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Yungmie is Updated! (09/13/2024) (Read 35192 times)

Started by Manson Rees, July 08, 2024, 12:50:58 am
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Yungmie is Updated! (09/13/2024)
New #1  July 08, 2024, 12:50:58 am
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Spoiler: Change Log (click to see content)
Last Edit: September 13, 2024, 06:13:30 am by Manson Rees
Re: Yungmie Beta Released (07/07/2024)
#2  July 09, 2024, 11:48:48 am
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I really loves what you did there.
This version of Yeong-Mi really feels like an upgraded personnal version of Zamtong's great Yung-mie.
I also really like the CS work and palette edit...

Ok, some small feedback.
During "Foot rush" special, YM stretches her leg for the second kick bedore to fold it when she lands.
I would recommand you to make her for it as soon as she starts going down.
Then fold more when she lands.
(would make the anim looks better)

Would be great to give her a second throw.
Really.

Also some suggestions.

I would love to see her using this special dash move with variable follow ups that she had in Zamtong's version.
It was a really good touch for her gameplay.

Also, what about a hishoukyaku special?
Since she have the sprites for that.

Keep it up.
And thanks for the release!
Re: Yungmie Beta Released (07/07/2024)
#3  July 09, 2024, 11:36:36 pm
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I really loves what you did there.
This version of Yeong-Mi really feels like an upgraded personnal version of Zamtong's great Yung-mie.
I also really like the CS work and palette edit...
Thank you!

Ok, some small feedback.
During "Foot rush" special, YM stretches her leg for the second kick bedore to fold it when she lands.
I would recommand you to make her for it as soon as she starts going down.
Then fold more when she lands.
(would make the anim looks better)
I see, but I really don't know about that.
Foot Rush is a move she has from the SNES Mizoguchi game, which was turn in a st. HK in Suiko Enbu.
Yeong-Mi's Foot Rush is more based on Suiko Enbu. But maybe I can adjust some timings in the next update.

Would be great to give her a second throw.
Really.
Yeah, it really would.
I'll try some things to achieve that.

Also some suggestions.

I would love to see her using this special dash move with variable follow ups that she had in Zamtong's version.
It was a really good touch for her gameplay.
She has a move in Suiko Enbu that resembles a lot that Zamtong's variable follow ups.
I'll see what I can do about that.

Also, what about a hishoukyaku special?
Since she have the sprites for that.

In terms of special moves, I want her to just have what she already has in the official games.
I'm fine to be more creative in her Normal, EX and super moves tho.

Keep it up.
And thanks for the release!
Thank you sou much for your feedback man!
It's really appreciated.
Re: Yungmie Beta Released (07/07/2024)
#4  July 10, 2024, 06:43:13 pm
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The char feels pretty good. Here's some feedback:

- If you're using accurate boxes, it's alright. Otherwise the hitboxes are too big and oppressive
- Neutral jump LP and LK are visually the same. Might as well not have a neutral version for one of them
- sLP and sLK could be arranged in a way so that the far versions aren't so similar to each other
- Aura Smash is statetype S but changes her Pos Y. You can achieve the same effect with offsets in the animation
- The readme lacks the command normals
- 6LP also has Pos Y != 0 while Statetype = S
- 6LP could be a) a slower overhead or b) a low crush
- Close sHK triggers from a range where it misses
- The input buffer has this typical issue where during hitpause you can input the buttons before the motions
- EX Nerichagi and EX Foot Rush have the same combo extension properties. A bit dull
- You can bypass the combo limits of EX Nerichagi and EX Foot Rush by alternating between them
- One of the Fire Binta versions could have a bit of forward momentum kinda like the EX version. Its range is very short
- Triangle Jump input is unclear in the readme. I mean, most people know what that is, but the readme should point out it's corner only
- Could allow Triangle Jump in the front corner as well
- High jump afterimages are a bit too long
- Aura Smash is too safe. It's +16 at close range
- On that note I think the only thing keeping you from doing Aura Smash corner infinites is that microwalking makes Nerichagi come out instead of it
- HSDM can get behind P2 and miss in the middle of the combo if spaced just right. On hit it should adjust the position of either Yungmie or the enemy so it doesn't happen. It also does 70% damage?
- More states should use velset = 0, 0. Walking and doing a normal makes her slide
- Back dash could allow air specials/supers if this is KOF-ish char
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.
Re: Yungmie Beta Released (07/07/2024)
#5  July 11, 2024, 12:11:32 am
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OMG, it's the PotS!  :yuno:
I love your works, man.

