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Posts posted by Deoxgigas
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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.
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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.
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- 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:
I'll be back with another finished character in a few days. Maybe a week.
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I'm back with a bunch of updates.
QuoteLatest 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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Details about my characters, the changelogs and other information are all found on my site:
http://vaultofdeoxgigas.webs.com/
All the characters can also be accessed directly on my OneDrive here:
https://1drv.ms/f/s!AiSx35GonXnKgVP93YSTJNkXPzna
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-----------------------------------------------------------------Quote01/29/2017 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.-----------------------------------------------------------------
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-----------------------------------------------------------------LF2 List
In order of appearance:
LF2 - Archmage | LF2 - Bat | LF2 - Davis | LF2 - Deep | LF2 - Dennis | LF2 - Firen | LF2 - Firzen | LF2 - Freeze | LF2 - Henry | LF2 - Jack | LF2 - John | LF2 - Julian | LF2 - Louis | LF2 - LouisX | LF2 - Rudolf | LF2 - WoodyJoke LF2 List
In order of appearance:
LF2 - NeoDeep | TF2 - SniperTouhou 12.3 Style List
In order of appearance:
Rainbow Meiling | Stardust Utsuho | Aurora Tenshi | ResonanceTouhou 14.5 Style
In order of appearance:
Flash Byakuren | Umi no KokoroTouhou Styled Characters From Other Games
In order of appearance:
Celestial Mukai | Prismatic JamQuoteOriginal Post:
Greetings MugenGuild. I am Deoxgigas, and I have been making quite a few characters over the last few years. Originally these were all private, only for use on Saltybets or whatever other sites like it were out there, but after all this time, I've decided that it's finally time to release the lot of 'em.
Feel free to share and whatnot. All I ask is that my name remains on 'em all.
For those who play the characters or against them, a word of warning:
Every single one of these characters were made for AI battles on Saltybets. This means that there's been put alot more effort into the AI of the character, compared to the playability.
I have, however, done my best to make sure that combos connect the way they're supposed to, that debug floods are at a minimum and that infinites don't exist (unless someone manages to find something that I and the AI couldn't.)
At the same time, the AI has some major advantages that, while not in the realm of God Tiers, will likely still be considered rather... Overpowered. This is especially true for the Touhou characters.
Well, it's all fine if it's just for collection purposes.
For specific details about each character, such as palettes and whatnot, there's readmes for that on the download site.
All the characters can be gotten on my OneDrive here:
https://1drv.ms/f/s!AiSx35GonXnKgVP93YSTJNkXPzna
Now with that out of the way, shall we have a look at everyone?
And that covers everything. I leave them all in everyone's care.
And just for good measure, here's the download link again in case anyone missed it.
https://1drv.ms/f/s!AiSx35GonXnKgVP93YSTJNkXPzna
~Deoxgigas~- guykazama, horrorship, SSBKing65✯ and 2 others
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Umi no Kokoro released! (Touhou) - Updated Twice (06-12-2016)
in [ RELEASES ]
Posted
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.
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: