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Nep Heart

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Everything posted by Nep Heart

  1. Someone just pointed out a glitch with Youmu's reflector, so, I've swiftly amended that oversight since it's pretty gamebreaking... - Fixed glitch that caused Netherworld Reflection Slash to overstack and inflict excessive damage.
  2. Anyway, there is an oversight I made while messing with Blood Heat last update where it would reset too soon (I don't want to do another Melty Blood character for a while because of how ridiculously complex their system is lol). That should be fixed now, so, redownload Miyako to get the correctly working version.
  3. Updated Youmu to correct numerous FX errors and bugs, particularly the debug flood that happens in 1.1 when using Wicked Soul (not sure why it doesn't happen in 1.0 tho).
  4. https://streamable.com/v4ans All of Akari's supers are completed. https://streamable.com/d89ow Have you ever been trolled for winning? https://streamable.com/x4dne The clone assist can be affected by throws, which is something that isn't very common, but works better for balancing reasons otherwise. Also, the opponent can actually face the assist, meaning the assist can't just cheap shot P2 from behind, but on the other hand, makes for an ideal diversion... I'll have to figure out how to handle it during cinematics however.
  5. Requesting to add Youmu Konpaku by Nep Heart to the collection. https://1drv.ms/u/s!AvDqTmHZ37DikXZPEumVRXbCPH4L?e=WRTcbd
  6. The things that Roukaken cannot cut in MUGEN are next to none! I've delayed this character a little bit due to a combination of procrastination and the upcoming cold weather slowing down my work in general, but otherwise, my third Touhou character is complete. Unfortunately for some, she doesn't come with custom AI for as I wasn't exactly motivated to do it this time, but she was meant to be played than watched anyway. Get Youmu here: https://1drv.ms/u/s!AvDqTmHZ37DikXZPEumVRXbCPH4L?e=WRTcbd As per usual with each character release, updates are to be made for correction and improvement. All characters: - Updated several hit-based aesthetics. - Air throws now disable control on whiff. - All power-up Series Ability modes have their damage bonuses reduced. - Recoverable health formula modified. - Introduced jump link loop limiter. - Added better custom state compatibility against player type helpers. Touhou Project: - Fixed Spell Mode FX error for 1.1. - Timer reduced to 20 seconds, but now grants a 50% movement speed increase for Spell Mode. - Increased endlag for Brave Guard. Eternal Fighter Zero: - Corrected alignment for match win screen. Melty Blood characters: - Reduced Blood Heat damage bonus. - Corrected alignment for match win FX. Homura Akemi: - Fixed Rebellion bug that would sometimes trap P2 in custom state. Haruhi Suzumiya: - Increased overall damage for non-supers slightly. Doppel Nanase: - Maiden Armageddon can now hit air targets and be combo'd into. Damage and damage scaling compensated.
  7. https://streamable.com/qpsl2 To play around with her Unique Ability and incorporate it better into the character's gameplay, Akari can call one of the two assists as long as she is near one of the portals she has opened. She can call one of each at a time to have up to two on the screen at once... when you consider her doppelganger super, this can make her really troublesome to deal with if allowed to set up. https://streamable.com/a5l0f Something of a new mechanic, albeit subtle is my attempt to further mitigate combo loops, particularly on tall characters who would be far more susceptible to it by forcing a knockdown if three loops on a standing target is detected. May seem a little redundant given hitstun decay and incremental cornerpush exists, but it's still a big (heh, pun) enough exploit on tall characters to warrant further loop nerfing.
  8. forgot to post a few of the others here...
  9. Finally stopped procrastinating.
  10. http://mugenguild.com/forum/msg.1164642
  11. I half-expect a Haruhi from you considering that joke made from years back.
  12. https://streamable.com/xghhh Right, not exactly exclusive to Akari herself, she will mark the upcoming update for aesthetic changes to activating Hyper Drive Mode for the Series Ability of SNK characters under my style.
  13. https://streamable.com/zakdy Her Unique Ability with portals was fun to do, this is also just as fun to work on. Not demonstrated in the video, but yes, you can combo the doppelganger to a pretty good extent as long as custom states aren't involved.
