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Re: (M. Bison (by Froz) Update) Rowen's PotS Edits

 June 27, 2022, 03:50:04 AM View in topic context
 Posted by ZolidSone  in (M. Bison (by Froz) Update) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Since I gave a long post of feedback for PotS's characters, thought I come back to Guy and M.Bison to see if any issues shares with yours and noticed a few things that were missed previously:

Guy:
-The hitsparks on his special intro with Cody/Haggar are layered behind the barrels and use guard sounds (When Cody or Haggar does theirs, I realized they are layered in front and use strong punch hit sounds).
-The sliding dust on his run stop animation is the not same position as Hayagake's one.
-Seoi Nage is still missing the strong kick swing sound when the opponent is thrown.
-Hayagake is missing the running dust effect when he starts running.
-His crouching HK is missing the running dust effect when he skids (Since I saw it on the M.Bison edit).
-The hitspark and guard spark of standing MK is still misaligned when it hits the opponent slightly farther away.

M.Bison:
-There is no jump sound effect when he leaps from Head Press when it connects.
-Level 1 Knee Press Nightmare doesn't have running dust on the last hit like the crouching HK (Although PotS didn't have that dust, though you could for the sake of consistency since either you or Froz have it).
-There is no landing effect when he touches the ground after the end of Nightmare Booster.
    

Re: 2022 Character Updates (latest June 11th)

 June 27, 2022, 03:27:08 AM View in topic context
 Posted by ZolidSone  in 2022 Character Updates (latest June 11th) (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

Since your characters is about finished, I think it's about time to post this overdue feedback that I have for a few months and I don't want to keep the notepad of it on my desktop anymore:

General:
-The new naming scheme of the character folders feels much more disorganized (Although minor, I find it questionable why was it typed like this rather than using the old format where it was nice and tidy).
-Guy, Sakura and Shin Gouki's big portraits were changed (Still minor, but the new ones either don't match their default palettes and/or improperly scaled).
-Certain characters like Lei-Lei, Guy and Karin can still only forward/backwards dodge.
-Karin and Nakoruru have different custom combo animations than the others.
-All characters use different landing sound effects and are inconsistent with each other.
-There is no alt cns for CPS2 scaling for those with an 0.833 xscale.
-The characters that had CvS2 hitsparks previously still uses those sounds instead of the new ones.
-Their super finish animations are not animated the same way as the ones added later on back then were left as is.
-All characters immediately stop running if the opponent jumps over or dodges through them instead of you choosing to (The CONFIG.txt should have an option to let them continue running as it's a good method that pull them or viewing stages with longer bounds).
-Every time a opponent get hits with a special or super, another fixed hitspark always appears right behind them if the fvar(31) in common effects was set to 1 and no way to get rid of it (I find this annoying as certain attacks can make it feel misaligned).

Cammy:
-The dash sound on Sniping Heel plays twice when she starts running (Which makes it sound louder).

E. Honda:
-Depending on opponent's hitbox, he can jump over the opponent during MAX Fuji Oroshi and cause the third hit not to connect (It misses when it's used on Karin or Nakoruru).

Guy:
-The sliding dust on his run stop animation is the not same position as Hayagake's one.
-The sliding dust sound effect on Hayagake's run stop is not the same as his running animation.
-There is no swing sound when Bushin Musou Renge misses.

Karin:
-Homura-geri has no hitsparks if the fvar(31) in common effects was set to 0.

Nash (Although it's mostly regarding Shadow instead):
-I personally think the SFA2 style normals should be for Shadow instead (The old animations were accurate to SFA3, now it's more kin to MSHvsSF which fits Shadow more).
-Flying Buster Drop doesn't have a landing effect when he touches the ground.
-Level 2 Crossfire Blitz doesn't have a landing effect when it misses or fails to connect like his forward dash.
-Sonic Break causes a no helper 3000 debug error when the opponent is defeated with it.
-He doesn't have a standalone def file for Shadow.
-All of Shadow's specials, throws and supers are lacking voice clips (Even though he doesn't speak, he still grunts during them).
-Shadow's eye gleam effect is layered incorrectly.
-The eye gleam doesn't play before the superpause (Letting it play during it is inaccurate to MSHvsSF and doesn't stand out to Nash).
-Shadow's Psycho Power flames are technically supposed to be blue, not purple.
-Shadow's Sonic Boom has no flames when it hits the opponent and just feel like a recolor of Nash's Sonic Boom.
-Shadow's eye gleam is misaligned during the startup of Final Mission.
-Final Mission is missing a swing sound when he punches upward and an eye gleam effect at the end of the animation when it's successful.
-Shadow should have his own dedicated super texts with the move names from MSHvsSF and not from Nash since they are technically different.
-Shadow doesn't "explode" if he lost 2 rounds.

Nakoruru:
-She is the only one who have her hitsparks unchanged.
-Standing MK, close standing HK and Apefuchi Kamui Rimse is missing a landing effect when she touches the ground.
-The super spark on Shichikapu Kamui Irushika is misaligned if the fvar(31) in common effects was set to 0.

