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Ori-Ori

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  1. Upvote
    Ori-Ori reacted to Nep Heart in Sayaka Miki WIP   
    For the first time ever, I showcase my Sayaka Miki project in a few test matches.
  2. Haha
    Ori-Ori reacted to Dissidia in MvCS Universe *DEMO*   
    One question, do you even beta test or have beta testers to notify you for any bugs and errors? Because all of the characters are filled with issues and infinites up the Mugen derrière! All specials and hypers can be freely cancel'd out, and because of this, this can lead to issues for P2 if stuck in a targetbind, such as Akuma's SGS. Also, most stages lack music for some reason.
     
     
  3. Upvote
    Ori-Ori reacted to Nep Heart in What do you hate/don't like in a Mugen Char?   
    A recurring pattern that is surprisingly popular in MUGEN characters, but I cannot stand nonetheless are both AI related...
     
    - AIs that cheat in ways that are literally impossible for human players to achieve without heavily modifying a character to mimic said cheap AI's abilities. Stuff like being able to perform and spam attacks that are normally charge commands immediately, using attacks for free that normally require meter, combos that are impossible to do for the character normally (such as chaining light attacks from heavy attacks when a human player is not allowed to do that) and other bypass of certain character restrictions.
     
    - "Perfect Play" AIs. Ironically, in spite of the fact they don't actually cheat like the above, I usually find them worse than character breaking AIs. I don't consider them well-made in a gameplay sense and, as a matter of fact, a way to (over)compensate for actually competent AI coding skills. They're just not fun to deal with either even by a challenge-seeking standpoint.
  4. Upvote
    Ori-Ori reacted to Solid Snivy in Snivy's Mugen Video Thread Thing   
    Oh look. A 1.1 vid. Major thanks to Fael and everyone else for recommending me new recording software. 
     
     
  5. Upvote
    Ori-Ori reacted to RicePigeon in Pokémon   
    @yuri linda I'm going to ask that you keep it civil here. Plasmoid and Flare are both entitled to their opinions and ultimately because Plas is the curator of this collection thread, it's ultimately up to him to decide if the characters you want added are of sufficient quality to be added to the collection or not.
     
    In Flare's defense, his statement was based on the observation that the majority of the characters you want added are, in fact, sprite swaps and/or hastily edited from other characters with little to no attempt done to differentiate them from the base character, which can be construed moreso as an objective observation rather than a subjective opinion, so please don't attack others purely because he said something you may or may not agree with. This goes for both sides.
  6. Upvote
    Ori-Ori reacted to RicePigeon in 2B by Betalille released (4/15/18)   
    If the author wanted to use english language clips then that's the author's decision. More than likely english is the author's native language and would prefer to hear something that makes sense, instead of inadvertently adding a language that they're not familiar and end up in an embarassing situation where the character ends up saying something like "suck my a-hole" for a Normal move or something.
     
    Just move on from it, it's honestly not that big a deal in comparison to stuff that actually matters, like the gameplay.
  7. Upvote
    Ori-Ori reacted to Dissidia in 2B by Betalille released (4/15/18)   
    So releasing a character without its original voice is a problem now? You've got jokes.
  8. Upvote
    Ori-Ori reacted to The Auditor in Knuckle Fighter X/Alpha   
    No problem
  9. Upvote
    Ori-Ori reacted to The Auditor in Knuckle Fighter X/Alpha   
    UPDATE:
    Added Miku and the K-ON girls by Dissidia
  10. Upvote
    Ori-Ori reacted to Solid Snivy in Snivy's Mugen Video Thread Thing   
    I really need to post more often on this thread. 
  11. Upvote
    Ori-Ori reacted to Darkflare in Potentially removing Mugen Archive from our site blacklist?   
    Absolutely the fuck not. Not unless Archive gets new management to run their ship. Archives higher-ups do nothing but spew venom at everyone that remotely even disagrees with them even going as far as banning anyone that does so. I'm pretty sure they were the ones that told their members to constantly harass the other discords.
     
    As long as individuals like Dizzy and Sol mantain a high rank position, Archive is better off remaining blacklisted as a principle.
  12. Like
    Ori-Ori reacted to Dissidia in Courage the Cowardly Dog (final release!)   
    - Simultaneously spamming both MP and HP triggers an infinite.

    - That range for his LK (air) is going to be problematic.

