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Re: [Ichida Thread]: Noel Released (05/08/2022)

 May 10, 2022, 02:25:11 PM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Noel Released (05/08/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

    

Re: [OHMSBY Thread]: Merkava Released (04/17/22)

 April 25, 2022, 10:13:39 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Merkava Released (04/17/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I'm back with the feedback for the other characters mostly regarding the debug errors. While I was checking out the rest, I also happened to find more of them missed on the previous ones (Which I didn't noticed previously as I only focused on the throws on P2 side mostly and conveniently encountered them at the time):

Goredau:
-Soul Exodus causes expression truncated to integer debug errors.

Azrael:
-Black Hawk Stinger and Patriot Apocalypse causes negative spark animo ignored debug errors.

Kokonoe:
-Crime of Greed V.100 causes expression truncated to integer debug errors.

Tager:
-The landing and walking dusts share the palfx (I just noticed this recently when I dodged after landing on the ground).

Saya:
-Her special intro with Charlotte causes expression truncated to integer debug errors.

Susano'o:
-Megalith causes expression truncated to integer debug errors.
-Flashing when NOY is activated causes an illegal removetime for explod debug error.
-Roar of the Mad King causes a negative spark animo ignored debug error.

Heart:
-Super Amazing Iron Fist Punch of Love when she summons Partinias causes a negative spark animo ignored debug error.

Es:
-Type: Exterminator "Artorius" causes a negative spark animo ignored debug error.

Jin:
-Rengoku Hyouya has negative spark animo ignored on the startup and when it connects, it has a no target with hit id -1 debug errors.

Charlotte:
-Her special intro with Saya and Kasekuchen causes expression truncated to integer debug errors.
-Speaking about Kasekuchen, the strong ground shockwave when the cake hits the ground should be layered in front.

Thief:
-The helpers on 5AAAA, 5C, jC, 2C, Whirlwind and Twin/Quad Daggers causes has no 1-th nearest enemy debug errors when they successfully hit the opponent.

Lambda-11:
-The 5AAAA Sword causes an expression truncated to integer debug error.

Lina:
-Deletion causes a negative spark animo ignored debug error.

Carmine:
-You Shit! This Is The End! causes expression truncated to integer debug errors.

Shana:
-EX Hien causes specified negative recovertime debug errors when used 4 times simultaneously.

King K. Rool:
-Kannon Ball Kalamity causes expression truncated to integer debug errors each time a Kannon Ball hits the ground.

Pyra:
-Purifying Flame causes a expression truncated to integer debug error.

I wouldn't have known about these debug errors if debug mode wasn't on. That's why it's so easy to miss these. What also surprised me that Saya and Charlotte have debug errors when the special intros played against each other. I have not checked that part since it would take me longer to find what intros they have without looking at the files. They just happen to be close to each other on my roster organization when I got to them.

Edit: Added Shana thinking it was not possible to get the debug error in versus mode with finite meter, but turns out you still can.

This sounds like something that you'll have to mess around with mugen.cfg to fix. you may want to start with HelperMax, LayeredSpriteMax, and SpriteDecompressionBufferSize.
These are the numbers set on the mugen.cfg using the MICA Final Version Edition 1.0 screenpack and I don't believe I have touched them other than the screen's width and height:
HelperMax = 56
LayeredSpriteMax = 2048
SpriteDecompressionBufferSize = 16384

Do you think they need to be any bigger? I left them as is as I didn't want to accidentally mess with anything on the screenpack.

Probably, yeah.
I too look forward who it is, but the only slight problem would be the sprites which I heard they are very large in file size (Even bigger than your SSBU renders in gigabytes) and need to be heavily compressed.
    

Re: [OHMSBY Thread]: Vlov Arkhangel Released (03/18/22)

 April 17, 2022, 12:02:05 PM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Merkava Released (04/17/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

So it's been a while since I posted on the topic as I took a hiatus for two weeks starting in April. Now coming back, I forgot to mention that there are other character's throws that cause the opponent get hits to be misaligned when P2 does it just like Vlov previously. I also seem to found some debug errors (The same ones Vocalnoid mentioned). Here are those that are affected plus any other unrelated feedback if any:

Ragna:
-Forward throw (The opponent gets misaligned two times for half a second during their get hit animation)

Wagner:
-Forward/Backwards throws (P1 gets pulled a few pixels backwards, but does not when it's the other way around)

Kirby:
-Forward/Backwards throw (The opponent is still in a blocking get hit frame while being lifted)
-Might as well give a tiny update his copy abilities to give Mario Gallo Bestino Yo-yo since he uses puppet strings.

