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Vocalnoid

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Re: [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22)

 August 15, 2022, 03:49:51 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Maid Taiga has been swapped out for regular Taiga Aisaka, with a moveset that is more reminiscent of her appearance in DBFC.

Great, That'll definitley bring out more possibilities for other EX Variations in the future, I can't wait.

Also released alongside Bowser is a stage pack consisting of his stages from Super Mario 64

I was wondering who made these stages considering they look winmugen era-like, but cool nonetheless.

I also got a couple notes about bowser.

1. I'm not really a fan of his sff despite being compressed to 2.0.1.0 (87MB, Making this character your heftiest in filesize yet.) but IMO, that only alone is caused by Giga Bowser (his Astral BG and transition outro as well, but I'll let those pass.)
          Which puzzles me, because Piranha Plants' Astral heat isn't Petey Piranha, but just a layer of piranha plants and pipes, but it was the best solution to keep the sff file pretty low. I'm surprised you didn't do the same with Bowser, weren't there any other good choices?

2. This doesn't matter to me, but his voiceclips doesn't use any from SSBU/SSB Wii U & 3DS, I'm guessing the amount of sounds for him were limited?
    

Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)

 August 07, 2022, 04:24:47 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I forgot to mention that each instance of "Triggerall = !ailevel" needs to be deleted in the cmd along with everything below the "AI" line to allow the default AI to make inputs. Mugen's default AI tends to turtle a lot while Ikemen's default AI just constantly makes random inputs, which actually puts up more of a fight because of it. So if you're looking to get the most milage out of Characters that don't use custom AI, then I suggest using Ikemen.

Alternatively, where it says
Code:
triggerall = AIlevel && numenemy
in the ;AI section in the .cmd file, insert this code --> "triggerall = random <= 30" under it.

like this
Code:
triggerall = AIlevel && numenemy
triggerall = random <= 30
input this for every move that has the ai and numenemy code and then you'll have a easier custom AI.

One minor note is that setting the random triggerall value at a bigger number means stronger AI, (EX: <= 60)
and a smaller number means weaker AI (EX: <= 15)

Hope this helps for everyone.
    

Re: [OHMSBY Thread]: Dead Apostle Noel Released + EXA update for 10 chars (07/17/22)

 July 20, 2022, 11:44:19 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Spoiler: And my next character is... (click to see content)

:shocked2: Thats surprising, considering that K6 also made a bowser that won a COTM reward long ago. I hope this one does too. XD

I also got a few more interesing questions just to pass the time.

1. What is one character you made that you weren't proud of in terms of coding, spriting, and mechanics? I personally didn't like Saya due to her floaty and slow momentum.

2. Who is/was the tin man in your (repeating) profile pic? it reminds me of Cyborg from D.C Comics

3. What other non-fighting game characters are you looking forward to make one day? (similar to your Shantae)

4. And Just for funsies, What kind of Anime/TV shows do you watch, and what are your most favorites?
    

Re: Character of the Month: June 2022 Nominations

 July 20, 2022, 11:10:08 PM View in topic context
 Posted by Vocalnoid  in Character of the Month: June 2022 Nominations (Started by Bad Mr. Basara July 11, 2022, 10:25:44 PM
 Board: Contributions of the Month

Aoko Aozaki by OHMSBY  - 2
Bad Mr. Frosty by Basara-kun - 3
    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 16, 2022, 01:18:34 PM View in topic context
 Posted by Vocalnoid  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

A question, which is the Sakura Kasugano more popular out there?? I think it's POTS one, but I'm not sure if there's another one more famous than that, maybe an edit or with another style (SFA, MSHvSF, KOF, edited, etc)

I think Ikaruga made a KOF98 styled Sakura, not sure if you wanna call it famous, but its very good.
    

Re: [Ichida Thread]: Hakumen Quick Update (07/15/2022)

 July 16, 2022, 01:09:06 PM View in topic context
 Posted by Vocalnoid  in [Ichida Thread]: Naoto Shirogane Released + 6 Characters EXA Update (08/04/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

One bug I found with Iai Arthur.

- Winpose doesn't play after finishing an opponent with Cross Air Flash. (Tested on Mugen 1.1)

However I also found another bug, but I wasn't sure if this issue involves in both ikemen go <--- (the engine that was tested on) or mugen.

