop.


I see. If it's alright with you, could you perhaps share it please? Either the png or psd is fine. I'm just trying to keep my characters consistent with yours.
Title: Re: [OHMSBY Thread]: Ruby quick update (06/01/22)
Post by: sergioprft on June 13, 2022, 12:18:44 pm
Here you go:
https://streamable.com/ogd74z

That probably looks like either a Amazing Mirror or Star Allies reference. Overall, l love it!!
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: OHMSBY on June 20, 2022, 04:57:07 am
Aoko has been released.

(https://i.imgur.com/cfLEroa.jpg)

Spoiler: More Screenshots (click to see content)

Get Aoko here:
https://drive.google.com/file/d/1pBjN9-QHgyzR8UOOpjSxv9YPn9uZqg_V/view?usp=sharing (https://drive.google.com/file/d/1pBjN9-QHgyzR8UOOpjSxv9YPn9uZqg_V/view?usp=sharing)

Also:
Quote
The Following Characters have received the EXA Update:
Akatsuki, Blitztank, King Dedede, Faust, Heart Aino, Hilda, Hyde, Jin Kisaragi, Kirby, King K. Rool, Lina, Mai Natsume, Merkava, Meta Knight, Nanase, Piranha Plant, Pyra, Ragna the Bloodedge, Robo-Weiss, Ruby Rose, Shana, Susano'o, Thief Arthur, Yu Narukami, Yukiko Amagi, and Yumi.

More info on the EXA Update here (https://drive.google.com/file/d/1s9ySAFwmIriLWjqfqI85obh6GorL-Xv7/view?usp=sharing).

Google Drive link for characters who currently have the EXA update here (https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing).

Character Specific Changes:

King Dedede
-Gordo now disappears if Dedede is hit (No changes to Deluxe Gordo)

Kirby
-New Copy Abilities: Tornado and Ranger
-List of Copy Ability Triggers has been adjusted accordingly
-Plasma's Static Charge now also charges Kirby's Burst Gauge

King K. Rool
-Krownarang is now a regular special that does not cost meter
-Krownarang's frame data has also been adjusted

Mai Natsume
-Exseal can now be special canceled (The redirect is only special cancelable on hit)
-Juncture can now be canceled into Moon Blossom
-Juncture can now be canceled into itself near the end of the animation
-Removed Shearing Cherry Blossom Storm as a Force Break (It is now her Exceed Accel instead)

Yukiko Amagi
-Fire Boost and Fire Flame Boost now charge Yukiko's Burst Gauge
-Dia now slightly increases the Burst Gauge's regeneration throughout it's duration

The Japanese voice patches for Ragna, Ruby, Mai, and Yukiko have also been updated

Spoiler: And my next character is (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Kamui_De_Los_Vientos on June 20, 2022, 05:57:42 am
By the way, I found a bug with Marx, when a character has teleportation In the minute 3:02

Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Uzuki Shimamura on June 20, 2022, 07:19:11 am
Found a small error for Ragna:
His EXA move sprites are using default palette instead of custom. I tested it with my Gintoki palette.
https://streamable.com/cvmndz
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Ex☆Cham on June 20, 2022, 07:24:09 am
Just a quick question, but have consider making a "KFM" template?
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Uzuki Shimamura on June 20, 2022, 08:34:44 am
Sorry for the wait~
I've updated my JP voice patches for these characters.
4-in-one (Except Adachi): https://drive.google.com/file/d/1Xe38Wbs1R2ljU3M4cAZbu2zw47-wtwa_/view?usp=sharing
Susano'o: https://drive.google.com/file/d/1Xe38Wbs1R2ljU3M4cAZbu2zw47-wtwa_/view?usp=sharing
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: ZolidSone on June 20, 2022, 08:56:49 am
Here is my feedback mostly regarding the Exceed Accels:

Ragna:
-The shockwave and the wall bounce on Seed of Tatarus should be the other way around (The strong wall bounce when the opponent hits the wall and the normal shockwave when they touch the ground).

Kirby:
-The white background starts flickering after a few frames during both versions of Crash! (Seems to be a bug on 1.0 as it's not behaving that way with the clips you provided previously).
-For the Done For animation, the stage music should stop temporary until the death theme ends (I just realized it does that in the source games. Also, the same applies to Shantae too. Thought I let you know now since you haven't updated her yet).
-Sinon is listed twice on the copy abilities list (I can't think of another character named that other than the one from Sword Art Online).
-Blissful Adachi should have the Ranger copy ability (Can be put next to "Happy Chaos" since he shares his moveset).
-Kimono Asuna should be added next to "Asuna".
-Bonne Jenet should be added next to "B Jenet".
-T. Hawk doesn't have a variation without the space.

I was kinda worried about Kamui_Kanjai's list that you would accidentally duplicate some characters as most of them were listed already. I know that using parentheses doesn't magically make a specific character work as that's dependent on the author and how they name the character on the def.

Yu:
-The shockwave and the wall bounce on Lightening Flash should be the other way around.
-Also, I think it should be spelled "Lightning Flash" as Lightening doesn't have a good ring to it.

Susano'o:
-The first strong ground shockwave on Execution of the Heretic is layered incorrectly.

Heart:
-The shockwave and the wall bounce on Ouranio Toxo should be the other way around.

Jin:
-The icicle effects on Gekka Hyourou are lacking transparancy.

Hyde:
-The orbiter effect when it explodes on Dark Lotus Anthesis causes a changed to invalid action 460 debug error.

Thief:
-The shockwave and the wall bounce on Moonsoon should be the other way around.

Piranha Plant:
-The shockwave and the wall bounce on Packun! should be the other way around.

Lina:
-The shockwave and the wall bounce on Devian Buzzsaw should be the other way around.

Hilda:
-All the hits with the exception of the first one in Submersion have no envshake in them.

Shana:
-The shockwave and the wall bounce on the non-NOY version of Hono no Tsubasa should be the other way around.

Merkava:
-All the hits in I, Incerinate have no envshake in them.

For the Exceed Accels that hit the wall before touching the ground, I personally think it should be reversed as they add more oomph to it. Hopefully you'll remember adjusting the layering and add the envshake for the strong wall bounce.

Overall, the EXA update is great. The Burst is much better for survival mode as I constantly spam Ultra Burst every round when low just to refill health previously. The new Burst revision prevents that and will allow me to use other Burst options. Although, it will be a tad annoying that I will have to keep adjusting the def every time I need to update for 1.0. But hopefully, the Burst files won't have to be updated since it is a completely separate cns now.

Edit: Oh by the way since your next character is Dead Apostle Noel, where is the small portrait from? I noticed it looks different as it doesn't look like her main portrait used in the character select screen. Kind of looks like the one from her win screen. Thought I ask and no point to rework it again since you made it already as it still looks great.

Just a quick question, but have consider making a "KFM" template?
He already said that he won't at this time. And even if he does, it might become obsolete if bugs are found later on.

And some responses on some old posts as I wanted to type it along with the feedback:
I see. If it's alright with you, could you perhaps share it please? Either the png or psd is fine. I'm just trying to keep my characters consistent with yours.
I second that as well. Otherwise, we are kinda stuck using a cut in that will not fit with yours or the ones I'll be testing with.

Honestly, special intros with characters that are not my own are very low priority right now, especially with working on the EXA update for everyone on top of my unreleased projects. I'd rather just be focusing on my own work rather than what other people decide to do with their work.
Guess you might as well cut the BBTAG ones since they're mostly edited to make them work with 1v1 and were originally interactions with their partners in mind. I could make patches to add those interactions in, but that's not my priority either and that would also require updating those having Japanese voices too. But even if I do, I would only do the ones that are source accurate in mind like the Dengeki Bunko or Melty Blood characters.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: TurnPile on June 20, 2022, 10:37:44 am
So, on Faust, I found it off that his Exceed Accel didn't have the screen invert in colors when he struck the opponent's butt.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Mintloid on June 20, 2022, 01:18:01 pm
One bug I found with Dedede is his Ultraburst uses 2 Super FX (from the fightfx file):
(https://i.imgur.com/GCOmKWD.png)

I also updated MetaKnights' Japanese soundpack: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing (https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing) to go along with the EXA system update. If anything is missing or misplaced, ask me whenever possible.
Thank You.

and don't worry, both Faust and Pyra will be updated as soon as possible (Hopefully finding their new-ly added sfx for them won't be a hassle XD ).
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: OHMSBY on June 20, 2022, 06:46:57 pm




All fixed. With the exception of

-For the Done For animation, the stage music should stop temporary until the death theme ends (I just realized it does that in the source games. Also, the same applies to Shantae too. Thought I let you know now since you haven't updated her yet).

I was never a fan of having the BGM interrupted in fighting games unless it's for something like an Astral Heat, so omitting the music stop was a conscious decision.

Along with these bugs, there was another where Negative Penalty wouldn't end Ultra Burst when it was currently active, so that has been fixed too.

The links for the recently updated Voice patches have also been updated on the site.



Oh by the way since your next character is Dead Apostle Noel, where is the small portrait from? I noticed it looks different as it doesn't look like her main portrait used in the character select screen. Kind of looks like the one from her win screen. Thought I ask and no point to rework it again since you made it already as it still looks great.

It is from one of her win screen portraits. And the same portrait will also be used for her big portrait as well.

I see. If it's alright with you, could you perhaps share it please? Either the png or psd is fine. I'm just trying to keep my characters consistent with yours.
I second that as well. Otherwise, we are kinda stuck using a cut in that will not fit with yours or the ones I'll be testing with.

The cut-in template has already been shared via PM.

So, on Faust, I found it off that his Exceed Accel didn't have the screen invert in colors when he struck the opponent's butt.

I have tried using the invert effect and it did not work well with the Exceed Accel background, so I have omitted it.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: ComboAssassin20 on June 20, 2022, 08:58:14 pm
I'm hyped for hot dead apostle noel... not gonna lie!
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: ZolidSone on June 21, 2022, 05:53:30 am
2nd feedback as I missed one by mistake, an issue that still happens on 1.0 and the other still has the incorrect layering after the fix:

Mai:
-The shockwave and the wall bounce on Shearing Cherry Blossom Storm should be the other way around.

Kirby:
-The white background on Crash! still seems to be flicking on 1.0.

Piranha Plant:
-The shockwave and the wall bounce on Packun! are not layered correctly.

For those I haven't mentioned and are fixed with the correct fightfx effects and layering, I noticed that you also forgot to add envshake on the strong wall bounces too. But I don't think it's too important and only adds to the oomph. You could also increase the staggering when they hit the wall as it still feels like a normal wall bounce with just the sound and aesthetics of a strong one.

I was never a fan of having the BGM interrupted in fighting games unless it's for something like an Astral Heat, so omitting the music stop was a conscious decision.
That's fine. It was something I noticed a long time ago, but didn't bother asking about it until now.

It is from one of her win screen portraits. And the same portrait will also be used for her big portrait as well.
So it's more of a personal preference to use that one instead. Don't bother making the original as an alternate since I know how time consuming it takes to make a small portrait. Only the Smash characters makes more sense to have it to keep them consistent with each other. I can do it in your behalf close to release if the demand is there.

The cut-in template has already been shared via PM.
Alright, I'll PM Ichida or Resentone about it if I'm interested. But most likely won't as I'll opt to something more custom for me.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: OHMSBY on June 21, 2022, 07:01:47 am
Kirby:
-The white background on Crash! still seems to be flicking on 1.0.

Really? I just tried it out on my 1.0 and I'm not getting any flickering. You may want to try downloading him again.

The other two issues been fixed and I have also decided to add a little envshake to the Exceed Accel wallbounces.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: ZolidSone on June 21, 2022, 08:16:58 am
Really? I just tried it out on my 1.0 and I'm not getting any flickering. You may want to try downloading him again.
Alright, I think I may have figured out why it causes that. It seems like it only does that if I have my GameWidth and GameHeight on the mugen.cfg to 1280x960 as I usually upscale it during gameplay. But once I downscale it to 640x480 so I could snap a screenshot, now it doesn't flicker anymore. So I guessing it doesn't like that resolution and has to be changed since it's too big. I intentionally set it that way to make sure it's large enough for my monitor to see and still keep the 4:3 ratio. It's not one of the recommended settings, so I didn't know that would mess with it.

Other than that, I think everyone is pretty much done for now.

Edit: Found two bugs on Kirby regarding his Copy_Abilities.cns:
-Bishamon is supposed to be trigger49 and is preventing the rest of the characters on the on the Sword Part 1 copy ability list from copying.
-Sanae Kochiya and onwards doesn't detect the Tornado copy ability because it skipped 3 numbers.

Since the cns has to be updated to fix the bug, might as well add some variations and additions since I had these characters for a while:
Kenshin Himura: "Himura Kenshin"
Makoto Shishio: "Shishio Makoto"
Magma Dragoon: "Magma Dragoon Redux"
Captain Falcon: "Ultimate Captain Falcon"
Electro: "Electro Recharged"
Thor: "The Mighty Thor"
Unknown Soldier: "Unknown Soldier P1"
Michelle Heart: "Michelle Heart Redux"
Jubilee: "JubileeMVC"
Kung Lao: "KUNG LAO MK2"
Liu Kang: "LIU-KANG MK1" & "LIU-KANG MK2"
Baraka: "BARAKA MK2"
Mileena: "MILEENA MK2"
Kano: "KANO MK1"
Raiden: "RAIDEN MK1"
Scorpion: "SCORPION MK1"
Sub-Zero: "SUB-ZERO MK1"
Shang Tsung: "SHANG TSUNG MK1"
Detective Garret Laurel: "Garret"
Leon S. Kennedy: "Leon"

Cutter:
-Kitana: "KITANA MK2"
-Nightwolf
-Viewtiful Joe

Fire:
-Dormammu
-Sektor

Bomb:
-Cyrax

Hammer:
-Frank West: "Frank West Arr"

Mirror:
-Pure and Fur

Needle:
-Sindel
-Lou: "MVC Lou"

Spear:
-Arthur: "Sir Arthur"
-Jade: "JADE MK2"

Suplex (Kamui_Kanjai mentioned this one, but was missed):
-Jax: "JAX MK2"

Ninja:
-Ermac: "ERMAC MK1"
-Noob Saibot, Smoke & NOOB-SMOKE MK1
-Rain: "RAIN MK1"
-Reptile: "REPTILE MK1"
-Khameleon: "KHAMELEON MK2"

Ranger:
-Stryker

I never really considered them because I mostly wanted him to focus for Japanese games in mind. Now a few more MvC and Mortal Kombat characters will now work officially with Kirby. I hope you don't mind doing that.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: TheEvilFusion on June 21, 2022, 05:18:58 pm
I noticed two issues while testing out the EXA Update.

When Ragna and Jin are selected their burst icons are on the incorrect sides and are inverted, this seems to only happen during Ragna vs Jin specifically. I'm guessing it has to do with their unique intro together. https://streamable.com/llvswj (https://streamable.com/llvswj)

Also Merkava's I, Incinerate seems to be the only Exceed Accel that doesn't kill. https://streamable.com/zjsq1k (https://streamable.com/zjsq1k)
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Good_Wall533 on June 22, 2022, 01:24:58 am
I've updated my Japanese voice patch for Yumi with the new sounds of the EXA system and the new intro against Yukiko. Here's the link: https://www.mediafire.com/file/00r5x6v655l8rty/YumiJPN.rar/file

Please let me know if there's anything wrong with the patch. I'll update the rest of the other japanese voice patches when their respective updates of the EXA system arrives. Enjoy.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: ZolidSone on June 22, 2022, 02:36:54 am
Scratch what I said about them being done for now, but I also found two minor errors regarding the Exceel Accels again on two characters.

Ruby:
-The pedal slash effect on Rose Rush doesn't freeze temporary when the opponent was KOed with it.

Nanase:
-Waltz in the Tempest doesn't KO the opponent on the very last hit and instead will in the middle of it.
-Temptest is a typo on the movelist.png.

I should have checked whether the Exceed Accel KOs were consistent with each other.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: OHMSBY on June 22, 2022, 04:46:17 am




All fixed and reuploaded. Yumi's updated voice patch has also been added to the site.



It seems like it only does that if I have my GameWidth and GameHeight on the mugen.cfg to 1280x960 as I usually upscale it during gameplay. But once I downscale it to 640x480 so I could snap a screenshot, now it doesn't flicker anymore. So I guessing it doesn't like that resolution and has to be changed since it's too big. I intentionally set it that way to make sure it's large enough for my monitor to see and still keep the 4:3 ratio. It's not one of the recommended settings, so I didn't know that would mess with it.

I wouldn't have known either. Whenever I run 1.0 in 1280x960, the frame rate takes a nosedive, so I tend to not bother switching from 640x480 on that engine. Nonetheless, I was able to fix the flickering in 1.0's higher resolutions.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: ZolidSone on June 22, 2022, 07:27:38 am
I wouldn't have known either. Whenever I run 1.0 in 1280x960, the frame rate takes a nosedive, so I tend to not bother switching from 640x480 on that engine. Nonetheless, I was able to fix the flickering in 1.0's higher resolutions.
Really? I had no clue that it would sacrifice performance. I have my display settings on my PC to 1920x1080 and having 1.0 set on 640x480 feels way too small and caused the sprites to be so squinted on that resolution. Your screenshots, clips and preview videos look hi-res and have higher dimensions than mine. That's why it made me think it looks larger as the screenshots you take is like 2548x1914. Do you not use M.U.G.E.N itself to take the picture directly?

Also, I just realized Yukari Takeba is listed twice and will still get Needle instead of Tornado if you copy her. Since trigger6 on Needle has to replaced, I forgot to mention Hawkeye on the last post for MvC characters and he also uses a bow and arrow too. So he would be perfect as a substitute:
Hawkeye: "HawkeyeMVC"

And one addition to Tornado since I remember this character in Eternal Fighter Zero and couldn't come up with a good ability for her back then:
Minagi Tohno & michiru

Minagi always has Michiru around her doing most of the attacking (Who also spins like a tornado) and also made as a standalone character. After this one, I'll let you get back to Dead Apostle Noel and wait for the other games to get more characters before typing another list so I know what matching abilities they have.

Edit: I missed two things on Yukiko and Merkava I noticed after he was updated:
-The petal and burning effects on Yukiko's Burning Petals doesn't freeze temporary when the opponent was KOed with it.
-Merkava's I, Incinerate has the wrong attribute flag when KOing the opponent (S instead of H).
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Mintloid on June 22, 2022, 10:57:11 pm
I wouldn't have known either. Whenever I run 1.0 in 1280x960, the frame rate takes a nosedive, so I tend to not bother switching from 640x480 on that engine. Nonetheless, I was able to fix the flickering in 1.0's higher resolutions.
Now that you said that, I'm actually pretty curious about your pc specifications (and possibly your mugen.cfg unless that's too much to ask :V ).

Your screenshots, clips and preview videos look hi-res and have higher dimensions than mine. That's why it made me think it looks larger as the screenshots you take is like 2548x1914. Do you not use M.U.G.E.N itself to take the picture directly?
They're using IKEMEN GO with the MSAA filter on which makes certain sprites look much more smoother even on lower resolutions.

Here's an example I did between the two modes for comparison
OFF:
(https://i.imgur.com/iKeabbx.png)

ON:
(https://i.imgur.com/NzakOpS.png)
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: OHMSBY on June 23, 2022, 06:46:05 am

All fixed.



Do you not use M.U.G.E.N itself to take the picture directly?

I use my recording software to get screenshots as it's much easier to capture precise moments that way.

I wouldn't have known either. Whenever I run 1.0 in 1280x960, the frame rate takes a nosedive, so I tend to not bother switching from 640x480 on that engine. Nonetheless, I was able to fix the flickering in 1.0's higher resolutions.
Now that you said that, I'm actually pretty curious about your pc specifications (and possibly your mugen.cfg unless that's too much to ask :V ).

I have a 2.6 GHz Intel Core i7 processor with Radeon Pro 450 and Intel HD 530 graphics cards. When I run 1.1 and IKEMEN GO in 1280x960, I get a stable 60fps, which is one of the reasons why I tend to just stick with IKEMEN GO.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: TurnPile on June 24, 2022, 10:17:18 pm
I noticed that Bisclavret just continues to attempt a grab infinitely before she eventually does it or gets hit out of the animation.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: OHMSBY on June 25, 2022, 12:50:35 am
Fixed. Go ahead and redownload her.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: TurnPile on June 25, 2022, 05:40:56 am
Now onto the idea of Shadow characters. Still thinking of a few potential ideas for some to be kinda fundamentally different, like here:
Dedede: Uniquely, takes on the appearance of Masked Dedede with a few different normals and a more serious look to his stances. Contains his electric tornado spin attack, missiles, and maybe also a different Astral Heat?
Kirby: Has a slightly different set of copy abilities and also has some new specials on them, like potentially Fire Breath on Fire and such.
Yu: Old autocombo from P4A, a slightly different look to his supers, and not really much else.
Adachi: Has some of his old specials like Evil Smile and Megidola. Also actually uses his gun, too.

That's all I got, and I'm also thinking that you got Roa planned in the future, too. Maybe after Dead Apostle Noel.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Mintloid on June 26, 2022, 11:53:10 pm
Japanese Voicepacks for
Pyra: https://drive.google.com/file/d/1009EO1eIdgLEoIvt0GKMeEennx1PBdIq/view?usp=sharing
&
Faust: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing
Are now updated with all the EXA additions!


Also for those who downloaded Metaknights' JPN soundpack from earlier, please redownload it as I accidently copied sound index 8005,2 over to 8005,3 by mistake.
Link: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing

PHEW! I can finally get some rest now. XD
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Capricorn Kid on June 27, 2022, 04:02:32 am
Hello OHMSBY, I know you just updated a lot of your characters recently, but I wanted to point out a sentence for your Yumi that I believe needs capitalization (the F where the red line is). I'm telling you about this because I noticed it a while ago and just fixed it myself cause I didn't want to feel like I was bothering you for something that could be perceived as insignificant. But I kept having to do the same thing every time that Yumi got updated.

(https://i.imgur.com/S2OoPBX.jpg)
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: sergioprft on June 27, 2022, 03:48:21 pm
Hey OHMSBY, quick question.

Why does Marx have 11 timerfreeze codes?
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: OHMSBY on June 28, 2022, 06:30:38 am

Added the new links to the site.


Fixed.

Hey OHMSBY, quick question.

Why does Marx have 11 timerfreeze codes?

There's an option in the config file that allows the timer to run while fighting Marx. However there are certain instances, such as his astral heat and his final KO animation, that the timer should still freeze for even when that option has been toggled.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Capricorn Kid on June 28, 2022, 08:13:40 am

Fixed.


Thank you, I also recently noticed that there's a typo in one of Merkava's win quotes. (Involve is misspelled)

(https://i.imgur.com/nrP0bGM.jpg)

Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: sergioprft on June 28, 2022, 12:22:58 pm
Quote
There's an option in the config file that allows the timer to run while fighting Marx. However there are certain instances, such as his astral heat and his final KO animation, that the timer should still freeze for even when that option has been toggled.

l... really didn't knew that! The only thing l knew is you could config his black hole only. Thanks for the explanation

Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: ZolidSone on July 04, 2022, 11:42:19 am
So I wasn't planning on posting on the topic again until the next batch of characters and Dead Apostle Noel was released, but I figured this is too important to be left out for too long as the next ones and her will be affected too. While I was working on an upcoming character and testing for Ichida for the EXA update, I realized the "Type Lumina style Super Jump" command is way too strict even with pressing the buttons correctly. But I figured out how to fix as I looked at a character with a different style to see how their super jump command input works.

So try changing the command on their cmd file from this:
Code:
[Command]
name = "highjump"
command = >D, U
time = 8

[Command]
name = "highjump"
command = >D, UF
time = 8

To this:
Code:
[Command]
name = "highjump"
command = ~D, U
time = 8

[Command]
name = "highjump"
command = ~D, UF
time = 8

For some reason, changing the greater-than sign to a tilde symbol makes the command less strict and I have no clue why.

And here's some additional feedback to the characters already updated with EXA if any:
-Ultra Burst ends immidiately if Negative Penalty occurs.
-The Persons cut-in share the same palfx with the character. (I just noticed that the cut-in flashed for a few frames when they activate Ultra Burst so yeah you can tell that I was wrong when I said it shouldn't share the same palfx with the characters.)
-A failed Exceed Accel or Astral Heat attempt will cause Overheat state to occur. (OHMSBY mentioned this in his document but I just want to do a recap)
-The Burst gauge will return to 3 for Exceed Accel and 0 for Astral Heat if they are successfully performed.

Also, I'm not sure if it is a bug with the system or not but if you press F1 to kill the second player during their introduction and wait for the system to announce "Fight", the new Ultra Burst sound and effect play multiple times until they hit the ground.
Ichida let me know about this as I'll need to update my checklist since some things no longer applies with the EXA update such as the Burst icon no longer appearing when defeating while in Ultra Burst. Now it makes more sense not to appear anymore because there's no inactive icon as it's always will be and requires to be recharged. So figured I mention this to you too if there is anything on there he said that needs fixing.

Ragna:
-5AAAA, 5BB (second hit), 5C, 2B, 2C and jB is supposed to deal chip damage for Soul Eater but not chip kill (Otherwise, he can steal some of the opponent's health without dealing damage and 2B is not listed as one of the moves on the readme).

Kirby (Since I don't have anything on him currently, I got a list of copy abilities for the DNF Duel game):
Spoiler, click to toggle visibilty
I was able to squeeze almost all copy abilities for each character with the exception of two that have to share one.

Also I know you added it already, but you don't need both "Minagi Tohno & michiru" for the 3rd p2name as Minagi always has Michiru with her in Eternal Fighter Zero according to her Mizuumi page: https://wiki.gbl.gg/w/Eternal_Fighter_Zero/Minagi_Tohno

So feel free to remove it. Still keep Michiru though as it was made as a standalone character by someone.

Thief:
-Since 5AAAA, 5C, jC, Whirlwind and Twin/Quad Daggers steals health from the opponent, shouldn't it work the same as Ragna's Soul Eater upon block (I'm not sure if it works the same as I never played the source game)?
-Twin/Quad Daggers doesn't deal any chip damage.
-The last hit of 5AAAA and Whirlwind still steals health upon block or does it deal any chip damage (If the first is correct, then all the hits should and not just the last one with chip damage).

Meta Knight:
-The hitspark and guard spark of air Mach Tornado is misaligned when it hits the opponent in the air.
-Air Mach Tornado still has increased cornerpush when it hits.
Title: Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)
Post by: Little Fox: Tres Truenos on July 04, 2022, 01:43:17 pm
Hey OHMSBY, what inspired you to add the unique cutscenes and voicelines in your showcase trailers? I always thought it was a neat and the choreography and presentation is really well made. Also have you thought of making another April Fool's character or any ideas for one?
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: OHMSBY on July 04, 2022, 08:56:36 pm
All EXA Updated Characters have received a quick update

Quote
All EXA updated characters:
-Made the High Jump Input a little more lenient
-Fixed an error where the Burst Ready sound could play multiple times if the fighter were to somehow be KO'd before round start
-Other minor fixes

Character Specific:
Ragna:
-All non-special Soul Eater attacks now deal non-lethal chip damage.
Thief Arthur:
-The last hit on all versions of Whirlwind no longer steals life on block
-Twin/Quad Daggers now deal chip damage
Kirby:
-Updated list of Copy Ability Triggers



For some reason, changing the greater-than sign to a tilde symbol makes the command less strict and I have no clue why.

The tilde makes it to where the button can be held down for any amount of time for the command to work. Without using variables to set a maximum amount of time, not only would that be inaccurate to how super jumps work in Type Lumina and most other Arcsys games, but it would also allow for you to accidentally get a super jump when you only meant to do a regular jump from crouch. Also the Greater Than symbol needs to be there to ensure that downward diagonal inputs don't trigger the command, which is also accurate to how it works in the source.

And here's some additional feedback to the characters already updated with EXA if any:

Aside from the F1 thing, which has been fixed, All of those are as intended.

shouldn't it work the same as Ragna's Soul Eater upon block (I'm not sure if it works the same as I never played the source game)?

In MAAB, the life steal (Which is actually common among other wind element characters and not just Thief) only works on hit.

Hey OHMSBY, what inspired you to add the unique cutscenes and voicelines in your showcase trailers?

I just figured it'd be more interesting than just going "This guy is next".

Also have you thought of making another April Fool's character or any ideas for one?

I did start on one a while back, but never got around to finishing it. I don't want to say what it is in case I do decide to finish and releasee it.
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: Noticer22 on July 05, 2022, 10:30:12 pm
I noticed something with the EXA characters. If you use the Exceed Accel, your power meter will stay the same and the ultra burst meter will go down. However, if you don't use the Exceed Accel and fight while in ultra burst mode, the power meter will start to go down as ultra burst ends. Is that supposed to happen or is it a bug?
Video is here: https://streamable.com/7gu8ap
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: Solid Snivy on July 06, 2022, 12:13:40 am
I noticed something with the EXA characters. If you use the Exceed Accel, your power meter will stay the same and the ultra burst meter will go down. However, if you don't use the Exceed Accel and fight while in ultra burst mode, the power meter will start to go down as ultra burst ends. Is that supposed to happen or is it a bug?
Video is here: https://streamable.com/7gu8ap

I can answer that. It's 100% intentional. Not using Exceed Accel while in Ultra Burst mode will put you into the Overheat state. Which, in OHMSBY's own words:
-Burst gauge becomes overheated either when Ultra Burst runs out or if the Exceed Accel or Astral Heat is unsuccessful.
-An overheated burst gauge won't be able to regenerate for a set amount of time and will cause the power meter to slowly drain throughout the duration.
-Overheat is immediately removed between rounds.
-Astral Heat will not be available during Overheat even if you manage to have enough meter for it.

Using Exceed Accel doesn't cost any power, but Ultra Burst will immediately end once used, regardless if it connects or not, but it's better that you try to land it so that you don't get put into that penalty.
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: Kamui_De_Los_Vientos on July 10, 2022, 08:23:26 pm
a little request to Kirby.

Ninja(I had mentioned it, but did not specify the author):
Naruto by bagilu

Bomb:
Rolento
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: Little Fox: Tres Truenos on July 14, 2022, 07:35:28 am
Hey OHMSBY, how have you been doing lately? Since your currently doing the loli seagull known as Dead Apostle Noel, what was the factor that made you interested in doing her? Also what was the development like for Samus and Kirby, because I remember a while ago that Kirby is a edit from another author, but I think Samus was from a unknown author.
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: The Blind Furry on July 16, 2022, 03:37:04 pm
Hey OHMSBY! Hope you’re doing well!

Will Bowser play anything like k6666Orochi’s version?

Also, will you ever plan to make PlayStation All Stars characters in the future?

I was trying to make a character (Tails) in your style and was making a checklist of stuff to do but I was unsure how to program in the mechanics of your characters (Burst/EXA). I was looking through Ruby’s .def file on Fighter Factory and couldn’t see how to. Sorry for bothering you like this.
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: Resentone on July 17, 2022, 03:11:29 am
Whilst updating my characters, might as well update these.
All Voice Patch for Hyde, Jin, Hilda are now updated.
https://drive.google.com/drive/folders/1eCCT6bqzOWkKpkiCRVDYaWz6eGNrS6jW
Had to use some unused lines for UNI ver of Hyde VP since his base lines were so limited.
https://streamable.com/oqcr5d
Title: Re: [OHMSBY Thread]: Quick Update for All EXA Characters (07/04/22)
Post by: Uzuki Shimamura on July 17, 2022, 07:24:05 am
Found a small error where Hyde can do corner infinite by spamming Black Orbiter + Dark Lotus.
https://streamable.com/unskp3
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/04/22)
Post by: OHMSBY on July 17, 2022, 09:04:16 am
Dead Apostle Noel has been released.

(https://i.imgur.com/cbTEMx8.jpg)

Spoiler: More Screenshots (click to see content)

Get DANoel here:
https://drive.google.com/file/d/16CaQAasXZPZjBWnRuGx1CaLmjRbvnk5x/view?usp=sharing (https://drive.google.com/file/d/16CaQAasXZPZjBWnRuGx1CaLmjRbvnk5x/view?usp=sharing)

Also, the following characters have received the EXA Update:
Tohru Adachi, Azrael, Carmine, Es, Homura, Iori Yagami, Ky Kiske, Mika, Iron Tager, and Vlov Arkhangel

Google Drive link for all exa updated characters:
https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing (https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing)

Spoiler: And my next character is... (click to see content)

Have fun.



Found a small error where Hyde can do corner infinite by spamming Black Orbiter + Dark Lotus.

Fixed.

Will Bowser play anything like k6666Orochi’s version?

No.

Also, will you ever plan to make PlayStation All Stars characters in the future?

Probably not.

Since your currently doing the loli seagull known as Dead Apostle Noel, what was the factor that made you interested in doing her?

