Jump to content

Deoxgigas

Member
  • Posts

    34
  • Joined

  • Last visited

Posts posted by Deoxgigas

  1. 7 hours ago, Solid Snivy said:

    Oooooh; can't wait to try her out. One thing I'm curious about is why the three of them don't have an alternative English voice pack since I believe they all do have an English voice in Chronophantasma. 

     

    Well, when I first made Kagura, I decided to go with the japanese voices to start with, and then maybe add the english voices later. But then it turned out that each character were a rather massive monster of a filesize on their own, so adding the english voices on top would just make them even heavier.

     

    Of course, I could also make a separate version for the english voiced ones, but then I'd have 4 different versions of each character lying around, each of which I'd have to update individually every time I do the smallest fix. Quite the pain.

     

    I wouldn't be against if someone else went and made an english voice patch for them, though.

     

    7 hours ago, CoolAnimeHustler said:

    ʕु-̫͡-ʔु”-- Whoa!! This Character Looks Super Awesome! I Got To Check This One And The Other Two Fighters You Updated, Yo! Awesome Job On These Characters, Deoxgigas! ^_^

     

    My thanks.

  2. For my first wish, I wish for a Mugen version of Kagura Mutsuki. For my second wish, the same for Azrael. And for my third wish, I wish for...

     

    5L2iSpp.gif

     

    Izayoi.

     

    Find her on my OneDrive here. or Dropbox here (Mugen 1.1) and here. (Mugen 1.0).

     

    Just when I thought I was out, they pull me back in. Let's not go into details as to why I'm here again.

     

    As per usual, there's a Mugen 1.1 and a Mugen 1.0 version, and as always I recommend the 1.1 version, because Mugen 1.0 has lower quality sprites and effects.

    Heck, this time around I had to severely decrease the amount of effects the character has because it just caused too much lag in 1.0.

     

    Movelist, special palettes and specific mechanic information can be found in the readme file Izayoi comes with.

     

    Here's some examples of Izayoi fighting:

     

     


    The gifs are sped up because there's no way her entire combos can fit into the timeframe.

     

    Rapid Combo in Normal form into Gain Arts form (gamespeed 9):
    daf78be03d8e89db9ba40a249397e3bb.gif

     

    Gain Arts Combo using 2 Stocks, into Distortion: Justice Phorizer (gamespeed 9):
    b4208f8b498f48aa8650b3d108fff030.gif

     

    Distortion: Slaver Trans-Am; A rarely used move I'd say, but it works (Also showing pal 5 and 6 colors):
    33a5fec15cdaab963c9e520bb7df0a54.gif
     

     

    There's not really any extra exposition this time. I've simply been snailing along and slowly building up this character for like half a year when I felt like it. Will I ever make another one? I'd say it's not likely, but I've been saying that the last 8 characters I've made. If I do ever return, expect Celica and her murder robot friend in 6 months+++, hah.

     

    Often times I end up facing new challenges whenever I make a new character. The challenge with Kagura was... The entire Blazblue system, as well as his stances and charge moves. For Azrael, it was his entire weak point system, and especially Valiant Crash and Hornet Bunker.
    So here we are with Izayoi, and the challenge for her was her entire dual-form and stock system, the extra UI that comes with it, and the absolutely huge amount of effects she has flying around compared to the other two. Thankfully, almost all of them were 2D effects, so it was possible to replicate them proper.

     

    PS: Both Kagura Mutsuki and Azrael have had major updates, especially if you're carrying an old version from before 2018 started. The most important one being the addition of 11p(Kag)/10p(Az) Serious Mode. If you plan to pit them against Izayoi or each other, please fetch their newest versions as well.

     

    7ffyEkO.gif

     

  3. Thanks to some valuable feedback for Azrael, I've managed to nail down and fix a bunch of issues that have been affecting human players ever since Kagura Mutsuki was released.

     

    Of course, this also means that Kagura has been updated too, but I already wrote that the last update I posted on his thread was the final one, so uh, I'll just leave a note here instead. His changelog is on the onedrive.

     

    10/14/2017 Update Notes:

     

    - Changed the character icon to a close-up of Azrael's face.
    - Greatly increased the distance covered when Super Jumping forwards or backwards.
    - Azrael will now turn towards the opponent at the end of an Air Dash if the opponent is behind him.
    - Azrael should now be properly grabable even while his Guard Point is active during Hornet Bunker, Valiant Crash and Sentinel Dump.
    - The backwards Throw should no longer require backwards inputs if you want to follow up with anything when it does damage.
    - Tiger Magnum, Cobra Strike and Leopard Launcher will now all wallstick the opponent while the Valiant Charger w/UW effect is active.

