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Ori-Ori

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  1. Upvote
    Ori-Ori reacted to SSBKing65✯ in Post Fanart Thread   
  2. Upvote
    Ori-Ori reacted to N1000sh in Outsides of Kingston Falls (1.1)   
    Outsides of Kingston Falls (1.1)
    Outsides of Kingston Falls

    Features
    - Animated
    - Super jump and Zoom
    - Only for 1.1
    Preview: https://www.youtube.com/watch?v=ohqJsuMTAh8
    Download link:Mediafire
  3. Upvote
    Ori-Ori reacted to SSBKing65✯ in The Most Unlikely Crossovers   
  4. Upvote
    Ori-Ori reacted to Galvatron in The Most Unlikely Crossovers   
  5. Upvote
    Ori-Ori reacted to PlasmoidThunder in The Most Unlikely Crossovers   
    Pokémon Giga Flare.
  6. Upvote
    Ori-Ori reacted to RicePigeon in Touhou: Incident Zero - idea engineering thread (Finalized roster, Alpha build announcement)   
    The focus will primarily be on characters that aren't playable in THRP. Though I can probably give a good guess as to who may end up being the reps for the remaining games. Don't count any of these as official though;
     
    MS - Alice, though there is someone else I had in mind
    EoSD- Most likely Sakuya, though I'm not against the idea of someone else
    PCB - Youmu
    SA - Either Utsuho or Koishi, unless someone else gets in?
    TD - The only one with workable sprites is Mamizou, afaik...
  7. Upvote
    Ori-Ori reacted to RicePigeon in Touhou: Incident Zero - idea engineering thread (Finalized roster, Alpha build announcement)   
    In case anyone wants a sneak peek at some of the planned changes the THRP characters will undergo in IZ;
     
    Reimu
    Buddhist Bomb Counter: Ascension Kick Pressing A causes Reimu to create a barrier projectile that remains stationary. If a Hakurei Amulet passes through this barrier, the amulet will split in two, with each one gaining slight homing properties. Dimensional Rift: Usable only under Shinto or Taoist alignments. Replaced with Instant Dimensional Rift while under Buddhist-alignment. Gains ability to wall teleport with B,B in the corner while under Taoist-alignment, similar to Yukari. Divine Spirit "Fantasy Seal": Usable only under Shinto or Buddhist alignments. Replaced with Holy Relic "Yin-Yang Sanctifier Orb" while under Taoist-alignment. "Fantasy Heaven": removed "Fantasy Nature": Now divided into "Fantasy Nature -Shinto Type-" and "Fantasy Nature -Buddhist Type-". Shinto Type works identical to THRP, while Buddhist Type works as a counterattack identical to Hopeless Masquerade. Marisa
    Buddhist Bomb Counter: Miasma Sweep Three-tier Embellishment Magic mechanic removed. All Specials now have an A version that requires 500 Power, which can be used free of cost during Spellcard Declaration mode in Shinto-alignment. "Sungrazer": removed "Final Spark": renamed "Sure-Fire Master Spark", can now only be used during Shinto-alignment. New Last Word: "Final Spark", usable only during Buddhist-alignment (functionally identical to SWR's Final Spark). Yuuka
    Buddhist Bomb Counter: Flowers in the Wind Holding A now grants Yuuka limited super armor while button is held, but drastically reduces walking speed. Releasing causes Yuuka to perform an attack. "Original Master Spark": renamed "True Master Spark", usable only during Shinto-alignment. "Dual Spark": usable only during Buddhist-alignment. Sanae
    Buddhist Bomb Counter: Wind Goddess ~ Thrust (does not put Kanako on cooldown when used as a bomb). Wind is now directed using A + direction. "Moses's Miracle: usable only during Shinto-alignment. "Night of the Supernova Storm": removed. New Last Word: "Nine-Syllable Stabs", usable only during Buddhist-alignment. Byakuren
    Buddhist Bomb Counter: Virupaksa's Eye Byakuren now charges orbs with A. All Specials now have an A version that consumes orbs. X, Y, and Z versions of Specials no longer require orbs. "Master of Buddhist Cosmology": Now has an A version that consumes all orbs on use, which buffs damage. X, Y, and Z versions now have startup invincibility. "Angira's Vedas": Usable only during Shinto-alignment. Superhuman "Byakuren Hijiri": Now a Level 1 Spellcard. Duration is now dependent on number of light orb charges Byakuren has when activated. New Last Word: "Five-Element Mountain of Shakyamuni", usable only during Buddhist-alignment.
  8. Upvote
    Ori-Ori reacted to Darkflare in Worst Mugen Character(s)   
    Let's be honest, anyone that says a character is bad solely because of the AI, most likely never even plays as the characters and is only looking for characters to "use" on watch mode.
  9. Upvote
    Ori-Ori reacted to Darkflare in Worst Mugen Character(s)   
    My point is that you really shouldn't consider AI to determine whether a character is good or bad. I've seen characters with "Good AI" only have it because they're exploiting the character's broken traits. Their AI would be easy if the character were made properly. At the same time, I've had fun with characters that lack AI but were made properly.
  10. Upvote
    Ori-Ori reacted to Galvatron in Street Fighter 5 announced   
    new trailer Kolin/H (new character) revealed:
    I'm shocked she became a fighter.....  O_O
     
  11. Upvote
    Ori-Ori reacted to DLF in Ditto joins MUGEN... but I need your help!   
    ok got it.
  12. Upvote
    Ori-Ori got a reaction from DLF in Ditto joins MUGEN... but I need your help!   
    "Like using a Lv1 Hypers and EX at the same time?"
     
    That.
  13. Upvote
    Ori-Ori got a reaction from DLF in Ditto joins MUGEN... but I need your help!   
    No.
  14. Upvote
    Ori-Ori got a reaction from DLF in Ditto joins MUGEN... but I need your help!   
    I'm confused...
  15. Upvote
    Ori-Ori got a reaction from DLF in Ditto joins MUGEN... but I need your help!   
    So you're goanna use Kof styled EX moves?
  16. Upvote
    Ori-Ori reacted to RicePigeon in Worst Mugen Character(s)   
    To avoid this turning into another bash thread, it would help if everyone listed reasons why they felt their choices are the "worst", even if the reasons seem obvious.
  17. Upvote
    Ori-Ori reacted to RoySquadRocks in Ditto joins MUGEN... but I need your help!   
    Certainly! Also, ROFL! XD
  18. Upvote
    Ori-Ori got a reaction from DLF in Ditto joins MUGEN... but I need your help!   
    Thx. But the damage on the EX version is a bit too much.
  19. Upvote
    Ori-Ori reacted to RoySquadRocks in Ditto joins MUGEN... but I need your help!   
    I have a suggestion: Transform into King Knight and dash 'n' slash toward the opponent with his staff. Love the Sakuya special. 
  20. Upvote
    Ori-Ori reacted to RicePigeon in Touhou: Incident Zero - idea engineering thread (Finalized roster, Alpha build announcement)   
    Touhou: Incident Zero - idea engineering thread
    So after working on THRP for a while, I decided now was a good opportunity to expand my horizons with gameplay and create a spinoff/reboot. Some mechanics are borrowed, but others are drastically different;
     
    Story
    Incidents are nothing new in Gensokyo; in fact, one might even say that the occurrence of incidents are Gensokyo's way of life. Incidents generally follow a simple formula: youkai cause an incident while humans attempt to resolve them. In this way, the conflict between humans and youkai, with the spellcard rules governing the ensuing battles, ensure the youkai's continued existence and the balance of Gensokyo. Although rare, it is possible for an incident to threaten the entire existence of Gensokyo; in these cases, it is not unheard of for even the most youkai-like youkai to become involved in resolving these situations.
     
    Lately, however, residents of Gensokyo have begun to act strangely; youkai who are normally docile suddenly becoming aggressive, and fairies exhibiting power beyond their natural limits. At first this seemed to be a repeat of the Miracle Mallet and Four Seasons incidents, but soon, new aggressive youkai never before seen in Gensokyo began to appear. After such youkai were exterminated, all that was left were mysterious black fragments; those who have found them describe experiencing certain changes to themselves, exhibiting powers that they normally wouldn't be capable of, with different fragments bestowing different abilities. To the humans whose jobs was to exterminate youkai, these newfound powers had their advantages. But these same fragments had the power to alter their surroundings, even bringing people and youkai claiming to be from Gensokyo who had never been seen before, telling stories of incidents that had never happened. If these fragments have the ability to change Gensokyo's history, and even its inhabitants, could these fragments be part of something even bigger, an incident to cause even an even bigger incident? For the shrine maiden, Reimu Hakurei, perhaps gathering these fragments together would provide an answer to this "Incident Zero".
     
    Controls
    X, Y, and Z for attacks.
     
    A is now used for player-specific actions, and will differ by player. For instance, Marisa will use this to execute her EX Specials, while Sanae will this to control her wind gusts.
     
    B is now used for the new Bomb mechanic, as well as Last Words. See Alignment System for more details.
     
    Combos and Chaining
    All characters follow a simple cancelling method for attacks:
    Normals -> Command Normals -> Specials -> Spellcards/Last Words
     
    Damage Proration
    All attacks apply a proration value, which reduces the damage of the next attack in a combo by a scalar amount. All attacks, whether they be Normals, Specials, and Spellcards have a 10% minimum scale. Cancelling any attack into a Spellcard or Last Word will automatically apply a 92.5% proration during the attack's startup. Unlike that of Touhou RP: Gensokyo Reloaded, Last Words are now affected by proration and always have a minimum scale of 30%.
     
