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Deoxgigas

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Posts posted by Deoxgigas

  1. Update2:

    - Changed the visual for the Grand Compressed Blast super to make it look like Kokoro is shoving a shining ball into the opponent rather than a weird mask. (Changed the move gif below accordingly.)

    - Changed the visual for Geyser of the Endless Depths to remove the mask and instead temporarily turn Kokoro into a more ghostly form for the duration (That explains the iframes).

    Update:

    - Changed Kokoro's ingame portrait after it was brought to my attention that the old one was pretty damn silly, and not in a funny way.

     

    As promised, I am back to deliver the last of my until-now unreleased characters.

     

    BQMHDWr.gif

     

    Umi no Kokoro is a palette swapped Hata no Kokoro, and just like my Resonance does for Iku, Umi no Kokoro retains alot of Hata no Kokoros original moves, only, rather than masks and spirits, she now fights with water elemental attacks instead.

     

    Umi no Kokoro was put into work way before Celestial Mukai and Prismatic Jam were even a thing, but finishing those two allowed Kokoro here to benefit greatly from the things I learned when making them. As such, alot of mechanics that were used for Jam in particular has been transferred over to her.

     

    She can also make funny faces occasionally.

     

    For more specific information, go to my site.

     

    And if you just want to download her, go to my onedrive.

     

    *Note: The difference between the Mugen 1.1 and 1.0 versions of her is simply in her sprite quality. She was originally made for 1.1, and well, some sprites don't transfer well between the two versions.

     

    Now, here's the usual move demonstrations:

     

    9ebaaf2fb2a3a56e68ac0fceef6e4478.gif

     

    751e18f065a56b024f6aeb5fb1ccfde0.gif

  2. Yeah, it was all private for quite a long time, as I was content with just having them be seen fighting on the sites I sent them to.

     

    However, those sites started adding new characters very irregularly, and once a character was in, they'd practically never get updated to their newest version, except in very rare cases, and I updated my characters alot back then. Also, I got bored of watching.

     

    So, one day, I decided that it was a shame for them all to just disappear at some point, went and updated them for playability and then released the lot of them.

    And now, the new ones I've made get released much sooner after completion.

  3. You might find that the AI is fairly brutal. All my characters are initially designed for AI vs AI battles, and then sent to sites that can make use of them, so for that, they're given the best AI I can conjure up.

     

    Well, if anything, their 5. palette is weaker than the others, as it removes one of the major defensive options that the AIs abuse.

  4. - Jam went to a far-away mystical land of magic and rainbows and learned a few new tricks. She lost most of her voice in return though. -

     

    Next in the line of the idea that spawned Celestial Mukai comes Prismatic Jam. She is to my Rainbow Meiling as Mukai is to my Aurora Tenshi,

    but unlike him, she retains alot more of her source game moves and mechanics.

     

    For more specific information, go to my site.

     

    And if you just want to download her, go to my onedrive.

     

    Now here's a few demonstrations of her moves:

     

    67d1e0271b623211a4121931e6735fdd.gif

     

    61015f5844028b71ce3a9ec825a5a820.gif

     

    I'll be back with another finished character in a few days. Maybe a week.

     

     

  5. I'm back with a bunch of updates.

     

    Quote

     

    Latest Updates:

     

    25-08-2016:
     

    The LF2s, NeoDeep and TF2 Sniper:
    - Added a whole bunch of additional sprites and animations that the Debugger was complaining about.
    - Fixed a corner infinite with Woody.
    - Fixed Firen and Firzen's feet fire getting pushed away when it hits in the corner.
    - Fixed a bunch of archaic combo hitdef attributes on just about everyone.
    - Henry and Rudolf's aerial projectile attacks no longer changes their velocity.

     

    Aurora Tenshi:
    - Changed the minimum enemy HP AI trigger for the OHKO move from 700 to 500.

     

    Celestial Mukai:
    - Changed the minimum enemy HP AI trigger for the OHKO move from 700 to 500.
    - Changed the time for orb consumption on alot of moves to something more fitting, depending on that move.

     

    Flash Byakuren:
    - Changed the minimum enemy HP AI trigger for the OHKO move from 700 to 500.

     

    Rainbow Meiling:
    - Updated the combo gif to something a bit more awesome looking.
    - Removed a few old animations that weren't actually used for anything.
    - Changed hitspark positions of various moves.
    - Fixed a semi-rare animation error with Colorful Rain.
    - Greatly increased the Guard.velocity of a fully charged Water Taichi Fist from -1 to -20.
    - Fixed an error in Water Taichi Fist not changing to an attack Movetype when the attack is launched.
    - Changed the minimum enemy HP AI trigger for the OHKO move from 600 to 500.

     

    Resonance:
    - Added a trigger to change the movetype of the monoliths in "Compose - Patchouli" to Idle after they've stopped moving.
    This should stop enemy AI from needlessly blocking when the monoliths are harmless.
    - Removed ALOT of old unused sprites.

     

    Stardust Utsuho:
    - Updated the combo gif to something a bit more awesome looking.
    - Changed the minimum enemy HP AI trigger for the OHKO move from 600 to 500.
    - Removed some old unused sprites.

     

     

    Do enjoy.

     

    I'll also soon have a new character finished. May or may not release it when it's done. Haven't decided whether I'll hold onto it as private for a little while first, but we'll see. Might release a teaser or something.

     

     

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