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Nep Heart

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  1. Requesting to add Reisen Udongein Inaba by Nep Heart to the collection. https://1drv.ms/u/s!AvDqTmHZ37DikQDgFL_CqXOKSO1Y?e=CM2vbZ
  2. Quick update for Reisen to address various issues. - Corrected various aesthetic goof-ups. - Corrected bug that cause all versions of Illusory Blast to aim in reverse. - Fixed AI oversight concerning super cancels.
  3. Reisen makes a mind-shattering entry into the MUGEN foray. Don't blink or you might miss it. On the subject, I've always wanted to make another Touhou character and this helps with the issue of Akyuu feeling so lonely. This is also my second attempt at doing custom AI and, unlike my previous attempt, Reisen has adjustable difficulty levels that scale to MUGEN's difficulty option right out of the door. Enjoy! Get her here: https://1drv.ms/u/s!AvDqTmHZ37DikQDgFL_CqXOKSO1Y?e=CM2vbZ As a tradition to keep characters consistent, everyone's been updated of course. all characters: - Tweaked minimal damage scaling. - Fixed a bug where projectiles became unblockable if they attempt to custom state helpers. - Change commands for guard cancel counter and guard cancel dash. - Fixed guard cancel counters from counting as counter hits. - Reduced liedown time. - The ability to truly (IAD) instant air dash has been added. - Standardized jump start frames to 3. - Fixed wall jump bug that occurred by increasing height needed to perform one. - Changed ground and air only state indications in all Read Me text files. - Burst now fills up gauge by 1/3 on hit and changed its restoration formula. - Changed the way Burst's knockback functions. - Changed Burst icon. - Certain health recovery Series Abilities now are made to recover life based on "recoverable health" complete with a recoverable life (red health) meter that shows up while in hitstun. - Upgraded super background FX. - New mechanic; Dash Bonus. - All characters are now made compatible with my Reisen and Vans' Chizuru concerning sealing supers. - Throw teching made less lenient against human players and AI alike. - Readjusted guard cancel commands due to confliction with special and super commands. - Corrected a minor timer quirk in custom command buffer. Puella Magi characters: - Fixed Magia Shield's invulnerability from being delayed. - Magia Overflow no longer resets to full between rounds. Touhou Project characters: - Fixed Brave Guard's invulnerability from being delayed. - Reduced meter gain, super cost reduction and health restortiin from Spell Mode. SNK Characters: - Hyper Drive gauge no longer resets to full from Hyper Drive Mode between rounds. Eternal Fighter Zero characters: - Fixed Recoil Guard's invulnerability from being delayed. Melty Blood: - Blood Heat gauge no longer resets between rounds, recoverable health has been reduced to compensate. Sayaka Miki: - Allegro healing now pauses while in hitstun. Hieda no Akyuu: - Fixed issue where pause upon reaching Record Level Max can be canceled into supers. - Added Gold Mode. Hotaru Futaba: - Overhauled all versions of Hakki-Shou including super version. - A number of specials have less ending/landing lag and some of those have increased damage. Haruhi Suzumiya: - Corrected Kyon's hitboxes. Miyako Arima: - Added AI indication icon. - Go-Keiken versions x and y are now techable. - Increased dash speed. - Significantly reduced dizzy status time for shielded lv3. - Corrected issue with hurt sounds not playing.
  4. Boomer and Anomi_Polis AI patches are just cheating dick potatoes.
  5. Continuing the challenge, now with the next WIP being shown off here.
  6. First look at Reisen's gameplay in an actual match-up.
  7. Been considering updating the superpause BG so that there is a bit more to look at than a black screen, so, this was one of the FX ideas I was playing around with. https://streamable.com/enzue Recoverable life has already been a thing in my characters concerning Series Abilities in some form or another, but I think it's about time I actually had a red health bar to make it easier to indicate how much life is actually recoverable in proportion to total life. https://streamable.com/l963n
  8. Reisen's lv3, which, indeed, is a full screen similar to Haruhi's before her. Unlike Haruhi's, it doesn't ignore damage scaling (although it does ignore defense just like hers) and instead maxes out the Insanity gauge after a successful hit. Damage is based on how much of the Insanity gauge is filled, ranging from 400 with an empty gauge up to 600 with full Insanity. https://streamable.com/j4oin Last super done, although I figured with MUGEN's strict limitations when it comes to status effect, this may possibly be the first character that may require certain measures of compatibility to minimize bugs as much as possible. Basically, on top of draining a good chunk of power from a target, it's supposed to induce a confusion status effect that disables them from using special and super moves for 8 seconds if they are hit... granted, this may not work 100% due to the aforementioned limitations of MUGEN not being friendly with non-hit based influences. https://streamable.com/88znv
  9. Time for some Super Smash Bros along with a new WIP on the side.
  10. So, roughly a month after finishing Miyako, I decided to set up the basic template for Reisen in advance before I went on break from making any more characters. So, nearly two months later after Miyako's release, I've decided to get started on this character. So far, all intros, win/lose poses, taunt and normals are done in about a week. That week also involved adding the character's unique aesthetics that I have prepared (some made personally by me such as the Insanity gauge). She also has several specials finished, which factors in variations for each type as I traditionally do it. Anyway, to show some progress on how she's looking so far as of today. With that in mind, I intend to go for (yet) another pressure focused character who excels fairly well at virtually any range, but most of all, I'm going to focus on incorporating her Insanity mechanic, Reisen's Unique Ability, which will utilize both an Insanity gauge that I plan to have enhance her specials, grounded dash and level 3 super as well as also utilizing fields with the Unique Ability button that has two different effects depending on which field color is called whenever the enemy steps inside it. Specific illusory attacks will fill up the Insanity gauge, each illusion will fill it by a certain amount depending on the attack in question. Reisen may take a while since this will be my second character that I will attempt to implement an AI and Gold Mode along the line.
