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Y5ha

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Messages by Y5ha

    

Re: Original Character WIP

 April 23, 2023, 10:58:54 am View in topic context
 Posted by Y5ha  in Original Character WIP (Started by Y5ha April 22, 2023, 11:39:50 am
 Board: Projects

That looks great. I'm wondering what's limiting the clone usage. Do they disappear when hit by anything? Spend meter?

And that's still a lot of progress for someone who's been busy.

Clones disappear when hit by anything, but l'il have to add some usage gauges, too.(using clones allows infinite combos very easily.)
    

Original Character WIP

 April 22, 2023, 11:39:50 am View in topic context
 Posted by Y5ha  in Original Character WIP (Started by Y5ha April 22, 2023, 11:39:50 am
 Board: Projects



3rd Original character.
It has ' summoning clone & controlling the clone' gameplay.
Since the gameplay needs complicated inputs, I Guess this character will get the hardest gameplay & combo hardness above the 2 other characters I made.

* it's been over 3 months since I stopped posting.
   I've been busy getting jobs, sorry for the sudden disappearance. :P
   future updates may be slow but I believe I can do it some days.
    

Re: Maru the Bear(Original Char) release ver 1.01

 February 01, 2023, 03:04:31 pm View in topic context
 Posted by Y5ha  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 pm
 Board: Your Releases, 1.0+

Checked it, thanks again!
    

Re: Maru the Bear(Original Char) release ver 1.01

 January 23, 2023, 08:59:22 am View in topic context
 Posted by Y5ha  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 pm
 Board: Your Releases, 1.0+

- Ver.1.01 update (2023.1.23)

- Aligned animation 5160
- Modified 5A hitbox, Air pushback
- Fixed special intro positioning problems.
- Changes on UI. (MR Guage Changes its color when it's 50% & 100% / powerguard gauge turns red when reinforce is active(unable to use).)
- PowerGuard changed to hitoverride code. Can gain gauges when hit(80% of the damage), but gets 60% decreased Damage.
- MR gauge gain when hit by apponent decreased by 50%.
- PowerGuard can now block attacks from behind.
- Jump B block stun time decreased.
- Fixed the missing pal 9.
- buffed 5B's attack speed & velocity.

 Added another Command normal "Cross" (↙B).
    

Re: Maru the Bear(Original Char) release ver 1.00

 January 22, 2023, 04:43:58 pm View in topic context
 Posted by Y5ha  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 pm
 Board: Your Releases, 1.0+

    

Re: Maru the Bear(Original Char) release ver 1.00

 January 11, 2023, 07:53:04 am View in topic context
 Posted by Y5ha  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 pm
 Board: Your Releases, 1.0+

Great work. :2thumbsup: It's much more solid than Lami's first release. Here's what I could find so far:
Always, Thanks for the feedback! I'll adjust them in the next update :)

Loving the new .png overview and moveset too, a lot to appreciate here. I really hope Lami will get one too, very cute set of characters.
Sure, she'll get one too in her next update. thanks for liking!

+fixed the typo in the command lists in readme & Png Instructions.
   added skipped specials in readme.(EX specials, flybear)
    

Maru the Bear(Original Char) release ver 1.01

 January 07, 2023, 02:44:18 pm View in topic context
 Posted by Y5ha  in Maru the Bear(Original Char) release ver 1.01 (Started by Y5ha January 07, 2023, 02:44:18 pm
 Board: Your Releases, 1.0+

    

Re: Original character Work in progress.

 December 14, 2022, 06:27:47 pm View in topic context
 Posted by Y5ha  in Original character Work in progress. (Started by Y5ha October 08, 2022, 03:58:15 pm
 Board: Projects

AI test battle video here.

Still needs work(balancing etc), but I bet i'm pretty close to the release :D
    

Re: Is there a way to freeze explods during parent's hitpause?

 December 11, 2022, 11:05:49 am View in topic context
 Posted by Y5ha  in Is there a way to freeze explods during parent's hitpause? (Started by Y5ha December 11, 2022, 03:15:59 am
 Board: M.U.G.E.N Development Help

Solved it, Thanks a lot!
    

Is there a way to freeze explods during parent's hitpause?

 December 11, 2022, 03:15:59 am View in topic context
 Posted by Y5ha  in Is there a way to freeze explods during parent's hitpause? (Started by Y5ha December 11, 2022, 03:15:59 am
 Board: M.U.G.E.N Development Help

I was making a melee animation that a character swinging glowing weapons. (explod) I set explod's pausetime to 0, but looks like it doesn't apply on parent's hitpauses.
Is it possible to freeze explods during hitpauses?
    

Re: Original character Work in progress.

 December 05, 2022, 11:41:23 pm View in topic context
 Posted by Y5ha  in Original character Work in progress. (Started by Y5ha October 08, 2022, 03:58:15 pm
 Board: Projects

Not sure if it's intentional.

Yep.. that was not intentional. I wonder if adding nohitby(all attrs except NP,SP,HP) on the projectile helper would be the right way to fix it.

    

Re: Original character Work in progress.

 December 05, 2022, 05:36:55 pm View in topic context
 Posted by Y5ha  in Original character Work in progress. (Started by Y5ha October 08, 2022, 03:58:15 pm
 Board: Projects

It' been months since i stopped posting. I've been busy preparing SATs, so... anyways sorry for that.

Here's a quick overview of the progress.


◇Lami rework
-i've been working on this with the development of new char(sparing a little time of it steadily). Still needs lots of balancing&polishing yet.

◇Maru(New bear char)
-Gameplay is done, currently working on AI and balancing.(especially the powerguard at 0:26)
Working on AI always takes the longest time :/
    

Original character Work in progress.

