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Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]

 March 28, 2023, 11:52:36 AM View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023] (Started by TornilloOxidado January 07, 2023, 12:52:31 AM
 Board: Your Releases, 1.0+

Hey, if you don't mind, are you interested in testing my upcoming characters? I think it would be good if you first test my projects before release them to prevent some errors because i always (always) forget something important, it's doesn't need to be right now since i'm working on the updates first, i only wanted to say this to you.
Sorry, I'm going to have to pass for now as I'm already tied up with other things at the moment. I will still do feedback for them after release, but here is something that can help while you work on them:
Spoiler, click to toggle visibilty

Effect Specific:
Spoiler, click to toggle visibilty
I keep this checklist for feedback so I know for certain that I won't miss anything. Since you use Ichida's mechanics, the last two will apply to you as well. This is slightly more updated than the one on my Edits thread.
    

Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]

 March 26, 2023, 06:52:18 AM View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023] (Started by TornilloOxidado January 07, 2023, 12:52:31 AM
 Board: Your Releases, 1.0+

Are you really sure about the Bonus Strike? I always test that mechanic and works perfectly. I check those variables (var28 and 29 in -2 -3 state) always, maybe you're doing it too late because they have a small time before the helper gets destroyed.
As for Kyo Kusanagi i solved a lot of that you said it there (except for the frozen vignette, it's causing me some problems), i just waited for your feedback to check it again and update him, thank you.
Oh yeah, you're right. I checked Terry again and his Power Geyser deals 185 without NOY/Ultra Burst and 245 during Critical. It's not a traditional mechanic OHMSBY has and don't usually check that in-depth since I'll assume it works since Ichida made it himself. So it was just Kyo that was bugged for all the bonus strikes. However, I found an error on everyone that they could actually be hit during the dodge while Panicked. If the opponent manages to hit them way too many times, it can force them to go into Negative Penalty. They shouldn't be vulnerable during the dodges at all and can put the opponent to their advantage. It's not a small chance when they dodge, it's guaranteed they always will until the 500 ticks are up. Speaking about Terry's Power Geyser, I also noticed it can't chip kill. His Buster Wolf can, but it puts them into a custom state and makes the opponent's sprites disappear during the finish animation. Sometimes if you do that, characters will perform the animation without the rest of the hits connecting. So that's an exception when it shouldn't. You probably wouldn't want an astral heat to chip kill.

If my feedback was taking a while for you, I heard you're going to be busy during the month of March. So I decided to wait a little later to post it as you probably won't get around fixing it right away. Hope it helped.
    

Re: [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023]

 March 25, 2023, 02:48:54 PM View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023] (Started by TornilloOxidado January 07, 2023, 12:52:31 AM
 Board: Your Releases, 1.0+

Since April is just one week from now, here is feedback for Kyo so you can take a look at it during the month:
-The running animation and the startup of 212 Shiki Kototsuki doesn't have a step sound on the first frame.
-The forward/backwards throws and 212 Shiki Kototsuki doesn't play a voice clip if he misses them (His running throw is missing another voice clip).
-5A has another two red and blue hitboxes underneath his arm and can hit the opponent where it shouldn't.
-5BBB and 66A doesn't have a landing sound effect when he touches the ground.
-The hitspark and guard spark of 2A is misaligned.
-2B is supposed to be air unblockable.
-The hitspark and guard spark on the first hit of 2C should be lower than the 2nd one.
-4A has too much knockback and can't be chained with the rest of his A command normals.
-5B and 2C is missing another swish sound on the 2nd hit.
-66B will wall bounce the opponent to the opposite direction when they jumped over them.
-The flame effects when throwing a projectile on 108 Shiki Yami Barai follows him when rapid canceling.
-If the opponent is too close to him, 108 Shiki Yami Barai and the EX variant can miss them completely.
-101 Shiki Oboro Guruma and 212 Shiki Kototsuki You is missing large sliding dust on the startup.
-The 2nd to last hits of 212 Shiki Kototsuki You and 101 Shiki Oboro Guruma is air unblockable.
-212 Shiki Kototsuki You has no push on the 2nd hit and may cause it not to connect.
-Rapid canceling any version of 212 Shiki Kototsuki right when it makes contact can cause the opponent to get stuck.
-The command for 100 Shiki Oniyaki is too strict and doesn't have increased cornerpush on the last hit.
-The hitspark and guard sparks of 2B and 100 Shiki Oniyaki is misaligned when it hits the opponent in the air.
-The EX versions of EX 108 Shiki Yami Barai and 100 Shiki Oniyaki gains meter when it hits the opponent.
-EX Shiki Oniyaki is air blockable unlike the normal version.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) continues playing instead of staying frozen during the finish animation.
-The explosion effects on Crescent Slash (MAX 212 Shiki Kototsuki You) are layered in front of the vignette effect.
-Crescent Slash (MAX 212 Shiki Kototsuki You) has the wrong attribute flag (H instead of S).
-Sanjingi no Ichi uses a slash sound on the last hit and the 3rd hit on the NOY version.
-The air version of Ura 108 Shiki Orochinagi doesn't play the NOY sound when it was reached and can't be rapid canceled.
-The vignette effect on Ura 108 Shiki Orochinagi stays frozen instead of continues playing during the finish animation.
-The vignette effect on Ura 108 Shiki Orochinagi is layered behind the flame explosion effect than in front of it.
-The Distortion Drives do not gain a 20% damage buff if Ultra Burst was used.
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it and can be rapid cancelled.
-His aura doesn't raise up when he flashes during Not Over Yet.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

