Posted by Resentone
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+
Board: Your Releases, 1.0+
trigger1 = time = 0instead of
trigger1 = 1or
trigger1 = time
- She has no mediums. Dancing Edge seems like it should be a special or the C buttonI'm just following how OHSMBY/BBTAG did with their characters.
- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.
- "I'mma beat the crap out of you" is completely invincibleThis is intended. just like my rentaro or vinnie's/ichida tatsuya super. you can only hit her if she whiff.
- She can rapid cancel out of her throw jump followup even though she can also act freelyIntended as it works this way.
- 5C startup is movetype I (I see this a lot)I'm using OHMSBY code for this as it's universal move for characters that does not have a standing overhead. So it's intended.
- Dashing throw misses against crouching KFMThis is intended. The hitbox on the running grab only cover the sprites arm.
- Tactical Leap recovery frames can still be cancelled into the follow-upsThis is intended as source works this way.
- Bullet Rain would be better if it kept her jumping direction I thinkAgain, This is intended as source works this way.
- 22C has the same statetype bugBoth 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
- Does EX Quickscope really need that hitbox? I mean if it were many times smaller it'd still be hugeJust like the vid I showed you last night, it's a fullscreen attack in source.
- State 3050 also has the statetype thing but very brieflyI can't see this bug happening in mugen, as I've set the statetype to air the moment she jumped.
- You could probably easily tile the stairs from the helicopter to make them reach the top of the screenIt's exactly like this in source.
- Her KO scream is too quiet/shortShe only have this KO voiceclip in source. and I already made her sounds louder when making her.
(same like bullet,the 2 special intro voiceline idk where fromBullet voiceline is from the story "scene11b57_mai_11_0171_0.wav" as for Tao I'm not sure.
the voiceline i put it randomly so thats does not sound weird,cuz i can't find the where the original eng group 192,1 voiceline come from)the intro voicelines overlapping is something that's very common with sound patches as the voiceactor deliver the lines differently (even if you put different lines). I don't really want to change this personally as OHMSBY never really did.
(the animation may delay if possible can you fix his intro delay time?)
-Everyone has recieved an update.
Everyone:
- Fixed the Vestigial bug on the default mugen common1 that makes certain tight juggles harder or, impossible to do.
- Fixed misc errors.
Rentaro:
- Icon change for Terminal Horizon.
- Changed Exceed Accel move into "Initiator's Ability: Bunny Hop".
Yukina:
- Added a second intro.
- Changed Exceed Accel move into "4th Primogenitor: Familiar Summoning".
Arcueid:
- Adjusted 2A Hitbox.
Gardevoir:
- Adjusted 66B Targetstate.
- Added Coco Kiryu's custom state support.
Gengar:
- Added Coco Kiryu's custom state support.
Phonon:
- Fixed debug error on her jC.
Ushiwakamaru:
- Added an intro against Yuzuriha.
Shiki:
- Added an intro against Yuzuriha.
EXA Assist have palette support:Spoiler, click to toggle visibilty
Known Issue:
- Botan sprites indexing are bugged. Some palettes may look odd on select sprites.
As I heard, this Tails was commissioned by someone. You may not be against the sprites used, but you would be completely against the person who commissioned it in the first place. I don't think they would like that if it was changed because of your request. Plus changing the sprites would completely alter the whole character completely as his movelist might not be the same anymore. Just my two cents.
I simply respect the decision of the person who requested it, even though it is not necessarily a good one.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.
22/10/2023
- Fixed Both Energy Beam distortion drives having massive hitbox.
- Fixed 5A infinite.
EDIT: Oh, and, a bit of a complaint... why can't Tails' airplane super be used in the air?I know that it sounded kinda silly not having it usable in the air but, he already have 3 distortion already. 4 is kinda overkill. but I'll think about it
5AA is an infinite into itself because 5AA is +16 on hit.Should be fixed now
About Tails, There is a sprite made by MugenHunter, I am not against you using sprites from Sonic Advances and Sonic Battles (In fact those sprites are my favorites) but I think it could have been better to use one that matches one from a fighting game like those from MugenHunter.I was too deep making Tails to change the sprites to a better one, as the one I'm using have a pretty bad indexing problem. Maybe I'll remake it one day but not now.
Changes:
21/10/2023
-Updated the Planned Characters section.
-Yukina, Ciel, Ushiwakamaru, Gengar, and Gardevoir has received an updated.
Specific changes:
Yukina:
- 5C velocity changed instead of using Type Lumina characters.
Ciel:
- Tuned AI behaviour when opponent is blocking
Ushiwakamaru:
- Added an intro against Tails.
Gengar:
- Changed the DP into a new move called Nightshade using custom sprites thanks to J64.
Gardevoir:
- Mega Gardevoir sprites' Torso are now color separated, thanks to ZolidSone.
Also the removetime of the 811 animation for both sides should be 66 instead of 51 as it starts to disappear early once the ignorehitpause has been changed to 1.Actually the removetime is 62 now because if it's 66 there'll be overlapped shadow under her spear.
It looked fine in the video when you recorded it, but on my end I then realized it was misaligned when used in a 640 x 480 ratio on 1.0. Now it looks good.I wanted to use ohms screen ratio because of this reason alone, but I couldn't just ditch the Lumina Lifebar despite being unfinished
-The strong ground shockwave on the NOY version of Resonant Thunder still continues playing instead of staying frozen during the finish animation.I headass removed the wrong supermovetime, it's fixed now
-The 3965 Magic Circle Big effect during Strike the Blood isn't aligned on Scheewaltzer during the 3905 Cut In.I changed the code, it's a little scuffed but it works. the previous one use gamewidth but it didnt work out.
-On the 2nd frame of her Turn animation, Schneewalzer is completely absent from her hands (On that brief frame, there's a twirl animation that is missing).I missed this somehow despite the twirl animation being in the files.
-For some reason, Schneewalzer on the forward/backwards throws when she places it down on the ground doesn't stay in place when she hits the opponent (It doesn't shake with the envshake from the hit or may push forward from the cornerpush).If it stayed in place, Yukina will grab into nothing and the spear will teleport to her hand when the animation ended. As for the envshake, I'm not sure because it did shake for me. Either way I changed the explod code.
-All of Arrow Strike's Follow Ups can be charged.I intentionally made them unchargeable, maybe I'll change it. but not now.
-Arrow Strike's C Follow Up should position her higher as it's exactly the same as the B version.This is an oversight on my part as the C button was reading the B statedef instead of C.
Since it's based on II Sys:Celus, he'll probably still able to do these as well along with the addition of the new moves. I have a decent idea, but I'll know much more when the sequel is out.I heard that from the tester that played the game early, most of routes from uniclr can be done in sys celes. but we'll see