I figured that the Bells would be a fun little coding challenge. That and she's also my secondary main in Type Lumina.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/04/22)
Post by: Vinnie on July 17, 2022, 10:44:53 am
Hey. I'm back with some feedbacks for Adachi:
-His Burst is fully regenerated in the next round even if you used it from the previous one.
-The first hit of his Exceed Accel caused the opponent to be misaligned in a fraction of a second.
-If Exceed Accel is used in the corner, Magatsu Izanagi juts out from his opponent from the second stab.
-Just a suggestion, but I think it would be better if the Exceed Accel kills the opponent after Adachi shoots his gun, rather than Magatsu Izanagi slams the opponent to the ground.

Edit: Another thing I forgot to mention is that in both cases, his Burst cannot be used again after Overheat.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/04/22)
Post by: ZolidSone on July 17, 2022, 10:55:56 am
Feedback:
Adachi:
-Scared? should KO the opponent on the last hit as Magatsu Izanagi will continue hitting the opponent during the superpause.

Azrael:
-The (3001,0) sound will continue to play indefinitely when his special intro with Adachi was skipped until the round ends or reset (Unless skipped again with that sound playing).

Es:
-There is no landing sound effect when Type: Braver "Lancelot" successfully hits (Only plays when it doesn't connect).

Ky:
-Charge Drive should KO the opponent on the last hit.
-Lightning is spelled wrong on the movelist.png.

Mika:
-Mika Blaster causes a change to invalid action 7100 debug error when it successfully hits the opponent.

Tager:
-The large dust shares the palfx when rapid canceling the 2nd hit of jC and the last hit of Magna Tech Wheel.
-On the 4th hit of Genesic Emerald Tager Buster, you can hear a clip of him say "Driver" if you slow the frames by ticks.
-Lightning is spelled wrong on the movelist.png.

And a bug on Yu:
-The last hit of air Big Gamble is unblockable when it hits the opponent airborne and still has the increased cornerpush (Only the first hit is).

Probably not.
To be honest, I wasn't surprised about this. It's a PS3 game and you probably don't have access to it like AquaPazza. Well better to have them on Kirby's copy abilities list in case someone out there does make them.

-Just a suggestion, but I think it would be better if the Exceed Accel kills the opponent after Adachi shoots his gun, rather than Magatsu Izanagi slams the opponent to the ground.
This, because Magatsu Izanagi will continue hitting the opponent during the superpause when he's not supposed to.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/04/22)
Post by: Macaulyn97 on July 17, 2022, 04:46:54 pm
Yeah! Bowser, baby! I'm so glad you're making Smash chars, its hard to get buy good ones, so having that with this gameplay specially is awesome, I hope you can get to someone like Bayonetta eventually.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/04/22)
Post by: Mr. Fael on July 17, 2022, 04:56:02 pm
Couldn't seem to replicate this again, but there's a chance that King of Tager will look like this (https://streamable.com/uzi3vr)
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on July 17, 2022, 05:42:41 pm



All fixed.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: TheEvilFusion on July 17, 2022, 07:38:09 pm
It seems selecting Ky on IKEMEN Go v0.98.1 crashes the game.
(https://i.imgur.com/7qVWSz5.png)
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on July 17, 2022, 07:47:53 pm
Yeah, I happened to run into that just before you posted. I have just now fixed and reuploaded him.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Vinnie on July 18, 2022, 03:58:15 am
Just one more thing about Adachi and everything will be good: If Magatsu Izanagi is summoned from certain normals/specials before using Exceed Accel, the "current" version of him won't disappear immediately, causing something like this to happen.

https://streamable.com/uiakk0
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on July 18, 2022, 04:12:32 am
Fixed.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Good_Wall533 on July 19, 2022, 03:57:14 pm
I've updated my japanese voice patches for Azrael, Es and Tager. Please let me know if i missed something or if there's something wrong with the patch. I will also update Kokonoe's voice when her EXA update arrives. Enjoy.
 
Here's the link: https://www.mediafire.com/file/1od706bgc3e18yz/JPVAUpdated.rar/file
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Uzuki Shimamura on July 20, 2022, 04:23:33 pm
I've updated all of my JP voice patches today.

4-In-1 (Including Adachi): https://drive.google.com/file/d/1E1et3o9IFYbzk37MnsCvfPsLrbk5832g/view?usp=sharing
Mika: https://drive.google.com/file/d/12LwJPXt7pVTO85GOQDae3LO9VX2QMuxd/view?usp=sharing
Carmine: https://drive.google.com/file/d/1iB21_OZpmma4ut50enTXlLgPMqXqPfQA/view?usp=sharing
Ky: https://drive.google.com/file/d/1hBuJmM10DUW3GQATtiA8Yyiu5GhKxLiI/view?usp=sharing
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Mintloid on July 20, 2022, 11:44:19 pm
Spoiler: And my next character is... (click to see content)

:shocked2: Thats surprising, considering that K6 also made a bowser that won a COTM reward long ago. I hope this one does too. XD

I also got a few more interesing questions just to pass the time.

1. What is one character you made that you weren't proud of in terms of coding, spriting, and mechanics? I personally didn't like Saya due to her floaty and slow momentum.

2. Who is/was the tin man in your (repeating) profile pic? it reminds me of Cyborg from D.C Comics

3. What other non-fighting game characters are you looking forward to make one day? (similar to your Shantae)

4. And Just for funsies, What kind of Anime/TV shows do you watch, and what are your most favorites?
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: ZolidSone on July 21, 2022, 03:55:11 am
I seem to have found a bug as some of the characters are gaining meter during their Exceed Accels as it's supposed to stay on the exact amount the moment they use it (I know they gain some when NOY is active, but it is still happening even when it's not):

General:
-It's possible that all characters can gain a small amount of meter when their Excced Accels are finished (Not sure if it is caused by the Ultra Burst itself).

Ruby:
-Rose Rush gains meter from each projectile hit.

Robo Weiss:
-Aufstieg Des Verkaufsautomaten gains meter from each projectile hit.

Adachi:
Scared? gains meter on each hit from Magatsu Izanagi.

Hyde:
-Dark Lotus Anthesis gains meter on each hit.

Thief:
-Monsoon gains meter on each projectile hit.

Merkava:
-I, Incinerate gains meter on each hit.

Piranha Plant:
-Packun! gains meter when he spits flames during NOY.

Aoko:
-Retroflow gains meter from each projectile hit.

Also, I realized all of the Dengeki Bunko characters are also supposed to have Neutral Jump Steering just like MBTL as they had that in the source game. Since you only made 3 and already updated one of them, hope you consider adding that in. Their readmes will also need to be updated to let others know about that character specific mechanic.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on July 21, 2022, 06:27:37 am

All links have been added to the site.


All fixed.



1. What is one character you made that you weren't proud of in terms of coding, spriting, and mechanics?

None of them really. Though I do often wonder differently how some of the earlier characters like Yang and Ruby would have turned out had I started working on them today.

2. Who is/was the tin man in your (repeating) profile pic?

That's Bazuso, the Thirty Man Slayer. Also known as the Bear Slaughterer.

3. What other non-fighting game characters are you looking forward to make one day? (similar to your Shantae)

Hopefully, I'll be able to gain access to the models and animation files for NeiR:Automata one day, because I would very much like to make Simone into a boss character.

4. And Just for funsies, What kind of Anime/TV shows do you watch, and what are your most favorites?

Some of my favorite shows are "Curb Your Enthusiasm", "Mr. Robot", "It's Always Sunny in Philadelphia", and "The Eric Andre Show". Favorite Anime is "Madoka Magica" and "Berserk" (more specifically, the one from 1997).
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Kamui_De_Los_Vientos on July 21, 2022, 06:41:52 am
One question: Now what will you do to Gay Bowser, will you do the same style with other characters that are not only from Smash bros with the same style of shaders? (Such as Kill la Kill If, GranBlue Fantasy VS or DNFDuel)
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Babo! on July 23, 2022, 01:50:15 am
I am always enjoyed by your characters.Thank you!
The download URL for the Japanese voice patch for Susano'o on the official website seems to be wrong.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Uzuki Shimamura on July 23, 2022, 05:48:04 am
I am always enjoyed by your characters.Thank you!
The download URL for the Japanese voice patch for Susano'o on the official website seems to be wrong.

Had to check and yeah, my bad.

Here's the fixed link: https://drive.google.com/file/d/1qZyg9p685R6gmb7wxMVLKVLgHHnNJOv8/view?usp=sharing
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Mr. Nobody on July 25, 2022, 01:59:35 am
Honest question: Have you considered making characters based off of Square Enix games like Final Fantasy, Dragon Quest, Kingdom Hearts, or even Riesz (from Trials of Mana) based from her Million Arthur design?
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on July 25, 2022, 06:31:18 am
One question: Now what will you do to Gay Bowser, will you do the same style with other characters that are not only from Smash bros with the same style of shaders? (Such as Kill la Kill If, GranBlue Fantasy VS or DNFDuel)

Possibly.

Honest question: Have you considered making characters based off of Square Enix games like Final Fantasy, Dragon Quest, Kingdom Hearts, or even Riesz (from Trials of Mana) based from her Million Arthur design?

I'm not ruling any of these out. To be honest though, if Angela were the Trials of Mana guest character in MAAB instead of Riesz, I would've worked on her already.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: The Blind Furry on July 25, 2022, 01:47:39 pm
I main Bowser in Smash and was wondering if the pink-haired alt is represented. It's the best alt in my opinion- XD
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: TurnPile on July 26, 2022, 08:53:52 am
Honest question: Have you considered making characters based off of Square Enix games like Final Fantasy, Dragon Quest, Kingdom Hearts, or even Riesz (from Trials of Mana) based from her Million Arthur design?

I'm not ruling any of these out. To be honest though, if Angela were the Trials of Mana guest character in MAAB instead of Riesz, I would've worked on her already.

I'd be down to play a Sephiroth or Cloud from you. If you were going to make Sephiroth anyways, I assume Winged Form would act like Yang's Semblence state then.

EDIT: Just to not Double post, Neco-Arc and Mash have been revealed for Melty Blood: Type Lumina, so I suppose that if you're interested, I want to see Neco-Arc from you. Resentone appears to have plans for Mash (fitting since you don't know anything about Fate) as well, so there's also that.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Little Fox: Tres Truenos on August 02, 2022, 04:22:12 pm
Hey OHMSBY, how have you been? I've always been fascinated with your BBTAG style Samus and Kirby and I just wanted to ask what was the development process for them like? Because I'm aware that Kirby was originally made by somebody else but I think Samus was made by a unknown author before being converted into the BBTAG style? Also how did you come up with up the copy ability mechanic for Kirby, since its a pretty interesting and clever work around due to the obvious difficulty of making a custom, specialize move for every Mugen character known to man. Also I apologize if this question was already posted before since I can't remember if I already asked this question and posted it or I just thought I did but forgot to post it.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Shadic12 on August 03, 2022, 03:28:26 pm
I just got done trying your characters and they are great. The only problem I have with your characters is how brutal the A.I. is especially Adachi he doesn't even get me the chance to breathe. I just wish your characters had A.I. difficulty scaling so I could at least have a fighting chance instead of resorting to cheap tactics to take them down.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on August 04, 2022, 06:05:46 am
Resentone appears to have plans for Mash (fitting since you don't know anything about Fate) as well, so there's also that.

Don't be so quick to assume. People don't just remain unfamiliar with certain franchises forever you know.

I've always been fascinated with your BBTAG style Samus and Kirby and I just wanted to ask what was the development process for them like? Because I'm aware that Kirby was originally made by somebody else but I think Samus was made by a unknown author before being converted into the BBTAG style?

The Authorname for the original Samus character was literally listed as "unknown". Whether this was a way to remain anonymous or if this actually was the author's handle is... well, unknown.

Both Kirby and Samus were fun to work on, especially with Kirby's copy abilities. I wish I had more interesting things to say about their development process than just that, but I unfortunately don't.

Also how did you come up with up the copy ability mechanic for Kirby, since its a pretty interesting and clever work around due to the obvious difficulty of making a custom, specialize move for every Mugen character known to man.

I think the Copy Ability Mechanic was an absolute must, otherwise it wouldn't exactly be Kirby without it.

The mechanic was actually present in Seku's original version, but most people didn't seem to realize that due to it's built in hud being in Japanese. The mechanic also changed up the vast majority of the move-set for each ability, I opted to only change one button for my version to avoid having him be too match-up dependent.

I just got done trying your characters and they are great. The only problem I have with your characters is how brutal the A.I. is especially Adachi he doesn't even get me the chance to breathe. I just wish your characters had A.I. difficulty scaling so I could at least have a fighting chance instead of resorting to cheap tactics to take them down.

Go into the Character's cmd file and delete everything below the line that says ";AI" to revert them back to MUGEN's default AI.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Shadic12 on August 04, 2022, 06:15:08 am
Thanks for the tip I didn't know if your characters scaled to MUGEN's default AI.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Shadic12 on August 06, 2022, 02:24:39 am
So I did what you said about deleting the AI in the command file but now they only block and move around never attacking even on the highest difficulty. I am probably going to revert them back to the brutal AI you have given them and have to memorize their attack pattern to defeat them. I am using Mugen 1.1b and I don't know if the characters act differently if I use Mugen 1.0 and delete the AI in the command file.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Akito on August 06, 2022, 05:03:25 pm
Constructive criticism:

I really like your chars, but I can't play against them because I can't adapt, the AI ​​of the characters are very appealing, isn't there a way you can make a separate AI for beginner players with this gameplay?

When I get very long combos, the urge I have is to stop playing to go take a shower, eat, sleep, and then go back to playing to see the opponent still giving me a combo, and honestly this is not stimulating.

I would really like to make a Mugen with only characters of your style, but all chars I meet in this style has these absurd AI's, so I end up giving up on the idea.

But other than that your characters are very good, I hope to continue to see your releases with more interesting characters (And I hopo you consider my request/suggestion too).
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on August 07, 2022, 05:27:34 am
So I did what you said about deleting the AI in the command file but now they only block and move around never attacking even on the highest difficulty. I am probably going to revert them back to the brutal AI you have given them and have to memorize their attack pattern to defeat them. I am using Mugen 1.1b and I don't know if the characters act differently if I use Mugen 1.0 and delete the AI in the command file.

I forgot to mention that each instance of "Triggerall = !ailevel" needs to be deleted in the cmd along with everything below the "AI" line to allow the default AI to make inputs. Mugen's default AI tends to turtle a lot while Ikemen's default AI just constantly makes random inputs, which actually puts up more of a fight because of it. So if you're looking to get the most milage out of Characters that don't use custom AI, then I suggest using Ikemen.

I really like your chars, but I can't play against them because I can't adapt, the AI ​​of the characters are very appealing, isn't there a way you can make a separate AI for beginner players with this gameplay?

Read Above.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Little Fox: Tres Truenos on August 07, 2022, 03:52:41 pm
Hey OHMSBY, I'm reposting this comment about some 3D into pixel art development stuff I found with the links this time because I forgot to put them in originally.
  The first one is from a  thread called "Turn 3D models into pixel art" that was started by fellow MFG memebr O Ilusionista that talks about a blender that turns 3D models into pixel art
https://mugenguild.com/forum/topics/turn-3d-models-pixel-art-164991.0.html
  The the other two links are about the development of the game Blade Strangers and the process behind cel-shaded artstyle, the first a blog from the company Nicailis that made the game and the other a interview from the director of the game, Toshinobu Kondo and him answering several questions about the game and its development.
1) Blog about Blade Strangers
http://localhost:4000/blog/Blade-Strangers-The-Art-of-Fighting/
2) Nintendo Report interview with Toshinobu Kondo
http://www.nintendoworldreport.com/interview/47068/blade-strangers-interview-with-toshinobu-kondo

And by the why nice work on King Koopa and his fearsome lizard breath and the upcoming update of the tje regular Palm-Top Tiger Taiga. Also is Taiga the next character for next month or is she a additional character with Bowers that will be released at the same time?


Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Mintloid on August 07, 2022, 04:24:47 pm
I forgot to mention that each instance of "Triggerall = !ailevel" needs to be deleted in the cmd along with everything below the "AI" line to allow the default AI to make inputs. Mugen's default AI tends to turtle a lot while Ikemen's default AI just constantly makes random inputs, which actually puts up more of a fight because of it. So if you're looking to get the most milage out of Characters that don't use custom AI, then I suggest using Ikemen.

Alternatively, where it says
Code:
triggerall = AIlevel && numenemy
in the ;AI section in the .cmd file, insert this code --> "triggerall = random <= 30" under it.

like this
Code:
triggerall = AIlevel && numenemy
triggerall = random <= 30
input this for every move that has the ai and numenemy code and then you'll have a easier custom AI.

One minor note is that setting the random triggerall value at a bigger number means stronger AI, (EX: <= 60)
and a smaller number means weaker AI (EX: <= 15)

Hope this helps for everyone.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Shadic12 on August 07, 2022, 04:40:25 pm
Thanks Vocalnoid I will use your method.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on August 08, 2022, 06:41:48 am
The first one is from a  thread called "Turn 3D models into pixel art" that was started by fellow MFG memebr O Ilusionista that talks about a blender that turns 3D models into pixel art
https://mugenguild.com/forum/topics/turn-3d-models-pixel-art-164991.0.html

I actually have visited that thread back when we were still figuring out how to get started on Meta Knight. Unfortunately, I wasn't able to get that shader to work.

1) Blog about Blade Strangers
http://localhost:4000/blog/Blade-Strangers-The-Art-of-Fighting/

That's a dead link.

And by the why nice work on King Koopa and his fearsome lizard breath and the upcoming update of the tje regular Palm-Top Tiger Taiga. Also is Taiga the next character for next month or is she a additional character with Bowers that will be released at the same time?

Regular Taiga will be released along side Bowser, and Maid Taiga will still be available separately as an EX variant.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: TurnPile on August 09, 2022, 04:32:22 am
And by the why nice work on King Koopa and his fearsome lizard breath and the upcoming update of the tje regular Palm-Top Tiger Taiga. Also is Taiga the next character for next month or is she a additional character with Bowers that will be released at the same time?

Regular Taiga will be released along side Bowser, and Maid Taiga will still be available separately as an EX variant.

Wait, what? EX versions of characters?
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Solid Snivy on August 09, 2022, 05:42:54 am
And by the why nice work on King Koopa and his fearsome lizard breath and the upcoming update of the tje regular Palm-Top Tiger Taiga. Also is Taiga the next character for next month or is she a additional character with Bowers that will be released at the same time?

Regular Taiga will be released along side Bowser, and Maid Taiga will still be available separately as an EX variant.

Wait, what? EX versions of characters?
Guess that’ll start being a thing now (which I’m alright with). I know that Resentone is working on Enigma/EX Hyde, where his moveset is more based off of the UNIST/UNICLR mods. Though also I’m sorta not surprised. Maid Taiga’s moveset when OHMSBY first released her was supposed to be noticeably different compared to Regular Taiga and how a bunch of people did her.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: The Blind Furry on August 10, 2022, 07:50:17 pm
Hey OHMSBY, hope you’re keeping well!

I’ve been asked by a friend to ask if you would ever make Megaman or Ryu (I assume he means the Smash Versions).

Also, who do you yourself main in Ikemen currently?
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Shadic12 on August 13, 2022, 11:03:43 pm
Yo OHMSBY I don't know if you are open for suggestions about characters from series you are not familiar with/never heard of the games they are from since its niche but might I offer Ougon Musou Kyoku CROSS/golden fantasia characters a try? Its basically a Cross tag fighting for PC and I think the characters could fit your blazblue Cross tag gamplay and the character sprites are pretty much hi-res/HD. Here is the source game link: https://store.steampowered.com/app/550340/Umineko_Golden_Fantasia or you could check out the gamplay on YouTube. Here is the link for the characters on Mugen: https://mugenfreeforall.com/topic/10725-ougon-musou-kyoku-ougon-musou-kyoku-cross/
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: OHMSBY on August 14, 2022, 05:37:02 am
I’ve been asked by a friend to ask if you would ever make Megaman or Ryu (I assume he means the Smash Versions).

Quite possibly.

Also, who do you yourself main in Ikemen currently?

My main is pretty much whoever I'm currently working on, but I find my self going back to play as Kirby the most.

Yo OHMSBY I don't know if you are open for suggestions about characters from series you are not familiar with/never heard of the games they are from since its niche but might I offer Ougon Musou Kyoku CROSS/golden fantasia characters a try?

I generally make it a rule to only work on characters from games and/or franchises that I'm actually familiar with.

I've actually tried to play Ougon Musou Kyoku one time, but I couldn't get it to run properly on my PC. Attempting to do so makes the game's frame rate run like 5 times the speed that it's supposed to run.
Title: Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)
Post by: Shadic12 on August 14, 2022, 06:35:02 am
Well that's a shame its a pretty solid game and you would have probably loved it, but since you can't play the game why not give the characters a try and play them on Mugen they should be source accurate to the game. The only problem would be the tag mechanic from the source since it was always a 2 on 2 battle but if you have already made up your mind based on your previous reply then I won't bother you about it anymore.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: OHMSBY on August 15, 2022, 04:55:41 am
Bowser has been released.

(https://i.imgur.com/oW9vBmF.jpg)

Spoiler: More Screenshots (click to see content)

Get Bowser here:
https://drive.google.com/file/d/1I9IMZFndKDTh60EmzxO9lYQfNB0TYFno/view?usp=sharing (https://drive.google.com/file/d/1I9IMZFndKDTh60EmzxO9lYQfNB0TYFno/view?usp=sharing)

Bowser's 1.0 Patch:
https://drive.google.com/file/d/1Uja1oGp4SABjblezeT_Y1GEUD8AwRyOi/view?usp=sharing (https://drive.google.com/file/d/1Uja1oGp4SABjblezeT_Y1GEUD8AwRyOi/view?usp=sharing)

Also, the following characters have received the EXA Update:
Gordeau, Kuroko, Samus, Taiga (Normal and Maid), Mitsuru, Bisclavret, Pistrix, and Kohaku

Maid Taiga has been swapped out for regular Taiga Aisaka, with a moveset that is more reminiscent of her appearance in DBFC. Maid Taiga is still available as separate character that is classified as an EX Variant. EX Varaints have their own google drive folder here. (https://drive.google.com/drive/folders/1cbFvbapV1h0Tfnjl0cXb2pNiiSmUM3e7?usp=sharing)

Google Drive link for all exa updated characters:
https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing (https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing)

Also released alongside Bowser is a stage pack consisting of his stages from Super Mario 64, which you can get here:
https://drive.google.com/file/d/13amHaLVvrHsFADJ9HtKYZod3AZ--mCdA/view?usp=sharing (https://drive.google.com/file/d/13amHaLVvrHsFADJ9HtKYZod3AZ--mCdA/view?usp=sharing)
(The stages only work in 1.1 and IKEMEN GO)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Creative Colossus on August 15, 2022, 05:47:06 am
great content as always!!
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Gacel on August 15, 2022, 06:39:56 am
The first one is from a  thread called "Turn 3D models into pixel art" that was started by fellow MFG memebr O Ilusionista that talks about a blender that turns 3D models into pixel art
https://mugenguild.com/forum/topics/turn-3d-models-pixel-art-164991.0.html

I actually have visited that thread back when we were still figuring out how to get started on Meta Knight. Unfortunately, I wasn't able to get that shader to work.

Oh. 3D to pixel art, shader talk.

I have been working on that.
Examples:
Spoiler, click to toggle visibilty

It's mostly about using the correct render settings and render in low res.
And it works with any shader, be a toon or a watercolor one.

The sprite will need some tweaks but what outputs is almost final.
I can help you with that if needed.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: ZolidSone on August 15, 2022, 12:21:34 pm
Feedback:
Gordeau:
-The Rusty Nail Effect on 5AAAA and Blighted Nail has shadows and reflections.

Kuroko:
-She got a state 9883: changed to invalid action 1102 debug error when she was hit by Gordeau's Blighted Nail (I did it again to check, but I can't seem to replicate it. For now, I'll report it so I'll remember it happened).

Samus:
-NOY Dread Strike doesn't KO the opponent on the last hit.

Taiga:
-5C and jB shouldn't cause the opponent to hit the ground as a badminton racket doesn't hit as hard as a frying pan.
-5C could be changed to be the last hit of I'm Taking You To The M-Morgue!
-When 66A is rapid canceled, she does it on the ground instead of the air.
-66A can wall bounce the opponent to the opposite direction if it hits when they get up and turn around while she is still on that frame (For some reason, it's also listed as 66B in the AIR file).
-2A should be 2C except it doesn't slide and trip the opponent.
-2B should be 2A expect the swish swings upward.
-2C should be 2B.
-jB should be jAA (The animation is also bugged as it hits before she swings her bag).
-jC should be jB.
-The hitspark and guard spark on the last hit of Hell Thrust is slightly misaligned (Should be the same position as EX Hell Thrust).
-EX Hell Thrust doesn't knock the opponent down to the ground like the last hit of the regular versions do.
-EX Hell Thrust does less hits and damage (It works exactly the same as Maid variant. Since there's no changes were made to the move, it's actually weaker than the regular versions).
-The normal shockwave from the sled on Slow Sled Ram is misaligned when it touches the ground without hitting the opponent.
-The trash can on Don't Ignore Me! is still there for 4 ticks after she kicked it and the hitspark is layered behind it.
-The startup of Taiga Rampage on the ground should have her bring out her bokken and doing Hell Thrust instead of Taiga Knee Crush before it connects (The air version of the distortion drive can remain the same though).
-The cloud of dusts during Taiga Rampage are lacking stars and palmtop tiger icons.
-On the last hit of Taiga Rampage, Ryuji should appear to stop her from fighting further then throws her bokken at the opponent when they get up.
-You're Really Pissing Me Off! should have her dealing the final hit instead of her throwing the Lamp Post at the opponent (The same frames used for 66A).

Maid Taiga:
-I don't there's any need to keep the ";displayname = "Taiga" on the def file now that Regular Taiga exists.
-The trash can on Don't Ignore Me! is still there for 4 ticks after she kicked it and the hitspark is layered behind it.
-The cloud of dusts during Taiga Rampage are lacking stars and palmtop tiger icons (Thought I mention this since regular Taiga has herself on there using her bokken).

Kohaku:
-Amber Colosseum shouldn't have a hitspark when it successfully connects on the first hit as it grabs the opponent.

Bowser:
-66B will wall bounce the opponent to the opposite direction when they jumped over them (I just realized I accidentally forgot this one).

As my feedback is checking their Exceed Accels and see if there's any issues with them, most of it this time around is regarding Regular Taiga. At times, she still feels like her EX counterpart even with some specials changed, so I'm not sure if you're going to spend the time refining her to make her closer to her original version to source as I know you probably want to focus on Kirito. Honestly, I'm kind of glad you came back to Taiga to do her regular variant. Back in the day, I remember not many people voted for her in the polls as there's other versions of her already. Now with the new mechanics applied, I feel like she would benefit with them and the same goes for Kirito. So now I love to see more Dengeki Bunko characters in your style and to see more. And even though you rather work on your own, I think they should at least have their respective special intros from the source game. For Kirito, that means with Shana, Asuna, Yuuki and Yukina (I believe he shares the same animation but using different voice clips with them).

Now I also remember you would to do variants in case if a character you made ended up as a BBTAG character. Unfortunately it stopped support months after 2.0 and never needed to do that luckily. When I look at your characters, the ones I could think of is Dark Samus, Mythra, Weiss and Nu-13 (Probably not the latter as you prefer Lambda's rushdown oriented moves and maybe not Weiss either as the original base was k6666orochi's).
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Mintloid on August 15, 2022, 03:49:51 pm
Maid Taiga has been swapped out for regular Taiga Aisaka, with a moveset that is more reminiscent of her appearance in DBFC.

Great, That'll definitley bring out more possibilities for other EX Variations in the future, I can't wait.

Also released alongside Bowser is a stage pack consisting of his stages from Super Mario 64

I was wondering who made these stages considering they look winmugen era-like, but cool nonetheless.

I also got a couple notes about bowser.

1. I'm not really a fan of his sff despite being compressed to 2.0.1.0 (87MB, Making this character your heftiest in filesize yet.) but IMO, that only alone is caused by Giga Bowser (his Astral BG and transition outro as well, but I'll let those pass.)
          Which puzzles me, because Piranha Plants' Astral heat isn't Petey Piranha, but just a layer of piranha plants and pipes, but it was the best solution to keep the sff file pretty low. I'm surprised you didn't do the same with Bowser, weren't there any other good choices?

2. This doesn't matter to me, but his voiceclips doesn't use any from SSBU/SSB Wii U & 3DS, I'm guessing the amount of sounds for him were limited?
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: BeastwithFriends on August 15, 2022, 11:58:13 pm
How do you get your sprites for these characters? Bowser, Dede, K Rool, and Piranha Plant look so cool.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: kochidazefan on August 16, 2022, 12:44:08 am
Hi OHMSBY, I've been a fan of your character style for quite awhile and i would just like to know

How difficult is it to make a character from Blazblue who hasn't been in cross tag battle in your style, like coming up with auto combo ideas and incorporating their mechanics in a much simpler way?

Bonus Question: Do you plan to make another guilty gear character in the future like Sol or Potemkin?
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: OHMSBY on August 16, 2022, 05:42:11 am

Fixed. Though I'm keeping Taiga's moveset the same for the reason explained below. Plus I'd prefer not to make changes that would alter or eliminate her combo routes.

At times, she still feels like her EX counterpart even with some specials changed.

That's kind of the point. EX Variants are not really meant to be radically different from the original and are meant to be like Evil Ryu is to Ryu or like the Shadow Characters in Persona 4 Arena Ultimax.

1. I'm not really a fan of his sff despite being compressed to 2.0.1.0 (87MB, Making this character your heftiest in filesize yet.) but IMO, that only alone is caused by Giga Bowser (his Astral BG and transition outro as well, but I'll let those pass.)
          Which puzzles me, because Piranha Plants' Astral heat isn't Petey Piranha, but just a layer of piranha plants and pipes, but it was the best solution to keep the sff file pretty low. I'm surprised you didn't do the same with Bowser, weren't there any other good choices?

Giga Bowser's sprites alone take up about 35 megabytes, so that's definitely the culprit for the large file size. I really couldn't think of anything else for his Astral heat that I could actually achieve with the resources available to me, and I didn't want to just do a rehash Plant's astral.

2. This doesn't matter to me, but his voiceclips doesn't use any from SSBU/SSB Wii U & 3DS, I'm guessing the amount of sounds for him were limited?

I've just never been a fan of how Bowser still uses the N64 era esque roars in Smash when he has an actual voice now, Especially when Bowser Jr. is in the same game and uses his actual voice.

How do you get your sprites for these characters? Bowser, Dede, K Rool, and Piranha Plant look so cool.

They have been rendered using Blender.

How difficult is it to make a character from Blazblue who hasn't been in cross tag battle in your style, like coming up with auto combo ideas and incorporating their mechanics in a much simpler way?

It depends on the character really. There are some characters like Kagura Mutsuki, who is one of my more frequently used characters in Central Fiction, where I still have absolutely no idea how they would even work in Cross Tag.

Bonus Question: Do you plan to make another guilty gear character in the future like Sol or Potemkin?

Ye
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: ZolidSone on August 16, 2022, 01:55:24 pm
Since Kuroko hasn't been updated, I'm still trying to figure out what causes the debug error. so I'll probably have to get back to you on that later.

Fixed. Though I'm keeping Taiga's moveset the same for the reason explained below. Plus I'd prefer not to make changes that would alter or eliminate her combo routes.
I'll agree that changing the command normals would alter it in way now that I think about it. But the distortion drives and astral heat shouldn't as it's just aesthetically and would still deal the same amount of damage as it's mostly just changing the last hit. I don't think you can combo with either of them anyway as they'll touch the ground before you have a chance to.

Also, I have some additional feedback on the two:
-EX Hell Thrust can go though the opponent if she is too close to them (I used their respective versions on each other and they indeed go though because of their standing hitbox).
-The strong ground shockwaves on the last hit of 5BBB, 5C and jB is not the same position as the last hit of I'm Taking You To The M-Morgue! or Regular Taiga's 5AAAA.
-On regular Taiga, the normal shockwave from the sled on Slow Sled Ram is still misaligned:
(https://i.imgur.com/7jVuqBX.png)
I think it should be a tad higher as it's too low. Or do you think it's better to remove it completely as it's a light object and won't conflict with the two normal shockwave on her?

