YesNoOk
avatar

Atsuko Kagari released (Read 18932 times)

Started by Sir Ghostler, September 17, 2021, 12:20:57 am
Share this topic:
Atsuko Kagari released
#1  September 17, 2021, 12:20:57 am
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia




Spoiler, click to toggle visibilty

A collaboration project between myself and @Shimmering Brony. I did the programming and designed most of the moveset, while Shim made the sprites and animations. This project wouldn't have been possible without him!

Feedback is welcomed. We hope you enjoy her.

Link: https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
Re: Atsuko Kagari released
#2  September 17, 2021, 01:53:07 am
  • ***
  • Freelance artist.
    • Mexico
    • Skype - Shimmering Brony
    • sites.google.com/view/shim-m-u-g-e-n/home
Wow! About time we finished her, and yes, I'm the one who made all her sprites (save for the normal and win portraits my friend Jarquin10 did for us), and we enjoyed working on this project we put effort and dedication to!
Nep-Nep-Nep! Nep-Nep-Nep-Nep-Nep-Neeeeep!

Support me on PayPal!
Re: Atsuko Kagari released
#3  September 17, 2021, 05:11:28 am
  • ****
  • I'm 100% Team OHMSBY now.
    • USA
Feedback:
-There is no sound effect where she jumps (It's only used when she jumps while running forward).
-When she hits the ground twice, it's the dust effect for supers and not the ground shockwave.
-Float should have a sound effect where she's swinging her hands trying to fly.
-All super moves should have a dedicated portrait and not use it's big portrait (Changing (9000,1) will change that as well, so I can't give her a custom one if I want to).
-There is no KO background animation when defeating an opponent with a super.
-The super background doesn't freeze during superpause (The BG animation still keeps going when using Training's menu).
-The voices feels lacking as she says the same things when using specials or supers.
-All her supers except Shiny Arc has the wrong attribute flag when the opponent is defeated (S instead of H).

Wow! About time we finished her, and yes, I'm the one who made all her sprites (save for the normal and win portraits my friend Jarquin10 did for us), and we enjoyed working on this project we put effort and dedication to!
The sprites are great. Although, I just wish your friend could make another portrait dedicated for supers. Amazing work on the character by the way.
I will still do detail and aesthetic feedback for the rest.
Re: Atsuko Kagari released
#4  September 17, 2021, 07:03:05 am
  • ***
  • Freelance artist.
    • Mexico
    • Skype - Shimmering Brony
    • sites.google.com/view/shim-m-u-g-e-n/home
I just did a release vid! Where Akko faces El Chavo, on an edit I made of EXShadow's Battlefield, which is yet to be released.

Nep-Nep-Nep! Nep-Nep-Nep-Nep-Nep-Neeeeep!

Support me on PayPal!
Last Edit: September 17, 2021, 09:56:08 am by Shimmering Brony
Re: Atsuko Kagari released
#5  September 17, 2021, 10:33:42 am
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
-There is no sound effect where she jumps (It's only used when she jumps while running forward).
I only wanted there to be a sound when she does a high jump, and a high jump will trigger if she jumps while running.

-When she hits the ground twice, it's the dust effect for supers and not the ground shockwave.
I was following how KOF does it where the first impact uses a shockwave effect and the second impact uses a dust effect.

-Float should have a sound effect where she's swinging her hands trying to fly.
I wanted to include one, but I couldn't find anything that properly fit. Maybe I could play the whiff sounds for her normal attacks repeatedly and that could work, idk. I'll have to experiment with it.

-All super moves should have a dedicated portrait and not use it's big portrait (Changing (9000,1) will change that as well, so I can't give her a custom one if I want to).
I can duplicate her big portrait so the super portrait has its own dedicated sprite.

-There is no KO background animation when defeating an opponent with a super.
At this current point in time, I don't think she really needs anything else other than just a super background and super portrait, tbh.

-The super background doesn't freeze during superpause (The BG animation still keeps going when using Training's menu).
I can fix this, but I'm not sure if it's worth doing, tbh, because I fear it'll lead to situations where it gets frozen where it shouldn't.

-The voices feels lacking as she says the same things when using specials or supers.
I agree, but I don't think there's much I can do. The majority of the voices were sourced from Chamber of Time, and there isn't much variation there either.

-All her supers except Shiny Arc has the wrong attribute flag when the opponent is defeated (S instead of H).
Do you mean the attributes specified in the HitDefs?
Code:
attr = S, HA
Because they should be correct for the other supers.