  11. Part 3 of The Blue Suns Challenge featuring Pokemon jank.
  12. this is actually a pretty big update since custom buffering is something that was overdue for my characters, which means they'll now be easier to control... All characters: - the b button now doubles as a shortcut for x+y+z. - Implemented Vans' custom command buffering system. - Updated lv3 superpause aesthetics. - Reduced juggle timer restoration caused by superpause. - Ground and wall bounces as well as wall splats are now assisted with a specialized hitsound and hitspark. - Other misc. aesthetic fixes. - Tweaked Guts system calculation so as to make it so that lower life values reach defense boost thresholds earlier than higher life values, although the 50% defence boost maximum still applies regardless of life value. Puella Magi characters: - Magica Boost can be used outside of Magia Overflow, but at a higher cost. Damage scaling mitigation also increased, but only during Magia Overflow. SNK characters: - Can only air dodge once before touching the ground or after getting hit. Kadokawa characters: - Reduced passive power gain in Power Blast mode. - Damage scaling mitigation in Combo Blast mode reduced to 5%. - Fixed error that caused Blast trigger to activate too late. Eternal Fighter Zero characters: - All power, life and damage bonuses scale more properly with the Reinforce gauge. - Removed frame advantage bonus from Reinforce scaling. Melty Blood characters: - Max Mode grants 10% damage scaling mitigation at the start of combos. Sayaka Miki: - Added j.6z. - j.2y has increased landing lag on whiff. - Fixed Allegro mode error in which it will sometimes ignore power requirements. - Affettuoso is disabled while Allegro is active. Homura Akemi: - Replaced all blood sparks with heavy hitsparks/guardsparks for standardization. - Reduced damage for a few normals. - Mark XIX Desert Eagle version y's bullet will now disappear if Homura is hit. - Both versions of Stringer will force the missile to stop homing and dive straight towards the ground if Homura is hit. The z version's missile is made to travel faster as well as now allowing two Stinger missiles out at once to compensate. - A brief pause occurs during Spatial Movement and "c" by itself won't trigger the move, both to reduce chances of misinputs. Hotaru Futaba: - 6y and j.2z (latter on grounded targets only) now cause hard knockdown. - Reduced the amount of normals that can be jump canceled on block. - Tenshin-Shou version y retooled to be a combo starter or ender as opposed to a combo extender. Removed OTG capability. - Reduced damage for Soushou-Tenrenge and Yulhana-Tensho. Both supers also have less resistance to damage scaling. - Tenshou-Ranki's energy arc from Hotaru's rise is now capable of OTGing. - Tweaked frame data. Mio Kouzuki: - Adventurer version z has increased damage. - All versions of Red Hood now have a hitbox that drags the opponent with Mio when used in the air. - Reinforce version of Red Hood goes farther. Nayuki Minase: - 5x now OTGs. - 5z can no longer be jump canceled on block. - Reduced frame advantage for a few normals. - Second ground bounce from j.2z and ground bounce from dash attack verion z are now made into a unique hit slide. - Dash attack version y has Nayuki hop slightly higher, allowing for cross-ups against some characters. - Dash attack version z has its damage reduced, but now allows for better combo follow-ups against the corner due to new knockdown effect. Miyako Arima: - A few normals can no longer be jump canceled on block. - Chou-Shinchuu version y has slightly more start-up and has an additional SFX at the start of the move to make it more telegraphed. - Tweaked AI; now scales with difficulty level found in MUGEN's option menu. With that said, the addition of Vans' Tiny Buffering means that a lot of characters under CPU control will be disabled from the majority of their actions beyond walking and jumping, so, the default AI will even be less challenging as if they already weren't to begin with. So, I'll eventually have to update every character to have custom AI seeing Miyako is the only one who has it atm... not that it matters, MUGEN's default AI is garbage and it doesn't concern me that much.
  13. Tired of those quirks from MUGEN's default hitfall states that ruin your day with things such inconveniences as fall.defence_up, hard knockdowns failing because P2 ground techs regardless whether you set fall = 1 with fall.recover = 0 in your hitdefs and having juggles get messed up because you're forced to follow P2's fall speed dictated by their constants? Well, I have good news for you, it's possible to get around that and still have something that functions like MUGEN's default hitfall states. I've noticed a few people have already taken to my idea before I made this thread and this has been a thing I've developed and implemented in all my characters ever since I released Nayuki, but I felt like sharing it with more people to their benefit. 1. First, make a copypaste of all gethit states that start from statedef 5050 all the way to every state transition right before statedef 5110. Once you do that, you can change their stateno to something that is outside of MUGEN's default common states. You can do minor customizations such as changing the veladd to whatever value you want instead of using the gethitvar that defines the veladd value, but otherwise, don't change it too much so that it allows for compatibility. 2. After you've finished making placing your custom hitfall states, add this targetstate to your character's statedef -2. What this does is if the target is detected to be in MUGEN's default common hitfall state, it will instead force them into the custom hitfall states that you made earlier. ... And that's all there is to it! Simple and practical.
  14. https://streamable.com/orm33
  15. It looks like the message is partly cut off in your screenshot. Does it specific the stateno that is looping into itself? If you can identify the stateno, you need to find a way to keep it from looping into itself (even if that means just making an empty state that immediately changestate to the previous state).
  16. https://streamable.com/n8dew Making a further refinement to my characters' level 3 superpause aesthetics.
  17. At the point where my characters have delved away from being simplistic and venturing into something that resembles the complexity of a commercial FG, I think a custom buffering is overdue for them.
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