That's kind of the point. EX Variants are not really meant to be radically different from the original and are meant to be like Evil Ryu is to Ryu or like the Shadow Characters in Persona 4 Arena Ultimax.
That's fine, but the problem is that Maid Taiga was built differently due to her limited sprites and you probably had to cut some corners to make her moveset. I know she would obviously not have Ryuji on her moves and I could understand for why Taiga Rampage ended with a headbutt instead. Because of that as she was the main foundation, Regular Taiga is not entirely faithful to the source game like Misaka, Kuroko, and Shana are. Maid Taiga is unique the way she is and you made it work very well. It's not like a Smash Ultimate echo fighter where there's almost identical and have small changes to their moveset like Dark Samus to Samus. Since these kind of changes would take some time, feel free to just fix the current issues and come back to it later.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Uzuki Shimamura on August 16, 2022, 05:09:58 pm
Found a small error for Bowser.
His air throw is unrecoverable to Stupa's Training (with your code on it), making an invalid combo.
https://streamable.com/vgwwvd
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: OHMSBY on August 17, 2022, 02:29:30 am

All fixed.

Since Kuroko hasn't been updated, I'm still trying to figure out what causes the debug error. so I'll probably have to get back to you on that later.

It was a problem with Gordeau, not Kuroko. I had to fix a similar issue with Susano'o before.

Found a small error for Bowser.
His air throw is unrecoverable to Stupa's Training (with your code on it), making an invalid combo.
https://streamable.com/vgwwvd

Training recovers on my end whenever I use the air throw on him. Are you sure that the code has been applied to training?

If so, then try redownloading Bowser.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Uzuki Shimamura on August 17, 2022, 06:30:32 am
Found a small error for Bowser.
His air throw is unrecoverable to Stupa's Training (with your code on it), making an invalid combo.
https://streamable.com/vgwwvd

Training recovers on my end whenever I use the air throw on him. Are you sure that the code has been applied to training?

If so, then try redownloading Bowser.


I tried redownloading him and there are no errors. My bad.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: DauntlessMonk7 on August 19, 2022, 02:06:55 am
Bowser has been released. Have fun.

Bowser's pretty cool, OHMSBY. The cinematic astral with the Super Mario 64 Game Over screen is really well done.
Looking forward to seeing what you do with Kirito.

By the way, do you have any tentative plans to add any of the new moves for characters that end up coming in the new Type Lumina update?

Just wondering about that since I remember that's one of the things they were promoting with the new update.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Shadic12 on August 19, 2022, 05:42:34 am
I don't know if this has been mentioned but are you planning on doing more KOF characters in the future? Their XIII sprite model looks hi-res/HD enough. Also nice Bowser by the way he plays great and can't wait for Kirito in this style.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Ex☆Cham on August 19, 2022, 04:03:11 pm
Something out of curiosity after checking the SFF files to change ports

Is it really necessary to add THAT many frames to the Smash Bros chars or blender doesn't have a batch option for it? Feel like could cut the frames to half and would still look smooth and down the file size by 40%
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: Mintloid on August 21, 2022, 01:57:32 am
Something out of curiosity after checking the SFF files to change ports

Is it really necessary to add THAT many frames to the Smash Bros chars or blender doesn't have a batch option for it? Feel like could cut the frames to half and would still look smooth and down the file size by 40%

this really caught my attention, cause I was thinking about making a butchered sff patch for these chars if OHMSBY is ever done with creating characters or sometime in the future. However the drawbacks of cutting down half of their sff is you need to increase their animations by 1+, which means those characters will be in 30fps rather than 60fps.
Spoiler, click to toggle visibilty

Not to mention its a time consuming process considering you need to rewrite EVERY SINGLE MOVE, CLSN BOXES, AND OTHER CODING in order to function properly. So IMO, part of me would say NO, but mainly, well... YES.

 I don't think this'll be preferable for the creator themself, but i'm sure we'll have other solutions.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: PotS on August 21, 2022, 01:05:56 pm
Bowser's great. Two things that stand out to me right now:

- As a large character, I think his sprpriority for basic actions (standing, walking, etc) should be -1 instead of 0
- I know very little about "anime" combos, but even so A, A, A, C seems too strong

Also while adding a piece of code to try out my first suggestion, I noticed that the availability of Astral Heat is calculated from the player's maximum life rather than the enemy's maximum life.
Title: Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)
Post by: ZolidSone on August 21, 2022, 01:49:48 pm
I have some small feedback on the recent updated EXA characters as I found a debug error on one of them and the other I left out and looking at it again:
Kohaku:
-Drawn Sword-Hidden Blade's follow up causes state 1002: specified negative recovertime debug errors when it was used 3 more or times if the opponent does not recover.

Mitsuru:
The shards on Mabufudyne has shadows and reflections (I originally thought this looked fine at first, but now looking at the floor again and noticed they all disappear by a frame when it makes contact with the opponent).

It was a problem with Gordeau, not Kuroko. I had to fix a similar issue with Susano'o before.
Ah, I see. Unlike him, it was much harder to tell as it didn't happen consistently.

Something out of curiosity after checking the SFF files to change ports

Is it really necessary to add THAT many frames to the Smash Bros chars or blender doesn't have a batch option for it? Feel like could cut the frames to half and would still look smooth and down the file size by 40%
To be honest, I don't think it's actually worth doing. Better to utilize every single frame than bloat the SFF with mostly the effects themselves. Plus he would have to apply the same thing to his Samus as well (Which those renders aren't his as it was made before he could rip his own). It would create inconsistency and lose the charm that makes his characters unique, so I would be against it as it would no longer feel like I'm playing a 3D character on a 2D plane.
Title: Re: [OHMSBY Thread]: Bowser + 3 others quick update (08/21/22)
Post by: OHMSBY on August 22, 2022, 05:22:00 am
Quick Update:

Quote
-Bowser, Blitztank, King K Rool, and Tager now have reduced layering priority during basic actions such as standing or walking.
-Bowser's 5C now has it's hitsun time significantly reduced whenever it is used a second time during a string.




All fixed as well.

By the way, do you have any tentative plans to add any of the new moves for characters that end up coming in the new Type Lumina update?

Most likely. Especially for Kohaku because I'm really digging her new turnaround during Magical Amber Missile and her new Charged Tree.

I don't know if this has been mentioned but are you planning on doing more KOF characters in the future? Their XIII sprite model looks hi-res/HD enough.

I'm not going to rule it out... But man, Iori with his MAAB sprites would look really out of place next to the KOF XIII cast.

Also while adding a piece of code to try out my first suggestion, I noticed that the availability of Astral Heat is calculated from the player's maximum life rather than the enemy's maximum life.

I think you might have been looking at the trigger for the Not Over Yet Helper, which reads off of "Life". The Astral Heat availability reads off of "P2Life" rather than just "Life".
Title: Re: [OHMSBY Thread]: Bowser + 3 others quick update (08/21/22)
Post by: PotS on August 22, 2022, 07:22:23 pm
I think you might have been looking at the trigger for the Not Over Yet Helper, which reads off of "Life". The Astral Heat availability reads off of "P2Life" rather than just "Life".
I'm referring to the first sctrl in the negative states:

Code:
;Astral Ready
[State -2]
type = Helper
trigger1 = power >= 2000
trigger1 = roundstate = 2
trigger1 = p2life <= lifemax*.25
[...]

It checks P2's life and compares it to P1's maximum life. Normally it's easy to miss the issue, but if you pit him against some character with considerably different health values Astral Heat will be available earlier/later than supposed to.

(https://i.imgur.com/66yhqf3.png)

Edit: It just occurred to me that using a fixed life threshold instead of a percentage might be more fair. A percentage makes the move ironically less effective against nimble characters and more against characters with a lot of life. Not to mention some people change Mugen's options to play with more life, so it might deal a lot of damage in that case. But that's just a suggestion.

In Simul, sometimes the character ends up having "infinite" green auras (helper 9883) when facing 2 opponents. It's tricky to reproduce, but if Astral Heat is available and you're in the middle of 2 opponents, it happens if you position them just right.

(https://i.imgur.com/jMuzv98.png)
Title: Re: [OHMSBY Thread]: Bowser + 3 others quick update (08/21/22)
Post by: ZolidSone on August 23, 2022, 01:33:44 am
I just noticed something about Bowser, I realized his Turn animation is not aligned with his standing one. So when he turns around when he gets jumps over or the opponent jumps over him, he would move 9 pixels back due to the sprites being flipped horizontally. The Crouch Turn animation may also need to be adjusted too as it's not aligned with his Crouch one as well. I checked the other Smash characters and they're fine including the hitboxes, it's just Bowser that isn't positioned right.

In Simul,
This is already been known on the readme of his characters as described on the notes:
Quote
-This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea.
So I would advise not using that mode for as certain moves like the Astral Heat would not work correctly if it connects on one of the opponents such as the other would be able to move around it while it's active. With my decent knowledge with M.U.G.E.N, I don't think it has the capability to pause the other opponent until astral heat ends. Most finisher moves in fighting games would only work on a single opponent and not two of them at the same time.
Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: OHMSBY on August 23, 2022, 06:17:33 am
It checks P2's life and compares it to P1's maximum life. Normally it's easy to miss the issue, but if you pit him against some character with considerably different health values Astral Heat will be available earlier/later than supposed to.

Ah, now I understand what you're talking about. Thanks for clarifying.

Anyway, Quick update for all of the EXA Updated characters that fixes this:
Quote
-Quick Fix for all EXA Characters:
Fixed an error where the Astral Heat conditions compare the Opponent's current health to the Player's Max Health rather than the Opponent's Max Health.



I realized his Turn animation is not aligned with his standing one.

This has been fixed as well.

In Simul, sometimes the character ends up having "infinite" green auras (helper 9883) when facing 2 opponents. It's tricky to reproduce, but if Astral Heat is available and you're in the middle of 2 opponents.

As explained by Zolidsone, I don't normally worry about issues that only occur in simul mode (Mostly because I honestly kind of hate simul mode), But I decided to test this out after I applied the fix tot the AH calculation and it seems that I might of ended up fixing this as well. Then again, I only tested this in Ikemen GO, so it may still be present on the other engines.

Quote
Edit: It just occurred to me that using a fixed life threshold instead of a percentage might be more fair. A percentage makes the move ironically less effective against nimble characters and more against characters with a lot of life. Not to mention some people change Mugen's options to play with more life, so it might deal a lot of damage in that case. But that's just a suggestion.

In the Blazblue series, which the Astral Heat mechanic resides from, The availability threshold has always been based on the percentage of the opponent's health. Each of the characters in Blazblue even have varying max life values, so I would like to remain accurate to that.
Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: sergioprft on August 23, 2022, 03:10:02 pm
this really caught my attention, cause I was thinking about making a butchered sff patch for these chars if OHMSBY is ever done with creating characters or sometime in the future. However the drawbacks of cutting down half of their sff is you need to increase their animations by 1+, which means those characters will be in 30fps rather than 60fps.

Just deal with it.
His file size is not the real problem here, and that "sff patch" of yours is honestly unneeded.
What really matters is people having fun playing as Bowser, not this bullshit.

The 4GB patch exists for a reason, l believe it works on 1.0 too so there's that!


Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: PotS on August 23, 2022, 08:43:35 pm
The percentage makes sense. I would've probably done the same. Just food for thought I guess.
Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: Little Fox: Tres Truenos on August 25, 2022, 02:14:21 pm
Hey OHMSBY, how have you been? I found some videos that talk about the animation of Arcsystem games Guilty Gear and Dragon Ball FighterS and how the development process of achieving their signature artstyle came to be. I thought it could be interesting to you due to making your 3D characters in blender and some of the techniques they use could be helpful when developing your mugen creations.

1)The Animation of Guilty Gear Xrd & Dragon Ball FighterZ by New Frame Plus
https://youtu.be/kZsboyfs-L4

2) GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D by GDC
https://youtu.be/yhGjCzxJV3E

3) FUNKtv: How FighterZ Nails an Artstyle by FUNKe
https://youtu.be/YmhIUf-JYyY

4) Why does Dragon Ball Fighter Z look so much like the anime? Animation breakdown by T B Skyen
https://youtu.be/hdnq53SdXZE

Also I apologize for the deadlink from the last post. I visited the website and it was working fine when I visited it, though the page was really lagging when I was there. Also did you find any thing interesting when ripping the character models, voicelines, and affects from Smash Bros Ultimate?
 Also on a side note did you ever implement a special intro for Merkava and Robo-Weiss or is that still on the back burner?
   EDIT:
Hey dude I actually have one more question, its regarding the EX variant character process and sorry in advance if this comment is too long. What is the process of picking a EX variant for a character? Will it be based on the available alternative palette or spriteswaps, like the Kimono Shana, Maid Kuroko and Bikini & Swimsuit Misaka spriteswaps from Crossing Void or the Echo Fighters Dark Samus and Mythra for regular Samus and Pyra? Or will it be based on custom edit potential like your famous Robo-Weiss April Fool's edit or the Unlimited Mode Void Kirby that you thought of awhile ago? Or will be a mixture of the two depending on what you find interesting gameplay, custom development or preference wise?
Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: OHMSBY on August 29, 2022, 06:48:07 am
Also did you find any thing interesting when ripping the character models, voicelines, and affects from Smash Bros Ultimate?

I found out that Piranha Plant actually has some of Bowser Jr.'s animation files left over in his animations folder. So it seems like Bowser Jr. was used as a base when creating Plant in Smash Ultimate.

Also on a side note did you ever implement a special intro for Merkava and Robo-Weiss or is that still on the back burner?

That special intro was snuck into the first batch of EXA updates along with a few new ones.

Hey dude I actually have one more question, its regarding the EX variant character process and sorry in advance if this comment is too long. What is the process of picking a EX variant for a character? Will it be based on the available alternative palette or spriteswaps, like the Kimono Shana, Maid Kuroko and Bikini & Swimsuit Misaka spriteswaps from Crossing Void or the Echo Fighters Dark Samus and Mythra for regular Samus and Pyra? Or will it be based on custom edit potential like your famous Robo-Weiss April Fool's edit or the Unlimited Mode Void Kirby that you thought of awhile ago? Or will be a mixture of the two depending on what you find interesting gameplay, custom development or preference wise?

Kind of all of the above. Basically, EX variants will be characters made largely with assets from my already existing characters and generally take less time to make.

Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: Kamui_De_Los_Vientos on September 04, 2022, 01:23:40 pm
Resentone had adapted the Sprites of Hyde's FX to 1.0, perhaps you intend to update it and put the FX that Resentone had done?
Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: ZolidSone on September 04, 2022, 02:06:03 pm
Speaking about Hyde, I got some small feedback on him when I was testing Resentone's Enigma Hyde and was originally planning to wait to put this on the next batch of EXA updates:
-The swish effect on 66B follows him while rapid canceling.
-Both versions of Vacant Shift and Vacant Shift Sediment could use large sliding dust on the startup.

I also realized 66B will rapid cancel to the opposite direction if you did it right when you go through them and that same issue applies to Resentone's Enigma Hyde as well. After looking at yours in detail since he used him as a base, I found out he has two animations for the move. I'm guessing it's because he's still on animation 240 when you rapid cancel too quickly and not on 241 yet on the opponent's side. Probably no way around that if the character is still in that animation when that happens.

Also, I forgot to mention Bowser's animation is still not fixed. If you compare the last frame of his Turn animation, then compare it with the first frame of his Idle one, you can notice that he'll move a few pixels back. But only aesthetically as the hitbox position has not been changed. That means the X axis of all his frames on his Turn animation will need to be -9 via the AIR file without making adjustments to the SFF.
Title: Re: [OHMSBY Thread]: All EXA Characters quick update (08/23/22)
Post by: OHMSBY on September 04, 2022, 08:41:31 pm
All fixed.

Quote
I also realized 66B will rapid cancel to the opposite direction if you did it right when you go through them

This is also due to the fact that Mugen seems to still read the direction that is being held before the side switch while the hit-pause is still active, so despite the trigger for the side switch ignoring the hitpause, Mugen is still reading the command as Holding Forward during the hitpause. I managed to make it a little less likely to occur, but that is pretty much the extent of what can be done about it as of right now.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: OHMSBY on September 12, 2022, 04:42:58 am
Kirito has been released.

(https://i.imgur.com/14HxIzX.jpg)

Spoiler: More Screenshots (click to see content)

Direct Link for Kirito:
https://drive.google.com/file/d/10_Jc-aWf2lCFJxHwH9092cQ7FJ0yFzti/view?usp=sharing (https://drive.google.com/file/d/10_Jc-aWf2lCFJxHwH9092cQ7FJ0yFzti/view?usp=sharing)

Also, the following characters have received the EXA Update:
Yang, Waldstein, Wagner, Terumi, Misaka, Quote, Saya, and Charlotte

Google Drive link for all exa updated characters:
https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing

Spoiler: Up Next... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Uzuki Shimamura on September 12, 2022, 08:50:42 am
Found an error for Kirito.
The opponent won't launch in air after you rapid cancel (quickly) the last hit of Starburst Stream.
https://streamable.com/vnzmjb
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: 無限の監視者 on September 12, 2022, 09:25:12 am
I also can’t seem to jump cancel his air attacks for some reason.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: CoffeeFlavoredMilk on September 12, 2022, 06:00:12 pm
When it comes to Akame I wonder how you'll handle her voiceclips. The ones in Antor_M's from my memory were really muffled and not good sounding. Can't recall any game where she had voiceclips. You could use soundalikes from either the JP or EN voice actress of her (depending on which one you'll default too) but I dunno where those will be either.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: OHMSBY on September 13, 2022, 01:43:35 am
Found an error for Kirito.
The opponent won't launch in air after you rapid cancel (quickly) the last hit of Starburst Stream.

Fixed.

I also can’t seem to jump cancel his air attacks for some reason.

Only his jA is air jump cancelable. This was done to make Dual Wielding a little more valuable since it grants the ability to reverse beat all of his normals.

When it comes to Akame I wonder how you'll handle her voiceclips. The ones in Antor_M's from my memory were really muffled and not good sounding. Can't recall any game where she had voiceclips. You could use soundalikes from either the JP or EN voice actress of her (depending on which one you'll default too) but I dunno where those will be either.

As of right now, I'm using the voice clips from Antor_M's version. Some of the shorter voice clips like the grunts are actually pretty clear, but all of the others sound like they have been recorded with a potato. I'm most likely going to extract the audio directly from episodes of the show and try using lalal.ai or something similar to separate the voices from all of the other sounds.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Macaulyn97 on September 13, 2022, 02:32:06 am
Okay... I can't combo for shit with your chars anymore, can someone give me some tips?
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: 無限の監視者 on September 13, 2022, 02:46:36 am
I also can’t seem to jump cancel his air attacks for some reason.

Ah, I see.

Another thing I noticed is that throws don't remove his Dual Wield ability. Was that intentional?

Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: OHMSBY on September 13, 2022, 05:24:05 am
Another thing I noticed is that throws don't remove his Dual Wield ability. Was that intentional?

Oh wow, I didn't even realize that it was unaffected by throws that use lifeadd instead of hitboxes. That's fixed now.

Okay... I can't combo for shit with your chars anymore, can someone give me some tips?

What about the combos are you having trouble with exactly?
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Solid Snivy on September 13, 2022, 07:49:38 am

As of right now, I'm using the voice clips from Antor_M's version. Some of the shorter voice clips like the grunts are actually pretty clear, but all of the others sound like they have been recorded with a potato. I'm most likely going to extract the audio directly from episodes of the show and try using lalal.ai or something similar to separate the voices from all of the other sounds.


For some reason that was also the case with their Tohka. Dunno why they were all muffled like that.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Macaulyn97 on September 13, 2022, 05:49:18 pm
What about the combos are you having trouble with exactly?
Lets just say I can't figure out what do do to extend them. I mostly just go from all but the last hits of the LP combo to all but the last hits of MP combo onto special onto super. The best one I can play from your characters is Erika, because it was easy for me to figure out which of her moves are launchers and can extend combos, so I could go far beyond just the basic stuff I do with the others.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Mintloid on September 13, 2022, 10:49:40 pm
Lets just say I can't figure out what do do to extend them. I mostly just go from all but the last hits of the LP combo to all but the last hits of MP combo onto special onto super. The best one I can play from your characters is Erika, because it was easy for me to figure out which of her moves are launchers and can extend combos, so I could go far beyond just the basic stuff I do with the others.

I do too have some trouble with combos with these chars. No offense XD

but I do have a couple tips that could help you learn from almost every char so far.

1. Try using some fighters that are simple to your style, for instance I got a few complete combo games with Kirby, Blitztank, Susanoo, Akatsuki (well... almost :P), Heart, Quote, Metaknight, and Taiga (Maid version to say the least). So far I'm learning from Yumi, Faust, Shantae, Charlotte, and Aoko as they're my main goals for now. Persona characters IMO are the hardest to learn, so feel free skip those.

2. Try activating ultra burst during an Air combo, just rapid cancel into an air dash (after finishing off the combo of course), and ultra burst immeditely. Afterwards, finish off with a simple ground combo and then either Distortion Drive, Exceed Climax, or if the opponents health is low enough, an Astral Heat.

3. Try looking back at some of the old streamable preview clips (as well as OHMSBYs' youtube channel). You may have an idea of what potential combos they could offer back then.

BONUS: Comboing is much easier to handle in MUGEN rather than IKEMEN GO due to slight input delays, assuming you do use IKEMEN GO.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: 無限の監視者 on September 14, 2022, 05:42:27 am
https://streamable.com/z5qbcb

Just found a 100% with Kirito. A well-timed B Spinning Shield in the corner gives him the leverage.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: TurnPile on September 20, 2022, 07:30:21 pm
I'm thinking about Brergrsart and him making Hello/How Are You? (an Haoumaru with a tipper system and funny things) since he couldn't find a good-quality Marth spritesheet for it to work, so thinking about it, I'd suggest that you could do Marth in the near future? Tipper system included for obvious reasons.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Tfa234 on September 22, 2022, 05:15:58 pm
nice characters, but can you add more? also fix your characters as well
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: twogolddabloons on September 22, 2022, 08:34:12 pm
nice characters, but can you add more? also fix your characters as well

?
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Mr. Fael on September 22, 2022, 08:39:23 pm
nice characters, but can you add more? also fix your characters as well

That's pretty vague. More of what?
What's he going to fix if you don't say what exactly needs fixing?
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Takanashi Hoshino on September 23, 2022, 09:14:11 pm
Alchemist of Atlas's Yang JP voice is outdated since she got the EXA update
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: ZolidSone on September 29, 2022, 03:20:08 pm
So when I went back to check Ichida's characters again, I actually found a small error on your characters. I realized the super spark when activating their astral heat is layered in front of the Astral Cut In portrait. But luckily it's only on certain characters and here are those that are affected:
-Ragna (On P2 Side)
-Robo-Weiss
-Yu (On P2 Side)
-Nanase
-Jin (On P2 Side)
-Charlotte
-Hyde (On P2 Side)
-Hilda (On P2 side)
-Merkava (On P2 side)

I believe the Astral Cut In is technically supposed to be layered in front as the super spark effect wouldn't block part of it and intentionally show off the portrait more.

Edit: I had to edit again as I found out for some reason, that error on certain characters can happen on P2 side only, which is what confused me. It's a good thing you haven't updated yet, because I also have found another bug on certain characters regarding the Overheat on their Astral Heat:
Yang, Waldstein, Es, Saya, Carmine & Vlov:
-The Overheat sound effect doesn't play if their astral heats were blocked or missed.

Robo-Weiss, Yumi, Mitsuru & Shana:
-If their astral heat was blocked and/or missed, it will not trigger the Overheat status.

Taiga & Maid Taiga:
-The normal ground shockwave on the startup of You're Really Pissing Me Off! is layered in front of her.

Edit again: I got another thing to share and it's regarding their 2Bs. I realized theirs are not air unblockable and these are the ones that aren't:
-Yang
-Susano'o

I realized those that are usually hit in an upward direction are usually the air unblockable ones. Not straight, downward or the use of a projectile like Yukiko or Charlotte. These are the ones that are, but needs to be adjusted:
-Carmine (His 2B is air unblockable, but the hitspark and guard spark when it connects is misaligned)
-Shana (Her 2B is air unblockable, but it hits in a downward direction)
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: OHMSBY on October 05, 2022, 06:38:16 am
Sorry it took so long for me to get back to this thread. I've actually been sick for the past week but I'm back up to 90% now, which is enough for me to be working on my projects again. Anyway...

Alchemist of Atlas's Yang JP voice is outdated since she got the EXA update

It's updated now.


All fixed.

-Shana (Her 2B is air unblockable, but it hits in a downward direction)

This shall remain the way it is. While Shana's 2B does send the opponent downward, it still has the same hitbox verticality and serves the same general purpose as other upward launching 2Bs.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Solid Snivy on October 05, 2022, 07:03:54 am
Sorry it took so long for me to get back to this thread. I've actually been sick for the past week but I'm back up to 90% now, which is enough for me to be working on my projects again.

Was kinda wondering what's been going on, but glad to hear that you're going okay enough now. Hope that things weren't too serious while you were sick though.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: ZolidSone on October 05, 2022, 07:41:49 am
Got to check those I mentioned and they're all fixed with the exception of one:
Yumi:
-The Overheat status still does not trigger when Ultimate Secret Ninja Art: Ice Queen was blocked (It only does when it misses).

I even checked the ones with that haven't been updated with EXA yet regarding the super spark layering on P2 side and they're fine as well. So that should be it on everyone for the time being. Hopefully you're feeling much better.

This shall remain the way it is. While Shana's 2B does send the opponent downward, it still has the same hitbox verticality and serves the same general purpose as other upward launching 2Bs.
While I was helping Ichida with Kanji and playing him in BBTAG simultaneously, I realize every 2B that every character has is air blockable regardless of direction. So I figured it something you done intentionally. Luckily that's the not the case with UNIB and BBCF, so it's fine. It's good that you still limit the anti-airs with upward 2B attack animations instead.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: OHMSBY on October 06, 2022, 04:15:07 am
Got to check those I mentioned and they're all fixed with the exception of one:
Yumi:
-The Overheat status still does not trigger when Ultimate Secret Ninja Art: Ice Queen was blocked (It only does when it misses).

Fixed.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: ZolidSone on October 09, 2022, 12:44:51 pm
I decided to spend time playing some more BBTAG on Training mode for feedback purposes. So while I was helping Ichida with his Kanji at the time, I noticed a few details he had on his Persona characters and they are missing on yours. Of course there was no way I would have known way earlier because I didn't have the game back then. So this feedback will cover regarding those this time around.

General:
-The flames when the Personas come out are layered in front of them (I thought this was an error on Ichida's characters. But after looking at the game in detail, I'm beginning to think they do appear behind them and also won't conflict with swish effects if they have any as I noticed with Izanagi with Yu's 5B).
-They are missing the break effects when their Personas are summoned (If you look at certain moves they do, they have a 6501 break animation. Look at the characters below for the specific ones I found).

Yu:
-The Break Effect are not present during these move animations with the respective sound effect:
5AA, 5AAA, D Zio, 5B, 5BB, jB, Running Grab Success, and all versions of Zio and Swift Strike.
-The sound for the Break effect doesn't play on Ziodyne and Cross Slash.

Adachi:
-The hitspark and guard spark of jC is misaligned when it hits the opponent higher in the air.

Unfortunately, I do not have the 2.0 expansion so I can't use Adachi. He probably has them too, but I don't know exactly which of his animations have them.

Yukiko:
-The Break Effect are not present during these move animations with the respective sound effect:
5A, 5AA, 5AAAA, jC, Agi, Maragi, Fire Boost, Agilao, Maragion and Fire Boost.

Mitsuru:
-The Break Effect are not present during these move animations with the respective sound effect:
5AAAA, 2BB, jC, Marin Karin, Bufula & Bufudyne.

Also, I forgot to mention on the previous feedback for Taiga/Maid Taiga that the swish effect on their jAA follows her after touching the ground. I noticed it a lot more easier when the Neutral Jump Steering was added.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Uzuki Shimamura on October 09, 2022, 04:22:42 pm
I've made a new voice patch, it's Gintoki Sakata voice for your Ragna.

I changed some of his clips (Intro, battle, etc.), but I left unchanged on others because of JP VA reference.



Download link: https://drive.google.com/file/d/1uscfI0cS4Q7Q48gxq7zyOVBGQt6OZqrs/view
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: OHMSBY on October 10, 2022, 06:48:06 am

All fixed.

I've made a new voice patch, it's Gintoki Sakata voice for your Ragna.

Once I find the time to do so, I'm really gonna need to update the extras section of my site with all the voice patches that have been released overtime like this one.



Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: daviskaedyn6 on October 10, 2022, 07:26:46 pm
OHMSBY i got a question for you can you do a mazinkaiser char his specials wil be turbo smasher punch rust tornadao gigant missle proton beam fireblaster and his astral finish mazin kaiser will use kaiser nova on low heath but on regular heath he use final kaiser blade.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: Jmorphman on October 10, 2022, 07:50:01 pm
OHMSBY i got a question for you can you do a mazinkaiser char his specials wil be turbo smasher punch rust tornadao gigant missle proton beam fireblaster and his astral finish mazin kaiser will use kaiser nova on low heath but on regular heath he use final kaiser blade.
Don't demand others to make characters for you.

This is the second time you have done this, do not repeat it again.
Title: Re: [OHMSBY Thread]: Kirito Released + 8 EXA Updates (09/11/22)
Post by: DauntlessMonk7 on October 10, 2022, 08:04:25 pm
I've made a new voice patch, it's Gintoki Sakata voice for your Ragna.
Once I find the time to do so, I'm really gonna need to update the extras section of my site with all the voice patches that have been released overtime like this one.

That reminds me that I still need to finish that Kirby sound pack with the extra jingles & stuff from the other games.
It's mostly done, I've just sort of stalled on it ever since the updates came out, namely because I've been working on Geese.

I've also been kind of thinking about doing one for Iori as well, mainly with extra voice clips from various games (NGBC/XI/MI2, for example).
Mainly the Japanese voices since Joey already did the MI2 English voices.

Also been testing Kirito a little bit, he seems pretty good. Haven't really noticed anything worth of note in terms of bugs or whatever yet.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on October 17, 2022, 07:45:29 am
Akame has been released.

(https://i.imgur.com/rWZBULY.png)

Spoiler: More Screenshots (click to see content)

Get Akame here:
https://drive.google.com/file/d/1SkrCjqLKR64WftaI0Lktiuha_SE0OZcs/view?usp=sharing (https://drive.google.com/file/d/1SkrCjqLKR64WftaI0Lktiuha_SE0OZcs/view?usp=sharing)

Also the following characters have received the EXA Updated:
Kokonoe, Isaac, Shantae, and Lambda-11

With that, each and every one of my characters are now up to date with the new system mechanics.

Google Drive link for all exa updated characters (Which is now everyone):
https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing (https://drive.google.com/drive/folders/1p2lbejwkzXsMxxaRDtsQ-YISPxHXsEAi?usp=sharing)

Spoiler: Up Next... (click to see content)

Have fun.

Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Solid Snivy on October 17, 2022, 08:33:43 am
I was kinda holding off on mentioning it before the next character was revealed, but now I can say that I've been catching onto a little pattern you've been doing, that being making and releasing 1 character every 3 months that uses a 3D model (for now it's just been Smash characters, but still). I know I'm not really the first one to have noticed this after a while, but I just found it kinda neat. I am curious if this pattern was intentional or something that just kind of happened at some point.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Uzuki Shimamura on October 17, 2022, 05:23:39 pm
I just noticed that Kirito's Dual Wielding mode won't remove after getting hit by Training's attacks.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on October 18, 2022, 06:29:03 am
I was kinda holding off on mentioning it before the next character was revealed, but now I can say that I've been catching onto a little pattern you've been doing, that being making and releasing 1 character every 3 months that uses a 3D model (for now it's just been Smash characters, but still). I know I'm not really the first one to have noticed this after a while, but I just found it kinda neat. I am curious if this pattern was intentional or something that just kind of happened at some point.

The pattern is 2 characters that are not Blender projects, and then a character that is a Blender project, and the cycle repeats. Though if really get down to it, it's pretty much exactly the same as you described. The Blender projects generally take more time to work on than the rest so I figured 2 non-blender project characters is good amount of a buffer in between. It may change in the future, but I'm sticking to it now.

I just noticed that Kirito's Dual Wielding mode won't remove after getting hit by Training's attacks.

That's because the removal is only triggered by attacks that actually deal damage. This is to prevent just any instance of Kirito going into a hurt state from triggering the removal, such as Bursts and Throw Breaks.

Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Macaulyn97 on October 18, 2022, 07:08:02 am
I kinda wish you went with Boyleth instead of Girleth...
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: ComboAssassin20 on October 18, 2022, 12:30:32 pm
I kinda wish you went with Boyleth instead of Girleth...

...
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on October 19, 2022, 07:14:25 am
I kinda wish you went with Boyleth instead of Girleth...

Actually, I'll most likely be making M!Byleth into an EX variant further down the line.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Macaulyn97 on October 19, 2022, 07:50:40 am
I kinda wish you went with Boyleth instead of Girleth...

Actually, I'll most likely be making M!Byleth into an EX variant further down the line.