Also, I noticed all of your characters' Distortion Drives including Kyo are bugged as none of them are taking advantage of Ichida's Bonus Strike mechanic. They do the same amount of damage during Critical, they are not dodging when the opponent is Panicked and still loses 500 meter when rapid canceling them on Contact. So the bonus messages literally don't do anything and just for show. I can't explain how the coding works because this is something Ichida chooses to implement on his characters exclusively, so please ask him about it. If you can't figure it out, you might as well remove the mechanic completely and simply just make them deal 20% more damage when Not Over Yet is reached (Basically, always Critical).

I forgot to mention on Roa's feedback that his aura when he glows during Not Over Yet is the same red color as the other KOF characters and is supposed to be purple like the other system effects. The only exception where the color can be different depending on the move is the vignette effect.
    

Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)

 March 23, 2023, 01:16:58 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

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.
    

Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)

 March 21, 2023, 04:54:27 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

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.
    

Re: [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23)

 March 21, 2023, 12:52:30 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

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.
    

Re: [Ichida Thread]: Everybody Quick Update (03/17/2023)

 March 17, 2023, 03:59:23 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Everybody Quick Update (03/17/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

Welcome back. I found just a few small errors on 3 of them after giving a quick test:

Linne:
-Her Dead Angle Attack would gain a small amount of meter if it hits the opponent while attacking when the Counter message appears.

Akiha:
-The trigger1's time on her interaction with Hisui (193,1) should be 170 instead of 2.

Noel:
-The trigger1's time on her interaction with Ciel (191,10) should be 80 instead of 2.
-Her Readme doesn't state she has an special interaction with Ciel.

Also nice to see them getting special interactions with Resentone's Hisui and Ciel, but there's a slight gap where there's no sound from each of them. Thought an adjustment to the timing of their voice clips would make their interactions flow a little better since theirs' play instantly.
    

Re: [Resentone Thread]: Ciel Released - 4 Updated (08/03/2023)

 March 13, 2023, 12:47:32 PM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Ciel Released - 4 Updated (08/03/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

I got some new feedback as I noticed on OHMSBY's thread that certain characters could rapid cancel their Dead Angle Attacks (Which is not intentional according to him). I also have additional feedback for the DBFC characters as well as I was trying out a fan translation of Ignition on the PS Vita:
Rentaro:
-He can rapid cancel his Dead Angle Attack.
-The hitspark and guard spark on 2B could be slightly lower (I originally thought this was supposed to be standing blockable, but turns out it's not in source).
-The air dash effect on all versions of Inzen Shoukahanameishi could be slightly higher.
-His standing animation for Terminal Horizon reverts back to the normal one if the opponent jumps over him.

As it's turns out, the previous 5AAAA before the update was his Impact Skill, Kohaku Tensei. But he doesn't have that move to be used as a standalone special. Homura Kasen is actually better as he does follows up with that right after in source.