- If you're using accurate boxes, it's alright. Otherwise the hitboxes are too big and oppressive
- Neutral jump LP and LK are visually the same. Might as well not have a neutral version for one of them
- sLP and sLK could be arranged in a way so that the far versions aren't so similar to each other
- One of the Fire Binta versions could have a bit of forward momentum kinda like the EX version. Its range is very short
Fixed. I slightly edited some hitboxes to be less oppressive.
jLP and jLK are visually the same in the source game, but have different hit boxes.
sLP ans sLK also works as the source game.
About Fire Binta having a short range, it's also from the source game.   :P

- Aura Smash is statetype S but changes her Pos Y. You can achieve the same effect with offsets in the animation
- The readme lacks the command normals
- 6LP also has Pos Y != 0 while Statetype = S
- 6LP could be a) a slower overhead or b) a low crush
- Close sHK triggers from a range where it misses
- Triangle Jump input is unclear in the readme. I mean, most people know what that is, but the readme should point out it's corner only
- Could allow Triangle Jump in the front corner as well
- High jump afterimages are a bit too long
- HSDM can get behind P2 and miss in the middle of the combo if spaced just right. On hit it should adjust the position of either Yungmie or the enemy so it doesn't happen. It also does 70% damage?
- More states should use velset = 0, 0. Walking and doing a normal makes her slide
- Back dash could allow air specials/supers if this is KOF-ish char
All fixed.
6LP has it startup time increased.
I couldn't replicate the HSDM issue, but I added a TargetBind in the start of the combo state as a failsafe.
Also reduced the damage dealt.

- The input buffer has this typical issue where during hitpause you can input the buttons before the motions
I have plans to make another input buffer in the future to address this issues.

- EX Nerichagi and EX Foot Rush have the same combo extension properties. A bit dull
- You can bypass the combo limits of EX Nerichagi and EX Foot Rush by alternating between them
That's intentional.
You can alternate between them, but due to bar level cost and the damage dampner it isn't viable to overdo it too much.

- Aura Smash is too safe. It's +16 at close range
- On that note I think the only thing keeping you from doing Aura Smash corner infinites is that microwalking makes Nerichagi come out instead of it
I really don't know what to do about that.
Do I increase the animation time of the char, or do I decrease the stun time of the projectile?


Thank you sou much for your feedback. It means so much for me, really. :smitten:

Yungmie is updated, same link.
Re: Yungmie is Updated! (07/10/2024)
#6  July 12, 2024, 06:41:54 am
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- The input buffer has this typical issue where during hitpause you can input the buttons before the motions

I think I found a way to fix this issue.
Yungmie is updated, same link.
Re: Yungmie is Updated! (07/10/2024)
#7  July 12, 2024, 09:54:06 am
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Hype!
Thanks for the update!

BTW seems like some command may be wrong in the normal command moves.
D instead of F etc. perhaps more.
Re: Yungmie is Updated! (07/10/2024)
#8  July 12, 2024, 11:22:48 am
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Hype!
Thanks for the update!
Thank you so much for your support man! :D

BTW seems like some command may be wrong in the normal command moves.
D instead of F etc. perhaps more.
Fixed.
Also added some more description about some moves in the read me.

- One of the Fire Binta versions could have a bit of forward momentum kinda like the EX version. Its range is very short
- Aura Smash is too safe. It's +16 at close range
- On that note I think the only thing keeping you from doing Aura Smash corner infinites is that microwalking makes Nerichagi come out instead of it
Finally fixed. XD
Fire Binta has a small forward momentum, more details in the change log.
Aura Smash is less safe now. Although not perfect, it's a lot nicer for sure.


Due to what, 4 updates (2 in the same day, lol)? Yungmie now has a change log in her folder, as she will have one in the first post too.
Again, thank you guys! :D


EDIT:
Quote
* Hotfix: Fixed a small issue in Triangle Jump command caused after updating the input system.

Last Edit: July 12, 2024, 11:48:20 am by Manson Rees
Re: Yungmie Beta Released (07/07/2024)
#9  July 14, 2024, 06:13:25 pm
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6LP has it startup time increased.
I meant you should make it slower if you made it an overhead. Feels like it should have one of those utilities I mentioned. And not miss crouchers. Normally a move like this would have the hitbox reching under her leg rather than above it.

But on a second look I'm noticing the move can but used to combo from the ground into air specials/supers, so there's that.

The +11 advantage feels a little dangerous in terms of infinites, but it looks like pushback prevents me from getting one going.