Thats great, actually.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: AMultiverseAuthor on October 19, 2022, 07:14:44 pm
This Akame is /in my opinion/ the definitive Akame in Mugen.

Not sure if I'll main her though because her gameplay has a steep learning curve. Then again, it takes a galaxy brain to play Iaido swordsmen characters like Hibiki, Johnny, and Yuzuriha.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Brony2.4ever on October 20, 2022, 06:38:11 am
I noticed a bit of an issue with Akame.  If you use the counter version of Yukikaze on specific projectiles (Example, Shantae's Fireball, Ichida's Kanji and his chair projectile during "Whoopin', Tatsumi-Style" super), the super hit can create a clone of said character and multiple more clones if you keep using Counter Yukikaze on said projectiles.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: ZolidSone on October 20, 2022, 10:38:51 am
Speaking about Shantae, I actually just noticed that the Invalid message will appear on the last hit if Spark Dance successfully connects when the opponent is in the air. I don't know why is that there as it's impossible for the opponent to recover during her distortion drive.

Also, I found two small system errors that might require updating everyone:
-The Awakening Cut In portrait shares the palfx (Notice it glowed along with the character when performing a dodge after Ultra Burst).
-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 (I noticed this for a while, but ignored it since it was relatively minor).
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Good_Wall533 on October 21, 2022, 12:03:24 am
I've updated my Kokonoe japanese voice patch for the new EXA update. Here's the link: https://www.mediafire.com/file/jsyz9ufcs2q88er/KokonoeJPN.rar/file

Please let know if there's anything wrong. Enjoy.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on October 21, 2022, 04:19:43 am




All fixed. Go ahead and redownload.

I've updated my Kokonoe japanese voice patch for the new EXA update. Here's the link: https://www.mediafire.com/file/jsyz9ufcs2q88er/KokonoeJPN.rar/file

Please let know if there's anything wrong. Enjoy.

Only thing that I've noticed is that sound 3053,1 is missing. Other that that, it's good to go.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: ZolidSone on October 21, 2022, 04:45:13 am
Just to let you know. From Akame to Bowser in alphabetical order, Adachi's folder somehow got copied over to their zip files. You might want to delete them as you will be downloading Adachi's character multiple times. I was wondering why the file size for them got so big suddenly.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on October 21, 2022, 05:13:55 am
I have no idea how that happened, but it is fixed now.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Little Fox: Tres Truenos on October 21, 2022, 11:36:24 am
Hey OHMSBY how have you been? Did you get over your cold, since the last post about it you said you were 80% clear of it? Also how what was the development of Akame like since she is technically your first edit of a custom mugen character(That I'm aware of)? What inspired you to pick her?
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Good_Wall533 on October 21, 2022, 03:18:14 pm




All fixed. Go ahead and redownload.

I've updated my Kokonoe japanese voice patch for the new EXA update. Here's the link: https://www.mediafire.com/file/jsyz9ufcs2q88er/KokonoeJPN.rar/file

Please let know if there's anything wrong. Enjoy.

Only thing that I've noticed is that sound 3053,1 is missing. Other that that, it's good to go.


Updated. And here I thought I got everything. Anyway, Here's the updated voice link: https://www.mediafire.com/file/tbsfcspr50k8lgp/KokonoeJPNUpdated.rar/file
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Mintloid on October 21, 2022, 10:06:28 pm
Also how what was the development of Akame like since she is technically your first edit of a custom mugen character(That I'm aware of)?

Their first mugen custom character edit was actually Charlotte (originally made by MRCLMNDKS)

Scratch that, it was Kirby. (from D4Kirby by Seku)
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Little Fox: Tres Truenos on October 22, 2022, 02:14:47 pm
Also how what was the development of Akame like since she is technically your first edit of a custom mugen character(That I'm aware of)?

Their first mugen custom character edit was actually Charlotte (originally made by MRCLMNDKS)

Scratch that, it was Kirby. (from D4Kirby by Seku)

Thanks dude, I felt that OHMSBY did do a couple of custom character edits before but this but It didn't come to mind at the time.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Shadic12 on October 23, 2022, 01:58:23 am
If you are planning to do Male Byleth as an EX variant is there a possibility for Myrtha being an EX variant of Pyra later down the road?
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Solid Snivy on October 23, 2022, 02:14:46 am
If you are planning to do Male Byleth as an EX variant is there a possibility for Myrtha being an EX variant of Pyra later down the road?

Honestly, I feel like if OHMSBY were to do Mythra at some point in the future, she kind of has enough to stand out enough as her own character rather than being an EX variant of Pyra.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: The Blind Furry on October 25, 2022, 05:38:03 pm
Hey OHMSBY, how’re ya doing?

I was curious, would you make any of the really complicated Smash characters? Like Steve or Cloud with their building and limit break respectively?

Also would love Sonic or Sora. XD
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Brony2.4ever on October 28, 2022, 01:05:26 am
I found a visual issue with Taiga (normal).  Sprite group #5060 in her .SFF file doesn't share the same palette group with her default and instead has a different one.  Meaning if she gets put into the trip animation state while using any other palette of hers, it switches to default palette due to the sprite group not matching that of palette group #1 (similar issue with Adachi and his astral win pose previously)
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on October 29, 2022, 04:22:37 am

Fixed.

I was curious, would you make any of the really complicated Smash characters? Like Steve or Cloud with their building and limit break respectively?

I wouldn't really consider Cloud's limit break to be complicated. Steve's blocks on the other hand would probably be pretty tricky to replicate.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: The Blind Furry on October 29, 2022, 04:14:58 pm
I have just noticed in about 95% of the situations I've seen, Akame's Muramase follow-up completely misses Kirby.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on October 31, 2022, 03:29:04 am
After doing some testing on my end, The move has been working as it should on Kirby.

Are you sure that Akame isn't trying to hit Kirby while he's using a reversal (Final Cutter and Ultra Sword for example) or while Kirby is auto guarding (Stone)?
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Uzuki Shimamura on November 02, 2022, 06:36:21 am
Found a small error for Ragna where his j5B is unrecoverable after getting hit many times, making an infinite.
https://streamable.com/16p8m9
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on November 03, 2022, 05:13:46 am
Fixed.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: TurnPile on November 03, 2022, 08:03:11 am
Hey, since you've made a KOF character before with Iori Yagami's Million Arthur sprites, what about using sprites from KOF 12/13 for future characters?...if you feel like you could give them justice (and considering the state of KOF Mugen currently, I don't see that they might care)
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Azul Crescent on November 09, 2022, 09:45:57 am
I have what probably might be a rather odd question, but what values specifically would I have to modify to change the position of the Burst Icons? They sometimes overlap with lifebars.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on November 10, 2022, 04:01:24 am
Hey, since you've made a KOF character before with Iori Yagami's Million Arthur sprites, what about using sprites from KOF 12/13 for future characters?...if you feel like you could give them justice (and considering the state of KOF Mugen currently, I don't see that they might care)

I'm not going to rule it out... But man, Iori with his MAAB sprites would look really out of place next to the KOF XIII cast.



I have what probably might be a rather odd question, but what values specifically would I have to modify to change the position of the Burst Icons? They sometimes overlap with lifebars.

Go into BurstHUD.cns and replace every instance of 12 and 45 (X and Y values respectively) with the numbers of your choosing. BurstHUD.cns is exactly the same throughout all of my characters, so once you are done with editing one of them you can just copy and paste that one into all of the other character folders.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Azul Crescent on November 14, 2022, 04:02:56 am
I have what probably might be a rather odd question, but what values specifically would I have to modify to change the position of the Burst Icons? They sometimes overlap with lifebars.

Go into BurstHUD.cns and replace every instance of 12 and 45 (X and Y values respectively) with the numbers of your choosing. BurstHUD.cns is exactly the same throughout all of my characters, so once you are done with editing one of them you can just copy and paste that one into all of the other character folders.

Thank you! I have one more little question, is there a way to remove the AI from your characters? Even using AI cheat off and setting the difficulty to Easy 1, they just instantly annihilate me. They just are too difficult for me at the moment. Are there values I can change that can disable the AI or even tweak it? Thanks and sorry for the questions.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: OHMSBY on November 14, 2022, 06:54:53 am
Go into the CMD and delete everything below the line that says ";AI" and delete every instance of "triggerall = !AIlevel" to revert them back to using the Default AI.

If you want them to just turtle and not attack at all, you can skip the deletion of "triggerall = !AIlevel"
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Azul Crescent on November 14, 2022, 07:16:34 am
Go into the CMD and delete everything below the line that says ";AI" and delete every instance of "triggerall = !AIlevel" to revert them back to using the Default AI.

If you want them to just turtle and not attack at all, you can skip the deletion of "triggerall = !AIlevel"

Thanks so much! I'll probably revert to your AI when i get a bit better.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Little Fox: Tres Truenos on November 14, 2022, 10:49:01 am
Hey OHMSBY, Uzuki Shimamura made a voice patch for Ragna that swaps out his voice for Gintoki Sakata's because for both wise guys are voiced by the legendary Tomokazu Sugita.

https://youtu.be/BysSaFyw3qQ

This would be a interesting addiction to your "Extras" section of your website.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Uzuki Shimamura on November 14, 2022, 12:06:06 pm
Hey OHMSBY, Uzuki Shimamura made a voice patch for Ragna that swaps out his voice for Gintoki Sakata's because for both wise guys are voiced by the legendary Tomokazu Sugita.

https://youtu.be/BysSaFyw3qQ

This would be a interesting addiction to your "Extras" section of your website.

I already posted it on this thread weeks ago.

Here's my post:
I've made a new voice patch, it's Gintoki Sakata voice for your Ragna.

I changed some of his clips (Intro, battle, etc.), but I left unchanged on others because of JP VA reference.

[youtube]https://youtu.be/BysSaFyw3qQ[/youtube]

Download link: https://drive.google.com/file/d/1uscfI0cS4Q7Q48gxq7zyOVBGQt6OZqrs/view

And OHMSBY told me:
Once I find the time to do so, I'm really gonna need to update the extras section of my site with all the voice patches that have been released overtime like this one.

So, he'll add more voice patches to "Extras" section in the future. (including mine, Walruso's Merkava JP patch, etc.)
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Shadic12 on November 14, 2022, 05:31:45 pm
@Azul Crescent
Go into the CMD and delete everything below the line that says ";AI" and delete every instance of "triggerall = !AIlevel" to revert them back to using the Default AI.

If you want them to just turtle and not attack at all, you can skip the deletion of "triggerall = !AIlevel"

Thanks so much! I'll probably revert to your AI when i get a bit better.

Or alternatively you can use this method that Vocalnoid mentioned a few pages back to tone down the AI:
I forgot to mention that each instance of "Triggerall = !ailevel" needs to be deleted in the cmd along with everything below the "AI" line to allow the default AI to make inputs. Mugen's default AI tends to turtle a lot while Ikemen's default AI just constantly makes random inputs, which actually puts up more of a fight because of it. So if you're looking to get the most milage out of Characters that don't use custom AI, then I suggest using Ikemen.

Alternatively, where it says
Code:
triggerall = AIlevel && numenemy
in the ;AI section in the .cmd file, insert this code --> "triggerall = random <= 30" under it.

like this
Code:
triggerall = AIlevel && numenemy
triggerall = random <= 30
input this for every move that has the ai and numenemy code and then you'll have a easier custom AI.

One minor note is that setting the random triggerall value at a bigger number means stronger AI, (EX: <= 60)
and a smaller number means weaker AI (EX: <= 15)

Hope this helps for everyone.
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Azul Crescent on November 15, 2022, 12:46:11 am
@Azul Crescent
Go into the CMD and delete everything below the line that says ";AI" and delete every instance of "triggerall = !AIlevel" to revert them back to using the Default AI.

If you want them to just turtle and not attack at all, you can skip the deletion of "triggerall = !AIlevel"

Thanks so much! I'll probably revert to your AI when i get a bit better.

Or alternatively you can use this method that Vocalnoid mentioned a few pages back to tone down the AI:
I forgot to mention that each instance of "Triggerall = !ailevel" needs to be deleted in the cmd along with everything below the "AI" line to allow the default AI to make inputs. Mugen's default AI tends to turtle a lot while Ikemen's default AI just constantly makes random inputs, which actually puts up more of a fight because of it. So if you're looking to get the most milage out of Characters that don't use custom AI, then I suggest using Ikemen.

Alternatively, where it says
Code:
triggerall = AIlevel && numenemy
in the ;AI section in the .cmd file, insert this code --> "triggerall = random <= 30" under it.

like this
Code:
triggerall = AIlevel && numenemy
triggerall = random <= 30
input this for every move that has the ai and numenemy code and then you'll have a easier custom AI.

One minor note is that setting the random triggerall value at a bigger number means stronger AI, (EX: <= 60)
and a smaller number means weaker AI (EX: <= 15)

Hope this helps for everyone.

Omg thank you so much this really helps alot!
Title: Re: [OHMSBY Thread]: Akame Released + 4 EXA Updates (10/17/22)
Post by: Little Fox: Tres Truenos on November 15, 2022, 07:20:20 am
@Uzuki Shimamura Oops my bad dude, didn't see that you already posted on this thread. Also thanks for the the notification and addictional info.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: OHMSBY on November 30, 2022, 04:14:15 am
Well, that was weird.

Anyway, Byleth was already released over a week ago, but I can actually post about it now that the forum is back up and running.

Also, there was a little debug error that got fixed as well.

(https://i.imgur.com/H3gsKkt.jpg)

Spoiler: More Screenshots (click to see content)

Get Byleth here:
https://drive.google.com/file/d/1HRgTqHnZdhizZ5trF695u8T4uf5rHQtz/view?usp=share_link (https://drive.google.com/file/d/1HRgTqHnZdhizZ5trF695u8T4uf5rHQtz/view?usp=share_link)

Get Byleth's 1.0 Patch here:
https://drive.google.com/file/d/1qgqky3cO8CYnEPNn-bs99fmsPmPotuEh/view?usp=share_link (https://drive.google.com/file/d/1qgqky3cO8CYnEPNn-bs99fmsPmPotuEh/view?usp=share_link)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Solid Snivy on November 30, 2022, 04:47:40 am
Shadow Yu as an EX character, huh? Had a feeling you were gonna do the Shadow-Type characters at some point since I remember you expressing interest in making them. I guess I’ll be the one to ask if they’re gonna be like how they were in Ultimax, where they don’t have an Astral Heat but they can do unique things to compensate for that. Either that or making a completely new Astral Heat in contrast with the Normal P4AU characters (aside from Adachi since he doesn’t have a Shadow Type in Ultimax). Correct me if I’m wrong on any of these assumptions though.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Bluekuma on November 30, 2022, 06:08:41 am
I got a question that might be a little out there, but is there any potential FightFX's that are similar if not are the same as Blazeblue Cross Tag Battle? If so can someone hook me up with a link?
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Uzuki Shimamura on November 30, 2022, 02:52:35 pm
I found an error for your Merkava that his I, Persistently Cling can hit an opponent during I, Frolic, making a late KO animation
https://streamable.com/7r8jai
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: OHMSBY on December 01, 2022, 04:36:55 am

There won't be any unique system mechanics. It will be the same deal as Taiga and Maid Taiga with some moves and stats being changed (Heroic Bravery instead of Zio for example). He will have a different Astral Heat however.


Fixed.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Little Fox: Tres Truenos on December 01, 2022, 12:39:06 pm
Hey OHMSBY, how are you doing and happy belated Thanksgiving. Nice on your work on Byleth, the mascot for your channel and your Mugenguild profile. She has such a cool playstyle with all the different weapons at her disposal, shes like a female Link. So what was it like making her become a reality? And Shadow Yu is a cool choice for a EX Variant, especially since he was original appeared in Persona 4: Animation before being properly canonized in Persona Arena. Got to say I pretty excited to see the grandfather of Unga Bunga type tough guys as the next character in development. Can't wait to see how he turns out.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: TurnPile on December 04, 2022, 06:37:37 am

There won't be any unique system mechanics. It will be the same deal as Taiga and Maid Taiga with some moves and stats being changed (Heroic Bravery instead of Zio for example). He will have a different Astral Heat however.


Fixed.

Maybe he could have a souped-up version of Lightning Flash for a new Super and the Thunder God Dance as an Astral Heat, too.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Macaulyn97 on December 04, 2022, 10:50:31 pm
Question, Ohmsby: was the Pork and Wings question just a troll or was it for us to pick between Ganondorf and Pit?
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: OHMSBY on December 04, 2022, 11:50:46 pm
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Macaulyn97 on December 05, 2022, 12:27:16 am
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: TurnPile on December 05, 2022, 12:33:06 am
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: sergioprft on December 05, 2022, 12:44:11 am
l really hope Sol has a Saul Goodman palette, that would be funny.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: OHMSBY on December 05, 2022, 06:28:55 am


Spoiler, click to toggle visibilty


I'm not really sure if I can make a palette for Sol that would instantly be recognizable as a reference Saul Goodman, especially with how limited his palette is.
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: TurnPile on December 05, 2022, 08:31:48 am
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Macaulyn97 on December 05, 2022, 09:03:03 pm
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Jtp768 on December 06, 2022, 02:36:19 am

[/spoiler]


I'm not really sure if I can make a palette for Sol that would instantly be recognizable as a reference Saul Goodman, especially with how limited his palette is.
[/quote]

I think Dr.pepperfans is separating sol(he says he's at 75% done)  in his topic in sprite projects
In the meantime, here's a preview of something else I've been working on.

(https://i.imgur.com/eQU29RY.png)



Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Little Fox: Tres Truenos on December 06, 2022, 06:54:50 am
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Mr. Nobody on December 12, 2022, 04:03:12 am
Could "wings" also refer to Palutena?
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Walruso on December 13, 2022, 04:55:15 am
Found a minor error on your Bowser which is the explod lingers when getting hit by the opponent's custom state like KFM's Fast Palm Gethit State as an example.
https://streamable.com/f9d21j
Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: OHMSBY on December 14, 2022, 01:00:30 am
Should be fixed now.




Title: Re: [OHMSBY Thread]: Byleth Released (11/21/22)
Post by: Little Fox: Tres Truenos on December 24, 2022, 10:53:10 pm
 OHMSBY, how have you been lately? I just seen your showcase on Sol and I absolutely love the special intros that he has with Ky and Ragna, especially Ragna since it's a nod to a common voiceline that he says. But if you don't mind me asking, what is the name of the two stages used in the video and do you know the name of the BGM used in the Sol Badguy portion of the vid? Ive been trying to figure out for a good hour what the BGM but I'm completely stumped. Also what inspired you to do the unique polling questions on this thread? I like how these mundane questions are actually a way to decide on which character to work on without anyone actually knowing the meaning behind them, except you course. And also Merry Christmas dude and Happy New Year. Praying and wishing you well on this eve, tomorrow and the end of this year and that you spend it well with family and friends.
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on December 26, 2022, 06:34:02 pm
Sol Badguy and Shadow yu have been released.

(https://i.imgur.com/32tGwdZ.jpg)

Spoiler: More Screenshots (click to see content)

Direct Link for Sol:
https://drive.google.com/file/d/1cNXl0hT_49CSTDsJVsqe8LISf1bPjkNV/view?usp=share_link (https://drive.google.com/file/d/1cNXl0hT_49CSTDsJVsqe8LISf1bPjkNV/view?usp=share_link)

Direct Link for Shadow Yu:
https://drive.google.com/file/d/1-hQn-swYhJdnOt0VWL0oBw6PKNJ1qn-R/view?usp=share_link (https://drive.google.com/file/d/1-hQn-swYhJdnOt0VWL0oBw6PKNJ1qn-R/view?usp=share_link)

Spoiler: Up Next (click to see content)

Have fun.



what is the name of the two stages used in the video and do you know the name of the BGM used in the Sol Badguy portion of the vid? Ive been trying to figure out for a good hour what the BGM but I'm completely stumped.

The stages are "Koroukan" and "Bamboo forest of the lost", both can be found here (https://sites.google.com/view/ariasoftheend/home/backgrounds/shin-koihime-musou). The BGM is "No Mercy", the Sol vs Ky theme from Guilty Gear X.

Also what inspired you to do the unique polling questions on this thread? I like how these mundane questions are actually a way to decide on which character to work on without anyone actually knowing the meaning behind them, except you course.

People are a lot less likely to try to rig a character poll where they don't know what the answers actually are.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: TurnPile on December 26, 2022, 07:50:41 pm
Looks like Taiga's sprites here didn't have different palettes assigned here.
(https://cdn.discordapp.com/attachments/319049781798240256/1057006897754030080/mugen015.png)
Context-wise, I was comparing Maid Taiga to Taiga here and the latter had this palette, so this is an error
(https://cdn.discordapp.com/attachments/319049781798240256/1057007010656297030/mugen016.png)
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Solid Snivy on December 26, 2022, 07:55:25 pm
You know, I was speculating for the longest time how you were planning to do Sol. I probably should’ve known you were gonna make him more like his Strive version, but a part of me was thinking about Xrd. Moreso tinkering with the fact that his Instant Kill aesthetics change if he’s in Dragon Install or not, so I guess a part of me assumed you wanted to try and do something like that here. Would it seem excessive and also unnecessary coding wise? Yeah, though I guess I didn’t rule it out right away since I know some characters in fighting games are like that.

Also, quick question about P.Ciel: is her Astral Heat gonna have the enemy be in a special state like how it was for Faust? Mainly thinking about the other Melty Blood characters in mind here since they all have unique sprites for her last arc in the original game, but it goes for everyone else too.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: ZolidSone on December 26, 2022, 11:08:17 pm
For the last month of the year, I decided to post some quality of life feedback as I realized some specials and force breaks doesn't deal any chip damage. Here are the ones that don't (Plus unrelated if any and also a major debug flood for one of them):

Ruby:
-Guillotine
-The physical hit of Sy-Pod Shot when she slams Crescent Rose into the ground.
-The hit of Buzzsaw Blast when she slams Crescent Rose into the ground.

Mai:
-The first hit of normal and EX versions of Suzuran before she hits the ground.
-Both Himeyuri and Suzuran: Dipper.

Wagner:
-The follow up hits of Kugel Blitz.
-The last hit of EX Kugel Blitz.
-Both normal and EX versions of Sturm Schlag.

Robo Weiss:
-Laserstrahl

Kirby:
-Rising Break (Fighter)
-Ice Sprinkle (Ice)
-Hammer Nail and Giant Swing (Hammer)
-Mirror Cut and Reflect Force (Mirror)
-Spear Thrust (The strong wall bounce effect on Spear when hitting the opponent at the tip is also latterally inverted and is slightly farther away from the opponent).
-All Yo-yo attacks.

Although despite they all use the S attribute flag and still deal chip damage, I do think some of them should not chip kill as certain ones act like a command normal. Mostly those that just does a single hit.

And an update to his copy abilities mostly to cover the recent DLC characters of MultiVersus, Nickelodeon All-Star Brawl, Them's Fightin' Herds and of course Melty Blood: Type Lumina (Also decided to add the rest of the missing UMvC3 characters that aren't mugenized yet from my knowledge):
Spoiler, click to toggle visibilty

Kokonoe:
-Broken Bunker Assault V2.21 (Although I don't think this should chip kill because the B version puts the opponent into a custom state).

Quote:
-The first hit of King's Revenge (I remember this chip kill before, but this time make it so it's not lethal).

Susano'o:
-Megalith
-Towering Flame
-Blade of Judgement

Issac:
-Tear Shot and Upward Tear Shot doesn't deal chip damage (Even though Yukiko and Charlotte throws a projectile with 5B, the movelist.png doesn't specifically say they are specials unlike his).
-1 and 2 of the D6 and the dice itself doesn't deal chip damage.
-The hitspark and guard spark of Bomb Set and 5 on the D6 is misaligned when it hits the opponent in the air.
-Deal with the Devil causes expression truncated to integer debug errors if used while in Ultra Burst.
-Using Deal with the Devil while in NOY causes the expression truncated to integer debug errors.
-After Ultra Burst expires, using Deal with the Devil will not go into Devil Mode.
-Using Deal with the Devil while in NOY during Ultra Burst continiously without stopping will create a new Ultra Burst icon, allowing him to Ultra Burst again after the first expires.

Jin:
-The last hit of both normal and EX versions of Hirensou.

Bisclavret:
-The hitspark and guard spark of Angry Earth and Home Run Swing is misaligned when it hits the opponent in the air.

Charlotte:
-The hitspark and guard spark of Springerle is misaligned when it hits the opponent in the air.

Lambda-11:
-4A is using a meduim hit sound instead of a slash one.
-Exiga Nail could use large sliding dust when she leaps backwards.
-The hitspark and guard spark of Cultus is misaligned when it hits the opponent in the air.

Ky:
-The 2nd hit of Stun Dipper.
-Both normal and EX versions of Greed Sever (Can't neither do chip damage on normal or Shock State and the hitspark and guard spark is misaligned when it hits the opponent in the air).
-Lightning Javelin (Also a typo on the movelist.png).

King Dedede:
-Both Super and Double Dedede Jump.

Shana:
-Both normal and EX versions of Guren no Odachi.

Merkava:
-I, Soar Through The Sky

Sol:
-The last hit of Grand Viper.
-Sidewinder

I actually forgot these move during testing. But might as well wait since I have feedback for the others and decided to post that along with it. Had some of these typed up for Byleth's release but the forum was down for a while and I was sick during the end of November, so it kind of slipped.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on December 27, 2022, 06:02:49 am
Looks like Taiga's sprites here didn't have different palettes assigned here.

This was actually already brought up and fixed a while ago. You'll just need to redownload her is all.

You know, I was speculating for the longest time how you were planning to do Sol. I probably should’ve known you were gonna make him more like his Strive version, but a part of me was thinking about Xrd. Moreso tinkering with the fact that his Instant Kill aesthetics change if he’s in Dragon Install or not, so I guess a part of me assumed you wanted to try and do something like that here. Would it seem excessive and also unnecessary coding wise? Yeah, though I guess I didn’t rule it out right away since I know some characters in fighting games are like that.

I actually kind of did this with his Exceed Accel where the Not Over Yet version has him fully transform before attacking. But yeah, I opted for Heavy Mob Cemetery because I never really found Dragon Install to ever be worth using as the cons outweigh the pros.

Quote
Also, quick question about P.Ciel: is her Astral Heat gonna have the enemy be in a special state like how it was for Faust? Mainly thinking about the other Melty Blood characters in mind here since they all have unique sprites for her last arc in the original game, but it goes for everyone else too.

I will at the very least be implementing the special state for the other Type Lumina characters.


All fixed.

Issac:
-After Ultra Burst expires, using Deal with the Devil will not go into Devil Mode.

That's because he's in Overheat status when Ultra Burst expires without landing the Exceed Accel, which removes devil mode. He will be able to go into devil mode this way after the Overheat status expires.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Uzuki Shimamura on December 27, 2022, 06:57:31 am
I've made a new Japanese voice patch.
Today, it's Sol Badguy

Download: https://drive.google.com/file/d/1-xIXvlAY3Zf3GdBFBMQTaU-kropZ8MhS/view?usp=share_link

Let me know if there's something wrong.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: RagingRowen on December 29, 2022, 01:05:58 am
Bowser Bug! I noticed that the FX for Whirling Fortress (for both variants even if it's not shown) linger when you cancel out of it: https://streamable.com/49ed3x
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Colonel Sanders on December 29, 2022, 01:47:18 am
No saul goodman palette?
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: SquidlyPoli1 on December 29, 2022, 01:51:14 am
No saul goodman palette?

I'm not really sure if I can make a palette for Sol that would instantly be recognizable as a reference Saul Goodman, especially with how limited his palette is.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Ex☆Cham on December 29, 2022, 03:35:14 am
I've made a new Japanese voice patch.
Today, it's Sol Badguy

Man, this one is really hard— Literally had cero idea Sol had a DUB voice, which isn't bad, quite like it, but the deep of his OG voice feels nostalgic.

Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on December 29, 2022, 03:41:20 am
The Japanese voice patch for Ragna that I totally did not forget about has been updated for the special intro against Sol.

Direct Link here: https://drive.google.com/file/d/14RcC_6o7IYGFpPtvnZfQQXILvFp4i3Vi/view?usp=sharing (https://drive.google.com/file/d/14RcC_6o7IYGFpPtvnZfQQXILvFp4i3Vi/view?usp=sharing)

I've made a new Japanese voice patch.
Today, it's Sol Badguy

Everything seems fine to me. Just added it to the site along with the Gintoki voice for Ragna, which you may want to update for the intro with Sol.

Bowser Bug! I noticed that the FX for Whirling Fortress (for both variants even if it's not shown) linger when you cancel out of it: https://streamable.com/49ed3x

Fixed. Go ahead and redownload him.



Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Uzuki Shimamura on December 29, 2022, 04:55:35 am
I've updated my Gintoki voice patch.

Also, I've found a debug flood for Sol when Uzuki deflect's Savage Fang.
(https://i.imgur.com/vUMz771.png)
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on December 29, 2022, 05:41:35 am
Should be fixed now.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Brony2.4ever on December 29, 2022, 03:14:39 pm
Speaking of Sol, another issue i found is if you use Tyrant Rave on an opponent when they are not facing you, they go flying in the opposite direction.  Is this cause Tyrant Rave has no p2facing, or something else?
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on December 30, 2022, 01:49:57 am
Fixed.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: ZolidSone on December 30, 2022, 02:36:01 am
Fixed.
Just checked and it seems that issue also affected his Sidewinder as well. Since it's just one thing on him, I also got some loose end errors I missed on others as well:

Issac:
-The explosion on Bomb Set and the bobby/troll bombs of the D6 are still misaligned when it hits the opponent in the air.

Dedede:
-The hitspark and guard spark on the first hit of Super and Double Dedede Jump is misaligned when it hits the opponent in the air.
-The normal ground shockwave on Double Dedede Jump is layered in front of him and the opponent.

Shadow Yu:
-The hitspark and guard spark of jAA is not the same position as jA (I just realized they used a different statedef and only the one before it was aligned).

That's because he's in Overheat status when Ultra Burst expires without landing the Exceed Accel, which removes devil mode. He will be able to go into devil mode this way after the Overheat status expires.
That explains it. Those debug errors before it was fixed must have really messed with my brain.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on December 30, 2022, 05:09:13 am
All fixed.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Walruso on January 01, 2023, 09:47:01 pm
Hey, I added these two voice patches for your Merkava and Bowser.

Link for these two:

Merkava JPN Voice:
https://mega.nz/file/Xkkx2AAI#RjhxeXKcoOeV5bIcou3G-NCrBWELE7OqfE6Ai2A4gIM

Bowser SSB4/SSBU Voice:
https://mega.nz/file/LwFUkBDZ#yvlRl7127mqvNiRhEZLAJHbSHoDi1Cy_XIoEcXmC7Tg

Preview Video for SSB4/SSBU Voice for Bowser.
https://youtu.be/qWJgFIyj2UI


Oh and btw, I just encountered that glitch during Bowser's Whirling Fortress move in the air that which his ChangeState has him standing while floating in one of my release video.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Resentone on January 02, 2023, 01:41:19 am
No one have ripped it's asset yet.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 02, 2023, 02:02:25 am
Oh and btw, I just encountered that glitch during Bowser's Whirling Fortress move in the air that which his ChangeState has him standing while floating in one of my release video.

You haven't messed with his code at all, have you? Because that isn't happening for me at all, even after I did a fresh redownload from my site. Just redownload him from my site, and if it's still happening for you for whatever reason, let me know.

Honest question: Have you seen Phantom Breaker: Omnia?

I have played Phantom Breaker: Omnia, and I honestly didn't like it at all that much. So I don't really have much interest in working on any of it's characters even if the assets have been ripped.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Walruso on January 02, 2023, 02:22:36 am
Quote
You haven't messed with his code at all, have you? Because that isn't happening for me at all, even after I did a fresh redownload from my site. Just redownload him from my site, and if it's still happening for you for whatever reason, let me know.


Actually, that there was Holn's AI on Bowser when I used it during my release voice patch video.




Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 02, 2023, 03:13:55 am
That explains it.

Holn's AI patch uses it's own set of cmd and cns files, so it looks like it's actually an issue that Holn needs to fix with his patch.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Uzuki Shimamura on January 02, 2023, 03:53:02 am
Oh and btw, I just encountered that glitch during Bowser's Whirling Fortress move in the air that which his ChangeState has him standing while floating in one of my release video.

That happened before while I'm recording a fight as Miyako. (where it was rejected)

Oh, and not just Bowser AI patch has an error, but Holn's other AI patches like Ragna where he can't grab the opponent and some debug floods.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Walruso on January 02, 2023, 04:40:31 am
Quote
Holn's AI patch uses it's own set of cmd and cns files, so it looks like it's actually an issue that Holn needs to fix with his patch.



Quote
Oh, and not just Bowser AI patch has an error, but Holn's other AI patches like Ragna where he can't grab the opponent and some debug floods.

Ah, much obliged for that.


