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SolidZone 26

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Messages by SolidZone 26

    

Re: Sieger (Pots Style) By Varo Hades - Updated 4/13/21

 April 16, 2021, 01:58:16 AM View in topic context
 Posted by SolidZone 26  in Sieger (Pots Style) By Varo Hades - Updated 4/13/21 (Started by BahamianKing242 April 12, 2021, 06:04:44 AM
 Board: Edits & Addons 1.0+

Feedback:
-The hit and guard sound effects cuts off the sliding sound effect on Tigerkopf.
-Elefantglied has a hit spark when the opponent gets caught (Grab moves usually don't have hit sparks).
-The opponent doesn't have a get hit animation on Elefantglied during the last hit when he hits the ground.
-Depending on the opponent's hitbox, the last hit of MAX Dragoner Faust will miss due to the knockback of the previous hits (Tested on Training and it kept missing).
-There's an out of place landing effect if Issen misses as he never left the floor (It should only play when it hits successfully).

That's all for now.
    

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

 April 11, 2021, 02:07:44 AM View in topic context
 Posted by SolidZone 26  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

page 2
Doh, I can't believe I missed that. RagingRowen didn't put a link to the character so it completely slipped from me. :mmg:

Other than that, I got no other requests.
    

Re: [OHMSBY Thread]: Everyone updated for IKEMEN GO + 3 bigger updates (4/04/21)

 April 05, 2021, 05:19:28 AM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

When Nep Heart's Nitori came out, I was thinking that Kirby could use another compatibility update to his copy abilities. This time, it's mostly on non-Japanese characters (Which I didn't focus on previously), some for specific authors (Dcat Power and RoySquadRocks) and alternative spellings on certain character names just in case someone made them using those instead:

To add:
Nitori_THIZ: "Nitori Kawashiro"
"lilith" && authorname = "ZSM": "Lilith" && authorname = "Nep Heart"
Shantae: "Shantae the Half-Genie" (I forgot another one existed before yours based on sprites from Pirate's Curse)
Sonic: "Sonic Mania"
Suika_RP: "Retro Suika"
Mario: "Mario Mario"
Krang: "DcatKrang"
Leonardo: "DcatLeonardo"
Donatello: "DcatDonatello"
Michelangelo: "DcatMichelangelo"
Raphael: "DcatRaphael"
Shredder: "DcatShredder"
Haohmaru: "Rasetsumaru"
Cell: "Insect Cell"
Dr. Doom: "Dr.Doom"
M. Bison: "M.Bison"
Mizuchi: "Orochi"
R. Mika: "cvsmika"
Mildred: "Mildred_Avallone"
Samus: "Dark Samus"
Mr. Game and Watch: "Mr. Game & Watch"
Aegis: "Aigis"
Teddie: "Kuma"
Neo Politan: "Neopolitan"

Typo:
Yoskue Hanamura: "Yosuke Hanamura"

And one character since I noticed he's not on there:
-Zero: "Maverick Hunter Zero" "ZeroMVC" (Sword)

And a few bugs which I missed:
-He doesn't flash while fully charged when using Force Blast.
-He can constantly spam Vacuum Grab once the opponent air recovers as it's unblockable (It should work similarly to dash grab where the opponent simply falls down to the ground after the 2nd one).
    

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

 April 05, 2021, 04:57:42 AM View in topic context
 Posted by SolidZone 26  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

If you're still active and are still doing them, I remembered one more character that doesn't have a portrait and I use on my PotS roster:
Axel Stone by Testament


Never mind, I didn't realize it was done already.
    

Re: Hikaru Otagi

 April 04, 2021, 12:59:48 PM View in topic context
 Posted by SolidZone 26  in Hikaru Otagi (Started by Infinite Daze April 02, 2021, 07:09:26 PM
 Board: Your Releases, 1.0+

Feedback:
-The position of the dust fx on Blue Sphere Break could be a little back of him.
-There is no wall bounce sound effect when the opponent hits the wall during EX Blast Triple Kick.
-The super jump sound effect plays before he leaps during both versions of Sky Break Thunderstrike Kick.
-The effect on Spinning Tiger Assault Kick doesn't fade and disappears by a frame if it doesn't make contact with the opponent.
-The effect on the Max Spinning Tiger Assault Kick is slightly off as it appears before he performs the kick.
-Both versions of Sky Swoop Charging Kick could use a little bit of envshake when it makes contact to the ground.