- I just noticed that all of her normals are cancellable, which is unusual for a grounded fighter
- Doing Flying Kick 3 times does 64% damage
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.
Re: Yungmie is Updated! (07/12/2024)
#10  July 15, 2024, 12:13:13 am
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(...) And not miss crouchers. Normally a move like this would have the hitbox reching under her leg rather than above it.
Fixed.

The +11 advantage feels a little dangerous in terms of infinites, but it looks like pushback prevents me from getting one going.
Yeah, in my early testings I actually made a infinite with s.6LP and cl. s.HP in the corner. XD
At that time, I had to modify my cornerpush code to mitigate this issue.
In this update I increased the recovery time of s.6LP, so it's now fixed I guess?
That move and Aura Smash has been a pain in the ass for quite a time.  :mlol:

- Doing Flying Kick 3 times does 64% damage
Fixed. Flying Kick will now miss any other attempt if the first one was succeeded.


Once again, thank you so much for your time.
Your feedback is being very important to me.  :sweetheart:


Yungmie is now updated, same link.
This update is actually more than just bug fixes, for more informations see the change log below:
Quote
<===== 07/14/2024 =====>
   * Yungmie's HSDM have a name now! It's already available in the movelist (READ ME.txt);
   * Added more descriptions about the Configuration File (config.txt) in the Read Me (READ ME.txt);
   * Added some animations that follows the Optional Animation Standards (https://mugenguild.com/forum/topics/optional-animation-standards-138791.0.html) as such as: Collapse (5955), Hit by Hon-Fu's Kaoloon's Prediction (5980), Hit by Hinata's Itadaki Scoop (333666777) and all the Character Trait Identifiers By Messatsu that I could use;
   * Added more Victory Quotes;
   * Edited some properties of Standing Command Normal (s. 6LP);
   * Edited some properties of Aura Smash;
   * Edited Nerichagi command to be done with a kick (Karnov's Revenge), instead of a punch (Suiko Enbu: Fuun Saiki);
   * Flying Kick can only hit one time per combo now. Successive attempts will completely miss the target.


EDIT:
Quote
   * Hotfix: Edited some more properties of Standing Command Normal (s. 6LP): Width and a misaligned hit spark;
   * Hotfix: Hit by Hon-Fu's Kaoloon's Prediction compatibility is now self contained in the new StateNo 5980 (ST/stuff.st). This change was made to add a little more of fail proof for that interation.
   * Hotfix: Fixed EX Aura Smash 2nd hit spark position.
Last Edit: July 15, 2024, 06:48:26 am by Manson Rees
Re: Yungmie is Updated! (07/14/2024)
#11  July 21, 2024, 07:23:17 am
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New update!
I made a few changes/adjustments, also some bugfixes...

Quote
   
<===== 07/21/2024 =====>
   * Fixed a bug in Triangle Jump;
   * Fixed a debug warning about AI Learning System truncating a float value into a integer variable;
   * Edited Animations 200 and 250 (st. LP and st. LK, respectively) as suggested by P.o.t.S;
   * Edited some offsets, velocities and hit/hurt boxes of Aura Smash;
   * Aura Smash is Super Cancelable now;
   * Fixed a bug of Light Nerichagi hitting 2 times if blocked;
   * Edited some velocities and timings of non-ex versions of Nerichagi to be more accurate to Karnov's Revenge;
   * Added some invincibility frames in all variations of Nerichagi to also be more accurate to Karnov's Revenge;
   * Edited invincibility frames on all supers' startup (it was 1 tick longer than it was supposed to be);
   * Added a new intro.


As always, same link in the first post.
I really would like to know if some of the changes made in this update will or will not be welcome.
Thank you for your time! :D
Re: Yungmie is Updated! (07/21/2024)
#12  July 21, 2024, 10:12:42 am
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Thanks for the update!
Re: Yungmie is Updated! (07/21/2024)
#13  July 22, 2024, 09:59:06 am
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Thanks for the update!
:sugoi:


I have plans to release another char in a few days. It is a oooooold wip of mine tbh.
Actually I have plenty of old wips, but not so much time unfortunately.
Well, expect some news soon. :P
Re: Yungmie is Updated! (07/21/2024)
#14  July 22, 2024, 07:32:09 pm
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I can't download the last zip.
Is it a local problem, or is the file broken?
Fortes Fortuna Juvat
Re: Yungmie is Updated! (07/21/2024)
#15  July 22, 2024, 09:12:12 pm
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This is really cool dude (making combos n stuff pretty neat)
Real reason I'm Called "Dude" Cuz I watched Regular Show WOOOOOOAHH
Re: Yungmie is Updated! (07/21/2024)
#16  July 22, 2024, 09:58:17 pm
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Re: Yungmie is Updated! (07/21/2024)
#17  July 24, 2024, 03:22:55 am
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More updates! :D

