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Messages by ZolidSone

    

Re: Jubei (sprites by Rabano) and Ryu updated (16/01/2025)

 January 16, 2025, 02:38:48 pm View in topic context
 Posted by ZolidSone  in Jubei (sprites by Rabano) and Ryu updated (20/01/2025) (Started by KarmaCharmeleon January 10, 2025, 01:32:48 pm
 Board: Your Releases, 1.0+

A little late due to IRL, but here's some small feedback:
-The hitspark and guard spark of jumping MK is slightly misaligned (It's aligned where it's knee is and not his foot).
-Tawara Gaeshi and Tomoe Nage doesn't have a grab sound when it successfully countered on the 2nd frame.
-Tawara Gaeshi causes the opponent to get an on state 1465: changed to invalid action 1465 debug error.
-Dynamite Senbei Shuriken doesn't have a landing effect and sound when he leaps and touches the ground when it successfully connects.

It seems that debug error with Tawara Gaeshi was not in the previous version and just appeared in the recent update. Tomoe Nage is fine though.
    

Re: [Tornillo Thread]: Tomoka Minato Released (10/11/2024)

 November 12, 2024, 09:47:21 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Dante Sparda Released (29/1/2025) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Tomoka was by far the most problematic character i worked with, i doubt i can fix everything you pointed there but gonna try.
As for Shovel Knight most of the points i decided to ignore back then as i wanted to release Tomoka and the updates as soon as posible. (or else Tomoka will never be released).
Like i said in the first line i doubt i can fix everything but i gonna try it anyway, gonna use stuff from your Shovel Knight if i need it.
I know. If only Infantry00 fixed the debug errors of the moves beforehand like he did with Tatsuya, it would've saved you some headaches. Hopefully you'll figure it out. I wish I knew how to fix them, but I only encountered them during testing in-game and not when looking at the code. I would have more feedback on your other characters, but IRL still doesn't give me enough free time. The only reason why Shovel Knight gets the most is because of mine and any errors I had can carry over to yours since we both used k666orochi's original as the base. I personally do think you should be using Mid117's palettes over someone else's as he's been helping you on your other characters a lot.

As for using stuff from my Shovel Knight, feel free to use whatever you want. Although I noticed some voice clips are gone like his 5C, jA, 2A, running throw and Dead Angle Attack. Try not to copy the code completely as there may be sounds that are organized differently and might not be arranged the same as yours. I plan to add more voice clips on mine in a future update, but there's just not enough currently that have been ripped yet. I'll help you for Hail the Troupple King!, the End code for removeexplod and destroyself was set to -10 on both and why it disappears sooner. I set it to -150 so there's enough time for the Troupple King to move off screen before it disappears. ALso, don't forget to change the trigger2's pos x axis on destoryself from -240 to -640 as well because it's not enough time when doing on P2 side for some reason, it still cuts off when he goes straight left.

Yeah it is accurate, i actually mentioned it in a Community Post but apparently i forgot to put it in the readme lol.
The rest of characters only appear in NOY.
I also didn't know how it works either. Since you now mentioned it, I also discovered in detail that each character causes expression truncated to integer debug errors and this is when it happens:
-Innocent Charm causes one at the end, but by Tomoka herself.
-Hatsune Miku causes one in the end of the last hit.
-Kino and Hermes in the beginning of the first hit and another on end of the last one.
-Boogiepop causes debug flood in the middle of it and ends when they disappear.

That was the idea, but in the end it was really difficult to implement it (at least in MUGEN, in IKEMEN it would be a lot easier thanks to the rootvarset sctrl) I was having a debate if i should delete it or not but most people said i should keep it even if it doesn't work. So think of it as a decoration.
Tomoka friends will stop their actions if Tomoka herself is being hit by the way.
If the icons serve no purpose, I personally think it should be deleted as there no functionality involved. But if you plan to keep them, I also want to mention that they are layered behind the Awakening Cut In whether P1 or P2 performs an Ultra Burst. Maho and Saki's icons are being covered up by her and the opponent's Awakening Cut In. Even if it's just an aesthetic, you don't want to be blocking it.
    