Pardon if it was a little bit late. Wanted to get around it sooner, but had other things to do.
    

Re: Infinite WIP's- Dio Brando

 April 03, 2021, 01:36:40 AM View in topic context
 Posted by SolidZone 26  in Infinite WIP's- Dio Brando (Started by Infinite Daze August 29, 2012, 07:01:14 AM
 Board: Projects

Nice! I also noticed your Jotaro has the intro against him already, so I can't wait to see how it looks between the two. And I also hope you mostly use Takehito Koyasu's voice clips of him only as his voice is too iconic for him.

This is flippin' awesome and all, but I'd be nice to see you update your old (2014-era) chars to the new standard. There isn't that much of a difference, but it will be novel. I have issues with older chars but I don't wanna necro.
Same, I wasn't serious with feedback back then so there's also a few minor stuff I want to point out as well.
    

Re: Yagyu Jubei by Trololo - Released

 March 11, 2021, 04:40:40 AM View in topic context
 Posted by SolidZone 26  in Yagyu Jubei by Trololo - Released (Started by Trololo March 09, 2021, 09:16:24 AM
 Board: Your Releases, 1.0+

Got some more feedback a little more extensive testing:
-Nikkaku Ratou doesn't have both step sounds playing on each step.
-After changing the first projectile on Zetsu Suigetsutou to be contactable, it's too far away from him and will miss just by being super close to him as he's wide open with a simple basic attack, interrupt the super completely:

The super won't hit them even though they're literally this close?

Also after looking a the run animation again, I don't understand why can't you just add the sound in still. Just put this code on the run animation and call it a day:

Code:
[State 110, Dash Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 110,0

It doesn't matter if it's barely hearable or mixes with the step sounds. The point is that the dash dust once he starts running does not produce a sound at all. I've familiar myself with PotS style characters and know they have a sound effect once the dash dust comes out. The purpose of (110,0) is supposed to serve as an indicator when the character started to dash or run. Same goes with the specials.

OK, now THIS is ridiculous at this point. This move doesn't use the enemy's animations anymore. It uses Jubei's own custom animation, with basic damage sprites. How can this not work yet? Which characters do that?
He's not talking about EX only move, he's talking about the 3 counter moves (Which I realized they still uses them).
    

Re: Yagyu Jubei by Trololo - Released

 March 09, 2021, 03:25:25 PM View in topic context
 Posted by SolidZone 26  in Yagyu Jubei by Trololo - Released (Started by Trololo March 09, 2021, 09:16:24 AM
 Board: Your Releases, 1.0+

Not exactly. The character's state is exactly a custom state, and the ones who don't have Guard Crash anim (or the ones who has it but under the wrong number) will use a Universal animation instead, which is absolutely stable, making the ones who don't have the anim absolutely reliable victims. What I didn't expect is that there will be so many problems with the ones who HAS it...
It kinda sucks you have to do it that way as it feels tedious and there may be issues if you attempt to use that move on a non-PotS style character as there's no guarantee if they will freeze or not. I only stuck with PotS style characters as it's shares the gameplay and who knows how bad it will be if you had to do it for every single one as it's a 50/50 chance. Not everyone who isn't experienced with M.U.G.E.N coding will take the time to modify the character checker.

Instead of being specific with the character names and the author, why not just use the author's names only that you know for all? Some of the author's characters do not freeze, but some do such as Falcon Rapper and varo_hades for example. I can't say for certain unless they are tested with it personally. If they do release a new character in the future, at least you'll know for sure they won't freeze. But an exception are author names with two people should be specific such as Chazzanova & Dampir's K'.

Also, Fausto Mugen's Vega still doesn't work has it as I looked at the special.st and you didn't space his name.

Pal, that much I know already. I meant exactly what I meant: it's mixing up with step sounds. Not interrupted by them, but becomes barely bearable because steps take your attention over it.
If you don't want to do it for the special moves, that's fine. It's just that when I start doing the "forward run" with any PotS style character, the sound always plays the moment the dash dust comes out.
    