Lei-Lei:
-Each step from her running animation doesn't have a landing effect.
-PP and KK versions of Hourei is excessive since they're both the same throw with a different command.
-Houtengeki and Spirit Roller doesn't have a swing sound when she misses her grab animation.
-All objects on Ankihou disappear by a frame instead of fade when they touch the ground like the pins in Spirit Roller.
-The landing effect on the Spike Balls on Tenraiha are little too high and makes them look like their floating.
-All versions of Senpuubu have no hitsparks or guard sparks when it makes contact if the fvar(31) in common effects was set to 0.

Ryu:
-His super text has a typo it's missing a extra u on Shinkuu and Hadouken.

Sakura:
-Her super text has a typo it's missing a u on Shinkuu and Hadouken.
-She doesn't have a standalone def file for Dark mode.
-The hitspark on the last hit of Sakura Jime is misaligned if the fvar(31) in common effects was set to 0.
-Mode Change does not change her palette when switching.
-It would be nice to have the option to perform Nekketsu Hadouken in a Tengyou angle.

Shin Gouki:
-His super text has a typo it's missing a extra u on Gou and Hadou.

Pocket Shin Gouki:
-He is using special guard sparks for his normals.
-The opponent automatically air recovers from Messatsu Gou Hadou, Tenma Gou Zankuu, Messatsu Gou Shoryuu and Messatsu Gou Senpuu (Messatsu Gou Rasen is the only level 1 super that does not do that).

Vega:
-There is no jump sound effect when he leaps from Head Press when it connects.
-The hitspark on the 7th hit of Nightmare Booster is misaligned if the fvar(31) in common effects was set to 0.
-There is no landing effect when he touches the ground after the end of Nightmare Booster.

Yuri:
-She doesn't have sliding dust on the run stop animation.
-She is missing landing dust and sound when she touches the ground from Silent Nage.
-The swing sound on Yuri Chou Upper plays after it hits the opponent.
-When the opponent hits the ground from using Raioushou, a strong ground shockwave from the fightfx appears instead of her own and is layered incorrectly.
-She uses a different custom combo sound effect.

Honestly, I think the characters needs more than just bug fixing. This is what I meant about inconsistency back then as some of them don't match up with one another (Pocket Shin Gouki is the only exception as his style is different from the others). The problem is that I just don't understand why you left certain parts of the original versions as is on the 2022 updates instead of keeping the consistency the same. This is why I decided not to come back to the topic until a few months later until everyone is out first and see if any changes happen. Even if I see nothing wrong with a specific character, the general census still applies with them. Whether you choose to follow this or not, I'll leave that up to you.
    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 22, 2022, 07:27:38 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I wouldn't have known either. Whenever I run 1.0 in 1280x960, the frame rate takes a nosedive, so I tend to not bother switching from 640x480 on that engine. Nonetheless, I was able to fix the flickering in 1.0's higher resolutions.
Really? I had no clue that it would sacrifice performance. I have my display settings on my PC to 1920x1080 and having 1.0 set on 640x480 feels way too small and caused the sprites to be so squinted on that resolution. Your screenshots, clips and preview videos look hi-res and have higher dimensions than mine. That's why it made me think it looks larger as the screenshots you take is like 2548x1914. Do you not use M.U.G.E.N itself to take the picture directly?

Also, I just realized Yukari Takeba is listed twice and will still get Needle instead of Tornado if you copy her. Since trigger6 on Needle has to replaced, I forgot to mention Hawkeye on the last post for MvC characters and he also uses a bow and arrow too. So he would be perfect as a substitute:
Hawkeye: "HawkeyeMVC"

And one addition to Tornado since I remember this character in Eternal Fighter Zero and couldn't come up with a good ability for her back then:
Minagi Tohno & michiru

Minagi always has Michiru around her doing most of the attacking (Who also spins like a tornado) and also made as a standalone character. After this one, I'll let you get back to Dead Apostle Noel and wait for the other games to get more characters before typing another list so I know what matching abilities they have.

Edit: I missed two things on Yukiko and Merkava I noticed after he was updated:
-The petal and burning effects on Yukiko's Burning Petals doesn't freeze temporary when the opponent was KOed with it.
-Merkava's I, Incinerate has the wrong attribute flag when KOing the opponent (S instead of H).
    