Re: [Tornillo Thread]: Tomoka Minato Released (10/11/2024)

 November 11, 2024, 04:15:43 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Dante Sparda Released (29/1/2025) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Feedback on Tomoka since she caught my interest first:
-The exclamation mark during her intro on P2 side is laterally inverted.
-5AAAA should be a strong slash sound as it only deals a single hit.
-5B causes an expression truncated to integer debug error when the opponent gets thrown to the ground.
-5BB causes an has no target with hit id-1 and expression truncated to integer debug error with the basketball and basketcase respectively.
-The strong ground shockwave on 5BB is briefly layered behind her before she bows.
-The animation of the swish effect on the air throw doesn't play all the away and disappears until she touches the ground.
-She should have a hitspark every time she bounces the opponent when they turned into the Ball sprite like in the source game.
-The hitspark and guard spark of 2A should be slightly higher.
-The hitspark and guard spark of 2B should be slightly lower.
-The hitspark and guard spark positions of 66A and 66B should be reversed.
-The Basketcase Score helper on all versions of One Handed Jump Shot, Innocent Charm and Ice Age causes an expression truncated to integer debug error (It also causes a no parent for parentvarset debug error if it connects).
-The charged B version of One Handed Jump Shot doesn't have charge effect and is missing a swish sound.
-The B-Ball helper on EX One Handed Jump Shot causes has no target with hid id-1 debug flood.
-The Basketball helper on EX Fireworks causes expression truncated to integer debug flood.
-The Basketball and Basketcase helpers has shadows and reflections.
-Passing to Airi during Ice Age causes expression truncated to integer debug flood.
-Ice Age is supposed to replace Saki's Basketcase when passing to Airi and overlap her Basketcase, not play both at the same time (Causing double the damge from Saki and Airi's Basketcases).
-The large sliding dust on Japanese Fan Dance could be adjusted slightly lower as it's a tad off the floor.
-Uhhh……N-noooo! can't chip kill and is air unblockable.
-The super spark effect on Uhhh……N-noooo! is misaligned as it's placed on her head and not her waist.
-RO-KYU-BU! should have a grab sound when it successfully connects (That way you know when it does).
-The frost hoops on RO-KYU-BU! causes expression truncated to integer debug errors while the animation is going on.
-There is no white fade after the finish animation at the end of RO-KYU-BU! when the opponent falls to the ground (Making the transition jarring).
-The opponent in I Need Your Help Please! with Innocent Charm completely disappears on the last hit during the finish animation.
-It would look better if the Speakers of I Need Your Help Please! with Hatsune Miku doesn't overlap during the finish animation.
-The super spark on SHINY GIFT could be adjusted slightly lower.
-The warning message still flickers on the opposite side if P2 plays as her.
-The 9881 Warning Fade still has "triggerall = roundstate = 2" for both sides, which makes it disappear by a tick instead of fade properly.

Unfortunately, Infantry00 did not fix the debug errors that been plaguing some of the moves in case you used some of his code as he never updated her after Tatsuya. Even though I don't think you know how to fix them yourself, I just thought I mention it anyway in case the errors may cause sudden crashes after a couple of plays.

