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Ori-Ori

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  1. Upvote
    Ori-Ori reacted to The Auditor in minotaur   
    I believe they did, dunno man, I only go to that site just to rehost 'em on Mediafire.
  2. Upvote
    Ori-Ori reacted to Matiu in minotaur   
    I Think he's new so this could be his/her first mistake to learn from it 🙂
    also... Minotaur can be found in Error 404 Archive
  3. Upvote
    Ori-Ori reacted to Nep Heart in Akari Ichijou WIP   
    https://streamable.com/zakdy
     
     Her Unique Ability with portals was fun to do, this is also just as fun to work on. Not demonstrated in the video, but yes, you can combo the doppelganger to a pretty good extent as long as custom states aren't involved.
  4. Upvote
    Ori-Ori reacted to Lillie's 音MADs in Youmu Konpaku WIP   
    Very cinematic and well done, I quite like these hypers. I'll be excited to play her once she's released, good luck on this project.
  5. Upvote
    Ori-Ori reacted to Nep Heart in Youmu Konpaku WIP   
    https://streamable.com/dtyk0
    https://streamable.com/itvsc
     
     Finished both level 3 supers. Had to sacrifice a slot of a level 1 super for this as to not bloat her moveset with too many supers. I'll show the level 1 supers later.
  6. Upvote
    Ori-Ori reacted to Nep Heart in Screenshots Mffa Style   
  7. Upvote
    Ori-Ori reacted to Nep Heart in Not recomended creations/creators...   
    Pretty sure when the AI starts to blatantly cheat as in the case of how some of KONG's AI outright doing humanly impossible stuff like ignoring damage and hitstun at higher levels, the AI is objectively not well-made at that point regardless if they have difficulty settings or not.
  8. Upvote
    Ori-Ori reacted to RicePigeon in [WIP] Diary - Feb 6   
    I think enough progress has been done on Sumireko that I can show off a few attacks
     

     
    All her basic standing Normals are complete so far. Sumireko is one of the few who can't rapid fire her standing LP, but hits twice much like in source. Standing MP is one of those moves with long active frames, so spacing it correctly can make it safe. Standing HP hits twice much like in source, hitting low on the first hit with the second hit serving as an anti-air, but has longer startup to compensate.
  9. Upvote
    Ori-Ori reacted to USTLER GOD in [WIP] Diary - Feb 6   
    If you want to know her planned moveset, see here: https://mugen.fandom.com/wiki/User:Ricepigeon/Sandbox/Sumireko_Usami/RicePigeon's_version
  10. Upvote
    Ori-Ori reacted to RicePigeon in [WIP] Diary - Feb 6   
    While Momiji was in the final stages of development, I reached out to someone in the hopes of commissioning sprites for another WIP that I've been interested in working on for some time. While it's nowhere near complete, I figured I'd show off a little bit of what will eventually be my next WIP: Sumireko Usami.
     

     
    Special thanks to Blade for the sprites, we will soon have a Sumireko sprited in the old art Tasofro art style to be included with the rest of the cast for Touhou: Incident Zero once a working beta is out.
     
  11. Upvote
    Ori-Ori reacted to Strong FS - MUGEN Studio in [Work In Progress] A NEW MUGEN Story Mode | Platform Style and Open World   
    Hi Guys
     
    For a long time I wanted to recreate the Heroes of SNK (The King of Fighters) in a new story, with new drama, new characters, etc.
    The thing is that I'm creating a Story Mode for MUGEN / IKEMEN that I really feel that is not going to be bad. I will try as much as possible to be treated as an Open World where you can visit whatever you want. It also has Semi and Final Bosses that can resort to a cinematica.
     
