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ZolidSone

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Messages by ZolidSone

    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 25, 2024, 03:43:48 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

It seems that you forgot to make Cirno's 2B air blockable since projectiles are not known to be unblockable in the air as OHMSBY told me.
    

Re: [Tornillo Thread]: Bang Shishigami Released (17/1/24)

 February 29, 2024, 09:32:25 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

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.
    

Re: Akira (sprites by Rabano) released, Iori and Ryu updated (16/02/2024)

 February 16, 2024, 12:41:33 am View in topic context
 Posted by ZolidSone  in Akira (sprites by Rabano), Ryu and Iori updated (20/02/2024) (Started by KarmaCharmeleon February 15, 2024, 09:50:27 pm
 Board: Your Releases, 1.0+

Just a small minor error I discovered right away on Ryu's update. When you inverted his big portrait, it's now completely off-centered as the x axis is 119 instead of 0.
    

Re: [Vinnie Thread]: Potemkin Updated (01/30/2024)

 January 30, 2024, 04:28:17 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Hybrid Nimue Released (03/10/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

So while I was helping OHMSBY with the AI scaling updates released last week, it seems that Yukari's 2B isn't technically supposed to be air unblockable. Here's the explanation he gave me when I asked him about Yukiko and Charlotte's:
Projectiles are generally not air unblockable even when they are angled upward, and this is also true for Yukiko in both Cross Tag and P4 Arena. I think it's better this way since the projectiles remain active until making contact, as opposed to only being active for a few frames.
He makes a good point. Since Yukari is the only character you made has that, this can also make Feather - Bomb unblockable if you combine it together. It could deal a lot of damage in the air and can be very hard to avoid airborne due to how spread out the arrows are. I'll probably have to report that to Resentone's Cirno as well as I didn't know it works that way.

I'm glad you enjoyed the old name since it was just a wack spoonerism for "Adachi". For Vinnie, Vincent Zhang was my IGN in The Last Stand: Dead Zone back in 2012. Yet I don't feel like using it again now since it rather long, so I shorten it to just "Vinnie".
At least you'll keep your old name for the 42 characters you made already. Possibility for the best in case someone decides to make author specific intros with them and may not update them with the new one if they are no longer active.

I assume you want to keep the small portraits consistent, otherwise I'm not sure if it would help to maybe use one of the portable games or a different version of him for a different small portrait
I think it's better to keep it consistent with OHMSBY's Guilty Gear X2 face portraits as well since he choose them for his characters.
    

Re: Ingrid Big Update (01/16/24)

 January 17, 2024, 01:41:36 am View in topic context
 Posted by ZolidSone  in Ingrid Big Update (01/16/24) (Started by Yuko December 31, 2023, 11:28:56 pm
 Board: Your Releases, 1.0+

This one is tricky. The effect plays during hitpause. I tried 2 solutions: making it play later (3rd frame as you mentioned) and making it pause during hitpause. I didn't like neither. If you miss this move, the animation playing later feels weird. Guess we just have to deal with how it looks.... :(
Actually, you did something different and looks much better. The animation doesn't keep playing while hitting the opponent and the real solution was to just keep it paused upon each hit. I originally thought about having it on the 3rd frame without doing that and guess that wasn't it. But it's all good now. :)

Alright, that should be just about it and don't have anything else to report.
    

Re: Ingrid Big Update (12/31/23)

 January 15, 2024, 01:44:33 am View in topic context
 Posted by ZolidSone  in Ingrid Big Update (01/16/24) (Started by Yuko December 31, 2023, 11:28:56 pm
 Board: Your Releases, 1.0+

It looks like the shadow with her FX during the intro with Blanka from on 1.0 is back again (It's the same image as my previous post so I don't need to post it again).

Also, I discovered another error. The Sun Arch FX is missing on the first two kicks of both the normal and MAX versions of Sun Drive. And speaking about Sun Arch FX, the effect should play on the 2nd hit of the EX version of Sun Arch as it's already gone on the rest of the hits when it starts on the first frame. Better that it plays on the 3rd one.
    