Now I can see the problem with Holn's AI.


Hopefully Holn should go back and fix some of his AI patches that contains some issues...
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Francis Fox on January 02, 2023, 03:20:15 pm
Uh... OHMSBY ?
https://streamable.com/cdp8fk
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: sergioprft on January 02, 2023, 04:19:12 pm
Hey OHMSBY, I'm really not sure If these are acceptable for your site but I made voice patches for your Kirby and Marx

Both are joke voice patches so I'm wondering If you don't mind with those.

https://www.mediafire.com/file/obcogczs98c4gik/lotsaspaghettiman_Kirby_voice_patch.rar/file for Kirby
https://www.mediafire.com/file/px3cjbp6gjnnbpd/Markiplier_Marx_voice_patch.rar/file for Marx

I also made a (non joke) voice patch for your Meta Knight but I haven't released that yet
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 02, 2023, 05:20:49 pm
Uh... OHMSBY ?
https://streamable.com/cdp8fk

Fixed.

Hey OHMSBY, I'm really not sure If these are acceptable for your site but I made voice patches for your Kirby and Marx

Both are joke voice patches so I'm wondering If you don't mind with those.

Those will be fine. I'll just need to set up new sections for you and Walruso before I add your patches.

Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Resentone on January 06, 2023, 10:52:03 am
There's a small error in all of your melty characters.
https://streamable.com/am9uup

This only happens if you go up high in the air then perform an air shield. if the animation has ended before they touch the ground, they will float in mid air.

Spoiler, click to toggle visibilty

Looking through the codes, it returns to idle state instead of jump down/descend state.

It's pretty nuts this only got discovered now. If Maya Bread hadn't told me, I wouldn't even have known about it.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 07, 2023, 01:08:35 am
All fixed.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: sergioprft on January 11, 2023, 04:50:14 pm
Hey (again) OHMSBY, remember when I talked about a "(non joke) voice patch for your Meta Knight"? Guess what, I finally released it about time!
It replaced his Smash Bros voice into... his 4Kids voice! Pretty crazy huh?

https://www.mediafire.com/file/8g7l1238r6fiup8/4Kids_Meta_Knight_voice_patch.rar/file

Add this too before adding my own section, l'll be waiting!
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 12, 2023, 06:22:10 am
Just added your patches (4Kids voice included) and Walruso's patches to the site.

If you'd rather have the icon next to your name in your section be something else, just let me know. Same goes for you too, Walruso.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: ZolidSone on January 12, 2023, 02:05:02 pm
Got some feedback on Ky and Sol:
Ky:
-The hitspark and guard spark of jC is misaligned when it hits the opponent on the ground.
-The forward/backwards throw doesn't have a landing sound effect when he touches the ground.
-The Radius effects on both versions of Stun Edge is on the same position whether it hits the opponent on the ground or air and isn't aligned where the hitspark and guard spark is placed.
-The Radius effects when he hits the opponent during Shock State is layered behind him.
-Lightning Javelin is still a typo in the movelist.png (But if you haven't fixed the typo before, I'm guessing you lost the original psd file).

Sol:
-His Respect is missing his taunt hitbox.
-His Run Stop animation could use some adjustments as his feet aren't on the ground.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 13, 2023, 01:08:09 am
All fixed.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: sergioprft on January 13, 2023, 03:57:34 pm
Thanks for adding my own section on your site! There's something else I wanna point out, not sure If you already noticed it or not but 4Kids Meta Knight has a alternative palette that references his appearance from the anime, but it's unfinished because he had tons of pixels around him and I was too lazy to do something about.

I'll update it If someone fixed it for me, since I'm lazy obviously.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: TornilloOxidado on January 16, 2023, 02:57:49 pm
Hey OHMSBY, i love your characters and thanks to you im inspired and making chars in your style too, any chances to see Neco Arc in BBTAG gameplay?
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: ZolidSone on January 17, 2023, 04:01:30 am
So while I checking the Dead Angle Attacks on Ichida and Resentone's characters, I decided to check yours and noticed these characters gain a small amount of meter if they successfully hit the opponent and won't be empty after 2 consecutive uses (Also more added if there is something else wrong with it):
-Ruby
-Mika
-Gordeau
-Azrael (It also doesn't use the same hit sound as 5AAA)
-Terumi
-Wagner
-Waldstein
-Robo Weiss
-Misaka
-Kuroko
-Es
-Samus
-Kokonoe
-Tager
-Yu/Shadow Yu
-Yumi
-Adachi
-Quote (It also doesn't use the same hit sound as 66A)
-Akatsuki
-Susano'o (It also doesn't use the same hit sound as 5AAAA with envshake)
-Blitztank
-Saya
-Heart
-Issac
-Iori
-Taiga/Maid Taiga
-Faust
-Shantae
-Nanase (It also doesn't use the same hit sound as 5AA, but I think it would sound better with a strong slash one instead)
-Yukiko
-Jin
-Bisclavret
-Charlotte
-Hyde
-Thief Arthur
-Lambda-11
-Mitsuru
-Meta Knight
-Carmine
-Homura (I also noticed the swish is delayed and plays after it hits the opponent)
-Piranha Plant
-Ky
-Lina
-King Dedede
-Hilda
-Shana
-King K. Rool
-Kohaku
-Pistrix
-Pyra
-Merkava
-Aoko
-Dead Apostle Noel
-Bowser
-Kirito
-Akame
-Byleth
-Sol

Although it would end up using it all if they use a distortion drive or two force breaks. Just a little bit of inconsistency since it would've used slightly more meter and gives some characters a slight advantage as they can use their force breaks quicker if used consecutively twice. I made sure if it's the Dead Angle hit itself was the one that gained it and not from blocking the opponent's hit. So Yang, Ragna and Vlov are the only ones that safe from this. Since some of them will be updated to work with Powered Ciel's Calvaria Galgalim: Guillotine, you're more than welcome to wait until then to fix it.

Edit: I got some more feedback on certain characters:

Ruby:
-The vignette effect on Pedal Burst, Pedal Dance and Rose Rush stays frozen instead of continue playing during the finish animation.

Waldstein:
-Werfen Erschlagen causes the opponent to get an in state 9883: changed to invalid action 3055 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Tager:
-Genesic Emerald Tager Buster causes the opponent to get an in state 9883: changed to invalid action 3056 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.
-Charged Lighting Alpha causes the opponent to get an in state 9883: changed to invalid action 851 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Yu/Shadow Yu:
-The radius effects on Cross Slash and when Izanagi hits the ground playing instead of staying frozen during the finish animation.
-The radius effects on Shadow Yu's Ziodyne continues playing instead of staying frozen during the finish animation (For normal Yu's Ziodyne as it works differently, it temporary stops making them and continues after the superpause ends).

Yumi:
-The fans she's twirling on Secret Ninja Art: Black Ice continues playing instead of staying frozen during the finish animation.

Adachi:
-Atom Smasher continues hitting the opponent and the effects don't stay frozen during the finish animation.
-The radius effects on Demonic Cross Slash when Magatsu Izanagi hits the ground continues playing instead of staying frozen during the finish animation.

Akatsuki:
-The effects on Thunderbolt continues playing instead of staying frozen during the finish animation.

Susano'o:
-The swish effect on the last hit of Execution of the Heretic is layered in front of the vignette effect.

Saya:
-Feast of Flesh causes the opponent to get an in state 9883: changed to invalid action 3001 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing (The flesh explosion is also layered in front of the vignette effect).
-Aberrant Mighty Arm causes the opponent to get an in state 9883: changed to invalid action 3058 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Heart:
-The effects on Iron Fist Punch of Love, Amazing Heartful Punch and Amazing Special Kick continues playing instead of staying frozen during the finish animation.

Nanase:
-The hit sound when Waltz in the Tempest successfully connects should be a strong slash one (The vignette effect on the last hit also has no envshake).

Jin:
-Touga Hyojin causes the opponent to get an in state 9883: changed to invalid action 5051 debug error when it hits the opponent right when their aura for their astral heat indicator starts glowing.
-Hiyoku Getsumei causes the opponent to get an in state 9883: changed to invalid action 5145 debug error when it catches the opponent right when their aura for their astral heat indicator starts glowing.

Hyde:
-The black radius effect on Dark Lotus Anthesis continues playing instead of staying frozen during the finish animation.

Thief:
-Sniping Tempest causes the opponent to get an in state 9883: changed to invalid action 5501 debug error when it catches the opponent right when their aura for their astral heat indicator starts glowing.

Meta Knight:
-The swish effect on Galaxia Darkness continues playing instead of staying frozen during the finish animation.

Homura:
-The swish effects on Charge! continues playing instead of staying frozen during the finish animation.

Piranha Plant:
-The vignette effect on Rapid Chomp stays frozen instead of continue playing during the finish animation.

Hilda:
-The portal effect on Submersion continues playing instead of staying frozen during the finish animation.

Shana:
-The vignette effect on Guren no Souoku stays frozen instead of continue playing during the finish animation.
-The flames on Guren no Souoku continues playing instead of staying frozen during the finish animation.

King K. Rool:
-Spine Kruncher causes the opponent to get an in state 9883: changed to invalid action 1405 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.
-The electric effects on The Shocking Konclusion continues playing instead of staying frozen during the finish animation.

Kohaku:
-The vignette effect on Chinese Kohaku Cuffing stays frozen instead of continue playing during the finish animation.

Pyra:
-The vignette effect on Purifying Flame and Flare Smash stays frozen instead of continue playing during the finish animation.

Vlov:
-The vignette effect on Burya Lev stays frozen instead of continue playing during the finish animation.

Merkava:
-I, Frolic causes the opponent to get an in state 9883: changed to invalid action 852 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Aoko:
-Severe Break Slider should KO the opponent on the third beam instead of the very first hit as it can't chip kill and the 3rd beam will miss once it hits at 1 HP.

Dead Apostle Noel:
-The vignette effect on Pest Control Expert Paranodahlia and the NOY version of Mystic Eyes of Rozay-en stays frozen instead of continue playing during the finish animation (The effects on it looks like it's also layered in front of it and continues playing as well).
-The radius effect on Deafening Echo and Mystic Eyes of Rozay-en continues playing instead of staying frozen during the finish animation.

Bowser:
-The vignette effect on Flying Slam stays frozen instead of continue playing during the finish animation (The explosion effect is also layered in front of it and continues playing as well).

Akame:
-The vignette effect on One-Cut Killer and Murasame Cutter stays frozen instead of continue playing during the finish animation.

Byleth:
-The vignette effect on Dead Eye and Amyr stays frozen instead of continue playing during the finish animation.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 18, 2023, 06:50:36 am
Waldstein:
-Werfen Erschlagen causes the opponent to get an in state 9883: changed to invalid action 3055 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Who was the opponent when you tested this out? because it seems like they might be missing this line of code in -2-3.def:

Code:
;Custom State Detect

[State -3, Custom State Detection]
type = Explod
triggerall = !NumExplod(5999)
trigger1 = numhelper(3959) || numhelper(9883)
anim = 9999
ID = 5999
removetime = 1
ignorehitpause = 1

Without this, the aura will try to copy an animation that the character doesn't have whenever they enter a custom state.

In the meantime, Everything else is fixed.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: ZolidSone on January 18, 2023, 08:47:23 am
Who was the opponent when you tested this out? because it seems like they might be missing this line of code in -2-3.def
When I find an error on your characters that's shared on everyone and have to look at all of them again, I usually test them in release order (EX variants not included as they would be tested alongside the original for easier comparison). Since it was Waldstein and he's your 10th character, the opponent would've been your 9th, which is Wagner. This was what happened when Waldstein used Werfen Erschlagen on her right when her astral heat indicator aura appeared (May also happen on the NOY aura if quick enough):
(https://i.imgur.com/JDHG1O1.png)
I know it's hard to see the debug error with my custom edited lifebars, but it says:
"936 : Warning: Player Erika Wagner's Helper's Helper (133) in state 9883: changed to invalid action 3055"

It has to catch them right when the aura appeared (Same goes with the other debug errors I mentioned on everyone else but had different invalid action numbers). Otherwise the debug error will not occur. I checked that line of code and is there in the -2-3.cns. By the time that screenshot was made, this was prior before you fixed everyone and haven't started redownloading yet. Just wanted to show you first before I do.

Edit: Judging by my testing after downloading the fixes, it seems that it affects those who do not have those custom states upon contact and keeps affecting their helper's helper. So aside from Waldstein, here are those that are still affected:
-Tager's Genesic Emerald Tager Buster and Charged Lighting Alpha (I also forgot to mention previously that Charged Lighting is a typo on the movelist.png).
-Saya's Feast of Flesh and Aberrant Mighty Arm (I also forgot to mention previously on her Aberrant Mighty Arm that the flesh effect continues playing instead of staying frozen during the finish animation).
-Jin's Touga Hyojin and Hiyoku Getsumei
-Thief's Sniping Tempest
-King K. Rool's Spine Kruncher
-Merkava's I, Frolic (I also forgot to mention that previously the vignette effect stays frozen instead of continue playing during the finish animation).

However, I tried Tager's Genesic Emerald Tager Buster on Saya and showed one of her tentacles for 1 tick of the aura and the debug error didn't occur, then I tried it on Kokonoe and the debug error still appeared with her standing sprite. So in the end, I'm beginning to think it's a bug because of the aura itself and not the move. It's a good mechanic to know when the astral heat is ready, but I hate to see it removed because of debug errors. Hopefully you'll figure something out and still be able to keep it instead of using a different alternative.

Actually I think it's possible to keep the aura as I remembered I had this same issue happened once with Ichida's Kanji on his The Man Series: Brofist and was performed on Resentone's Shizuo:
(https://i.imgur.com/8Qkg75h.png)
It was something I found at random when I was testing their characters. Now it doesn't do that anymore and I tried it on your characters as well as the aura disappears the moment he grabs them.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 19, 2023, 02:07:03 am
I got it figured it out.

I simply set it up to where the helper that spawns the aura won't activate if the character is currently in the custom state. So yeah, it should be all fixed now.

I know it's hard to see the debug error with my custom edited lifebars,

For future reference, you can hide the lifebars by pressing ctrl+L.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Mr. Nobody on January 22, 2023, 12:38:37 am
I've been loving all your 3D characters from Super Smash Bros. Ultimate.

Will we see more 3D characters like this from other games like Ultimate Marvel vs. Capcom 3 or Tatsunoko vs. Capcom?
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Uzuki Shimamura on January 25, 2023, 08:38:07 am
Had to test your Quote again, and I've found that his sprite that used on his EXA has a visual error.
I've compared it with his default palette, your Ash Ketchum palette, and my Roblox Noob palette.
(https://i.imgur.com/Q8FSWv6.png)
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: ZolidSone on January 25, 2023, 02:42:51 pm
I seem to have found a few bugs on Samus after she was updated (I redownloaded her again to make sure and she is indeed bugged):
-For some reason, the command on her standing dodge is causing a changed to invalid state 160 debug error (Performing it while crouching will make her go into a Negative Penalty loop unless she moves).
-There is no grab sound effect when the opponent is caught by EX Grapple Beam (Grabbing them while they are attacking will make a hit sound instead).
-The effect on EX Grapple Beam Effect doesn't appear when the opponent is being thrown to the wall.
-The hitspark of 5AAAA is misaligned when it hits the opponent in the air.
-The explosion effect on 5B and her running throw could use a little envshake when it hits like 5AAAA does.

As the debug errors, I still seem to get them. Waldstein for example is still forcing the opponent's aura to go into state 3055 with his Werfen Erschlagen if he catches them while glowing. It will only not happen if they don't have that state in their AIR already. Did you simply just add "triggerall = !NumExplod(5999)" on their Astral Ready state on -2-3.cns or there is more than just that? And these other errors were missed who still have the debug errors in case you forgot or I posted later and you may have missed it:

Saya:
-The flesh effect on Aberrant Mighty Arm continues playing instead of staying frozen during the finish animation.

Merkava:
-The vignette effect on I, Frolic stays frozen instead of continue playing during the finish animation.

Edit: Since you haven't responded yet, I realized these errors still remain and a few bugs:

Ruby:
-The pedals on Pedal Burst continues playing instead of staying frozen during the finish animation.
-The vignette effect on Pedal Burst, Pedal Dance and Rose Rush still stays frozen instead of continue playing during the finish animation.

Yumi:
-66B can wall bounce the opponent to the opposite direction when they jumped over them.

Charlotte:
-If you use Kasekuchen again right after the first one was blocked and the candy helpers are still present during the distortion bg and it's successfully connects, it will not trigger the 2nd hit and cause the opponent not to able to get up for a few seconds (The cake will disappear upon contact).
-The strong ground shockwave in Kasekuchen is still layered behind the cake when it hits the ground.

Homura:
-The vignette effect on Falcon and Charge! stays frozen instead of continue playing during the finish animation.

Shana:
-The vignette effect on Guren no Souoku still stays frozen instead of continue playing during the finish animation.

I realized there are still some characters with vignettes that blends with the finish animation if they still remain paused.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on January 29, 2023, 09:57:33 pm


All should be fixed now.

Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Bryan1556 on January 29, 2023, 11:44:31 pm
Hey Ohmsby i'm Make New Ragna Voice Is Joseph Joestar https://drive.google.com/file/d/1-xK7yVxZ7pzxi7ouPwcc5D7cV4JX4oHr/view?usp=drivesdk
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Dude01 on February 04, 2023, 09:22:38 pm
Hey Ohmsby So Recently  there is this Bug when It comes to Terumi and Heart (I don't have evidence cuz I can't make a video about it, I'm Sorry) Terumi and Heart did a "Special Intro" with any Iori (whether that can be from Tightriam, or any Iori)
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: sergioprft on February 08, 2023, 11:10:36 am
https://www.mediafire.com/file/3ow4mdzurh33nyf/4Kids_Meta_Knight_voice_patch.rar/file Updated my 4Kids Meta Knight voice patch with more stuff and his palette becoming finished (thanks to OHMSBY himself for that!)
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Francis Fox on February 11, 2023, 05:45:15 pm
I found a bug on Yang: If her exceed accel is used near the corner, the fireball won't hit the opponent, making them stick to the wall infinitely until Yang hit them once.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: slackboy101 on February 11, 2023, 06:30:18 pm
Question, is Azrael supposed to have dumb ai?
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Little Fox: Tres Truenos on February 12, 2023, 03:24:30 am
Hey OHMSBY, how have you been? Are doing well? Also how is the process of Powered Ciel going along, since its been a minute since the preview of her Guillotine Wall astral finish on various characters. Speaking of her astral finish, is that the reason why Powered Ciel is taking longer then your other releases or is it something else? And by the way does every character that you made have a special animation for her instant kill or will only a select few have one and what will the finisher look like for characters that aren't compatible with it? But anyway keep up the good work dude and take as much time as you need to work on P.Ciel. All the work that you do is really appreciated.  :thumbsup:
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Uzuki Shimamura on February 13, 2023, 05:15:28 am
Founds some errors for your Taiga:

-Finishing an opponent with 1% health using Taiga Rampage can cause a late KO animation. https://streamable.com/zyeg7c
-Her fall animation is bit weird.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: OHMSBY on February 13, 2023, 06:21:12 am


All fixed.

is that the reason why Powered Ciel is taking longer then your other releases or is it something else?

The thing is I have made 66 characters up to this point, which is a lot. So I have decided that it's time to start slowing things down as far as character releases go, and make more time for other things.

And by the way does every character that you made have a special animation for her instant kill or will only a select few have one and what will the finisher look like for characters that aren't compatible with it?

Only my Type Lumina Characters and my Blender Projects will be getting the special animation. I don't quite have the spriting skills to make that happen with the others.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Little Fox: Tres Truenos on February 13, 2023, 06:35:09 am

is that the reason why Powered Ciel is taking longer then your other releases or is it something else?

The thing is I have made 66 characters up to this point, which is a lot. So I have decided that it's time to start slowing things down as far as character releases go, and make more time for other things.

And by the way does every character that you made have a special animation for her instant kill or will only a select few have one and what will the finisher look like for characters that aren't compatible with it?

Only my Type Lumina Characters and my Blender Projects will be getting the special animation. I don't quite have the spriting skills to make that happen with the others.

Completely understandable dude and you definitely need that time for yourself for the amount of work that you do with your characters. And yeah I figured that the Type Lumina cast and Blender Projects would get special animations due to the Type having them already and the Blender Projects are just models, which can easily be made to fall on the ground like the Type characters.
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Bryan1556 on February 13, 2023, 11:15:17 am
Hey Ohmsby Maybe i'm no sure You acceptable My Voice Patch To You site But Here My First Voice Patch Is Joseph Joestar Voice to Ragna
Title: Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)
Post by: Dude01 on February 17, 2023, 08:42:04 am
Hello. Sorry To bring up these questions, but i'm curious. What is your Opinion About BBTAG and Why did you inspired making the BBTAG Play style? Because I was thinking, Man this guy really like BBTAG, huh. (Which BBTAG is my Fav, even though it has some WAY more Problems)
Title: Re: [OHMSBY Thread]: 12 Characters Updated (2/19/22)
Post by: OHMSBY on February 20, 2023, 06:01:59 am
Its time for some updates. only a couple of them are somewhat substantial, the rest are just for compatibility with Powered Ciel's Astral heat:

Quote
The Following Characters have been updated with compatability for Powered Ciel's Astral Heat:
Aoko, Kohaku, Dead Apostle Noel, Vlov, Bowser, Piranha Plant, King K Rool, King Dedede, Meta Knight, Byleth, Pyra, and Marx

Character Specific Updates:
Kohaku:

-Look What I Grew B is now chargeable.
-The grounded version Magical Amber Missile will now have a different follow up while holding back.
-Reduced the rate at which Look What I Grew A can be consecutively used

Dead Apostle Noel:
-Charged version of Skewered Pigeon can now be followed up with a feint version of the follow up attack
-Added Special Intro Against Powered Ciel
-fixed an error where EX Dazzling Echo could regain meter if the opponent were hit by DANoel

EDIT: Turns out that  there were a few of my characters that had some weird behavior with Powered Ciel's Astral which have now been fixed. so go ahead and redownload Es, Susano'o, Charlotte, Ky, Akame, and Sol.



Hey Ohmsby Maybe i'm no sure You acceptable My Voice Patch To You site But Here My First Voice Patch Is Joseph Joestar Voice to Ragna

For the time being, I'm not adding any more sections to the site. Perhaps later.

Hello. Sorry To bring up these questions, but i'm curious. What is your Opinion About BBTAG and Why did you inspired making the BBTAG Play style? Because I was thinking, Man this guy really like BBTAG, huh. (Which BBTAG is my Fav, even though it has some WAY more Problems)

I have been working on a personal edit of character long ago as an experiment with coding. When BBTAG came out, it happened to have a pretty similar control scheme to said personal edit, and the rest is history.

There are plenty of things that I can say about BBTAG that will probably make me sound like I hate the game, but there is definitely a lot of fun to be had with it. However, I'd actually say that Blazblue: Central Fiction is the better fighting game overall.
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: OHMSBY on February 27, 2023, 03:25:30 am
Powered Ciel has now been released.

(https://i.imgur.com/P5MosjM.jpg)

Spoiler: More Screenshots (click to see content)

Get here here:
https://drive.google.com/file/d/1xqYHXIIzT_Q91_u_ZFQokukv5-d548k3/view?usp=share_link (https://drive.google.com/file/d/1xqYHXIIzT_Q91_u_ZFQokukv5-d548k3/view?usp=share_link)

Spoiler: And my next character is... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: TornilloOxidado on February 27, 2023, 03:43:08 am
She is curvy and pretty, nice addition.
(https://i.ibb.co/4tjG6Tr/mugen005.png)
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: ArcBeast on February 27, 2023, 02:59:54 pm
Nice! I've been waiting for her releash!
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: ZolidSone on March 05, 2023, 02:14:03 pm
Been a while since I posted feedback, but I happen to find another small error on certain characters. It's mostly on the older works, but some may have carried over to some later ones. Back then I mentioned it was mostly for the standing and air normals, but I completely forgot about the crouching ones. I was playing DBFCI in training mode and noticed that they also cause air.fall and the same probably applies to Blazblue and UNIB too. Here are the ones that don't:
Ragna, Goredau, Mai, Wagner, Waldstein, Es, Yu/Shadow Yu, Quote, Akatsuki, Iori, Taiga/Maid Taiga, Bisclavret, Charlotte, Meta Knight, Carmine, Lina, Akame:
-2A

Terumi:
-2A & 2B

At least a majority of them are fine as it was later on you noticed they do. Certain 2As were hard to hit the opponent in the air as their hitbox couldn't reach them as they already touch the ground.

I have been working on a personal edit of character long ago as an experiment with coding. When BBTAG came out, it happened to have a pretty similar control scheme to said personal edit, and the rest is history.

There are plenty of things that I can say about BBTAG that will probably make me sound like I hate the game, but there is definitely a lot of fun to be had with it. However, I'd actually say that Blazblue: Central Fiction is the better fighting game overall.
It's good to see how your style has drastically improved over the years. Interesting to know that personal edit of yours was the main foundation of it and I feel like it works really well.

So I was wondering, do you plan to do another system update to your characters again? With the amount of characters you have, I don't think it's worth doing another one as there's so many you have to go through again. Since Central Fiction is probably going to be the last main Blazblue game as Toshimichi Mori left Arc System Works back in September last year, I can't think of other improvements you could possibly do. I believe EXA is perfect the way it is.
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: OHMSBY on March 05, 2023, 09:18:18 pm
I was playing DBFCI in training mode and noticed that they also cause air.fall and the same probably applies to Blazblue and UNIB too. Here are the ones that don't:

All fixed.

So I was wondering, do you plan to do another system update to your characters again? With the amount of characters you have, I don't think it's worth doing another one as there's so many you have to go through again. Since Central Fiction is probably going to be the last main Blazblue game as Toshimichi Mori left Arc System Works back in September last year, I can't think of other improvements you could possibly do. I believe EXA is perfect the way it is.

If I do, then it would be for a full game where only a portion of my characters are present and where I wouldn't have to worry about compatibility across the other engines. However, I would like to add AI scaling to all my characters eventually so changing the difficulty in the options menu actually does something.
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: Shadic12 on March 05, 2023, 09:25:40 pm
I was playing DBFCI in training mode and noticed that they also cause air.fall and the same probably applies to Blazblue and UNIB too. Here are the ones that don't:

All fixed.

So I was wondering, do you plan to do another system update to your characters again? With the amount of characters you have, I don't think it's worth doing another one as there's so many you have to go through again. Since Central Fiction is probably going to be the last main Blazblue game as Toshimichi Mori left Arc System Works back in September last year, I can't think of other improvements you could possibly do. I believe EXA is perfect the way it is.

If I do, then it would be for a full game where only a portion of my characters are present and where I wouldn't have to worry about compatibility across the other engines. However, I would like to add AI scaling to all my characters eventually so changing the difficulty in the options menu actually does something.

I am so onboard with the AI scaling being a universal thing with your characters.
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: Macaulyn97 on March 06, 2023, 12:17:54 am
Now that the character has been locked in as a future release, I prefer to keep it a surprise. However, It will still be a character from Smash Ultimate, that's the only hint I'll give.
Okay, lets see. If its not Pit, it says "wings", so its not Sephiroth, 'cause he only has one, it could be Falco, Dark Pit, Charizard, Duck Hunt Duo, Ridley or Banjo & Kazooie. I don't know who to hope for, but lets wait.
HA! I knew if I tried a bunch of random names of Smash chars with wings I would get one right!
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: Dude01 on March 08, 2023, 11:21:08 pm
I was playing DBFCI in training mode and noticed that they also cause air.fall and the same probably applies to Blazblue and UNIB too. Here are the ones that don't:

All fixed.

So I was wondering, do you plan to do another system update to your characters again? With the amount of characters you have, I don't think it's worth doing another one as there's so many you have to go through again. Since Central Fiction is probably going to be the last main Blazblue game as Toshimichi Mori left Arc System Works back in September last year, I can't think of other improvements you could possibly do. I believe EXA is perfect the way it is.

If I do, then it would be for a full game where only a portion of my characters are present and where I wouldn't have to worry about compatibility across the other engines. However, I would like to add AI scaling to all my characters eventually so changing the difficulty in the options menu actually does something.
The AI Scaling will be a good idea cuz I will no longer download too many AI patches for holn cuz there are some AI characters that are complete MONSTERS, Annoying, and kind of boring to get hype with them, like Blitztank's AI is a monster man but if it going with AI Patch, Oh boy that's gonna be scary AF. But the Annoying one is gotta be Waldstein cuz this guy will Spam 2C every time when he's in the AI battle and it frustrates me whenever he does that. The boring will literally be if the characters doing repetitive things like no cancelling moves that they perform just like other author's AI (who are Inspired by You, ily btw :D )  did perform some roman cancels which I was like damn.

I know this thing is long and I'm really sorry for it. But yeah this is what I want to talk about it.
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: ZolidSone on March 11, 2023, 03:40:44 pm
So while I was doing some long overdue feedback for Tornillo Oxidado's Terry, I encountered an error regarding that the Dead Angle Attack could be rapid cancelled. Luckily, only Gordeau and Carmine can do it. I was about to ask if this was intentional, but it's most likely not since it's just those that 2 can do it and probably in order to prevent double tapping so you don't accidentally waste another bar of meter right when it hits the opponent.

If I do, then it would be for a full game where only a portion of my characters are present and where I wouldn't have to worry about compatibility across the other engines. However, I would like to add AI scaling to all my characters eventually so changing the difficulty in the options menu actually does something.
If that's the case, then I guess that's pretty much it for the style mechanic wise. But if you have to update everyone again, I happen to encountered a flood of either state 170 or 181: has no 0-th nearest enemy debug errors on the win and survival mode results screen. But when it comes to debug errors, this feels more common on every character I have in my roster and only occurs during the the end of arcade mode or how much your score is in survival mode. Thought I should mention it still.

Edit: Yeah, don't worry about those debug errors. I compared the win and lose states with KFM and the code were identical, so I have no clue what is causing it. As long as the it doesn't affect during gameplay, I'm sure it will be fine. Just close M.U.G.E.N and will all clear out.
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: OHMSBY on March 13, 2023, 04:55:26 am
I encountered an error regarding that the Dead Angle Attack could be rapid cancelled. Luckily, only Gordeau and Carmine can do it. I was about to ask if this was intentional, but it's most likely not since it's just those that 2 can do it and probably in order to prevent double tapping so you don't accidentally waste another bar of meter right when it hits the opponent.

Fixed.

Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: Mid117 on March 14, 2023, 03:14:29 pm
Hey OHMBSY, I made a Sprite Patch that gives Yu Narukami Glasses,
also comes with new color palettes and a custom Sprite for Powered Ciel Finisher (used shiki as a base)
https://drive.google.com/file/d/1vBszaPAew3_fJtYWgzNe8oN56UwXp-p0/view?usp=share_link
Preview
Spoiler, click to toggle visibilty
Title: Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)
Post by: ArcBeast on March 17, 2023, 01:48:55 pm
Hey OHMBSY, I made a Sprite Patch that gives Yu Narukami Glasses,
also comes with new color palettes and a custom Sprite for Powered Ciel Finisher (used shiki as a base)
https://drive.google.com/file/d/1vBszaPAew3_fJtYWgzNe8oN56UwXp-p0/view?usp=share_link
Preview
Spoiler, click to toggle visibilty

Neat patch!
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: OHMSBY on March 20, 2023, 03:44:16 am
Just a quick little update for Yu and Shadow Yu that adds Mid117's very well made custom sprite for Powered Ciel's Guillotine:

Quote
Yu and Shadow Yu:
-Added special anim for Powered Ciel's Guillotine, courtesy of Mid117.



Hey OHMBSY, I made a Sprite Patch that gives Yu Narukami Glasses,
also comes with new color palettes and a custom Sprite for Powered Ciel Finisher (used shiki as a base)

I noticed that the cut-in portrait had it's colors get messed up after indexing. I was able to make a cleaner version that you can use instead:
(https://i.imgur.com/RjHrIeI.png)
It's already indexed, so you should be able to just add it to the sff.

Other than that, this is really cool stuff, especially the custom sprite for Guillotine. Do you have any plans to make custom guillotine sprites for any other characters?

Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: Mid117 on March 21, 2023, 12:17:28 am
I noticed that the cut-in portrait had it's colors get messed up after indexing. I was able to make a cleaner version that you can use instead:
(https://i.imgur.com/RjHrIeI.png)
It's already indexed, so you should be able to just add it to the sff.
Thanks, I updated the link



Do you have any plans to make custom guillotine sprites for any other characters?
I don't have plans to make all the characters but i do have few in mind.

Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: ZolidSone on March 21, 2023, 12:52:30 am
I seem to have found some debug errors on Mai regarding her Gallia Sphyras - Exseal either on the ground or the air. Rapid canceling after falling from first hit of either or during the direction change will cause a debug error:
-in state 705: has no helper 770
-in state 706: has no helper 771/776
-in state 707: has no helper 772
-in state 710: has no helper 780
-in state 725: has no helper 772/777
-in state 726: has no helper 770/775
-in state 727: has no helper 773
-in state 730: has no helper 780

Seems like it triggers if you attempt to rapid cancel once the spear has been thrown and where you are aiming. The numbers on the helpers might not be all of them because it varies on the spear's trajectory. Back then you did told me it was intentional she gets her it back from the rapid cancel. But on the 2nd hit after the Redirect, she will not perform it at all and the error will still occur. The more you attempt to press it, the more the debug errors will flood.

Edit: I got something else on Lambda-11 as well, but just mostly minor ones:
-The air throw doesn't have a jump sound when she leaps after hitting the opponent to the ground.
-The air version of Cultus still has increased cornerpush when blocked.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: OHMSBY on March 21, 2023, 04:04:43 am
Should all be fixed now.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: ZolidSone on March 21, 2023, 04:54:27 am
Tested on Mai and look like the debug errors are gone, but there's another small hiccup. On the 2nd hit after the Redirect, she can rapid cancel many times until the opponent returns to their standing animation. Since this is not possible in a legit match, it's just twice. So you can accidentally waste another bar of meter after the first one if you press it too quickly. It's also possible to rapid cancel the Redirect without the first hit of Gallia Sphyras - Exseal or the Redirect itself to connect first.

And I forgot another error regarding her Sylvan Hurricane Assault:
-The strong ground shockwave when the opponent hits the ground from Sylvan Hurricane Assault is layered behind her.
-When it hits your Kokonoe after she reaches Not Over Yet, the NOY sound effect once it successfully connects plays non-stop (I think it probably has something to do with Kokonoe herself rather than Mai since it didn't happen on your other characters).

As for Lambda-11's air throw, I was mostly thinking the jump sound on the Air Grab Land animation should play on the 5th frame rather than the start of the Air Grab Success one.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: OHMSBY on March 21, 2023, 05:13:07 am
All fixed. That goes for Kokonoe too.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: ZolidSone on March 23, 2023, 01:16:58 pm
I found a few character specific errors after not playing them for such a long time:

Mika:
-The air version of Mika Twister is air unblockable and still has the increased cornerpush.

Gordeau:
-The hitspark and guard spark on the 5B, the 2nd hit of 2B, jC and the first hit of Precise Aim is misaliged when it hits the opponent in the air.
-For some reason, the opponent when they hit the ground from his 66B and EX Assimilation when they fall to the floor after the 2nd use will cause the normal shockwave to play twice.
-EX Assimilation doesn't regain a small amount of meter when used on the same combo or after the opponent has recovered from the first use.

Samus:
-The air version of Screw Attack is air unblockable and still has the increased cornerpush.

Akatsuki:
-66B will wall bounce the opponent to the opposite direction when they jump over him.

Lambda-11:
-Using jA, jAA then keep jumping to juggle the opponent in the air consecutively can result to an infinite (The opponent doesn't have enough time to recover from jAA).

Homura:
-The air version of Shinobi in Heat is air unblockable unlike Yumi's Shinobi in Bloom.

Don't bother removing the increased cornerpush on the air versions because I think it fits and wouldn't really cause an infinite since it only does a single hit and wouldn't be able to move by the time the opponent touches the ground.

Dead Apostle Noel:
-Noel Somerniege A isn't air unblockable like the B and EX versions.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: sergioprft on March 26, 2023, 12:46:30 am
Updated the lotsaspaghettiman voice patch for Kirby that gives him new sounds against Meta Knight & Dedede and new win quotes
https://www.mediafire.com/file/5u5q2tcf9ta1bh5/lotsaspaghettiman_Kirby_voice_patch.rar/file
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: OHMSBY on March 27, 2023, 05:31:25 am

All fixed.

Updated the lotsaspaghettiman voice patch for Kirby that gives him new sounds against Meta Knight & Dedede and new win quotes
https://www.mediafire.com/file/5u5q2tcf9ta1bh5/lotsaspaghettiman_Kirby_voice_patch.rar/file

Link on the site has also been updated.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: sergioprft on March 27, 2023, 05:51:51 pm
The one on your site leads to the old and gone link

also, I made another voice patch for your Meta Knight that is related to IWISI aka lotsaspaghettiman's "Meta Knight voice acting" video, basically the same as Spaghetti Kirby
https://www.mediafire.com/file/94e3zhbgnsdwxqz/Meta_Knight_IWISI_%2528lotsaspaghettiman%2529_voice_patch.rar/file
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: OHMSBY on March 28, 2023, 05:40:22 am
Turns out that the changes made to a google site don't take effect until you click "publish".

Updated for real this time, along with your new patch.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: sergioprft on March 31, 2023, 11:26:32 pm
happy april fools! (depends on your time zones)

I'm releasing ANOTHER voice patch (may be the last one for a while I guess or not) and this time it's for your Susanoo that gives him Jashin-chan's voice from the series "Dropkick on My Devil". There's some story behind this but I'll only say "LOL RANDOM".
https://www.mediafire.com/file/9g9z3itxtr6m6ep/Susanoo_with_funny_snek_girl_noises_voice_patch.rar/file
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: ZolidSone on April 01, 2023, 06:50:59 am
Found a few more very minor errors since I found another character with the wall bounce issue (Hopefully the last one since I didn't discover it starting until Vlov):


Gordeau:
-EX Assimilation will still cause the normal shockwave to play twice when the opponent hits the ground when used on the same combo or after the opponent has recovered from the first use.

Bliztank:
-The same palfx from Blitz Mine doesn't play when the opponent is hit from Entladung and the forward/backwards throws.

Pistrix:
-EX Dunkle Pressure will wall bounce the opponent to the opposite direction when they jump over her.

Since I've been playing a lot of DBFCI lately for the purpose of feedback, I've finally got around checking each DBFC characters of yours in-depth and they seem to be pretty faithful with small changes made to fit the BBTAG gameplay. Kuroko's 5AAAA could deal chip damage but not chip kill like the others, but I haven't found any other errors so you don't have to update her just for that. The only thing I can think of now is to see regular Taiga getting an overhaul to make her closer to her source counterpart. But even then, I'm not sure if you are still willing to spend the time to do so.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: Uzuki Shimamura on April 01, 2023, 07:16:54 am
About DFCI, Are you planning to update Kuroko's sprites (again)?

You can use Beterhans' recently updated Kuroko with corrected CS.

(https://i.imgur.com/PER6aU8.png)

At the bottom section (below her skin part), it's for her Maid sprite that you can change the colors. (since your Kuroko has a maid sprite with incorrect CS.)
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: OHMSBY on April 04, 2023, 06:16:13 am
I'm releasing ANOTHER voice patch (may be the last one for a while I guess or not) and this time it's for your Susanoo that gives him Jashin-chan's voice from the series "Dropkick on My Devil".

Added the link to the site.

Found a few more very minor errors since I found another character with the wall bounce issue:

All fixed.

About DFCI, Are you planning to update Kuroko's sprites (again)?

I probably will at one point, but it's not exactly a priority.
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: TurnPile on April 04, 2023, 06:26:28 am
Your PFP...do you have plans to make a Pizzaface boss in the future?
Or just currently on a Pizza Tower run?
Title: Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)
Post by: Mid117 on April 06, 2023, 02:11:38 am
Hey Ohmsby I made a Yukiko custom sprite for Powered Ciel's Guillotine
(https://i.imgur.com/VZb8KE4.png)
Title: Re: [OHMSBY Thread]: Yukiko quick update (4/5/23)
Post by: OHMSBY on April 06, 2023, 06:23:39 am
Nice.

I just updated Yukiko with your custom sprite. Thank you very much.

Quote
Yukiko
-Added special anim for Powered Ciel's Guillotine, courtesy of Mid117.



Your PFP...do you have plans to make a Pizzaface boss in the future?

Possibly.
Title: Re: [OHMSBY Thread]: Yukiko quick update (4/5/23)
Post by: sergioprft on April 07, 2023, 01:04:26 am
https://www.mediafire.com/file/zws8u0hm7940j3f/Susanoo_with_funny_snek_girl_noises_voice_patch.rar/file
Quick little update to my Jashin-chan voice patch, this mostly updates the palette again with a few changes
Title: Re: [OHMSBY Thread]: Yukiko quick update (4/5/23)
Post by: Mid117 on April 08, 2023, 01:53:26 pm
Hey Ohmsby! I made a custom Kirby sprite for Powered Ciel's Guillotine
(https://i.imgur.com/zCKbXBD.png)
Title: Re: [OHMSBY Thread]: Yukiko quick update (4/5/23)
Post by: ZolidSone on April 09, 2023, 05:32:01 am
Since you're probably going to update Kirby with it right away, might as well do a small additions to his copy abilities to cover a few more random characters, some EX variants and 2 typos:

Sword:
-Sho Minazuki: "Minazuki Sho"
-Hyde: "Enigma Hyde"
-Yuuki: "Angel Yuuki"

Cutter:
-Herashi Nezayu

Fire:
-Yukiko Amagi: "Shadow Yukiko"
-Junpei Iori: "Shadow Junpei"

Ice:
-Mitsuru Kirijo: "Shadow Mitsuru"
-Diana Cavendish
-Stronghoof

Plasma:
-Kanji Tatsumi: "Shadow Kanji"

Beam:
-Rise Kujikawa: "Shadow Rise"

Bomb:
-Aigis: Shadow Aegis & "Shadow Aigis"
-Teddie: "Shadow Teddie" & "Shadow Kuma"

Mirror:
-Naoto Shirogane: "Shadow Naoto"

Yo-yo:
-Blake Belladonna: "Negative Blake"
-Spectre

Spear:
-Ken Amada: "Shadow Ken"

Tornado:
-Yosuke Hanamura: "Shadow Yosuke"
-Yukari Takeba: "Shadow Yukari"

Typos:
Rocket Racoon: "Rocket Raccoon"
Pheonix Wright: "Phoenix Wright"

Like Shadow Yu, I mostly added the Shadow variants for the rest of the P4AU cast. Sho has two versions of himself with and without his Persona, so I swapped his name around to be specific. Another reason they shouldn't share is in case they have different special intros. Labrys has an EX variant, but the Shadow version of her is already a standalone character. So I'm not sure how you'll do it.
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: OHMSBY on April 09, 2023, 07:33:36 am
Both Samus and Kirby have gotten quick updates:

Quote
Samus:
-Added special intro against Ridley
-Added new effects to Samus' normals
-Slight adjustments to hitboxes
Kirby:
-Added special anim for Powered Ciel's Guillotine, courtesy of Mid117.
-Some adjustments and additions to the list of Copy Ability Triggers.



Hey Ohmsby! I made a custom Kirby sprite for Powered Ciel's Guillotine

This one is very clever, I love it.

Quick little update to my Jashin-chan voice patch, this mostly updates the palette again with a few changes

Link has been updated on the site as well.

Labrys has an EX variant, but the Shadow version of her is already a standalone character. So I'm not sure how you'll do it.

"Slightly Shadow Labrys". I'll just go with "EX Shadow Labrys" for the time being.


Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: Solid Snivy on April 09, 2023, 09:04:22 am
Personally I would’ve just went with “Shadow-Type Labrys” since P4AU does classify the Shadow characters as Shadow-Type characters aside from the actual Shadow Labrys, but even then that’s still a mouthful.
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: Little Fox: Tres Truenos on April 10, 2023, 04:14:40 am
Hey OHMSBY, how have you been? Are your projects going well? Also I think EX Shadow Labrys is a good name for now, though Slighty Shadow Labrys is a funny alternative. Sounds like a gag name that you see in Saltybet, where Shadow Labrys is a literal walking black silhouette.
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: Kamui_De_Los_Vientos on April 12, 2023, 12:03:00 am
I found a bug with Kokonoe on Ikemen Go v99.0

https://streamable.com/jt4nei
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: OHMSBY on April 12, 2023, 03:41:51 am
I found a bug with Kokonoe on Ikemen Go v99.0

Fixed. Go ahead and redownload her.

Personally I would’ve just went with “Shadow-Type Labrys” since P4AU does classify the Shadow characters as Shadow-Type characters aside from the actual Shadow Labrys, but even then that’s still a mouthful.

Yeah, that rolls off the tongue better than "EX Shadow Labrys". If I end up working on that, then that will be the internal name in the def file.

Slighty Shadow Labrys is a funny alternative. Sounds like a gag name that you see in Saltybet, where Shadow Labrys is a literal walking black silhouette.

I actually had Rikard's "Slightly Pissed Off Ryu" in mind when I came up with that.

Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: PotS on April 14, 2023, 07:52:03 pm
I noticed something about Samus's width constants:

(https://i.imgur.com/dV1v3AA.png)

It made me realize your chars tend to be very skinny. Not sure if deliberate or not.
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: OHMSBY on April 15, 2023, 04:00:46 am
This also made me realize that her walk forward sprites were slightly off center.

In any case, I got her reuploaded with her width values bumped up and her walking sprites brought to the center more.

Having width values of 10 to 11 seems to work well most of the time, but it may be worth it for me to reevaluate the widths on some of the others when I have the time to do so.
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: Little Fox: Tres Truenos on April 19, 2023, 12:11:05 pm
Hey OHMSBY, did you find anything interesting when developing Ridley? Especially since it was claimed that he could never make it into Smash because he was "Too big". Plus how is your blender skills doing since this would be your 13th (including the Blade Stranger characters) 3D character?
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: Mr. Nobody on April 20, 2023, 04:02:15 am
Honest question: Will there be a EX variant of Ridley that is Meta Ridley?
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: Francis Fox on April 21, 2023, 05:40:51 am
I found a bug where characters taunted non-stop when the round ran out of time. Not really a big deal but it's kinda bothersome to wait for the engine to decide the winner after a long period of time.
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: Uzuki Shimamura on April 21, 2023, 06:47:32 pm
I found an error where Marx can revert back to normal when he breaks out the opponent's grab during his down state. (You can KO him after that.)
https://streamable.com/rllhpp
Title: Re: [OHMSBY Thread]: Samus and Kirby quick updates (4/9/23)
Post by: OHMSBY on April 22, 2023, 05:28:06 am


Both these issues are now fixed.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: OHMSBY on April 23, 2023, 08:53:11 am
Ridley has now been released.

(https://i.imgur.com/VOgNF3e.png)

Spoiler: More Screenshots (click to see content)

Get Ridley here:
https://drive.google.com/file/d/1r4PPDq-OFhvNcgXBeDkjk5Vspms5SqRC/view?usp=share_link (https://drive.google.com/file/d/1r4PPDq-OFhvNcgXBeDkjk5Vspms5SqRC/view?usp=share_link)

Get Ridley's 1.0 Patch here:
https://drive.google.com/file/d/1qedi22kguzxGs-ijbrLQZuAY94QeAykN/view?usp=share_link (https://drive.google.com/file/d/1qedi22kguzxGs-ijbrLQZuAY94QeAykN/view?usp=share_link)

Spoiler: Up Next... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Solid Snivy on April 23, 2023, 10:21:54 am
Very interested to see your own take on Asuna and what you plan to do with Dark Meta Knight. Already guessing that DMK's gonna be Mirror in terms of Copy Abilities, though I do think a neat little touch to do with him in terms of him losing the match via KO would be to have him shatter apart like how he to does in his boss fights and with him being playable in Star Allies.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: PotS on April 23, 2023, 10:37:12 am
I was looking forward to this one. You did great, again. Some stuff:

- The Rapid Cancel sound is very hard to actually hear
- Dead Angle Attack should have vulnerable recovery frames
- Light Plasma Breath seems better than the EX version. I think since its main weakness is frame data, the EX version could either start or recover faster
- Space Pirate Rush being either a strike or a throw according to the button is just going to confuse the hell out of the opponent
- Wing Blitz only has one version?
- Skewer red screen should disable the foreground of stages
- P2's sprite while they're riding Samus's ship doesn't seem quite right. Maybe 5040, 10 with a slight angle?
- His 5030 and 5070 required sprite groups don't quite follow Elecbyte's standard. Will make him look weird in some throws. I suspect this is why you picked the sprite that you did in the point above because Ridley looks OK during it
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: ZolidSone on April 23, 2023, 11:08:04 am
As of right now, I don't have much to report on my end. But I should mention that you forgot to put the link to his 1.0 patch on the first post and your site. No one has access to it unless they look at his Read Me.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: OHMSBY on April 23, 2023, 05:45:57 pm
Ridley has gotten a quick update:

Quote
Ridley:
- Increased the volume on the Rapid Cancel Sound
- Changed Dead Angle Attack's animation to have more recovery frames
- Ridley now flashes during the start up frames of Space Pirate Rush B to further differentiate from the A version.
- Foreground elements will now be disabled during Skewer's red screen
- Changed the sprite used for when the opponent is on the Gunship during Plasma Scream
- Changed the sprites for groups 5031, 5032, 5071, and 5072 to better reflect Elecbyte's standards



- Light Plasma Breath seems better than the EX version. I think since its main weakness is frame data, the EX version could either start or recover faster

While the EX version's animation is identical to the A version, the EX version actually becomes jump cancelable (and airdash cancelable if you're using the air version) the moment the 5th projectile has been launched.

- Wing Blitz only has one version?

Technically, no. The forward and downward versions are used for jC and j2C respectively. Back in the planning and drafting phases, all versions of Wing Blitz would have been allocated to jC, where as the upward version would have been j8C. However, when I actually started working on him, I found that the upward version worked better as his reversal than being j8C.

But I should mention that you forgot to put the link to his 1.0 patch on the first post and your site. No one has access to it unless they look at his Read Me.

Oh, well that's just embarrassing on my part. Added to the site and first post.

Very interested to see your own take on Asuna and what you plan to do with Dark Meta Knight. Already guessing that DMK's gonna be Mirror in terms of Copy Abilities,

Not only that, but some of the Mirror ability's moves will be incorporated into his moveset like in Star Allies. While Meta Knight has more emphasis on Rush Down, Dark Meta Knight will have more emphasis on zoning and set play.

Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Macaulyn97 on April 23, 2023, 06:26:40 pm
What? But he is too tall for this game!

/j
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: PotS on April 23, 2023, 06:47:43 pm
While the EX version's animation is identical to the A version, the EX version actually becomes jump cancelable (and airdash cancelable if you're using the air version) the moment the 5th projectile has been launched.
Oh, I missed that detail. Yeah, being able to bypass recovery is a pretty good buff.

I fought his AI for a few matches. Some impressions:
- The most annoying thing about him is indeed Space Pirate Rush. Haven't tried your update though, but since the move already has a lot of recovery that warning may be enough of a nerf
- He always does 5A at mid distance, so if you can exploit that you can crush him
- His health seems too high for his mobility, even considering he's big
- Skewer is flagged as a throw in the Hitdef when it's a strike (noticed it because it bypassed counter moves)
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: OHMSBY on April 23, 2023, 09:56:59 pm
Yeah, I was actually starting to wonder if I had his health set too high, so it's good to know that other people wouldn't object to having it lowered.

Anyway, time for another quick little update.

Quote
Ridley:
- Health has been lowered to from 1200 to 1050
- Adjusted how close the opponent has to be in order for the AI to use 5A
- Skewer is now flagged as a strike instead of a throw



What? But he is too tall for this game!

/j

My next metroid character will be Kraid as regular playable character.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Macaulyn97 on April 23, 2023, 10:38:00 pm
Btw, when you make Ganon, will you do this version (which I personally prefer)...
(https://www.smashbros.com/assets_v2/img/fighter/ganondorf/main.png)

...or this one?
(https://static.wikia.nocookie.net/ssb/images/c/cc/Ganondorf_-_Super_Smash_Bros._for_Nintendo_3DS_and_Wii_U.png)
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: OHMSBY on April 24, 2023, 01:02:32 am
It will definitely be Smash Ultimate/Ocarina of Time Ganondorf.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Macaulyn97 on April 24, 2023, 02:04:45 am
YAS!
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Solid Snivy on April 26, 2023, 12:55:38 am
Oh yeah, I kinda noticed that Jin’s Ultra Burst activation quote no longer changes when up against Ragna. Was this intentional or just a weird oversight?
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: ZolidSone on April 26, 2023, 05:11:23 am
Speaking about Ragna, I also noticed the Soul Eater Spark Slow effect when the 3rd hit of EX Dead Spike plays multiple times instead of once. Was that an oversight too? I only see it once when the opponent is hit with Seed of Tartarus. so I figured it might be one.

It will definitely be Smash Ultimate/Ocarina of Time Ganondorf.
I had a feeling it would've been that. Ultimate had better Smash attacks for him because he actually uses his sword and aren't cloned from Captain Falcon.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Macaulyn97 on April 26, 2023, 04:48:46 pm
I just like the design more too.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: OHMSBY on April 27, 2023, 07:07:30 am


Neither of these were intentional, and are both fixed now.



I had a feeling it would've been that. Ultimate had better Smash attacks for him because he actually uses his sword and aren't cloned from Captain Falcon.

It's actually possible for me to work on Twilight Princess Ganondorf with the Smash Ultimate moveset. However, like Macaulyn, I prefer the Ocarina of Time design.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Dude01 on April 29, 2023, 12:05:03 am
Btw I have something to ask

What Do you think about the authors that inspired your bbtag gameplay like ichida, resentone, k'6666orochi, and tornillo oxidado?

and also (This is not a request)

Will you do some special intros by other authors that inspired your bbtag gameplay ?
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Solid Snivy on April 29, 2023, 01:39:07 am
Will you do some special intros by other authors that inspired your bbtag gameplay ?
As nice as that would be, I recall OHMSBY saying that him having his characters have special intros with other authors’ characters inspired by his style was a very low priority, so I don’t really see that happening unless he really decides to do it at some point. At most, I remember his Susanoo having a special intro with Ichida’s Chie and his Ruby and Yang having special intros with Orochi and Ichida’s Weiss and Blake, but that’s about it.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Dude01 on April 29, 2023, 07:13:54 pm
Will you do some special intros by other authors that inspired your bbtag gameplay ?
As nice as that would be, I recall OHMSBY saying that him having his characters have special intros with other authors’ characters inspired by his style was a very low priority, so I don’t really see that happening unless he really decides to do it at some point. At most, I remember his Susanoo having a special intro with Ichida’s Chie and his Ruby and Yang having special intros with Orochi and Ichida’s Weiss and Blake, but that’s about it.

Oh yeah, huh... that's cool. But there is one time that bugged me whenever i play turns (as in team of 2, 3 and 4) whenever ichida's character going to do a special intro with OHM's characters, OHM's characters didn't do the special intro, this only happen during rounds like round 2, round 3 and 4. That's my issue i had that bugged me tbh.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: TornilloOxidado on April 29, 2023, 07:42:36 pm
Quote
Oh yeah, huh... that's cool. But there is one time that bugged me whenever i play turns (as in team of 2, 3 and 4) whenever ichida's character going to do a special intro with OHM's characters, OHM's characters didn't do the special intro, this only happen during rounds like round 2, round 3 and 4. That's my issue i had that bugged me tbh.

Actually i think it's not a bug since OHMSBY doesn't have them to react against Ichida's chars.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: sergioprft on May 01, 2023, 01:19:36 pm
https://www.mediafire.com/file/z0c3xmdftbemxvy/Garland_Ridley_voice_patch.rar/file
I made a voice patch for Ridley that uses Garland's English voice from Dissidia Final Fantasy NT
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Big Dick on May 06, 2023, 09:35:04 pm
I really appreciate the effort of converting all of the Smash characters into your gameplay style. You really made them like for instance, "What if K. Rool, but has a projectile that can be bounced?"
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Kamui_De_Los_Vientos on May 15, 2023, 07:07:14 am
A user from UMT found a Infinite:
https://streamable.com/e2bjow
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: OHMSBY on May 16, 2023, 01:01:22 am
Fixed.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: sergioprft on June 07, 2023, 09:01:00 pm
https://www.mediafire.com/file/kevsw85b3vep08t/4Kids_Dedede_voice_patch.rar/file

I made a voice patch for Dedede that uses his 4Kids voice!
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Ex☆Cham on June 07, 2023, 10:30:53 pm
^

Ok, that one above was on Mugen wishlist. . . Pretty neat.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: TurnPile on June 08, 2023, 01:24:53 am
I've recently heard of a rumor that you're starting to just release characters bi-monthly, so is this true and will there be any additional changes to the releases going forward? Like a new character and a EX version of a character.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: OHMSBY on June 08, 2023, 03:27:59 am
https://www.mediafire.com/file/kevsw85b3vep08t/4Kids_Dedede_voice_patch.rar/file

I made a voice patch for Dedede that uses his 4Kids voice!

Nice, added to the site.



I've recently heard of a rumor that you're starting to just release characters bi-monthly, so is this true

Yeah:
is that the reason why Powered Ciel is taking longer then your other releases or is it something else?

The thing is I have made 66 characters up to this point, which is a lot. So I have decided that it's time to start slowing things down as far as character releases go, and make more time for other things.

will there be any additional changes to the releases going forward? Like a new character and a EX version of a character.

Nah, not really. I'll just keep working on and releasing characters as I have been, just at a slower pace. EX characters releasing alongside regular character is only going to be an occasional sort of deal.

Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: sergioprft on June 08, 2023, 03:11:43 pm
https://www.mediafire.com/file/2oabvpk07vn5gaf/4Kids_Dedede_voice_patch.rar/file

Small update to the 4Kids voice patch for Dedede because I legit forgot to add a sound to one of his normals

Also, looking at the Dark Meta Knight preview you posted, he seems to make some noises when he's attacking. I wonder whose voice is that.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: UltraManTime on June 08, 2023, 05:50:15 pm
Any plans to make Bayonetta, Bridget (from Guilty Gear series) and Sora (from Kingdom Hearts) in OHMSBY style?

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d4d4d5ec-4acd-41b7-b07e-a0cbd6746d39/dfzrzf6-e192839d-fb0a-498e-a2d2-0cf859b4893a.png/v1/fill/w_902,h_886/bayonetta_ssbu_by_ultramantime_dfzrzf6-pre.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI1NiIsInBhdGgiOiJcL2ZcL2Q0ZDRkNWVjLTRhY2QtNDFiNy1iMDdlLWEwY2JkNjc0NmQzOVwvZGZ6cnpmNi1lMTkyODM5ZC1mYjBhLTQ5OGUtYTJkMi0wY2Y4NTliNDg5M2EucG5nIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.7hbptEGwKv1D28_fKBIVy3tMdgjYraVkuDb3PoMi2hU)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d4d4d5ec-4acd-41b7-b07e-a0cbd6746d39/dfzrzmy-e018a2cd-874d-409f-b714-7d80ff51709e.png/v1/fill/w_787,h_1015/bridget_guilty_gear_strive_by_ultramantime_dfzrzmy-pre.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTY1MCIsInBhdGgiOiJcL2ZcL2Q0ZDRkNWVjLTRhY2QtNDFiNy1iMDdlLWEwY2JkNjc0NmQzOVwvZGZ6cnpteS1lMDE4YTJjZC04NzRkLTQwOWYtYjcxNC03ZDgwZmY1MTcwOWUucG5nIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.SRTo3TwZfkKWGDF4O_dZ5DbXVi4TsMlibJhTHx103OE)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d4d4d5ec-4acd-41b7-b07e-a0cbd6746d39/dfzrznd-f12470f8-75eb-4cb3-867c-513d0f438ecf.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2Q0ZDRkNWVjLTRhY2QtNDFiNy1iMDdlLWEwY2JkNjc0NmQzOVwvZGZ6cnpuZC1mMTI0NzBmOC03NWViLTRjYjMtODY3Yy01MTNkMGY0MzhlY2YucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Fv_whwU3LK-sB_8rDBYunPBlxS9rF4L8ttOMGrD1R9Q)
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: jacky28 on June 09, 2023, 03:36:12 am
bro,i made a japanese voicepatch for your shadow yu,would you put in your wedsite?also may i ask where did your lambda 11's voicelines rip from?I wanna try made a japanese voicepatch to her)
here the japanese voicepatch for shadow yu:  https://www.mediafire.com/file/ylpzboj5zj5j5zy/EXYu.zip/file
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: TornilloOxidado on June 09, 2023, 05:15:16 am
bro,i made a japanese voicepatch for your shadow yu,would you put in your wedsite?also may i ask where did your lambda 11's voicelines rip from?I wanna try made a japanese voicepatch to her)
here the japanese voicepatch for shadow yu:  https://www.mediafire.com/file/ylpzboj5zj5j5zy/EXYu.zip/file

Lambda-11 voices are actually BBTAG Nu-13 voices, even if both of them have a different way to talk but OHMSBY still used it.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: jacky28 on June 09, 2023, 06:03:16 am
lambda 11 & nu 13 is kinda not same person right...?bruh kinda....fine i try replace  BBTAG nu 13 japanese voices.....
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: ZolidSone on June 09, 2023, 06:07:00 am
Lambda-11 voices are actually BBTAG Nu-13 voices, even if both of them have a different way to talk but OHMSBY still used it.
I actually did ask OHMSBY about that back when I tested her 2 years ago and this is what he said to me:
Outside of specific interactions, they both have the same exact tone of voice and speech patterns. I wanted to use the BBTAG voice lines as there were some that could actually be used for some of the newer moves that she has in Central Fiction, like Duo Cultus, and they also use the newer voice filter that Nu and Lambda didn't have in Chrono Phantasma, so it's also keep up with the times so to speak. I really just needed to avoid using the lines where she refers to herself by name.
And he also told me that he prefers Lambda's rush-down and zoning hybrid play style more, so that pretty much deconfirms him planning on making Nu-13. Maybe someone else might consider her down the line.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: jacky28 on June 09, 2023, 11:02:30 am
lambda 11 & nu 13 is kinda not same person right...?bruh kinda....fine i try replace  BBTAG nu 13 japanese voices.....
fine,i retired,i wait someone to do lambda's Jap voicepatch,i also plan to do Waldstein's japanese voiceline,do someone know except soundresource where can i get the voice file both english and japanese
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Walruso on June 17, 2023, 11:10:52 pm
Hey, I added the japanese voice patch for your Waldstein.

Link found here:
https://drive.google.com/file/d/1pZL9gGkL85a3yvlFa52QfWQDKlm19vDV/view?usp=sharing

Oh, and I also moved my previous voice patches for both Merkava and Bowser to Google Drive.

Both links found here:
https://drive.google.com/file/d/1yGLriqXOeCxNhHDScMDweTf89EPHc7nr/view?usp=sharing
https://drive.google.com/file/d/11PigUSdeDbbLPBteHy5mGJvQeGSbev_V/view?usp=sharing

Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Dude01 on June 18, 2023, 03:45:57 pm
So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Francis Fox on June 18, 2023, 04:06:42 pm
So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier
I don't think this list should exist as it will cause conflicts/competitions between authors.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: DeathScythe on June 18, 2023, 05:02:28 pm
So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

No.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Uzuki Shimamura on June 18, 2023, 08:06:56 pm
So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

As DeathScythe said, no.
And I don't want those authors fight each other over character quality.
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: snowy997 on June 19, 2023, 01:28:19 am
So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

You mean competively, like in a fullgame?
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: TornilloOxidado on June 19, 2023, 06:34:45 am
So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

Not pretty sure what do you mean with that, also K6666orochi is retired, not to say his chars are outdated except Gunvolt.
And obviously there's a huge difference if you know.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: OHMSBY on June 19, 2023, 07:28:31 am
Asuna and Dark Meta Knight have been released:

(https://i.imgur.com/ptPe7j7.png)

Spoiler: Asuna Screenshots (click to see content)

Spoiler: Dark Meta Knight Screenshots (click to see content)

Direct Link for Asuna:
https://drive.google.com/file/d/1c_M3DCJuEwrX13BC0SU7kCgTwiemS1UE/view?usp=drive_link (https://drive.google.com/file/d/1c_M3DCJuEwrX13BC0SU7kCgTwiemS1UE/view?usp=drive_link)

Direct Link for Dark Meta Knight:
https://drive.google.com/file/d/1fhem-IzG1ItDp8G3L54GiOERvIoSmv0w/view?usp=drive_link (https://drive.google.com/file/d/1fhem-IzG1ItDp8G3L54GiOERvIoSmv0w/view?usp=drive_link)


Regular Meta Knight has also been updated:
Quote
-Added Additional effects to some of Meta Knight's normals
-Adjusted intro animation
-Added special intro against Dark Meta Knight

Download Meta Knight's update here:
https://drive.google.com/file/d/1VihBLiyG19WS2iegHr_7H3Db9WP-Nmdx/view?usp=drive_link (https://drive.google.com/file/d/1VihBLiyG19WS2iegHr_7H3Db9WP-Nmdx/view?usp=drive_link)


Spoiler: Up Next... (click to see content)

Have fun.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: Macaulyn97 on June 19, 2023, 08:18:19 am
Ohmsby, since you use models from Smash to create characters, have you considered using modded characters, like Alucard?



https://csharpm7.github.io/Alucard/
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: Uzuki Shimamura on June 19, 2023, 08:35:54 am
There's an error for your Asuna during her grabbed state.
It happens with your Sol and Ragna.
(https://i.imgur.com/kuxU04q.png)
Title: Re: [OHMSBY Thread]: Ridley Released (4/23/23)
Post by: Dude01 on June 19, 2023, 12:25:54 pm
So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

You mean competively, like in a fullgame?