Wow! About time we finished her, and yes, I'm the one who made all her sprites (save for the normal and win portraits my friend Jarquin10 did for us), and we enjoyed working on this project we put effort and dedication to!
The sprites are great. Although, I just wish your friend could make another portrait dedicated for supers. Amazing work on the character by the way.
Yeah, Shim did a great job on the sprites. I'm glad you liked what I did with them. Thanks for the feedback. :)

---

There'll be an update releasing soon that'll address a couple of other issues and omissions that were found.
Re: Atsuko Kagari released
#6  September 17, 2021, 02:04:09 pm
  • ****
  • I'm 100% Team OHMSBY now.
    • USA
I was following how KOF does it where the first impact uses a shockwave effect and the second impact uses a dust effect.
The shockwave itself is fine, but pretty sure the dust originated from the Marvel vs Capcom series and not meant to be used like that as it's for supers due to the effect's proportions. Why not use a dedicated dust shockwave effect for it instead? I'm certain there is one out there you could use.

I can duplicate her big portrait so the super portrait has its own dedicated sprite.
You can, but I don't like how it appears behind her and not in front. And it also disappears too quickly so you can't see it and it's not big enough to cover the bottom corner. A dedicated super portrait for it is much preferred, but I'm not sure if Jarquin10 is willing to do that as the portraits match the character's palette.

At this current point in time, I don't think she really needs anything else other than just a super background and super portrait, tbh.
I originally thought you were going for the Marvel Super Heroes vs. Street Fighter aesthetic since the super background came from there. You're also missing a super spark when a super is activated.

I can fix this, but I'm not sure if it's worth doing, tbh, because I fear it'll lead to situations where it gets frozen where it shouldn't.
Are you certain? Because if any character uses a super and freezes briefly before they attack, the background from Akko's supers will be the only thing that's still moving. Like what kind of situations? Just so I can get an idea.

I agree, but I don't think there's much I can do. The majority of the voices were sourced from Chamber of Time, and there isn't much variation there either.
I see. I was thinking about voice clips from the anime like what Shimmering Brony did with his Panty and Stocking. The only thing you'll have to worry about is the background music if any.

Do you mean the attributes specified in the HitDefs?
Code:
attr = S, HA
Because they should be correct for the other supers.
It really depends on the lifebars you use. They should appear as the H icon when finishing a opponent and all show S as they were beaten with a special. The default lifebars should easily tell.

Yeah, Shim did a great job on the sprites. I'm glad you liked what I did with them. Thanks for the feedback. :)
No problem, I never knew who the author was and turns out it was you who done it. Well done.
I will still do detail and aesthetic feedback for the rest.
Re: Atsuko Kagari released
#7  September 17, 2021, 11:37:30 pm
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
The shockwave itself is fine, but pretty sure the dust originated from the Marvel vs Capcom series and not meant to be used like that as it's for supers due to the effect's proportions. Why not use a dedicated dust shockwave effect for it instead? I'm certain there is one out there you could use.
I just like how the effects look currently, I don't really mind what the dust effect is used for in source.

You can, but I don't like how it appears behind her and not in front. And it also disappears too quickly so you can't see it and it's not big enough to cover the bottom corner. A dedicated super portrait for it is much preferred, but I'm not sure if Jarquin10 is willing to do that as the portraits match the character's palette.
I was generally following how Melty Blood does it, and I didn't want the portrait to obscure the characters by having it display in front of them. I can possibly extend the freeze so the portrait has more time before it disappears.

I originally thought you were going for the Marvel Super Heroes vs. Street Fighter aesthetic since the super background came from there. You're also missing a super spark when a super is activated.
I'm planning to add a super spark eventually, I just haven't decided on one yet.

Are you certain? Because if any character uses a super and freezes briefly before they attack, the background from Akko's supers will be the only thing that's still moving. Like what kind of situations? Just so I can get an idea.
Well, anytime the opponent uses a Pause or SuperPause sctrl, it would freeze the background. I can't predict when other characters will use those sctrls and what they'll be using them for. If I allow the background to be frozen, then it can freeze in situations where it shouldn't, and if I don't allow the background to be frozen, then it can't freeze in situations where it should. There's going to be problems no matter what I do, that's just how it is outside of a fullgame. I'm just going with the option that I think will cause the least amount of them.

