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Tia Langray is Updated! (09/13/2024) (Read 11539 times)

Started by Manson Rees, August 01, 2024, 08:59:53 am
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Tia Langray is Updated! (09/13/2024)
#1  August 01, 2024, 08:59:53 am
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Spoiler: Change Log (click to see content)


Hello, again! :D
Today I bring Tia Langray to the stage!
I have a long story with this wip (seriously). It's actually the third time that I had to code her, as I'd lost the other two iterations because Windows breaks/HDD dies. XD
She has a config file that allows enabling or disabling some mechanics.
She also has color separation and some palettes.
I had to be a little creative to do her MAX Super Moves (MAX Cutlass Flasher looks kinda silly right now :P).
She will probably have a lot of issues, but here we go again.

Any suggestions, palettes and/or bugtesting would be greatly welcome.
Thank you for your time! :D
Last Edit: September 13, 2024, 06:14:05 am by Manson Rees
Re: Tia Langray Beta Released (08/01/2024)
#2  August 03, 2024, 09:28:24 pm
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Small Update.

Change Log:
Quote
<===== 08/03/2024 =====>
   * Added Landing sound when the enemy touch the ground in Custom State 2108;
   * Fixed a issue with SuperCancel FX showing when it was not supposed to;
   * Fixed a enemy facing issue with Mirage Spear Kick in the corner.
Re: Tia Langray Beta Released (08/01/2024)
#3  August 04, 2024, 04:26:17 pm
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Good job so far. This one feels like it has less starting problems. Things:

- Feel like she could have a 4 frame normal somewhere (close LP at least)
- Normals might have a little too much pushback
- Heel Break first hit hitbox could be a bit smaller so that it's easier to whiff it and get only the overhead hit
- Back dash should have roughly the same hurtbox as jumps
- Rising Upper could have some form of antiair invincibility. Especially EX
- Rapid Gale is a little too fast to recover. For reference Ryu has a relatively good fireball and it's usually around 45 frames (hers is 39)
- She can't use Rapid Gale while the previous one is in anim 1006
- EX Rising Upper and Rapid Charge are arguably too similar
- When P2 hits the ground after being throw at the end of Cutlass Flasher, it lacks some feeling of impact. The MAX version might look better if P2 bounces away from her, too
- Burning Revolver startup is statetype S
- First hit of Rising Upper has bad air.velocity. Try EX Soul Spyke then Rising Upper
- On that note, the Clsn2 on EX Soul Spyke custom state is too big. It's twice as big as an air hurtbox so it creates several scenarios where the first hit of something connects but the rest misses
- Her 5HP is a god button

* Fixed a enemy facing issue with Mirage Spear Kick in the corner.
That move is not listed in the readme.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
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Last Edit: August 04, 2024, 04:36:12 pm by PotS
Re: Tia Langray Beta Released (08/01/2024)
#4  August 04, 2024, 08:41:51 pm
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Good job so far. This one feels like it has less starting problems
Hell yeah!
Everything in common that was adjusted in Yungmie i tried to applied it to Tia too.
Although I'd still miss some things. :P

- Feel like she could have a 4 frame normal somewhere (close LP at least)
- Heel Break first hit hitbox could be a bit smaller so that it's easier to whiff it and get only the overhead hit
- Back dash should have roughly the same hurtbox as jumps
- Rising Upper could have some form of antiair invincibility. Especially EX
- Rapid Gale is a little too fast to recover. For reference Ryu has a relatively good fireball and it's usually around 45 frames (hers is 39)
- Burning Revolver startup is statetype S
- First hit of Rising Upper has bad air.velocity. Try EX Soul Spyke then Rising Upper
- On that note, the Clsn2 on EX Soul Spyke custom state is too big. It's twice as big as an air hurtbox so it creates several scenarios where the first hit of something connects but the rest misses
- Her 5HP is a god button

* Fixed a enemy facing issue with Mirage Spear Kick in the corner.
That move is not listed in the readme.
All done/fixed.

- Normals might have a little too much pushback
Tia has the same pushback as Yungmie.

- She can't use Rapid Gale while the previous one is in anim 1006
- EX Rising Upper and Rapid Charge are arguably too similar
Both are intencional.

