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Nep Heart

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Everything posted by Nep Heart

  1. @Ryou @RicePigeon While not common practice in conventional situations, I think this case is very fair to issue an immediate ban consider the poster has a very prominent history of joining forums for the sake of harassment and hasn't learn a single thing from being banned everywhere else.
  2. https://streamable.com/g2naf Asides from Blowback Attacks and throws, any normal that is blocked will cause Recoil, causing both P1 and P2 to reel back for a moment. Also, all guarded normals cause chip damage (but cannot chip kill). If the blue meter is filled up entirely, the target gets their guard broken and put into Guard Crash state where they're left open for a brief period. Lastly, there is also Power Charge, a state that fills up the power meter at an exponential rate, but will leave you open if used carelessly. Recoil, normals doing chip damage and Power Charge are only available in Power Style. Guard Crash is available in Power or Speed.
  3. For the new decade, I bring a new gameplay style to the table.
  4. A new decade come a new year, which comes a new start on a new play style that I have been planning out since late last year on a more grounded base battle system loosely inspired by various SNK games including The King of Fighters in particular. It will be dubbed "Generation 2" and Eri Hasumi will be the first character to be in this style. With that said, the previous gameplay style for prior characters I've been releasing for the last year and a half will be dubbed as "Generation 1," which has not ceased for as I still plan to do more characters in that style, but I wanted to try something new for once. https://streamable.com/i74da The main emphasis on this one will be the Style that can be chosen at the start of a match; Power and Speed. Power Style sacrifices movement speed and combo options for more damage per attack. Speed Style has superior mobility options with more combo and blockstring options, but requires longer combos to catch up with Power Style's damage output. This basically changes the way a character will be played quite a bit in spite of the moveset remaining the same between Styles. If this takes off and is well-received, I may do more characters in Generation 2 gameplay.
  5. What Plas said, only Miyako, Reisen and Akari have custom AI atm. Even with this in mind, most of the default AI features get turned off due to custom buffering that disallows the engine from accessing most moves, so, they won't do anything beyond the basic movement stuff the engine allows.
  6. A debatable subject (if not controversial depending on how you prefer to look at it) that I have seen around at both MFG and MFFA from various sources that had me curious about viewpoints on the topic to a point I've seen it influence the direction of how an author designs their character in the creative process. The question is do you believe a character should benefit from an interactive gameplay mechanic or should the opposing character that they're fighting enjoy it? Some examples based on my observation of people's opinions on these very specific gameplay mechanics would include dizzy systems, guard crush systems, guts system and a lot more. There are characters who only benefit from these mechanics themselves (so, as from the examples mentioned, only P1 can dizzy and guard crush P2 while enjoying marginal defense boosts based on how low their life is), there are characters that only grant these boons to their opponent (which means only P2 can guard crush and dizzy P1 while P1 has to apply additional scaling to their attacks to emulate P2 having a guts system). As for my opinion on the matter, I personally prefer it that P1 utilize these mechanics to their own benefit. Why? First off, I don't really believe in the idea of giving P2 mechanics that they normally do not operate in much in the same way non-interactive mechanic is only owned by P1. With exceptions such as necessary fundamental interactive balances such as damage scaling that P2 can't really emulate, I don't think P2 should be benefiting from things they weren't design with using in mind. Second, there is a potential risk of mechanic overlapping that can't really be reliably predicted and accommodated with too many character variations that have been created with new ones continuously being made. It would kinda suck if P2 already has a built-in guts system while P1 applies guts scaling for P2, meaning their attacks suffer from triple scaling when you factor the overlapping guts system of both parties and P1's damage scaling system combined, rendering combos extremely ineffective as a consequence. Of course, this can cause some compatibility issues, but I think that can be said for any personal mechanic really since it's a long known fact that mechanic clashing is an inevitability of a highly customizeable engine like this... we have to live with it and we do.
  7. No problem, guys, glad that you're all having fun with this one. Also, because it's only come to my attention that there is a minor flaw in the math of my cornerpush system, so, I need to make a quick update for everyone to address this even if it doesn't occur often in gamaeplay. - Corrected minor flaw in cornerpush calculations that sometimes would cause it to not work properly on the left corner of the screen.
  8. The unexpected legend of Kyoto runs away from home and into MUGEN! It has been two long months since working on Akari, but exploring completely new territory in coding characters that I've never done before was actually a lot of fun. As the last character of the year and nearly a year since the release of my first SNK character, this is my Christmas present for fans and players of MUGEN. Happy holidays, everyone! Get the little magical brat here: https://1drv.ms/u/s!AvDqTmHZ37DikjO3COn3A4hrSmRF?e=JX6NTy As always, everyone else has been updated: - All characters: - Gethit voices are standardized to function in most custom gethit states now. - Replaced the majority of velsets with posadds in normals for older characters in order to allow them to retain momentum from a dash like newer characters do. - Revised hitdefattr detection system, allowing for increased consistency in detecting throws and hyper based attacks, helpers and sctrl-based projectiles. - Tweak custom command buffer to reset when used to cancel into specials/hypers, reducing misinput. - Tweak commands for universal guard cancel mechanics to be more simplified. - Corrected Spell Bonus error when helpers collide with other helpers. - Fixed bug that causes MUGEN to crash when forcing two targets into custom hitfall at once. - Read Me files are updated to denote the generation style of each character at the top. SNK characters: - Implemented win screen. Homura Akemi: - Slightly increased delay between each use of Spatial Movement to reduce accidental inputs. Hotaru Futaba: - All versions of Hakki-Shou have their projectile limit removed. - Reversed command for Shajou-Tai to reduce misinputs while attempting other specials and added new variations of the move. - Increased damage for Yulhana-Tensho. - Added Gold Mode. Doppel Nanase: - Maiden Capture version z has increased damage. - Two new variations of Maiden Meteor added. Nayuki Minase: - Reduced frame advantage for many moves. Reisen Udongein Inaba: - Mind Explosion x and y versions have increased hit gravity, fall recovery occurs sooner and standing variants have increased recoil on hit. Youmu Konpaku: - Fixed wallbounce hit bug. - Adjusted velocity of j.2Z - Fixed bug in which Medium's Bind would sometimes fail to penetrate projectiles. - Fixed bug in which Netherworld Reflection Slash's powergain and damage would stack onto itself rapidly.
  9. Deathly cold is the final destination.
  10. Last video for this WIP, this time, testing her AI against other AI opponents.
  11. Never walk in a forest alone.
  12. First look at Akari's AI.
  13. Akari tends to some chores.
  14. Akari is pretty close to completion as far as her gameplay goes, all that's really left needed to be complete is her AI.
  15. https://streamable.com/2lsyc Quality AI.
  16. https://streamable.com/jeslc https://streamable.com/bakdd
  17. OOf, forgot to turn off the win screen test with Mio, so, it appears even in the middle of a round. Gonna fix that real quick. - Corrected error in which win screen testing is still left on.
  18. Mostly aesthetic based updates on Akari's progress, these being special lv3 KO animations and a victory screen for all SNK based characters in a similar vain to the EFZ characters, which means Hotaru is obviously going to have this included in the next update much like Akari has it. Broly gets stomp and buried 6 feet under https://streamable.com/353tc https://streamable.com/s2g8d
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