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Aya updated 1-12-12 (Read 7387 times)

Started by Kohaku~★, November 01, 2011, 05:26:53 am
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Aya updated 1-12-12
New #1  November 01, 2011, 05:26:53 am
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Aya updated




Aya v3.0
- Revamped Defense System that includes fixes and new features.
- Improved combo system for greater combo ability.
- Implemented damage dampener.
- Small damage increase to The Latest Scoop and Suika is unblockable during the attack
- Initial hit of Latest Scoop will always keep the opponent on the ground now.
- Aya is no longer invincible during the duration of Tempest.
- Fixes to Squall preventing it from automatically changing state if done right on a wall.
- Increased the size of light and medium Tengu Burst's hitbox.
- Illusionary Dominance no longer freezes the timer or darken the screen.
- Adverse Wind cannot be used again while it is already in effect.
- Updated and fixed the after image effects of most supers.
- Removed the cut-in for Illusionary Dominance.
- Gale Fan and Aerial Gale can now be cancelled out by other projectiles.
- Slight damage decrease (including chip damage) to both Gale and Aerial Gale
- Can now jump cancel from the second hit of light and medium Tengu Burst.
- Can now throw the opponent in the other direction.
- Increased cooldown of both strikers.
- Fixes to dash and landing states.
- Added envshakes for most attacks.
- Updated super effect for Level 3 attack.
- Additional changes and tweaks to the cmd file.
- Made compatible with Akiha's Kemono wo Kogasu.
- New voice clips.
- New Dash effects.
- New big and win portrait.
- New win quotes (replacing some old ones).

http://kohaku.mugen-infantry.net
Type-Mugen-->Characters
Last Edit: January 12, 2012, 03:22:03 pm by Hisui
Re: V.Akiha released, all MB characters updated 10-31-11
#2  November 01, 2011, 05:42:12 am
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oh yeah finally you have released akiha!
Re: V.Akiha released, all MB characters updated 10-31-11
#3  November 01, 2011, 06:01:39 am
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Awesome release!, will try out and give my two cents later.
Re: V.Akiha released, all MB characters updated 10-31-11
#4  November 01, 2011, 06:33:47 am
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Well am gonna give you my two cents first and then I will download/test your recent creation, already know it gonna be awesome  :sugoi:
Re: V.Akiha released, all MB characters updated 10-31-11
#5  November 01, 2011, 12:41:13 pm
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Random thoughts on Akiha :
  • Love the new super FX ; a bit too flashy, but I guess that should be normal for a Super FX.
  • I see you finally changed the Overlimit sound ; much better than the Youtube rip you were using before ;P
  • I was really hoping to see those nice dark sparks, but it looks like you didn't resolve the lag they produced. New hitsparks are not bad, just a tad too bright, IMO.
  • On the topic of framerate, it looks like her 2*qcf+P and the Super FX make MUGEN lag ever so slightly (until I tweaked my power options) (or it might just be my laptop subtly telling me it's getting too old)
  • Some of her supers (2*qcf+P (ground and air) and her level 3) don't drain her power immediately. Nothing major, but it might cause some trouble in simul mode.
  • Her new parry doesn't allow her to low parry ground projectiles anymore. Pity.
  • Speaking of which, she can't block right after a successful parry (most noticeable with super projectiles)
  • Speaking of which (again), the parry hitboxes don't cover her as much as they should ; part of her head is still vulnerable when attempting a standing parry, same for her feet with the aerial parry.
  • She can cancel her standing normals into a crouching normal, but not the other way round. Dunno if it's intended or not.
  • Stumbled upon a weird bug : when I cancel a qcf+P into her level 3 exactly 7 frames after the flame hits and before the last hit, the enemy gets kicked out of the level 3 custom state, and can try to parry the giant flame thing afterwards (and that's about the only thing they can do since it is unblockable)
  • No Negative Edge on her dp+P.
  • Took a glimpse at the Super FX code... That's some wacky coding you've got there o_O

Dunno who that NxL fella is, but as your primary beta-tester, he did a pretty lousy job. Just kidding. But you should tell him he's fired, just for giggles.
Last Edit: November 01, 2011, 12:44:40 pm by Romanes Eunt Domus
Re: V.Akiha released, all MB characters updated 10-31-11
#6  November 01, 2011, 01:23:36 pm
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Quote
I was really hoping to see those nice dark sparks, but it looks like you didn't resolve the lag they produced. New hitsparks are not bad, just a tad too bright, IMO.