 October 08, 2022, 03:58:15 pm View in topic context
 Posted by Y5ha  in Original character Work in progress. (Started by Y5ha October 08, 2022, 03:58:15 pm
 Board: Projects


So.. this is the preview of the second character I'm currently working on.(Some FX/SFX/Animations might be unfinished.)
Still many things left to work on + being busy with my schedule might make it take some time. but I'il finish it one day.

The gameplay concept is an infighter character, with a special "reinforcing" move that enables EX moves.
Constantly using the reinforce throughout the battle and performing combos based on the EX moves might be the imagined gameplay style,
but I'll have to add some additional systems to prevent normal moves from being ignored(adding some Requirements to perform the reinforce move, I guess?).
    

Re: Lami the fox(Original) release ver 1.06

 September 24, 2022, 08:42:35 pm View in topic context
 Posted by Y5ha  in Lami the fox(Original) release ver 1.06 (Started by Y5ha September 04, 2022, 05:10:36 pm
 Board: Your Releases, 1.0+

I know what you mean but "Ground LP HP - Thrust" doesn't combo because B Thrust is slow, so it's
Oops, Looks I didn't mentioned 'when opponent is air'. What I meant was juggling enemy to the air through that combo allows infinite combo. Sorry for the mistakes.(maybe I had to wrote 'ground' to 'Stand'.xD)
+Thanks again for the cameras!
    

Re: Lami the fox(Original) release ver 1.06

 September 24, 2022, 06:12:14 pm View in topic context
 Posted by Y5ha  in Lami the fox(Original) release ver 1.06 (Started by Y5ha September 04, 2022, 05:10:36 pm
 Board: Your Releases, 1.0+

Thanks! I'm kinda busy working on the next character(+preparing for Korean SAT) so maybe the next update will take place after release of it.
- B version Shocker Thrust is already slow so I think you shouldn't need gauge to use it in combos
Although the gauge used for this is to prevent Infinite combos. Removing this may allow infinite combos such as "Ground LP HP - Thrust - Air LP HP."  I could have made velocity dampning for each hits, but I'm worried that if it makes the special gauge seem pretty useless.(Making it seem useful again may change the combos and the gameplay pretty much. I don't wanna change the system or combo routes too much,  too. :l)
    

Re: Lami the fox(Original) release ver 1.05

 September 24, 2022, 11:19:38 am View in topic context
 Posted by Y5ha  in Lami the fox(Original) release ver 1.06 (Started by Y5ha September 04, 2022, 05:10:36 pm
 Board: Your Releases, 1.0+

[Ver 1.0.6]

[☆] added AI difficulty. (Currently set to Mugen's difficulty. for custom difficulty, read "AI setting guide" in the files for custom sets.)
    +hardest(level8) is recommended for AI matches
-guard freeze for melees adjusted
-Some AI's bugs were fixed (running under the opponent, Not guarding against air attacks)
-Some AI behaviors are adjusted
-backdash changed to backstep.
-Horizon launcher(214HP)'s autoguard effect bug fixed
-Flux(214LP+HP)'s facing bug fixed
-draw state's LP - sit LP - LP... combo is now restricted to 4 hits.
-AI can now attack dizzy opponents.
    

Re: Lami the fox(Original) release ver 1.05

 September 23, 2022, 08:16:38 pm View in topic context
 Posted by Y5ha  in Lami the fox(Original) release ver 1.06 (Started by Y5ha September 04, 2022, 05:10:36 pm
 Board: Your Releases, 1.0+


- The AI doesn't attack P2 if he's dizzy (Ikemen GO)
Thanks again! I wonder if there's a specific stateno in ikemen go's dizzy state. Is it 5300, the same as the anim number?
    

Re: Lami the fox(Original) release ver 1.04

 September 22, 2022, 04:35:20 pm View in topic context
 Posted by Y5ha  in Lami the fox(Original) release ver 1.06 (Started by Y5ha September 04, 2022, 05:10:36 pm
 Board: Your Releases, 1.0+

[Ver 1.0.5]

Very Slight change.

-Added cornerpush to draw 236HP (preventing char going backwards of the enemy while jumping after hit, eventually pulling enemy to other side.)
-AI combo stability for small air hitbox characters fixed.
    

Re: Lami the fox(Original) release ver 1.04

 September 17, 2022, 08:02:42 am View in topic context
 Posted by Y5ha  in Lami the fox(Original) release ver 1.06 (Started by Y5ha September 04, 2022, 05:10:36 pm
 Board: Your Releases, 1.0+

[Ver 1.0.4]

Ai modifications
 -AI Parry Learning list increased to 10 (original 5)
 -AI can learn moves while guarding too.

Super Move 'Flux' Added (read 'readme' in the file for details)

Shock Thrust L(236LP)'s have been modified
    

Re: Lami the fox(Original) release ver 1.03

 September 15, 2022, 10:24:50 am View in topic context
 Posted by Y5ha  in Lami the fox(Original) release ver 1.06 (Started by Y5ha September 04, 2022, 05:10:36 pm
 Board: Your Releases, 1.0+

Ver 1.0.3

-modified body/attack hitboxes
-added name of the moves
-fixed some debug message errors
-Air nondraw 214LP/HP is changed to dive kick (increased velocity)
-using throws while running disabled
-added palettes up to 12
-additional hit effects are added
-throwing enemy backward are available
-Draw 236HP(on ground) resets the target's Y position into specific location when the target is in the air.(more stabilized combos)
+fixed hit effect bug that hit effect appears on 46LP/HP's first hit even if the enemy is not hit.