    Spellcards and Last Words
    Spellcards in Incident Zero are functionally identical to Supers from traditional fighting games; they can be executed only with a certain amount of power. Each character has two levels of power meter (2000 power total), with each Spellcard consuming one level. Although rare, certain characters may also possess a Spellcard that requires two levels of meter (2000 power).
     
    Last Words are higher level Spellcards; each character, with the exception of Marisa, has exactly one Last Word. The conditions for using a Last Word is directly tied to which alignment the player chooses. Type-C characters do not have access to Last Words. It should be noted that Shinki has an additional requirement of unlocking all six seals on her inscribed pentagram before her Last Word can be used.
     
    All Spellcards and Last Words that deal damage will cause untechable Knockdowns and have no juggle restrictions.
     
    Spirit Meter & Bombs
    Each player has access to a spirit meter. Once the spirit meter is full, it will reset to 0 and the player will gain a bomb. The method of gaining spirit, the method & effects of using bombs, and the maximum number of bombs the player can hold are all dictated by which alignment the player chooses at the beginning of the round.
     
    Alignment System
    Similar to the Faith system of Hopeless Masquerade, Incident Zero allows each character to utilize different alignments: Type-A, Type-B, or Type-C. Similar to grooves in other fighting games, each alignment bestows upon the character certain perks and changes to their gameplay, with each alignment consisting of their own pros & cons. Each alignment also dictates how bombs are obtained and used, as well as which Last Word the character gains access to when choosing Type-A or Type-B.
     
    Type-A is a primarily offense-oriented alignment. Spirit meter will only increase as the player deals damage to an opponent. A bomb will cost 100% of the Spirit Meter and can be used by pressing ; bombs deal no damage, but will inflict Hard Knockdown on hit, grants the user with startup invincibility, and gives the user 1000 Power and 25% Spirit Meter on hit. Bombs can only be used when the player is in a grounded idle state, and cannot be cancelled. Once the player has reached 2000 Power, they can enter Spellcard Declaration Mode with ; this a time limited mode whose duration is inversely dependent on the player's life, with the duration lasting longer the lower the player's Life is. During Spellcard Declaration Mode, the player's Power bar will begin to gradually decrease; during this time, all of the player's Spellcards will cost 250 power, but will have a slight damage decrease. Spellcard Declaration Mode is also the only time a player can activate their Last Word A once they have reached 100% Spirit Meter, which ends Spellcard Declaration Mode on use. Spellcard Declaration Mode can only be used once per match.
     
    Type-B is a primarily defense-oriented alignment. Type-B characters fill their spirit meter as they take damage, and using a bomb costs 25% of the Spirit Meter. The player can execute a charged attack with , which has lengthy startup depending on how long is held for, and becomes unblockable at full charge; during this time, the player will have one hit of Armor. Bombs can be used during blockstun by inputting , which will cause the character to execute one of their Special moves as a counterattack, similar to an Alpha Counter. Spirit meter can also be gained through the use of a Just Defense, which will negate all damage and gain a small bit of Life back, as well as adding a greater amount of spirit than simply blocking. Type-B characters can activate their Last Word B once they have reached at least 50% Spirit Meter and 1000 Power, and will consume all available Spirit Meter on use, with the additional Spirit consumed either increasing the Last Word's damage or duration, depending on the Last Word. Shinki is the only except to this rule, as her Last Word requires 100% Spirit Meter when in Type-B.
     
    Type-C is a primarily speed-oriented alignment. Type-C characters gain Spirit Meter by performing offensive actions, such as hitting an opponent, and can use Bombs at the cost of 33% of the Spirit Meter. Bombs can be used during any action by pressing , which will cancel the character's current action, including Spellcards. Bombs can also be utilized to perform a Graze Dash with ; a Graze Dash differs from a regular dash in that it both causes the user to home in on the opponent, as well as granting them projectile invincibility. A Graze Dash can be cancelled into any attack just like a normal dash. Additionally, any action may be cancelled into a Graze Dash at the cost 66% Spirit Meter. Skillful use of Type-C bombs can effectively extend combos and allow for cancels that are not normally possible, such as a Spellcard into a Special or another Spellcard. Type-C characters do not gain access to any of their Last Words; instead, they have access to Speed Focus, activated at 2000 Power with , which will allow them to Jump Cancel some of their attacks, while ignoring juggle flag limitations.
     