Re: Hisui (Melty Blood: Type Lumina) Released

 June 22, 2022, 03:47:50 AM View in topic context
 Posted by ZolidSone  in Hisui (Melty Blood: Type Lumina) Released (Started by Kira5472 June 14, 2022, 04:21:28 AM
 Board: Found Releases 1.0+

General:
-Various actions such as jumping, landing, running, air dashing, using the shield and moves causes an illegal playsnd channel debug error.
-Shield effect is basically their guard spark and has no animation.
-Guard sparks are laterally inverted and facing the opposite direction.
-There is no landing effect when they touch the ground after a jump or special.
-There is no dust on the startup of their running animation.
-There is no sliding dust on their run stop animation.
-There is no effect when they are air dashing.
-The shockwaves from the fightfx are missing when they hit the ground.
-All EX moves causes expression truncated to integer and/or illegal posbindtime for explod debug errors.
-The shield is OP and literally almost makes them invincible and you can hold it as long as you want without penalty and doesn't expire.
-The size of the characters are too small and should have a x and y scale of 0.308 (This may require adjusting the hitsparks to their newer positions).

Shiki:
-The cut-in portrait when using any EX move is completely misaligned.

Arcueid:
-The cut-in portrait when using any EX move is misaligned on P2 side.
-The hitspark and guard spark on the first two hits of Ready, Go! is misaligned.

Akiha:
-Each spin from EX Brilliant Wheel causes illegal playsnd channel debug errors.
-The hitspark and guard spark on Painting the Moon is misaligned.
-The cut-in portrait when using any EX move is misaligned on P2 side.

Ciel:
-2B's hitboxes literally don't make sense as they hit from a farther distance and the hitspark and guard sparks are misaligned.
-Her guard sparks are only laterally inverted and facing the opposite direction if she's on P2 side.

I think the template you use to make your characters has a lot of problems. They cause a constant string of debug errors and are lacking effects, so they don't look nearly finished. Hisui may not have the issues with the misaligned cut-in portrait on P2 side or the misaligned hitsparks, but they share nearly all the general issues as everyone else.
    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 22, 2022, 02:36:54 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Scratch what I said about them being done for now, but I also found two minor errors regarding the Exceel Accels again on two characters.

Ruby:
-The pedal slash effect on Rose Rush doesn't freeze temporary when the opponent was KOed with it.

Nanase:
-Waltz in the Tempest doesn't KO the opponent on the very last hit and instead will in the middle of it.
-Temptest is a typo on the movelist.png.

I should have checked whether the Exceed Accel KOs were consistent with each other.
    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 21, 2022, 08:16:58 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Really? I just tried it out on my 1.0 and I'm not getting any flickering. You may want to try downloading him again.
Alright, I think I may have figured out why it causes that. It seems like it only does that if I have my GameWidth and GameHeight on the mugen.cfg to 1280x960 as I usually upscale it during gameplay. But once I downscale it to 640x480 so I could snap a screenshot, now it doesn't flicker anymore. So I guessing it doesn't like that resolution and has to be changed since it's too big. I intentionally set it that way to make sure it's large enough for my monitor to see and still keep the 4:3 ratio. It's not one of the recommended settings, so I didn't know that would mess with it.

Other than that, I think everyone is pretty much done for now.

Edit: Found two bugs on Kirby regarding his Copy_Abilities.cns:
-Bishamon is supposed to be trigger49 and is preventing the rest of the characters on the on the Sword Part 1 copy ability list from copying.
-Sanae Kochiya and onwards doesn't detect the Tornado copy ability because it skipped 3 numbers.

Since the cns has to be updated to fix the bug, might as well add some variations and additions since I had these characters for a while:
Kenshin Himura: "Himura Kenshin"
Makoto Shishio: "Shishio Makoto"
Magma Dragoon: "Magma Dragoon Redux"
Captain Falcon: "Ultimate Captain Falcon"
Electro: "Electro Recharged"
Thor: "The Mighty Thor"
Unknown Soldier: "Unknown Soldier P1"
Michelle Heart: "Michelle Heart Redux"
Jubilee: "JubileeMVC"
Kung Lao: "KUNG LAO MK2"
Liu Kang: "LIU-KANG MK1" & "LIU-KANG MK2"
Baraka: "BARAKA MK2"
Mileena: "MILEENA MK2"
Kano: "KANO MK1"
Raiden: "RAIDEN MK1"
Scorpion: "SCORPION MK1"
Sub-Zero: "SUB-ZERO MK1"
Shang Tsung: "SHANG TSUNG MK1"
Detective Garret Laurel: "Garret"
Leon S. Kennedy: "Leon"

Cutter:
-Kitana: "KITANA MK2"
-Nightwolf
-Viewtiful Joe

Fire:
-Dormammu
-Sektor

Bomb:
-Cyrax

Hammer:
-Frank West: "Frank West Arr"

Mirror:
-Pure and Fur

Needle:
-Sindel
-Lou: "MVC Lou"

Spear:
-Arthur: "Sir Arthur"
-Jade: "JADE MK2"

Suplex (Kamui_Kanjai mentioned this one, but was missed):
-Jax: "JAX MK2"

Ninja:
-Ermac: "ERMAC MK1"
-Noob Saibot, Smoke & NOOB-SMOKE MK1
-Rain: "RAIN MK1"
-Reptile: "REPTILE MK1"
-Khameleon: "KHAMELEON MK2"

Ranger:
-Stryker

I never really considered them because I mostly wanted him to focus for Japanese games in mind. Now a few more MvC and Mortal Kombat characters will now work officially with Kirby. I hope you don't mind doing that.
    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 21, 2022, 05:53:30 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

2nd feedback as I missed one by mistake, an issue that still happens on 1.0 and the other still has the incorrect layering after the fix:

Mai:
-The shockwave and the wall bounce on Shearing Cherry Blossom Storm should be the other way around.