Edit: Too bad you already updated Shovel Knight already, but do you mind adding an underscore to his file name? Because the current one conflicts with Gêmeos dos Jogos's version as I can't have both in my roster without changing one or the other and would also be consistent with Galacta Knight. And might as well post updated feedback for Shovel Knight:
-ParadoxPunk's palettes are still being used for 9-12 (Mid117 already made plenty, so you might as well replace them and won't accidentally confuse with mine if they happen to both choose the alts).
-The treasure box's sprpriority on his taunt should be -2 (The item is now behind it as both sprpriority is -1).
-Sprite (203,3) still has a part on his back foot cut off.
-Shovel Drop should not be chained into each other and should make him bounce first before he can do it again.
-The large sliding dust on his 5AAAA could be slightly bigger.
-The air version of chargeable Charge Handle B uses a punch hit sound instead of a strong slash one (Also, I noticed it does less damage as the normal does 99 and charging it does 96. So it's actually weaker?)
-The swish sound and jewel sound effect should both play simultaneously on Trench Blade (I was wondering why the sound felt off to me as it wasn't for mine. I thought an extra sound effect was needed, but that wasn't the case).
-The animation on Hail the Troupple King! still disappears before it reaches the other side of the screen (I'm surprised you didn't notice this as the helper vanishes way too early upon contact).
-The position of the opponent during both versions of Treasure Opening should be adjusted:

For the normal version, the treasure chest is nowhere where the hitspark is and the opponent coming out of it. Either move the treasure chest closer to the hitspark or the opponent to the chest.

For the NOY version, the hitspark is misaligned as it's not the same position as the normal version and treasure chest is layered in front of the opponent and the strong ground shockwave when they hit the ground.
-The treasure chest on the NOY version of Treasure Opening is layered in front of the opponent and the strong ground shockwave.
-The 9881 Warning Fade still has "triggerall = roundstate = 2" for both sides, which makes it disappear by a tick instead of fade properly.

I've recently tested Noel's update and I found some problems with Flash Suppressor. It now causes expression truncated to integer debug flood due to the way the attack behavior was changed and the hitspark and guard spark is misaligned when it hits the opponent in the air. Even with recovery, the opponent can't instantly right away until they reach the ground first so it still becomes unblockable and can be spammed consecutively. Also, I just found out that the missing sliding dust on Assault Trough I pointed out previously is actually on the top left corner for some reason.
    

Re: (IKEMEN Only) Command Lists for OHMSBY-styled characters

 September 17, 2024, 01:47:58 pm View in topic context
 Posted by ZolidSone  in (IKEMEN Only) Command Lists for OHMSBY-styled characters (Started by dreadedpotato February 17, 2024, 07:00:26 am
 Board: Resource Releases

To be completely honest, I did look at the command list before updating him and noticed you forgot one more A icon on his standing A combo. Although it was fine since it worked in my favor as there were two reasons behind it's removal. I took the inspiration of Resentone's Yuzuriha to make it work that way. The 2nd reason is if 5AAAAA gets blocked, it would've made him completely vulnerable until the animation ends. That way, you won't accidentally press it again and leave him wide open for a counter attack from the opponent. However, it makes sense for 66A to be like that as it's a rush move and there would be more risk involved.

Gunvolt has been updated again with your updated movelist, but I won't announce it in my edits thread as I won't count as an official one.
    

Re: [ZolidSone's OHMSBY Edits Thread] Shovel Knight P2 & Gunvolt Update (09/16/2024)

 September 16, 2024, 03:45:59 pm View in topic context

Gunvolt and Shovel Knight P2 has been updated mostly to fix some recent overdue errors, added Ikemen Go movelists and compatibility with OHMSBY's Kiryu Coco. As for an update on my next 2 character edits, I have officially decided to announce that Herashi Nezayu is delayed indefinitely. This is due to me starting a full time job back in December of last year for 3 days each week, which gives me even less time to work on him and Angel Yuuki. His sprites require sprite editing and would take more time as I hoped for. I've also found out that his voice of the original private edit is Kyousuke Natsume from "Little Busters!". If I'm able to find voice rips from the visual novel, I will resume him in back in the future so I don't have to be stuck with limited resources. But fret not, I have come up with a replacement for him (See below).

Change Log:
Quote
Shovel Knight P2:
-Adjusted the layering of the treasure chest and item during his taunt.
-Fixed 2A's command where it can be chained consecutively resulting to an infinite.
-Fixed an error where the "Warning..." message flickering on the screen after character K.Oing an opponent.
-Added compatibility for OHMSBY's Kiryu Coco's "Next Meme!".
-Added Ikemen GO movelist courtesy of dreadedpotato.
-Added Tomoka Ball sprite courtesy of Mid117.