Shizuo:
-5AAAA and I'll Squash You could use the (3060,0) sound effect when each of the hits successfully makes contact with the opponent but doesn't play when blocked similar to Hisui's B command normals.
-The door on 5AAAA and I'll Squash You is layered behind the opponent when it disappears.
-His jC should slide a little bit after he touches the ground with sliding dust.
-2A is air unblockable.
-2B is standing unblockable.
-He seems to slide a little bit instead of being completely still if he performs his Dead Angle Attack.
-The trash can on Come On! when countering a projectile doesn't break and simply goes through them when it hits the opponent.
-There is no vignette effect on the last hit of Got It!! Die!!!.

So as it turns out, the objects on Pissing Me Off! are layered in front when they start getting thrown at them. But I don't think it's possible to change the layering as the animation for those objects is the same when they are on the ground and thrown in the air.

And these are the characters that could also rapid cancel their Dead Angle Attacks:
-Shiki, Red Arcueid, Saber, Mash & Nanaya.

Well you can see Bullet with the burst icon in the third screencap so that's why i was wondering.
I also see Ushiwakamaru on the OG outfit with a Chaos Tide palette on the 4th one. Perhaps it's a hint, but I won't say it's official unless it's confirmed from him directly.
    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)

 March 12, 2023, 05:50:21 AM View in topic context
 Posted by ZolidSone  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12) (Started by Eiton February 19, 2023, 05:56:03 AM
 Board: IKEMEN Releases

Since IKEMEN GO got updated, I decided to check out Akiha for myself and noticed something's wrong about her size:

For some reason, I think her scaling is too small. I thought Sennou-Room's DBFC characters were small at first compared to OHMSBY's characters, but they are intentionally meant to be scaled for CvS2 in mind while OHMSBY's are slightly larger for BBTAG. However, your Akiha are much smaller than both of theirs. Is the size on Akiha accurate? If it is, how do you tell exactly? Can't ask about the gameplay since I don't own the source game myself.
    

Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)

 March 11, 2023, 03:40:44 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

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.
    

Re: [Tornillo Thread]: Terry Bogard Released (OHMSBY Style) [26/2/2023]

 March 11, 2023, 10:44:31 AM View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023] (Started by TornilloOxidado January 07, 2023, 12:52:31 AM
 Board: Your Releases, 1.0+

Here is feedback on Terry as I've haven't got around it until now:
-His head.pos and mid.pos are not on the right positions.
-The sparkles on his forward air dash are misaligned.
-His standing get hits are not aligned to the position of his standing animation.
-His running animation doesn't have a step sound on the first frame.
-The sliding dust on his Run Stop animation is slightly misaligned.
-The dodge dust on his backwards dash is not the same y position as his forward dodge.
-His throws does not grab the opponent right away and can give the opponent 7 ticks to avoid it.
-Rapid canceling the running throw right when it makes contact can cause the opponent to get stuck.
-Rapid canceling the backwards throws goes to the opponent direction where the opponent is facing.
-The strong ground shockwave following the opponent right when they get up from the air throw.
-The hitspark and guard sparks of 5AAA, 2A, Power Wave, Round Wave, EX Burning Knuckle is misaligned.
-5AAAA, the last hit of Rising Tackle B, Crack Shoot, all versions of Burning Knuckle and when Trinity Geyser successfully connects uses a slash sound instead of strong hit one.
-The hitspark and guard sparks of 2B and all versions of Rising Tackle is misaligned when it hits the opponent in the air.
-All versions of Rising Tackle should be air unblockable as that's his reversal and doesn't have increased cornerpush on the last hit.
-His grunts on 5B plays after it hits the opponent.
-2B is supposed to be air unblockable.
-Crack Shoot doesn't have large sliding dust on the startup.
-The effect when he punches the ground from Power Wave and Round Wave is not where his fist is.
-The effects on all versions of Power Wave and Round Wave has shadows and reflections.
-Burning Knuckle doesn't have the air dash effect on the startup.
-The effect on all versions of Burning Knuckle follows him when rapid canceling.
-Depending on the opponent's hitbox, using Round Wave very close to the opponent will go though them and miss completely.
-The effect on Round Wave when it disappears after it was blocked slightly farther disappears farther than when it connects.
-All force breaks gain meter when they hit the opponent.
-EX Power Wave doesn't have a guard sound when blocked.
-66B and EX Burning Knuckle will wall bounce the opponent to the opposite direction when they jumped over them.
-EX Burning Knuckle has no recovery when spammed 4 times consecutively and doesn't have the 6150 air dash effect on the startup.
-Rising Force has the wrong attribute flag (S instead of H).
-Buster Wolf uses 1000 meter instead of 500 when rapid canceling and blinks white instead of blue.
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it and can be rapid cancelled.
-His aura doesn't raise up when he flashes during Not Over Yet.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.