    - Fixed a HUGE and ancient issue with Azrael not guarding properly at seemingly random times.
    - Fixed the inputs for air jumps and super jumps. They should both be much more responsive now.
    - Fixed a slight delay on Valiant Charger activation after hitting with Valiant Crash w/UW.
    - Fixed the opponent returning straight into their base idle state after breaking a throw, if they don't have a custom animation for it.
    - Distortion Drive supers, and alot of other moves that were previously unavailable, are now usable during Valiant Charger.
    - Distortion Drive supers should now have the same background darken effect last the entire move, rather than it suddenly becoming brighter midway through.

  4. Quote

    10/21/2017 Update Notes:

     

    - Azrael now just silently goes charging during Valiant Charger, instead of being all "SYAAH" every time.
    - Azrael can now use his Astral Heat without any HP restrictions in his 11p, and can use it 3 times freely in his 12p.
    - Added alot of extra dust and rocks and quakes to Azrael's 11p intro.
    - Added alot of extra dust and quakes and explosions and roars to Azrael's 12p intro.
    - The Phalanx Cannon projectile will now properly explode on contact, rather than only on a successful hit.
    - Fixed an animation error of the Phalanx Cannon projectiles for the 1.0 version of Azrael.
    - Increased the duration of Azrael's iframes during his Astral Heat, up till he enters his recovery frames.
    - AI Modifications

     

    10/14/2017 Update Notes:

     

    - Changed the character icon to a close-up of Azrael's face.
    - Greatly increased the distance covered when Super Jumping forwards or backwards.
    - Azrael will now turn towards the opponent at the end of an Air Dash if the opponent is behind him.
    - Azrael should now be properly grabable even while his Guard Point is active during Hornet Bunker, Valiant Crash and Sentinel Dump.
    - The backwards Throw should no longer require backwards inputs if you want to follow up with anything when it does damage.
    - Tiger Magnum, Cobra Strike and Leopard Launcher will now all wallstick the opponent while the Valiant Charger w/UW effect is active.
    - Fixed the inputs for air jumps and super jumps. They should both be much more responsive now.
    - Fixed a slight delay on Valiant Charger activation after hitting with Valiant Crash w/UW.
    - Fixed the opponent returning straight into their base idle state after breaking a throw, if they didn't have a custom animation for it.
    - Distortion Drive supers, and alot of other moves that were previously unavailable, are now usable during Valiant Charger.
    - Distortion Drive supers should now have the same background darken effect last the entire move, rather than it suddenly becoming brighter midway through.

     

     

    Mr. Tyrant is here to smack you in the face, and then eat it for dinner. Because that's what he does.

     

    YKxwGyd.gif

     

    Find him on my OneDrive here.

     

    So with the success of Kagura Mutsuki, I laid plans for more Blazblue characters that I would look into, after a nice long break.

    The one who would follow was Azrael, and just like Kagura, he's based on his CPEX version, has all the moves from the game, and is about as close to the source as I could get him.

     

    As per usual, there's a Mugen 1.1 and a Mugen 1.0 version, and as always I recommend the 1.1 version, because Mugen 1.0 has lower quality sprites and effects.

     

    For more specific information, go to my site. http://vaultofdeoxgigas.webs.com/

     

    Movelist and specific mechanic information can be found in the readme file Azrael comes with.

     

    Here's some examples of Azrael fighting:

     

     


     

    Combo with no Weak Points applied:
    8c23ff91d6b346dad69e185b6812972a.gif

     

    The one I'm sure everyone, who knows how Azrael fights, wants to see:
    cea0d7645be8fd35070d0512f5afa337.gif

     

    Overdrive into Distortion Drive:
    efe0fb0399fa77566ebab97cacab3d8a.gif

     

    Do note that some parts of the combos have had their speed upped so that they could fit in one Gyazo gif.

     

     

    Exposition time:

     

    It hasn't been easy. Even though I already had a solid foundation in Kagura to start with, it would still take hundreds of hours to build up this guy.
    Azrael had the same problem as all other Blazblue characters: Most of his effect sprites are 3d textured and pretty damn hard to rip, and unlike Kagura, Azrael had almost no standard 2d sprites of his own to work with. Therefore, I've had to heavily improvise: Azrael uses more sprites from other games than Kagura, and is also using a bunch of the 2d sprites available from various other Blazblue characters. As a result, Azrael now has alot more claw and fire in his moves.

