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SolidZone 26


Messages by SolidZone 26


Re: You are Banned!

 April 07, 2020, 04:36:46 AM View in topic context
 Posted by SolidZone 26  in You are Banned! (Started by Mushypepito123 March 03, 2020, 10:52:12 AM
 Board: All That's Left

You're banned for failing to mention that the character on the avatar isn't made by him.

Re: Gunvolt released 2.4

 April 06, 2020, 11:34:54 PM View in topic context
 Posted by SolidZone 26  in Gunvolt released 2.4 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

I had not realized that I do not usually play a lot of mugen I only program
thanks I was wrong I put the effect to the normal running animation xD but it was fine
I've been testing a lot of OHMSBY's characters as of late, so that was something he recently added when I asked him about it.

Actually, you're not wrong putting that effect to the running animation. As a matter of fact, do leave that in. If I remember in the Azure Striker Gunvolt games, he leaves a trail on each step of his run. That's a very welcome aesthetic to have, so definitely keep that. Like OHMSBY's Quote, it's as close to their original source game than Blade Strangers.

Re: Gunvolt released 2.4

 April 06, 2020, 09:37:12 AM View in topic context
 Posted by SolidZone 26  in Gunvolt released 2.4 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

To add to M and M's feedback, I got some as well:
-The counter message doesn't appear when all 3 Shots, Dragonsphere, Crashbolt, Lightning and Spark Calibur hits the opponent in the middle of their attack.
-The running grab animation still doesn't have the dust effect (Which is meant to differentiate the forward throw to the normal one since they both use the same animation). To fix that, add this state in [Statedef 820] over the [State 800, 1] HitDef:

[State 6061, Effect]
type = Explod
trigger1 = !time
anim = 6005
scale = .5,.5
postype = p1
facing = 1
pos = -15,0
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
bindtime = 1

I choose -15,0 for the pos, but you're more than welcome to adjust it as you see fit.

Re: You are Banned!

 April 06, 2020, 08:23:05 AM View in topic context
 Posted by SolidZone 26  in You are Banned! (Started by Mushypepito123 March 03, 2020, 10:52:12 AM
 Board: All That's Left

You're banned for calling me childish two weeks ago.

Re: Yuuki Terumi v1.06

 April 05, 2020, 02:11:09 PM View in topic context
 Posted by SolidZone 26  in Yuuki Terumi v1.061 (Started by OHMSBY January 09, 2019, 10:15:48 PM
 Board: Your Releases, 1.0+

While I was playing Terumi, I actually found something on this update:

-Snakebite can sometimes go through the floor when hit by Snakebite (This might be the same issue with Akatsuki and Yang I pointed out earlier).

And two minor aesthetics I missed as my eyes for detail weren't as sharp back then:
-The strong ground shockwave on Snakebite and Serpent's Cursed Sting when the opponent hits the ground is behind the opponent instead of front of them.
-There are two strong ground shockwaves instead of one when the opponent hits the ground during Dungeon of Serpents.

Re: Gunvolt released 2.3

 April 05, 2020, 08:42:04 AM View in topic context
 Posted by SolidZone 26  in Gunvolt released 2.4 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

The update still hasn't fixed the bug where his Shots can't tag opponents, so Lightning can't do extra damage to them after they get up on the ground. Also, there's no sliding dust on the forward run animation (Which OHMSBY's recently added on his characters starting after Yumi).

Re: Iron Tager v1.03

 April 04, 2020, 05:10:47 AM View in topic context
 Posted by SolidZone 26  in Iron Tager v1.031 (Started by OHMSBY November 10, 2019, 04:06:57 PM
 Board: Your Releases, 1.0+

I got some feedback regarding this update:
This happens on the A Atomic Collider:

There's a misaligned normal shockwave underneath the correctly placed one. There's also a strong ground shockwave sound effect playing instead of a normal one, which the B version didn't have.