To fix the debug error regarding the aura, you need one additional code on both Aura statedefs 3959 and 9883 respectively underneath [State BindToR, 1] in the Helpers.cns:
Code:
[State Destroy, 1]
type = Destroyself
Trigger1 = root,movetype = H

From OHMSBY's words, this is needed so the helper that spawns the aura won't activate if the character is currently in the custom state. There's another code you would've needed, but since you're using Ichida's characters as the base rather than OHMSBY's, I don't think it's required as he uses a different method for astral heat indication. Make sure you apply this to your characters as the base you used was prior before they were fixed with it.
    

Re: [Resentone Thread]: Ciel Released - 4 Updated (08/03/2023)

 March 09, 2023, 12:18:26 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Ciel Released - 4 Updated (08/03/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Turns out I actually discovered a few errors on Ciel on release regarding her Distortion Drives and Exceed Accel:
-During the startup of Holy Scripture - Final Judgment and the end when it was blocked, her palette can be briefly be seen of the opposite form when changing back and forth to normal to Powered.
-During Holy Scripture - Final Judgment when it successfully hits and Break Pile Drive when she changes back and forth from normal to Powered, the palfx is off and flickered as 1 frame can been seen without it.
-After the first hit of Divine Halo was blocked, the rest become unblockable.

That should be it.
    

Re: [OHMSBY Thread]: Powered Ciel Released (2/26/23)

 March 05, 2023, 02:14:03 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Yu and Shadow Yu quick update (3/19/23) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

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.
    

Re: [Resentone Thread]: Ushiwakamaru Release - 10 Updated (08/02/2023)

 March 01, 2023, 04:36:44 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Ciel Released - 4 Updated (08/03/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

After seeing that sprite patch, I feel like it could also make an EX variant of her Chaos Tide counterpart as it's just a recolor of her default outfit. Some of her voice clips need to be change to match her blackened personality though.
    

Re: tricky small portrait

 February 15, 2023, 04:09:31 AM View in topic context
 Posted by ZolidSone  in tricky small portrait (Started by Shutterbug February 14, 2023, 08:25:33 AM
 Board: M.U.G.E.N Development Help

interesting. is it possible you can help me fix it? I'm not sure I can fix this myself
Unfortunately not. As the small portrait itself is corrupted, it's much harder to be fixed as the original palette of it is not there. And even if I managed to, the colors won't match with the rest of the sprites as each of them uses their own palette rather than being shared with (1,1) since they may use different ones. Whoever made the SFF of the character did a bad job optimizing it.
    

Re: tricky small portrait

 February 14, 2023, 11:34:43 AM View in topic context
 Posted by ZolidSone  in tricky small portrait (Started by Shutterbug February 14, 2023, 08:25:33 AM
 Board: M.U.G.E.N Development Help

I took a look at the SFF using Fighter Factory Studio and I already figured out what's wrong. The palettes on his main sprites are inconsistent and uses different ones on each sprite. The small portrait must use a group and index of (1,1) as it shares the main palette of his sprites for it to change color in-game. As it does not, that's why it shows up black as they are using the black colors all over the (1,1) palette. The small portrait must be fixed manually using Image Editor.
    