     

    Well, I had my share of fun figuring out how to make him work, and learning how Dust and Vanishing (Banishing?) attacks work in Arcsys games, because Azrael has his own versions of both.

     

    Anywho, with this, I think it's high time that I put away my Mugen resources and fade away. After having made 27 LF2 and Touhou characters, followed by  two Blazblue monstrocities, both eating hundreds of hours for their completion, I think it's about high time that I call it quits. My Mugen interest has all but faded, and I've long since left the main reason I even got into it in the first place.
    That means that I won't be making anymore Blazblue characters, and probably not anything else either, though I did consider making Izayoi after Azrael, but that was in his early stages. The most I'll be doing is fixing any gamebreaking bugs, if there's any that have escaped my testing.

     

    PS: Kagura Mutsuki was updated just the other day. The newest version includes all the fixes and improvements I discovered while making Azrael.

     

    zygjwpd.gif

     

  5. Well then, here we are again.

     

    So here's the deal; it turns out that the best way to figure out the mistakes and bugs in your characters is by creating another one in the same style.
    As such, I've returned here one last time to deliver the final update for Kagura Mutsuki.

     

    If there's ever gonna be any more fixes for this guy, I'll probably just paste it over his files on my onedrive without any announcements.

     

    What, "creating another one in the same style"? Yeah, there's a new one incoming. Soon. When the AI is finalized, a few miscellaneous things done, and I've made a Mugen 1.0 conversion of it.

     

    10/06/2017 Update Notes:

     

    - Added a Taunt (Start Button).
    - Added extra voice files for the Spinning state, Guard Break state and getting up from the ground.
    - Added the Same Move Proration to the Crush Trigger attack, which it's supposed to have.
    - Added a new, more electrifying animation for a successful Throw Reject.
    - Added more fluff to ground bounces to make it look more like the source game.
    - Added the animation for Distortion Finish which had sprites taking up space since the very beginning.
    - Increased the amount of Burst Gauge recovered when being damaged.
    - The opponent will now be forced into the standard air hurt state when Kagura kicks them off the ground, making them act closer to how OTG attacks work in Blazblue.
    - The overdrive timer now freezes while Kagura is using an Overdrive Distortion super.

     

    - Fixed another case of the same variable used for multiple different states.
    - Fixed Kagura being able to cancel into Overdrive when hitting with 6X, because apparently he's not supposed to be able to do that.
    - Fixed the buffer instantly triggering 5X when using Rapid Cancel, facing the wrong way when using Rapid Cancel during 6A-Y and not being able to Rapid Cancel certain other moves.
    - Fixed the opponent going straight into a guard state when breaking Stagger after getting hit by 5A-X.
    - Fixed 6A-Z missing its attack ID in the 1.1 version of Kagura, making it unable to cause a wall slam on counter hit like it's supposed to.
    - Fixed every Superpause giving the opponent a defense boost, because apparently I have to specify for the state to NOT do that. That explains alot of past issues with damage scaling.
    - Fixed Kagura not getting an attack boost in 12p.
    - Fixed various smaller errors here and there. (voices, animations, etc)

     

    - AI fixes and adjustments, mostly regarding the Barrier.

  6. As it turns out, the Barrier bug from last time wasn't the only thing that had gone wrong. Turns out I had used the same variables at multiple places, which shut down the extra pushback from the barrier entirely. Derp.

    In the meantime, I found a few other issues anyway, so here's yet another update. Hopefully by now I'll have squished most of 'em.

     

    07/02/2017 Update Notes:

     

    Kagura Mutsuki:

    - Fixed even more major buggery with the Barrier caused by an oversight with the variables used.
    - Fixed Kagura's Ryuujinshou Z having way longer fallrecover time on it than it was supposed to when not near the corner.
    - Fixed Kagura losing his iframes too soon during his Neutral Tech recovery.
    - Fixed Kagura NOT losing his iframes until landing when doing an Aerial recovery.
    - Increased the distance traveled when holding forwards or backwards while doing an Aerial Recovery.
    - Fixed Kagura automatically super jumping forwards if the opponent is far enough away.
    - Fixed part of the Burst icon effect being misplaced when it's fully charged.
    - Other smaller fixes.
    - Replaced palette 8 and 9 with two new ones matching other Blazblue characters.
    - Kagura will now play his intro when entering a Turns match and not being the first character fighting.
    - AI Fixes and Adjustments, as always.

