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Nep Heart

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Everything posted by Nep Heart

  1. I guess that is why he is called Perfect Cell.
  2. Right, so, the poll ended yesterday and now I can actually see the results from both MFG and MFFA respectively. Lilith is the winner for Generation 2's next project, which I'll start when I get far enough into Neptune's development. Thanks for participating, everyone!
  3. https://streamable.com/frocn
  4. https://streamable.com/9r83p Neptune's projectile super, 32-Bit Mega Blade, is a giant digital sword she summons and launches at her enemy. It has the ability to track their last position when it was summoned, making it harder to dodge than a typical projectile and it cannot be reflected. Much like Nep's other two supers, this one OTG as well.
  5. https://streamable.com/0cyxn Even though it was already showcased, Cross Combination is a command grab in spite of its appearance. It's Neptune's only unblockable super, making it will suited against turtlers. https://streamable.com/kqs4c That is because I've decided to choose Victory Slash as a strike-type super. Both of them are capable of OTGing and the command grab does less overall damage since it is capable of ignoring guts scaling, meaning Cross Combination will do more damage than Victory Slash against guts-bearing targets when they're at lower health range, adding an additional tactical layer on which super to use over the other in certain situations. Separating these attacks that are otherwise dash-in moves in their source material was necessary to avoid redundancy and give both their own separate utility.
  6. https://streamable.com/4j46v Yep, it's true. I finally start on Neptune, the very namesake character from where my username originates from and one of the characters I've wanted to have in MUGEN for the longest time. However, this is not a solo project for as this is a collaboration with Shimmering Brony, who designed and provided every single sprite for Nep Nep and they're pretty good too! That means this is also my very first joint project. Also, screenshot below for some hindsight.
  7. Unless I get reports of game breaking bugs, this will be the last update I'll be doing for Eri in a while until the next Gen 2 release. Also, don't forget to vote if you haven't already! Eri Hasumi: - Corrected more aesthetic issues.
  8. To address some issues, I've went ahead and updated Eri, Miyako and Akari. Eri Hasumi: - Corrected many aesthetics. - Tweaked Stun damage formula. Miyako Arima: - Corrected posadd for Chou-Shinchuu EX. Also corrected bug in which the AI will use the move 1 frame early from hitstun recovery. Akari Ichijou: - Corrected hitvelset for KO override. Seeing as this forum doesn't have a poll feature (or I may be overlooking something), I decided to open a poll in an offline site for people to vote for the next Gen 2 character. The poll will last for 3 weeks. http://www.easypolls.net/poll.html?p=5e4c52cde4b0bd55452d09d0
  9. Eri escapes from Blade Noa and enters the MUGEN world to seek freedom. This characters is the first of many things; the first to made by me in a brand new mechanic, the first character to be made by me in 2020, the first hi-res character made by me, the first Vanguard Princess character made by me and so on. Considering this is an experimental system that differs greatly from Generation 1 as my previous stuff were made under, Generation 2 is a fresh new experience that definitely will continued to be polished in the near future that requires a different approach. Get her here and have fun: https://1drv.ms/u/s!AvDqTmHZ37Dikl3NylQ4gUYucK_u?e=Za6mUC As usual, updates to my previous stuff correspond to the new release. All Generation 1 characters: - Adjusted damage and damage scaling ratios of normal; more damage per hit, but scales more per attack. - Minimum damage scaling for normals and specials increased to 12.5% - Tweak hitstun decay. - Tweak Guard Crush animations. - Revised juggle expiration knockdown. - Change tech and ground hit sounds. Homura Akemi: - Reduced projectile untechable time. Hotaru Futaba: - Restored projectile limiter. - Decreaesed projectile untechable time. Haruhi Suzumiya: - Reduced projectile and assist untechable time. Doppel Nanase: - Loosened input for Human Floor-Burning Polisher. Miyako Arima: - Non EX Shin-Kyaku versions have slightly longer hitbox duration and hitbox comes out earlier. - Tweak AI. Youmu Konapku: - Corrected Spell Bonus failure for Lotus Stance Cut. Akari Ichijou: - Added projectile limiter. - Decreased projectile untechable time. - Tweaked AI.
  10. Get out of her way if you don't want a beating.
  11. Final video, showcasing Eri in human-control match-ups.
  12. I'm very likely gonna have people taking issue with my AI like usual, but that's exactly why I gave them difficulty levels in the first place.
  13. Done with Eri's AI for the most part asides from needing to do a few tweaks. I'll post human control play as my next and final video for this WIP.
  14. Went ahead and updated everyone seeing as Eri's drastically different universal mechanics have no impact on them. All Generation 1 characters: - Adjusted custom hitfall. - Adjusted hit velocities to compensate. - Corrected more aesthetic errors. Kadokawa characters: - Increased scaling on first hit of Combo Blast. EFZ characters: - Reduced damage on all normals. Akari Ichijou: - Corrected some gethit bugs for clone. - Adjusted AI. - Adjusted clone's AI. - Slightly increased air dash start-up.
  15. My main issue with reversaldefs is that they do not record hitdef information, so, finding out how much damage an attack would have done is basically impossible without some strict compatibility. It's worked for my past characters because they didn't have the need to record hitdef info, but in this case, Eri does.
  16. https://streamable.com/i668e Deflect, which is mostly based on Just Defend from Garou: MotW, is a defensive mechanic available to both Power and Speed Styles which functions like an enhanced guard that not only negates guardstun and chip damage, but also recovers life at a 10% ratio of the damage a hit would have inflicted, fills the power meter with 2x the damage a hit would have inflicted, fills the Drive Meter with 2x the damage a hit would have inflicted as well as a 15 frame pause in which you're completely free to take any action. In spite of the pause between hits, you still have to do the input again if you're against multi-hit attacks since each input only covers for one hit. Also, yes, there are something similar to guard restrictions for this mechanic, although it's a bit difficult to showcase when controlling two characters at once.
  17. Yeah, this one is more based on KoF13's damage scaling. The one I used for my previous gameplay system is based on RicePigeon's however, which is closer to how BlazBlue handles damage scaling. It wouldn't really make sense to reuse the same damage scaling system if the new gameplay system uses a drastically different combo system.
  18. False, although the damage scaling system is different, but I would worry more of the lack of chain combos asides from designated target combo normals that everyone was so used to with my previous system. Meaning no more button mashing.
  19. Might need a few band-aids for that.
  20. Demonstration of Max Drive Mode for my first Generation 2 WIP.
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