Re: Yagyu Jubei by Trololo - Released

 March 09, 2021, 01:38:45 PM View in topic context
 Posted by SolidZone 26  in Yagyu Jubei by Trololo - Released (Started by Trololo March 09, 2021, 09:16:24 AM
 Board: Your Releases, 1.0+

Yes, them recovering too fast is too part of the problem. Tell me, which exactly characters do that?
I tried it on PotS's Ryu. After trying it on others, it seems it uses the character's own guard break animation which some may not have one, which is also maybe why it causes the opponent to freeze depending on who. Won't having a custom state fix this?

And yes, re-uploaded him again, with some characters listed in to fix the problem. The only way to more or less fix the problem is to butt the names in manually for each character it's not compatible with to break them out of the state by timing instead of animation's end. So all the reports about such instances with names of characters and their authors included are appreaciated.
So there's no guarantee the move will work on any character? It seems like it also happens on these characters after updating:
-DeathScythe's R. Mika
-DJMouF's Goku, Vegeta & Bardock
-Fausto Mugen's Vega
-KarmaCharmeleon's Yang & Yun
-MEMO's Terry (RagingRowen's edit)
-Sennou-Room's Hisui & Mech Hisui 404
-Victory's Evil Ken

There may be more, but this shows how this move may not be reliable due to the freezing issue. I have no problems with Jubei's other moves except that one.

And the running animations that now have the dash dust is still missing sound effect (110,0).
    

Re: Yagyu Jubei by Trololo - Released

 March 09, 2021, 12:35:05 PM View in topic context
 Posted by SolidZone 26  in Yagyu Jubei by Trololo - Released (Started by Trololo March 09, 2021, 09:16:24 AM
 Board: Your Releases, 1.0+

-For Yagyu Sougetsu Jin you could read ReadMe. This move has a very specific way of use that's described there.
Yeah, I looked at the readme in detail and just found out. But I have another problem with the move. Depending on the character, the opponent recovers too fast from the whiff and can block the Follow-Up (Rendering the move pointless). And like RagingRowen said, certain characters can get both of them permanently stuck.

Also, the dash effects that were added is still missing the dash sound effect too.

It was Jmorphman's Ken, who indeed has -1 on the last Crush frame.
It seems it affects all of Jmorphman's characters, even those that shares his code including KarmaCharmeleon, Knuckles8864 and DJMouF.
    

Re: Yagyu Jubei by Trololo - Released

 March 09, 2021, 11:05:47 AM View in topic context
 Posted by SolidZone 26  in Yagyu Jubei by Trololo - Released (Started by Trololo March 09, 2021, 09:16:24 AM
 Board: Your Releases, 1.0+

Been a while since I tested a PotS style character, here's my feedback on him:
The dash dust on his forward/backwards dash is slightly misaligned.
-The forward run, Nikkaku Ratou and when he starts running on Geki Souran Jin and Issen is missing dash dust on the startup of the run animations.
-The effect on Nikkaku Ratou when it connects has shadows and reflections.
-The hitsparks have no envshake on Hasso Happa, Nikkaku Ratou, Yagyu Muni Raten and the 4th to last hits of Geki Souran Jin (All specials and supers have envshake on the hits, not just projectiles).
-Yagyu Sougetsu Jin completely goes through the opponent and does not hit them (It can't reflect projectiles either, so what does this ex special do?).
-The custom combo FX is misaligned when it used both in the ground or air (It should be placed where his hand or sword is).
-The first projectile when Zetsu Suigetsutou comes out does not hit the opponent, but EX Suigetsutou does (Makes it easily predicable to block it).

I'm not familiar with the character, but I can tell there are some things that need adjusting.
    

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

 March 08, 2021, 08:44:15 AM View in topic context
 Posted by SolidZone 26  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

For some reason, the colors on the Mega Man Zero portrait aren't accurate as the parts where his ears are supposed to be white and forcing the specified palette ruined it as the blacks now blend with the skin. I think you might want to fix it.

Edit: Decided to try fixing it myself. This was the first time I used Fighter Factory Studio's image editor so hopefully it turn out well:


Let me know what you think.
    

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

 March 06, 2021, 02:13:58 PM View in topic context
 Posted by SolidZone 26  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

Is it alright I can request another portrait? This time, it's only for a single character. Unlike my previous requests are for projects, this one is just a character I enjoy using a lot for fun. It's Zero again, but from the "Mega Man Zero" series.