Gunvolt:
-5AAAAA is now changed to a 5AAAA Hit command normal where it has to connect successfully first and will perform the move automatically.
-Fixed 2A's command where it can be chained consecutively resulting to an infinite.
-Adjusted all throw animations where more than 1 frame had a red hitbox.
-Slight aesthetic adjustments to the NOY version of Volatic Thunder.
-Fixed an error where the "Warning..." message flickering on the screen after character K.Oing an opponent.
-Added compatibility for OHMSBY's Kiryu Coco's "Next Meme!".
-Added Ikemen GO movelist courtesy of dreadedpotato.


Star King Kirito and Angel Yuuki (EX variants of OHMSBY's Kirito and Ichida's Yuuki)

Unfortunately, this is all I can share for right now as I only started this after OHMSBY's recent updates before Coco. The lifebars are hidden because I have not found a good render for his big portrait to base his small portrait on. Already got two for the Awakening Cut In and Astral Heat, but I still need one more (Golden eyes recommended).
    

Re: Update: MvC:EoH Evil Ryu

 August 13, 2024, 05:47:23 am View in topic context
 Posted by ZolidSone  in Update: MvC:EoH Evil Ryu (Started by vyn August 04, 2024, 07:58:36 am
 Board: Projects

Nice to see DCL is contributing to this as I was a big fan of his old works back in the Winmugen days when he based his MvC-EoH characters off yours. However, I feel like the visuals felt downgraded from the original. The Shinkuu Hadouken lacks oomph as the hitsound feels to light on each hit and no beam spark upon impact. Also, the new default palette is simply just using Akuma's colors and uses the normal Ryu stance instead Akuma's one from the original MvC (Unless it's intentional if you're basing it off Street Fighter Alpha 3 MAX). There's also a delay when the super spark comes out as the sound can be heard before the effect appears. The removal of combo messages feels empty without them.

I really like the blend between MvC2 and CvS2 back then and I understand you want it changed to fit modern standards since the old version does feel kinda dated now, but I'm just not feeling this current one in my opinion. The only positives I can give is the super portrait animations as it's unique and gives off the X-Men vs Street Fighter vibes.
    

Re: Diana Cavendish released

 July 29, 2024, 07:47:11 pm View in topic context
 Posted by ZolidSone  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

Still found this error after the update. The whiff sound and voice on 5B, 2B and j.5B still plays separately and not at the same time. Also, I noticed the whiff sound and voice on 2B specifically plays after it hits the opponent and not when it connects.

Other than that, that should be all for her and the same goes with Akko.

I changed 2C into a slide because it makes for a more interesting normal, both visually and functionally. Akko's 5C and 2C were like this, I wanted Diana to have at least one. The sprites being shared with 66C isn't an issue to me.
I have a better suggestion. Why not have the current slide 2C as a 3C instead? That way if you still want to keep it as a slide, she can have both a normal trip and slide at the same time like Akko (Even though her 2C headbutts the opponent upward into the air, it still causes fall). It's just that Shim made those group 420 sprites already and kinda wasteful if they didn't get used in any shape or form.

I think the most I would add is some kind of dust effect.
Why not remove it completely when she's normal jumping? I think the dust effect goes well along with the super jump sound. Also, I don't think it should appear when she's air jumping since it doesn't when Akko tries to float. Plus it doesn't make sense for dust to appear airborne as her feet is already off the floor. The air dash on the other hand does as it's coming out of the broom.
    

Re: Diana Cavendish released

 July 25, 2024, 01:38:03 pm View in topic context
 Posted by ZolidSone  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

I can't believe I missed that one, lol.
Even though that frame was relatively quick, it's still kinda jarring as the tip of her hair is detached, the elbow of her right arm and 2 pixels of her left shoulder are missing. Hopefully Shim fixes it.