Tager:
-Forward/Backwards throws (The opponent gets misaligned for half a second during their get hit animation)

Susano'o:
-Forward/Backwards throws (The opponent gets misaligned for half a second during their get hit animation)

Saya:
-Forward/Backwards throws (The get hit is off by a half a tick before the flesh grabs them)

Heart:
-Backwards throw (The opponent gets misaligned for half a second during their get hit animation)
-I checked the running throw again with a different fightfx and the shockwave when she hits the ground still seems to be layered in front.

Bisclavret:
-Forward/Backwards throws (The opponent is still in a standing get hit frame while being lifted)

Lambda-11:
-Backwards throw (The opponent gets misaligned for half a second during their get hit animation)

Homura:
-The grab sound on her air throw is louder than normal as it plays twice at the same time.

Ky:
-His air throw causes the state 853 changed to invalid action debug error when used on himself.
-Stun Dipper, Greed Sever and EX Greed Sever causes expression truncated to integer debug errors when the opponent is hit during Shock State.

Hilda:
-Her A command normals, B command normals, all throws, Interference B and Pillar of Reverence causes expression truncated to integer debug errors.

King K. Rool:
-Forward/Backwards throws (The opponent is still in a standing get hit frame while being lifted)

Vlov:
-His forward/backwards throws causes expression truncated to integer debug errors.

The animations for the opponent's get hits should be the same for both sides as it's works fine for P1, but not P2. So what exactly causes this? For those I haven't mentioned, I believe they are fine since the opponent get hits don't get misaligned for a half a second or still in a standing frame while being moved off the ground.

Also while I was checking the throws, I had a situation where Lambda's frames on her throws went missing while Yu's helpers were glitching out and his persona started missing frames when I got to them. I just reset the game and works normally after that. I think I'm going to start having debug mode on from here on out when I test your characters as that could be a factor why that happened as debug flood can possibly carry over to later matches and suddenly close the game unexpectedly (Which occurred during an arcade run with Hyde and Vlov once right when I KOed the opponent). I may go back to the older characters again to see if they have any debug errors before the large system update happens.
    

Re: [Resentone Thread]: Red Arcueid & Rentaro Quick Update (19/03/2022)

 April 11, 2022, 03:51:01 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Saber Quick Update (27/04/2022) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Since this was bumped, I have some small feedback on the three regarding this error that was fixed on OHMSBY and Ichida's characters:
Quote
-Fixed an error where the opponent could skip straight to their liedown animation without a shockwave effect upon hitting the ground during the custom fall states
This is basically when a shockwave sometimes not appear when the opponent touches the ground from a custom state. There's a piece of code that needs to be added on them to prevent that error from happening.

Also, Shiki and Red Arcueid's flashes when NOY is active and when the conditions of their astral heat are met needs to be adjusted so it's consistent with OHMSBY's characters as theirs look higher than those with a taller height. This was adjusted on his Kohaku already.
    

Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open

 March 31, 2022, 04:01:25 PM View in topic context
 Posted by ZolidSone  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

Sakura by PotS (Color Separation): https://mugenguild.com/forum/topics/pots-2022-sakura-color-separation-patch-195321.0.html
Cyclops by Dick Buckus (Color Separation): https://mugenguild.com/forum/topics/color-separation-patch-buckus-cyclops-188417.0.html
Hulk by DCL:  https://mugenguild.com/forum/topics/hulkprotoman-dcl-195186.0.html

For the particular artwork, I would like them to resemble Marvel Super Heroes vs Street Fighter:
http://fightingstreet.com/folders/artworkfolder/artworkpages/marvel_art_pages/mvs_art_pages/mvs_super_sprites.html

I no longer need the portrait for Cyclops. So I'm changing it to M. Bison by dark-shade. The character is long offline, so here's an indexed sprite instead:
    

Re: (Mini Guy Edit) Rowen's PotS Edits

 March 30, 2022, 02:09:48 PM View in topic context
 Posted by ZolidSone  in (Ibuki by Infinite) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