Reason why I used these sparks and had the rest of my MB characters keep the old ones is because I wanted to gauge them first from the public before deciding what to do with it.

Quote
On the topic of framerate, it looks like her 2*qcf+P and the Super FX make MUGEN lag ever so slightly (until I tweaked my power options) (or it might just be my laptop subtly telling me it's getting too old)


Believe it or not the code that generates the Super FX literally uses hundreds of explods so some lag is to be expected. However I guess it depends on the mugen/computer you're using since it lagged on my Winmugen, but not on my 1.0.

Quote
Speaking of which (again), the parry hitboxes don't cover her as much as they should ; part of her head is still vulnerable when attempting a standing parry, same for her feet with the aerial parry.

Noted, will adjust.

Quote
She can cancel her standing normals into a crouching normal, but not the other way round. Dunno if it's intended or not.

Intentional. None of my other MB chars have that as well.

Quote
Stumbled upon a weird bug : when I cancel a qcf+P into her level 3 exactly 7 frames after the flame hits and before the last hit, the enemy gets kicked out of the level 3 custom state, and can try to parry the giant flame thing afterwards (and that's about the only thing they can do since it is unblockable)

Bleh, I knew I forgot something. It was already brought to my attention before, but I forgot to fix it. Will patch it soon.

Quote
No Negative Edge on her dp+P.

Look at stupid me forgetting things again.

Quote
Took a glimpse at the Super FX code... That's some wacky coding you've got there

 :twisted:
Re: V.Akiha released, all MB characters updated 10-31-11
#7  November 01, 2011, 08:03:46 pm
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I have moves that use hundreds of explods and slowdown doesn't appear at all. You need to utilize palettes better. That's the problem with most of your stuff. Use palette groups better.

And if a helper is summoning an explod, then the explods don't need their own palettes if their parent already has its own palette. I told you this a couple of years ago about your stages. There is something you can do about it and it is your fault.
Re: V.Akiha released, all MB characters updated 10-31-11
#8  November 01, 2011, 09:42:42 pm
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Well I'll admit that when it comes to palette related problems I'm pretty incompetent, but I'll see what I can do about it with what I got so far. Hopefully just making the sprites share the palette within the group other than the first one would help in some way.
Re: V.Akiha released, all MB characters updated 10-31-11
#9  November 02, 2011, 02:30:35 am
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Honestly I think the super sparks don't look that great really. They just feel so...off in contrast to everything else used in the character, especially their opening animations.

But are there truly grown men in this world?!
Re: V.Akiha released, all MB characters updated 10-31-11
#10  November 14, 2011, 06:17:54 am
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thanks!you chars are awesome!
Re: V.Akiha updated 11-29-11
#11  November 30, 2011, 03:35:41 am
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V.Akiha updated
Re: V.Akiha updated 11-29-11
#12  November 30, 2011, 03:47:07 am
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^
 can we get any updates on 1.0?
Re: V.Akiha updated 11-29-11
#13  November 30, 2011, 04:40:27 am
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Are they compatible in 1.0? as in Pre 1.0 at least? "downloading to test while waiting for answer"

~ A New Hero, A New Legend~ Cho Henshin! - 超変身! ~
Re: V.Akiha updated 11-29-11
#14  November 30, 2011, 04:42:45 am
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I updated the 1.0 version as well. But for the record, yes this character will work just as well in 1.0 though you'll obviously be missing some features.
Re: V.Akiha updated 11-29-11
#15  November 30, 2011, 05:10:48 am
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thanks for the update kohaku
Re: V.Akiha updated 11-29-11
#16  November 30, 2011, 05:28:09 am
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I guess those features are not really important  :P, anyways doing a match with her soon

~ A New Hero, A New Legend~ Cho Henshin! - 超変身! ~
Re: V.Akiha updated 11-29-11
#17  November 30, 2011, 08:41:10 pm
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Kohaku, the other chars don't be updated. in the next updatecan add to the update the palettes that i and other release for you chars?
Re: Marisa updated 12-25-11
#18  December 26, 2011, 01:56:56 am
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Merry Christmas! Since I didn't have time to finish that surprise character I mentioned a while back I decided to instead release the update for Marisa. This basically gives you a sense as to what to expect with these updates.