I used the same move to finish off the opponent and as soon as rapid cancelled it, the Super Finish background (nor the sound) didn't play (EXTREMELY precise timing is involved for rapid cancel). i'm not sure if it involves other distortion drive moves, but feel free to test other chars if so.
    

Re: M.U.G.E.N Screenshots V3

 July 11, 2022, 08:30:16 PM View in topic context
 Posted by Vocalnoid  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion

    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 26, 2022, 11:53:10 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Japanese Voicepacks for
Pyra: https://drive.google.com/file/d/1009EO1eIdgLEoIvt0GKMeEennx1PBdIq/view?usp=sharing
&
Faust: https://drive.google.com/file/d/1YFew5bvrVE9VRiSBINF2oNXS2YC4or26/view?usp=sharing
Are now updated with all the EXA additions!


Also for those who downloaded Metaknights' JPN soundpack from earlier, please redownload it as I accidently copied sound index 8005,2 over to 8005,3 by mistake.
Link: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing

PHEW! I can finally get some rest now. XD
    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 22, 2022, 10:57:11 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I wouldn't have known either. Whenever I run 1.0 in 1280x960, the frame rate takes a nosedive, so I tend to not bother switching from 640x480 on that engine. Nonetheless, I was able to fix the flickering in 1.0's higher resolutions.
Now that you said that, I'm actually pretty curious about your pc specifications (and possibly your mugen.cfg unless that's too much to ask :V ).

Your screenshots, clips and preview videos look hi-res and have higher dimensions than mine. That's why it made me think it looks larger as the screenshots you take is like 2548x1914. Do you not use M.U.G.E.N itself to take the picture directly?
They're using IKEMEN GO with the MSAA filter on which makes certain sprites look much more smoother even on lower resolutions.

Here's an example I did between the two modes for comparison
OFF:


ON:

    

Re: [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22)

 June 20, 2022, 01:18:01 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

One bug I found with Dedede is his Ultraburst uses 2 Super FX (from the fightfx file):


I also updated MetaKnights' Japanese soundpack: https://drive.google.com/file/d/1m1Ghb_cfXrXWIxsxE_ZfQJs3EIxvDYCe/view?usp=sharing to go along with the EXA system update. If anything is missing or misplaced, ask me whenever possible.
Thank You.

and don't worry, both Faust and Pyra will be updated as soon as possible (Hopefully finding their new-ly added sfx for them won't be a hassle XD ).
    

Re: Character of the Month: May 2022 Nominations

 June 19, 2022, 04:05:48 PM View in topic context
 Posted by Vocalnoid  in Character of the Month: May 2022 Nominations (Started by Bad Mr. Basara June 14, 2022, 02:11:15 AM
 Board: Contributions of the Month

Noel by Ichida - 2
Blob by SneezeTHPS - 2
Marx by OHMSBY - 1

I still can't get over how amazed I am with OHMSBYs' first boss char, Kudos to them  :iog:;)
    

Re: Super Crazy Jam - The king of Fighters Multiverse

 June 11, 2022, 03:26:32 PM View in topic context
 Posted by Vocalnoid  in Super Crazy Jam - The king of Fighters Multiverse (Started by Wou Mugen December 31, 2020, 06:32:27 AM
 Board: Projects

Revealed the 5th character of season 4.
nothing more nothing less than Goku

First Snake, Pickle Rick, AND GOKU?!
This is got be one of your best seasons for Crazy Jam so far, IT'S NUTS! :yuno:
    

Re: [OHMSBY Thread]: Ruby quick update (06/01/22)

 June 11, 2022, 03:16:29 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

BURST SYSTEM OVERHAUL
-New Burst Icon that also turns red when Not Over Yet is active.
-Burst now slowly regenerates overtime after use and does not fully regenerate between rounds.
-The rate of regeneration scales according to how much health has been lost.
-Burst meter is also gained on hit based on the amount of damage taken.
-When not over yet is active, the amount of meter gained is increased in both cases.

EXCEED ACCEL
-Triggered by pressing Y+Z when Ultra Burst is active.
-While it doesn't deal as much damage as most Distortion Drives, it has minimal damage scaling.
-Does not cost meter, but will immediately end Ultra Burst after use.
-Cannot be Rapid Canceled.
-Becomes upgraded when Not Over Yet is active.
-Holding down Y+Z during an Ultra Guard Cancel will immediately follow up with the Exceed Accel after the animation finishes.
-Hitting the opponent with an Exceed Accel will refill the Burst Gauge by 30% and will prevent the Burst Gauge from overheating.