    Roster
    Incident Zero's roster comes in at 21 characters, with 12 characters returning from Gensokyo Reloaded along with 9 new characters. The confirmed roster is as follows (names in italic denote new characters);
     
    Character Game Representation Reimu Hakurei Higly Responsive to Prayers Marisa Kirisame Story of Eastern Wonderland Yuuka Kazami Lotus Land Story Alice Margatroid
    Shinki Mystic Square Hong Meiling
    Sakuya Izayoi Embodiment of Scarlet Devil Youmu Konpaku
    Yukari Yakumo Perfect Cherry Blossom Reisen Udongein Inaba Imperishable Night Aya Shameimaru Phantasmagoria of Flower View / Shoot the Bullet Momiji Inubashiri
    Sanae Kochiya Mountain of Faith Iku Nagae Scarlet Weather Rhapsody Satori Komeiji Subterranean Animism Byakuren Hijiri Undefined Fantastic Object Mamizou Futatsuiwa Ten Desires Hata no Kokoro Hopeless Masquerade Sekibanki Double Dealing Character Kasen Ibaraki Wild and Horned Hermit / Urban Legend in Limbo Nameless Original / Touhou: Incident Zero  
     
  21. Upvote
    Ori-Ori reacted to DLF in Ditto joins MUGEN... but I need your help!   
    GarchompMatt and Weiss_Circal's Request Complete! We also need more normal attacks, not necesarily Jokes
     
  22. Upvote
    Ori-Ori reacted to Uncle Dante in The Most Unlikely Crossovers   
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    Ori-Ori reacted to Galvatron in The Most Unlikely Crossovers   
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    Ori-Ori reacted to Uncle Dante in The Most Unlikely Crossovers   
  25. Upvote
    Ori-Ori reacted to krudelu in Touka (from Aquapazza/Utawarerumono) Custom WIP   
    Touka (from Aquapazza/Utawarerumono) Custom WIP
     
    My very first project and my very first post in this thread. I'm still trying to figure out the ins and outs here so please bear with me on this one.
    I also made a post in mugenguild as well so this would be more of a copy paste x.x. Just wanted spread the word and get feedback from numerous places if possible...

    For now, I did the sprite alignment and did some CLSN work on some of the essential animations. Here's the list of what's done and not done yet in terms of essential animations
    ===========================================================================================================================================================================================================================
    So what will this "Custom Touka" have and not have then?
     
    What she won't have:
    -Emotion high/low
    -Assists
     
    What she'll have and retain:
    -Most (if not all but I'll shoot for "all") of her moves from the source (Aquapazza)
    -5 Power Bars just like the source
    -Splash Art will still cost 3 Power bar with a requirement of the player needing to be at half health
    -Heavy Smash and Resist Smash
     
    NEW THINGS
     
    EX Moves
    This would be somewhat similar to the EX moves like SF that everyone knows. Here are the stuff I wanted to implement for this:
    -Certain EX moves may be chained to certain moves that normally cannot be chained into specials and supers
    -This will cost half a Power bar
    -EX version of that special move will have enhanced properties to it.
    -The "Emotion High" version of the Supers from the source will be now considered as EX version of Supers. It will have slightly increased damage compared to the source but using the EX version of the Super will cost additional half of the power bar on the top of using up the initial 1 power bar, meaning that the total cost would be 1 1/2 bar.
    -Ex Moves can be chained from specials
     
    Super Canceling
    Pretty straightforward. Basically it's cancelling certain specials to super. Here are some possible super cancels that I have in mind:
    -Special > Super
    -Super > Splash Art
     
    Others...
    -Splash Art will get a slight increase compared to the source
    -Maybe some property changes on certain moves on hit (most likely not but we'll see...).
     
    So what would be the button layout?
    Basically she's going to be four buttons but the D button will be replaced as a shortcut for the B+C from the source since she won't have an assist. So the layout would be like this:
    A = Light Attack
    B = Medium Attack
    C = Heavy Attack
    D = Heavy Smash (B+C in source)
     
    As for the commands for the moves, moves will retain the motions except maybe for the Splash Art. I'll consider the changeable setting for changing the command for Splash Art.
     
    Given the things she gets to keep and the things that got replaced by, what kind of gameplay would she have?
    What I'm trying to go for is to make the "individual" stay strong even though losing the Assist system that it had from the source while keeping her playstyle, which is most likely space oriented. Also, despite the new mechanic I'm trying to replace Assist system with, I'm also trying to keep the footsie gameplay focus. As for the implementation of the new mechanics, this also add the ability to do more combos outside of the assists.
    This is just the idea I'm thinking of implementing to the "Custom Touka" I'm trying to make. Feel free to discuss about this and maybe we can talk it out or something  ;D
    ==========================================================================================================================================================================================================================
     
    I'll leave the WIP file like here so anyone can check my current sprite alignment and CLSN work
    http://www.mediafire.com/file/ur6z684bxl8be2b/ToukaWIP.zip
     
    If you guys can please leave any critique/feedback and/or constructive criticism regarding my current sprite alignment and CLSN work
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