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Yamazaki MONSTER (for 1.1) (Read 5705 times)

Started by Bannana, November 03, 2020, 12:43:02 am
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Yamazaki MONSTER (for 1.1)
#1  November 03, 2020, 12:43:02 am
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Get it at the site

Near completion aside from some tweaks. Currently being tested but there's no harm in a late stage beta release.

There is an important zoom incompatibility with the bar filler, but that will be fixed with the 100% release.

As usual, readme and changelog below, refer to these before posting any possible issues to see if I've already acknowledged them.
Spoiler: README (click to see content)
Spoiler: changelog (click to see content)

Spoiler: images (click to see content)
Last Edit: November 07, 2020, 06:17:47 am by Bannana
Re: Yamazaki MONSTER (95%) 1.1
#2  November 06, 2020, 04:09:50 am
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Hotfix update for a few things

the changelog said:
11/5/20 - 95% hotfix
Tweaked
- fixed palette bug
- fixed sounds on C
- first Bash Combo velocity lowered

To do
- Sometimes the bar animation will not properly refresh on next round, but the number will remain correct
- incoming tweaks on tranquility snake handler
- AI (vans' system doesn't allow for base mugen dummy AI to do much)

bugs
- afterimages will loop when in custom state
- bar filler moves on zoom (inherent problem with using a helper for animations)

I can confirm that the zoom issue is entirely related to needing to code the bar as a helper for animations, and that it cannot be fixed if I want the bar to work as it does in MONSTER
Re: Yamazaki MONSTER (for 1.1)
#3  November 07, 2020, 06:17:22 am
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I was able to finish up everything today within a few hours so I can say that this is the actual release.

the changelog said:
11/6/20 - 1.0
Tweaked
- bar filler moves on zoom much less than before
- air shift hitting ground target velocities fixed
- the bar animation SHOULD be correct between rounds now
- fixed VelMul error in Monster Blow that only occurs on stages with zoom
- cleaned up some debug flood

To do
- incoming tweaks on tranquility snake handler
- AI (vans' system doesn't allow for base mugen dummy AI to do much)

bugs
- afterimages will loop when in custom state
- bar will jitter on movement (inherent problem with using a helper for animations)

Aside from major system bugs or anything that ends up popping up during play that I never found, there won't be any more major updates, enjoy
Re: Yamazaki MONSTER (for 1.1)
#4  November 14, 2020, 06:45:55 am
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Quick mistake I forgot to change with sadomaso not being source correct with lows

the changelog said:
11/13/20 - 1.0
Tweaked
- vanilla sadomaso no longer reverses lows and crouches (shifted still does)
Re: Yamazaki MONSTER (for 1.1)
#5  November 14, 2020, 10:51:46 am
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I'm not familliar with this gameplay system, even if I tried it in the past.

Still I want to give it a try! This is a great variation to play. particularly is he have some new moves.
Re: Yamazaki MONSTER (for 1.1)
#6  November 28, 2020, 12:04:16 pm
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Quick update that doesn't deserve a changelog entry.
I realized my grab distance wasn't big enough for some characters with wider bodies and smaller width constants, e.g. Jesuszilla's Felicia, so I raised those to fix that.

Also I noticed I didn't fix the input in the readme for Seven Serpents. It isn't F,DB,F,a, but F,D,DF,a like in KOF (as per the comments I received about it and headbutt being just "old" commands, though I personally like them!). I didn't have a chance to fix it in the readme for this release (and I have 256kb internet and don't want to have to reupload it AGAIN just to fix it), so if you see this just make note of that lol.

I'm not familliar with this gameplay system, even if I tried it in the past.

Still I want to give it a try! This is a great variation to play. particularly is he have some new moves.
Thanks, I hope you've enjoyed him so far! It's a weird system that doesn't totally mesh with KOF or RBS (probably would be better with SF, definitely best with Vampire Savior), so I hope everything feels alright.