As a matter of fact, I do:
-He could use another Constants.cns that gives him his CvS scaling.
-His special intro with Cody/Haggar and Bushin Musou Renge doesn't have a landing effect and sound when he touches the ground.
-His special intro with Cody/Haggar pushes him 3 pixels backwards at the end.
-His dodges do not have their respective sound effects (Medium kick swing sound when dodging while standing and dash sound when forward/backwards dodging).
-Seoi Nage, Tsukami Nage, Izuna Otoshi and Bushin Musou Renge are missing the medium punch swing sound when they miss the grab.
-Seoi Nage is missing the strong kick swing sound when the opponent is thrown.
-The hitspark and guard spark of standing HP, standing LK, standing MK and standing HK is misaligned when it hits the opponent slightly farther away.
-His running animation is using only one of the step sounds on each step.
-His run stop animation and crouching HK is missing the sliding dust effect when he skids.
-Tessinhou can be canceled by pressing the punch button in the middle of the superpause.

Glad you still kept this edit around and hope you give him the multicolor hitsparks like with the other edits as he still doesn't have any.
    

Re: Shiki Tohno

 March 28, 2022, 01:48:02 AM View in topic context
 Posted by ZolidSone  in Shiki Tohno (Started by Infinite Daze March 26, 2022, 11:24:37 PM
 Board: Your Releases, 1.0+

Just some small feedback I found:
-The palette of the small portrait on the select screen is using (1,0) instead of (1,1) as it gives off a darker hue to his default color.
-The air dash effect when air dashing backwards is reversed as it's the same direction when it using it forward.
-The air dash sound effect cuts off when he uses a basic while still in the air.
-The air dash could be scaled to be a little smaller as it stretches to both the top and bottom of the screen.
-The black background on Boundary Peak and Mystic Eyes of Death Perception should fade after the Glass Break effect when it successfully hits, not before it as the stage music goes back on once it fades, stops again when the glass effect plays, then goes back on again.

Just mostly aesthetics. For the first one, I even had the palette selector on and (1,0) is never used. So I have no clue why it forces the select screen to use it. I swapped it around and causes the character to be stuck to the default palette.
    

Re: Gouken released

 March 26, 2022, 12:27:56 AM View in topic context
 Posted by ZolidSone  in Gouken updated (01/04/2022) (Started by KarmaCharmeleon March 25, 2022, 06:56:13 PM
 Board: Your Releases, 1.0+

For my feedback, I'm just going to focus mostly on aesthetics only:
-I don't like the idea of having a 2nd hitbox near his legs on his standing, crouching and get hits as certain moves can hit certain places where it shouldn't.
-His taunt doesn't have a landing effect and envshake when he stomps the ground like Senkugoshoha.
-Raikotokyaku uses a normal ground shockwave instead of a strong one when he slams the opponent to the ground and has a strong punch hit sound when there was no hitspark.
-The projectile hit sound will still play one tick after if it was parried.
-The swing sound on Hyakki Gojin cuts off when he touches the ground.
-Kongoshin doesn't have a voice clip when countering.
-The EX sound on EX Kongoshin cuts off when he successfully counters an attack.
-On EX Tatsumaki Senpukyaku, he moves so fast when you press forward, but so slow when press backwards (The speed should be even for both directions).
-If you managed to get the back leg of EX Tatsumaki Senpukyaku to connect, a hit sound will be heard, but no hitspark or guard spark will appear.
    

Re: [OHMSBY Thread]: Everyone Updated (03/18/22)

 March 20, 2022, 11:20:18 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Merkava Released (04/17/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

So I finally got around checking everyone. The colors are fine now, but the flashes on these characters are still left unchanged (Mostly those that weren't mentioned on the previous page):
-Yang
-Ruby
-Gordeau
-Taiga
-Nanase
-Carmine
-Shana
-Kohaku

I used to think they were fine before as I didn't mention them previously as they were consistent with the rest. But now after everyone got updated, they stand out more as it makes their flashes look higher than those with a taller height (Terumi and Yu used to be like that, but not anymore and looks much better now) while Yang and Ruby's still aren't the same as Robo Weiss. But as for the ones on Mika, Mai and Azrael, they look more noticeable when it's translucent instead. Guess blue would pop out more since it's too dark to keep it opaque, so I'll leave that color as an exception. Jin was pretty translucent too, but his outfit made it stand out with the flash and not so much with Es or Ky despite being the same color.

