Hello everyone. This is Seth from the UNIB series. His moves are heavily based on the BBTAG 2.0 version. The command list can be found in the readme file.More ImagesSpoiler, click to toggle visibiltyVideo ShowcaseGet Seth here: https://drive.google.com/file/d/1BKaUlndq_s8eduwYQpG3SgWrYEj3TF5O/view?usp=sharingAdditional Japanese voice patch: https://drive.google.com/file/d/1xKGQSywxVoAGUYFPljbEqKkO_txRGAXoHave fun.
I found a bug while testing your Seth.He can float when you do Captive Segment quickly after the 3rd hit of B attacks.https://streamable.com/n3363b
Paulo S said, April 12, 2021, 06:41:01 amBug fixed.QuoteFixed an error where Seth could use his Captive Segment ground version while airborne.
Special intro wise, I’m surprised that he doesn’t have one with OHMSBY’s Es, since I kinda thought it would be fitting given their pre-battle intro in BBTAG itself.
Here's another one:When you do B attacks in corner, he's off screen and misses the 4th hit.https://streamable.com/aahy7r
Ichida said, April 19, 2021, 05:24:29 amSeth has received a small update.Seth seems pretty good, though there's one thing i want to note:QCB+B in the air has a short pause before he does the dive.I think it's also there for QCB+C, though probably shorter than the B version's.
Thanks DauntlessMonk7, It has been fixed.Quote-Fixed an error where Seth didn't pause a bit before his Piercing Penetrations.
Pardon for the late feedback, was busy for the past few days:-The y axis on his portrait is off by 2 (It's already 120 x 140 so both axis should be 0).-The swing effect on her jA and jB doesn't disappear and follows him after he touches the ground.-There is no need for the dash dust on any version of Dual Piercing Vengeance as there's an air dash effect already.-Standing underneath the orb effect any version of Captive Segment will make the projectile appear on the opposite direction.-The normal ground shockwave and the ground shatter effect on Last Rite Execution are layered incorrectly and the shockwave plays twice at the same time as it's whiter than normal (Should be one for the opponent hitting the ground and the normal one for the ground shatter effects itself).-The hit sparks on Distant Frontier are misaligned when it hits successfully.
2nd feedback:-The last hit of the A command normals has dash dust as it's using Dual Piercing Vengeance and also could use sliding dust on the end of the animation.-All versions of Dual Piercing Vengeance could use sliding dust on the end of the animation.-Rapid Descent has a normal ground shockwave when he touches the ground (Not sure if that was intentional too just like Orie's Sacred Spire Lucent).-After layering, I just noticed the opponent is now in front of the ground shatter effects on his Last Rite Execution when they are lying on the ground.-Performing running A while the opponent is hit by Captive Segment will miss and go right through them:-Distant Frontier's hit sparks are still misaligned. They are all the way on the right or left depending on which side you used it on:-After the opponent is defeated by Distant Frontier, they should be lying down on the ground when the animation is over instead of disappearing completely.Forgot a few things and some I noticed on the latest version. I also still have some feedback for Orie too, which I'll post on her respective topic.Ichida said, April 30, 2021, 09:30:20 amOh wow, this is irritating actually. Because this wasn't the first time I struggled with it. In fact, every time when I launch an update on Seth, I always check and adjust the code again and again.Spoiler, click to toggle visibiltyI realized that the bug occured when the enemy stood under the projectile but way too close to it (approximately 15 pixel unit specifically) making the calculation went wrong, the arrow faced to the wrong direction, yet it still move toward the enemy. Another thing is that I wasn't the one who wrote the code and I understand that I couldn't blame the author for it. The original code of the Captive Segment was mentioned in the Readme file, I don't think I should mention him/her here. Last but not least, I tried to add AngleAdd to it but it seemed like things didn't work out at all. Kinda disappointed but I guess I'd return to Seth another time and fix it another day.It's more of a aesthetic bug, but at least the move itself works fine as long as the opponent is not too close to it. If the original code for the move had that bug too, I didn't know since his/her version of Seth was for 1.1 only so I had no idea.
SolidZone 26 said, April 30, 2021, 11:38:47 am-Rapid Descent has a normal ground shockwave when he touches the ground (Not sure if that was intentional too just like Orie's Sacred Spire Lucent).This was intentionally made actually.SolidZone 26 said, April 30, 2021, 11:38:47 am-After layering, I just noticed the opponent is now in front of the ground shatter effects on his Last Rite Execution when they are lying on the ground.The order of the display I wanted it to be is the opponent lying on the ground shatter effects then finally, a shockwave beneath all. A change on sprpriority had been made.SolidZone 26 said, April 30, 2021, 11:38:47 am-Distant Frontier's hit sparks are still misaligned. They are all the way on the right or left depending on which side you used it on:Ah, this is actually an intentional modification. I wanted the hitsparks to scatter all over the screen instead of just around the opponent. I'd like to keep it like that if you don't mind.SolidZone 26 said, April 30, 2021, 11:38:47 amIt's more of a aesthetic bug, but at least the move itself works fine as long as the opponent is not too close to it. If the original code for the move had that bug too, I didn't know since his/her version of Seth was for 1.1 only so I had no idea.Well, It's not about the version of MUGEN. The only remarkable point here is: in the Seth version of W ( W referring to the author's name ), he always land the orb on the ground. Which means the orb cannot move downward, so we can never detect if the arrow was facing in the wrong direction. The arrow itself can only be seen moving in 180 degrees. While in my version, the projectile is freely moved in 360 degrees, creating the whole aspect of the movement of it. SolidZone 26 said, April 30, 2021, 11:38:47 amForgot a few things and some I noticed on the latest version. I also still have some feedback for Orie too, which I'll post on her respective topic.My thanks to you for your hard work. In addition, all of the mentioned aesthetic bugs were fixed. Feel free to redownload him.
3rd and hopefully last:-The sliding dust on the last hit of the A command normals is placed where he uses the move and not at the end of the animation.-The 2nd hit of the B command normals don't have sliding dust at the end of the animation.-The sliding dust on EX Captive Segment could be slightly closer to his front foot.Ichida said, April 30, 2021, 12:16:16 pmAh, this is actually an intentional modification. I wanted the hitsparks to scatter all over the screen instead of just around the opponent. I'd like to keep it like that if you don't mind.Not at all now that you mentioned it. However since you wanted it like that, it felt like the hitsparks were mostly condensed into one area. That's why I thought it was misaligned at first as they only appeared in the bottom left or right corners. Maybe you can adjust it a little bit so the placements are random like OHMSBY's Faust.Ichida said, April 30, 2021, 12:16:16 pmWell, It's not about the version of MUGEN. The only remarkable point here is: in the Seth version of W ( W referring to the author's name ), he always land the orb on the ground. Which means the orb cannot move downward, so we can never detect if the arrow was facing in the wrong direction. The arrow itself can only be seen moving in 180 degrees. While in my version, the projectile is freely moved in 360 degrees, creating the whole aspect of the movement of it. It was more like because I only use 1.0 and W's Seth was 1.1 exclusively. That's why I couldn't test him out and see for myself.
SolidZone 26 said, April 30, 2021, 02:32:23 pm-The sliding dust on EX Captive Segment could be slightly closer to his front foot.AFAIK, I didn't use any sliding dust for any of my Captive Segment moves. Did you misread it with Dual Piercing Vengeance ?