I see. I was thinking about voice clips from the anime like what Shimmering Brony did with his Panty and Stocking. The only thing you'll have to worry about is the background music if any.
That's the main reason why I've been using as little amount of clips from the anime and OVAs as possible. Pretty much all of them that we took from the anime had background noise/music, and I want to have a consistent level of quality with the sounds Akko has.

It really depends on the lifebars you use. They should appear as the H icon when finishing a opponent and all show S as they were beaten with a special. The default lifebars should easily tell.
Metamorphie Faciesse, Boiling Flame - Furious Aura, and Shiny Arc all register as a super/hyper when defeating the opponent if the lifebars have a unique icon for them. The Ex specials only register as a special which is intentional.

No problem, I never knew who the author was and turns out it was you who done it. Well done.
Thanks again. :)
Re: Atsuko Kagari released
#8  September 18, 2021, 12:44:15 am
  • **
  • The Forsaken Warrior
  • Let us grieve existence, together.
    • Mexico
Nice to see Akko completed and relased! She feels pretty fun to use! Congratulations, Sir Ghostler and Shimmering Brony!
Re: Atsuko Kagari released
#9  September 19, 2021, 12:16:52 am
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
Thank you!

Akko has been updated... https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Corrected some compatibility animations.
- Added a few more compatibility animations.
- Fixed a few remaining sprite errors.
- Corrected a physics issue with the grounded burn state that would cause the opponent to slide unnaturally.
- The super portrait now has its own dedicated sprite.
- Extended the freeze for Ex specials by a few frames.
- Tweaked and updated the readme.
- And the first value for pal.defaults has been set to 1 because I forgot to do that, lol.

Please redownload her.
Re: Atsuko Kagari released
#10  July 16, 2024, 09:03:15 am
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
Akko has been updated again. https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Fixed more sprite errors.
- The attr for the first hits of Boiling Flame - Rise of Determination have been corrected to be S.
- Ex specials and supers now give meter to the opponent. Assists now give meter to the player and the opponent.
- An inconsistency with cornerpush has been fixed.
- The juggle system has been slightly adjusted to revamp OTGs. Boiling Flame - Furious Aura can now easily OTG. However, typical normals will no longer OTG.
- There is now a unique cut in portrait for ex specials and supers.
- There is now an ex special and super finish background.
- There is now a special win quote against Diana Cavendish.
- Updated the readme.

Please redownload her.
Last Edit: July 16, 2024, 09:12:57 am by Sir Ghostler
Re: Atsuko Kagari released
#11  July 16, 2024, 12:25:02 pm
  • ****
  • I'm 100% Team OHMSBY now.
    • USA
Love the new portrait as it fits the entire screen now. However for some reason, it causes an in state 10510 expression truncated to integer debug error every time a ex special and super was used. That was not the case when the big portrait was previously recycled, so it shouldn't cause that debug error when it appears. Since it's much bigger now, I think it should be layered in front of her so it's closer to the Marvel Super Heroes vs Street Fighter aesthetic. Also, it would look better if the brown dust effects were layered in front of her too as they are behind her on all of her animations.

I hope this update means Diana Cavendish is much closer to release soon. Since Akko's attacks are mostly Fire based, I figured Diana's would be Ice once I saw Shim's preview video a year ago to fit the copy abilities for OHMSBY's Kirby.
I will still do detail and aesthetic feedback for the rest.
Re: Atsuko Kagari released
#12  July 16, 2024, 01:25:42 pm
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
Love the new portrait as it fits the entire screen now. However for some reason, it causes an in state 10510 expression truncated to integer debug error every time a ex special and super was used. That was not the case when the big portrait was previously recycled, so it shouldn't cause that debug error when it appears. Since it's much bigger now, I think it should be layered in front of her so it's closer to the Marvel Super Heroes vs Street Fighter aesthetic. Also, it would look better if the brown dust effects were layered in front of her too as they are behind her on all of her animations.
Thanks for mentioning the debug error with the ex special portrait, that will be fixed. I don't think I'll change the portrait and dust layering, but I still appreciate your thoughts on them.

I hope this update means Diana Cavendish is much closer to release soon. Since Akko's attacks are mostly Fire based, I figured Diana's would be Ice once I saw Shim's preview video a year ago to fit the copy abilities for OHMSBY's Kirby.
Diana is ice based, yeah. Giving the two opposing elements was a detail I thought about all the way back when Akko was first being worked on. Complications on my end of development are why Diana has taken so long, but I'm hoping she can be released maybe this month. She really just needs some visual touch ups here and there and she's done. I recently made a demonstration video for her if you're interested in checking that out.