And about this bug fix:
Quote
-Fixed an error where the opponent could skip straight to their liedown animation without a shockwave effect upon hitting the ground during the custom fall states
Was this related to the thing back when I pointed out on Saya a year ago? If so, that's good you finally figured out how to get that fixed. I thought you needed them to override fall.defenceup so damage can scale properly during OTGs. Hopefully the shockwaves play consistency now and won't sometimes not.

Also while I tested Heart, you missed this small feedback I posted on her:
-The normal shockwaves on 5BBB and her running throw is layered incorrectly (I just realized those are in front and not behind like her 66B).
-The opponent's get hit position on her backwards throw gets misaligned for half a second.
-The Super Flash on Super Amazing Iron Fist Punch of Love when she summons Partinias should be 7002 instead of from the fightfx (Previously it was fine before NOY, but now uses the stronger spark sound. So having that would be much fitting like Kirby or Terumi).
Her astral heat super spark is meant to play the new one during the Partinias animation. You only have the fightfx super spark only when Ultra Burst is activated for NOY now, not during distortion drives and astral heats anymore.
    

Re: [Ichida Thread]: Miyako Arima Quick Update (03/10/2022)

 March 14, 2022, 11:46:22 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Noel Released (05/08/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

So while I was taking a few days off and not being able to do any small portrait work without the program I usually use, I actually ran into an pre-owned import copy of BBTAG Special Edition at a local game shop and decided to buy it. Now I have access to all 1.0 content on disc.

But before I get to that, I would like to mention that some of the astral heat text are still rather inconsistent as they have a 3D effect on them or some are larger than others. I believe the ones that look perfect are Chie and Miyako and here are those that should be adjusted:
-Hakumen
-Hazama
-Seth
-Orie
-Miyuki
-Linne
-Selvaria
-Akiha
-Tatsuya
-Kimono Asuna

Now here are the other feedback to them if any:

Hakumen:
-The swing effect on 5AAAA, jA and both versions of Tsubaki follows him after rapid canceling.
-The animation of 5AAAA is not fully sync with the swing effect.
-The hitspark and guard spark on back+A and 2A is slightly misaligned.
-The forward throw should be the one originally used for the running throw, while the the backwards throw is the forward one that grabs the opponent and throws them back.
-The opponent's get hit animation on ground Zanshin still needs to be adjusted.


The opponent gets misaligned and the ground effect plays before they make contact with the ground.
-The strong ground shockwave on the air version of Zanshin is incorrectly layered.
-The effect on Zanshin and Yanagi appears again briefly if he was hit with a projectile or helper while countering.
-The ground version of Zanshin and Yanagi should have a shockwave when the opponent hits the ground (The normal one should be fine as there's already a explosion effect).
-The hitspark and guard spark is misaligned when the opponent makes contact by the Fuumajin orb.
-The Fuumajin orb doesn't fade and has shadow and reflections on stages with reflected floors when it dissapears.
-The red hitbox on Judgment of the Sword will stay in place if the opponent hits him when returning to his standing animation.
-The astral heat text passes through the left side of the screen before it disappears.

And regarding Yukikaze now that I have access to him, you are correct that it does that. So no changes needed to it.

Hazama:
-The hitspark and guard spark of 2A is misaligned if hit slightly farther away (The 4th hit was him swinging his leg down).
-The last hit of jA should be a kick hit sound.
-The hitpspark and guard spark of his 5B, 2BB jB is placed where the opponent is and not where the snake head makes contact at.

Seth:
-His palfx will stay while if you do his backwards dodge while holding the crouch button until the animation ends.
-The orb effect on A and B Captive Segment is layered behind the opponent and not in front like the EX version.

Orie:
-Thanatos during her 5AAAA appears in front of the opponent before she makes contact with them.
-Thanatos in her Luminous Embrace is supposed to be layered behind her and the opponent.

I missed two parts that were supposed to be behind them.

Chie:
-The swing effect on her Tomoe 5B should be layered behind her and in front of the opponent (It looks like it goes through Chie's front leg).
-The explosion effect on her 5AAAA and the icicle effects on Tomoe 5BB has shadow and reflections on stages with reflected floors.
-Not sure if the hitbox are accurate, but I just realized the ones on her 2B can hit opponents slightly farther away.