Kirby:
-The white background on Crash! still seems to be flicking on 1.0.

Piranha Plant:
-The shockwave and the wall bounce on Packun! are not layered correctly.

For those I haven't mentioned and are fixed with the correct fightfx effects and layering, I noticed that you also forgot to add envshake on the strong wall bounces too. But I don't think it's too important and only adds to the oomph. You could also increase the staggering when they hit the wall as it still feels like a normal wall bounce with just the sound and aesthetics of a strong one.

I was never a fan of having the BGM interrupted in fighting games unless it's for something like an Astral Heat, so omitting the music stop was a conscious decision.
That's fine. It was something I noticed a long time ago, but didn't bother asking about it until now.

It is from one of her win screen portraits. And the same portrait will also be used for her big portrait as well.
So it's more of a personal preference to use that one instead. Don't bother making the original as an alternate since I know how time consuming it takes to make a small portrait. Only the Smash characters makes more sense to have it to keep them consistent with each other. I can do it in your behalf close to release if the demand is there.

The cut-in template has already been shared via PM.
Alright, I'll PM Ichida or Resentone about it if I'm interested. But most likely won't as I'll opt to something more custom for me.
    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 20, 2022, 08:56:49 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Here is my feedback mostly regarding the Exceed Accels:

Ragna:
-The shockwave and the wall bounce on Seed of Tatarus should be the other way around (The strong wall bounce when the opponent hits the wall and the normal shockwave when they touch the ground).

Kirby:
-The white background starts flickering after a few frames during both versions of Crash! (Seems to be a bug on 1.0 as it's not behaving that way with the clips you provided previously).
-For the Done For animation, the stage music should stop temporary until the death theme ends (I just realized it does that in the source games. Also, the same applies to Shantae too. Thought I let you know now since you haven't updated her yet).
-Sinon is listed twice on the copy abilities list (I can't think of another character named that other than the one from Sword Art Online).
-Blissful Adachi should have the Ranger copy ability (Can be put next to "Happy Chaos" since he shares his moveset).
-Kimono Asuna should be added next to "Asuna".
-Bonne Jenet should be added next to "B Jenet".
-T. Hawk doesn't have a variation without the space.

I was kinda worried about Kamui_Kanjai's list that you would accidentally duplicate some characters as most of them were listed already. I know that using parentheses doesn't magically make a specific character work as that's dependent on the author and how they name the character on the def.

Yu:
-The shockwave and the wall bounce on Lightening Flash should be the other way around.
-Also, I think it should be spelled "Lightning Flash" as Lightening doesn't have a good ring to it.

Susano'o:
-The first strong ground shockwave on Execution of the Heretic is layered incorrectly.

Heart:
-The shockwave and the wall bounce on Ouranio Toxo should be the other way around.

Jin:
-The icicle effects on Gekka Hyourou are lacking transparancy.

Hyde:
-The orbiter effect when it explodes on Dark Lotus Anthesis causes a changed to invalid action 460 debug error.

Thief:
-The shockwave and the wall bounce on Moonsoon should be the other way around.

Piranha Plant:
-The shockwave and the wall bounce on Packun! should be the other way around.

Lina:
-The shockwave and the wall bounce on Devian Buzzsaw should be the other way around.

Hilda:
-All the hits with the exception of the first one in Submersion have no envshake in them.

Shana:
-The shockwave and the wall bounce on the non-NOY version of Hono no Tsubasa should be the other way around.

Merkava:
-All the hits in I, Incerinate have no envshake in them.

For the Exceed Accels that hit the wall before touching the ground, I personally think it should be reversed as they add more oomph to it. Hopefully you'll remember adjusting the layering and add the envshake for the strong wall bounce.

Overall, the EXA update is great. The Burst is much better for survival mode as I constantly spam Ultra Burst every round when low just to refill health previously. The new Burst revision prevents that and will allow me to use other Burst options. Although, it will be a tad annoying that I will have to keep adjusting the def every time I need to update for 1.0. But hopefully, the Burst files won't have to be updated since it is a completely separate cns now.

Edit: Oh by the way since your next character is Dead Apostle Noel, where is the small portrait from? I noticed it looks different as it doesn't look like her main portrait used in the character select screen. Kind of looks like the one from her win screen. Thought I ask and no point to rework it again since you made it already as it still looks great.

Just a quick question, but have consider making a "KFM" template?
He already said that he won't at this time. And even if he does, it might become obsolete if bugs are found later on.