    - His aerial tongue attack also triggers an infinite.
    - I've noticed that most of the sprites still need cleaning. There's still green pixels left on there.
  13. Upvote
    Ori-Ori reacted to RicePigeon in Rem by Manny Lingle released (1.1 Only)   
    This Rem, hoo boy where do I start?
     

    Two easy infinites; one but mashing B, the other by mashing A. Both involve the fact that her launcher automatically jump cancels on hit, and can repeat infinitely after the groundbounce. I should also mention that both her launcher and full autocombo are both -3 on block, but considering how much distance there is between her and the opponent, good luck punishing her.
     
    Second, this...

    Even with the projectile limiter mechanic she has, meterless 300 damage with no scaling is absurd. I did mention she has no damage scaling, yes?
     

    This Rem also has some very questionable hitbox placement, but this move takes the cake; its huge, its super meaty, has ton of priority, is invincible on startup AND completely immune to Normals during the active frames for some odd reason. The only respite you got is the fact that its -9 on block AND drags you toward her, so at least its punishable? Still stupidly abuseable though.
     
    All of her Specials, save for one, also drain power from P2 for some reason.
     
    All of this was from 5 minutes of playtesting her, and this is only scratching the surface. I'm afraid of seeing what other problems this character has.
  14. Upvote
    Ori-Ori reacted to Dissidia in Rem by Manny Lingle released (1.1 Only)   
    Why does this play like barai's Ibis?
     
    EDIT: Oh I see why.
     
    REEDIT: Yikes, this character has so many issues already going on.
  15. Upvote
    Ori-Ori reacted to RicePigeon in Touhou: Incident Zero - idea engineering thread (Finalized roster, Alpha build announcement)   
    So its been almost 6 months since the last post here and there's a been a number of changes to the gameplay system, especially now that we have an actual playable demo of the system in the form of IZ Yukari, which was released last month. I suggest taking a look there for the most up to date changes to the system compared to what's listed here.
     
    I kinda of want to steer the direction of this toward the next three characters planned for this system: Marisa, Sakuya, and Reimu. While these three won't receive that many drastic changes as Yukari did (it was mostly a last-minute decision due to her being included in 15.5, which was released in December), I do feel that I should go over some of the changes they'll be receiving, as well as any ideas anyone else has in mind.
  16. Upvote
    Ori-Ori got a reaction from Mr. FuzzyNuts in Most Overhated Character(s)?   
    For me, it's D4 Miku. People hate her just because she's a weird version of Miku. Hell, some people say it's WORST then Yu's Miku. Hay, at least D4 is balanced.
  17. Upvote
    Ori-Ori reacted to RicePigeon in Ricepigeon's Coding Tutorial & Code Snippet Repository   
    Workaround for Missing "ParentExist" Trigger
    Compatibility:
    WinMUGEN Mugen 1.0 Mugen 1.1b IKEMEN  
     
    Have you ever had a situation where you needed to create a complex projectile or effect that utilized a single helper creating multiple helpers that were bound to it, only to encounter a glitch where, in the event that the parent helper was destroyed, the child helpers would just sorta stay on screen and Mugen's debug is spitting out complaints that all your child helper's bindtoparent controllers have no parent to bind to. You rush to alter your child helper's Destroyself controller, only to realize that there is no "ParentExist" trigger you can use to force them to destroy themselves. Sounds like all hope is lost right? Fortunately there is a clever workaround using trigger redirection.
     
    For each parent helper, you'll need to reserve one variable for a unique ID, while each child helper will require two variables; one to keep track of the parent's unique ID, and one to keep track of the parent helper's playerID, which is created by the engine each time a helper is created and are periodically recycled as helpers are destroyed and new helpers created to take their place.
     
    In the first state of parent helper, at the following line of code to the beginning of its state:
    [State 20000, Parent ID] type = varset trigger1 = time = 0 var(0) = random*1000+random
    This will generate a unique, 8-digit ID when the parent helper is created. You only have to set this once each time the helper is created, even if the helper goes through multiple states. Note that there is a very small chance (approx 0.0001%) that the same ID will be created twice, but the chance is so miniscule that this will rarely, if ever, happen. That's all for the parent helper.
     