-The last hit of the B command normals (Sledgehammer) played two normal shockwaves and sound at the same time when the opponent touches the ground as it felt both louder and whiter than normal.
-There's a strong shockwave sound effect instead of a normal one when the opponent hits the wall during Wedge Catapult and Spark Bolt (I've been ignoring this one for a while. But after seeing more characters released from you, it's now starting to feel off as their attacks used normal ones when the opponent bounces the wall).
-Jumping HA (Crimson Punisher) plays both a normal and strong shockwave when the opponent hits the ground and a strong shockwave sound effect when Tager lands on the opponent (I seen your other characters use the (400,8) sound effect only when they hit the ground, not the opponent themselves).
-Mostly a personal preference, but Magna Tech Wheel would look better if the shockwaves were reversed (A strong one when the opponent bounces and a normal one when they hit the ground).

Re: Ultimate Falcon Released (4/1/20)

 April 03, 2020, 11:10:03 AM View in topic context
 Posted by SolidZone 26  in Ultimate Falcon Released (4/1/20) (Started by Kamekaze April 01, 2020, 07:33:14 PM
 Board: Your Releases, 1.0+

-Hes never had one and was not meant to.
Oops, I actually meant the sound effect for the landing and the Raptor Acceleration, not an effect for landing itself as there was never one to begin with. I just realized that just now when I read my own feedback, but since Raptor Acceleration is not supposed to have a sound, I'm guessing it's not meant too either.

Since it's a custom style, it's hard to know for certain what aesthetics are you going for unless I ask personally. Same goes with Nep Heart when I asked him about his Generation 2 style why there's a landing effect for both the jump and the land.

Re: Ultimate Falcon Released (4/1/20)

 April 02, 2020, 12:01:32 AM View in topic context
 Posted by SolidZone 26  in Ultimate Falcon Released (4/1/20) (Started by Kamekaze April 01, 2020, 07:33:14 PM
 Board: Your Releases, 1.0+

-He doesn't have a landing effect when he touches the ground on both air Falcon Punch and Falcon Kick.
-He doesn't have a dash sound on the startup of Raptor Acceleration and no landing effect right after he touched the ground on the last hit.
-The hitspark on his Eject Stomp is sightly misaligned.
-The normal shockwave plays after he touches the ground right after a successful hit from a charged Falcon Elbow Thrust.
-Raptor Acceleration has no guard spark if blocked.
-For some reason if Raptor Acceleration was blocked, the opponent gets pushed forward or Captain Falcon gets pulled back if the opponent is close to the side of the stage (The opponent can still move normally if they don't sit still, but Captain Falcon will constantly get pulled if he doesn't).

That's all for now.

Re: Kyosuke Kagami

 March 30, 2020, 01:23:22 PM View in topic context
 Posted by SolidZone 26  in Kyosuke Kagami (Started by DW March 27, 2020, 06:31:08 PM
 Board: Your Releases, older Mugen

An air combo is an air combo, I don't know why you're talking out your ass. CvS2 is a game that didn't have a single uniform way it tackled their characters. Morrigan for example could do basic chain combos on the ground like in VSAV, Kyosuke was given air combos like in PJ, Haoh got his Heavy Slash, etc. Air "juggle" is an arbitrary term you're using, that doesn't even fit, to describe MVC style combos that don't even exist in this character.

DivineWolf's style isn't Jmorphman's either. They don't have to play like the other characters in your "POTs style roster" which I guarantee you don't follow all the same rules either. The source game itself didn't follow the rule set you've imposed upon yourself. Kyosuke had air combos. Its literally how he played in source. Stop being such an entitled prick.
And I'm saying that's not an "air" combo. Yes I'll agree it's still a combo, but not an air one. All fighting games have different ways of using combos and Kyosuke uses a unique kind of one that's not part of the own game's mechanics (That's like saying Ryu in MvC plays the same in CvS2). That's not how it works in CvS2 as all characters in the game are balanced to play fairly against each other. If that character has a specific mechanic that no other character has, it would be unbalanced and people would prioritize that character than the others. If one character has air combos, then all should have them.