Thanks again for the small feedback, Akko will receive a new update soon.
Re: Atsuko Kagari released
#13  July 16, 2024, 05:16:20 pm
  • ****
  • I'm 100% Team OHMSBY now.
    • USA
Thanks for mentioning the debug error with the ex special portrait, that will be fixed. I don't think I'll change the portrait and dust layering, but I still appreciate your thoughts on them.
That's fine, it was mostly a suggestion since the fightfx's dust is layered in front by default and usually is in the MvC series. Also, I seem to have found another debug error on her. She gets an in state 853: change to invalid action 5035 debug error if she gets put into a custom state that slams her to the ground without bouncing. I tried my Shovel Knight P2's air throw on her and it doesn't cause that for other characters outside OHMSBY's style, so I think Akko may be missing a required state.

Diana is ice based, yeah. Giving the two opposing elements was a detail I thought about all the way back when Akko was first being worked on. Complications on my end of development are why Diana has taken so long, but I'm hoping she can be released maybe this month. She really just needs some visual touch ups here and there and she's done. I recently made a demonstration video for her if you're interested in checking that out.
OHMSBY's Kirby already has the trigger to give him Ice since I requested him to add it in a long time ago, so it should work right away assuming her name goes into a first and last name basis like Akko. I had no idea it's been that long since Shim had been quiet about it for some time. Did took a look at the demonstration video and it's getting me hyped for Diana more than ever. The last time I tested Akko, I didn't have Chamber of Time. Now I got it on Steam playing it on my Steam Deck OLED. Look forward to her release.

Luckily I don't think I have anymore since most of the major issues I already pointed out a while back. If Diana shares some of the debug errors as Akko, hopefully those gets fixed too since she shares the same base.
I will still do detail and aesthetic feedback for the rest.
Re: Atsuko Kagari released
#14  July 16, 2024, 07:19:16 pm
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
That's fine, it was mostly a suggestion since the fightfx's dust is layered in front by default and usually is in the MvC series. Also, I seem to have found another debug error on her. She gets an in state 853: change to invalid action 5035 debug error if she gets put into a custom state that slams her to the ground without bouncing. I tried my Shovel Knight P2's air throw on her and it doesn't cause that for other characters outside OHMSBY's style, so I think Akko may be missing a required state.
It's probably because Akko doesn't have anim 5035. Since it's an optional animation (which is why I chose not to add it), that error is technically an issue with OHMSBY's custom state. It should detect if the victim has that animation and switch them to a different one if they don't.

OHMSBY's Kirby already has the trigger to give him Ice since I requested him to add it in a long time ago, so it should work right away assuming her name goes into a first and last name basis like Akko. I had no idea it's been that long since Shim had been quiet about it for some time. Did took a look at the demonstration video and it's getting me hyped for Diana more than ever. The last time I tested Akko, I didn't have Chamber of Time. Now I got it on Steam playing it on my Steam Deck OLED. Look forward to her release.
It was me who was quiet about the character, lol. Shim was happy for me to reveal progress after he made that initial preview video, but I didn't really have any to show off as I was barely moving forward with the character. Only until a few-ish months ago did I have something substantial to display.

I'm glad you're excited for Diana. I had fun making her and I'm pretty satisfied with how she turned out overall.

Luckily I don't think I have anymore since most of the major issues I already pointed out a while back. If Diana shares some of the debug errors as Akko, hopefully those gets fixed too since she shares the same base.
Thanks again for all your feedback. :)
Re: Atsuko Kagari released
#15  July 17, 2024, 05:20:11 pm
  • ****
  • I'm 100% Team OHMSBY now.
    • USA
It's probably because Akko doesn't have anim 5035. Since it's an optional animation (which is why I chose not to add it), that error is technically an issue with OHMSBY's custom state. It should detect if the victim has that animation and switch them to a different one if they don't.
You can correct me and prove me wrong, but I don't think anim 5035 is optional as it's the "Stand/Air Hit Fall Transition" which is the animation when the character is falling down. Your Custom Gouken and Reuben Kee styled Shin Akuma also have this animation and it's on KFM by default. It's not just OHMSBY's custom state specifically, but others that may use it. If I keep forcing her in that custom state consistently, it will become debug flood and may cause M.U.G.E.N to eventually crash. So I don't believe it's something you should ignore.