Re: Ingrid Big Update (12/31/23)

 January 04, 2024, 04:43:17 am View in topic context
 Posted by ZolidSone  in Ingrid Big Update (01/16/24) (Started by Yuko December 31, 2023, 11:28:56 pm
 Board: Your Releases, 1.0+

    

Re: Ingrid Big Update (12/31/23)

 January 02, 2024, 08:28:15 am View in topic context
 Posted by ZolidSone  in Ingrid Big Update (01/16/24) (Started by Yuko December 31, 2023, 11:28:56 pm
 Board: Your Releases, 1.0+

I just forgot about the fx shadow on her intro with Blanka since it also has one when she threw the fruit to him. You can quick update that since that isn't worth including in the change logs either.

I'll have to check the source for this one, but I'll have to do it later. Since I got a new pc I still need to get the tools and games I had in the old one. :P
I think the voice clip should play right when or before it connects, although I have no way to slow down gameplay footage myself to tell.

This one is intentional, I noticed it also happens in CvS2 and wondered why this isn't a thing in other chars in this style, I thought it was cool and added it.
Gotcha. Then you'll probably have to do the same with R. Mika, Akuma and Sakura as well when you get to them as that was new to me. I guess it was just consistency sake for characters outside the style.

I think this is because of the hitpause. It was shorter before, but now it matches the source games.
I checked her in Street Fighter Alpha 3 MAX and it indeed does. I always thought it was supposed to hit fast, but guess that wasn't the case.

Done! :]
Thanks, that just leaves R. Mika and Akuma now since it was already done with Sakura months ago.
    

Re: Ingrid Big Update (12/31/23)

 January 01, 2024, 01:52:04 am View in topic context
 Posted by ZolidSone  in Ingrid Big Update (01/16/24) (Started by Yuko December 31, 2023, 11:28:56 pm
 Board: Your Releases, 1.0+

Just a few small nitpicks, the voice clip of Sun Arch plays after it hits the opponent and there's envshake when the opponent gets tripped from her crouching HK. Also not sure if it's intentional, but Sunrise feels a lot slower when it hits now.

Other than that, that's pretty much it.

I'll include one soon. I just wanted to rush to release her before 2024 ;P
When you do, credit me by the current name I have now rather than the one I used for just aesthetic feedback back in the day for testing and suggestions since I don't go by that anymore.

One more thing: I don't know if this is intentional since I've never played the source game, but her Sundive has the command reversed after jumping over the opponent.
It is intentional because it's part of Jmorphman's Explodsive Buffering System. Unless the move itself is so it should be fine.

And well, I'm using 1.0, so yeah, it might be a version thing. Hmm.
I can confirm, I'm getting that too. If you want specifics, it's all the strong punches, forward medium punch, all Sun specials, Sunshine, Sun Drive and Sun Delta.
    

Re: [OHMSBY Thread]: Joker Released (10/31/23)

 December 02, 2023, 02:20:14 pm View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

If you are planning any AI scaling updates for the next batch of characters soon, I'm afraid I have to push this feedback sooner than expected as starting this month, I might be busy and won't have the time to do as much feedback in detail. I don't know how many are you planning and who knows how long you'll get to them, so I like to get most of it out of the way first. Plus, I missed a few things on three characters that already have it:
Ruby:
-She can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears.
-The pedals during Pedal Burst are layered in front of the vignette effect.

Terumi:
-For some reason, his Vs Ragna Match Win animation takes a while to trigger if he was P2.
-He can perform Unholy Wrath of the Basilisk twice on the same match.
-If he was facing Ragna and used Wrath of the Basilisk on the 2nd round, his Astral Heat Win animation causes him to get has no target with hit id -1 debug flood.

Waldstein:
-I feel like the 6th frame on his Dash should have envshake where the landing sound effect plays (BBTAG doesn't have this, but UNIB does).
-The hitspark of 66A is misaligned when it hits the opponent in the air.
-His 66B can wall bounce the opponent to the opposite direction if they jump over him.

Misaka:
-Her palettes aren't on the start of the SFF (They start from 49/97).
-The Astral BG is layered in front of the 3900 Cut In and 3065 Coin during Only My Railgun.