Change log:
Quote
<===== 07/23/2024 =====>
   * Fixed a custom state bug involving chars that do not have the Anim 5035;
   * Fixed a small VictoryQuote bug when win animation is skipped by the player;
   * Fixed a visual bug in Power Charge;
   * Modified some timings of MAX Flying Kick's last kick;
   * Added invincibility in Triangle Jump while clinging on the wall;
   * Added Guard Cancel Frontstep from SNK vs Capcom in the configurations file (config.txt);
   * Added command list and descriptions of universal mechanics in the read me file (READ ME.txt).
Re: Yungmie is Updated! (07/23/2024)
#18  July 30, 2024, 08:52:43 am
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Small update.
Quote
<===== 07/30/2024 =====>
   * Edited EX Aura Smash to only kill on the last hit;
   * Updated the system responsible for projectile (Aura Smash) supercancelation;
   * Added more Victory Quotes;
   * Added Blowback Attack in AI rotines;
   * Adjusted some AI combos + some refactoring code;
   * Made proper use of Inktrebuchet's AI Detect (Helper) Projectile System;
   * Yungmie now snaps her fingers while Power Charging (:D).



First post updated.
Re: Yungmie is Updated! (07/30/2024)
#19  July 30, 2024, 02:58:26 pm
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A short one:

- Cheap KO animation should start with a get hit frame. Currently it looks like she's unfazed at first
- Foot Rush's massive hitbox hits crouchers even though it really looks like it ought to miss
- She disables the lifebars even for the enemy's win poses. I'm personally not a fan of chars trying to take control of the HUD like that without "permission"
- The AI is pretty strong. On one hand, good job with that, on the other it feels like the move properties help it a lot. She has some prodigal hitboxes
- On that note all of her standing high kicks hit crouchers. Accuracy be damned I'd personally probably remix her normals quite a bit. Too many high kicks
- Light Nerichagi second hit could probably be handled better than flat out making it miss
- Kakato Otoshi is always super unsafe, unless I'm missing something. Also the "only ascending" restriction doesn't make much sense
- All of her attacks can be air blocked, which is odd
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 30, 2024, 03:36:10 pm by PotS
Re: Yungmie is Updated! (07/30/2024)
#20  July 30, 2024, 09:39:37 pm
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- Foot Rush's massive hitbox hits crouchers even though it really looks like it ought to miss
- The AI is pretty strong. On one hand, good job with that, on the other it feels like the move properties help it a lot. She has some prodigal hitboxes
- On that note all of her standing high kicks hit crouchers. Accuracy be damned I'd personally probably remix her normals quite a bit. Too many high kicks
I decreased the size of various hitboxes.
It's kinda hard make a move that don't hit crouchers tbh. Mugen chars are too broad.
Also, I loved the "prodigal hitboxes". XD

- She disables the lifebars even for the enemy's win poses. I'm personally not a fan of chars trying to take control of the HUD like that without "permission"
I totally agree with that statement.
Fixed.

- Kakato Otoshi is always super unsafe, unless I'm missing something. Also the "only ascending" restriction doesn't make much sense
I really don't wanna change that restriction. But to alleviate it's "unsafeness" (is that even a word? :P), I added to it the same properties of a backwards dash.

- Cheap KO animation should start with a get hit frame. Currently it looks like she's unfazed at first
- Light Nerichagi second hit could probably be handled better than flat out making it miss
- All of her attacks can be air blocked, which is odd
I won't change any of this things.
Here my reasoning:
   - Cheap KO animation is working how it's supposed to do in SvC. It's just a preference, really;
   - Light Nerichagi hit just once in the source game, and I can see why. It basically serves only to be a anti-air move (it doesn't even supposed to hit crouchers, unlike it's Heavy/Fierce version). Heavy and EX Nerichagi are the versions used in combos;
   - I don't see the issue of her attacks been able to be blocked on air, honestly. If a opponent can block on air, I don't want to remove this funcionality of them just because KoF chars can't do the same.


I so happy with you giving me this much feedback man.  :sweetheart:
It really, really means a lot to me.  :smitten:
   

Yungmie is updated. Same link.