The only difference is MAX mode instead of Custom Combo, that's it. Everything else is similar to PotS with effects and mechanics. Just because that's how he's plays in the source doesn't make anything else you say is true. That's just poor assumption on your part. Well excuse me for criticizing, I am only giving feedback like I usually do and you're acting hostile in front of me.

Froz's chars don't even have a buffering system. I've changed the timings on the buffer based on Vans' Chizuru and Rugal. What I did earlier was far too restrictive and a lot of the time, moves wouldn't come out. I've already updated most of my chars with this, and will soon be done with them all. It's not a bug, and I'm not going to go back and forth with you. You can believe w/e you like.
Froz was someone I just choose at random. Then what about Cruz, ReddBrink and Victorys as they're closer to yours? It's supposed to be like that and I had no problem with them previously. None of their characters has ever allowed you to carry over their commands in the air into their ground versions, so the restriction makes sense. I don't think CvS2 allows you do that. If that was the case, I would have saw it in all PotS style characters and I wouldn't have said anything about it. So it's not a bug, but an "exploit" and you intend put this exploit into all your characters. You might as well just change everything at this point as it's no longer faithful. Put those CvS2 hit sounds and that blue power charge effect back, I don't even care anymore.

The "sigh" is in direct response to you assuming I gave him air combos because it's "my own thing". Umezono just explained this to you. I'm not going any further.
Because it is your own thing. You're not adding the landing effects that's suppose to be in certain areas, fixing the two normal shockwaves playing claiming it's a M.U.G.E.N limitation and are planning to put an exploit into them. Those characters are finished, hence the individual updates for each character throughout 2019. If you're doing another one, was all those updates from last year all for naught?

Re: Akatsuki

 March 29, 2020, 06:50:05 AM View in topic context
 Posted by SolidZone 26  in Akatsuki v1.01 (Started by OHMSBY March 28, 2020, 09:51:02 PM
 Board: Your Releases, 1.0+

Great work as always, OHMSBY. Nothing major to report on my end.

Very hyped for Susano'o next.

Re: Kyosuke Kagami

 March 29, 2020, 06:36:51 AM View in topic context
 Posted by SolidZone 26  in Kyosuke Kagami (Started by DW March 27, 2020, 06:31:08 PM
 Board: Your Releases, older Mugen

There are not in a custom state. That's mugen doing that twice for some reason, because of the no ground bounce. It is what it is. I'm not going to make a custom state, just for that.
And I'm saying it CAN be fixed. Don't believe me? Ask OHMSBY. I've been helping him on his works and had similar issues such as this.

If you don't want to fix the simple aesthetics because it's you're own style, just say so. I'm just pointing it out because that's how I do my feedback and you're making a big deal over it.

Bruh... He can't do his air super/specials close to the ground while in the air. There's a height restriction. You doing close to the ground, will have it work during his land state, which he can do. I don't see how this is an issue. Why would you be trying to do it close to the ground anyway? It's not, it's restricted as it should be.
Because the buffering should stop the super from happening. Froz's Wolverine for example can't do the command for Berserker Barrage unless he's on the ground completely because it's a ground only move. The command doesn't carry over if he does it in the air and it performs right away once he touches the ground. Your Kyosuke can do any of supers whether it's in the air or not once they land on the ground, removing all signs of restriction.

As a matter of fact, why don't you try your OWN characters like Tia for example? Her Rapid Change is a ground move and only be performed on the ground. So why does Kyosuke's Super Cross Cutter does the super right when he touches the ground if the command was done in the air? This is a bug, don't bother denying this.

Kyosuke had air combos in source. Best you should understand how the game works before making such assumptions.

Ok, then try doing "air combos" with not just Kyosuke, but all the characters in CvS2 as well. If you want to use M.U.G.E.N, you're only allowed to use Jmorphman's characters or anyone without Infinite's style in it.

I was talking about air juggling. That's just spamming the same super three times and stringing it with chain combos in the end, not a real air combo like MvC games has. You must constantly keep juggling them.

All I can do is sigh...
And you will stop being so persistent for once? I'm just trying to help.

Re: DJMouF Goku & Vegeta 1.0

 March 28, 2020, 03:08:31 AM View in topic context
 Posted by SolidZone 26  in DJMouF Goku & Vegeta 1.0 (Started by DJMouF February 20, 2020, 01:00:35 PM
 Board: Your Releases, 1.0+


Re: Kyosuke Kagami

 March 28, 2020, 02:58:18 AM View in topic context
 Posted by SolidZone 26  in Kyosuke Kagami (Started by DW March 27, 2020, 06:31:08 PM
 Board: Your Releases, older Mugen

-It's not suppose to. For both accounts. That's why he has a close s.MK.(I know you mean MK, not MP)
-That's more of a mugen thing. They're not suppose to bounce when hit with it.
-That's because Kyosuke can cancel out of it and perform air combos.

No they're fine. Their strength is based on it's ease of use and functionality. I do this with all my chars. Thanks for the feedback.
-Whoops. Yeah, I meant MK and just realized I mistyped it. This is more of a aesthetic thing, but I do remember Athena didn't have a sound effect when she touches the ground from her standing HK, so remove that instead of adding the effect itself? (As for the hitbox, I guess that must be accurate to CvS2 if it's not suppose to hit opponents with smaller hitboxes).
-That's why I was wondering if it's possible to put the opponent on a new custom state specially so only one normal shockwave appears. The opponent is already on the floor both times so there's no need for it to play two normal shockwaves from the fightfx, hence why I asked if it bounces or not.
-I see, ok then.

Well, alright. I mostly pair your characters with PotS style ones, so air combos is uncommon since CvS2 don't usually use those kind of mechanics. Must be your own thing.

I just remembered you intentionally leave the landing effect off on certain parts as I mentioned it before, but I point that out again because Jmorphman's characters for example have it for parts where both of their feet leave the ground for standing attacks. If it's just one of their feet, then it's not needed. For me, that habit carries over for all PotS characters including yours as well.

Edit: I seem to found an issue with the commands on the supers. When I tried to use Super Shadow Cut Kick in the air when he's very close to the ground but still in the air, he performs the ground version instead right after touching it. That goes with all of the supers as well. This is somewhat of an issue as there's a slight bit of delay and cause the opponent to already block once the move is executed.

Re: Kyosuke Kagami

 March 28, 2020, 01:40:17 AM View in topic context
 Posted by SolidZone 26  in Kyosuke Kagami (Started by DW March 27, 2020, 06:31:08 PM
 Board: Your Releases, older Mugen

Here's my feedback on him:
-Standing MP has no landing effect even though the landing sound effect is there (It also can't hit certain opponents due to it's hitbox).
-The normal Shadow Break has two normal shockwaves when the opponent touches the ground after a successful hit (He doesn't bounce, just hits the ground flat and two shockwaves appear instead of one).
-The damage for MAX Super Lightning Upper seems really low (Super Cross Cutter does the same amount of damage as this move).

That's all for now. In fact, I think all of his damage on his supers is very inconsistent. I think you might want to adjust them.

Re: MUGEN Video thread

 March 27, 2020, 04:25:15 AM View in topic context
 Posted by SolidZone 26  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion


Re: Nep MUGEN Thread: Eri Hasumi released, all other characters updated

 March 23, 2020, 11:34:28 AM View in topic context
 Posted by SolidZone 26  in  Nep MUGEN Thread: Eri Hasumi released, all other characters updated  (Started by Nep Heart July 22, 2019, 05:05:51 AM
 Board: Your Releases, 1.0+

Just tested Eri. But for some reason, an old bug presented itself once again:
-The hitsparks and guard sparks appears half a second late during Feather Roll and the 1st and last hits of Stinger Spike when it connects.

Since I mentioned that too, the hitspark on the last hit of Stinger Spike should also be large just like Stinger Raid since it uses the same hit sound as well. You might want to take a look at that.

Re: SvC-ish Omega Zero (new update)

 March 22, 2020, 11:10:43 PM View in topic context
 Posted by SolidZone 26  in SvC-ish Omega Zero (new update) (Started by Synck March 18, 2020, 04:58:50 PM
 Board: Edits & Addons 1.0+

How's that possible? Did you edit it with notepad or fighter factory? It works for me by using notepad, man it's that simple. In fighter factory you need to go to cns menu and find ozero.def there to edit it cuz if you do it in character definition menu it won't do a thing (fighter factory bullshit). So just simply edit it in notepad it will work.
Maybe that's why it didn't work as I used Fighter Factory Studio to edit the setting. I test the character though it before saving, so the modifications would appear for testing purposes. I guess it didn't show up as the code was on the def instead of it's own cns file. This time I saved, reloaded the character and the aura showed up again. Everything's all good now.

Re: Ruby Rose v1.12 + Yang Xiao Long v1.2

 March 22, 2020, 04:23:00 AM View in topic context
 Posted by SolidZone 26  in Ruby Rose v1.12 + Yang Xiao Long v1.21 (Started by OHMSBY August 30, 2018, 08:15:21 PM
 Board: Your Releases, 1.0+

A minor aesthetic, but Yang and Azrael are still missing the dash dust on their running grab animations.

As of now, the only ones left that don't have it should be Mai, Terumi, Robo-Weiss, Kirby, Kuroko, Es, Kokonoe, Tager and Samus. No other issues to report.

Re: SvC-ish Omega Zero (new update)

 March 22, 2020, 03:17:43 AM View in topic context
 Posted by SolidZone 26  in SvC-ish Omega Zero (new update) (Started by Synck March 18, 2020, 04:58:50 PM
 Board: Edits & Addons 1.0+

You're very entitled aren't you ?
Synck can do whatever he wants with the char its HIS creation that HE spent time on making and it was HIM that shared it with YOU !
Also how this affect you by any means ? the aura is still in the original release ?  IF YOU LIKE THAT AURA SO MUCH USE MARIO'S VERSION !
Stop throwing hissy fits or add it back in yourself if you care that much.
Ok? Ask me this, where did I ever said that? I asked why was it changed, not demanded to be changed back. I was talking about the update itself, not the entire character as a whole as it's still great aside from that only issue. I never said the character sucks, you made that claim yourself and worded it to say that I did.

Either way, it doesn't matter now as Synck confirmed the code wasn't removed. I'll do that once you stop trying to scramble my words around.

This is a ridiculous demand to be grasping pearls about. Learn perspective and respect. you are the disgrace to be talking to people like that.
Where I didn't even insult anyone? I was talking about the update regarding that issue only, not the author, editor or the other improvements/bug fixes. You're making a claim I never said.

It's in ozero.def.

Scroll to bottom in notepad and then scroll up a little and you'll see this code:
; Aura Shadow
[State -3, Helper]
type = null ;<= change this to helper
triggerall = Alive
triggerall = NumHelper(9999) = 0
triggerall = RoundState > 0
triggerall = RoundState < 3
trigger1 = StateNo != 190
trigger1 = StateNo != 191
helpertype = normal
name = "Aura Shadow"
pausemovetime = 100000000
supermovetime = 100000000
id = 9999
pos = 0,0
postype = p1
stateno = 9999
keyctrl = 0
ownpal = 1
so basically change null to helper.
I tried that myself, but the aura still not appearing. The code is there, but changing it to helper doesn't do anything. Is there anything else that needs to be changed?

I'll try to ignore Solidzone's childish Demands and focus on testing this char.
And I'll try to ignore your false accusations and stick on topic.