Miyuki:
-The hitspark and guard spark on her jB is misaligned if hit by the bottom red hitbox away from the swish effect.

Selvaria:
-The astral heat text passes through the left side of the screen before it disappears.

Akiha:
-The 3rd hit of jA is a different hit sound than the first two.

Tatsuya:
-The astral heat text almost passes through the left side of the screen before it disappears.

Kimono Asuna:
-The swish effects on 5BB continues playing if a special is used right after (Just realized it still does by other means except rapid canceling).
-The astral heat text almost passes through the left side of the screen before it disappears.

Mostly feedback for Hakumen. Now I finally played him in game, I realized the throw he had originally for the forward dash was used in the source game. But it was supposed to be for the forward throw and knocks the opponent down with it. I hope you remember how it works.
    

Fighter Factory Studio Suddenly Stopped Working

 March 09, 2022, 06:04:58 AM View in topic context
 Posted by ZolidSone  in Fighter Factory Studio Suddenly Stopped Working (Started by ZolidSone March 09, 2022, 06:04:58 AM
 Board: M.U.G.E.N Development Help

So today, I was getting Fighter Factory Studio up as usual and realized the program isn't opening for some reason. It is the latest version on ViruallTek's site, which is 3.6.3. The loading icon appears near the mouse icon and doesn't start up. I took a look a Task Manager and realized the program appears on the background processes briefly, but disappears 3 seconds later. I restarted my computer and reinstalled it several times, but the program no longer wants to open. Without Fighter Factory Studio, I can no longer make small portraits using the Image Editor as that's the primary tool I use to make them. I could use Fighter Factory 3 as it still works fine and boots up on my Windows 10 computer, but the tool isn't as refined as Studio's and can't switch between other palettes.

Reinstalling it also gives me this error and clicking "Retry" keeps leaving me to it:

After clicking "Ignore" and manages to install, the program still won't open for me.
    

Re: Reiji Oyama (v1.0) - Rowen's Releases

 March 07, 2022, 08:30:52 AM View in topic context
 Posted by ZolidSone  in Reiji Oyama (v1.3) - Rowen's Releases (Started by RagingRowen September 22, 2020, 12:27:39 PM
 Board: Your Releases, 1.0+

Feedback on Reiji:
-His st files are still named Ken instead of Reiji (There are also still unused leftovers of Ken's files in his States folder).
-The hitspark and guard spark of Overhead, crouching MP and close standing HK is misaligned.
-Close standing HK doesn't have a landing effect when he touches the ground.
-Omae Nanka Kouja doesn't have envshake on the last hit.
-The air throw commands are reversed and throws the opponent to the opposite direction of where he is facing.
-The command for Ryu Kishou Enzan feels too restrictive and difficult to do.
    

Re: (Gill by Froz) Rowen's PotS Edits

 February 28, 2022, 11:29:26 AM View in topic context
 Posted by ZolidSone  in (Ibuki by Infinite) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Finally got around testing him. Some quick feedback:
-There is a landing sound effect instead of sliding sound at the end of Cyber Lariat (Plus, the sliding dust plays multiple times instead of once).
-Psycho Headbutt doesn't have a light punch swing sound when he headbutts.
-His palfx isn't working properly (It's hard to hell whether his Custom Combo expires or when Power Charging. Not even his own Fire or Ice attack palfxs appear when they hit him).
-The Cytokinesis projectiles on Meteor Strike don't have an animation when they touch the ground like the Pyrokinesis ones do.
-The background on Seraphic Wing should fade back to the stage instead of disappearing by a frame.

I'll still occasionally do some aesthetics feedback on PotS style from time to time, but I'm putting my main focus and energy on OHMSBY style characters now. Thought I let you know in case you don't see me post as much here anymore.

You should also add your edit of MEMO's Terry, because even though i use Karma's version, probably there are some people that use this version because of some exclusive LV3 supers.
Yeah, myself included. With RagingRowen's edit, it really feels like a complete character as it wasn't before. But keep in mind that some of the LV3 supers still have some aesthetics errors. Since it probably won't be fixed, I'll choose those that I believe don't have them.
    