It was me who was quiet about the character, lol. Shim was happy for me to reveal progress after he made that initial preview video, but I didn't really have any to show off as I was barely moving forward with the character. Only until a few-ish months ago did I have something substantial to display.
Oh I see. Shim came back 8 months ago on his WIP thread to announce Kairi and .GIFfany, but no mention about Diana. Didn't bother asking him about her as I didn't want to derail his thread. Since you probably didn't had much to show back then, he would've gave me that same answer.
I will still do detail and aesthetic feedback for the rest.
Re: Atsuko Kagari released
#16  July 18, 2024, 05:15:06 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
I already gave my opinion to Sir Ghostler but I'd like to reiterate that this is a lovely, well-made char.

You can correct me and prove me wrong, but I don't think anim 5035 is optional as it's the "Stand/Air Hit Fall Transition" which is the animation when the character is falling down.
It is optional and it's well documented.

common1.cns said:
[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035
.air documentation said:
5030 - Stand/Air Hit back
5035 opt - Stand/Air Hit transition
5040 - Air Recover

KFM has a few more optional animations, like 5101 for instance, so it's an honest mistake to make.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: July 18, 2024, 05:20:35 pm by PotS
Re: Atsuko Kagari released
#17  July 18, 2024, 06:12:47 pm
  • ****
  • I'm 100% Team OHMSBY now.
    • USA
KFM has a few more optional animations, like 5101 for instance, so it's an honest mistake to make.
Really? After working with M.U.G.E.N for more than a decade, I had no idea. I took a look at every character I have in my roster and they always seems to have anim 5035. From your own characters to as old as CHOUJIN's DBZ characters and various ones from N64Mario. That's why the debug error would never trigger on them. So it's weird for this animation to be declared optional when a majority of characters have it already. So I wonder what makes this animation truly optional in the first place since this frame would be used if the character falls. If you have a clue since you worked on M.U.G.E.N way longer than I have, please let me know.

5101 on the other hand, you're right about that one as I don't see it very often after checking.
I will still do detail and aesthetic feedback for the rest.
Last Edit: July 18, 2024, 06:15:53 pm by ZolidSone
Re: Atsuko Kagari released
#18  July 19, 2024, 04:43:26 am
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
You can correct me and prove me wrong, but I don't think anim 5035 is optional as it's the "Stand/Air Hit Fall Transition" which is the animation when the character is falling down.
Like PotS said, the documentation states the animation is optional, and there's code within the common1.cns to detect if a character has that animation or not.

Your Custom Gouken and Reuben Kee styled Shin Akuma also have this animation and it's on KFM by default. It's not just OHMSBY's custom state specifically, but others that may use it. If I keep forcing her in that custom state consistently, it will become debug flood and may cause M.U.G.E.N to eventually crash. So I don't believe it's something you should ignore.
I get where you're coming from, that the issue present with OHMSBY's custom state could be easily sidestepped if I were to add animation 5035 to Akko, and that is true. At the same time though, I don't think I should have to add something optional to my character in order to address a flaw with someone else's. I know it's an insignificant addition, literally a single animation, and maybe I'll change my mind on this in the future, but I just don't want to clutter up my .air file with animations that I don't need.

I already gave my opinion to Sir Ghostler but I'd like to reiterate that this is a lovely, well-made char.
Thank you! :)
Re: Atsuko Kagari released
#19  July 20, 2024, 03:20:54 pm
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
Akko has been updated. https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Fixed a debug error with the cut in portrait.
- The hitsparks for Shiny Arc and Sucy's assist now have some positional variation.
- Sucy's assist and Lotte's assist have been tweaked to make the animation transition from their assist to depart state smoother.
- I forgot to mention that the last update added more particles to Shiny Arc, lol.

Please redownload her.
Re: Atsuko Kagari released
#20  July 23, 2024, 09:50:40 am
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
Akko has been updated again, lol. https://1drv.ms/u/s!AgiPXTIYC2lboEzQzqcGFveKbV8e
- Updated some compatibility animations.
- Updated the initial position of the projectile for all versions of Boiling Flame - Shot of Determination.
- All projectile attacks now have Width applied to them.
- Updated Unfaltering Slide and the heavy hits of Unyeilding Yay Tackle to no longer OTG.
- Updated the typical crouch hurtbox to no longer be wider than the typical stand hurtbox.

Please redownload her.

---

Also, Diana has been released! https://mugenguild.com/forum/msg.2559934