  7. Ahah, I finally squished a bothersome bug affecting the Barrier system. This warrants another update.

     

    06/23/2017 Update Notes:

    - Fixed Kagura's Barrier mysteriously draining in practically an instant against characters with certain kinds of attacks.
    - Fixed a rather peculiar bug I somehow missed where Kagura would constantly turn around when entering another Drive Stance (5A, 2A) after hitting with 6A-Y.
    - Swapped out one Match Win voice clip for another. Also added a few extra ones for... Later potential use.
    - Kagura should now properly sound like he's actually hitting the floor when tripped.
    - The default value of Kagura's voice frequency is now 3 out of 10 (used to be 1).
    - AI Improvements and Updates as always.

  8. I imagine your issue will be resolved if you make sure you've done these steps:

     

    1. Make your palette.

    2. Make it Group 1 and Index (1 to 12), and make sure the old one you're replacing isn't still occupying that number too.

    3. Save it as a file inside Kagura's folder and call it whatever you want.

    4. In the DEF file, replace the file name for whatever palette you're replacing with the name of your own palette.

     

    72b42ef18a19520228f4a93eb25e2656.png

     

    With this, it should surely work.

  9. And speaking of the above:

     

    Just a small update; after hearing a few concerns about the frequency the voices play, I decided to make an option variable for 'em, so you can now change it yourself.

    You'll find it at the very bottom of the first CNS file (kaguramutsuki.cns).

     

    a25086d54865d9aae36054f47fbb41c1.png

     

    1 is the default that had been running up till now.

     

     

    Also, I probably had another small AI update inbetween. I think.

     

    EDIT: Also, after seeing a few screenshots of Mugen 1.1 matches where Player 2 Kagura's Heat, Barrier and Burst UI elements were oddly placed in the middle of the screen, I've gone through their pos values and changed them all from left to right, which should place them properly.

    Only issue left is the fact that his UI (and all my other characters', for that matter) is cut off on some 1.1 stages. Only real fix I've found for this is changing his localcoord in the DEF file to 420. It'll also make Kagura alot smaller, but I guess that's fitting for those stages.

  10. All normal, drive and special moves only have a 15-25% chance of Kagura loudly yelling them out.

     

    It's really just a personal preference of mine. I don't really like it when fighting game characters yell out their moves in the exact same tone every time they're used, and do it so rapidly that their voice lines can overlap each other. Kagura would be doing that if all of his voice lines played 100%.

  11. This is where I've been dumping all my characters, even before I release them publicly.

     

    It's great being able to see them fight in many situations they never got to within my own Mugen. Also allows me to improve my AI significantly.

     

    Definitely recommend it.

  12. Scratch that, turns out the only real issue was with a certain sprite I already had a replacement for when I made Kasen's Super for Resonance, and a move causing frame drops where I just nixed some of its effects. Rest was just a few quick buttons in Gimp and simple code modifications.

     

    As such, the Mugen 1.0 version of Zen Kasen Ibaraki can now be found in the Alternate Versions folder on my OneDrive.

     

    Nonetheless, I'll mention again that some sprites get really messed up with this conversion. I highly recommend the 1.1 version above 1.0 for anyone who can get it.

     

    Cheers.

  13. Zen Kasen Ibaraki by Deoxgigas released!

    Bringing my Touhou character count up to 7, it's my newest work: Zen Kasen Ibaraki.

     

    JoDfvFj.gif

    Based on Kasen Ibaraki from Touhou 14.5 ULiL, she has all the moves from her source game, all the spell cards and also an OHKO based on her Last Word spell.

    Anyone familiar with my other works, especially Flash Byakuren, will know what to expect, as Kasen is made in the same style.

     

    In addition, she has the usual Bomb super and an improvised 1-bar super to complete the usual standard line-up of three 1-bar supers, two 2-bars and one 3-bar my other characters have.

    She also learned to quickly dash across the stage and slide around, much like another work of mine.

    Finally, her Occult move is indicated by the Occult ball in the corner, and, like the Bomb super, goes into a simple cooldown whenever used, and her Last Word spell can only be used once, period, per match, just like my Stardust Utsuho's Supernova.

     

    Find her on my OneDrive here.

     

    The one in the prime folder is for Mugen 1.1. If you want a version for 1.0, she's in the Alternate Versions folder.

    I highly recommend the 1.1 version for anyone who can get it, as some Touhou ULiL sprites have a tendency of becoming quite messed up when you convert from Mugen 1.1 to 1.0.

