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Re: Mid117's Color Palettes for OHMSBY Style Characters and others Authors

 March 29, 2024, 10:30:18 pm View in topic context
#1
 Posted by TornilloOxidado  in Mid117's Color Palettes for OHMSBY Style Characters and others Authors  (Started by Mid117 December 20, 2023, 03:54:48 pm
 Board: Edits & Addons 1.0+

Dropping a palette request..

"The Count of Montecristo, King of The Cavern" First Ascension (For Vinnie's Monte Cristo obviously)
The man has a new version on Fate GO after years and his design is dope.

Spoiler, click to toggle visibilty

    

Re: [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24)

 March 29, 2024, 10:09:44 pm View in topic context
#2
avatar  Posted by Dude01  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

    

Re: [Tornillo Thread]: Important Update for Kyo (29/3/24)

 March 29, 2024, 09:59:22 pm View in topic context
#3
 Posted by TornilloOxidado  in [Tornillo Thread]: Nero Claudius + Yamaneko Arthur Released (11/3/24) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

Here is an update that it should came out 69 years ago:

Quote
Baiken
-Fixed error where 2B and Youshijin were unblockable during guardstun.
-Removed Jam Kuradoberi voicelines that were left.
-Added custom state for OHMSBY's Kiryu Coco.
-Lifepoints were reduced from 1000 to 980.

Kyo Kusanagi and NESTS Kyo
-Fixed error where special canceling the backwards throw made him facing the opposite direction.
-Fixed error where 2B and Shiki Oniyaki were unblockable during guardstun.
-Fixed common.cns
-Added AI scaling.
-Changed the aesthetics in Shiki Kototsuki You
-Added a bit of more details in the special intro between them.
-Fixed error where Normal Kyo can't cancel his 2A three times unlike his EX version.
-A lot of hit velocities and fall recovery values where changed.
-Some hurtboxes were redid.
-Added custom state for OHMSBY's Kiryu Coco.

NORMAL KYO ONLY
-Ura 108 Shiki Orochinagi is now chargeable. (His animation now will be faster and faster before throwing the flames, it deals insane damage when fully charged.)
-Ura 108 Shiki Orochinagi is super cancelable into Crescent Slash Hyper Ver.
-The hitbox in Yamibarai was greatly reduced.
-Movelist.dat added

NESTS KYO ONLY
-R.E.D Kick fall recovery values changed.
-His regular damage output was increased.
-524 Shiki Kamukura isn't cancelable during 115 Shiki Dokugami anymore.
-Fixed error where the AI can use Saishu Kessen Ougi Mushiki without having power.

-NEW DISTORTION DRIVE: 123 Shiki Shaku En (D,DF,A/B command)
About this move:

->Only usable when 125 Shiki Nanase hits succesfully.
->This super move is from The King Of Fighters XI where the conditions to make this attack are the same.
->This makes him having 4 Distortion Drives in one character.

-Saishu Kessen Ougi Mushiki can be Super Canceled into 123 Shiki Shaku En.
-Movelist.dat wasn't added for this character, as his moveset was changed noticeably.
    

Re: Assorted AI-generated stages

 March 29, 2024, 07:00:55 pm View in topic context
#4
 Posted by PotS  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

Added two new ones to the first post.
    

Re: Takanashi Hoshino's Palettes (OHMSBY Style Characters, etc.)

 March 29, 2024, 05:22:42 pm View in topic context
#5
avatar  Posted by Dude01  in Takanashi Hoshino's Palettes (OHMSBY Style Characters, etc.) (Started by Takanashi Hoshino May 10, 2023, 06:07:00 am
 Board: Edits & Addons 1.0+

Aye Vanoss Rentaro. That is is palette that really looks cool :D but which one fits for the team 6? (not a request btw)
    

Cvs2 New Character

 March 29, 2024, 05:07:56 pm View in topic context
#6
 Posted by IKEISLEGEND  in Cvs2 New Character (Started by IKEISLEGEND March 29, 2024, 05:07:56 pm
 Board: Projects

                                                      Shin Bison Cvs2



                                           
    

Re: Wiley Base by Exshadow fixed for Mugen 1.0/1.1/Ikemen Go

 March 29, 2024, 04:35:52 pm View in topic context
#7
 Posted by Kamui_De_Los_Vientos  in Wiley Base by Exshadow fixed for Mugen 1.0/1.1/Ikemen Go (Started by Kamui_De_Los_Vientos March 27, 2024, 09:19:45 pm
 Board: Edits & Addons 1.0+

    

Re: MUGEN Video thread

 March 29, 2024, 04:23:13 pm View in topic context
#8
 Posted by D2TD  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

 Ulquiorra Cifer VS. Zagred (Bleach vs Black Clover)

    

Re: Wiley Base by Exshadow fixed for Mugen 1.0/1.1/Ikemen Go

 March 29, 2024, 03:42:38 pm View in topic context
#9
 Posted by RagingRowen  in Wiley Base by Exshadow fixed for Mugen 1.0/1.1/Ikemen Go (Started by Kamui_De_Los_Vientos March 27, 2024, 09:19:45 pm
 Board: Edits & Addons 1.0+

Other stages were modified and updated so that they can look good in both Mugen 1.0/1.1 and Ikemen Go, These

SSB-Peach Castle
OG-Wonderland
OG-Cherry Blossom.

Do you have a link to these by chance? Coz the download here just leads to the stage of this topic.
    

Re: Weird AIR

 March 29, 2024, 03:04:51 pm View in topic context
#10
 Posted by YugaCurry  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

Ah, I see.
Lowering the number can work, but I'm not sure.
Another thing you can do is check the "version" in the character's .def, and change it to 1.1 if it's not already.

Lowering the numbers did work. Guess you learn something new everyday. Thanks guys.
    