And some responses on some old posts as I wanted to type it along with the feedback:
I see. If it's alright with you, could you perhaps share it please? Either the png or psd is fine. I'm just trying to keep my characters consistent with yours.
I second that as well. Otherwise, we are kinda stuck using a cut in that will not fit with yours or the ones I'll be testing with.

Honestly, special intros with characters that are not my own are very low priority right now, especially with working on the EXA update for everyone on top of my unreleased projects. I'd rather just be focusing on my own work rather than what other people decide to do with their work.
Guess you might as well cut the BBTAG ones since they're mostly edited to make them work with 1v1 and were originally interactions with their partners in mind. I could make patches to add those interactions in, but that's not my priority either and that would also require updating those having Japanese voices too. But even if I do, I would only do the ones that are source accurate in mind like the Dengeki Bunko or Melty Blood characters.
    

Re: [OHMSBY Thread]: Ruby quick update (06/01/22)

 June 12, 2022, 12:10:22 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Alright, I think it's about time for me to point out which attacks doesn't hit Marx plus any unrelated feedback if any:

Yang:
-Too Hot to Handle
-The air version of Strawberry Sunrise still has increased cornerpush when it hits opponents in the air.

Ruby:
-Any hit from Gun Blast.

Mika:
-66B and the first hit of Mika Revolution when whiffed.

Ragna:
-The 2nd hit of 5BB and Carnage Scissors.
-5BBB has no step sounds when he starts running.
-Hitting Marx with Blood Scythe causes has no target with hit id -1 debug errors.

Mai:
-The first hit of Sylvan Hurricane Assault.

Gordeau:
-5B (Causing you to unable to do the rest of the command normals), the first and last hit of B Percise Aim, last hit of Aerial Aim when it connects and the 4th hit of Turbulence.
-Mortal Slide: Divest will connect the first two hits, but the 3rd will not connect and make him jump in the air without grabbing.

Azrael:
-66A, charged 5C, charged jB and both charged versions of Hornet Bunker and Valiant Crash.
-Hitting Marx with 5BB and Hornet Bunker causes has no target with hit id -1 debug errors.

I find it odd that the non-charged version of Hornet Bunker connects while non-charged Valiant Crash doesn't.

Terumi:
-Dungeon of Serpents
-Seprent's Cursed Sting can still perform the grab animation when the two hits successfully connects (Hitsparks appear on Marx, but deals no damage to him).

Wagner:
-jC and the last hit of EX Kugel Blitz.
-The vignette effect will still play if the previous hits on Uber Wackenroder connect, but the last hit does not.

Waldstein:
-5AAA without the grab and the 2nd hit of 5BB.
-5C causes expression truncated to integer debug errors.

Robo Weiss:
-The player meter on Stabilisieren gives a explod facing param must be 1 or -1 debug error.

Misaka:
-EX Electro Shock

Kuroko:
-The first hit of 5AAA, 5C, jC and How Careless when successfully countered.

Kokonoe:
-The bullet fire of Absolute Zero V4.32 (It also pushes the camera forward).
-The gauntlets on B Broken Bunker Assault V2.21 disappears by frame if it successfully connects.

Tager:
-The last hit of Magna Tech Wheel.
-The dusts when touching the ground or walking still share the palfx as they glow along with him when dodging.

Yu:
-66A.

Quote:
-Polar Star A and B.

-Akatsuki:
-The swish effect in front during A Armor Piercing Kick follows him after rapid canceling.

Issac:
-Mom from the D6 (Would make a huge disadvantage since Issac is the only one who could be hit by it).

Thief:
-The last hit of 5AAAA and Whirlwind.

Ky:
-5C.

Lina:
-Hitting Marx with jC causes has no target with hit id -1 debug errors.

Vlov:
-The first hit of Burya Lev.
-Ice, Memory on the 2nd use sometimes gives a no parent for parentvarst debug error.

Piranha Plant:
-The first hit of Rapid Chomp connects, but it causes a bunch of has no target with hit id -1 debug errors.

I also noticed there are some debug errors on certain characters if they hit Marx specifically. There's a bit of inconsistency where certain moves hit and doesn't do the rest of the distortion drives, while some does and got bugged like Terumi or they simply not hit at all. I think those should deal a single hit and that's it.

Also, not sure if you have forgotten but I think it would be a good time to add those intros with Ichida's characters as you still haven't yet:
-Ragna, Mai & Carmine with Naoto Kurogane
-Misaka with Miyuki
-Yu with Chie
-Hyde with Linne & Seth
-Mitsuru with Seth
-Kohaku with Akiha
    

Re: [Resentone Thread]: 3 Characters Quick Update (3/06/2022)

 June 03, 2022, 11:40:53 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: 3 Characters Quick Update (3/06/2022) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Didn't want to necrobump the topic previously, but I have some very small feedback on them:

Rentaro:
-The vignette effect on charged Uki Rouchou will still play on the 2nd hit if the first one connects, but the 2nd hit misses.