Kuroko:
-5AAAA could deal chip damage but not chip kill.
-The normal ground shockwave sound plays 2 ticks after the strong one on the 66A/66B when it successfully hits and the opponent doesn't fall to the ground instantly right after the hit.
-The air dash effect during Sexy Teleport and Super Sexy Teleport is layered behind her (Noticable when used close to the wall).
-How Carless is a typo in the movelist.png.

Es:
-The 6620 jC Crest effect seems to be layered behind her, but is in front when she touches the ground.
-The hitspark and guard spark on the 2nd hit of jC, 2B and Type: Slasher "Gawain" is misaligned when it hits the opponent in the air.
-Type: Assaulter "Erec" doesn't have the X on the opponent's Burst icon appear right away if it successfully catches them before the hit.
-The ground version of Type: Slasher "Griflet"'s follow up doesn't have increased cornerpush on the last hit.
-The 2nd hit of Type: Slasher "Gallahad" doesn't have envshake during the vignette effect.

Samus:
-The 11th png in the Palettes folder is a typo as Chief is spelled "Cheif."
-The 2nd swish of plays after it hits the opponent when the 7th frame connects.
-It's possible to rapid cancel Grapple Beam when the opponent hits the ground without it doing damage.

Kokonoe:
-There's a duplicate of the 1023 Bunker Blast animation in the AIR file.
-Jamming Dark V.165 has an extra normal ground shockwave when the opponent hits the ground instead of just the strong one only.

Tager:
-Charged 5B can go though the opponent depending on how thin their hitbox are.
-The hitspark and guard spark on 5BB is misaligned when it hits the opponent in the air.

Yumi:
-Her palettes aren't on the start of the SFF (They start at 9/156).

Adachi:
-His palettes aren't on the start of the SFF (They start at 85/190).

Blitztank:
-His palettes aren't on the start of the SFF (They start at 10/121).

Yukiko:
-Her crouching animation has the same hitbox size as her standing animation.
-5B, jB and 2B have the wrong attribute flag since they are not specials and don't chip (S instead of V).
-2B should be air unblockable.
-Two frames of 2B's animation only covers the bottom of her legs.

Jin:
-The super spark is layered in front of the Astral Cut In (Vs. Ragna) when used on P2 side (I just realized he has a special one for Ragna exclusively and it was fixed years ago for the normal Cut In only).

Bisclavret:
-Her Burst icon is still full instead of empty when Double Hammer Destruction successfully connects, but goes into Overheat before it transitions to the cinematic.

Charlotte:
-Her Match Win animation is bugged as it causes an in state 182: tried to use relative pos of non-existent p2 debug error upon startup and expression truncated to integer debug errors for each knife that gets placed down on the ground.
-5B, 5BB and 2B have the wrong attribute flag since they are not specials (S instead of V).
-2B should be air unblockable.
-The hitspark and guard spark on the 1st hit of Kasekuchen is misaligned as it's way too low on the floor and should be the same position as when the cake explodes.
-The 1151 effect on Kasekuchen continues playing instead of staying frozen during the finish animation.

Mitsuru:
-Her Burst icon is still full instead of empty when Niflheim successfully connects.

Hilda:
-She can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears.
-The black portal effect on the Astral Heat Win animation is layered behind her before she touches the ground.

Shana:
-Her Burst icon is still full instead of empty when Kessen Ougi successfully connects.

King K. Rool:
-He can move during the Astral Heat Win animation if you press any of the directional buttons before the win animation appears (The white BG will stay stuck as well until the round ends).

Merkava:
-The first frame of his jumping animation doesn't have a blue hitbox.

Joker:
-Both his 1.1 and 1.0 SFFs are missing palette (1,9).

The last one is mostly I went back to make sure you aren't missing a single palette with the other characters. While I checked, a few had the organization of the palettes differently. I also have an copy abilities list for Kirby, but I will push that to later and don't have anything on him at the moment.

Some characters' astral heats don't go into the cinematic right away before transitioning. I looked again and the Burst icon actually goes 0 right when it successfully connects for everyone. So Mitsuru and Shana are bugged as they have an advantage over the others because they can use Ultra Burst right away on the next round. Bisclavret doesn't either, but should be empty instead of going into overheat in the middle of it.