    I also wanted to add a monetary system, that is, defeats an enemy that releases money and with that to be able to buy buffs for your character.
    I'm moving forward little by little, I hope you like it and subscribe for more content :3
     
     
  12. Upvote
    Ori-Ori reacted to Nep Heart in Miyako Arima WIP   
    Now up against my own AI this time.
  13. Upvote
    Ori-Ori reacted to Nep Heart in Miyako Arima WIP   
    Another demonstration of Miyako's AI. Next time I plan to showcase it, I will be taking it on myself.
  14. Upvote
    Ori-Ori reacted to Nep Heart in Miyako Arima WIP   
    Update on Miyako's AI: Looking pretty nasty atm. Hope you like dealing with mix-ups.
  15. Upvote
    Ori-Ori reacted to RicePigeon in [IZ Style] Suwako Moriya released, Yukari Yakumo & Sanae Kochiya updated (06/20/19)   
    06/20/19: (Incident Zero) Suwako released, Yukari & Sanae updated

    The 13th Incident Zero character, the native goddess Suwako Moriya, has been released. In addition, IZ Yukari and IZ Sanae have also been updated with a few changes.
     
    Link: http://ricepigeon.neocities.org
     
     
     
    General Changes: First release. [System] Corrected jump cancel timings of forward dash. [System] Corrected Wallbounce & Groundbounce behaviors. [System] Adjusted how the character handles landing sounds in certain basic states. [System] Minor adjustments to hurtboxes in some gethit states. [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow. [System] Added compatibility with Suwako_THIZ's Blighted Earth effects. [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration. Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000). Spell Trance: Last Words no longer require Spirit while Spell Trance is active. Spell Overdrive: Now gives a 50% velocity increase to walk & dashing. Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain. Boundary "Overflowing Flotsam": Corrected bug that required move to have 2000 Power. [System] Characters in the Type-C alignment can now cancel Spellcards into other Spellcards, at an additional proration. [System] Added compatibility with Suwako_THIZ's Blighted Earth effects. [System] Corrected jump cancel timings of forward dash. [System] Minor adjustments to hurtboxes in some gethit states. [System] Minor adjustments to some common state animations. [System] Adjustments to Groundbounce & Wallbounce behaviors. [System] Corrected bug that prevented the use of Wind Stock after the 1st round. Spell Trance: Now consumes 100% Spirit, Power requirement reduced (2000->1000). Spell Trance: Last Words no longer require Spirit while Spell Trance is active. Spell Overdrive: Now gives a 50% velocity increase to walk & dashing. Spell Overdrive: Now allows Specials to be cancelled into another Special once per chain. j2y: Now hits overhead. Can no longer chain into itself on block.
  16. Upvote
    Ori-Ori reacted to Nep Heart in Miyako Arima WIP   
    You know how I said that I'll be taking a few Melty Blood mechanics for Series Abilities? Well, this is one of them. The Shield FX is actually my own idea because the source game apparently is five layers of very complicated effects and that's a bit much even for me.
     
    https://streamable.com/2ewn6
  17. Upvote
    Ori-Ori reacted to Nep Heart in Miyako Arima WIP   
    https://streamable.com/5g9j8
     
     Since Mai was the last EFZ character for the while has been released, this will be the unveiling of my next WIP. This time, I'll be tackling a Melty Blood character that I personally enjoy playing in the source game and the thought of making her in my own style has lingered for a while. With the introduction of Series Abilities, Miyako will retain a few Melty Blood mechanics while converting her in my own custom style.
  18. Upvote
    Ori-Ori reacted to Gumhoy in Ed Final release!   
    Hello there.

    I saw this thread linked in a discord, and decided to check it out. Ed Edd n Eddy is one of my favorite cartoons.
    I've seen the entire series, so let me say I am very appreciative that you'd go through all this effort to make a character from it.
     


    I've fiddled with the character for a little while. I like it! It reminds me of work by DDRCreations.

    Next I'll show you some things I've noticed about the character.