From what I checked, there was only one normal where the whiff sound and voice clip didn't play on the same frame, and it was 2A. It probably would've taken me way longer to find if you didn't bring this up though.
I just realized I made an error on one of the normals. It was the 2B, not the 2C where she slides with her broom. Yeah, the sound effects you used are from Melty Blood which aren't as loud. So I can see why didn't catch it that quickly.

Speaking about 2C, the actual 2C sprites that use group 420 are unused and the current 2C is the exact same as the 66C. I think they should be different as the current 2C looks better as a rush down command than a move that trips the opponent.

Adding PalFX to these moves feels unnecessary, imo. Maybe I will add some to Akko's fire based attacks for opponents who do not have a burned compatibility animation. I'll have to think about it.
You have a point. It's mostly when using 1.0, so you could see the opponent's small portrait react to those attacks. Although 1.1 on the other hand wouldn't matter since it's stuck on the default palette and palfx will not work even if the code was applied. But in way, it does feel unnecessary now that I think about it since the lifebars will be temporarily hidden during a EX special or super.

AfterImage is something I don't think I would add, but I will increase the high jump height.
Another method I can think of is to add an effect below their feet when they do it like in the MvC games. But it's not that high when jumping forward or backwards, that's why I compared it with PotS's characters since it's works somewhat similar and though of it that way so it doesn't look too identical to the normal one.
    

Re: Diana Cavendish released

 July 24, 2024, 06:39:18 pm View in topic context
 Posted by ZolidSone  in Diana Cavendish released (Started by Sir Ghostler July 23, 2024, 09:45:41 am
 Board: Your Releases, 1.0+

Since there are some problems with the forum, I didn't get around posting my feedback until now. But here it is finally and a little short this time around:
-Sprite (1,0) could use some fixing as there are some pixel errors with the dress.
-The swish sound on 5B, 2C and j.5B doesn't play simultaneously along with her grunt sounds.
-It would look nice if the opponent has palfx if they get hit by her ice attacks, Barrier and Luna Luna (The same could work with Akko with her Fire attacks, Sucy's smoke projectile and Shiny Arc).
-The Assist Select should be selected with the taunt button so you don't have to wait for the round 1 animation to appear and doesn't clutter the screen (And the Assist Ready sound effect plays once it's selected).

Now after comparing her with Akko, I noticed their super jump height when doing it upwards for both of them is exactly the same as the normal one. I think it should be slightly higher and add afterimages since it looks exactly the same as the normal jump aside from the sound effects. It should stay until they start falling to the ground or if Diana's Air Jump and Akko's Float.
    

Re: [OHMSBY Thread]: Everyone Updated (07/14/24)

 July 23, 2024, 08:22:21 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Kiryu Coco Released (09/15/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I think I have found an small error with Joker with the recent update. For some reason, his 5C's animation with Arsene doesn't come out all the way if you perform a move with him previously. For example, if you do 5AAAA, jC, his running throw, Eigaon, Tetrakarn when successful or Dream Needle, then do 5C right after, Arsene will disappear before he can perform the animation completely canceling it out. It literally happens with the 5C only, but it won't happen when it was done with any version of Lunge instead. So you can no longer do certain strings anymore.

Also, a very minor issue and discovered it just now. But there's a typo on Powered Ciel's name on the Movelist.png as it's spelled "Ceil". But you don't really have to fix that unless you plan to update the IKEMEN movelist along with it.
    

Re: Atsuko Kagari released

 July 18, 2024, 06:12:47 pm View in topic context
 Posted by ZolidSone  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

KFM has a few more optional animations, like 5101 for instance, so it's an honest mistake to make.
Really? After working with M.U.G.E.N for more than a decade, I had no idea. I took a look at every character I have in my roster and they always seems to have anim 5035. From your own characters to as old as CHOUJIN's DBZ characters and various ones from N64Mario. That's why the debug error would never trigger on them. So it's weird for this animation to be declared optional when a majority of characters have it already. So I wonder what makes this animation truly optional in the first place since this frame would be used if the character falls. If you have a clue since you worked on M.U.G.E.N way longer than I have, please let me know.