Edit: Ok, I like to report another update. As it turns out after looking more in detail, some characters do go make their Burst icon empty upon contact while some doesn't. That's why the Burst icon should be hidden while the Astral Heat is active, so you don't see that sudden change happening. Here are those that are affected:
-Ruby, Mika, Mai, Azrael, Waldstein, Kuroko, Yu, Yumi, Adachi, Akatsuki, Blitztank, Saya, Issac, Nanase, Yukiko, Jin, Lambda-11, Hilda, Pistrix & Merkava

For those not mentioned, it's possible it may occur for them too but theirs are much easier to hide that from happening because they instantly transition to the cinematic from the successful hit while the others I did mention don't right away. I only started noticing this when Bisclavret doesn't, but goes into Overheat before the cinematic occurs while Mitsuru and Shana still gets a full Burst on the next round. So I'm curious if this was something you overlooked. I'm thinking it might be since none of the Blender characters doesn't and was still empty on their Astral Heat Win animation.

Edit three weeks later as I missed something on Waldstein and didn't realize it as I've been busy with other things.
    

Re: [Ichida Thread]: Margaret Released (10/11/2023)

 November 27, 2023, 02:03:59 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Hybrid Nimue Released (03/10/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

I got the bug fixed for Kanji. As for Margaret, hopefully this update will put an end to this 5BB > 5C bug. Not entirely sure if this will still occur on your end but do let me know if it happens. However, keep in mind that some of Margaret's inputs require quick execution for the attacks to link together. A little moment of pausing might cause their movetime to overlap with each other, causing the Personas to disappear sooner than they should.
I checked and it's fine now. I even tried it the slowest as possible and still managed to get it part of the same string. Since Margaret is the only one that uses 3 Personas, this probably won't be an issue with other Persona characters again since she uses 3 separate helpers in play and the others would have just one. I did had that happen when Cu Chulainn disappears right when first 5C hits, but only when the 2nd 5B missed. But that's fine as it was mistimed.

Although, I found out that it still happens if 5B, 5BB or 5C was chained with Divine Vacuum, Gale Slash, God's Hand, Panta Rhei or Hassou Tobi and jB > jC/j2C instead. I looked at those that just use 1 Persona and their helper still remains for about 2 seconds after disappearing. In Margaret's case, all of her Personas's helpers are already gone while they disappear and causes the chains to be separate. That's probably why the hitbox still remains for the other Persona characters and can only notice this when debug mode is on.
    

Re: [Ichida Thread]: Margaret Released (10/11/2023)

 November 26, 2023, 11:58:36 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Hybrid Nimue Released (03/10/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

Just checked Margaret again. Now if I do the same 5BB to 5C chain slightly slower, the 2nd time I used 5C can sometimes register as a separate one right when Ardha grabs the opponent. I believe it's either because Yoshisune's helper when he appeared during the 2nd 5BB disappeared already. The helpers on the Personas should remain a few seconds longer after disappearing so they chain each other properly.

Also, I forgot that Margaret's 5A effects are layered behind Kanji's standing animation. Since it's still layered in front on everyone else, I think it has something to do with Kanji's sprpriority rather than her.

Thanks. I'll keep this in mind and have everyone's common1.cns files updated soon since I'm focusing on Yukari right now.
Alright, I don't have anything else on the others at the moment.

Nah, that's because I used numhelper(298) to determine when Elizabeth can pull out 4AAAA instead of numhelper(7773). Should be fixed now.
I see. The command was previously a tad restrictive and had to press multiple times just to pull it off. I originally thought making 4AAA's slightly longer would fix that since I decided to try that before reporting, but turns out changing that numhelper was the better idea.
    

Re: [Ichida Thread]: Margaret Released (10/11/2023)

 November 26, 2023, 03:54:14 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Hybrid Nimue Released (03/10/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

I took a brief look at the common files and "time > 0" should apply to all get hits and not just 5030. time > 0 for Veladd should be on for all that have "y = GetHitVar(yaccel)" in that state, otherwise the vestigial bug can still occur. Since you only did that on Elizabeth and Margaret right now, hope you remember to do that for the rest when you get around them.

