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Magical Klara

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About Magical Klara

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  1. I know, I've been gone a long time, but.... let's just say that I haven't been well. No more Comic Sans, either. I'm sorry. Anyway, I'm working on a custom version of Reisen Udongein Inaba. I'm trying to give her a conventional and fast-paced style of gameplay, so she can safely compete with Street Fighter characters without being cheap. If you'd like to see my progress, I uploaded a beta to Sendspace. I hope you like it. https://www.sendspace.com/file/dabfyj Also, I made some updates to my Lucky Fighter 2 Konata Izumi, but I'm not sure that I'm done yet. I want to eliminate all stiffness from her gameplay, too. I hope you like her, too. https://www.sendspace.com/file/xvsxus If you'd like the stage that she and Klara are in, it's from Kid Chameleon, and you can get it here, if you like: https://www.sendspace.com/file/ebspp8 I'm going to give all of my characters the same treatment. Please, take care, everyone.
  2. I'm sorry, I don't know what kind of approach to a reflect move that the author is using for the move. The most reliable way to make it work is to put a HitOverride SCTRL in the reflector shield that redirects to a state that fires a projectile, and the helper (not the projectile) destroys itself in the next tick. What I usually do about possible cloning bugs is to include DestroySelf SCTRLs in state 0 and each of the hit states with an 'IsHelper' trigger in case something like this happens.
  3. Try adding 'ignorehitpause=1' to the NotHitBy controller in state 1506.
  4. Some of the characters from Power Stone (1 and 2) would be nice.
  5. Open the .ogg file in Audacity. Look for and click on the spot where you want the loop to start from, and check the number under 'Selection Start' on the bottom. Change the value to 'samples'. Write the number after 'select.bgm.loopstart = ' in the .def file. Look for and click on the spot where you want the loop to end. Write that 'samples' number after 'select.bgm.loopend = ' in the .def file. Open the stage in Mugen to make sure that the loop is in the right place. If not, check for the right spot in Audacity again.
  6. A kind of huge update to Klarissa... - Comet Star replaced the strong Friendship Garland. - Her collision boxes are more consistent, so using combos on her is not so unreliable anymore. - Her combo logic is not so loose anymore. - Her normal attacks are faster and more responsive. - In "dark" mode, Cinnamon Blaze can be cancelled into a super attack if it hits immediately after being launched. - Removed Maochan Reflector, because it was glitchy, and Requited Love is more useful as a projectile reflector anyway. - Removed various bugs that allowed for over-extended combos. https://www.sendspace.com/file/97rioi Known bugs.... - Explods sometimes appear over the opponent when Cinnamon Blaze and Cinnamon Torte make contact with an enemy projectile. - The opponent is not always electrocuted by Bunny Fairy Brigade and Requited Love (on direct contact). Here is a video demo of Klara in action. http://dai.ly/x2d82b8 No end of thanks to Rimu/Zzyzzyxx for helping me with this update. I hope you like her. Bye for now.
  7. I'm sorry for being gone for so long. Real-life problems had me down, but I have time again. I'm in the process of updating my Cardcaptor Sakura again. I've been working out her damage dampening to make her more fair, and her guard/hit times make her normals not so risky to use anymore. This is my current beta. The next one will have color-separated sprites (i.e., better palettes), more special effects for The Light and The Dark, and any bugs will be fixed. Constructive feedback is welcome. I hope you like her. https://www.sendspace.com/file/ibn5ts known bugs - The Shield stays up forever if an attack never relents and the opponent can't be pushed away, resulting in a "time over" victory for whoever has the most health at the time. - The Earthy uses helpers that use sprites with the same palette as Sakura, so it results in some graphical glitches in some palettes.
  8. Best: - making friendships - finding out about fighting games I didn't even know existed - making and playing Mugen characters has helped me to play commercial fighting games better Worst: - needless drama by the truckload
  9. Well, it still might be a good idea to revisit some of your older works. Try testing them with arcade runs using opponents that have moderate AI strength. Adding AI for your chars might be a good idea, too.
  10. That looks great! Your sprite work is really impressive. Keep it up.
  11. Personally, I appreciate the challenge they offer, but, on average, I haven't found them to be any more difficult to fight than chars by PotS or The_None. Once you develop good methods for fighting each of Seravy's chars, they're actually pretty fun to battle. At least, that's how I feel.
  12. I look forward to seeing the part where her pet comes into play. Anyway, good job on the sprites. Keep it up.
  13. That's great sprite work on her victory pose! You've really come a long way with your hi-res sprite work.
  14. Your sprite work has improved quite a lot. Nice job. My Cyberdoll May has a helper added so that she stays closer to the left side of the screen while advancing. Would you like to implement that for Dot as well?
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