5101 on the other hand, you're right about that one as I don't see it very often after checking.
    

Re: Atsuko Kagari released

 July 17, 2024, 05:20:11 pm View in topic context
 Posted by ZolidSone  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

It's probably because Akko doesn't have anim 5035. Since it's an optional animation (which is why I chose not to add it), that error is technically an issue with OHMSBY's custom state. It should detect if the victim has that animation and switch them to a different one if they don't.
You can correct me and prove me wrong, but I don't think anim 5035 is optional as it's the "Stand/Air Hit Fall Transition" which is the animation when the character is falling down. Your Custom Gouken and Reuben Kee styled Shin Akuma also have this animation and it's on KFM by default. It's not just OHMSBY's custom state specifically, but others that may use it. If I keep forcing her in that custom state consistently, it will become debug flood and may cause M.U.G.E.N to eventually crash. So I don't believe it's something you should ignore.

It was me who was quiet about the character, lol. Shim was happy for me to reveal progress after he made that initial preview video, but I didn't really have any to show off as I was barely moving forward with the character. Only until a few-ish months ago did I have something substantial to display.
Oh I see. Shim came back 8 months ago on his WIP thread to announce Kairi and .GIFfany, but no mention about Diana. Didn't bother asking him about her as I didn't want to derail his thread. Since you probably didn't had much to show back then, he would've gave me that same answer.
    

Re: Atsuko Kagari released

 July 16, 2024, 05:16:20 pm View in topic context
 Posted by ZolidSone  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Thanks for mentioning the debug error with the ex special portrait, that will be fixed. I don't think I'll change the portrait and dust layering, but I still appreciate your thoughts on them.
That's fine, it was mostly a suggestion since the fightfx's dust is layered in front by default and usually is in the MvC series. Also, I seem to have found another debug error on her. She gets an in state 853: change to invalid action 5035 debug error if she gets put into a custom state that slams her to the ground without bouncing. I tried my Shovel Knight P2's air throw on her and it doesn't cause that for other characters outside OHMSBY's style, so I think Akko may be missing a required state.

Diana is ice based, yeah. Giving the two opposing elements was a detail I thought about all the way back when Akko was first being worked on. Complications on my end of development are why Diana has taken so long, but I'm hoping she can be released maybe this month. She really just needs some visual touch ups here and there and she's done. I recently made a demonstration video for her if you're interested in checking that out.
OHMSBY's Kirby already has the trigger to give him Ice since I requested him to add it in a long time ago, so it should work right away assuming her name goes into a first and last name basis like Akko. I had no idea it's been that long since Shim had been quiet about it for some time. Did took a look at the demonstration video and it's getting me hyped for Diana more than ever. The last time I tested Akko, I didn't have Chamber of Time. Now I got it on Steam playing it on my Steam Deck OLED. Look forward to her release.

Luckily I don't think I have anymore since most of the major issues I already pointed out a while back. If Diana shares some of the debug errors as Akko, hopefully those gets fixed too since she shares the same base.
    

Re: Atsuko Kagari released

 July 16, 2024, 12:25:02 pm View in topic context
 Posted by ZolidSone  in Atsuko Kagari released (Started by Sir Ghostler September 17, 2021, 12:20:57 am
 Board: Your Releases, 1.0+

Love the new portrait as it fits the entire screen now. However for some reason, it causes an in state 10510 expression truncated to integer debug error every time a ex special and super was used. That was not the case when the big portrait was previously recycled, so it shouldn't cause that debug error when it appears. Since it's much bigger now, I think it should be layered in front of her so it's closer to the Marvel Super Heroes vs Street Fighter aesthetic. Also, it would look better if the brown dust effects were layered in front of her too as they are behind her on all of her animations.

I hope this update means Diana Cavendish is much closer to release soon. Since Akko's attacks are mostly Fire based, I figured Diana's would be Ice once I saw Shim's preview video a year ago to fit the copy abilities for OHMSBY's Kirby.
    