OVERHEAT
-Burst gauge becomes overheated either when Ultra Burst runs out or if the Exceed Accel or Astral Heat is unsuccessful.
-An overheated burst gauge won't be able to regenerate for a set amount of time and will cause the power meter to slowly drain throughout the duration.
-Overheat is immediately removed between rounds.
-Astral Heat will not be available during Overheat even if you manage to have enough meter for it.

NEGATIVE PENALTY
-Performing too many consecutive back dashes or dodges will trigger a Negative Penalty, which immediately sets your meter and burst gauge to zero and puts you into overheat status.
-You will receive a warning before you get a Negative Penalty
-Moving toward and attacking the opponent will make the warning subside.

MISC
-Type Lumina style Super Jump. Heavier characters such as Blitztank have reduced distance on their super jumps. Triggered by tapping Down then Up in quick succession.
-A+B+Forward and A+B+Back are now macros for Double Tap Forward and Double Tap Backward respectively, Making instant air dashes easier to pull off.
-Significantly reduced knock back from a regular burst on block.
-Ultra Burst Cut-ins are no longer exclusive to the Persona cast.
-The base amount of time for Ultra Burst has been increased.
-Ultra Burst Timer will no longer increment during the initial Ultra Burst state.
-A successful Astral Heat will set the Burst Gauge to zero on the next round, assuming that the match isn't over.

Now this is MY kind of update! :mmhmm:


Although I do have some concerns, as well as regarding to the past update (NOY)
some doesn't seem to matter too much, since I do have beefy pc specs now, but these are just for some people who either use 1.1 and ikemen only, have older computer specs, like making bigger rosters, etc.

1. With the addition of the new burst Icon, as well as the timer length bar, is there any minor increase to sff filesize? I did a test to see what were the previous amount of KB was inserted to the burst icons which include BURST, ULTRA BURST, THE RED X, ULTRA BURST TIMER, and EMPTY BURST. (I might have to recheck again, ff3 doesn't like to save sometimes. :V)

-I used Yang as an example here.

BEFORE:


AFTER:


and overall to my surprise, despite being hi-res sprites, it only seems to be a very small 134KB increase. So I guess the changes will be little apparently.

2. (from NOY update) The Ultra Burst BG is a bit heavy in size, arranging to a 3745KB (Still using Yang), and most characters make use of their Astral BG with Explods, which is a single sprite. Was that the only best BG you could find for Ultra Burst, or would more additional explods for the Ultra Burst background mess up your chars? (I'm not an expert on this, So I was just learning about Explods long ago.)
    

Re: [Ichida Thread]: Akira Released + 3 Characters Update (05/30/2022)

 May 30, 2022, 11:13:51 PM View in topic context
 Posted by Vocalnoid  in [Ichida Thread]: Naoto Shirogane Released + 6 Characters EXA Update (08/04/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

Glad to see Akira make his way in, definitely testing soon, and I hope you do have a great summer break, I can't wait to see what other surprises (besides Iai Arthur) you'll bring in soon. :thumbsup:

Spoiler: About the KFM Palette for Akira (click to see content)
    

Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)

 May 23, 2022, 01:57:26 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I didn't seem to find much feedback so far, but...
JESUS! I was expecting Marx to a be cakewalk, but He done did me way too good (I'm still glad he has a configuration file, or else things would've gone off the trail, and yes u can blame me for not getting gud. Nuff said :V ), and yet I'm still loving it. :joyful

I thought Portal Crawl was too hard to avoid until I figured out the pattern, or how I realized we should preserve our super meters to hit him out of Laser.
- Black Hole can't be escaped by characters without fast dashes, teleports, etc. I suggest making the vacuum weaker if P2 is mashing the back direction
- His round 2 Laser variation really got me good, hehe
As I (kinda) said, Marx has a configuration file that has a couple of changes you can make for difficulty adjustment such as black hole strengh, attack wait time, and of course his Laser damage interruption threshold.