    I can't make certain commands in the command list come out. It also seems like some of them are unfinished.
    (Which is perhaps specified in the readme)
     

    Here's a list of moves I've gotten to work with manual input/ones I haven't:

    Specials
    Turkey Blaster ✔ Sneeze Counter ✔ Flying Sumo Attack ✔
    (No idea why this has a separate command, "~F, a+b") Shel-Toss ❌/ ✔
    (I tried to do this manually several times. Then I looked in the .cmd and tried to force a ChangeState to the State this attack is supposed to be.)
    (Using "changestate 1 1200" Nothing happens. Rather, I think the State Changed and then immediately switched back to State 0)
    (After further investigation, this attack is meant to be done in the air.)
    (The reason why it goes to state 0 is because when StateType = A, if you're close to the ground, you instantly enter a landing animation.)
    (With this revelation, you can do the attack, the command works, but only in the air. Please specify this in the readme 🙂 ) Battering Ram ✔/❌
    (This command seems to work using F, F, "x" but not the original command listed in the readme, which is F,F, "x+y")
    (If you try to use F,F, "x+y" you get the sneeze counter. Please change the readme to reflect this 🙂 ) Strikers ✔/❌
    (I've only ever gotten Naz to come out. The others don't seem to work for me.) Over all, they all work as far as commands go after further review. Just a little specification/readme change for a few and it'll be all good.

    Supers
    Lothar the Barbarian  ✔
    (Should be specified as being able to be used in the air as well.) Robo Bounty Hunters ❌
    (It could just be that I'm terrible, but this command is strange. "~D, DB, B, DB, B, a+b")
    (I've tried to do it at normal speed, and even with time = 30 I can't ever get this one to come out.)
    (Usually instead, I just get the Canadian Squirt Gun, or nothing at all.)
    (So I looked at the .cmd to see if there would be anything that could stop it. I can't find anything at all.)
    (I guess just making it "~D, DB, B, D, DB, B, a+b" would help, but it could be that I'm just awful.)
    (I've only ever succeeded in making it work by inputting "changestate 1 3100" into the console.) Ed-Zilla ✔ Over all the characters moves and controls fairly intuitively as far as commands go.

    After finding out if the character works at a base level, we must next consider strategy. What does the character allow?
    I'll just jot down a bullet list of certain things I've taken into consideration.
    Short Hop Jump Medium Kick spam is an infinite. If the enemy blocks Short Hop Jump Medium Kick spam, you can switch to Standing Heavy Punch Spam to chip them to death. If Standing Heavy Punch is blocked, you can keep pressing "Z" to infinitely chip the enemy to death.  Canadian Squirt Gun can infinite from full-screen with proper timing. Lothar the Barbarian's damage:power ratio is very good. I wouldn't use any other super if I didn't have to. Ed-zilla is a waste of meter for the damage it does and set-up it requires. (Enemy must be jumping, and near the ground for it to deal full damage.)
    Lothar does 306 damage per use for one bar of power. The most damage I've gotten Ed-Zilla to do is 456 for three bars of power. That's only if it does full damage. Unless you're an AI, who can use short-hop -> instant shel-toss to lock down the opponent on the approach. I don't see the reason in using Shel-toss. (Other than perhaps annoyance.) The ends of his run could use ctrl = 1, though there is a way to get around this by attacking during his run where you would like to stop. Battering Ram hurts Ed. Ed is nearly indestructible, as I'm sure you are aware. It's also a move that leaves him open to attack, especially from a range. There is no reason to use this move in my mind.
    Especially when Flying Sumo Attack gives you 100% iFrames and leaves the opponent in a state that lets you run up to them once they're down. Sneeze Counter seems circumspect, is it meant to be a long-range projectile counter? You can manually activate the sneeze by pressing Medium Kick, or "B" while in the sneeze counter state.
    It gives you a wall-bounce, which lets you follow up after. Making Battering Ram even worse of an option (wall-bounce you can follow up with no downsides, and you don't hurt yourself)
    Up close however, Sneeze Counter has a chance to just 100% whiff. With no visual indication something is hitting the opponent either, if you don't turn clsn's on, one might assume it's just a terrible up close move. Crouching Medium Kick, "c. B" seems to whiff almost every time I use it. Either increase the hitbox, or make Ed slide forward when he uses it.
    As an aside, perhaps letting him combo from Crouching Heavy Kick (sweep) spam, into Crouching Medium Kick afterwards, would let him combo into his Crouching Heavy Punch, which is a launcher. A lot of his clsns seem to be advantageous, almost to a fault. They do have very large hitboxes, compared to hurtboxes that only cover parts of his body, but how clsns are is subjective, and truly up to the author to decide upon.
    The only reason why I bring this up, is the fact that due to some of his hitboxes being so far forward, it makes it difficult to find consistent uses for a lot of his attacks. Not to mention it makes finding a consistent damaging air combo very difficult. That's all I have to say for now. I hope this was constructive. Thank you for taking time to make Ed!
    If I might add one more thought, one should consider the idea of a character "archetype."
    In Fighting Games there are many different Archetypes. Generalist (Ryu from Street Fighter), Zoner (Peacock from Skullgirls), Vortex (Akuma in SFIV), Grappler (Potemkin from Guilty Gear), Brawler (Abel from SFIV)
    Try to find a niche that you'd like to fit Ed into, it might help unify the rest of his design. I would try making him a power character, with slow but heavy hitting attacks and make the enemies scared of getting close.

