
Board: Your Releases, 1.0+
Here's a video: https://streamable.com/166fx8
I tested Suisei on Stupa's Training. They can recover right out of the anti-air version of SPACE for Virtual GHOST. The cinematic still happens, but they won't receive any damage.Fixed, I removed "trigger1 = !gethitvar(isbound)" on hit state, so they not recover anymore during on stupa's training mode
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.
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.
Ohh... I didn't mention that, when I'm was in arcade mode or survival it possibly crash for some reason, but thanks I'll gonna fix these debug errors.
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.
Never thought you would make your own Tatsuya too. I have some feedback after doing a quick test on him:
-His default palette on the def is not set to 1 (It will be palette 4 when testing).
-Impact Break and Hayabusa EX from a successful hit doesn't have a landing effect when he touches the ground.
-The super background on Sonic End and Cadenza doesn't appear if used twice consecutively (The first one misses while the second successfully hits).
I'm not too familiar with the style, so that's all I can find for now.
Just a hypothetical question, but will Tomoka Minato be updated to play like this style? Right now, her gameplay and aesthetics don't match Tatsuya or SpongeBob's. It actually would be nice to have both versions as the original is more closer to Dengeki Bunko, while the can be inspired by UNIB and Blazblue like them. I also never got around testing Spongebob either and don't want to necrobump his topic, but his super portrait on Emit Large Tomato Sauce is misaligned.