Red Arcueid:
-The hitspark and guard spark on the 2nd hit of jB is misaligned as it appears lower when it hits the opponent on top of them whether if they're in the ground or air.

Saber:
-Elfin Dance EX doesn't have a jump sound effect when she leaps.

The idea was mostly to see if their attacks hit OHMSBY's Marx as I had situations where Ichida's characters don't due to Marx's super armor, but it seems like there are no problems and they hit fine. So just minor stuff on them is all.
    

Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)

 June 01, 2022, 12:31:36 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Along with the ones Solid Snivy already mentioned, these are what comes in mind since I mentioned a few characters from my lists in the past:

Tornado:
-Sanae Kochiya
-Ayu Tsukimiya

Ranger:
-Oda Nobunaga
-Makoto Sawatari
-Reisen Udongein Inaba
-Bayonetta
-Hol Horse
-Panty "Panty Anarchy"

Been wanting Panty to have compatibility since Stocking, now she finally has an copy ability that fits her.

Ranger:
Fox McCloud/Fox
Falco Lombardi/Falco
Wolf O’ Donnell/Wolf
I like your list and some of them can work with character shared names and Sion Eltnam Atlasia could be a variation from Sion Tatari. Although for these 3, I personally think Falco and Wolf should stay with what they have currently. If you give all 3 Star Fox characters the same copy ability, there would be no variation if you fight them in a turns match.

Also, here's the list for the Smash clones now updated with the other two abilities:
Spoiler, click to toggle visibilty
Wanted to wait until MultiVersus had more characters announced, but I'll make due with what I have for now. As usual, feel free to make changes if you think a different one is better for them. I'm glad you decided to come up with more copy abilities. Some of these characters are much more difficult to consider for certain abilities.
    

Re: [Ichida Thread]: Akira Released + 3 Characters Update (05/30/2022)

 May 31, 2022, 05:03:07 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Akira Released + 3 Characters Update (05/30/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

It seems that I found a small aesthetic error after he was released. The hitspark and guard spark of jB is misaligned when it hits the opponent in the air by his foot. Since this is minor, feel free to fix it later.
    

Re: Tatsuya Shiba from DBFCI by Infantry00 - Quick Update [5/27/2022]

 May 27, 2022, 02:14:22 AM View in topic context
 Posted by ZolidSone  in Tatsuya Shiba from DBFCI by Infantry00 - Quick Update [5/27/2022] (Started by Infantry00 February 05, 2022, 03:41:24 AM
 Board: Your Releases, 1.0+

2nd feedback:
-For the first one, I realize what causes the no helper 1100 debug error. You had to kept pressing a+c or x before the FIGHT animation plays when you're not able to move yet (Which is the command to activate Flash Cast) before the round starts. Doing this makes it possible to intentionally spam the debug error.
-Drifting Cloud still causes has no target with hit id -1 debug errors if the move does not connect.
-Mist Dispersion EX's follow up causes expression truncated to integer debug errors.
-Hayabusa EX still causes causes expression truncated to integer debug errors when it successfully connects.
-Activating Flash Cast still causes expression truncated to integer debug errors.
-Sonic End still causes an expression truncated to integer debug error when he snaps his fingers.
-For some reason, he slowly gains meter during the idle stance.

And since I mentioned Tomoka during a previous post months ago, I also found debug errors on her too and I didn't want to necrobump her release topic either:
-Ice Ages causes a state 20: has no helper 2020 debug error.
-Fireworks causes a state 2302: has no helper 2301 debug error.
-Rebound causes two has no target with hit id -1 debug errors.
-Trump Card causes causes expression truncated to integer debug errors.
-One Hand Shoot EX causes has no target with hit id -1 debug errors.
-Fireworks EX causes state 2402: has no helper 2300 debug errors.
-The startups of Shiny Gift and RO-KYU-BU! causes expression truncated to integer debug errors.
-For some reason, she also slowly gains meter during the idle stance.

The thing that kept getting the "no target with hit id -1" debug errors is the B-Ball used in the specials. When it comes to aesthetics for both, it's all good. But the debug errors are causing so much bloat to the engine.
    

Re: Tatsuya Shiba from DBFCI by Infantry00 - Updated [5/25/2022]

 May 26, 2022, 12:51:32 AM View in topic context
 Posted by ZolidSone  in Tatsuya Shiba from DBFCI by Infantry00 - Quick Update [5/27/2022] (Started by Infantry00 February 05, 2022, 03:41:24 AM
 Board: Your Releases, 1.0+

Good thing you bumped the topic again, I got some more feedback as I found some very crucial issues and didn't want to bump it myself:
-Skipping his intro/winposes or restarting the round manually with debug mode will cause a has no helper 1100 debug error.
-5B, 5C, jA, jB and jC have various has no target with hit id -1 debug errors.
-Flash Cast causes expression truncated to integer debug errors.
-All versions of Mist Dispersion when used causes state 1100: has no helper 1100 debug errors.
-Drifting Cloud causes has no target with hit id -1 debug errors.
-Loop Cast EX causes a state 20: has no helper 1100 debug error.
-Hayabusa EX causes expression truncated to integer debug errors from state 1351 and 1156.
-Sonic End when it successfully connects causes expression truncated to integer debug errors.
-Using a Climax Art again right before the super background of the first one to disappears still causes the second one not to appear properly.