Re: Weird AIR

 March 29, 2024, 02:44:13 pm View in topic context
#11
 Posted by DeathScythe  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

Ah, I see.
Lowering the number can work, but I'm not sure.
Another thing you can do is check the "version" in the character's .def, and change it to 1.1 if it's not already.
    

Re: Wiley Base by Exshadow fixed for Mugen 1.0/1.1/Ikemen Go

 March 29, 2024, 02:38:30 pm View in topic context
#12
 Posted by Kamui_De_Los_Vientos  in Wiley Base by Exshadow fixed for Mugen 1.0/1.1/Ikemen Go (Started by Kamui_De_Los_Vientos March 27, 2024, 09:19:45 pm
 Board: Edits & Addons 1.0+

Other stages were modified and updated so that they can look good in both Mugen 1.0/1.1 and Ikemen Go, These

SSB-Peach Castle
OG-Wonderland
OG-Cherry Blossom.
    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 29, 2024, 02:19:49 pm View in topic context
#13
 Posted by Resentone  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+

    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 29, 2024, 01:16:59 pm View in topic context
#14
avatar  Posted by Dude01  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+

Btw Sorry to ask, since you've been exhausted for the patches you've been doing. What's with the commissions for?
    

Re: [Jinny Thread]: Omega Zero Release (OHMSBY Style) (15/08/2023)

 March 29, 2024, 01:13:46 pm View in topic context
#15
 Posted by MH Styles  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+

    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 29, 2024, 11:49:06 am View in topic context
#16
 Posted by Resentone  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+

Alright, 19 characters updated. the universal 5C statetype will now trigger on:
Code:
trigger1 = time = 0
instead of
Code:
trigger1 = 1
or
Code:
trigger1 = time

and Taokaka Dancing Edge will no longer wall bounce when the invalid message appears.
    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 29, 2024, 09:41:29 am View in topic context
#17
 Posted by PotS  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+

- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)
If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.
I was using Ikemen's training which directly asserts the "recovery" command. And tried manually too. I think what happens is that they can only actually recover from wall bounce when coming down, but the whole thing is checked for invalids.

Quote
- 22C has the same statetype bug
Both 22B & 22C Have her stand for the first few tick. and there's already a statetype there.
In 22C in particular at time = 0 she has pos y -3.5 and statetype S. That one's not so bad because she's invincible, but you can exploit the same bug in other moves to make her air walk.
    

Re: Blazblue Battle Coliseum Extend (Arcade Mode)

 March 29, 2024, 09:34:20 am View in topic context
#18
 Posted by PhoenixPhantom  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain July 27, 2019, 11:09:11 am
 Board: Your Releases, 1.0+

Looks Perfect, You now have the menus to finish now before releasing this? (Since this project still looks promising to me)
    

Re: [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024)

 March 29, 2024, 08:58:40 am View in topic context
#19
 Posted by Resentone  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+

Fixed. Added a jab and move 4A input to 3B for Toakaka

Taokaka:
- She has no mediums. Dancing Edge seems like it should be a special or the C button
I'm just following how OHSMBY/BBTAG did with their characters.

- I've had wall bounce combos say invalid but P2 actually be unable to tech out of them (manually also)
If you're using stupa's training, you need to add the code in the readme for it to recover. It recovered just fine on my testing.

- "I'mma beat the crap out of you" is completely invincible
This is intended. just like my rentaro or vinnie's/ichida tatsuya super. you can only hit her if she whiff.

- She can rapid cancel out of her throw jump followup even though she can also act freely
Intended as it works this way.



Botan:
- 5C startup is movetype I (I see this a lot)
I'm using OHMSBY code for this as it's universal move for characters that does not have a standing overhead. So it's intended.

- Dashing throw misses against crouching KFM
This is intended. The hitbox on the running grab only cover the sprites arm.

- Tactical Leap recovery frames can still be cancelled into the follow-ups
This is intended as source works this way.

- Bullet Rain would be better if it kept her jumping direction I think
Again, This is intended as source works this way.

- 22C has the same statetype bug
Both 22B & 22C Have her stand for the first few tick. and there's already a statetype there.

- Does EX Quickscope really need that hitbox? I mean if it were many times smaller it'd still be huge
Just like the vid I showed you last night, it's a fullscreen attack in source.

- State 3050 also has the statetype thing but very briefly
I can't see this bug happening in mugen, as I've set the statetype to air the moment she jumped.

- You could probably easily tile the stairs from the helicopter to make them reach the top of the screen
It's exactly like this in source.

- Her KO scream is too quiet/short
She only have this KO voiceclip in source. and I already made her sounds louder when making her.

I know that OHMSBY is not source accurate at all, but I personally try to make my stuff as close to it as possible. My character that are closest to their source are probably Shiki Tohno as you can do his BNB.
    

Re: Weird AIR

 March 29, 2024, 06:23:36 am View in topic context
#20
 Posted by YugaCurry  in Weird AIR (Started by YugaCurry March 28, 2024, 08:04:25 pm
 Board: M.U.G.E.N Configuration Help

If you're using fighter factory, it freaks out when a sprite group and/or index is too high, like 30.000+ (at least in FF3, not sure about recent versions).

But aside from this, the code sure looks weird. These negative values in sprite group make no sense.

What exactly are you trying to do? Or are you just curious about the weirdness of it? ;P

I use custom ports so I need to switch the sff to the 32 bit version but doing that makes the sprites 'invisible' so to speak. Do you think renumbering the questionable set of sprites to a lower number where FF3 wont spaz out will work?

65536-6359=59177

that's the number you're trying to find.

Fighter Factory acts up when trying to display sprites with a number higher than half of 65536.

What if I change the group to a number lower than half of 65536?