Re: Gouki, Gouken, Ryu and Akira updated (15/07/2024)

 July 16, 2024, 07:25:19 am View in topic context
 Posted by ZolidSone  in Gouki, Gouken, Ryu and Akira updated (15/07/2024) (Started by KarmaCharmeleon June 30, 2024, 06:30:47 pm
 Board: Your Releases, 1.0+

Finally got around testing Gouki and have to say that he's pretty well done. I find it smart you called him by his Japanese name instead so it doesn't conflict with DeathScythe's version. Was originally planning to use Shin mode only, but the SF6's moveset was a nice surprise. Just like Iori, the additional modes makes the characters worth playing standalone.

Although, I find it odd that Gouki's special intro in Shin mode does not trigger with your Evil Ryu. Yet it works fine with Classic and EX Gouki, just not Shin mode for some reason and they do their regular intros instead. Also, since you have a compatibility patch with Gen, can you have one with Victorys' Evil Ryu too? DeathScythe and DW does, but it's one or the other and not both. So thought it would be easier to add yours along with theirs for convenience sake.
    

Re: [OHMSBY Thread]: Everyone Updated (07/14/24)

 July 16, 2024, 06:54:15 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Kiryu Coco Released (09/15/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

He's been updated. I have to manually change the last updated dates on the site, and I have accidentally skipped over Iori's date is all.
The date still shows up as 01/22/2024 for me. It's fine since I did quick test on him to make sure and the two system bugs are gone. However, I noticed the way you fixed one of the errors regarding the Ultra Burst while it's still active and it instantly goes to 0 the moment the Astral Heat was used instead of stopping temporary, then going to Overheat as it goes into that anyway. But if that works for you, then I have no objections as the major bug regarding the sound itself is already resolved and you probably don't want to go though everyone again.

Also, could you add Mid117's ball sprite for Ragna too? He made it for Tornillo's Centralfiction specifically, but he shares the same palette with him. You probably notice it when you saw his signature.
    

Re: [OHMSBY Thread]: Everyone Updated (07/14/24)

 July 15, 2024, 07:57:07 am View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Kiryu Coco Released (09/15/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I like to report that the 1.0 patch for Waddle Dee has not been updated. As his contains additional files while the others only have just the SFF, the two small bugs will come back if that patch was applied (You probably already know which ones I'm talking about as it's on the Helpers.cns). Dracula also has additional files too, but I don't know if it applies to him since Bosses don't have a Burst icon.
    

Re: [Tornillo Thread]: Zeta and Black Battler Released (8/7/2024)

 July 10, 2024, 02:10:01 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Dante Sparda Released (29/1/2025) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Fixed the transparencies on all helpers, as for the lag this may be a MUGEN 1.0 issue only, even with the 4GB ram patch the engine just suffers on B. Battler Black Truth helpers.
I genuinelly can't think of a solution other than using him on 1.1.
It's not just him, I'm getting those as well. That shouldn't be possible because the lag is also caused when the super ends and completely freezes the engine. So all the effects are gone the moment they hit the ground and causes a hard freeze for a couple of seconds. I'm also having the same issue with Yamaneko's distortion drives as well. This makes some of your characters completely unplayable and badly optimized.

As I mostly test OHMSBY's style characters on 1.0, I'm not going with that as the solution as it was built for that in mind. First of all, have you checked if those were caused by debug errors? If you can't think of one, you might have to ask Vinnie since you based your characters of his.

Edit: Update, I attempted Black Battler's Ultra Burst and for some reason it's causing the frame rate to drop drastically. He's using "BurstHUD10.cns" and it should not be doing that. Going to "Massacre" after NOY was reached also causes expression truncated to integer debug flood. Every character in the style can go into Ultra Burst, so how come the character specifically is lagging this bad? At this rate, I don't think I can test him any further and the same goes with Yamaneko. Sorry, I'm going to have to skip feedback for them temporary.
    