  14. https://streamable.com/24an7 Don't worry, my project for Youmu is still alive and well, I've just been procrastinating as far as getting feedback from my beta testers and actually making showcase videos for the character, so, progress has slowed down a little. Anyway, I've always wanted to make another SNK character and it's been a while since the last, so, I've chosen Akari for my next project. She's mostly inspired by her NGBC incarnation due to my limited exposure with the Last Blade series, however, to allow her to keep up with the rest of the cast, I've taken quite a few liberties in her moveset to make her a viable all-rounder. This will be the last project for the year before I move on to experimenting with a new gameplay style for what I'll be dubbing as "Generation 2" and it will differ drastically from the style my previous characters are made under... that doesn't mean I'll be ceasing from Generation 1 characters on the other hand.
  15. Set a variable with the specific amount of time you want it to be whenever you enter the transformation state . Let's say we want to it last 10 seconds, so, set whatever var chosen for this to a value of 600. In statedef -2, place a varadd that will add -1 to the specific var that was set during transformation for every frame the form continues to exist. Once you exit the state where transforming occurs, the timer is now set for 600 ticks/10 seconds. When the timer reaches 0, have the character enter a detransformation state whenever ctrl is on, preferably putting the changestate in statedef -3 with triggers like "trigger1 = var(#) <= 0" and "trigger1 = ctrl". You should be familiar with variables before attempting anything like this however.
  16. Oh, she's definitely going to be a lot of fun for beginners and experts alike, Youmu's probably one of the characters I've wanted to make for MUGEN the most, the others being Haruhi (who I've done already) and Madoka. Youmu's progress has been almost as fast as the character herself, I'm kinda surprised in my own self that I've managed to get this much done in 2 and half weeks. Possible touch of death combo, although it's a bit execution heavy and does require hitconfirming Thousand Cherry Blossom in the corner. https://streamable.com/wtvcg Since she has two level 3 supers, she'll only have three level 1 supers as opposed to the traditional four to five that I normally do per character. https://streamable.com/fto68 Also, just started on Myon, Youmu's Unique Ability, a few days ago which functions a lot how it did in Hisoutensoku. However, all but Medium's Bind are limited by a special gauge that takes 6 seconds to recharge to full before Youmu can use Myon again. Medium's Bind, being separate from the Myon gauge, instead has a 4 second cooldown per use and the ghost half will follow the opponent if they are hit by Medium's Bind. Overall, this Unique Ability will gear Youmu towards an unusual blend of a rushdown/puppet fighter hybrid.
  17. https://streamable.com/dtyk0 https://streamable.com/itvsc Finished both level 3 supers. Had to sacrifice a slot of a level 1 super for this as to not bloat her moveset with too many supers. I'll show the level 1 supers later.
  18. https://streamable.com/l6xvn "It is over... SOUGENMU!"
  19. https://streamable.com/t8fiy Next character in the works is another one from the Touhou Project and just so happens to be my top favorite among the entire series, the 12th WIP will be the half-ghost swordswoman of gardening. My aim this time is to make a character who is a rushdown-puppet user hybrid, however, I can't reveal her Unique Ability yet as I haven't even started on it... but I already have a definitive idea on what it'll be. In a similar vein to Sayaka, she'll be incredibly fast, but compensated by a low life value and, as a matter of fact, will make her the second frailest character among my creations up to date.
  20. Just made a big oof from leaving a big oversight in Miyako while updating her. Made a quick update to correct that glaring issue. - Fixed Blood Heat oversight that made it fail to reset properly whenever Arc Drives are used. Edit: Had to make another small update and reupload just after this one since there was a roundstate error.
  21. Thanks, glad you enjoyed her. Kinda unfortunate timing since I just updated every character to address some feedback from last night. And no, the guts system is not going away, so, people can stop whining about that already. All Characters: - Increased damage scaling on all normals substantially, all non-throw normals have damage increased by roughly 10% and lv3 supers now have a minimal threshold of 75% to compensate. - Meter gain slightly increased. - Reduced envshake on all attacks that have it. Haruhi Suzumiya: - Increased damage for SOS Live to 400. Reisen Udongein Inaba: - Reduced frame advantage on many specials and Lunatic Blast. - Demotivation now takes away less power on contact. - Reduced Demotivation's sealing duration to 5 seconds. - Fixed AI bug that made it randomly freeze after landing.
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