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[Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013) (Read 19503 times)

Started by i_oVo_i, June 16, 2013, 12:23:31 pm
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[Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#1  June 16, 2013, 12:23:31 pm
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Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#2  June 16, 2013, 12:33:51 pm
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All these years later and Baggy finally learned that there was, in fact, a Umineko fighting game with sprites that looked decent.  Downloading, hopefully this plays like the damn game and not like his other characters. 

     Posted: June 16, 2013, 12:43:28 pm
I'm pretty impressed at how thorough Baggy was here, he coded the fading in on the HUD at the start of the round, the movement of HUD things most people forget, the scrolling text on Metaworld.....I think this one might lag some peoples' machines.  It seems like she can't dash cancel though, and her meta super doesn't seem to be there.

     Posted: June 16, 2013, 12:46:58 pm
No it's there, it completely slipped my mind that it was an aerial move.  Whoops.
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#3  June 16, 2013, 12:50:26 pm
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That...sounds like good feedback.
And it is a character by Baggy.
Did he really improved at long last?
Can we get the chance of Baggy also improving his old chars?
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Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#4  June 16, 2013, 08:29:44 pm
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this is a good char by baggy amazingly the only problem is shes missing more palletes she has only one.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#5  June 16, 2013, 09:26:32 pm
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At most she only has two palettes in the game, so it isn't a big deal.
@MC2 - the scrolling text metaworld only applies to Ange, it never applies to any other characters. And odd, she can't dash cancel? I can fix that =3.
Though, he still put too much hitstun in  each hit, though I don't remember if she has a dash cancel. o-o
Last Edit: June 16, 2013, 09:34:02 pm by SXVector
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#6  June 16, 2013, 09:35:15 pm
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id love a misa amane pallete for her.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#7  June 16, 2013, 09:38:01 pm
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Sadly to say.. her palette is pretty huge and unorganized...
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#8  June 16, 2013, 09:38:29 pm
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All these years later and Baggy finally learned that there was, in fact, a Umineko fighting game with sprites that looked decent.

He's known for a while given that he's been editting said sprites for his recent creations.
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#9  June 16, 2013, 09:41:20 pm
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looks like I know who's gonna get some of my Palette Magic
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#10  June 16, 2013, 09:55:36 pm
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I'm curious, does this sprite serve any purpose because in his nicovideos I haven't seen this being used? Also there's a sprite edit of Ange and Battler.

- Pretty neat on how he used lucifer as a base for her head/hair and either virgilia/beatrice clothes outline.
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#11  June 16, 2013, 10:04:32 pm
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Alright, considering I play this game a lot in my spare time, he got quite few things wrong. Namely, for her aerial attacks, instead of cancelling animations so that they can combo, he decided to instead decrease the gravity in Erika's falling. This is really stupid and makes her feel floaty when she fights. The timings for her Meta Super animation is wrong as well, and I guess I have to play this on widescreen because it looks like crap otherwise.

Also for some more stupidity, her localcoord is 400, and her scaling is .5 . Despite the fact that scaling at this size is wrong (it makes her way shorter than she should be), why would the creator force the character sprite to a resolution it shouldn't be in only to scale it down manually afterwards?

I give this char a big fat thumbs down.
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#12  June 16, 2013, 11:39:36 pm
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Also for some more stupidity, her localcoord is 400, and her scaling is .5 . Despite the fact that scaling at this size is wrong (it makes her way shorter than she should be), why would the creator force the character sprite to a resolution it shouldn't be in only to scale it down manually afterwards?

I assume Baggy wants the character played on a localcoord that emulates OMK's native resolution.
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#13  June 16, 2013, 11:49:54 pm
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So make localcoord be 800, and scaling be 1! Still looks awkward as hell, and you know something's wrong when the char is significantly smaller than KFM.

I did some side-by-side comparisons with some of Guilty Gear X sprites, and I'm pretty convinced the Ougon sprites are just double-res sprites on higher-res stages.

Also after more tests, Erika's way too combo-friendly compared to how she plays in Ougon, mostly because of said floatiness.

I found ONE positive: When fighting her, if she declares Metaworld, your character can do a Reversal Meta by pushing two attack buttons and lose one meter of super power. It's pretty neat and if I didn't hate the char so much, I'd try to code compatibility for it into my chars.
Last Edit: June 16, 2013, 11:57:22 pm by Jango Hakamichi
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#14  June 17, 2013, 12:23:51 am
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Jango told me to get this character because it would be fun HE'S A DAMN LIAR don't listen to him

Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#15  June 17, 2013, 01:02:07 am
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Oh lawdy is that a song from Sam and Max Hit the Road playing? <3
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#16  June 17, 2013, 02:07:29 am
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Welp, I made an edit to prevent those errors. HE should of added air.cornerpush and made them bigger too. Also edited his hit stuns and added a dash cancel because she has none... which also involves making the c normals not making them fall. I did them to all or most of her normals, I don't know if specials also have the infinite case.

http://www.mediafire.com/?8nx8cf5ixu1obc6

It's a good character, he just doesn't prioritize in fixing infinites or tried fixing them..
Last Edit: June 17, 2013, 02:20:36 am by SXVector
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#17  June 17, 2013, 03:06:23 am
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She still has decreased velocities when she hits the opponent in mid-air, which doesn't happen in the game at all.
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#18  June 17, 2013, 03:08:06 am
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Oh, I guess I'll have to add air.velocities to be higher then, didn't check if he even add increased velocities (will do thanks).

     Posted: June 17, 2013, 03:28:31 am
Sry for bump, but I edited the air velocities to be more positive when hit in air.
DL:
http://www.mediafire.com/?8nx8cf5ixu1obc6
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#19  June 17, 2013, 07:22:08 pm
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I honestly didn't use Erika that much in OMK, but it's impossible not to notice what Jango commented about her decreased velocities and low gravity. I do hope your patch solves that.
Re: [Ougon Musou Kyoukai] Furudo Erika released by baggy (16/06/2013)
#20  June 17, 2013, 09:28:35 pm
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One other thing I should point out that isn't too apparent in training mode, but baggy did three things that are DEADLY together.

- Increased damage output from source game
- Increased comboability
- Didn't adjust power gain for said damage increases.

The result is that Erika can do long elaborate combos that wouldn't have been possible in the source, do a shitload of damage in them (like half a lifebar amount of damage at least), and ALWAYS have super to do something in any given situation. It also doesn't help that she can gain control the exact tick she lands. For example, it's possible to do her special counter to avoid damage, attack, then trigger it again with no delay (I've gotten her AI to do this five times in a row).

And don't get me started on Dlanor being completely invincible when attacking until her attack is over.

Long story short, you're probably better off stealing the sprites and making a new version altogether.