     

    For more specific information, go to my site. http://vaultofdeoxgigas.webs.com/

     

    So whether you're here for collection purposes, for a very fast playable character or for something with my usual hard-mode AI style, you've found it.

    Enjoy!

     

    GoWKDTW.gif

     

    Palettes:
    1-4: Normal
    5: The AI is unable to slide around on a successful guard. (Somewhat Easier Mode)

    6-10: No Damage Scaling.
    11: Clone Mode. (Summons 4 clones to fight at the start of the battle.)
    12: Rainbow Mode. (Adds metergain, immunity to throws and basic attacks, triple attack power and allows Kasen to slide around regardless of what she's doing, whenever she's hit, even in the air.)

     

    Now have some examples of Kasen fighting.

     

    5d2b0e8ce1f94bfbf12338377e4472cb.gif

     

    The AI at work.

     

    e2a26e40d30154c789b50e3499652c64.gif

     

    Super Move interaction!

     

    a89e1b152903bed427fb50b38cafbe16.gif

     

     

     

  14. It's been a long time coming, but with this, the character updates are finally over.

     

    Byakuren has received her update, bringing the newer systems, better AI, better playability, buffs and nerfs, and, oh boy, maybe I should've given her full damage scaling too.

     

    Well, if there's ever gonna be more updates for the older characters, it's likely that some nerfs might be in order. I'll decide on that after following their fights some more in the future.

     

    Having freed myself, I can finally move onwards towards making a new character, whose name is already listed in several spots on all my Touhou-style ones. We'll see. I could use a break.

     

    As always, whether for playing, collecting or watching; Enjoy~!

     

    a3c8c269579cb72d5cefd598e8405da5.png

     

    Quote

    01/29/2017 Update Notes:

     

    Flash Byakuren:
    - Released the Mugen 1.1 version for Byakuren, featuring higher quality sprites. The Mugen 1.0 version also has all the following updates.

     

    - Implemented the same system that my newer Touhou-style characters use for their special moves and supers.
    - Revamped palettes.
    - Cleared out a bunch of old unused sounds and sprites, reducing overall character file size.
    - Changed every single non-projectile move to now combo off a straight movecontact instead of the old wonky method.
    - Several normal moves will now cause the opponent to fall if they're hit with them while in the air.
    - Added some actual Fall Recover time on the moves the opponent can recover from.
    - All supers can now be chained into by most normal moves.
    - Byakuren now retains her mass during most of the supers, so that the opponent can't just phase through her. She still has iframes, nonetheless.
    - "Super - Flash Impact" can now be used while guarding.
    - "Super - Flash Impact" is now subject to a cooldown indicated by the ball of lightning in the corner of the screen.
    - "Super - Wave of Light" now causes ground bounce when the bell hits.
    - "Super - Sutra Storm" now has damage scaling, to make sure it doesn't straight up OHKO when used at the right moment.
    - "Super - Five-Element Mountain of Shakyamuni" now causes ground bounce when the fist hits.
    - "Super - Five-Element Mountain of Shakyamuni": Decreased total potential damage output from 650 to 550.
    - "Super - Master of the Great Trichiliocosm": Byakuren should now properly wait atleast a second before engaging the opponent after succesfully hitting with the starting move.
    - "Super - Master of the Great Trichiliocosm": Byakuren should no longer land infront of the opponent and block them from being sent flying.
    - "Aerial Swipe" (j.5x): Enemy air velocity when hit is increased from -2y to -3y.
    - "Fist of Thunder" (j.6x): Enemy pausetime when hit has been increased from 7f to 14f.
    - "Fist of Thunder" can now be chained into several other special moves.
    - "Silver Skyway"s (22z) cooldown is now indicated by the occult ball in the corner of the screen.
    - "Silver Skyway's": Cooldown increased to 10 ingame seconds.
    - Fixed a bug with "Silver Skyway" hitting multiple times in the exact same frame.
    - Increased the forward x velocity of "Silver Skyway" from 7x to 10x.
    - Increased the forward x velocity of the blade thrown with "Virudhaka's Sword" from 8x to 10x.
    - "Garuda's Talon - Downwards" (22y / j.2y): Increased active frames from 15f to 20f.
    - "Garuda's Talon - Downwards": Byakuren now enters her recovery frames if she hits the ground before the entire animation is complete.
    - "Garuda's Talon - Downwards" now causes ground bounce on hit*.
    - "Vajra Blade Downwards" (236y) now causes a minor ground bounce on hit*.
    - "Indra's Thunder" (214x / j.5z): Increased startup time by 1f and recovery time by 6f.
    - "Indra's Thunder" now causes wall bounce on hit*.
    - "Durga's Soul" (214z) now causes wall bounce on hit*.
    - "Shoulder Charge" (236x) now causes wall bounce on hit when chained into by other moves*.
    - Redistributed the control inputs for all supers, making them follow the same scheme as my other Touhou characters.
    - Alot of AI adjustments/improvements/fixes/additions.