    The child helper is where things start to get a bit complicated, so I'll go through each part here. In the first state the child helper is created in, add the following to the beginning of the state:
    [State 20010, Parent Destruct Safeguard] type = varset trigger1 = time = 0 var(1) = parent,id ;Set to parent's PlayerID [State 20010, Parent Destruct Safeguard] type = varset trigger1 = time = 0 trigger1 = playeridexist(var(1)) var(0) = playerid(var(1)),var(0)  
    What you are basically doing is copying the values of both the parent helper's playerID (which is set by the engine) and the 8-digit ID that you generated earlier, into the child helper. The reason for copying both of these values into the child helper is to check for two possible scenarios:
     
    Scenario 1: Parent no longer exists, Helper with Parent's Player ID doesn't exist Scenario 2: Helper with Parent's Player ID exists, but unique ID don't match  
    Scenario 1 is pretty straightforward; if a helper with the parent helper's PlayerID doesn't exist, then that means that the parent helper doesn't exist and you can safely destroy the child helper.
     
    Scenario 2 is a bit more complicated to understand, and requires a bit of understanding of how the MUGEN engine assigns PlayerIDs. As stated before, PlayerIDs are recycled by the engine each time a helper is destroyed; MUGEN will typically use the first available free PlayerID in these cases. In other words, you may run into situations where a helper with the parent's PlayerID exists, but the helper with that ID was actually created after the actual parent helper destroyed itself! It is for this reason that we needed that unique 8-digit ID number, as PlayerID alone is not enough to check if the parent helper no longer exists.
     
    To satisfy both of these scenarios when checking to see if a child helper's parent exists, your triggers should typically look something like this:
     
    trigger1 = !playeridexist(var(1)) trigger2 = playeridexist(var(1)) trigger2 = playerid(var(1)),var(0) != var(0)  
    Trigger1 will satisfy the first scenario; because there is no helper that exists with the parent helper's PlayerID, we can safely say that the parent was destroyed.
    Both Trigger2s satisfy the second scenario; a helper exists with the same PlayerID as our child helper's parent, but their unique 8-digit ID number does not match what we initially recorded, indicating that the original parent helper was destroyed.
     
    If you want to prevent any unusual debug errors, you should also add the following triggers to all State Controllers utilizing a parent that isn't the root (ie ParentVarSet, BindToParent, etc.):
     
    triggerall = playeridexist(var(1)) triggerall = playerid(var(1)),var(0) = var(0)  
    These triggers will check for the same consistency as the ones we defined above. If everything checks out, then the state controllers will execute without any problems. Otherwise, the controllers will not execute and prevent unnecessary debug flood.
  18. Upvote
    Ori-Ori reacted to Oliver As Latias in What do you hate/don't like in a Mugen Char?   
    - The thing I hate about MUGEN Characters are that some characters uses invincibility which lasts too long or not used properly, making it an unfair battle.
    - Second is that some AI characters uses the counters too much to dodge the attack over and over again.  (for example "That Guy" a joke character of "Guy")
    - Third is, well how should I say this. Some people make the stats too overpowered to think that it's really a "godlike" character. Still, overpowered stats doesn't mean that they can be unstoppable, oh no. I've seen Rare Akuma defeating my non-permissioned edit of Newbie (the character that got overpowered) and died easily from the SGS.
    - And lastly is about the poorly made sprites (including spriteswaps/edits of them). Sure, that some kids don't care if they made the sprites good or not, but if you actually take the character as a joke like "True Monando Boy" then it's pretty much an okay character. As long as it's just a joke character.
     
