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Re: [Resentone Thread]: Gengar Released + Saber Updated (29/06/2023)

 July 01, 2023, 09:38:14 am View in topic context
 Posted by Grigori  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

Gengar has been released, head over to the first page to download. Saber is updated to receive the higher frame rate effects. (this impacted the file size, I might have to think of alternatives like how OHMSBY handles his effects.)

For what its worth you do a far better job with your effects by and large.
Yours can actually be colored(Not sure if this applies to new saber update), and it adds a huge amount to your palettes. I can't overstate it. Its amazing.

I don't know how much extra work it is, but please continue allowing for this regardless of what methods you use.
Perhaps I don't speak for everyone, but file size in mugen is barely even a consideration in this day and age, large file sizes are preferable to sub par results. Even with a bloated mugen most peoples games are unlikely to even meet the average steam games file size.

Just wanted to toss my 2 cents in.
    

Re: [Jinny Thread]: Belial Quick Update (OHMSBY Style) (16/05/2023)

 June 14, 2023, 08:47:05 am View in topic context
 Posted by Grigori  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

This is some real helpful criticism. What I like the most is that you provide solutions on how to fix the problems as well which is extremely helpful. I'm gonna update Belial to fix those issues at some point (And of course he's getting "Give Daddy Some Sugar" now as I found a way to implement it. Initially the only reason for it not being there is because I simply didn't know what to do with it, but I got an idea in the middle of working on Katalina). Unfortunately, there is something that I can't fix at the moment and that is his crouch animation. I hate it too if I'm honest. It's because for some reason the animation leans forward in blender. I have an idea on how to fix it (although it would be tedious, but I'm willing to do it), but for now I wanna focus on Kat, ya know?

Thank you for your feedback, I will address everything I can in the next update and I would appreciate it if you could give me the same kind of feedback for Katalina when she comes out.

I'm glad my feedback came across as I intended it to.
Also nice to hear you've got something in mind for his counter. That will really round him out I think, and tie him closer to the mainline game too.

I intend to be around for Katalina's release as well, and any other granblue characters. I'll provide what I can when she's available.
Very much looking forward to future releases and updates, but also more than happy to wait for them. No ones expecting you to hammer this stuff out like its your job or something. Move at whatever pace prevents burnout. Were all just hoping for the best versions of what you make as possible.
    

Re: [Jinny Thread]: Belial Quick Update (OHMSBY Style) (16/05/2023)

 June 11, 2023, 11:52:24 pm View in topic context
 Posted by Grigori  in [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023) (Started by Digital Jinny April 28, 2023, 05:20:58 pm
 Board: Your Releases, 1.0+

My feedback more pertains to aesthetics and gameplay than anything. If my critiques come across as nitpicking feel free to disregard.

Before that tho I have to express appreciation for how you managed the palettes. I never expected them to be so customizable. They feel like proper palettes and its great. I'm not certain of exactly how you and OHMSBY make this magic happen, so I'd never hold it against him, but making palettes for his 3D characters is very limited.

Gameplay wise I have only 1 thing that really bothers me, and its the lack of his counter. He's a very showy character, and that walking counter/taunt of his is a lot of fun in the mainline game. I was really disappointed to see it absent here. If at all possible please consider adding it to him in the future. Without it he just doesn't really feel complete. Otherwise absolutely fantastic job. Now, onto the nitpicking.

His supers feel like they lack impact. For Lemegeton, I think it would benefit a lot from some kinda effect when he puts his hand out to hold you in the air. Something that makes it feel like he's forcing the player to stay airborne. Adding some kind of explosion after the hit would go a long way in making it feel more authentic to the move in the game too.

For Vassago, I think just making it linger for a moment longer (Hitstop) on the scythe's impact would go a very long way in making it feel really nasty.

His exceed excel super is rather jarring in the way he positions himself to the center of the screen. I'm not sure exactly what, but perhaps their could be some other animation besides his walk/backwalk that would look cleaner? Honestly, I don't think he even really needs to reposition himself at all. Maybe something like this would work?
https://i.postimg.cc/3JDgDN7N/Belial-Pose.png

Overall his supers feel like they end just a bit too abruptly.

And for his Astral, Ideally a little animation on the wings would be really cool, but I realize that's probably an unreasonable request. Instead I think you could really improve its sense of impact by just adding some more screenshake once the lasers fire, and instead of having them all fly into the opponent as they do currently(with only one really connecting)perhaps make them all converge instead?

His crouching animation is very exaggerated. He leans very far toward the "camera" and it looks like it was done by tilting the model. Its no where near as subtle as in Granblue Fantasy Versus itself.

His standard victory pose using the sprites that leave his mouth somewhat open rather than having the teeth connect like Versus almost makes it seem like he's lost some teeth.
https://i.postimg.cc/XvQxJjBs/Belial-Win.png

His walk forward, and walk back animations are too fast. He looks super goofy. Especially walking forward.


Thats about all I've got. With just a little more tweaking he'll feel as polished as anything OHSMBY releases. Great job, and I'm really looking forward to whatever else you produce.
    

Victory screen for AI after Watch matches?

 June 10, 2021, 05:14:54 am View in topic context
 Posted by Grigori  in Victory screen for AI after Watch matches? (Started by Grigori June 10, 2021, 05:14:54 am
 Board: M.U.G.E.N Development Help

Is this possible? I've not been able to find anything explaining this in any detail as of yet nor does it appear to be in the system.def.

Any help is greatly appreciated.
    

Multiple Songs on a stage? *SOLVED*

 May 17, 2021, 12:06:25 am View in topic context
 Posted by Grigori  in Multiple Songs on a stage? *SOLVED* (Started by Grigori May 17, 2021, 12:06:25 am
 Board: Ikemen General Discussion and Help

I've seen it stated that you can assign more than one bg music track to a stage and it will select from them at random when the stage is selected, however I cannot find out how to do this nor do I see it stated in the stage.def files that come default with ikemen.

Is this actually not a feature, or have I just not figured out how to do it?

Any help is greatly appreciated.


EDIT: I found the information in ikemen plus(abandoned version?).
I thought simply adding more music in the stage .def would allow it to play more, but its actually required in the select file as well.

Select.def example: Stages/stagename.def, music=sound/musicname.mp3, music=sound/musicname.mp3 ect.

stage.def example:

[Music]
bgmusic = sound/musicname.mp3
bgmvolume = 100

;========================================================

;--------------------------------------------------------
[Music]
bgmusic = sound/musicname.mp3
bgmvolume = 100

;========================================================

Whether or not the code must be input this way or can be done another way I can't say as I've not tested other methods, but this does work.