So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier
I don't think this list should exist as it will cause conflicts/competitions between authors.

So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

As DeathScythe said, no.
And I don't want those authors fight each other over character quality.

So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

No.

So guys This got me thinking... Will there ever be an OHMSBY's Style Character Tier List? (like Ichida, Tornillo Oxidado, K6666orochi, resentone etc) as in like whose top tier and who is low tier

Not pretty sure what do you mean with that, also K6666orochi is retired, not to say his chars are outdated except Gunvolt.
And obviously there's a huge difference if you know.

So Sorry For the Confusion... And for saying something offensive topic in this list and saying something bad to the authors' works

because i was thinking about it cuz of competitive (Ik That is the Dumbest Reason of all time)

again so sorry for making this and causing trouble
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: sergioprft on June 19, 2023, 03:51:15 pm
https://www.mediafire.com/file/jcasfq04m3rnp8d/4Kids_Meta_Knight_voice_patch.rar/file

The 4Kids voice patch for Meta Knight got updated so he can have a sound against Dark Meta Knight, along with 2 small changes.

I'll update the Spaghetti voice patch for him sometime later because I'm awaiting for IWISI to give me a new sound when he's against Dark Meta Knight.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: OHMSBY on June 19, 2023, 04:33:45 pm
There's an error for your Asuna during her grabbed state.
It happens with your Sol and Ragna.

Fixed.

The 4Kids voice patch for Meta Knight got updated so he can have a sound against Dark Meta Knight, along with 2 small changes.

Link on site has been updated.

Ohmsby, since you use models from Smash to create characters, have you considered using modded characters, like Alucard?

Spoiler, click to toggle visibilty
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: sergioprft on June 19, 2023, 06:32:42 pm
I swear this will be his last quick update for now.

I noticed one of his hurt sounds didn't sound right so I replaced it with a better one
https://www.mediafire.com/file/jcasfq04m3rnp8d/4Kids_Meta_Knight_voice_patch.rar/file

Also, I'll ask again. Whose voice is Dark Meta Knight having? It sounds kinda familiar but I'm not really sure.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: TurnPile on June 19, 2023, 06:57:46 pm
Spoiler, click to toggle visibilty

I would also like to imagine that you also have planned Simon or Richter in the near future, probably the latter as he's in Symphony of the Night (assuming if that's the pattern I'm seeing here).
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: Mr. Nobody on June 20, 2023, 02:52:02 am
I love that we're seeing more boss characters.

Will there be more boss characters from games that aren't from Super Smash Bros?
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: OHMSBY on June 20, 2023, 06:14:32 am
Also, I'll ask again. Whose voice is Dark Meta Knight having? It sounds kinda familiar but I'm not really sure.

It's Bedman from Guilty Gear Xrd. More specifically, it's just the bed's voice and not the man's voice.

I love that we're seeing more boss characters.

Will there be more boss characters from games that aren't from Super Smash Bros?

Hopefully one day.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: sergioprft on June 20, 2023, 06:12:22 pm

It's Bedman from Guilty Gear Xrd. More specifically, it's just the bed's voice and not the man's voice.


Interesting choice, I forgot the bed can make noises too. Probably the same can be said to Strive bed.

In other news, I updated the 4Kids voice patch for Dedede too. I only replaced 2 sounds I didn't like to his 5A move and that's pretty much it.
https://www.mediafire.com/file/oo1t13wzkqi5okn/4Kids_Dedede_voice_patch.rar/file

Also, the link to the 4Kids Meta Knight voice patch on your site leads to the old and dead link, I'm not sure If you forgot to put it or didn't click publish again just like last time lol

Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: UltraManTime on June 20, 2023, 09:48:14 pm
Asuna and Dark Meta Knight is awesome

I would love to see more Kirby Characters in MUGEN like Bandana Waddle Dee, Galacta Knight, Magolor, Taranza, Daroach and more
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: OHMSBY on June 21, 2023, 05:54:19 am
In other news, I updated the 4Kids voice patch for Dedede too. I only replaced 2 sounds I didn't like to his 5A move and that's pretty much it.
https://www.mediafire.com/file/oo1t13wzkqi5okn/4Kids_Dedede_voice_patch.rar/file

Also, the link to the 4Kids Meta Knight voice patch on your site leads to the old and dead link, I'm not sure If you forgot to put it or didn't click publish again just like last time lol

Links have been updated and are actually functional this time.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: Francis Fox on June 22, 2023, 10:53:44 am
Quick question, but have you ever thought of making a Capcom character ? In case you haven't, was it because of the quality of the sprites as you said that you prefer working on hi-res characters ?
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: PotS on June 24, 2023, 08:51:06 am
The thing that sticks out to me in Dark Meta Knight is how good his fireball is. 236B is very overwhelming (at least at first glance). But his other specials seem weaker so maybe it evens out.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: OHMSBY on June 27, 2023, 07:04:29 am
Quick question, but have you ever thought of making a Capcom character ? In case you haven't, was it because of the quality of the sprites as you said that you prefer working on hi-res characters ?

So there was a pitch to Capcom for a Darkstalkers HD Remix, similar to Street Fighter II Turbo HD Remix. That pitch was unfortunately turned down, but if that were to actually have happened, I would have most likely have already made a Capcom character.

Now that I'm doing Blender projects with the smash ultimate cast, that puts Ryu, Ken, and Mega Man are on the table. There's also Bugya's DMC Characters too that I could eventually work on.

The thing that sticks out to me in Dark Meta Knight is how good his fireball is. 236B is very overwhelming (at least at first glance). But his other specials seem weaker so maybe it evens out.

If a character with a more grounded gameplay system were fighting him, then sure, 236B can be overwhelming for that character.

However, in a gameplay system where air dashes, double jumps, and super jumps are the norm (which is the kind of environment that I've been designing my characters for), the opponent is able to get over his 236B with relative ease due to how quickly the projectile will pass from below. In this case, Dark Meta Knight can get himself in trouble if he gets too predictable with how he uses his fireballs.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: Kamui_De_Los_Vientos on June 28, 2023, 02:31:21 pm
By the way, do you intend to make a Char from the Shonen Jump or Marvel publishing house (taking into account that there is Dragon Ball Extreme Butoden, One Piece Great Pirate Colosseum or even Marvel Vs Capcom)
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: jacky28 on June 29, 2023, 11:02:04 am
i have make your lambda-11's voice patch
here: https://www.mediafire.com/file/gsia0o5hril8dm6/Lambda-11+JAP.zip/file

hope you will add this & my shadow yu's japanese patch on your website,i updated shadow yu jp voice loudly
https://www.mediafire.com/file/ylpzboj5zj5j5zy/EXYu.zip/file
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: Miru962 on July 09, 2023, 12:31:51 am
Nice job making Asuna! Dark Meta Knight too. I’ve grown an appreciation for OHMSBY-style (though I do think some accurate conversions for games like Blade Strangers should come about eventually) in recent months, and it’s great to see you still doing what you do best. I do have some questions though:

1. I think your Smash characters move too fluidly to fit in with the rest of the cast, and maybe their textures aren’t 2D enough. Try to animate them more like GG Xrd than their source game, for example.  I understand if you like your Smash-derived characters this way, but still. (And it also makes me wonder if characters like Sora are now on the table too)

2. Will you ever make a Skullgirls character? There’s a dearth of characters from the game for MUGEN at this point.
Title: Re: [OHMSBY]: Asuna + Dark Meta Knight Released, Meta Knight Updated (6/18/23)
Post by: TurnPile on July 09, 2023, 03:32:33 am
Asuna's 5061,0 and 5062,0 sprites are assigned to only her default colors at palette 80. Therefore, they don't work with palettes and when grabbed with moves using them sprites.....yeah, quite obvious what happens.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: OHMSBY on July 09, 2023, 07:38:33 pm
Yang Xiao Long now has color separated sprites, thanks to drpepperfan.

(http://i.imgur.com/oj1nHqo.png)

Also included in this update is AI scaling, which means that the engine's difficulty setting actually does something now. Max level is pretty much how Yang's AI was before this update for the most part.

full list of changes:
Quote
- Yang now has color separated sprites courtesy of drpepperfan
- New Palettes to accommodate the color separated sprites (Including an extra folder consisting of palettes by Mid117)
- Yang's AI now scales according to the engine's difficulty setting
- Reduced Meter Gain
- Other minor bug fixes



Asuna's 5061,0 and 5062,0 sprites are assigned to only her default colors at palette 80. Therefore, they don't work with palettes and when grabbed with moves using them sprites.....yeah, quite obvious what happens.

Fixed.

Quote
1. I think your Smash characters move too fluidly to fit in with the rest of the cast, and maybe their textures aren’t 2D enough. Try to animate them more like GG Xrd than their source game, for example.  I understand if you like your Smash-derived characters this way, but still.

Yeah, having all the characters fit in with each other graphically isn't really a big concern for me. Even outside of my blender projects, I have characters with varying resolutions, and there's also the Examu sprited characters like Heart, Saya, and Thief Arthur that I actually feel really stick out compared to most others. Plus there are a couple of instances of characters from the same franchise like Yumi and Homura not even being in the same sprite style.

(And it also makes me wonder if characters like Sora are now on the table too)

Pretty much the entirety of the Smash Ultimate roster, and even modded characters, are on the table.

2. Will you ever make a Skullgirls character? There’s a dearth of characters from the game for MUGEN at this point.

I probably will at one point.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Mr. Nobody on July 09, 2023, 07:44:18 pm
Honest question have you considered making characters from Streets of Rage 4?
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: UltraManTime on July 09, 2023, 08:19:42 pm
Do you plans to make more Guilty Gear Characters?
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: sergioprft on July 09, 2023, 09:43:01 pm
https://www.mediafire.com/file/5wpz1rsy7wb37v7/Dark_Meta_Knight_with_Infinite%2527s_voice.rar/file

I made a voice patch for Dark Meta Knight that uses Infinite's voice from Sonic Forces!
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: The Basilisk01 on July 10, 2023, 01:03:30 am
Awesome
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Kamui_De_Los_Vientos on July 10, 2023, 01:20:40 am
some glitch
https://streamable.com/2b7e3k
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: OHMSBY on July 10, 2023, 02:35:35 am
Fixed.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: drpepperfan on July 11, 2023, 10:35:18 am
Thank you so much for adding my CS patch, the new palettes look fantastic.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Solid Snivy on July 12, 2023, 12:59:31 am
Guess since it’s been a bit in terms of Kirby’s copy ability list, I figured I’d go ahead and throw in the characters that got announced for Granblue Versus Rising into there whenever you wanna update it.

Spear: Anila

Sword: Siegfried

Cutter: Nier

Tornado: Grimnir
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: ZolidSone on July 12, 2023, 06:06:05 am
Figured I might add to the list as well mostly to cover a game Resentone made possible (Pokemon Type Wild) and some of Tornillo's characters:
Sword:
-Okita Souji
-Hina Hirasaka
-Shimo Hirasaka

Cutter:
-Combusken

Fire:
-Blaziken

Beam:
-Battler Ushiromiya

Hammer:
-Gengar

Mirror:
-Gardevoir

Needle:
-Swalot

Suplex:
-Snorlax

Yo-yo:
-Breloom

And to add for EX variants on their characters and other additions (Tornillo is using the Japanese names over the localized ones for one of his upcoming Million Arthur character, so I figured I add them just in case):
-Twinblade Arthur: "Nitou Arthur"
-Wildcat Arthur: "Yamaneko Arthur"
-Ragna the Bloodedge: "Centralfiction"
-Kuroyukihime: "Bride Kuroyukihime"
-Yukina Himeragi: "Summer Yukina"
-Ushiwakamaru: "Corrupted Ushiwakamaru"

I also like to request to remove the underscore for "Saber_Alter" if Resentone's EX variant of his Saber actually goes by that instead. The underscore may cause it not to detect her and the one with a space should get more priority as I don't want to clutter him with another trigger of the same name.
Scratch that, it's better to have both in case since Solid Snivy mentioned it.

And I completely forgot the aesthetic error that completely slipped for months. The normal shockwave on his 5AAAA is layered in front of him and the opponent. The 5AAAA Effect should be the only one being layered in front. Feel free to wait until Evo 2023 if you want in case developers decided to announce new characters in their games then.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: TornilloOxidado on July 12, 2023, 07:42:01 am
And to add for EX variants on their characters and other additions (Tornillo is using the Japanese names over the localized ones for one of his upcoming Million Arthur character, so I figured I add them just in case):
-Twinblade Arthur: "Nitou Arthur"
-Wildcat Arthur: "Yamaneko Arthur"
-Ragna the Bloodedge: "Centralfiction"
-Kuroyukihime: "Bride Kuroyukihime"
-Yukina Himeragi: "Summer Yukina"
-Ushiwakamaru: "Corrupted Ushiwakamaru"

In that case why not adding both the english an japanese names? I honestly want to conserve the original Japanese names, but since OHMSBY's Thief Arthur is named that instead of Touzoku Arthur, i probably should do the same with Wildcat, at least for the character name in the def file.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Solid Snivy on July 12, 2023, 08:38:18 am
I also like to request to remove the underscore for "Saber_Alter" if Resentone's EX variant of his Saber actually goes by that instead. The underscore may cause it not to detect her and the one with a space should get more priority as I don't want to clutter him with another trigger of the same name.
I think the underscore was there cause of Pre-To's Saber Alter having that as their folder/file name.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: ZolidSone on July 12, 2023, 10:46:10 am
In that case why not adding both the english an japanese names? I honestly want to conserve the original Japanese names, but since OHMSBY's Thief Arthur is named that instead of Touzoku Arthur, i probably should do the same with Wildcat, at least for the character name in the def file.
It's fine and you can still use "Yamaneko Arthur" as her name for your character. That's probably because he's familiar with the names they go by in the West. Luckily Twinblade and Wildcat are the only ones with different names in Japanese as I saw in the Mizuumi wiki. There's "Arthur Blade Protector", but I think OHMSBY would just stick with Blade-Protector Arthur instead. Blade-Protector would be better as the folder name if he was made.

Also since you're also making Hina as well, she reminded me of a character I tested in the past and realized it was Shimo (Which is her younger sister and part of the same game). Sadly, I'm not too familiar with the Yatagarasu Attack on Cataclysm, so I don't know what copy abilities fit for the others. So it's just her and Shimo only. Also, I didn't even know their official surname until you posted it since it's not mentioned in-game.

I think the underscore was there cause of Pre-To's Saber Alter having that as their folder/file name.
Oh second thought, you are right. On the 237th post of this thread, I was the one who suggested that addition as Pre-to's was the only one in existence at the time. Guess it would be better to have both names with and without the underscore in case someone still uses his version instead of removing it completely.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: JoeStarX on July 15, 2023, 05:00:42 pm
Hello all not trying to be annoying just curious if these characters come with AI scaling
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: The Basilisk01 on July 15, 2023, 05:26:04 pm
Hello all not trying to be annoying just curious if these characters come with AI scaling

Only Yang has it
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: JoeStarX on July 15, 2023, 05:38:11 pm
Hello all not trying to be annoying just curious if these characters come with AI scaling

Only Yang has it

Thats unfortunate but thanks for letting me know
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Seadragon77 on July 17, 2023, 03:11:29 pm
Will AI Scaling be something that you'll add to the new characters you're doing and updated to your older characters?
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: OHMSBY on July 18, 2023, 06:20:53 am
Yes. All non-boss characters going forward will be given AI scaling right out of the box, and everyone else will eventually be updated with it.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: The Blind Furry on July 18, 2023, 04:37:20 pm
I know you said before you were interested in modded Ultimate Characters, I was curious if you’ve seen the Knuckles Mod made by GhostsSoup?
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: TurnPile on July 25, 2023, 06:55:38 am
Thinking about you doing an Terry Bogard with his Smash Bros Ultimate model....or at least it possibly planned.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: ZolidSone on July 30, 2023, 04:00:04 pm
So as you are probably aware, Ichida helped me discover an error when using Ultra Burst. I noticed things like that it can be rapid canceled, the effect freezes once it makes contact or the 2 sounds on it don't play together the moment the effect appears. Also since MBTL is having a free weekend on Steam, I decided to squeeze as much feedback as possible with the limited amount of time I had to play the game and throw that in together. Keep in mind that some of those Resentone told me may be from the recent balance patch in May, so it's entirely up to you if you want to make those changes or not. So here are those who are affected (Plus other unrelated feedback if any):
Yang:
-The (8005,0) and (3000,2) sound effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.
-There is no normal ground shockwave if the jC Lands hits, but not the jC itself.

Ruby:
-The (8005,0) and (3000,2) sounds effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.
-The 61000 blast effects on Rifle Shot, Sy-Pod Shot, all versions of Buzzsaw Blast, Gun Blast are layered beind the opponent (Only jC's are layered in front of them. Still should be layered behind her and the projectiles if possible).

Azrael:
-Valiant Crash will wall bounce the opponent to the opposite direction if they jump over him.

Es, Kokonoe, Tager, Quote, Susano'o, Saya, Heart, Jin, Charlotte, Lina, King Dedede & Pistrix:
-The (8005,0) and (3000,2) sound effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.

Faust, Ky & Sol:
-The (8005,0) and (3000,2) sound effects when using Ultra Burst don't play simultaneously and not at the moment the effect appears.
-The 6150 Air Dash animation is missing 1 frame with sprite (6150,12).

Lambda-11:
-The Ultra Burst effect seems to freeze for a few ticks when it successfully hits the opponent.
-The 6150 Air Dash animation is missing 1 frame with sprite (6150,12).

Hilda & Merkava:
-Their Ultra Burst can be rapid canceled.

Kohaku:
-Her Ultra Burst can be rapid canceled.
-EX Hidden Blade can be standing blockable.
-2B could be air unblockable and can serve as an anti air.
-Chinese Kohaku Cuffing doesn't deal chip damage when blocked (But shouldn't chip kill if it puts the opponent into a custom state).

Vlov:
-The first hit of Burya Tigr B isn't supposed to be standing unblockable and instead air unblockable.
-The hitspark and guard spark of both normal and EX versions of Homeward, Disease/Memory is misaligned when it hits the opponent in the air.

Aoko:
-Both normal and EX versions of I'll Send You Flying aren't air unblockable.
-The hitspark and guard spark of both normal and EX versions of Blazing Starmine is misaligned when it hits the opponent in the air.

Dead Apostle Noel:
-All versions of Skewered Pigeon, Unfortunate Rain, Skewered Pork and Dazzling Echo doesn't cause knock down when they successfully hit the opponent.
-The hitspark and guard spark of both normal and EX versions of Noel Somerneige is misaligned when it hits the opponent in the air.
-Deafening Echo doesn't cause the bells to disappear when used a 2nd time after the first one (It can be spammed twice consecutively, but the damage is too little due to the damage scaling).

Powered Ciel:
-2C doesn't have a charge variant.
-j3B isn't supposed to be air unblockable.
-The last hit of Break doesn't seem to trigger when it's blocked.

Nanase, Hyde, Byleth:
-The 6150 Air Dash animation is missing 1 frame with sprite (6150,12).

Byleth for some reason is missing all the frames with indexes of odd numbers. Although the last one is relatively minor, it's just in case you happen to use those characters as the bases so they won't carry over to the new ones.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Macaulyn97 on August 02, 2023, 05:10:34 am
Okay, with all these Ohmsby-styled chars happening... is there a FightFX that you guys use? Like, one that fits them perfectly. All others I used always looked weird.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Uzuki Shimamura on August 02, 2023, 06:15:58 am
I use Meldo's Type-B FightFX as my default.

Here's the link if you want: https://www.mediafire.com/file/fk8tzre5jjogh58/Meldo%2527s_Custom_FightFX_Type-B_15-2-21_Update.zip/file
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Mintloid on August 02, 2023, 10:40:01 am
Chotto-Komaru FightFx from their original screenpack is also a good alt.

It's actually what OHMSBY uses in their vids. Although u may need to use wayback machine to access Chottos website.

Copy the link of his sf2 turbo screenpack (the only way to access his onedrive since other links don't work), remove the web archive part of the link, and scroll left til you see Cho_original screenpack.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Macaulyn97 on August 02, 2023, 10:54:24 pm
I'll give those a try. Thanks!

EDIT: Wait, I couldn't find Chotto-Komaru's screenpack.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Mintloid on August 02, 2023, 11:55:46 pm
Wait, I couldn't find Chotto-Komaru's screenpack.

1. Search "Chotto Komaru Mugen" and u should see that frog by chotto-komaru mffa post (the only place I know where u can access his website, btw I can't share any of the links according to him, I'm not sure if he's active or not).

2. Paste the link in wayback machine and click on the link on January 29.

3. Go to SCREEN-PACK and scroll down to "MUGEN 1.1" Only, copy the link from Download at that section, and remove the archive part of the link (before the 2nd http).

4. In the OneDrive folder click on cho_original_screenpack.zip.

It should be there
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Macaulyn97 on August 03, 2023, 03:16:28 am
Got it, thanks.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: TurnPile on August 03, 2023, 10:26:42 pm
Hmm....thinking of a potential idea for a character you could do (or at least one of the many others who do it)....Demi-Fiend by Yuuko, who is high-res and has a lot of moves to pull from as he's literally filled with them. Potentially can also make a EX variant of him as "True Demon Demi-Fiend".
He's from SMT3, the game most people call one of the best in the Shin Megami Tensei series.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: Uzuki Shimamura on August 06, 2023, 05:06:20 am
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.)
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: ZolidSone on August 07, 2023, 02:07:35 am
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.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: OHMSBY on August 11, 2023, 05:07:25 am
I was out vacation where I had a limited internet connection, but I'm back now.


All taken care of.

Quote
Byleth for some reason is missing all the frames with indexes of odd numbers. Although the last one is relatively minor, it's just in case you happen to use those characters as the bases so they won't carry over to the new ones.

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.

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.)

If I'm feeling adventurous enough, maybe.

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.

Nah. Just because Robo Weiss was released on April Fools doesn't mean that I don't consider her to be a regular character.



With that, I'm going to continue to get Dracula finished up.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: シム (Shim) on August 11, 2023, 07:29:26 am
Just asking, since I was told you plan on doing the characters from Smash, that means Toon Link is also on the plans? Because since I was a kid I wanted a good 2D custom-sprited Toon Link, and I know you do them on 3D, but I'd still like your take on him. I was a big fan of him as a kid, and my main on Brawl and Ultimate.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: ZolidSone on August 11, 2023, 03:11:00 pm
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.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: The Blind Furry on August 11, 2023, 08:06:34 pm
You could use Green for Boss characters?
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: OHMSBY on August 12, 2023, 01:18:14 am

Fixed.

You could use Green for Boss characters?

Bosses don't have access to the Ultra Burst mechanic, so they don't even have cut-in portraits.

Just asking, since I was told you plan on doing the characters from Smash, that means Toon Link is also on the plans?

Maybe.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: The Blind Furry on August 12, 2023, 08:00:58 pm
Ah, sorry I didn’t know.

I’ve just been using the red one so far on my characters.
Title: Re: [OHMSBY Thread]: Yang's color separation update (7/09/23)
Post by: TornilloOxidado on August 18, 2023, 11:58:57 pm
Hello, do you have plans for Order Sol or Robo Ky as variants?
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: OHMSBY on August 20, 2023, 04:37:18 pm
Dracula has been released.

(https://i.imgur.com/VcbWLEd.png)

Spoiler: More Screenshots (click to see content)

You can get Dracula here:
https://drive.google.com/file/d/1RK8C2yeo6wm4ZXtbktTEYVBFoA4DasEW/view?usp=drive_link (https://drive.google.com/file/d/1RK8C2yeo6wm4ZXtbktTEYVBFoA4DasEW/view?usp=drive_link)

Dracula's 1.0 Patch:
https://drive.google.com/file/d/1Il-txwp9cpF81rZwBUn7BYE_FeW2fn8m/view?usp=sharing (https://drive.google.com/file/d/1Il-txwp9cpF81rZwBUn7BYE_FeW2fn8m/view?usp=sharing)

Dracula's Throne Room Stage:
https://drive.google.com/file/d/1fpvltmEecqIh1iIPWZeHWpLWjlMpJLuL/view?usp=sharing (https://drive.google.com/file/d/1fpvltmEecqIh1iIPWZeHWpLWjlMpJLuL/view?usp=sharing)

Spoiler: One last suprise... (click to see content)

Have fun.



Hello, do you have plans for Order Sol or Robo Ky as variants?

Probably.
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: WF4123 on August 20, 2023, 05:26:52 pm
What is a man?! A miserable pile of secrets! XD
That's cool to have Dracula in MUGEN very well.
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: PotS on August 20, 2023, 06:08:14 pm
Great job as always. I just have some minor points:

- Round 1 may be a little too easy. Feels like something you just have to get over to get to the meat of the fight
- Dark Blaze hitbox feels a little too big. I suggest either making it slightly thinner or making the hits push back P2 very slightly on block, so you don't get full chip damage even though you're just at the edge of the pillar
- He has some camera issues with tensionhigh as usually happens with your chars. I noticed it on first round KO
- You can hit him out of Dark Blaze after the super pause
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: sergioprft on August 20, 2023, 11:40:53 pm
https://www.mediafire.com/file/h3dmekzgfpkmsvi/Dracula_Wakamoto_voice_patch.rar/file

I made a voice patch for Dracula that uses his Japanese voice from Castlevania Order of Ecclesia (while a few come from Castlevania Symphony of the Night)
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: ZolidSone on August 21, 2023, 01:04:51 am
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.
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: OHMSBY on August 21, 2023, 05:28:14 am
Just updated Dracula:

Quote
-Fixed an error where the camera would zoom out after KOing Dracula on a stage that uses tensionhigh and tensionlow
-Dark Blaze's hitbox is slightly thinner
-During Dark Blaze, Dracula will become completely invulnerable after the super pause
-The default wait time between attacks during phase 1 is now slightly faster
-Dracula will now use his reversal a little more often during Phase 1
-The Phase 1 variant of Dark Blaze will now have Dracula reappear a little sooner
-Other Minor Bugfixes

Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: sergioprft on August 21, 2023, 11:25:26 pm
https://www.mediafire.com/file/h3dmekzgfpkmsvi/Dracula_Wakamoto_voice_patch.rar/file

Updated the Dracula voice patch to change one thingy (duplicate sound basically) and nothing else!
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: TurnPile on August 22, 2023, 07:44:47 am
Since a few creators similar to you are doing this, will you put down a list of characters that you plan to do in the near future or have ideas for them?
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: Macaulyn97 on August 25, 2023, 07:10:37 pm
I did a thing:
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: TornilloOxidado on August 25, 2023, 07:17:39 pm
I did a thing:
[youtube]https://www.youtube.com/watch?v=W1Lxk7dEJHY[/youtube]

I think that should go on the Video thread instead.
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: Macaulyn97 on August 26, 2023, 12:13:22 am
It literally has the most recent character release...
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: sergioprft on September 06, 2023, 04:51:38 pm
I have a little suggestion, would it be cool If both Meta Knight and Dedede had a special intro against each other?
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: karl_eichholtz_13 on September 06, 2023, 08:37:55 pm
So much possibilities...

Star Fox Krystal

Xenoblade's Ethel, Cammuravi, Mwamba, Alexandria.

And many others.
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: Little Fox: Tres Truenos on September 16, 2023, 10:24:08 pm
Hey OHMSBY, how are you doing? You doing well? Nice work on the Belmont's infamous archenemy and the greatest vampire in fiction, Dracula. Really cool to see another Boss character created since your last one, Marx. Do you feel that you are getting a good handle on creating 3D characters using Blender, since you're making P5 Joker right after releasing Dark Meta Knight and Dracula and your usual pattern of making two regular 2D characters and then a 3D character? Also have you thought about converting characters from other 3D games that are not fighting games? For example DMC5 Dante or Nero, who come from a Hack N' Slash style game
Title: Re: [OHMSBY Thread]: Dracula Released (8/20/23)
Post by: Bruce23 on September 28, 2023, 05:22:08 pm
Dracula has been released.

(https://i.imgur.com/VcbWLEd.png)

Spoiler: More Screenshots (click to see content)

You can get Dracula here:
https://drive.google.com/file/d/1RK8C2yeo6wm4ZXtbktTEYVBFoA4DasEW/view?usp=drive_link (https://drive.google.com/file/d/1RK8C2yeo6wm4ZXtbktTEYVBFoA4DasEW/view?usp=drive_link)

Dracula's 1.0 Patch:
https://drive.google.com/file/d/1Il-txwp9cpF81rZwBUn7BYE_FeW2fn8m/view?usp=sharing (https://drive.google.com/file/d/1Il-txwp9cpF81rZwBUn7BYE_FeW2fn8m/view?usp=sharing)

Dracula's Throne Room Stage:
https://drive.google.com/file/d/1fpvltmEecqIh1iIPWZeHWpLWjlMpJLuL/view?usp=sharing (https://drive.google.com/file/d/1fpvltmEecqIh1iIPWZeHWpLWjlMpJLuL/view?usp=sharing)

Spoiler: One last suprise... (click to see content)

Have fun.



Hello, do you have plans for Order Sol or Robo Ky as variants?

Probably.

Hello OHMSBY, this is Bruce, and I recently encountered your youtube channel and I am in love of your characters!  Do you have a donation site where I can donate for your hard work?
I asked this question in your youtube channel, but I know you are very busy.  I go ahead and ask you this question here too.
Would you please please grant me permission to use your characters in my openbor games?
All credits and copyrights of any of your characters beings used in the game will be credited to your name.
Thank you very much
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: OHMSBY on October 10, 2023, 05:53:53 am
I'm back with the first batch of AI scaling updates. You can get them from my site (https://sites.google.com/view/ohmsby-mugen/home).

Quote
The following characters have been updated with AI scaling:
-Ruby Rose
-Mika
-Ragna
-Mai
-Gordeau
-Azrael
-Terumi
-Wagner
-Waldstein
-Robo-Weiss

Decided to go in order of release, and will keep releasing these updates in batches of about 10 like this one.


I have a little suggestion, would it be cool If both Meta Knight and Dedede had a special intro against each other?

It would be, but I'm having trouble figuring out how exactly this special intro would go down with the sprites that they currently have. I want to try to avoid increasing the file size of their sffs.

Quote
Also have you thought about converting characters from other 3D games that are not fighting games? For example DMC5 Dante or Nero, who come from a Hack N' Slash style game

Possibly.

Would you please please grant me permission to use your characters in my openbor games?
All credits and copyrights of any of your characters beings used in the game will be credited to your name.

Just go for it. You really don't need to ask permission for something like this.
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: Macaulyn97 on October 10, 2023, 09:31:59 pm
I keep seeing that poll up there and hoping you'll finally give us pork...
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: OHMSBY on October 11, 2023, 06:20:16 am
Ganondorf is still going to happen. Although, now that I've played Tears of the Kingdom, I'm debating whether I should stick with OOT 'Dorf or go with TOTK 'Dorf.

Actually, that will be the new poll.
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: Solid Snivy on October 11, 2023, 07:38:00 am
Personally I’d love to see how you would handle ToTK Ganondorf later down the line. Even if you were to make him as like an EX character to OoT, though I guess he’d have enough to stand out as his own.

…this also reminds me that I need to go back to Tears of the Kingdom and finish the story at some point cause I’ve been too sidetracked with Frontiers but I digress

Curious about Joker though. Would he play somewhat similar to the other Arena characters, or have a different mechanic entirely to stand out?
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: Ichika Nakamasa on October 11, 2023, 08:03:24 pm
So I just found out that Susanoo's Inevitable Calamity could deal a significant amount of damage on boss characters with just one attempt while Vlov's Mania, Scorching Heat/Depths, Northern Sea dealt even less damage on them. I guess it's a bug regarding Susanoo's damage dampener as he shouldn't be allowed to do such a lot of damage for a special like this.
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: OHMSBY on October 12, 2023, 06:42:09 am
Personally I’d love to see how you would handle ToTK Ganondorf later down the line. Even if you were to make him as like an EX character to OoT, though I guess he’d have enough to stand out as his own.

I do have different Ideas on how each 'Dorf is going to play, so regardless of who wins the poll, I will probably get to the other one sometime afterward.

Curious about Joker though. Would he play somewhat similar to the other Arena characters, or have a different mechanic entirely to stand out?

He'll will play similarly to the other P4A characters.