Re: [OHMSBY Thread]: Pyra Released (02/27/22)

 February 28, 2022, 05:45:54 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Merkava Released (04/17/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I have an opinion that I wanted to share about these Blender projects you make now after seeing Pyra in action, but I feel like these kind of characters truly brings something new and sets a new bar to the community. Even though the file size gets bigger, the amount in them is justified. Every single frame are utilized to the point where not even minor ones are skipped and the SFFs are mostly taken by the character's own sprites. Now I understand why you decided not to give them dedicated sparks years ago so the file size won't be bloated by the effects themselves. To see these kind of characters can still work for 1.0 proves that you don't truly need 1.1 to enjoy characters like these.

Now that is out of the way, I wanted to create a scale from opaque to translucent. Judging by how the works on Ragna and Susano'o, they look more opaque and are pretty bright. So even though I prefer how Yang and Ruby flashes, they need to be adjusted so they are consistent to them. The ones that are leaning toward to latter probably might need adjustments to be consistent with the rest:

Too light (These ones are barely noticeable by eye):
Mika
Mai
Azrael

Translucent (These ones the characters details can still be seen):
Wagner
Waldstein
Misaka
Kuroko
Es
Yumi
Akatsuki
Blitztank
Saya
Issac
Iori
Jin
Mitsuru
Meta Knight
Ky
Thief

Stretched too highly (They feel way too stretched up and not aligned with their scale):
Terumi
Robo Weiss
Heart
Yu
Adachi
Hyde

As for the ones not mentioned, I think they're just right. I also noticed when I turned debug mode on, the number of their helpers keep climbing the more they flash and they continue playing during superpause. Even when they flash during Not Over Yet, the helper remains on the ground for the rest of the entire round. Would this be a problem if they stand there and flash too much? I know this probably won't happen in an actual match since you'll activate astral heat already, but thought I ask.

Also, if Heart's flash is planned to be adjusted, I got some feedback for her that completely slipped:
-The normal shockwaves on 5BBB and her running throw is layered incorrectly (I just realized those are in front and not behind like her 66B).
-The opponent's get hit position on her backwards throw gets misaligned for half a second.
-The Super Flash on Super Amazing Iron Fist Punch of Love when she summons Partinias should be 7002 instead of from the fightfx (Previously it was fine before NOY, but now uses the stronger spark sound. So having that would be much fitting like Kirby or Terumi).

I'm liking Pyra so far, but what bugs me is that her skin/palette looks a little (blue and/or saturated?). I know some of your other blender characters have the same attributions of having (not too sure what to call it, but take note that I barely know little about blender :P) singular colors within the face, Metaknight being the perfect example. They all seem to be fine on my end, but She's so far the only one I found to be off. So what I did is I made her Skin more lighter as you can see below.
The original palette that had blue skin had an RGB of (215, 201, 192) and already changed to (226, 206, 197). It already should have been more closer to Smash Ultimate render now as that's where he taken the color sample from. The alternative palettes were left unchanged.
    

Re: [Resentone Thread]: Shiki Tohno Release - Shiki Quick Update (17/02/2022)

 February 20, 2022, 11:22:11 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Saber Quick Update (27/04/2022) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

So if you have seen the update on the checklist I made on OHMSBY's thread, I should add another thing to Rentaro for later. I just want to let you know that the air versions of Rentaro's Unebiko Ryuu and Shiki's Flash Run - Six Fish are supposed to be blockable in the air and have no increased cornerpush on the last hit. I noticed I was not specific on that part that only the ground versions do and made an mistake on my end (I looked at OHMSBY's Hyde again and realized that's how air reversals are supposed to work).
    

Re: [OHMSBY Thread]: All characters quick update (02/19/22)

 February 20, 2022, 09:35:11 AM View in topic context
 Posted by ZolidSone  in [OHMSBY Thread]: Merkava Released (04/17/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Alright, all bugs I mentioned are fixed with the exception of one. So there shouldn't be anymore major updates with them from here on out unless more quality of life improvements are planned. However, I found a bug with the astral heat flash on certain characters. Instead of them flashing, a giant version of their standing animation will appear and here are the ones that are affected:
Ragna and Susano'o:

This is what happens and thought this was pretty funny. They are literally the size of Ultraman and Godzilla.