Re: [Tornillo Thread]: Izayoi Released (18/5/2024)

 June 25, 2024, 06:29:47 am View in topic context
 Posted by ZolidSone  in [Tornillo Thread]: Dante Sparda Released (29/1/2025) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Hey, it's been a while. I haven't posted in the thread for a while as I've been quite busy myself. But I'm glad stuff from my Shovel Knight helped you with yours. I have some free time right now so I'll test him first (The forum is having some problems, so I'll get to the others much later):
-The Run Stop animation needs to be sped up a little bit (There's too many frames on it and leaves him wide open).
-The random item during the taunt is layered in front of the opponent if they perform a dodge close to it (I realized this later on mine and probably need to lower sprpriority for the treasure box and item by another -1).
-The hitspark and guard spark of 5C is misaligned when used very close to the opponent.
-There is still a normal shockwave leftover during 5BB.
-If you look carefully in detail, his sprites on his 5BB cuts off a little bit on his back foot (I had to fix this manually a while back so I wouldn't be surprised if you didn't notice it).
-His air dash speed should be slightly nerfed (His armor looks bulky which would make him slower, I dropped the speed on mine by 1).
-If you try any of the moves that wall bounces, then an air throw right after, it may not hit and can cause the opponent to get stuck (It's because the snap on the air throw will grab wherever the opponent's position is in if it connects).
-The air throw could use a different animation (I personally use the one that you used for air Charge Handle since it's not a move used in source).
-The strong swish sound plays twice on the air version of Charge Handle.
-The aura during his Ultra Burst and when he reached NOY is not properly sized to his new scaling.
-The super spark during his Distortion Drives are misaligned when he uses them.
-I feel like the 5AAAA, 66A, running throw and Dead Angle Attack animation is overused (I think it's best for the Dead Angle Attack for me, but you probably should use different ones for variation).
-The hitspark and guard spark on 66A is slightly misaligned.
-The Dead Angle Attack uses a strong slash sound instead of a punch one (I suggest you to change it to mine as I notice the amount of frames in the animation is slower and the opponent has a chance of blocking it).
-Performing Trench Blade really close to the opponent will make most of his projectile miss completely.
-The hitspark and guard spark of Hail the Troupple King! is misaligned when it hits the opponent in the air.
-The NOY sound doesn't play when the air version of War Horn was used when Not Over Yet is active.
-The animation on Hail the Troupple King! disappears before it reaches the other side of the screen.
-The Burst icon depletes before he touches the ground and returns to his standing animation on the NOY version of Treasure Opening.
-There is no strong ground shockwave when the opponent hits the ground from the NOY version of Treasure Opening.
-A suggestion, but you should shuffle the layering with the characters in Showdown (But in the end, leave Shovel Knight behind the opponent and Black Knight in the front so it looks like it pierced the opponent from both sides).
-The last hit of Showdown could use a vignette effect at the end.

Back when I tested Resentone's latest characters for him, I also discovered an error where Negative Penalty Warning message will start to flicker when the match has reached a Time Out. I also think you should replace all the palettes ParadoxPunk made from Mid117 instead of just one of them. You're not using all of them like I am and Mid117 made more than enough so you'll don't have to use the source palettes anymore.
    

Re: [Resentone Thread]: 3 Characters Released (23/06/2024)

 June 25, 2024, 05:00:44 am View in topic context
 Posted by ZolidSone  in [Resentone Thread]: 3 Characters Released (23/06/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

I can make it bigger, but ZolidSone who points out most aesthetic errors for this style never point out/say that this is a problem.
Personally, I do not. I always though this was a personal design choice and I won't point it out unless it looks broken. But in a way, it does look too similar to the size of Aura Storm. I looked at the SFF again and noticed the same beam effect that Gardevoir has is present as group 6214 not being used. Although, I believe it might look way too identical to her Fairy Tempest so it should be scaled down size wise if you plan to recycle it. So it's entirely up to you if you think it looks better.