Re: (Alex outta nowhere!) Rowen's PotS Edits

 February 14, 2023, 02:01:23 AM View in topic context
 Posted by ZolidSone  in (Alex outta nowhere!) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

This version of Alex feels much improved compared to varo's edit. However, I found a few issues that are present in this version, which the other doesn't:
-He is missing require sprite (5041,20).
-The running dust on his Run animation plays twice.
-Head Stamp doesn't have a normal jump sound when he leaps and a light kick swish sound.
-Power Bomb doesn't have a normal jump sound when he successfully slams the opponent into the ground.
-Body Slam plays the strong ground shockwave effect from the fightfx and not it's own with envshake.
-Air Knee Smash has a normal jump sound on the startup, but not the EX version.
-Air Knee Smash plays the counter message when it connects while the opponent is attack and is misaligned.
-Air Stampede looks like it skipped a few frames on the startup as he appeared higher in the air.
-The strong ground shockwave effect on MAX Boomerang Raid plays twice when the opponent hits the ground (You can see that two are layered over each other).
-Stun Gun Headbutt should have dizzy effects on the opponent where they are on the dizzy animation when it successfully connects.
-Hyper Bomb doesn't have swish sound when it misses and a super jump sound when he leaps on the 3rd hit.
    

Re: [Resentone Thread]: Ushiwakamaru Release - 10 Updated (08/02/2023)

 February 09, 2023, 10:59:00 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Ciel Released - 4 Updated (08/03/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

I can't seem to recreate this, and there's seems to be nothing wrong with the code, thus I have no idea how to fix it.
Weird. I redownloaded the character and it fixed itself somehow. In case anyone asks how I recreated it, I used OHMSBY's Waldstein's Werfen Erschlagen on him and tried to grab him right when her astral heat indicator aura appeared. Well, no need to fix anything because the issue is gone now.

Also, I did check OHMSBY's Kuroko and she doesn't have the issue above. So it was on Shizuo's end and is fixed as well. With those out of the way, that pretty much covers everything for the time being.
    

Re: [Resentone Thread]: Ushiwakamaru Release - 10 Updated (08/02/2023)

 February 09, 2023, 04:04:22 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Ciel Released - 4 Updated (08/03/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Nothing on Rentaro and Ushiwakamaru as I believe most of the things are cover on them already. However, I checked Phonon and Byakuya and they seem to still have the debug error with the astral heat and NOY auras. The "triggerall = !NumExplod(5999)" on Astral Ready is missing in the -2-3.cns and the [State Destroy, 1] code underneath [State BindToR, 1] in the Helpers.cns is also as well. They are the only two that aren't fixed with it and was uncertain if you had yet. And for some reason putting a custom state on Shizuo despite not getting the debug error, it causes the NOY sound effect to play.

Edit: Found a small sound error on Saber's Elfin Dance A. For some reason, the startup uses an air dash sound than a sliding dust one.

And I wanted to reply to this comment but not worth though a PM:
Also, regarding Shizuo meter not empty after 2 Guard Cancel, it is actually intended. remember that normal and special attacks give back some power. Even when you use 2 GC consecutively they will still have some power left due to the initial attack giving them small amounts of power.
I'm aware, but I used Training and his attack doesn't deal any damage or give power. And usually it would drain all of it regardless if they had just a little bit still so it's completely empty. So Shizuo still has a tiny bit left (Not enough to use a force break, but a little bit is still something). Ushiwakamaru on the other hand doesn't have that issue. But if this was left on one of OHMSBY's characters as he was used as the base, I may need to check on them again. I believe it was Kuroko that was the base as the intro coding from hers was left previously.

Sir you didn't forgot about fix Shizuo... there missing with win state against Mikoto Misaka did you not notice?
Why does it even bother you? It doesn't cause a debug error because the states in his common.cns are already removed as they are still needed to trigger them. If you know where that code is, you can simply remove it yourself.
    

Re: [Tornillo Thread]: Michael Roa Valdamjong Released (OHMSBY Style) [6/2/2023]

 February 09, 2023, 03:41:43 AM View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Kyo Kusanagi Released (OHMSBY Style) [17/3/2023] (Started by TornilloOxidado January 07, 2023, 12:52:31 AM
 Board: Your Releases, 1.0+