As for the ones that are fine, most of them are rather inconsistent. Like the opacity, transparency or the way they flash. Some of the flashes are just either too overpowering with color, too light, or stretches too highly which makes them look misaligned. Honestly, I prefer the way how Yang and Ruby flashes as it's a good balance of solid color, transparency and it's not too high. I like when they give a silhouette effect to them, but not to the point where their sprite can still be seen on it like Thief or Saya. I don't know which way of flashing is the correct one. Since they're your characters, you decide how the way you want them and tell me which one is it. Piranha Plant's bugs me the most as it's not fully aligned to his sprites.

Also, the one character I found on Homura after this update aside from her astral heat flashing:
-The hitspark and guard spark on her jC is misaligned.
-The hitspark on the 2nd hit of Falcon is misaligned and vignette effect is still layered behind as seen with the ground shatter on the last hit.

Another thing, I'm going to change one thing from my checklist from this as I made some errors while I was doing feedback for others. From this:
Quote
-All reversals have increased cornerpush on the last hit.
To these:
Quote
-All ground reversals are unblockable in the air and have increased cornerpush on the last hit.
-All air reversals are blockable airborne and don't have increased cornerpush on the last hit.
Of course this is not an issue for you as you would correct me about it and won't make the mistake. But not for other authors who based your characters off your style. As it wasn't specific enough, I can accidentally cause their air reversals to be unblockable in the air and still have the increased cornerpush too. An air reversal isn't usually common, but I can easily forget they don't work the same as a ground one. So this change will help me remember.
    

Re: (Big Akuma Update) Rowen's PotS Edits

 February 17, 2022, 02:47:31 PM View in topic context
 Posted by ZolidSone  in (Ibuki by Infinite) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

Since your old MEGA stuff may be gone, I did let Tiger-Boy know about that Cammy edit you and DeathScythe did a week ago. So he's going to update the rest of her from here on out.
    

Re: [Ichida Thread]: Akiha quick update (02/17/2022)

 February 17, 2022, 06:22:38 AM View in topic context
 Posted by ZolidSone  in [Ichida Thread]: Noel Released (05/08/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

Just so you know, the link for Akiha is still bugged again. I downloaded it and still got the one from the 7th. The same issue that happened with Tatsuya previously.
    

Re: [Resentone Thread]: Shiki Tohno Release - Shiki Quick Update (17/02/2022)

 February 17, 2022, 05:21:49 AM View in topic context
 Posted by ZolidSone  in [Resentone Thread]: Saber Quick Update (27/04/2022) (Started by Resentone January 22, 2022, 05:49:50 AM
 Board: Your Releases, 1.0+

Here is the rest of Rentaro's feedback:
-I think you should remove the 3rd hitbox on the standing sprite where his feet are (It's possible to be able to hit Rentaro on places where it shouldn't).
-The hitspark and guard spark of jC and B Gunfire is still misaligned (To fix this, I believe each individual hitbox has to be coded for each spark as I saw on Ichida's Miyuki with her 5AAA, 5BB and 5C. Looking at it again, I think there's too many and need to be reduced). This is what Ichida told me and may help you:
The best way to fix it is to use ceil(p2dist) and ifelse to determine whether the enemy is on the ground or in the air.
-The swing effect on his 66A follows him after rapid canceling.
-The timing on the effect of Homura Kasen and Homura Kasen Full Burst is slightly off (The effect appears before he formed the punch).
-Homura Kasen and Homura Kasen Full Burst's velset is set at 0 and should slide a bit at the end of the animation instead of coming to complete halt.
-The effect on Uki Rouchou on the 2nd hit is layered behind him and will be in front if it makes contact with the opponent.
-The normal shockwave on Rokuro Kabuto is layered in front of him and the opponent (It's also too big and should be made a tad smaller).
-He can perform Shoukahanameishi EX without the required amount of meter.
-The old air dash effect on all versions of Shoukahanameishi needs to be aligned closer to him as it's too low.
-Both distortion drives doesn't gain 20% additional damage during Not Over Yet.
-For Final Strike, I know a way so the ground air dash isn't needed (Adjust the running animation and give him more step sounds for each step as there was only one when heard, similar to what Ichida did with Tatsuya's Cadenza).
-The swing effect on the last hit of Final Strike is too large.

That should be the rest of it.
    

Re: Contributor Suggestion Thread

 February 16, 2022, 11:09:52 PM View in topic context
 Posted by ZolidSone  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 AM
 Board: Feedback