
Board: M.U.G.E.N Discussion
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
The only suggestion I would make is having the Tetsuzankou kanji display over the Super Finish Background.
-Selvaria:
+Fixed an error where any version of Air Raid and Remaining Shadow deal no damage to OHMSBY's Marx.
-Tatsuya:
+Fixed an error where Sonic End deals no damage to OHMSBY's Marx.
+Fixed an error where Sonic End's follow-up occurs but doesn't deal damage to OHMSBY's Marx.
-Miyako:
+Fixed an error where B and EX version of Experience don't hit OHMSBY's Marx.
-All 3 characters: Small aesthetics adjustments.
As for your next character Aoko as I noticed on the preview screenshot, her small portrait is laterally inverted and facing the opposite direction. Her small and big portraits are supposed to be default facing right as that's how it was in the original game:I assume that Aoko's portrait was flipped to the opposite side in this case was because she was controlled by player 1, the same thing to say with Shiki's portrait on player 2. If you take a look at her portrait on Mizuumi, you will find that he actually did it right.
[youtube]https://www.youtube.com/watch?v=sSaXE9HFoDM[/youtube]
Found an error where (sometimes) Jin could freeze in a short time when I hit Marx with Hirensou.Yeah, this is also one of the examples I'd like to mention when it comes to the issue that Marx cannot be sent to custom states. Jin only performs the second strike if the opponent is blocked by the ice block and low enough if the first hit is connected.
https://streamable.com/3j12uf
Hey Ichida, how have you been doing lately?I'm doing well. Everything goes smoothly as it should.
If you don't mind me asking, what was the development process of Blissful Adachi like? Like making Blissful Adachi's moveset match up with Happy Chaos' moveset in Guilty Gear Strive?Basically back then I've been looking forward to having an opportunity to make another Persona character after finished making Kimono Asuna. But at the same time, I wanted to make Miyako Arima. Ultimately, I decided to prioritize her over Blissful Adachi because I wanted my next character after Miyako to be released on April 1st. And most importantly, he must be fun to make and fun to play. So rather than "making" or "coding" characters, I wanted to take it more lightly this time like "Yeah technically I'm not making him at all, I'm just playing around with the code and here he is. Hopefully he works well." So I gathered Happy Chaos's moveset through Dustloop and Youtube videos and made them worked best for my "April Fool's version" of Adachi. As for Blissful Adachi's "interesting" animations, well I suppose his introduction against himself can be counted here if you want. But I think that he's pretty well done up to this point.
And was there anything you wanted to put more into him like interesting animations? And also are there any other games or characters you want to convert into BBTAG playstyle?Probably P4U, MAAB, Blade Strangers, MBTL and obviously, BBTAG. In fact, I'm looking forward to making a RWBY character. However, she had been done before by k6666orochi and ZolidSone tested her. With that being said, if I make her in my own version, that means I'll have to ask him to test the character again, which is something he shares that he doesn't really feel like doing. So there's nothing I can tell about her now.
I mean, I do realize her name is Noel Aizome. But according to the game, MBTL itself, she's just Noel. I was pretty consistent with naming characters so I named her "Noel Aizome" in the first place (just like Akiha and Miyako.) But then it had been changed to just "Noel" because "Aizome" wasn't mentioned in the game, if I remembered correctly.
That was neat. Just tested it with my Akira and it fitted like a glove.
-Added special intro against Noel.
-Fixed an error where both Akiha and Miyako's falling velocity couldn't be steered by holding forward or backward during their neutral jump.
-Fixed an error where both Akiha and Miyako couldn't turn during their air throws.
-Some aesthetics adjustments.
-Quick update on Akiha's Brilliant Wheel: After certain uses of Brilliant Wheel, Akiha will be pushed backward if she's near the corner.
Akiha infinite.
-Fixed an error where no ground shockwave was created when the opponent hit the ground after getting hit by certain normal and special moves.
-5BB now will launch opponents on hit.
2.) I've noticed I can't recolor his pants while making new palettes for him.Noted. I'll take a look at his SFF file to see what I can do about it.