    *Wall and ground bounces can only occur once each during each combo.

     

    Resonance:

    - Fixed a bunch of projectile moves not properly applying damage scaling.

     

    Umi no Kokoro:

    - Fixed Kokoro sometimes triggering the hitoverride on "I Can Make Faces Like This?" (5b) after the move should have expired.
    - Extended the hitbox of "Super - Geyser of the Endless Depths" upwards to prevent the opponent from bouncing in a silly fashion.
    - Even more AI adjustments/improvements/fixes/additions.

     

  15. Following swiftly after Meiling comes Resonance, up-to-date with all the newer systems, better AI, better playability as well as a new super added to her roulette, bringing the count to a total of 20 different supers.

     

    I've also released a new version of her that removes all her music files, for the sake of those who don't want a single character taking up a huge amount of space, and taking quite a bit longer to load.

     

    Other than that, there's a few fixes for the other recently updated characters that I discovered while working on Resonance.

     

    With this, only Byakuren remains before I'm finally done with bringing everyone up-to-date. Maybe then I'll make a new character again. Maybe.

     

    c125ad5d0b3aafca16c4d369a07a4558.png

     

    Quote

    Changelog 01/22/2017 :

     

    Resonance:
    - Released a new version of Resonance where all her music files are gone, removing about 75% of her original filesize. For those who don't want a single character to take up too much space.

     

    - Implemented the same system that my newer Touhou-style characters use for their special moves and supers.
    - Modified palettes.
    - Cleared out a bunch of old unused sounds and sprites, reducing overall character file size.
    - Fixed a bug with the damage scaling.
    - Resonance has learned a new super, bringing the total amount of supers up to 20.
    - While the new super is active, Razor Wind (4a) and Aerial Razor Wind (j.4z) will act differently.
    - Resonance will now phase out in a puff of smoke during some of her longer supers, making her iframes more obvious.
    - Changed every single non-projectile move to now combo off a straight movecontact instead of the old wonky method.
    - Several normal moves will now cause the opponent to fall if they're hit with them while in the air.
    - Added some actual Fall Recover time on the moves the opponent can recover from.
    - When charging power with 5b, the meter charge has been reduced from 4 to 3 per tick.
    - "Tornado Grazioso" (214z) and "Storm's Eye" (j.2a) can now be used while guarding.
    - "Tornado Grazioso" and "Storm's Eye" are now subject to a cooldown indicated by the bomb counter by the two whirlwinds in the corner, one for each move.
    - "Tornado Grazioso" and "Storm's Eye" no longer create a dust effect behind Resonance to indicate the cooldown.
    - The original cooldown of "Tornado Grazioso" and "Storm's Eye" has been increased from about 10 seconds to 15 seconds.
    - "Colorful Blow Away"s (5y) frametime has been increased from 20f to 23f, and it now has proper pushback.
    - Fixed the standard forward "Whirlwave Dash" (214x) giving less meter than all the other variations of the attack.
    - "Wind Sickle Veiling"s input is now 22a instead of 22b.
    - "Aerial Cloth Whip" (2x) now causes ground bounce on hit.
    - "Cloth Whip" (236x) now causes ground bounce when chained into by other moves.
    - "Cloth Whip" can now chain into most special moves, as well as "Note Smasher".
    - "Note Smasher" (5z) now causes wall bounce when chained into by other moves.
    - Alot of AI adjustments/improvements/fixes/additions.

     

    The Other Recently Updated Touhou Style Characters:
    - All combo moves of Meiling, Utsuho and Tenshi can now be chained on succesful contact. Formerly, they could not be used when the opponent guarded succesfully.
    - Fixed a bug causing Bomb supers to be usable in the air for Utsuho, Meiling, Mukai and Tenshi.

     

  16. Back once more with another update, next in the process of updating all ye' olde' Touhous to the newer styles. It's Meiling's turn.