I would have released the update for Aya as well, but I haven't found a suitable voice I can use for her yet. So if you have any recommendations then I'd like to hear them.

Marisa v2.0
- Revamped Defense System that includes fixes and new features.
- Improved combo system for greater combo ability.
- Implemented damage dampener.
- Fixed a few TargetLifeAdd problems regarding Mystical Chain.
- The timer will now stop during the duration of Mystical Chain.
- Significantly reduced the length of the Final Spark move.
- Final Spark damage decrease.
- Final Spark no longer freezes the time or darken the screen.
- Initial laser of Final Spark now hits continuously as opposed to before where the was a pause before dealing damage again.
- Removed the cut-in for Final Spark.
- Reduced the amount of lag Blazing Star caused.
- Escape Velocity damage increase.
- Fixed some shadow problems regarding effects in Goliath Doll.
- Light normal air attack can now chain onto itself.
- Updated super effect for Level 3 and Final Spell attack.
- Additional changes and tweaks to the cmd file.
- Made compatible with Akiha's Kemono wo Kogasu.
- Fixed a bug with the hurt version of the hyper portrait.
- New Dash effects.
- Fixes to dash and landing states.
- Added envshakes for most attacks.
- New voices.
- New big portrait.
Re: Marisa updated 12-25-11
#19  December 28, 2011, 12:06:39 am
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not 1.0? why?

grandstardust or whatever it's name seems awkward cause it drags the opponent even if it's lying down. maybe it'll be better if marisa would pass the opponent if her opponent is lying on the floor.

and kohaku 1.0 is invalid.
Last Edit: December 30, 2011, 10:45:16 am by 地獄の花
Re: Aya updated 1-12-12
New #20  January 12, 2012, 03:11:37 pm
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    • kohaku.trinitymugen.net
Aya updated

Aya v3.0
- Revamped Defense System that includes fixes and new features.
- Improved combo system for greater combo ability.
- Implemented damage dampener.
- Small damage increase to The Latest Scoop and Suika is unblockable during the attack
- Initial hit of Latest Scoop will always keep the opponent on the ground now.
- Aya is no longer invincible during the duration of Tempest.
- Fixes to Squall preventing it from automatically changing state if done right on a wall.
- Increased the size of light and medium Tengu Burst's hitbox.
- Illusionary Dominance no longer freezes the timer or darken the screen.
- Adverse Wind cannot be used again while it is already in effect.
- Updated and fixed the after image effects of most supers.
- Removed the cut-in for Illusionary Dominance.
- Gale Fan and Aerial Gale can now be cancelled out by other projectiles.
- Slight damage decrease (including chip damage) to both Gale and Aerial Gale
- Can now jump cancel from the second hit of light and medium Tengu Burst.
- Can now throw the opponent in the other direction.
- Increased cooldown of both strikers.
- Fixes to dash and landing states.
- Added envshakes for most attacks.
- Updated super effect for Level 3 attack.
- Additional changes and tweaks to the cmd file.
- Made compatible with Akiha's Kemono wo Kogasu.
- New Dash effects.
- New voice clips.
- New big and win portrait.
- New win quotes (replacing some old ones).

not 1.0? why?

grandstardust or whatever it's name seems awkward cause it drags the opponent even if it's lying down. maybe it'll be better if marisa would pass the opponent if her opponent is lying on the floor.

and kohaku 1.0 is invalid.

I already explained before why these characters weren't going to be ported to 1.0. Though these characters should run fine with the new engine.

The opponent is literally sent flying as fast as Marisa is which is why it looks like it's dragging. Don't know how else to describe it so bear with me.
Last Edit: January 12, 2012, 03:22:33 pm by Hisui