Also, Elizabeth's 4AAAA sometimes doesn't trigger when doing the 4A command normals in a chain. I think it's because of 4AAA's animation as it's too short at the end. You should extend the last two frames of 4AAA from 6 to 8 instead. Otherwise, she'll return to her standing animation and can reset the command normals again and deal more damage when she's not supposed to.

Another small minor error on Margaret as well, the hit counter will reset if you do the 5BB, then 5C and repeat the same combo again. Since the invalid message doesn't appear as the opponent can't recover from 5C, it's counts a 2 different chains instead of part of the same one.

first for all,i am not requesting you,just asking you,i means if you do,i won't do it with myself,if you not plan to do it,i will do it for myself
I never believed you were in the first place. You proved you can as you already made 5 for Ichida before. So there's no reason for someone with a contributor star would request something if they already know how to do it themselves.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 November 23, 2023, 10:54:06 am View in topic context
 Posted by ZolidSone  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I'm still getting the same crash JasonThePhoenix mentioned in the M.U.G.E.N Development Help where if you attempt to delete the last Hold Dir command. Even when deleting each letter one by one, it will still crash if you try to remove something else in the cmd file after managing to remove that specific command completely. With the characters I work and/or test on, I won't technically need to touch it. But should be a warning for those who does.

Edit: Found another bug. For some reason should you decided to change the input source on your TV or monitor while Fighter Factory Studio is open, the "Play the current sound" or "Play the current sound with infinite loop" buttons on Sound doesn't work and won't play any audio. I had to close and reset the program just to get it working again. This was tedious when I didn't have a certain game on PC and had to switch to console to compare when making voice patches.
    

Re: [ZolidSone's OHMSBY Edits Thread] Shovel Knight P2 & Gunvolt Update (11/21/2023)

 November 21, 2023, 08:36:36 am View in topic context

I decided to do a quick update to Shovel Knight P2 and Gunvolt mostly to fix the vestigial bug Foobs mentioned on OHMSBY's thread along with some other bug fixes. As for Angel Yuuki and Herashi Nezayu, I don't have anything on them right now as I've been busy with other stuff for the past few months. But they will have that bug fixed on release whenever that happens.

Change Log:
Quote
Shovel Knight P2:
-Fixed a vestigial bug on the common file that makes certain tight juggles harder or impossible to do.
-Adjusted the sparknos on certain command normals.
-Small adjustments to hit animations.
-Added a missing sound effect I forgot on his taunt.
-Fixed the treasure chest during his taunt so it won't disappear upon hit.
-Slightly nerfed the speed of his air dashes as he previously moves way too fast.
-Fixed an error where the X appears for the opponent's Burst icon on OHMSBY styled characters after getting hit by Hail the Troupple King! and using ground command normals on them right after.
-Slight aesthetic adjustments to Steel Thy Shovel.

Gunvolt:
-Fixed a vestigial bug on the common file that makes certain tight juggles harder or impossible to do.
-Adjusted the sparknos on certain command normals.
-Adjusted the tag reticles so it now properly tracks the opponent's mid.pos.
-Adjusted Astrasphere's invulnerability as he can now be hit when the effect disappears.

- Both characters seem to have the POTS style victory font after a character finishes a hyper from K6666orochi
I know this is late, but this is intentional as I'm the one who added it, not k6666orochi. This will be the gimmick I plan for any OHMSBY's styled characters I'll make.
    

Re: [Ichida Thread]: Margaret Released (10/11/2023)

 November 10, 2023, 03:05:05 am View in topic context
 Posted by ZolidSone  in [Vinnie Thread]: Hybrid Nimue Released (03/10/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

I may have found two bugs on Elizabeth on this update:
-The explod for 4AAA doesn't trigger which will make her follow up with the rest of the command normals (So I can't tell if 4AAAA was fixed or not because she can't execute the hits before it).
-It's still possible to roman cancel forward multiple times with Maragidyne if you do it quick enough.

Everyone else should be fine.
    

