
Board: M.U.G.E.N Discussion
https://streamable.com/725w0p
Everybody
-Fixed an error where the "Warning..." message flickering on the screen after character K.Oing an opponent.
-Fixed an error where characters gained more meter than usual within the first 150 ticks of Ultra Burst.
Strider Hiryu, Zero and Ernst von Adler
-Characters now gain less meter while Install Hypers are active.
-Reduced AI's difficulty.
Selvaria and Asuna Yuuki
-New Exceed Accel.
-Reworked on all swish effects.
-Every single Helper 7777 is having trigger1 = movecontact applied to it. This means for each tick, a helper will be spawned if Yamaneko's projectile makes contact with the opponent whether it hits or is guarded and can go up to 60 helpers on the screen at the same time in one second, which explains the reason why there's a severe lag after performing Ultima Laser Cannon or Coupy's Lovely Charm. Since you only need one Helper 7777 to determine when she can roman cancel, I suggest having the trigger adjusted to movecontact = 1 or having persistent = 0 included for all of them to prevent helpers spamming from happening.With all these fixes, your Yamaneko should be in a steady state to go. I haven't checked B.Battler yet but I'm pretty sure that he's suffering from the same issues. There's no use wasting your time remaking the entire characters as you will only rebuild the same old houses with the same old bricks.
-The amount of palettes she's having in the SFF file is 1138, which is horrendous and also the main cause of the issue where the game lags so much when she activates Ultra Burst. In case you don't know, bad optimization and excessively redundant use of palettes can also slow the game down since M.U.G.E.N requires more time to load the assets. I checked the SFF file and found that there were quite a lot of groups that having its sprites use seperated palette which can be merged into one respectively (1201, 1300, 4003 and 4004 to name a few). I suggest making good use of "Insert the current palette in the images..." feature and delete all unused ones once you are done optimizing them in order bring this number down as low as possible. You can also graysale the entire sprite group then optimize the color and switch it to the initial one if necessary.
-Some projectiles don't put the opponent into custom states and also don't deal additional damage when Ultra Burst is activated, which is something you might want to take a look in Helper.cns.
I always test them on 1.1 first and i only test the chars on 1.0 once they are finished.Shame. Whether it's 1.0 or 1.1, each version has its own disadvantages and I don't believe in the fact that they are well optimized in the first place, not even I.K.E.M.E.N. But if you think you can keep up with this playstyle for a little longer, I suggest switching to 1.0 for characters making and just get used to it from that moment. Since there are bugs occur in 1.0 but not 1.1 and vice versa, too bad to tell you that 1.1 isn't even as good as you always think it is.
I get what you're saying, but this was not intended to be a feature request to the authors, it's an optional essential to everybody who want to give these characters some extra flair to them for their own personal builds (just like my previous numenemy ai code which is now outdated now that AI scaling has been implemented).If that's the case, I suppose you might want to make a respective topic for the add-on and give further explanation about it so that people can understand and install this for their characters. In fact, when it comes to making general changes over the style, I don't think I have the permission to do that (with the exception of my characters), so you might want to discuss this with OHMSBY first.
I don't think Monte Cristo's Black Grudge mechanic is actually implemented properly. There's no damage over time effect, just only a slight extra bit of damage on Furious Hellfire B version, and that's when the opponent is launched.Got the code rechecked while I was reworking on his effects so now the DOT should be easier to track, just go ahead and redownload Dantes.
I also feel breaking up the Followup Actions of Photon Hurricane into three separate actions may be for the best given that each possible button input does something completely different from the other two, but that's just me.This is intentional as her followup actions don't have their specific name for each move like Enkidu's 236X~X. So I think it's still better to keep it consistent with the readme.
Ernst Von Adler
Saki Mitonoya
Margaret
Potemkin
Kamui Tokinomiya
Hybrid Nimue
-Increased Zantetsu's cornerpush.
-Special Intro Vs. TornilloOxidado's Izayoi.
Akira Yuki
Iai Arthur
Naoto Shirogane
Kanji Tatsumi
Hibiki Kohaku
Weiss Schnee
Kouma Kishima
Strider Hiryu
Emi Yusa
Blake Belladonna and Negative Blake
Dizzy
Yuuki Konno
The Count of Monte Cristo
Curly Brace
Zero
Neo Politan
Chipp Zanuff
Kirino Kousaka
Yukari Takeba
Minazuki Sho has received an update
-Updated Tsukiyomi's sprites with properly indexed palette, thanks to Mid117.
ummnn,will you plan to do sho (minazuki without persona) as minazuki EX on someday?(not requesting,just wondering)Probably, yeah.
also may i have the stage link that showcase minazuki release video??Sure. Here:
HakumenAnd special intros with Shadow Characters have also been included for the Persona characters (If there's any.)
Hazama
Seth
Orie Ballardiae
Chie Satonaka and Shadow Chie
Miyuki Shiba
Linne
Selvaria Bles
Akiha Tohno
Tatsuya Shiba
Asuna Yuuki and Kimono Asuna
Miyako Arima
Blissful Adachi
Naoto Kurogane
Noel
Yosuke Hanamura
Elizabeth