    Hope we get to see a reference to ANGRY ED as a Raging Demon! Take care, and I hope you have fun working more on Ed. 🙂
     
  19. Upvote
    Ori-Ori reacted to Darkflare in The Darkflare show   
    8 years has led to this.
  20. Upvote
    Ori-Ori reacted to Rowser64 in Ed Final release!   
    Feedback:
    - Ed's Jumping light punch and kick are both infinites with large/tall chars


  21. Upvote
    Ori-Ori reacted to DS12 in Ed Final release!   
    My super biased feedback incoming:

    - A taunt that has a CLSN1 box but doesn't hit the opponent....ok then.
    - Most of the sprites are either uneven, or not very fitting. Take this weird crouch thing for example:

    - A lot of Ed's attacks have infinites (a very generic flaw in your characters, wlan, no offense)
    - Most of the attacks (or CLSN1 placements) have VERY bad range. For example, I couldn't even hit KFM with Ed's crouching medium kick. (This makes the chance of combo chains really slim.)
              - I also can't even hit KFM with Ed's Jumping light punch attack whenever I was close to him:

    - Ed's dash stop takes too long, plus, he just STOPS and doesn't slide whenever he performing a dash stop after running forwards
    - According to this screesnhot, Ed's sneeze wasn't really strong enough to hit opponents at a close distance. (Same goes for the Sumo special too)

    - Ed's batter special is extremely underpowered
    - I'm unable to perform the "Sheldon" (why is it usable only in air?), "eddy," and "edd" assists for some reason. 
    - I don't know if you'd call this a "squirt gun" special (according to what you put in Fighter Factory), this looks more like a taser weapon to me.

    - So much red CLSNS.....

    - Ed-zilla hyper takes WAY too much damage, as if the fall damage was the major impact of the damage amount.

    - Last but not least, I'm unable to perform the "Bounty hunters" hyper.
     
    That's from me I guess. I know this is beta, but seeing how Ed looks rough with his animations and the coding makes it quite unplayable, you still have got a long way to go, my friend. 
    Hopefully your final release will fix all of that.
     
  22. Upvote
    Ori-Ori reacted to RicePigeon in [WIP] Diary - Feb 6   
    Ancient Geyser, another one of Suwako's Specials that can be used from the underground state. While she can't use it in the air unlike in source, she can now hit OTG with it.
  23. Upvote
    Ori-Ori reacted to Nep Heart in Mai Kawasumi WIP   
    A more extensive look at Mai's gameplay.
  24. Like
    Ori-Ori got a reaction from UltraEpicLeader100 in Not recomended creations/creators...   
    Why hello there, Jasen. I see you're still being a blind whiteknight. I also see your grammar is still shit.
  25. Upvote
    Ori-Ori reacted to RicePigeon in [WIP] Diary - Feb 6   
    Stone Frog God and Ancient Metal Ring, both of which are Suwako's QCF specials on the ground and air, respectively. I've noticed that alot of Suwako's moves in source tend to hit multiple times so the same is true here. Stone Frog God also has the additional property of hitting OTG, so she can use that after a knockdown.
     
    Working on some character-specific system stuff with Suwako, which I'll probably show off next, which will also include her Unique Skill. Try taking a guess as to what that might involve.
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