-Zero by kenshiro99
    

Re: Nep MUGEN Releases: New Icons for Akyuu, Reisen and Youmu

 March 06, 2021, 02:12:14 PM View in topic context
 Posted by SolidZone 26  in  Nep Heart Thread: Nitori Released (Started by Nep Heart July 22, 2019, 05:05:51 AM
 Board: Your Releases, 1.0+

Got some feedback for Hieda no Akyuu:
-The y axis on her big portrait needs to be -2.
-It's possible for the opponent to stop blocking in the middle of her standing HA.
-It would look better to make the third brush stroke her standing HA more bigger as the 2nd one is the same size.
-It's also possible for her to stop in the middle of her standing HA by jumping and the paintbrush effect still plays.
-The swing sounds on her crouching MA and HA plays after it hits the opponent.
-The paintbrush effect on the forward standing HA and the crouching HA follows her when moving backwards and hits the opponent.
-The swords on the z version of Youma Bon don't fade away and disappears by a frame when she gets hit.
-The air y Youma Bon makes the opponent fall down and does no damage if you jump into it from the bottom and not on the sides of the book.

Just her only this time, was checking out her new lifebar portrait only to find these issues.
    

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

 March 03, 2021, 10:38:20 AM View in topic context
 Posted by SolidZone 26  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

Thanks for the portraits. I'm planning to use them for some projects of mine, so I'll be sure to credit you for them. As for Charlie, it would be nice if you add the lens glare to his glasses to make it look like Shadow from MSH vs SF (Just make the lens on his glasses white). If you don't want to, that's fine and can use it as is.

Also, you can just skip Ruby Heart. I forgot to post a link to her, but it's not worth doing as it's still a beta and Buckus never finished it. I'll just use the one she has already.
    

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

 March 02, 2021, 05:35:35 AM View in topic context
 Posted by SolidZone 26  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

    

Re: [Gunvolt] " from "Azure Striker Gunvolt Series" by Perroris.

 February 27, 2021, 05:37:27 AM View in topic context
 Posted by SolidZone 26  in [Gunvolt] " from "Azure Striker Gunvolt Series" by Perroris.  (Started by perroris February 27, 2021, 04:44:37 AM
 Board: Your Releases, 1.0+

I can already tell just by the watching the video that you took some things from k6666orochi & OHMSBY's Gunvolt. I know those sliding dust, distortion drive background, certain sound effects, and counter/perfect messages right away. Therefore, this should be listed as an edit and not a character made from scratch.

You said not to "modify or redistribute it without permission" on the readme, but don't credit the original authors?
    

Re: Hakumen by Ichida

 February 24, 2021, 07:58:09 AM View in topic context
 Posted by SolidZone 26  in Hakumen by Ichida (Started by Ichida December 09, 2020, 02:35:53 PM
 Board: Your Releases, 1.0+

Feedback:
-Some of the sword swing effects aren't properly aligned or timed with his attack animations.
-The sword swing effect on Tsubaki and the 2nd hit of Zantetsu is layered incorrectly (The 1st Zantetsu hit looks fine though).
-The swing effects on his jumping attacks doesn't disappear after he touches the ground.
-His standing HA could use a normal ground shockwave and the sound effect used on Terumi's Cleaving Fang/Wagner's Filthy Dog! when it makes contact to the ground.
-Counter message doesn't appear on Yukikaze and the projectile on Kokujin Shippu when hit while attacking.
-The ground version of Agito is missing the jump sound effect.
-The 2nd B command normal is missing the sound effect used on Mai's Juncture.
-The opponent's get hit animation looks misaligned during Yukikaze.
-The 2nd B command normal, Gurren, Yanagi and the successful hit from Yukikaze is missing sliding dust on the end of the animation.
-The super bg on Tengai will go off-placed on stages with super jump.
-Tengai could use a normal ground shockwave when the sword makes contact on the ground.
-The opponent stops sliding suddenly instead of sliding slowly when caught by his dash throw.
-He doesn't blink white when rapid canceling any move.
-He doesn't flash when using Yanagi and EX Tsubaki force breaks (He sometimes doesn't when using EX Renka too).
-Rapid canceling Yukikaze when the opponent hits them when it makes contact, stopping the distortion drive completely and wasting meter.
-Rapid canceling Yanagi when the opponent hits them when it makes contact causes nothing to happen or causes them to go in a get hit animation but no damage taken.
    