    Remember kids. Always make characters balanced before releasing them.
  19. Upvote
    Ori-Ori reacted to xXPGlitz236 in What do you hate/don't like in a Mugen Char?   
    (continuing)
    - Characters that uses a trendy palette (Usually in the past they usually use that Madoldcrow1105 maroon outline style which i never or even barely use for reasons) its too bad he stopped that styled.
    - Bad sound effects on some characters (Even when you try ripping it from some audio of a TV show poorly like how beanfan112 does it). Or even using that distortion effect (Unless you love that effect) which i sometimes do and/or dont at times
    - Creators that cannot accept feedback and/or criticism or even Stop making trash for MUGEN (though i said that before :P) Usually if they keep on making the same problems then they will just fall to the point where they become as bad as other creators that are notorious
    - poor attempts at silly soundpacks or certain types of sound packs (which im also bad at tbh)
    - a Poor edit of an existing character thats bad or even A bad Edit (Im sure the were those notorious crappy Symbiote edits in the past and later they are quite obvious that its just a sprite and pallete edit thats not even a Symbiote edit)
    - Some People that bash your old MUGEN content or upload them that you dont care about. Although depends on how you do. You simply improve anyways or if you dont improve you basically bash them on what they did to your creations.
    - Readmes that are garbled Usually they would contain a foreign text thats japanese,korean and/or chinese? (I dunno if there are chinese MUGEN creators) but when you try to open it its just a mess
    - On top of that. Readmes that try way to hard to be funny
    - Characters that try to imitate a certain gameplay style (Seen some vids saying something bout that P.O.T.S Style and mosty fails) MVC to me is kinda easy (although its hard to get used to the more combo thing with all of the bouncing of falling down and stuff)
  20. Upvote
    Ori-Ori reacted to xXPGlitz236 in What do you hate/don't like in a Mugen Char?   
    - Characters that often combo you in a corner (Notably Super Mario and Whatever Edit they TRY to edit super mario so badly)
    - On top of that. Any Super Mario edit that's either a paletteswap or just poorly edited (I hate paletteswaps. They could just basically make up a palette patch but no they dont care... Only some people care.)
    - The MEGA Update on papyrus and Muffet's original release (Notably the ai. and other things that are unbalanced af like the decap head attack and the Teashooter (Why make it unblockable?) and Some of their attacks are unblockable. (I get the ai is challenge but its unbalanced to me). Also there is a reason why i had to edit both the normal version and the Christmas Version (Festive muffet)
    - Commands that are Hard to activate (Honestly I like to use commands that are simple like Marvel Vs Capcom like commands: Such as D,DF,F X+Y) Unless you add some time thing where commands can vary to become easier to activate. If its a full circle command then its super hard. For charge commands i don't like them either.
    -  Commands that do not activate at all (Some characters have some commands in the wrong places) (Im not sure what but it can be hard to explain
    - Characters that often spam (Likely that DCvsMarvel Template and a few other bad templates like the SMVC EOH template)
    - Lazy CLSNs (Its that important)
    - Characters that try to be like a boss character but fails: Either a poor spriteswap, High Stats, Or just poorly done
    - A character with a high defence stat (The most annoying thing is how the block with that which its mostly annoying)
    - Characters with one frame attacks (You cant even block their attack when the hitdef has a time = 0 thing when they attack with one frame) (unless you put it in time = 1)
    - Creators Poorly using a character template (Im sure one person tries using my Undertale Template but always fails and never stops and he never wants to quit making more trash) (Additionally its just best to use KFM or n64 Mario's template or Attempting to fix a bad template or Whatever template it is (As long as its not just a spriteswap, but use it as a base)
  21. Upvote
    Ori-Ori reacted to Valgallah in Dream vs Dream Alpha stages   
    [PREVIEW]
     
     
    [Info]
    superjump = yes, except The Sugar Hole and The Rotting Chamber 
    animated = names marked with asterisks(*)
    bgm = yes, except Starry Road, The Graveyard & The Eye Doctor's Office
     
    [Download]
    Sky Garden || Block World || White Desert || Plant Cave || Mushroom World || Needle Hell 
    Dark Wasteland || Helltech Labs || Clock Tower || Realistic Beach || Love Hotel District* || The Sewers*
    Numbers World || Kaibutsu School* || Rainbow Cliffs || Starry Road || Violence District* || The Wilderness
    Poniko's Room || The Sugar Hole* || Child's March || Underwater || Apartment*
    NES Dungeon* || Masada's Ship* || The Balcony* || White Room || The Rotting Chamber* || The Graveyard*
    Eye Doctor's Office* || Underwater Carnival*
     
    Credits for Sesaka/Shadow624 (stage art/effects) and Ragtime/plasterbrain (music).
  22. Upvote
    Ori-Ori reacted to wicloud in Ruby Rose (Mugen 1.1)   
    her down forward C move has an odd collision if too close the opponent is stunned but the rest of the move will not hit. Also airborne opponents caught will still fall to the ground after taking 1-2 hits, my best guesss is let it allow some juggle so the hyper isn't wasted.

    also try giving us a screenshot when posting a character or stage, some of us will wonder what it looks like, a video will do too.
     

  23. Upvote
    Ori-Ori reacted to Kagiru Zuto in Ruby Rose (Mugen 1.1)   
    Thanks for the criticize!
    I'll try to fix what's wrong with this chars.
  24. Like
    Ori-Ori got a reaction from WlanmaniaX in Characters with no good versions   
    Pretty much every Kingdom Hearts character.
    Pretty much every Ed, Edd n Eddy character.
    And every ytp character.
  25. Upvote
    Ori-Ori got a reaction from Riku Minato in baiken   
    She doesn't really look that masculine. (mostly because she clearly has the... you know whats on her chest.)
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