     

    Like the former update, Meiling gets to enjoy a massive update featuring new fancy bars, better move usage for AI and players alike, all the fixes and more.

     

    With this, only Resonance and Byakuren are left, awaiting their turn.

     

    4390f9485f316eb8b8f13fdd1b8abcf0.png

     

     

    Quote

    Changelog 01/18/2017:

     

    Rainbow Meiling:

    - Implemented the same system that my newer Touhou-style characters use for their special moves and supers.
    - Modified palettes.
    - Cleared out a bunch of old unused sounds, reducing overall character file size.
    - Fixed a bug with the damage scaling.
    - Changed every single non-projectile move to now combo off a straight movehit instead of the old wonky method.
    - Also made every move, that doesn't cause a fall, chainable into many of the special moves.
    - As well as making a whole bunch of moves chainable into all supers.
    - Several normal moves will now cause the opponent to fall if they're hit with them while in the air.
    - Added some actual Fall Recover time on the moves the opponent can recover from.
    - Meiling can no longer charge power as AI. As a player, the meter charge is halved to 3 per tick.
    - Slightly increased meter gain on several moves to compensate for above.
    - "Prod" (5x) and "Crouch Prod" (2x) can now be chained infinitely into each other.
    - Increased the pushback of "Prod" and "Crouch Prod" to limit the amount of times it can actually hit in a row.
    - The damage of "Prod" and "Crouch Prod" has been reduced from 28 to 21.
    - Increased the frametime of "Stellar Cannon" (623y) from 27f to 32f.
    - "Super - Bomb" can now be used while guarding.
    - "Super - Bomb" is now subject to a cooldown indicated by the bomb counter (the rainbow ball) in the corner.
    - "Super - Prism Lasers" now aims directly at the opponent instead of just covering most of the screen.
    - Reduced the damage of "Super - Prism Lasers" due to its new mechanics. Overall damage is more or less the same as before.
    - "Dual Airblast Kicks" (j.8x) now causes ground bounce on the second hit.
    - "Rainbow Energy Release" (623x) now causes wall bounce on hit.
    - Alot of AI adjustments/improvements/fixes/additions.

     

  17. ~ Pebbles flying everywhere ~

     

    Succeeding the Stardust Utsuho update last month, we have the Keystone Update featuring big updates to Aurora Tenshi and Celestial Mukai. They don't get new moves, but they certainly learned to use their old ones better, whether played by a human or AI. This, and a slew of other stuff to bring them up-to-date with the newer Touhou style characters.

     

    Also a few smaller updates to Prismatic Jam and Umi no Kokoro, fixing a few issues here and there. Oh, and a tiny one for Stardust Utsuho, but it's negligible.

     

    b95b844a8c2b3ff34b96a275b9b18ec1.gif

     

    Quote

    Changelog 01/06/2017:

     

    Aurora Tenshi:

     

    - Implemented the same system that my newer Touhou-style characters use for their special moves and supers.
    - Modified palettes.
    - Cleared out a bunch of old unused sounds, reducing overall character file size.
    - Fixed a bug with the damage scaling.
    - Changed every single non-projectile move to now combo off a straight movehit instead of the old wonky method.
    - Also made every move, that doesn't cause a fall, chainable into many of the special moves.
    - As well as making a whole bunch of moves chainable into all supers.
    - Several normal moves will now cause the opponent to fall if they're hit with them while in the air.
    - Added some actual Fall Recover time on the moves the opponent can recover from.
    - "Super - Sword of Unletting Soil" can now be used while guarding.
    - "Super - Sword of Unletting Soil" is now subject to a cooldown indicated by the bomb counter (the stone) in the corner.
    - Reduced the amount of stones flying all over the place during various moves.
    - Fixed a bug with "Guardian Keystones" (22a) that caused the stones to be upside down when shot.
    - Increased the x and y flight speed of an opponent hit by "Boulder Push" (236x), "Dashing Boulder Push" (66z) and "Rushing Charge" (236z)
    - "Boulder Push" (236x) and "Rushing Charge" (236z) now cause wall bounce when chained into by other moves.
    - "Dashing Boulder Push" (66z) now causes wall bounce on hit.
    - Alot of AI adjustments/improvements/fixes/additions.