I would've posted feedback on Roa earlier, but as you heard by Resentone on his thread, I was gone for a week. Anyway, here it is:
-His head.pos and mid.pos are in the wrong areas.
-His x and y scale is 0.309 instead of 0.308 (This makes him .001 bigger than everyone else).
-The hitboxes on his attacks can hit the opponent on places where it shouldn't.
-Hitsounds on his attacks are inconsistent and all over the place (Any attacks that involve electricity should have spark sounds).
-5AAA's animation feels way too fast.
-The hitspark and guard spark of 5AAAA/66A is misaligned.
-He comes to a complete halt when performing 5AAAA/66A.
-5AAAA doesn't share the tradition where it's uses a special that deals chip damage but not so it can chip kill.
-The hitspark of 5B should be slightly different as it's the same position as 5BB.
-5C has increased cornerpush when used on the opponent very close to the wall.
-jB can't be chained with jC.
-The opponent's get hit animation gets misaligned for a tick when they get thrown on his forward/backwards throw.
-When the opponent gets thrown on his forward/backwards throw, they suddenly get moved higher in the air.
-Thunderclap A does more damage than Thunderclap B.
-The B and EX versions of Thunderclap have the wrong attribute flag (S instead of H).
-The electric effect on EX Thunderclap follows him after rapid canceling.
-Thunderclap and the Rising Lighting Distortion Drive has no sliding dust at the end of the animation.
-His sprites have no shadows and reflections when using normal or charged Thunder Needle A.
-The hitspark and guard sparks of the B and EX versions of Thunder Needle is misaligned when it hits the opponent in the air.
-Thunderclap and Thunder Needle needs to have a stronger spark sound when they hit.
-EX Thunderclap and Rising Lightning (For some reason, the D,DB,B,A+B distortion drive goes by this name when it's the name of one of the specials) doesn't have a spark sound when the first hit successfully connects.
-The electric explod on Rising Lightning stays on him after rapid canceling unless he gets hit or uses the special again.
-Rising Lightning doesn't have increased cornerpush on the last hit when he used it on the ground and can lead to an infinite even if the opponent has recovery (It's intentionally supposed to be air unblockable as it's his reversal and the cornerpush is needed to prevent that from happening).
-EX Rising Lightning doesn't have swish sounds.
-The hitsparks and guard sparks of Brilliant Demon Strike are misaligned.
-Brilliant Demon Strike has the wrong attribute flag (V instead of S).
-Brilliant Demon Strike A doesn't causes knock down when it hits the opponent on the ground and causes them to go though the floor briefly.
-EX Brilliant Demon Strike does the same amount of damage as the B version.
-The commands for Brilliant Demon Strike and Rising Lightning on the readme are contradicting as Brilliant Demon Strike is an air only special but Rising Lightning can be performed in the air.
-The sliding dust on Sharp Claw follows him when he jumps in the air and also has no jump sound when he leaps.
-The hitspark and guard spark of Celestial Strike is misaligned when it connects.
-His voice clip cuts off when he returns to his standing animation right when Celestial Strike was blocked.
-The sigls behind him during Celestial Strike are lacking transparency and are layered behind the big one on the floor.
-The hitsparks during Celestial Strike aren't aligned on the opponent.
-There is no strong ground shockwave when the opponents hits the ground at the end of Celestial Strike, but the sound can be heard.
-The big sigl on the ground disappears before the white fade during the vignette effect.
-Celestial Strike can chip kill the opponent and causes the opponent to get stuck in the falling animation and starts floating upward.
-Rising Lightning can chip kill the opponent and causes the finish animation to be delayed until the last hit.
-His aura has the wrong color when he glows during Not Over Yet.
-Thunder Snake Ghostly Festival doesn't have a vignette effect when it hits the opponent.
-The damage output on Thunder Snake Ghostly Festival feels rather weak (Normal should deal 200 while NOY deals 300).
-The thunder sound on Thunder Snake Ghostly Festival plays a few ticks after the effects appear.
-Thunder Snake Ghostly Festival has the wrong attribute flag (S instead of H).
-The 2nd hit of Seventeenth Transmigration doesn't have a hitspark.
-Seventeenth Transmigration has the wrong attribute flag (V instead of H).
-His Dead Angle Attack can gain a small amount of meter when hitting the opponent with it.
-The hitspark on his Dead Angle Attack is misaligned.
-His aura's helper can trigger a debug error if he was put in a custom state when the NOY or Astral Heat indicator aura is active.