- When P2 hits the ground after being throw at the end of Cutlass Flasher, it lacks some feeling of impact. The MAX version might look better if P2 bounces away from her, too
I have yet to see that. Do I increase the EnvShake effect, or apply some kind of pause? Maybe a different sound?
At least P2 bounces away from Tia now.


Thank you sou much for you feedback man!
It's simply too good.


Tia is updated!

Change Log:
Quote
<===== 08/04/2024 =====>
   * Added Mirage Spear Kick in the read me file (README.txt);
   * Added Attack Cancel Forward Roll in Emergency Evade description in the read me file (README.txt);
   * Added invincibility frames to all versions of Rising Upper;
   * Tweaked Backwards Dash Hurt Boxes;
   * Tweaked cl.5LP and cl.5LK frame hit timings;
   * Tweaked 5HP to have more startup and recovery frames, it's momentum was also decreased;
   * Tweaked cl.5HP to have more recovery frames;
   * Tweaked Heel Break's first hit to have less range;
   * Tweaked Rapid Gale to have more recovery frametime;
   * Tweaked EX Soul Spike custom state hurt box;
   * Enemy bounces away from the Cutlass Flasher's last throw now;
   * Fixed Emergency Evade turning into a Attack Cancel Forward Roll even without landing a normal move;
   * Fixed Attack Cancel Forward Roll been able to be executed backwards;
   * Fixed Rising Upper bad air.velocity;
   * Fixed Burning Revolver state type startup.

Re: Tia Langray is Updated! (08/04/2024)
#5  August 09, 2024, 06:14:01 am
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Since I'm feeling a little more comfortable with the MAX Mode system that I implemented on Yungmie, I'm updating Tia to the same standards.

Change log:
Quote
<===== 08/09/2024 =====>
   * Changed slightly the horizontal velocities of Rising Upper;
   * Tweaked both versions of Cutlass Flasher's timings, also added some impact on the last throw;
   * Fixed Command Moves to give the standard points of power;
   * Added MAX Mode (mix between KoF 2002 and SvC versions)[WIP!];
   * Added the option to set a MAX Mode shortcut button to the configuration file (config.txt);
   * Changed the Super Commands Buffer (ST/Common/buffering.cms) to a smaller value, with the intention of making it easier to cancel specials into other specials in MAX Mode.


If this update cause some bugs, please let me know it. ;)
Re: Tia Langray is Updated! (08/09/2024)
#6  August 11, 2024, 08:48:00 pm
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Hi. Thanks I love this two fighters.
Sadly, Tia is giving me a error:

Code:
Cannot find parameter: nameError parsing trigger1, 2
Error parsing [State 2135, TargetVelSet]
Error in [Statedef 2135]
Error in ST/supers.st:1157
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Tia_/Tia.def
Error loading p1

Code:
Cannot find parameter: nameError parsing trigger1, 2
Error parsing [State 3136, TargetVelSet]
Error in [Statedef 3136]
Error in ST/supers.st:2599
Error loading chars/Tia_/Tia.def
Error loading p1

I don't know if it's an error that only appears on my MUGEN or if someone else has had the same problem.
Fortes Fortuna Juvat
Re: Tia Langray is Updated! (08/09/2024)
#7  August 11, 2024, 10:16:50 pm
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Hi. Thanks I love this two fighters.
Thank you man! :D

Sadly, Tia is giving me a error:

Spoiler, click to toggle visibilty

I don't know if it's an error that only appears on my MUGEN or if someone else has had the same problem.
It's actually my bad.
My chars are made to be compatible with Mugen 1.0 upwards, but I majorly test them in Ikemen.
Mugen doesn't like some things that is not put between parentheses.
It's fixed now.


Tia Langray is update.
Re: Tia Langray is Updated! (08/11/2024)
#8  September 13, 2024, 06:11:29 am
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More updates!

Change log:
Quote
<===== 09/13/2024 =====>
   * Various small code changes/fixes/refactoring;
   * Slightly adjusted the vertical air velocity of Rapid Charge's target as it was whiffing some characters I tested;
   * Updated Tia's AI to use more the mechanic of Just Defended;
   * Counter and Super/DreamCancel texts, and MAX Mode Bars position values adjusted to Sh1nRa358's positioning method (https://mugenguild.com/forum/msg.2560827).