So I just found out that Susanoo's Inevitable Calamity could deal a significant amount of damage on boss characters with just one attempt while Vlov's Mania, Scorching Heat/Depths, Northern Sea dealt even less damage on them. I guess it's a bug regarding Susanoo's damage dampener as he shouldn't be allowed to do such a lot of damage for a special like this.

So the way Inevitable Calamity works is that it triggers the damage scaling on each hit to gradually reduce the damage output during prolonged use, where as Mania only triggers it once and keeps a fixed damage output throughout. When using Inevitable Calamity on bosses and other super armored characters, the damage scaling is constantly being reset due to how super armor works, causing every hit to deal the maximum amount of damage.

I've reuploaded Susano'o with a quick fix that prevents the damage scaling from reseting as long as he's still using Inevitable Calamity, so go ahead and redownload him.
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: JoeStarX on October 12, 2023, 09:15:06 pm
OMG 10 characters thank you so much!!
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: jacky28 on October 14, 2023, 04:30:44 pm
https://www.mediafire.com/file/ylpzboj5zj5j5zy/EXYu.zip/file

https://www.mediafire.com/file/gsia0o5hril8dm6/Lambda-11_JAP.zip/file

i made the jap voicepatch for your shadow yu& lambda 11
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: JoeStarX on October 17, 2023, 02:11:19 am
Hey OHMSBY really enjoying the AI scaling on the characters but Waldstein is brutal he counters all of my moves even on the easiest difficulty perhaps it is just a skill issue

also Wagner for some reason I can only use her heavy attacks nothing seems to work thank you for all your efforts
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: JolarValenflower on October 20, 2023, 06:17:51 am
Why is not Video released Joker Persona 5
Later 2 mouth is released
Is soon or delayed
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: ArcBeast on October 20, 2023, 06:30:37 am
Why is not Video released Joker Persona 5
Later 2 mouth is released
Is soon or delayed

Maybe got delayed from the looks of it.
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: Solid Snivy on October 20, 2023, 09:57:48 am
If I'm remembering right, OHMSBY said that he wanted to spend more of his free time doing other things that weren't related to MUGEN, so that's why the character releases (starting with Powered CIel) have been so spaced out (which is fine; dude's got life outside of making content for this game).
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: TornilloOxidado on October 21, 2023, 01:26:50 am
Why is not Video released Joker Persona 5
Later 2 mouth is released
Is soon or delayed
Let the man to enjoy his life outside of mugen.
And why are you always impatient like this?
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: Dude01 on October 21, 2023, 10:32:20 am
Why is not Video released Joker Persona 5
Later 2 mouth is released
Is soon or delayed
Let the man to enjoy his life outside of mugen.
And why are you always impatient like this?

Well he is what he is. he could not stop requesting XD
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: Misana1598 on October 29, 2023, 01:10:56 am
With the upcoming release of Joker from Persona 5, can I suggest an intro between him and Kirito? I have access to official dialogue from Kirito (JP) (also Joker but JP) from the Persona 5 Collab from Sword Art Online: Memory Defrag and would love to see it added.
Title: Re: [OHMSBY Thread]: 10 characters updated with AI scaling (10/09/23)
Post by: JolarValenflower on October 29, 2023, 07:29:50 am
Joker video released is Back!!!
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: OHMSBY on November 01, 2023, 03:32:23 am
Joker has now been released.

(https://i.imgur.com/Zn6PiOZ.jpg)

Spoiler: More Screenshots (click to see content)

Get him here:
https://drive.google.com/file/d/1N3jigQFn3ml7cNQ1OQF0wR34nkym4Cje/view?usp=drive_link (https://drive.google.com/file/d/1N3jigQFn3ml7cNQ1OQF0wR34nkym4Cje/view?usp=drive_link)

Get his 1.0 patch here:
https://drive.google.com/file/d/1-kQtjDKV07atSb__Fq52-kpeZAUq1VZg/view?usp=drive_link (https://drive.google.com/file/d/1-kQtjDKV07atSb__Fq52-kpeZAUq1VZg/view?usp=drive_link)

Spoiler: Up Next... (click to see content)

Have fun.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: ZolidSone on November 01, 2023, 05:41:59 am
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.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: OHMSBY on November 01, 2023, 06:12:47 am
Both of those should be fixed now.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: ZolidSone on November 01, 2023, 09:12:36 am
Checked it again and now it affected P1:
(https://i.imgur.com/aJiUS1Z.png)
Usually the custom state on the opponent should be the same for both sides. So I have no clue why it got altered for the other side when it shouldn't.

Since I literally have nothing else left on Joker and didn't get the chance to talk about Ganondorf a few weeks ago when the topic was relevant, I'm very curious how you'll tackle his ToTK counterpart since he's not based on a fighting game. But I personally think OoT should come first because he already has a moveset to base on from SSBU.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Misana1598 on November 01, 2023, 07:42:55 pm
Joker (JP) Voice Patch (by me)

https://drive.google.com/drive/folders/1juLDOMuP9C_ABHsc9qRhXLzK5O6ImeOB?usp=sharing (https://drive.google.com/drive/folders/1juLDOMuP9C_ABHsc9qRhXLzK5O6ImeOB?usp=sharing)

(I've also done intro edits for Joker when faced against Kirito, Asuna, and Yuuki. So let me know if you want to see those.)
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: TurnPile on November 01, 2023, 09:12:11 pm
Checked it again and now it affected P1:
(https://i.imgur.com/aJiUS1Z.png)
Usually the custom state on the opponent should be the same for both sides. So I have no clue why it got altered for the other side when it shouldn't.

Since I literally have nothing else left on Joker and didn't get the chance to talk about Ganondorf a few weeks ago when the topic was relevant, I'm very curious how you'll tackle his ToTK counterpart since he's not based on a fighting game. But I personally think OoT should come first because he already has a moveset to base on from SSBU.

I think he's going to do Bandana Waddle Dee as an experiment for making characters not based on a fighting game (or at least, officially). As such, we'll see what he'll do with Ganondorf by then. Oh, and I should mention he really should make some new sprites for Kirby since the D4 sprites look really, really out of place with the newer ones.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Solid Snivy on November 01, 2023, 10:57:29 pm
I'm pretty stoked to see how Waddle Dee is gonna play out, cause I do imagine that he'll mainly be taking cues from Star Allies and Forgotten Land.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Mr. Nobody on November 02, 2023, 12:07:13 am
Considering you are making Waddle Dee will this also maybe mean that other Persona 5 characters could be possible?
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: OHMSBY on November 02, 2023, 05:28:25 am
The little bug on the throw should be totally fixed now.



Oh, and I should mention he really should make some new sprites for Kirby since the D4 sprites look really, really out of place with the newer ones.

I'd pretty much end up making a brand new character if I were to do that. Although that isn't to say that I wouldn't go for it.

I'm pretty stoked to see how Waddle Dee is gonna play out, cause I do imagine that he'll mainly be taking cues from Star Allies and Forgotten Land.

That and he will also have access some of the Parasol ability's moves.

Considering you are making Waddle Dee will this also maybe mean that other Persona 5 characters could be possible?

Theoretically, yeah.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: ZolidSone on November 02, 2023, 07:51:25 am
Since I got no other feedback, might as well join the discussion since I have nothing else to report at this time.

I think he's going to do Bandana Waddle Dee as an experiment for making characters not based on a fighting game (or at least, officially). As such, we'll see what he'll do with Ganondorf by then.
That would be interesting to see. However, Tears of the Kingdom isn't a 3D platformer unlike where Bandana Waddle Dee is in. So he would have to get the camera aimed at him in a certain angle for his sprites to look right assuming that's how he rendered them with the Smash characters.

I'd pretty much end up making a brand new character if I were to do that. Although that isn't to say that I wouldn't go for it.
Same goes with Samus, but I much prefer to see you put those resources into Dark Samus instead. Although now I wonder if she would be considered an EX variant since Unknown's sprites are from SSB4 and yours would be ripped from SSBU. But instead of giving ripping new sprites to her (Which doesn't look too different from SSBU aside from your art style and the altered idle animation), just give her a single sprite so it works with Powered Ciel's Calvaria Galgalim: Guillotine as she's currently the only Smash character without one. I wouldn't have a problem editing the sprite to work with Unknown's palettes since it's just one half of it. Plus Unknown's sprites has more freedom with the colors, so it would probably look better.

That and he will also have access some of the Parasol ability's moves.
Speaking about Parasol, will Kirby get that as a copy ability as well? The CopyAbility.png looks like it can fit two more. Most of the copy abilities are attack based, so it would be refreshing to have one that doesn't depend on dealing damage. Although I don't know what the 2nd one should be and don't want it to be too similar to the current ones like Arrow, Throw or Whip.

Theoretically, yeah.
And now my curiosity spiked even higher as the possibilities are endless if you were to dive into games outside of 3D platformers. The only way I can think of you getting renders for them is from Persona 5 Strikers. Although, their Personas would be the hard part.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: JolarValenflower on November 02, 2023, 08:09:13 am
That 3D platformers fighting games

OHMSBY
Super Smash Bros Ultimate

Digital Jinny
Granblue Fantasy Versus

Rendered Blender that is Real 2D Sprites.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: jacky28 on November 03, 2023, 07:29:09 pm
i made a jap voice patch for your joker:
https://www.mediafire.com/file/w5l3mysi9b7icsd/JokerJPN.zip/file
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: The Blind Furry on November 05, 2023, 06:08:02 pm
There is a Smash Mod for Joker that gives him a new moveset where he uses the phantom thieves to attack so it could be an EX variation of that?
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: DeathScythe on November 08, 2023, 01:46:08 pm
Well skullgirls is dead

So is my patience with you. See you in 3 days.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: JolarValenflower on November 12, 2023, 03:20:47 am
I Trash Talk my
Fine

I so sorry
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Foobs on November 15, 2023, 04:16:18 am
I just noticed your characters have their own common1. This is an issue because they carry a vestigial bug (http://www.vans.trinitymugen.net/home/mugenbug.html) from the default mugen common1 that makes certain tight juggles harder or impossible to do.

Presumably all your imitators' works have the same issue, assuming they took your common.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: OHMSBY on November 20, 2023, 07:08:21 am
Thanks for pointing that out. I've just reuploaded all of my Characters with updated common files that use "time > 0" for the veladd triggers instead of "1", so that bug should be gone now.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: PotS on November 26, 2023, 11:04:05 am
That will be or not be a bug depending on who you're fighting against. I think most chars expect the opponent to have the bug since it's a part of Mugen itself. Ideally those states should just not be overridden at all unless you have a good reason to do it. I had a quick check and yours seem to be exactly the same as those in common1.cns.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Vinnie on November 27, 2023, 03:23:43 am
So recently I just found out this little something on Yu: The combo counter will reset whenever Izanagi disappears and reappears after certain attacks. For example, when you do 5BB > 214B without having Yu hitting the opponent with any physical attack first, the counter will not go any higher than 2 or 3 hits (It will go to 5 if Yu is close enough to the opponent like in the corner I assume.) I think this happens due to the "In-and-out" mechanic of the Persona having its location changing from here to another, but is there any way to make them stay long enough to make the combo consistently link together ? Adachi also has this so-called oversight as when you do 5BBB > 214A, the counter counts 5 hits but it doesn't if you do 5BBB > 214B+C.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: ZolidSone on December 02, 2023, 02:20:14 pm
If you are planning any AI scaling updates for the next batch of characters soon, I'm afraid I have to push this feedback sooner than expected as starting this month, I might be busy and won't have the time to do as much feedback in detail. I don't know how many are you planning and who knows how long you'll get to them, so I like to get most of it out of the way first. Plus, I missed a few things on three characters that already have it:
Ruby:
-She can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears.
-The pedals during Pedal Burst are layered in front of the vignette effect.

Terumi:
-For some reason, his Vs Ragna Match Win animation takes a while to trigger if he was P2.
-He can perform Unholy Wrath of the Basilisk twice on the same match.
-If he was facing Ragna and used Wrath of the Basilisk on the 2nd round, his Astral Heat Win animation causes him to get has no target with hit id -1 debug flood.

Waldstein:
-I feel like the 6th frame on his Dash should have envshake where the landing sound effect plays (BBTAG doesn't have this, but UNIB does).
-The hitspark of 66A is misaligned when it hits the opponent in the air.
-His 66B can wall bounce the opponent to the opposite direction if they jump over him.

Misaka:
-Her palettes aren't on the start of the SFF (They start from 49/97).
-The Astral BG is layered in front of the 3900 Cut In and 3065 Coin during Only My Railgun.

Kuroko:
-5AAAA could deal chip damage but not chip kill.
-The normal ground shockwave sound plays 2 ticks after the strong one on the 66A/66B when it successfully hits and the opponent doesn't fall to the ground instantly right after the hit.
-The air dash effect during Sexy Teleport and Super Sexy Teleport is layered behind her (Noticable when used close to the wall).
-How Carless is a typo in the movelist.png.

Es:
-The 6620 jC Crest effect seems to be layered behind her, but is in front when she touches the ground.
-The hitspark and guard spark on the 2nd hit of jC, 2B and Type: Slasher "Gawain" is misaligned when it hits the opponent in the air.
-Type: Assaulter "Erec" doesn't have the X on the opponent's Burst icon appear right away if it successfully catches them before the hit.
-The ground version of Type: Slasher "Griflet"'s follow up doesn't have increased cornerpush on the last hit.
-The 2nd hit of Type: Slasher "Gallahad" doesn't have envshake during the vignette effect.

Samus:
-The 11th png in the Palettes folder is a typo as Chief is spelled "Cheif."
-The 2nd swish of plays after it hits the opponent when the 7th frame connects.
-It's possible to rapid cancel Grapple Beam when the opponent hits the ground without it doing damage.

Kokonoe:
-There's a duplicate of the 1023 Bunker Blast animation in the AIR file.
-Jamming Dark V.165 has an extra normal ground shockwave when the opponent hits the ground instead of just the strong one only.

Tager:
-Charged 5B can go though the opponent depending on how thin their hitbox are.
-The hitspark and guard spark on 5BB is misaligned when it hits the opponent in the air.

Yumi:
-Her palettes aren't on the start of the SFF (They start at 9/156).

Adachi:
-His palettes aren't on the start of the SFF (They start at 85/190).

Blitztank:
-His palettes aren't on the start of the SFF (They start at 10/121).

Yukiko:
-Her crouching animation has the same hitbox size as her standing animation.
-5B, jB and 2B have the wrong attribute flag since they are not specials and don't chip (S instead of V).
-2B should be air unblockable.
-Two frames of 2B's animation only covers the bottom of her legs.

Jin:
-The super spark is layered in front of the Astral Cut In (Vs. Ragna) when used on P2 side (I just realized he has a special one for Ragna exclusively and it was fixed years ago for the normal Cut In only).

Bisclavret:
-Her Burst icon is still full instead of empty when Double Hammer Destruction successfully connects, but goes into Overheat before it transitions to the cinematic.

Charlotte:
-Her Match Win animation is bugged as it causes an in state 182: tried to use relative pos of non-existent p2 debug error upon startup and expression truncated to integer debug errors for each knife that gets placed down on the ground.
-5B, 5BB and 2B have the wrong attribute flag since they are not specials (S instead of V).
-2B should be air unblockable.
-The hitspark and guard spark on the 1st hit of Kasekuchen is misaligned as it's way too low on the floor and should be the same position as when the cake explodes.
-The 1151 effect on Kasekuchen continues playing instead of staying frozen during the finish animation.

Mitsuru:
-Her Burst icon is still full instead of empty when Niflheim successfully connects.

Hilda:
-She can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears.
-The black portal effect on the Astral Heat Win animation is layered behind her before she touches the ground.

Shana:
-Her Burst icon is still full instead of empty when Kessen Ougi successfully connects.

King K. Rool:
-He can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears (The white BG will stay stuck as well until the round ends).

Merkava:
-The first frame of his jumping animation doesn't have a blue hitbox.

Joker:
-Both his 1.1 and 1.0 SFFs are missing palette (1,9).

The last one is mostly I went back to make sure you aren't missing a single palette with the other characters. While I checked, a few had the organization of the palettes differently. I also have an copy abilities list for Kirby, but I will push that to later and don't have anything on him at the moment.

Some characters' astral heats don't go into the cinematic right away before transitioning. I looked again and the Burst icon actually goes 0 right when it successfully connects for everyone. So Mitsuru and Shana are bugged as they have an advantage over the others because they can use Ultra Burst right away on the next round. Bisclavret doesn't either, but should be empty instead of going into overheat in the middle of it.

Edit: Ok, I like to report another update. As it turns out after looking more in detail, some characters do go make their Burst icon empty upon contact while some doesn't. That's why the Burst icon should be hidden while the Astral Heat is active, so you don't see that sudden change happening. Here are those that are affected:
-Ruby, Mika, Mai, Azrael, Waldstein, Kuroko, Yu, Yumi, Adachi, Akatsuki, Blitztank, Saya, Issac, Nanase, Yukiko, Jin, Lambda-11, Hilda, Pistrix & Merkava

For those not mentioned, it's possible it may occur for them too but theirs are much easier to hide that from happening because they instantly transition to the cinematic from the successful hit while the others I did mention don't right away. I only started noticing this when Bisclavret doesn't, but goes into Overheat before the cinematic occurs while Mitsuru and Shana still gets a full Burst on the next round. So I'm curious if this was something you overlooked. I'm thinking it might be since none of the Blender characters doesn't and was still empty on their Astral Heat Win animation.

Edit three weeks later as I missed something on Waldstein and didn't realize it as I've been busy with other things.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: 666roru on December 09, 2023, 09:33:47 am
Good afternoon.
I would like to thank you for your work.
A huge amount of work and a great roster.
Thanks to you, mugen is difficult to distinguish from a commercial project.
A large number of well-made characters, balanced and taken from different universes.
In fact, this also applies to a guy named Ichida, and it's not entirely fair not to mention him. I just wouldn’t want to spam and duplicate this message in 2 topics. Ichida, if you're reading this, you're just as awesome.
I just wanted to say thank you for your work.
Also, I had a few questions.
Of course these are not requests.
Jin Kisaragi and Vlov, my favorite characters, thank you for them.
https://youtu.be/Y-VR-BGn_YA?t=460
(this is time-stamped, but for some reason I can't paste it correctly, so I left the link.)
Will there be an update for Jin someday? I mean will this movement be added? or will it conflict with your style regarding the number of hyper attacks?
And the second question: the announcement of the character Kuon was recently released.

The character is not yet in the game, nor is the sprite rip, accordingly. It will be added in January. Do any of you have plans for it?
thanks again for your work.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: xuly232 on December 10, 2023, 10:16:50 pm
Good Afternoon
Your characters are awesome love your characters
Every character is very awesome thank you for making joker my favorite persona character.
Can you please tell me name of your screen pack or give me link can't find it anywhere.
and which version are you using Mugen or ikemen go
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Uzuki Shimamura on December 11, 2023, 01:48:34 am
Good Afternoon
Your characters are awesome make more character from anime like Sukuna or Yuji Itadori
and please tell me name of your screen pack or give me link can't find it anywhere.
and which version are you using Mugen or ikemen go

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.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: The Blind Furry on January 01, 2024, 07:02:40 pm
Hey, hope you had a great Christmas and New Year! Just wanted to ask if Joker had AI implemented as he came out after your first batch so I was just curious if that would be a thing with new characters like when you initially introduced the EXA mechanics.
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Duos.act on January 01, 2024, 07:42:27 pm
There is an AI patch for him created by Holn. 
Title: Re: [OHMSBY Thread]: Joker Released (10/31/23)
Post by: Dude01 on January 01, 2024, 10:56:52 pm
There is an AI patch for him created by Holn. 

But I think his ai patches won't show up in the onedrive cuz idk what happen cuz it has some errors?? or idk
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: OHMSBY on January 23, 2024, 03:28:42 am
Hoo boy, I ended up doing way more than I initially planned for this batch of AI scaling updates. This batch includes 45 character updates:

Quote
-The following characters have been updated with AI scaling and other minor fixes:
Spoiler: Its a long list (click to see content)

At this rate, everyone should have AI scaling before the next character after Waddle Dee releases. I'm also thinking about possibly making an alternate config file for each of the boss characters where certain editable values change according to the AI level.


Just wanted to ask if Joker had AI implemented as he came out after your first batch so I was just curious if that would be a thing with new characters like when you initially introduced the EXA mechanics.

If you're talking about the AI Scaling, then Joker already has that.
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: BeastwithFriends on January 23, 2024, 05:41:39 am
This is awesome! I love your characters, but their AI is beast level and I always make them bosses. With AI scaling I can spread them out through arcade mode!
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: Solid Snivy on January 23, 2024, 10:04:40 am
Funny enough, I was ready to suggest all the current DLC characters in the Versus Rising roadmap to be added in Kirby's Copy Ability list, but it seems you took care of that already.
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: JolarValenflower on January 23, 2024, 01:30:37 pm
Wait that is Versus Rising roadmap
That is Granblue Fantasy Versus Rising
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: jacky28 on January 23, 2024, 01:51:22 pm
aoko aozaki
DA Noel
bowser
kirito
akame
byleth
sol badguy
powered ciel
ridley
asuna
Maid taiga
shadow yu
dark metal knight

did them receive AI SCALE PATCH?

and quote ai need update,his ai not combo much just dodging much

also can my jap voicepatch add on your wedsite?
lambda 11
shadow yu
joker
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: JoeStarX on January 24, 2024, 07:36:26 pm
OMG I've been refreshing this page so much to be greeted with a 45 character update i'm at a loss of words
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: dreadedpotato on February 01, 2024, 10:09:19 am
I'd been working on putting together an Ikemen build with your characters as well as those made by others who've used your style for some friends up until recently, but the idea fell through due to lack of interest. I've already made an in-game movelist for every character though, so I figured I should give them a solid coat of paint and put them out for the general public as opposed to letting them rot on my laptop. They aren't actually ready to go yet, as I'm in the process of updating them all to fix some terminology and formatting errors. To get to the point, I'd like to ask you for feedback on how they look at the moment before I get too invested in changing them all. I'm hoping that they can be incorporated into the official release versions of each character once they're all done, as each individual movelist is less than 5kb in size and each character's .def file only needs one new line for the engine to find their movelist.

Here's a folder with a set of 6 images showing a little bit of what I've got at the moment; 3 for Adachi and 3 for Carmine.
https://www.mediafire.com/folder/vedkd983qpay0/Movelist_WIP_Images

I have plenty more I could say about these since I've been at it for the better part of a year at this point, but I figure it'd be better to wait until you've actually seen them before I dump any more paragraphs on you. Please let me know what you think!
Title: Re: [OHMSBY Thread]: 45 Characters updated with AI Scaling (01/22/24)
Post by: Mid117 on February 02, 2024, 08:23:21 pm
Hey Ohmsby I fixed your Ruby Rose sprites color palette if you want to add it to your character
https://drive.google.com/file/d/12ln3-gQgGJBoeQSegCcGPU3nW66gWCn5/view
(https://i.imgur.com/fudCDXD.png)
Title: Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
Post by: OHMSBY on February 11, 2024, 06:25:19 am
Waddle Dee has been released.

(https://i.imgur.com/Oe7JUhx.png)

Spoiler: More Screenshots (click to see content)

Get him here:
https://drive.google.com/file/d/1JMP838JE5gkkhKbOnlPA-3-V-JQ9zDLL/view?usp=drive_link (https://drive.google.com/file/d/1JMP838JE5gkkhKbOnlPA-3-V-JQ9zDLL/view?usp=drive_link)

His 1.0 patch can be found here:
https://drive.google.com/file/d/1nq9ICpuFLU5eCqDMn3ia5XOyqo8ktWeI/view?usp=drive_link (https://drive.google.com/file/d/1nq9ICpuFLU5eCqDMn3ia5XOyqo8ktWeI/view?usp=drive_link)

Spoiler: Up Next (click to see content)

Have Fun.



Here's a folder with a set of 6 images showing a little bit of what I've got at the moment; 3 for Adachi and 3 for Carmine.
https://www.mediafire.com/folder/vedkd983qpay0/Movelist_WIP_Images

Just a couple of things that should be clarified, jump canceling is only being available during certain attacks and dodge rolls need to have a direction inputed at the same time as Y rather than being inputed after. Otherwise, these a pretty cool. I didn't even think it was actually possible to put in entire descriptions into Ikemen movelists.

I'm going to need to eventually update everyone anyway to have special state compatability with one of Coco's moves. So if all of your .dat files happen to be ready by then, perhaps I can include them.

Hey Ohmsby I fixed your Ruby Rose sprites color palette if you want to add it to your character

Nice. I'll have this included in her next update when I give her the special state compatability with Coco.
Title: Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
Post by: dreadedpotato on February 11, 2024, 08:05:27 am
Great work as usual!

Quote
Just a couple of things that should be clarified, jump canceling is only being available during certain attacks and dodge rolls need to have a direction inputed at the same time as Y rather than being inputed after.
At the moment I'm considering dropping the Jump Cancel part from the list since pinning down exactly which moves can actually be jump cancelled will be a ton of work, but I've fixed the Dodge Roll error and added the Ultra Dead Angle (which I only just realized was missing) while I was at it.

Quote
I'm going to need to eventually update everyone anyway to have special state compatability with one of Coco's moves. So if all of your .dat files happen to be ready by then, perhaps I can include them.
That shouldn't be a problem at all! I can get the movelists for all the characters who don't have their own unique mechanics done in maybe 15 minutes since I've already got all the actual commands done, so the lion's share of the work is going to be updating the Universal Mechanics and adapting the descriptions of Character-Specific Mechanics to (literally) fit into a movelist. Directly copy-pasting them isn't going to work as they'll just run right off the edge of the screen, so I have to make sure to format the explanations in each character's Read Me. Color coding moves and mechanics adds a bit more work to the pile since I have to accommodate for the fact that the hexcodes don't appear in-game, but I think it's worth it. To give an idea of what these look like under the hood, here's the current version of Dead Apostle Noel's movelist alongside an image of it in-game to compare and contrast.
https://www.mediafire.com/folder/ng6jx5arda0n2/DANoel (https://www.mediafire.com/folder/ng6jx5arda0n2/DANoel)
Incidentally, I use the character's own base palette when deciding what colors to use for the movelist. Dead Apostle Noel's uses the same hexcode purple as her spears for moves that set up Bells and the same hexcode red as the line on her spear for moves that ring the Bells. Adachi and Carmine's from my last post about this sample their colors from Magatsu-Izanagi and the Blood House respectively, but the difference was probably too subtle to make out at a glance.
Title: Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
Post by: PotS on February 11, 2024, 07:09:43 pm
Another winner. Here's what I found so far:

- If you steer j.C into a corner it takes a long time to turn around because of lingering velocity. I think he could break automatically
- 214A should probably cause high hit animation
- Charged 214B is safer than 214A (in addition to the other benefits), making the latter possibly not worth using. The A angle is a bit better but not that much
- EX Spear Throw spear could travel a tad slower so you can actually see it
- Spears can trade with fireballs and still travel to hit the enemy. Just checking if intentional because it's pretty strong
- If a spear trades with a fireball its trajectory will still be updated while it's in hitpause
- The Waddlecopter effects are a bit too bright so they don't feel three-dimensional
- In a stage with high tension the camera won't follow him during the intro
- The AI sometimes lingers in the parasol floating state to its detriment
- If you block the autocombo the AI will blow all its meter in rapid cancels
- Calls sounds 161,0 161,1 161,2 and 162,0 which don't exist (Ikemen debug)
Title: Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
Post by: CaptPurpleHeart on February 13, 2024, 07:12:05 am
Hi, not sure if this is the right place to ask, but I've been trying to make custom portraits for my mugen collection css, but when I load into the select screen a few of your characters vanish after a few seconds. so far it has happened with Joker, Bowser, Ridley, King Dedede, Waddle Dee, Marx, K Rool, Byleth and Pyra, is there a fix for this?

https://imgur.com/a/k9VSgfA example
Title: Re: [OHMSBY Thread]: Waddle Dee Released (02/10/24)
Post by: Resentone on February 13, 2024, 11:17:21 am
Hey, if you don't mind me asking. What's your Coco Kiryu's x and y scale? Asking you this so I can scale my hololive characters to yours.
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: OHMSBY on February 15, 2024, 03:30:29 am
Waddle Dee has gotten an update according PotS' feedback:

Quote
- While floating, Waddle Dee's X velocity will now automatically be set 0 when he is all the way in the corner, allowing him to steer into the other direction more quickly.
- Ground 214A now throws a spear at a lower angle.
- Regular Thrown Spears now collide with other projectiles, EX Spears and Spears from a fully charged 214B will still pierce through other projectiles.
- Lowered the starting opacity on Waddlecopter's swish effects.
- Slight improvements to AI.
- Other Minor Bugfixes.




Love it. When have more ready, just send me a PM and I'll get them prepared for the next updates.


That is certainly strange, I've never heard of select portraits just disappearing like that. All the characters you've listed happen to use SFFv2 by default, so you can try applying their respective 1.0 patches to see if that makes a difference. Otherwise, I think you're better off either asking whoever made that screenpack or taking your question to the "M.U.G.E.N Configuration Help" sub-forum.


 1,1
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: sergioprft on February 15, 2024, 03:01:40 pm
I made a voice patch for your Bandana Waddle Dee that uses Kyoko Sakura's voice from Puella Magi Madoka Magica!

https://www.mediafire.com/file/suctd8prybo5grk/Kyoko_Sakura_voice_for_OHMSBY%2527s_Bandana_Dee.rar/file
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: dreadedpotato on February 17, 2024, 07:19:18 am
Quote
Love it. When have more ready, just send me a PM and I'll get them prepared for the next updates.
Checking in to say that all the movelists are done! I've gone ahead and DM'd you with more info as requested. For any readers who'd like to get their mits on the movelists right away, I've also started a thread in Resource Releases where you can go pick them up right now!
https://mugenguild.com/forum/topics/ikemen-only-command-lists-ohmsbystyled-characters-199070.msg2555738.html;topicseen#msg2555738 (https://mugenguild.com/forum/topics/ikemen-only-command-lists-ohmsbystyled-characters-199070.msg2555738.html;topicseen#msg2555738)
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: MH Styles on February 25, 2024, 09:29:35 am
There's a minor thing I noticed in the website, the (last updated) date for the character who got updated in january 22nd wasn't updated on the site.
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: OHMSBY on February 26, 2024, 05:34:48 am
Got it fixed.
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: Mushypepito123 on February 29, 2024, 10:41:02 pm
Got it fixed.

Hey, OHMSBY. I patched up your Jin's sprites.

(https://imgur.com/hABkvA6.png)

Here's a photo of the fix with my color palette of Jin.
(https://imgur.com/EsiLNV6.png)

It's more of a color separation patch, but it fixes the shared color glitch that Jin's been suffering.

Get him here: https://drive.google.com/file/d/13qtn7G6T6IBHTKlU24kG6ja-VN5RXHPY/view?usp=sharing
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: Mid117 on March 05, 2024, 10:42:08 pm
Hey OHMSBY
I did a Sprite Fix for Mikoto Misaka and Shirai Kuroko and fixed Kuroko Maid outfit sprites to fit with the original palettes
https://drive.google.com/file/d/1-47ZCmGIhr6Tb5-USSUMy36OZc7_GzCU/view?usp=sharing
let me know if there is an error
(https://i.imgur.com/gpPweMN.png)(https://i.imgur.com/7RCIlS3.png)
(https://i.imgur.com/ATVXel9.png)
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: Takanashi Hoshino on March 06, 2024, 11:46:01 am
Hey OHMSBY
I did a Sprite Fix for Mikoto Misaka and Shirai Kuroko and fixed Kuroko Maid outfit sprites to fit with the original palettes
https://drive.google.com/file/d/1-47ZCmGIhr6Tb5-USSUMy36OZc7_GzCU/view?usp=sharing
let me know if there is an error
(https://i.imgur.com/gpPweMN.png)(https://i.imgur.com/7RCIlS3.png)
(https://i.imgur.com/ATVXel9.png)

Finally, I can use my Nijika palette for Kuroko that I've posted on Discord server
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: Mid117 on March 07, 2024, 01:48:26 am
sorry for posting again as i notice a mistake i made
so i made a quick update on my Misaka sprite fix
(fixed the shading color on the uniform)
redownload it if you already did,
(https://i.imgur.com/8DQdb6d.png)
let me know if there is an error.
Title: Re: [OHMSBY Thread]: Waddle Dee Updated (02/14/24)
Post by: Mushypepito123 on March 14, 2024, 01:36:26 pm
Oh yeah, Jin's not the only one getting the color separation patch, but also Ragna. I decided to separate his pants and his seithr regulators because why not? limited creativity stinks.

(https://imgur.com/BcM28jA.png)

Link: https://drive.google.com/file/d/18ZicTYLszIrqWE8yvvs-0BQqfH1x_IHF/view?usp=sharing

Enjoy.