I started testing using debug mode a few months ago and didn't realize there were so many debug errors if I didn't had that on as I never seen this amount on a single character. It's like almost every single attack action will cause a debug error. You might want to fix these as the more debug flood you have, the more likely the game will crash in only just a few matches.
    

Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)

 May 23, 2022, 02:34:45 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Great work on Marx. I wanted to share this very minor inconsistency:


He appears very stretched when he reappears back during a teleport. I originally wanted to pm you about that a few days ago, but I didn't bother as I figured it may be intentional. He just doesn't appear like that shown if he used other moves or during his intro/winposes. To be honest, I kind of like it as it's a quick way to tell whether he used the teleport or not. If not, don't know if you want to fix the stretchiness for the teleport or make him stretched for the other moves to keep it consistent.

As for your next character Aoko as I noticed on the preview screenshot, her small portrait is laterally inverted and facing the opposite direction. Her small and big portraits are supposed to be default facing right as that's how it was in the original game:


Edit: Also since Kirby will get another update, I was thinking about some more additions to his copy abilities list. I thought about conjuring a list representing Smash clones since users here brought up PlayStation All-Stars Battle Royale. That also means Nickelodeon All-Star Brawl and MultiVersus will be mentioned. You already have some of the characters on there already, so it should be too difficult to type up.
    

Re: [Ichida Thread]: Noel Released (05/08/2022)

 May 10, 2022, 02:25:11 PM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Akira Released + 3 Characters Update (05/30/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

    

Re: [OHMSBY Thread]: Merkava Released (04/17/22)

 April 25, 2022, 10:13:39 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I'm back with the feedback for the other characters mostly regarding the debug errors. While I was checking out the rest, I also happened to find more of them missed on the previous ones (Which I didn't noticed previously as I only focused on the throws on P2 side mostly and conveniently encountered them at the time):

Goredau:
-Soul Exodus causes expression truncated to integer debug errors.

Azrael:
-Black Hawk Stinger and Patriot Apocalypse causes negative spark animo ignored debug errors.

Kokonoe:
-Crime of Greed V.100 causes expression truncated to integer debug errors.

Tager:
-The landing and walking dusts share the palfx (I just noticed this recently when I dodged after landing on the ground).

Saya:
-Her special intro with Charlotte causes expression truncated to integer debug errors.

Susano'o:
-Megalith causes expression truncated to integer debug errors.
-Flashing when NOY is activated causes an illegal removetime for explod debug error.
-Roar of the Mad King causes a negative spark animo ignored debug error.

Heart:
-Super Amazing Iron Fist Punch of Love when she summons Partinias causes a negative spark animo ignored debug error.

Es:
-Type: Exterminator "Artorius" causes a negative spark animo ignored debug error.

Jin:
-Rengoku Hyouya has negative spark animo ignored on the startup and when it connects, it has a no target with hit id -1 debug errors.

Charlotte:
-Her special intro with Saya and Kasekuchen causes expression truncated to integer debug errors.
-Speaking about Kasekuchen, the strong ground shockwave when the cake hits the ground should be layered in front.

Thief:
-The helpers on 5AAAA, 5C, jC, 2C, Whirlwind and Twin/Quad Daggers causes has no 1-th nearest enemy debug errors when they successfully hit the opponent.

Lambda-11:
-The 5AAAA Sword causes an expression truncated to integer debug error.

Lina:
-Deletion causes a negative spark animo ignored debug error.

Carmine:
-You Shit! This Is The End! causes expression truncated to integer debug errors.

Shana:
-EX Hien causes specified negative recovertime debug errors when used 4 times simultaneously.

King K. Rool:
-Kannon Ball Kalamity causes expression truncated to integer debug errors each time a Kannon Ball hits the ground.

Pyra:
-Purifying Flame causes a expression truncated to integer debug error.

I wouldn't have known about these debug errors if debug mode wasn't on. That's why it's so easy to miss these. What also surprised me that Saya and Charlotte have debug errors when the special intros played against each other. I have not checked that part since it would take me longer to find what intros they have without looking at the files. They just happen to be close to each other on my roster organization when I got to them.

Edit: Added Shana thinking it was not possible to get the debug error in versus mode with finite meter, but turns out you still can.

This sounds like something that you'll have to mess around with mugen.cfg to fix. you may want to start with HelperMax, LayeredSpriteMax, and SpriteDecompressionBufferSize.
These are the numbers set on the mugen.cfg using the MICA Final Version Edition 1.0 screenpack and I don't believe I have touched them other than the screen's width and height:
HelperMax = 56
LayeredSpriteMax = 2048
SpriteDecompressionBufferSize = 16384

Do you think they need to be any bigger? I left them as is as I didn't want to accidentally mess with anything on the screenpack.