Re: [OHMSBY Thread]: Hyde Updated (02/14/21)

 February 15, 2021, 07:14:07 AM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Robo-Weiss quick update + 6 IKEMEN GO updates (4/07/21) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Oh, I didn't realize he had the bug to do the astral heat twice. I forget you have a base of the characters already made beforehand and they won't be prioritized until you officially announce them. Even though the bug was fixed on the already released characters, probably not the ones that aren't since they might still be present without you knowing. I better check it more clearly when testing so I don't miss that again.

I guess I thought of a suggestion for another Nitroplus Blasterz character: either Saber or Homura, mainly the latter for the fact that you probably know Senran Kagura more than Fate.
Just so you know, OHMSBY is already planning a Nitroplus Blasterz character and she's been in the poll way before he decided to do things in his own schedule. Which is Mora, but I have no clue when he'll get to her.

That requires the use of the "zoom" state controller, which only works in Mugen 1.1. I want Hyde to be compatible with both 1.0 and 1.1 just like the rest of my characters.
And that's what I like about your characters. No reason to force a 1.1 requirement unless the character themselves utilize it's features.
    

Re: Hazama by Ichida

 February 08, 2021, 01:13:12 AM View in topic context
 Posted by SolidZone 26  in Hazama by Ichida (Started by Ichida December 22, 2020, 05:06:39 AM
 Board: Your Releases, 1.0+

Thanks for the putting the readme, now my feedback will be less vague and easier for you to understand. I got some more for this update:
-The counter message doesn't play when the opponent is hit while attacking on the first hit of his B command normals (The part where the snake hook touches them).
-The sound effect where he sheaths his knife is still timed incorrectly on his 2C (If you pause and rapidly press scroll lock, you can notice it's plays during the 7th frame and should've play on the 11th one).
-The forward/backwards throws should launch them with some slight direction instead of completely up.
-The effect on Eternal Coils of the Dragon Serpent share the palfx when rapid canceling.
-Rapid canceling Serpent's Infernal Rapture should use 500 meter because it's used during a distortion drive.
-Devouring Fang and Rising Fang effects don't properly appear (I still need to mention it anyway).
-The effect on the last hit of his A command normals is misaligned (Same with the previous one).
-The hit spark and guard spark of his 2B and the 2nd hit of his B command normals is misaligned.
-Bloody Fang should make the opponent slide a little bit instead of coming to a complete halt.
-While air dashing, he is unable to use his air throw until the animation ends.
-There is no normal ground shockwave when the opponent hits the ground the from his Hungry Coils (Pretty sure it's this force break with the name as the readme doesn't clarify which is the ground or air as it shares the same input with EX Flying Sickle Thrust).
-EX Flying Sickle Thrust can be spammed in the air (You can easily lose your whole meter by doing this mistake).
-Attempting to rapid cancel anytime on Serpent's Infernal Rapture after the first hit will make the opponent "fall down" automatically (Because of this, you can't perform air combos as the rapid cancel interrupts it).
-Somehow, I got the opponent stuck and unable to attack using one of his moves on them (I can't replicate it exactly which one but I think it has something to do with one of the force breaks).
-For some reason, the opponent recovers when he touches on the ground after being hit by Serpent's Infernal Rapture (Training should only do that when his recover is turned on, not automatically).
-Even though it was adjusted, when you do a running throw and it misses, he should not come to a complete halt until the animation ends.
-Using the running throw on certain characters such as OHMSBY's makes the opponent missing frames.
-Hungry Darkness of 1000 Souls causes the opponent to disappear instead of falling down unless the opponent does any basic attack (Even though it isn't possible in an actual match, it's mostly for testing when used on Training).
-None of the attribute flags have been changed, here are the moves that need to be:
1. Hungry Darkness of 1000 Souls should be (H) instead of (V).
2. Forward/backwards throws should be a rope instead of (V).

I like how to added landing dust on the forward dash, I actually never thought of it that way and it works perfectly. You can keep the sliding dust at the end as is as it's looks like it's coming from his hand instead.

Hakumen also doesn't have a readme, I'll provide feedback for him once you do. I don't want to sound vague with it again like I did with Hazama. The reason I didn't test the character right away when it was released is that I was testing for OHMSBY and would've missed certain pieces of feedback such as the attribute flags, the same goes with him.