[Tornillo Thread]: Bruno Bucciarati Released (1/5/2026)

Started by TornilloOxidado, January 07, 2023, 12:52:31 AM

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TornilloOxidado

Quote from: Dude01 on December 17, 2023, 10:23:08 PM
So I gotta say something. what's gonna happen to your planned characters because your jin kazama is already done

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

Quote from: SwordmasterZack on December 10, 2023, 10:50:49 PM
On Jin, Devil Spark state is still on the enemy even after the move ends

I noticed that happened to me only when a character with a parry move defends from the Devil Spark and then moves on, i have set that the projectiles will dissapear after a short time now, not sure if this will fix entirely the issue you mentioned because that didn't happened to me at all.
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Swordmaster409

Quote from: TornilloOxidado on December 18, 2023, 01:13:37 AM

Quote from: SwordmasterZack on December 10, 2023, 10:50:49 PM
On Jin, Devil Spark state is still on the enemy even after the move ends

I noticed that happened to me only when a character with a parry move defends from the Devil Spark and then moves on, i have set that the projectiles will dissapear after a short time now, not sure if this will fix entirely the issue you mentioned because that didn't happened to me at all.
Well my issue involve them getting hit by Devil Spark in general and not when they parry it (if they had a parry or parry based move to begin with)

TornilloOxidado

#222
4 characters updated.
Quote

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

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

Jin Kazama
-Minor change in helper states.

Jam Kuradoberi
-Fixed error where Gekkirin was unblockable during guard hitstun.
-Adjusted damage dampener values.
-Changed background on the final part of Gasenkotsu.


Misc
-Videos section on the site is back.


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TornilloOxidado


After all this time, Bang Shishigami has been released.
Not tested in IKEMEN nor MUGEN 1.0.
That's all i have to say now.

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

Commissionns/Donations: https://buymeacoffee.com/derredstar


TornilloOxidado

Quote from: Dude01 on January 17, 2024, 10:12:10 PM
117mb Holy Crack and Eggs but damn

The next character will be 100MB+ too, it is what it is.
Commissionns/Donations: https://buymeacoffee.com/derredstar

onomamashinee

#226
It is great to see Blazblue getting some love from the MUGEN community. Thank you for the amazing char!

ArcBeast

Yes, another Blazblue character! Thank you for the amazing work!

T1t@n Ur@nus

#228
Quote from: TornilloOxidado on January 17, 2024, 11:12:10 PMThe next character will be 100MB+ too, it is what it is.

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

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

TornilloOxidado

Quote from: T1t@n Ur@nus on January 21, 2024, 05:41:29 AM
Quote from: TornilloOxidado on January 17, 2024, 11:12:10 PMThe next character will be 100MB+ too, it is what it is.

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

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


I'm using the elementals, but i never said that i finished them, so for the moment the file is 98MB right now, but i still didn't imported the specific effects for the elements. (That plus i didn't started the super moves yet.)
I think i mentioned this in my review video already.
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TornilloOxidado

Quote
24/1/2024
Bang Shishigami
-Fixed error where his streak effects on Daifunka didn't followed him during the running transition. (MUGEN 1.0 only)
-Head.pos and mid.pos adjusted.
Commissionns/Donations: https://buymeacoffee.com/derredstar

jacky28

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

TornilloOxidado

#232
Quote
Terry Bogard
-AI scaling.
-Nerfed recovertime values in special attacks.
-Damage scaling values adjusted.
-Fixed error where 2B and Rising Tackle were unblockable during guardstun.
-Additional aesthetics on Trinity Geyser.
-Fixed error where the Burst icon didn't overheat after failing Trinity Geyser.
-New animation attempt on Astral Heat.
-Super Cancel Mechanic. (Buster Wolf can be Super Canceled into Power Geyser)
Commissionns/Donations: https://buymeacoffee.com/derredstar

TornilloOxidado

#233
Yet another quick update:
Quote
Terry Bogard
-Fixed error where 2B cannot make contact during enemy gethit states.
-Fixed error where Power Geyser was unblockable during guardstun.
-Faster landing animation after Crack Shoot.
-Fixed air grab animation where was one frame missing.


Quote from: jacky28 on January 26, 2024, 06:01:13 AM
bang ai kinda insane....lol,even't ai level 1,crazy combo

That depends in how your definition of "crazy" is, the scaling just only makes him stop doing actions with a certain probability when the lower the AI level is,  it doesn't actually guarantee that the AI will be dumb like a potato if is that's what you guys want it to be, OHMSBY and Resentone characters however have a different scaling code, i preffer the way i'm doing instead of coding a lot of AI routes depending of each level, it was stressing enough with the people complaining for a AI scaling in the first place.
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PotS

Found some stuff for Bang:

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

TornilloOxidado

#235
Hello, update, bye.

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


Quote from: PotS on January 28, 2024, 05:16:19 PM
Found some stuff for Bang:

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

Fixed almost all of these, with the exception of:

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


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

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

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

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

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








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Mid117

Hey TornilloOxidado,
I did some sprite cleaning for your noel vermillion.

https://drive.google.com/file/d/1beCVupV5SZD8W-cqeD4QLgGzqvC8is8_/view?usp=sharing
i also flip Noel vermillion's color palette so it can be compatible with EXNoel color palettes,
let me know if there is an error

TornilloOxidado

Quote from: Mid117 on February 27, 2024, 06:12:41 PM
Hey TornilloOxidado,
I did some sprite cleaning for your noel vermillion.

https://drive.google.com/file/d/1beCVupV5SZD8W-cqeD4QLgGzqvC8is8_/view?usp=sharing
i also flip Noel vermillion's color palette so it can be compatible with EXNoel color palettes,
let me know if there is an error


My god thanks a lot for this, you don't know how much i was suffering when making Noel NOL thanks to the endless glitches with the palettes, both Noels will be updated soon.
Commissionns/Donations: https://buymeacoffee.com/derredstar

ZolidSone

Speaking about Noel NOL, can you fix these too?:
-Required sprites (5070,20), (5072,10) & (5072,20) are missing.
-Her forward dodge dust is scaled way too large.
-The other half of her air dash effect is missing.
-Her palfx is bugged and doesn't glow white when she performs her standing and forward dodges.
-The blast effect on her running throw follows her when rapid canceling (Same goes with regular Noel).
-2B doesn't cause fall when it hits the opponent in the air.
-The normal ground shockwave on 66A is misaligned and is layered in front of her (Same goes with regular Noel).
-The hitsparks and guard sparks in Chain Revolver/Chain Boomerang should be higher.
-Assault Trough doesn't have small sliding dust and sound at the end of the animation (Regular Noel has just the sound itself).
-Bullet Storm: Nemesis Stabilizer doesn't register any of the hits on the combo counter (Neither Noels was fixed on this).
-The sound when her Exceed Accel was used is missing.
-Her Awakening Cut In is not aligned on the same position as the regular version.
-The stage BG will remain stuck in black if the round was reset in the middle of Valkyrie Veil.

For some reason, she has a couple of errors that was already fixed in the the regular version but not on the EX variant. I had these typed up for a while, but haven't got around posting it nor have any feedback on your latest releases it due to IRL.
I will still do detail and aesthetic feedback for the rest.

Mid117

Quote from: TornilloOxidado on February 29, 2024, 04:04:43 AM
My god thanks a lot for this, you don't know how much i was suffering when making Noel NOL thanks to the endless glitches with the palettes, both Noels will be updated soon.
Here is also a fix for EXNoel sprites color

https://drive.google.com/file/d/1-19HuML6WSCJ8oIbo3jqyqHLFaJLgRwk/view
let me know if there is an error