Probably, yeah.
I too look forward who it is, but the only slight problem would be the sprites which I heard they are very large in file size (Even bigger than your SSBU renders in gigabytes) and need to be heavily compressed.
    

Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)

 April 17, 2022, 12:02:05 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

So it's been a while since I posted on the topic as I took a hiatus for two weeks starting in April. Now coming back, I forgot to mention that there are other character's throws that cause the opponent get hits to be misaligned when P2 does it just like Vlov previously. I also seem to found some debug errors (The same ones Vocalnoid mentioned). Here are those that are affected plus any other unrelated feedback if any:

Ragna:
-Forward throw (The opponent gets misaligned two times for half a second during their get hit animation)

Wagner:
-Forward/Backwards throws (P1 gets pulled a few pixels backwards, but does not when it's the other way around)

Kirby:
-Forward/Backwards throw (The opponent is still in a blocking get hit frame while being lifted)
-Might as well give a tiny update his copy abilities to give Mario Gallo Bestino Yo-yo since he uses puppet strings.

Tager:
-Forward/Backwards throws (The opponent gets misaligned for half a second during their get hit animation)

Susano'o:
-Forward/Backwards throws (The opponent gets misaligned for half a second during their get hit animation)

Saya:
-Forward/Backwards throws (The get hit is off by a half a tick before the flesh grabs them)

Heart:
-Backwards throw (The opponent gets misaligned for half a second during their get hit animation)
-I checked the running throw again with a different fightfx and the shockwave when she hits the ground still seems to be layered in front.

Bisclavret:
-Forward/Backwards throws (The opponent is still in a standing get hit frame while being lifted)

Lambda-11:
-Backwards throw (The opponent gets misaligned for half a second during their get hit animation)

Homura:
-The grab sound on her air throw is louder than normal as it plays twice at the same time.

Ky:
-His air throw causes the state 853 changed to invalid action debug error when used on himself.
-Stun Dipper, Greed Sever and EX Greed Sever causes expression truncated to integer debug errors when the opponent is hit during Shock State.

Hilda:
-Her A command normals, B command normals, all throws, Interference B and Pillar of Reverence causes expression truncated to integer debug errors.

King K. Rool:
-Forward/Backwards throws (The opponent is still in a standing get hit frame while being lifted)

Vlov:
-His forward/backwards throws causes expression truncated to integer debug errors.

The animations for the opponent's get hits should be the same for both sides as it's works fine for P1, but not P2. So what exactly causes this? For those I haven't mentioned, I believe they are fine since the opponent get hits don't get misaligned for a half a second or still in a standing frame while being moved off the ground.

Also while I was checking the throws, I had a situation where Lambda's frames on her throws went missing while Yu's helpers were glitching out and his persona started missing frames when I got to them. I just reset the game and works normally after that. I think I'm going to start having debug mode on from here on out when I test your characters as that could be a factor why that happened as debug flood can possibly carry over to later matches and suddenly close the game unexpectedly (Which occurred during an arcade run with Hyde and Vlov once right when I KOed the opponent). I may go back to the older characters again to see if they have any debug errors before the large system update happens.
    

Re: [Resentone Thread]: Red Arcueid & Rentaro Quick Update (19/03/2022)

 April 11, 2022, 03:51:01 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: 3 Characters Quick Update (3/06/2022) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Since this was bumped, I have some small feedback on the three regarding this error that was fixed on OHMSBY and Ichida's characters:
Quote
-Fixed an error where the opponent could skip straight to their liedown animation without a shockwave effect upon hitting the ground during the custom fall states
This is basically when a shockwave sometimes not appear when the opponent touches the ground from a custom state. There's a piece of code that needs to be added on them to prevent that error from happening.

Also, Shiki and Red Arcueid's flashes when NOY is active and when the conditions of their astral heat are met needs to be adjusted so it's consistent with OHMSBY's characters as theirs look higher than those with a taller height. This was adjusted on his Kohaku already.
    

Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open

 March 31, 2022, 04:01:25 PM View in topic context
 Posted by ZolidSone  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

Sakura by PotS (Color Separation): https://mugenguild.com/forum/topics/pots-2022-sakura-color-separation-patch-195321.0.html
Cyclops by Dick Buckus (Color Separation): https://mugenguild.com/forum/topics/color-separation-patch-buckus-cyclops-188417.0.html
Hulk by DCL:  https://mugenguild.com/forum/topics/hulkprotoman-dcl-195186.0.html

For the particular artwork, I would like them to resemble Marvel Super Heroes vs Street Fighter:
http://fightingstreet.com/folders/artworkfolder/artworkpages/marvel_art_pages/mvs_art_pages/mvs_super_sprites.html

I no longer need the portrait for Cyclops. So I'm changing it to M. Bison by dark-shade. The character is long offline, so here's an indexed sprite instead: