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Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)

 January 25, 2023, 02:42:51 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I seem to have found a few bugs on Samus after she was updated (I redownloaded her again to make sure and she is indeed bugged):
-For some reason, the command on her standing dodge is causing a changed to invalid state 160 debug error (Performing it while crouching will make her go into a Negative Penalty loop unless she moves).
-There is no grab sound effect when the opponent is caught by EX Grapple Beam (Grabbing them while they are attacking will make a hit sound instead).
-The effect on EX Grapple Beam Effect doesn't appear when the opponent is being thrown to the wall.
-The hitspark of 5AAAA is misaligned when it hits the opponent in the air.
-The explosion effect on 5B and her running throw could use a little envshake when it hits like 5AAAA does.

As the debug errors, I still seem to get them. Waldstein for example is still forcing the opponent's aura to go into state 3055 with his Werfen Erschlagen if he catches them while glowing. It will only not happen if they don't have that state in their AIR already. Did you simply just add "triggerall = !NumExplod(5999)" on their Astral Ready state on -2-3.cns or there is more than just that? And these other errors were missed who still have the debug errors in case you forgot or I posted later and you may have missed it:

Saya:
-The flesh effect on Aberrant Mighty Arm continues playing instead of staying frozen during the finish animation.

Merkava:
-The vignette effect on I, Frolic stays frozen instead of continue playing during the finish animation.

Edit: Since you haven't responded yet, I realized these errors still remain and a few bugs:

Ruby:
-The pedals on Pedal Burst continues playing instead of staying frozen during the finish animation.
-The vignette effect on Pedal Burst, Pedal Dance and Rose Rush still stays frozen instead of continue playing during the finish animation.

Yumi:
-66B can wall bounce the opponent to the opposite direction when they jumped over them.

Charlotte:
-If you use Kasekuchen again right after the first one was blocked and the candy helpers are still present during the distortion bg and it's successfully connects, it will not trigger the 2nd hit and cause the opponent not to able to get up for a few seconds (The cake will disappear upon contact).
-The strong ground shockwave in Kasekuchen is still layered behind the cake when it hits the ground.

Homura:
-The vignette effect on Falcon and Charge! stays frozen instead of continue playing during the finish animation.

Shana:
-The vignette effect on Guren no Souoku still stays frozen instead of continue playing during the finish animation.

I realized there are still some characters with vignettes that blends with the finish animation if they still remain paused.
    

Re: (An EXPLODsive Geese Update) Rowen's PotS Edits

 January 19, 2023, 12:24:51 AM View in topic context
 Posted by ZolidSone  in (An EXPLODsive Geese Update) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Thanks for the feedback, but the Multi-Colored Hitsparks aren't a necessity, IAH. It's just an extra sprinkle I tend to add to my edits. I'm likely gonna patch them in next time I update him, though.
I see. It was just something I always see you add if the character originally doesn't have them, so I just roll with it. It's great to see you improve the pre-2022 versions further while PotS prioritize post-2022 onwards. Hopefully Cammy and E. Honda will get that treatment in the future too as they could use the EXPLODsive Buffering as well (Even though I've been playing the style for years, I still have no idea how that works).
    

Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)

 January 18, 2023, 08:47:23 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Who was the opponent when you tested this out? because it seems like they might be missing this line of code in -2-3.def
When I find an error on your characters that's shared on everyone and have to look at all of them again, I usually test them in release order (EX variants not included as they would be tested alongside the original for easier comparison). Since it was Waldstein and he's your 10th character, the opponent would've been your 9th, which is Wagner. This was what happened when Waldstein used Werfen Erschlagen on her right when her astral heat indicator aura appeared (May also happen on the NOY aura if quick enough):

I know it's hard to see the debug error with my custom edited lifebars, but it says:
"936 : Warning: Player Erika Wagner's Helper's Helper (133) in state 9883: changed to invalid action 3055"

It has to catch them right when the aura appeared (Same goes with the other debug errors I mentioned on everyone else but had different invalid action numbers). Otherwise the debug error will not occur. I checked that line of code and is there in the -2-3.cns. By the time that screenshot was made, this was prior before you fixed everyone and haven't started redownloading yet. Just wanted to show you first before I do.

Edit: Judging by my testing after downloading the fixes, it seems that it affects those who do not have those custom states upon contact and keeps affecting their helper's helper. So aside from Waldstein, here are those that are still affected:
-Tager's Genesic Emerald Tager Buster and Charged Lighting Alpha (I also forgot to mention previously that Charged Lighting is a typo on the movelist.png).
-Saya's Feast of Flesh and Aberrant Mighty Arm (I also forgot to mention previously on her Aberrant Mighty Arm that the flesh effect continues playing instead of staying frozen during the finish animation).
-Jin's Touga Hyojin and Hiyoku Getsumei
-Thief's Sniping Tempest
-King K. Rool's Spine Kruncher
-Merkava's I, Frolic (I also forgot to mention that previously the vignette effect stays frozen instead of continue playing during the finish animation).

However, I tried Tager's Genesic Emerald Tager Buster on Saya and showed one of her tentacles for 1 tick of the aura and the debug error didn't occur, then I tried it on Kokonoe and the debug error still appeared with her standing sprite. So in the end, I'm beginning to think it's a bug because of the aura itself and not the move. It's a good mechanic to know when the astral heat is ready, but I hate to see it removed because of debug errors. Hopefully you'll figure something out and still be able to keep it instead of using a different alternative.

Actually I think it's possible to keep the aura as I remembered I had this same issue happened once with Ichida's Kanji on his The Man Series: Brofist and was performed on Resentone's Shizuo:

It was something I found at random when I was testing their characters. Now it doesn't do that anymore and I tried it on your characters as well as the aura disappears the moment he grabs them.
    

Re: [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023)

 January 17, 2023, 11:46:35 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Got a few more after testing as I found some debug errors and a clarification for one:

Enigma Hyde:
-The large sliding dust on both normal and EX versions of Vacant Shift - Dive is layered behind the swish (Originally it was just the normal version that was still behind it just by a few pixels, now both of them are again. My bad for not being clear enough).

Phonon:
-Binding Beatitude causes the opponent to get an in state 9883: changed to invalid action 3090 debug error when it catches the opponent right when their aura for their astral heat indicator starts glowing.

Shizuo:
-[Statedef 190] on the Shizuo_common.cns are causing changed to invalid action state 192/193/194 (from state 190) debug errors.

I'm guessing you forgot to remove that code as he'll get those errors if he tries to interact with those characters as those are originally for OHMSBY's Kuroko.
    

Re: [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023)

 January 17, 2023, 07:10:07 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

I was going to wait until OHMSBY releases Powered Ciel so they can be updated to be compatible with her Calvaria Galgalim: Guillotine along with it, but since you already updated Arcueid and I found issues with their Dead Angle Attacks, so might as well just post it and get it out of the way:
Rentaro:
-His Dead Angle Attack uses a light slash sound instead of a strong slash one (It also gains meter when it hits the opponent).

Shiki:
-His Dead Angle Attack uses a hit sound instead of a strong slash one (It also gains meter when it hits the opponent).
-The vignette effect on Flash Sheath - Singular Night stays frozen instead of continue playing during the finish animation.

Red Arcueid:
-Her Dead Angle Attack uses a hit sound instead of a strong slash one (It also gains meter when it hits the opponent).
-Alte Nagel Sauseln doesn't KO on the last hit when it successfully connects.
-I made a small fix to her small portrait:

I realized I left a pixel out on her hair on the bottom left corner.

Saber:
-Her Dead Angle Attack gains meter when it hits the opponent.
-Elfin Dance A has no sliding dust sound effect when she moves backwards (I redownloaded the Pre EXA version to check and didn't realize it was removed. I would've completely forgotten about that had you not kept it for archival purposes).
-If Avalon was successful and connects right when the opponent's aura for their astral heat indicator starts glowing, it causes them to get an in state 9883: changed to invalid action 3058 debug error.
-The vignette effect on The Sword of Promised Victory, Avalon and Starlight Dissection stays frozen instead of continue playing during the finish animation.

Hisui:
-Their Dead Angle Attack gains meter when it hits the opponent.
-The vignette effect on Happy Birthday! and Mind Your Manners! stays frozen instead of continue playing during the finish animation.

Arcueid:
-The hit sounds on her 5A and 5AA are reversed.
-Her Dead Angle Attack has no swish effect like 5AA (It also gains meter when it hits the opponent).

Enigma Hyde:
-His Dead Angle Attack gains meter when it hits the opponent.
-The large sliding dust on the normal versions of Vacant Shift - Dive is layered in front of the swish (I forgot this and only mentioned the EX version previously).
-The effects on Raging Roar don't stay frozen during the finish animation (Only the cloudy dust on the non-NOY version is and also don't fade away regardless if they KO the opponent or not).

Phonon:
-Their Dead Angle Attack gains meter when it hits the opponent.
-The effects and the whip Binding Beatitude doesn't stay frozen during the finish animation.

Mash:
-Their Dead Angle Attack gains meter when it hits the opponent.
-The vignette effect on EX:Punishment, EX:Buster and Buster Shock stays frozen instead of continue playing during the finish animation.

Byakuya:
-His Dead Angle Attack uses a hit sound instead of a strong slash one (It also gains meter when it hits the opponent, doesn't have the swishes and the other half of the Spider Arms like 5AA does).
-The vignette effect on Thrilling Hunt stays frozen instead of continue playing during the finish animation.

Shizuo:
-The hitspark of his Dead Angle Attack is misaligned as it's not the same position as 2B (It also gains meter when it hits the opponent and has a small amount of cornerpush).
-The vignette effect on Got It! Die!!! stays frozen instead of continue playing during the finish animation.

Nanaya:
-His Dead Angle Attack uses a hit sound instead of a strong slash one (It also gains meter when it hits the opponent).
-The vignette effect on One Mile - Four Ways stays frozen instead of continue playing during the finish animation.

For those with the vignette effects, I couldn't tell previously as it blended in with the finish BG. I personally don't think they should as they aren't part of the character's effects associated with the Distortion Drives and Exceed Accels. And since you'll update everyone again for their cinematic sequences, feel free to add these along with them.
    

Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)

 January 17, 2023, 04:01:30 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

So while I checking the Dead Angle Attacks on Ichida and Resentone's characters, I decided to check yours and noticed these characters gain a small amount of meter if they successfully hit the opponent and won't be empty after 2 consecutive uses (Also more added if there is something else wrong with it):
-Ruby
-Mika
-Gordeau
-Azrael (It also doesn't use the same hit sound as 5AAA)
-Terumi
-Wagner
-Waldstein
-Robo Weiss
-Misaka
-Kuroko
-Es
-Samus
-Kokonoe
-Tager
-Yu/Shadow Yu
-Yumi
-Adachi
-Quote (It also doesn't use the same hit sound as 66A)
-Akatsuki
-Susano'o (It also doesn't use the same hit sound as 5AAAA with envshake)
-Blitztank
-Saya
-Heart
-Issac
-Iori
-Taiga/Maid Taiga
-Faust
-Shantae
-Nanase (It also doesn't use the same hit sound as 5AA, but I think it would sound better with a strong slash one instead)
-Yukiko
-Jin
-Bisclavret
-Charlotte
-Hyde
-Thief Arthur
-Lambda-11
-Mitsuru
-Meta Knight
-Carmine
-Homura (I also noticed the swish is delayed and plays after it hits the opponent)
-Piranha Plant
-Ky
-Lina
-King Dedede
-Hilda
-Shana
-King K. Rool
-Kohaku
-Pistrix
-Pyra
-Merkava
-Aoko
-Dead Apostle Noel
-Bowser
-Kirito
-Akame
-Byleth
-Sol

Although it would end up using it all if they use a distortion drive or two force breaks. Just a little bit of inconsistency since it would've used slightly more meter and gives some characters a slight advantage as they can use their force breaks quicker if used consecutively twice. I made sure if it's the Dead Angle hit itself was the one that gained it and not from blocking the opponent's hit. So Yang, Ragna and Vlov are the only ones that safe from this. Since some of them will be updated to work with Powered Ciel's Calvaria Galgalim: Guillotine, you're more than welcome to wait until then to fix it.

Edit: I got some more feedback on certain characters:

Ruby:
-The vignette effect on Pedal Burst, Pedal Dance and Rose Rush stays frozen instead of continue playing during the finish animation.

Waldstein:
-Werfen Erschlagen causes the opponent to get an in state 9883: changed to invalid action 3055 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Tager:
-Genesic Emerald Tager Buster causes the opponent to get an in state 9883: changed to invalid action 3056 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.
-Charged Lighting Alpha causes the opponent to get an in state 9883: changed to invalid action 851 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Yu/Shadow Yu:
-The radius effects on Cross Slash and when Izanagi hits the ground playing instead of staying frozen during the finish animation.
-The radius effects on Shadow Yu's Ziodyne continues playing instead of staying frozen during the finish animation (For normal Yu's Ziodyne as it works differently, it temporary stops making them and continues after the superpause ends).

Yumi:
-The fans she's twirling on Secret Ninja Art: Black Ice continues playing instead of staying frozen during the finish animation.

Adachi:
-Atom Smasher continues hitting the opponent and the effects don't stay frozen during the finish animation.
-The radius effects on Demonic Cross Slash when Magatsu Izanagi hits the ground continues playing instead of staying frozen during the finish animation.

Akatsuki:
-The effects on Thunderbolt continues playing instead of staying frozen during the finish animation.

Susano'o:
-The swish effect on the last hit of Execution of the Heretic is layered in front of the vignette effect.

Saya:
-Feast of Flesh causes the opponent to get an in state 9883: changed to invalid action 3001 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing (The flesh explosion is also layered in front of the vignette effect).
-Aberrant Mighty Arm causes the opponent to get an in state 9883: changed to invalid action 3058 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Heart:
-The effects on Iron Fist Punch of Love, Amazing Heartful Punch and Amazing Special Kick continues playing instead of staying frozen during the finish animation.

Nanase:
-The hit sound when Waltz in the Tempest successfully connects should be a strong slash one (The vignette effect on the last hit also has no envshake).

Jin:
-Touga Hyojin causes the opponent to get an in state 9883: changed to invalid action 5051 debug error when it hits the opponent right when their aura for their astral heat indicator starts glowing.
-Hiyoku Getsumei causes the opponent to get an in state 9883: changed to invalid action 5145 debug error when it catches the opponent right when their aura for their astral heat indicator starts glowing.

Hyde:
-The black radius effect on Dark Lotus Anthesis continues playing instead of staying frozen during the finish animation.

Thief:
-Sniping Tempest causes the opponent to get an in state 9883: changed to invalid action 5501 debug error when it catches the opponent right when their aura for their astral heat indicator starts glowing.

Meta Knight:
-The swish effect on Galaxia Darkness continues playing instead of staying frozen during the finish animation.

Homura:
-The swish effects on Charge! continues playing instead of staying frozen during the finish animation.

Piranha Plant:
-The vignette effect on Rapid Chomp stays frozen instead of continue playing during the finish animation.

Hilda:
-The portal effect on Submersion continues playing instead of staying frozen during the finish animation.

Shana:
-The vignette effect on Guren no Souoku stays frozen instead of continue playing during the finish animation.
-The flames on Guren no Souoku continues playing instead of staying frozen during the finish animation.

King K. Rool:
-Spine Kruncher causes the opponent to get an in state 9883: changed to invalid action 1405 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.
-The electric effects on The Shocking Konclusion continues playing instead of staying frozen during the finish animation.

Kohaku:
-The vignette effect on Chinese Kohaku Cuffing stays frozen instead of continue playing during the finish animation.

Pyra:
-The vignette effect on Purifying Flame and Flare Smash stays frozen instead of continue playing during the finish animation.

Vlov:
-The vignette effect on Burya Lev stays frozen instead of continue playing during the finish animation.

Merkava:
-I, Frolic causes the opponent to get an in state 9883: changed to invalid action 852 debug error when it grabs the opponent right when their aura for their astral heat indicator starts glowing.

Aoko:
-Severe Break Slider should KO the opponent on the third beam instead of the very first hit as it can't chip kill and the 3rd beam will miss once it hits at 1 HP.

Dead Apostle Noel:
-The vignette effect on Pest Control Expert Paranodahlia and the NOY version of Mystic Eyes of Rozay-en stays frozen instead of continue playing during the finish animation (The effects on it looks like it's also layered in front of it and continues playing as well).
-The radius effect on Deafening Echo and Mystic Eyes of Rozay-en continues playing instead of staying frozen during the finish animation.

Bowser:
-The vignette effect on Flying Slam stays frozen instead of continue playing during the finish animation (The explosion effect is also layered in front of it and continues playing as well).

Akame:
-The vignette effect on One-Cut Killer and Murasame Cutter stays frozen instead of continue playing during the finish animation.

Byleth:
-The vignette effect on Dead Eye and Amyr stays frozen instead of continue playing during the finish animation.
    

Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)

 January 12, 2023, 02:05:02 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Got some feedback on Ky and Sol:
Ky:
-The hitspark and guard spark of jC is misaligned when it hits the opponent on the ground.
-The forward/backwards throw doesn't have a landing sound effect when he touches the ground.
-The Radius effects on both versions of Stun Edge is on the same position whether it hits the opponent on the ground or air and isn't aligned where the hitspark and guard spark is placed.
-The Radius effects when he hits the opponent during Shock State is layered behind him.
-Lightning Javelin is still a typo in the movelist.png (But if you haven't fixed the typo before, I'm guessing you lost the original psd file).

Sol:
-His Respect is missing his taunt hitbox.
-His Run Stop animation could use some adjustments as his feet aren't on the ground.
    

Re: K' Dash (OHMSBY Style) [6/1/2023]

 January 07, 2023, 11:47:52 AM View in topic context
 Posted by ZolidSone  in K' Dash (OHMSBY Style) [6/1/2023] (Started by TornilloOxidado January 07, 2023, 12:52:31 AM
 Board: Your Releases, 1.0+

Feedback:
-He is missing required sprite 5032,50.
-BurstHUD.cns is missing for those using 1.1.
-The Burst Icon Flash will flash red instead of blue if you defeat the opponent without using Ultra Burst or resetting the round while in NOY.
-His small portrait is messed up on certain palettes as some of the colors on it are not shared with the sprites.
-The air dash effects on his forward/backwards air dashes aren't aligned with his sprites.
-5B can hit the opponent from a distance due to the long red hitbox and will not chain with 5BB.
-5B, 5BB, jB, Ein Trigger: Second Shell and the first hit of Hyper Chain Drive uses slash sounds instead of hit sounds.
-The swish sounds for jB and forward/backwards throws plays after it hits the opponent.
-The opponent's get hit on the forward/backwards seems pretty far when they grab them.
-The running throw can grab the opponent during lie down state.
-There is no swish sound for 5AAAA, 66B, the last kick on EX Crow Bite and every swish on Glasses Chain Drive.
-He doesn't have a 2B for some reason.
-The 66A feels janky as it's takes a few frames to hit (Giving the opponent enough time to block).
-The hitspark and guard spark of 5AAA, 5AAAA, jA, jB, running throw are misaligned.
-The counter message doesn't appear when the opponent is hit while attacking by Ein Trigger or any of it's follow ups.
-Crow Bite doesn't need large sliding dust on the startup because it's his reversal and that the EX version doesn't have it.
-The hitspark and guard spark on the first hit of Crow Bite is misaligned when it hits the opponent in the air.
-Minute Spike doesn't a jump sound when he leaps and large sliding dust on the startup.
-For some reason, the hit on Minute Spike when it successfully connects has envshake.
-Blackout does the same amount of damage when it hits while the opponent is attacking.
-Narrow Spike doesn't have sliding dust and sound when he skids the ground.
-EX Crow Bite gain meter on each hit, does 3 additional kicks on the kick and can be spammed repetitively until he reaches the wall and finally get pushed away by the increased cornerpush, which can resort to an infinite.
-Heat Drive doesn't have the old air dash effect on the startup and sliding dust at the end of the animation.
-Rapid canceling anytime during the 2nd hit on onwards of Glasses Chain Drive uses 1000 and blinks white instead of 500 and blue.
-The last hit of Glasses Chain Drive has no hit sound and gains a small amount of meter.
-All flame effects do not have proper transparency.
-The 3902 effect is not scaled properly on Hyper Chain Drive.
-Not every hit on the flames during Hyper Chain Drive has a hitspark.
-The astral heat BG on Hyper Chain Drive continues playing after the white BG has disappeared (Mostly noticeable on Training).
-The aura when he glows during NOY isn't aligned with his sprites.
-The aura during Ultra Burst is the same shape and doesn't shrink no matter how much damage has been taken.
-Since he's a KOF character, it would be nice if he had the Short Hop from OHMSBY's Iori since that's a KOF mechanic.

Hopefully this helps.
    

Re: [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023)

 January 04, 2023, 01:25:10 PM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Found a sound bug on Saber during the recent small update:
-The sound effect used on the startup of EX Elfin Dance plays again 6 times when she stands up after touching the ground.

And some feedback on Shizuo after some in-depth testing:
-The "5.Kagura.png" in his Palettes folder is upscaled (This preview is the only one that isn't 823 x 907. If this was just one sprite of the standing, I would let it pass. But you used full blown palette templates for each color as it would slightly increase the file size by a little bit).
-The hitspark and guard spark of 5C and jB is misaligned when it hits the opponent in the air.
-During the opponent's get hit animation on the forward/backwards throw, they get move slightly upward on the 2nd hit before hitting the ground making it look like he headbutted their feet (I'm assuming there is a duplicate Snap on the hitdef causing it).
-Depending on where the opponent's position when Come On! successfully connects, the 1st hitspark will end up getting misaligned because it's placed where they were originally was instead of being close to him.
-EX You Can't Run! should deal slightly more chip damage when blocked as it deals the same amount as a normal one.
-The Vending Machine, Trash Can and Car Door in Pissing Me Off! are layered behind the opponent before they get thrown.
-The Barrier in Got It!! Die!!! is layered behind the opponent when they are being grabbed.
-I noticed the first two hits of Time To Die!!! are in random locations instead of fixed positions and sometimes misaligned (I can understand the 4th to 21th hits be and the constant headbutts after that are fixed).

I also have a suggestion for the two hitsparks with the vignette effect in Time To Die!!! on the 38th and 45th hits, how about upscaling and making them larger? I think it would add a little more oomph to it.
    

Re: (Geese for Christmas) Rowen's PotS Edits

 January 03, 2023, 10:24:16 AM View in topic context
 Posted by ZolidSone  in (An EXPLODsive Geese Update) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

So I finally got around checking out Geese and I have some very small feedback on him:
-He doesn't have Multi Colored hitsparks.
-He doesn't do his special intro with your edit of Froz's M.Bison/Vega.
-On Toraya, the opponent get briefly layered in front while they are being slammed to the ground.
-The hitspark and guard spark when the CvS2 Reppuken FX hits the opponent is misaligned (The placement is still based on the old FX's position along with the Counter message).

I don't have much because the original was already great aesthetic wise. So it's just mostly regarding the new changes. Since you're known as "HyperClawManiac", I actually remembered you made an Nightmare Geese edit of the same character a long time ago as I found him on my PotS roster. So I'm guessing Phase 2 will be implementing those to the new one but more balanced.
    

Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)

 December 30, 2022, 02:36:01 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Fixed.
Just checked and it seems that issue also affected his Sidewinder as well. Since it's just one thing on him, I also got some loose end errors I missed on others as well:

Issac:
-The explosion on Bomb Set and the bobby/troll bombs of the D6 are still misaligned when it hits the opponent in the air.

Dedede:
-The hitspark and guard spark on the first hit of Super and Double Dedede Jump is misaligned when it hits the opponent in the air.
-The normal ground shockwave on Double Dedede Jump is layered in front of him and the opponent.

Shadow Yu:
-The hitspark and guard spark of jAA is not the same position as jA (I just realized they used a different statedef and only the one before it was aligned).

That's because he's in Overheat status when Ultra Burst expires without landing the Exceed Accel, which removes devil mode. He will be able to go into devil mode this way after the Overheat status expires.
That explains it. Those debug errors before it was fixed must have really messed with my brain.
    

Re: [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22)

 December 26, 2022, 11:08:17 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Sol Badguy + Shadow Yu released (12/26/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

For the last month of the year, I decided to post some quality of life feedback as I realized some specials and force breaks doesn't deal any chip damage. Here are the ones that don't (Plus unrelated if any and also a major debug flood for one of them):

Ruby:
-Guillotine
-The physical hit of Sy-Pod Shot when she slams Crescent Rose into the ground.
-The hit of Buzzsaw Blast when she slams Crescent Rose into the ground.

Mai:
-The first hit of normal and EX versions of Suzuran before she hits the ground.
-Both Himeyuri and Suzuran: Dipper.

Wagner:
-The follow up hits of Kugel Blitz.
-The last hit of EX Kugel Blitz.
-Both normal and EX versions of Sturm Schlag.

Robo Weiss:
-Laserstrahl

Kirby:
-Rising Break (Fighter)
-Ice Sprinkle (Ice)
-Hammer Nail and Giant Swing (Hammer)
-Mirror Cut and Reflect Force (Mirror)
-Spear Thrust (The strong wall bounce effect on Spear when hitting the opponent at the tip is also latterally inverted and is slightly farther away from the opponent).
-All Yo-yo attacks.

Although despite they all use the S attribute flag and still deal chip damage, I do think some of them should not chip kill as certain ones act like a command normal. Mostly those that just does a single hit.

And an update to his copy abilities mostly to cover the recent DLC characters of MultiVersus, Nickelodeon All-Star Brawl, Them's Fightin' Herds and of course Melty Blood: Type Lumina (Also decided to add the rest of the missing UMvC3 characters that aren't mugenized yet from my knowledge):
Spoiler, click to toggle visibilty

Kokonoe:
-Broken Bunker Assault V2.21 (Although I don't think this should chip kill because the B version puts the opponent into a custom state).

Quote:
-The first hit of King's Revenge (I remember this chip kill before, but this time make it so it's not lethal).

Susano'o:
-Megalith
-Towering Flame
-Blade of Judgement

Issac:
-Tear Shot and Upward Tear Shot doesn't deal chip damage (Even though Yukiko and Charlotte throws a projectile with 5B, the movelist.png doesn't specifically say they are specials unlike his).
-1 and 2 of the D6 and the dice itself doesn't deal chip damage.
-The hitspark and guard spark of Bomb Set and 5 on the D6 is misaligned when it hits the opponent in the air.
-Deal with the Devil causes expression truncated to integer debug errors if used while in Ultra Burst.
-Using Deal with the Devil while in NOY causes the expression truncated to integer debug errors.
-After Ultra Burst expires, using Deal with the Devil will not go into Devil Mode.
-Using Deal with the Devil while in NOY during Ultra Burst continiously without stopping will create a new Ultra Burst icon, allowing him to Ultra Burst again after the first expires.

Jin:
-The last hit of both normal and EX versions of Hirensou.

Bisclavret:
-The hitspark and guard spark of Angry Earth and Home Run Swing is misaligned when it hits the opponent in the air.

Charlotte:
-The hitspark and guard spark of Springerle is misaligned when it hits the opponent in the air.

Lambda-11:
-4A is using a meduim hit sound instead of a slash one.
-Exiga Nail could use large sliding dust when she leaps backwards.
-The hitspark and guard spark of Cultus is misaligned when it hits the opponent in the air.

Ky:
-The 2nd hit of Stun Dipper.
-Both normal and EX versions of Greed Sever (Can't neither do chip damage on normal or Shock State and the hitspark and guard spark is misaligned when it hits the opponent in the air).
-Lightning Javelin (Also a typo on the movelist.png).

King Dedede:
-Both Super and Double Dedede Jump.

Shana:
-Both normal and EX versions of Guren no Odachi.

Merkava:
-I, Soar Through The Sky

Sol:
-The last hit of Grand Viper.
-Sidewinder

I actually forgot these move during testing. But might as well wait since I have feedback for the others and decided to post that along with it. Had some of these typed up for Byleth's release but the forum was down for a while and I was sick during the end of November, so it kind of slipped.
    

Re: [Ichida Thread]: 5 DBFC Characters Quick Update (12/14/2022)

 December 16, 2022, 12:13:01 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Blake Belladonna Released (01/19/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

After testing Miyuki again, it seems I missed that normal Gungnir is also affected where the hitsparks and guards are misaligned when the projectile hits the opponent in the air. I always kept having the physical attack hit the opponent before the projectile, that's why it was hard to tell. However, normal Freezing Zone is fine since it's doesn't have one before it.

Alright, Hiryu's YScale now will be 1.07 and his XScale will still remain 0.833. Honestly speaking, I wasn't familiar with the ratio in the first place since my main focus were still the hi-res characters until PotS brought it on the table. Nevertheless I had no intention to mess the scale up so might as well keep him consistent with other authors' works despite the fact that I'm not gonna pick them very often to work on.
I shall do the same as well and will be for all things MvC. Never realized myself that MvC2 has slightly different scaling since I never seen anyone from the IMT boards use it. They either kept it 1 for both or just have the xscale at 0.833 only. As for the new sprites that appeared in CvS, the x and y scales can remain at 1 for both. I guess Sennou-Room's DBFC characters are considered "CvS" scale. Which is why they look smaller than OHMSBY's, but matches the same height as PotS.

I don't think it's possible for me to do at this point. Although ZolidSone offered me to use Moon Girard's sprites for Hiryu but I refused to do so as I wanted to keep the Cypher swishes with him.
It also would've been the time I helped made the small portrait since it used a different palette.
    

Re: [Ichida Thread]: Strider Hiryu Released (12/12/2022)

 December 15, 2022, 03:24:53 PM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Blake Belladonna Released (01/19/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

Scratch that, I actually got some more on Miyuki as I discovered a few things. Just her only:
-The hitspark and guard sparks of EX Freezing Zone and EX Gungnir is misaligned when the projectile hits the opponent in the air.
-Cocytus is unblockable when it hits the opponent in the air (Don't remember if this was intentional).
-The guard spark of Inferno is misaligned when it connects in the air.

Just to clarify that a bit, I didn't mean it like people were just incompetent back then. What happened was that, back when 320x240 was the most common resolution (or the only one? I forget), resizing characters used to just flat out look bad, so people just used the stretched sprites. Then I suppose a chain reaction happened and because X character had stretchy sprites, Y character was also released like that, and so on.
It wasn't until Warusaki released a few dozen resized CvS2 characters that it gained traction, I think. It was rare to see corrected aspect ratio before then.
I know what you mean and I probably would have made the same mistake too. I was also using this video later on to determine the scaling:


One thing to keep in mind is that some emulators will correct aspect ratio by making the window smaller, and others by making it bigger. You have to make that comparison with a screenshot the same size as Mugen.
I had the window size on the emulator set 4x while my M.U.G.E.N's GameWidth and GameHeight was set to 1280 x 960 when I made the screenshot. Should still be 640 x 480, but doubled and upscaled.

You might notice that he's a bit taller (7% give or take). To be precise in Mugen this scale would be X=320/384 and Y=240/224. Since size is an issue here I was suggesting Ichida to use this aspect ratio.
If Ichida still wants to change that, I'll leave that to him. Plus it also helps me since I actually considered wanting to make CPS2 characters in OHMSBY's style as well. That way, I can use that proper size and should be the same for all.

My characters use the "CvS" scale. In that game Capcom had to mix the new sprites (Ryu, etc) with the old stretchy ones (Cammy, etc) so they went easier on the resizing and only did it to the X scale. I use that scale arbitrarily because most characters don't look so good when you make them taller. Strider actually looks OK, I think (maybe because Capcom had already nailed the sprite style by the time they did MvC1).
When it comes to the old stretchy sprites, it's hard to see the difference between CvS, MvC or SFA that were recycled when those characters appear in both games. I've been looking at other various authors like Infinite, Cyanide and DCL since I know they made a couple of MvC characters for 1.0. I do feel like he's way too stretched had it been left on 1 for both. That why I thought it was best to play it safe and keep it consistent with their CPS2 characters of that same size.
    

Re: [Ichida Thread]: 5 DBFC Characters Quick Update (12/14/2022)

 December 14, 2022, 06:39:31 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Blake Belladonna Released (01/19/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

I checked out everyone's forward air dash effect and it seems that Tatsuya and Selvaria in particular are still misaligned. I decided to check them before the scale change just to make sure if they were before. As it turns out, it always has been misaligned and the scale change just made it much more noticeable. That's why the air dash particles can sometimes appear underneath it due to their tall size. The back forward air dash should be fine after checking again. And Selvaria's dodge dust on her forward dodge is higher than her backwards one.

For Kimono Asuna, the only hitspark and guard spark that is still farther away when it connects is her 2C and Miyuki's 2C could also be higher when it hits the opponent in the air as I noticed how large the hitbox is. Other than that, that should be it for all 5 of them.

PXZ2 cut-ins are cool, but I'd prefer keeping Akira consistent with other DBFC characters.
Yeah, figured as much. And since him and Selvaria are both guests characters by Sega in DBFC, wouldn't make sense if the other doesn't have one either.
    

Re: [Ichida Thread]: 5 DBFC Characters Quick Update (12/14/2022)

 December 14, 2022, 05:18:47 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Blake Belladonna Released (01/19/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

I failed to notice the size as well because OHMSBY hasn't got back to DBFC again until Shana. Because now their scaling has been changed, there's a chance that their hitsparks and effect placements will now be now misaligned. I only did a quick test on them and this is what I found:

Everyone:
-Their forward air dash effect are misaligned (They feel slightly higher now and probably the same goes with the backwards version).

Kimono Asuna:
-Her hitsparks and guard sparks on her command normals seems to be farther than they were originally supposed to be.

Akira:
-His dodge dusts when dodging forward/backwards are slightly lower.
-The guard spark when Hougeki Unshin Soukoshou is blocked is not the same position as 5BB or when it successfully connects.

Also, I have a suggestion for Akira as well. Since he's in PXZ2, would it be nice if you can give him in Astral Cut In from that game like you did with Hiryu or just keep it the way it is so it's consistent with the other DBFC characters? I noticed the links Little Fox: Tres Truenos provided and noticed he has one from that game (Sadly Selvaria doesn't have one though). If not and rather stick with the latter, that's totally fine.
    

Re: [Ichida Thread]: Strider Hiryu Released (12/12/2022)

 December 14, 2022, 01:54:19 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Blake Belladonna Released (01/19/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

I had a feeling most of those were conscious decisions. If his size is an issue maybe you could give him the fully corrected aspect ratio (240/224 for the Y scale).
About that. When I tested your characters, I thought the xscale was supposed to be 1 since you changed it on certain CPS2 characters on your 2022 updates. You admitted that you and other creators collectively messed up the aspect ratio and left both x and y scales to 1 back in Winmugen days. Turns out you were right and any CPS2 characters made have to be set in that xscale. Here is a comparison of him in the source game and by another author:

The left is him in MvC using Fightcade set in the "correct aspect ratio" while the right is DW's version using 0.833 xscale. This is the same one you use on Sakura, Guy, Nash, Karin, E. Honda and Cammy. So isn't yours supposed to be the fully corrected aspect ratio as well? Your yscale is still 1 on them, so why does Ichida need to change it if that was correct in the first place? You can't make it bigger as it would stretch the sprites. Also, the characters are meant to be played on 4:3 aspect ratio in mind. You can still use them in 16:9, but it will block certain aesthetics such as the Astral Heat text. I believe MvC2 releases on PS3/Xbox 360 keep it that size even on widescreen.
    

Re: [Ichida Thread]: Weiss Schnee Released (11/30/2022)

 December 01, 2022, 02:38:28 PM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Blake Belladonna Released (01/19/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

I found two errors on Weiss that I noticed on P2 side and a very minor one:
-The dodge dust on her forward dodge is not aligned and is slightly lower.
-For some reason, the invalid message doesn't appear on P2 side if she as P2 performs combos where the opponent would've been able to recover.

I also found out that the latter bug applies to Kouma as well (It seems only those two are affected). Since you'll have to fix that on him, I decided to do some small fixes to the small portrait as well as I noticed some off-placed pixels:


you do know thanksgiving already happened way back
That's why he said "belated" for a reason. Plus the forum was down during for the entire Thanksgiving week, so he wouldn't have be able to say it here that day.
    

Re: [Resentone Thread]: Mash Kyrielight & Byakuya Released - 8 Updated (31/10/2022)

 November 13, 2022, 08:34:05 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Some more on Mash after testing again:
-The infinite with 5AAA then Quick Assault A without the follow up is still possible (And yes, I have Training's recovery mode on):

The invalid message doesn't appear as the opponent can't recover during any version of Quick Assault.
-The normal version of Buster Shock shouldn't have the air dash effect as it doesn't have the air dash sound like the NOY version does (The reason why as it helps differentiate from both versions).
-The air dash effect on NOY Buster Shock is not the same size as EX:Punishment.

Um, I realized Byakuya and Phonon's Burst Sprite palettes doesn't correlate with their typical color like all other effect sprites do.  Like, Byakuya's is Red instead of the usual Purple like all the other sprites and Phonon's is the same except not the typical Mint Green-ish color.  Idk if that's intended or not. 
No it's not. Engima Hyde was like that too before, but I failed to notice it on them. Engima's was much easier to tell because his was white.
    

Re: [Resentone Thread]: Mash Kyrielight & Byakuya Released - 8 Updated (31/10/2022)

 November 12, 2022, 01:37:06 PM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Nanaya & Shizuo Released - All Updated (03/01/2023) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Since Mash was updated, I got some feedback on her:
-This is relatively minor, but the Kaede image preview in the Palettes folder is bigger than the others (Any reason why this one is more upscaled? The same goes for Byakuya's MadetheHairGreen palette in his too).
-The Appear animation when she gets her shield is choppy during her special intros with Hisui and Saber (It just disappears by a tick and doesn't transition smoothly like the Vanish animation during her normal intros).
-The hitspark and guard spark of 5C is misaligned when it hits the opponent in the air.
-The amount of frames to go to her standing animation in Quick Assault without the follow-up is much faster than 5AAAA (It also has no recovery, so using that instead of her actual 5AAAA after 5AAA can result to an infinite if repeated).
-Art Strike is unblockable in the air and still has increased cornerpush on the last hit (If you don't remember, that only applies to the ground version of the move like Enigma Hyde's Red-Clad Craver).
-She doesn't blink blue when rapid canceling EX:Punishment or EX:Buster.
-The old air dash effect is missing on NOY Buster Shock (You can keep the large sliding dust effect on there still, just the additional air dash effect is needed to go along with it).

Didn't getting around testing her again until now because of you know what.