     

    Celestial Mukai:

     

    - Modified palettes.
    - Cleared out a bunch of old unused sounds, reducing overall character file size.
    - Fixed a bug with the damage scaling.
    - Several normal moves will now cause the opponent to fall if they're hit with them while in the air.
    - Added some actual Fall Recover time on the moves the opponent can recover from.
    - "Mega Kick" (236y) now causes ground bounce if it hits while the opponent is in the air.
    - Changed the animation of "Mega Kick" to make Mukai's backwards movement on impact way less sudden, slightly increasing range.
    - "Amazing Slam" (623x / 66z) now causes wall bounce if it hits while the opponent is in an attack state.
    - The bullet of "Atmospheric Temperament" (623z) now takes slightly longer to disappear after going offscreen, increasing the time before it can be reused.
    - "Super - Earthen Armor" can now be used while guarding.
    - "Super - Earthen Armor" is now subject to a cooldown indicated by the bomb counter (the stone) in the corner.
    - The visual effect of "Super - World of Stone" should now always remain in the center of the screen.
    - Reduced the amount of stones flying all over the place during various moves.
    - Fixed a bug with "Guardian Keystones" (22a) that caused the stones to be upside-down when shot.
    - Alot of AI adjustments/improvements/fixes/additions.

     

    Stardust Utsuho:

     

    - Modified palettes.
    - Moved the bomb counter a few pixels lower.

     

    Prismatic Jam:

     

    - Modified palettes.
    - Cleared out a bunch of old unused sounds, reducing overall character file size.
    - Added Fall Recover time on the moves the opponent can recover from.
    - Some AI adjustments/improvements/fixes/additions.

     

    Umi no Kokoro:

     

    - Fixed the visual effects of "Reverse Spin" (4z) not disappearing when the move is chained into "Turbine Spin" (2z).
    - Fixed a bug with "Dashing Naginata Stab" (66z) that made Kokoro grabable when she shouldn't be.
    - "Spirit of the Ocean" (214z) has had its frames reduced from 38 to 31.
    - "Spirit of the Ocean - Return" has had its frames reduced from 40 to 33.
    - Slightly reduced backdash distance.
    - Reduced the background darkening time for "Super - Geyser of the Endless Depths" by 1 second to make it correspond with how long the move actually lasts.
    - Alot of AI adjustments/improvements/fixes/additions.

     

  18. I've released a major update for Stardust Utsuho that brings her more up to date with my newer stuff, as well as giving her some of the moves she was missing from the skill card list.
    Figured I owed it to her since she never got them back when I added all the skill card moves to the others.

    Also updated the main post here, removing all the clutter information and just showing the characters. Detailed information is now all on my site.

     

    51a6717f6e279f66eee955f1e3613bdc.png

     


    Update Notes 22-12-2016:

    Stardust Utsuho:

    - Implemented the same system that my newer Touhou-style characters use for their special moves and bomb supers.
    - Utsuho has learned 3 new moves based on her HSTS Skill Cards, including:
    - Rocket Dive! Use with the command (623y).
    - Radiant Blade! Use with the command (623x).
    - Hell Geyser! Use with the command (22x) and (22y)
    - Changed every single non-projectile move to now combo off a straight movehit instead of the old wonky method. (Players only.)
    - Fixed a somewhat major bug with the damage scaling.
    - Cleared out a bunch of old unused sounds, reducing overall character file size.
    - Utsuho can no longer charge power as AI. As a player, the meter charge is halved to 3 per tick.
    - Increased the meter gain slightly on most moves to compensate.
    - Decreased the damage of the 2-meter supers: Mega Flare and Meteor Dive
    - Super - Bomb can now be used while guarding, and can now be chained into by most normals and specials.
    - Super - Bomb is now subject to a cooldown indicated by the bomb counter (the sun) in the corner.
    - Fixed Super - Eruption Geyser's explosion effect ending up in peculiar places when it's used on an airborne opponent.
    - Super - Eruption Geyser is now slightly more fiery.
    - Utsuho now has control after using Dashing Solar Furnace Rod (66y).
    - Burst Thruster (j.2y) now causes ground bounce, except when hitting while the opponent is already down.
    - Retro Atomic Model's input is now 214a instead of 22x.
    - Flare Up (214z) can now chain into all supers.
    - Utsuho's recovery rolls are now less flashy, and more akin to Tenshi's.
    - Solar Wind Charge (j.6x) is no longer recoverable by the opponent.
    - Added some actual Fall Recover time on the moves the opponent can recover from.
    - AI adjustments/improvements/fixes/additions.
    - Especially towards enemy distance detection.
    - As well as preventing old triggers that had a tendency of breaking other moves every now and then, most noticably during supers.

×
×
  • Create New...