Here's what I did to mine and feel free to copy if you want. (although I would recommend setting to 3 for the pull strength and between 150-175 for Laser interruption):
Code:
;Black Hole Pull Strength
[State 5900, 1]
type = Varset
trigger1 = 1
var(44) = 5
;This value determines how quickly the Black Hole attack will pull the opponent in
;Setting this to anything higher than 25 will likely cause unintended behavior
;Default value is 8

;Timer Toggle
[State 5900, 1]
type = Varset
trigger1 = 1
var(45) = 1
;Setting this value to 0 will allow the timer to count down while fighting Marx
;The timer will still freeze when Marx has been reverted back to his original form
;Default value is 1

;Attack Wait Time (Phase 1)
[State 5900, 1]
type = Varset
trigger1 = 1
var(47) = 150
;This value determines how much time in frames Marx waits between attacks when controlled by the AI
;60 frames is equal to 1 second
;Default value is 140

;Attack Wait Time (Phase 2)
[State 5900, 1]
type = Varset
trigger1 = 1
var(48) = 150
;Same as above, except this value applies after Marx has lost a round
;Default value is 90

;Laser Interruption Damage Threshold
[State 5900, 1]
type = Varset
trigger1 = 1
var(49) = 200
;This value determines how much damage needs to be dealt to Marx in order to interrupt his laser charge
;Default value is 400

Can't wait to see what else is in store for your next set of characters OHMSBY!

:iloveyou: GO YOU! :iloveyou:
    

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

 May 21, 2022, 12:44:49 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Quick question: Will you ever do more Smash boss characters in the future? Just like you made Marx
I heard they said that Dracula and/or Master Hand could be possible choices in the works, but lets just wait and see how Marx plays like to ourselves, cause his gameplay just dropped now.
Link for anyone who's interest to see: https://www.youtube.com/watch?v=xrsvqtPjKQQ
Spoiler, click to toggle visibilty

A little curious, when will you release the system update?
At the end of Marxs vid, there's a small Overdrive icon under the lifebar. (it looks cool too, it's a nice callback to Central Fiction) So you'll know that its coming soon.
    

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

 May 09, 2022, 01:56:08 PM View in topic context
 Posted by Vocalnoid  in [Ichida Thread]: Naoto Shirogane Released + 6 Characters EXA Update (08/04/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

Spoiler: Coming soon. (click to see content)
Just for that, I had to make this.:kugoi: :P


NOTE: this palette was made from Ghost Killer's Akira, I wasn't sure if yours has the same CS.
    

Re: Character of the Month: April 2022 Nominations

 May 03, 2022, 06:51:43 PM View in topic context
 Posted by Vocalnoid  in Character of the Month: April 2022 Nominations (Started by Bad Mr. Basara May 02, 2022, 07:04:40 PM
 Board: Contributions of the Month

Blissful Adachi by Ichida - 2
Chocolate Lover Merkava by OHMSBY - 2
Cammy by Ohgaki - 3
Shadow Dio by Warusaki3 - 3
    

Re: [Ichida Thread]: Chie Satonaka quick update (04/26/2022)

 May 03, 2022, 03:12:14 AM View in topic context
 Posted by Vocalnoid  in [Ichida Thread]: Naoto Shirogane Released + 6 Characters EXA Update (08/04/2022) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

Akiha infinite.

Did you put this code in stupas training char? It can be found in any of OHMSBYs (considering they play similar to Ichidas) characters readme files
Code:
[State 5050, 4] ;Recover near ground
type = SelfState
triggerall = stateno = 6050
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5200 ;HITFALL_RECOVER

[State -2]; Recover in mid air
type = selfState
triggerall = stateno = 6050
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5210 ;HITFALL_AIRRECOVER

It won't realize that they can recover despite the "recover" option being turned on, only then if the infinite counts.
    

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

 April 29, 2022, 10:07:16 PM View in topic context
 Posted by Vocalnoid  in [OHMSBY Thread]: Bowser Released + EXA update for 8(9) chars (08/14/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Hey OHMSBY, where does this model of Marx come from? Did he come from Kirby All Star Allies(KASA) or Smash Ultimate? Can't tell because the his base form reminds me of how he looks in KASA, but his boss form looks like it could be from either Ultimate or KASA. Also how will this little guy play like? Will he fight normally until his health reaches a certain point and he turns into his boss form? Or will he start in his boss form and he'll then change into his regular when you do enough damage to him?
the model(s) is from SSBU, you can tell because he looks dead inside. :V

Also OHSMBY stated that Marx will only be in his boss form. Best used as an AI controlled character, and once his health is at Zero in the final round (round 2, 3, or depending on your fight.def settings) He returns to normal leaving with a choice to hit him once more with any move that you desire to use.