Re: [OHMSBY Thread]: Joker Released (10/31/23)

 November 02, 2023, 07:51:25 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Since I got no other feedback, might as well join the discussion since I have nothing else to report at this time.

I think he's going to do Bandana Waddle Dee as an experiment for making characters not based on a fighting game (or at least, officially). As such, we'll see what he'll do with Ganondorf by then.
That would be interesting to see. However, Tears of the Kingdom isn't a 3D platformer unlike where Bandana Waddle Dee is in. So he would have to get the camera aimed at him in a certain angle for his sprites to look right assuming that's how he rendered them with the Smash characters.

I'd pretty much end up making a brand new character if I were to do that. Although that isn't to say that I wouldn't go for it.
Same goes with Samus, but I much prefer to see you put those resources into Dark Samus instead. Although now I wonder if she would be considered an EX variant since Unknown's sprites are from SSB4 and yours would be ripped from SSBU. But instead of giving ripping new sprites to her (Which doesn't look too different from SSBU aside from your art style and the altered idle animation), just give her a single sprite so it works with Powered Ciel's Calvaria Galgalim: Guillotine as she's currently the only Smash character without one. I wouldn't have a problem editing the sprite to work with Unknown's palettes since it's just one half of it. Plus Unknown's sprites has more freedom with the colors, so it would probably look better.

That and he will also have access some of the Parasol ability's moves.
Speaking about Parasol, will Kirby get that as a copy ability as well? The CopyAbility.png looks like it can fit two more. Most of the copy abilities are attack based, so it would be refreshing to have one that doesn't depend on dealing damage. Although I don't know what the 2nd one should be and don't want it to be too similar to the current ones like Arrow, Throw or Whip.

Theoretically, yeah.
And now my curiosity spiked even higher as the possibilities are endless if you were to dive into games outside of 3D platformers. The only way I can think of you getting renders for them is from Persona 5 Strikers. Although, their Personas would be the hard part.
    

Re: [OHMSBY Thread]: Joker Released (10/31/23)

 November 01, 2023, 09:12:36 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

Checked it again and now it affected P1:

Usually the custom state on the opponent should be the same for both sides. So I have no clue why it got altered for the other side when it shouldn't.

Since I literally have nothing else left on Joker and didn't get the chance to talk about Ganondorf a few weeks ago when the topic was relevant, I'm very curious how you'll tackle his ToTK counterpart since he's not based on a fighting game. But I personally think OoT should come first because he already has a moveset to base on from SSBU.
    

Re: [OHMSBY Thread]: Joker Released (10/31/23)

 November 01, 2023, 05:41:59 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I actually found two small errors on Joker that completely slipped:
-The opponent's get hit on the forward/backwards throw will get misaligned for 1 tick on the when P2 does it.
-If you perform 2B again right when Arsene disappears, it's possible he won't come out to perform it a 2nd time.

The 1st one is so easy to miss because it never happens when P1 plays as Joker while the latter doesn't happen too often and merely just delays him for just a few seconds. Most of the time Arsene will, but there's a small chance he might not.
    

Re: [Resentone Thread]: Cirno & Tails Released (21/10/2023)

 October 23, 2023, 04:30:48 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Checked everyone again and they're pretty much good on my end, so I think that should be all for right now.

As you now have a page for Pending Updates to your characters, it's interesting to see that you're planning to do the same things Ichida is doing with his. Good thing you pushed the EX variants for Saber and Ushiwakamaru to later as it's probably better to get that out of the way first before you start them.

I can always go back and redo him again if I feel like it, even if it means making him from scratch. I don't really mind as I wanted my characters to look good/consistent.
Very well. I don't want to see this version of Tails gets taken offline once the remake is completed as the moveset might be different and that you don't scrap all the work you put into the old one, so I have an idea. Since the sprites are from the GBA games as Kamui mentioned, I like to call this variant "Advance Tails" and the Origin should be from Sonic Advance instead to differentiate the remake whenever that happens (The remake can still use the original name and origin as shown on the site). Like what Ichida is planning on doing with the UNIB cast, it can co-exist without being considered an EX-Typed character. But you don't have to change that right now and it can wait when that time comes.