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Nep Heart

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Everything posted by Nep Heart

  1. Very quick update since there was an annoying bug I accidentally left behind while updating the burst system. - Corrected a bug where burst couldn't be used until you get hit after the start of a round.
  2. Very quick update since there was an annoying bug I accidentally left behind while updating the burst system. - Corrected a bug where burst couldn't be used until you get hit after the start of a round.
  3. Very quick update since there was an annoying bug I accidentally left behind while updating the burst system. - Corrected a bug where burst couldn't be used until you get hit after the start of a round.
  4. It takes a some practice to get the timing down, but they should be easier to do than the source game since I made them more lenient in comparison. Key is the moment you see the animation where she lifts up the opponent, enter the command immediately.
  5. It's been weeks since I've posted here, but that's likely because I don't have too much to show that is actually new and the fact I was finishing up Doppel Nanase at the time. Time to present something here to at least keep interest alive. Here is Nayuki's special intro if she gets KO'd in a previous round, something unique to her that my previous stuff don't have. https://streamable.com/gfeoy
  6. Requesting to add Doppel Nanase by Nep Heart. https://1drv.ms/u/s!AvDqTmHZ37Dih0jT8n6_e91_PlbS?e=YCuUWU
  7. She's ready to crush.
  8. https://www.dailymotion.com/video/x760s7y The mysterious Rumi Nanase clone is ready to get her hands on the competition and crush it under her unrivaled strength! I hope you enjoy gorilla damage her awesome might. Download her here: https://1drv.ms/u/s!AvDqTmHZ37Dih0jT8n6_e91_PlbS?e=YCuUWU
  9. All Characters: - New mechanic; guard cancel dash. - Burst can now recharge faster while the character is taking damage. - Various sound improvements. - Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers. - Repositioned juggle meter to account for more convenient viewing during corner juggles. - Tweaked cornerpush on all characters for slightly more leniency and more consistency. - Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained. - Fixed super jump bug that gave control too soon. Mio Kouzuki: - Fixed air dash cancel bug. - Increased trip velocity of 2.z in close range mode. - Both parts of Student Soldier have increased damage.
  10. All Characters: - New mechanic; guard cancel dash. - Burst can now recharge faster while the character is taking damage. - Various sound improvements. - Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers. - Repositioned juggle meter to account for more convenient viewing during corner juggles. - Tweaked cornerpush on all characters for slightly more leniency and more consistency. - Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained. - Fixed super jump bug that gave control too soon. Haruhi Suzumiya: - Fixed a positioning bug for SOS Live custom state. - Fixed weird air dash quirk that gave control before acceleration. - Fixed hitflag and guardflag errors on all versions of Chou Yusha-Thunder.
  11. Hotaru: - Tweaked damage on all normals with damage scaling compensated. All Characters: - New mechanic; guard cancel dash. - Burst can now recharge faster while the character is taking damage. - Various sound improvements. - Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers. - Repositioned juggle meter to account for more convenient viewing during corner juggles. - Tweaked cornerpush on all characters for slightly more leniency and more consistency. - Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained. - Fixed super jump bug that gave control too soon.
  12. All Characters: - New mechanic; guard cancel dash. - Burst can now recharge faster while the character is taking damage. - Various sound improvements. - Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers. - Repositioned juggle meter to account for more convenient viewing during corner juggles. - Tweaked cornerpush on all characters for slightly more leniency and more consistency. - Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained. - Fixed super jump bug that gave control too soon. Homura: - Overall increased damage for many moves with damage scaling compensated. - Time Stop Special revamped, making it a more practical move now. - Corrected offset for most bullets so as to hit more consistently, especially at the corner. - Aerial Mark XIX Desert Eagle now has a hitbox on gun itself.
  13. All Characters: - New mechanic; guard cancel dash. - Burst can now recharge faster while the character is taking damage. - Various sound improvements. - Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers. - Repositioned juggle meter to account for more convenient viewing during corner juggles. - Tweaked cornerpush on all characters for slightly more leniency and more consistency. - Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained. - Fixed super jump bug that gave control too soon. Hieda no Akyuu: - Tweaked pausetimes on several normals.
  14. All Characters: - New mechanic; guard cancel dash. - Burst can now recharge faster while the character is taking damage. - Various sound improvements. - Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers. - Repositioned juggle meter to account for more convenient viewing during corner juggles. - Tweaked cornerpush on all characters for slightly more leniency and more consistency. - Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained. - Fixed super jump bug that gave control too soon. Sayaka Miki: - Damage increase on most normals with damage scaling compensated. - Tweaked all versions of Squartatore to be harder to escape the actual hits, but also made to be ground techable now.
  15. "IT'S ALL THE SAME FUCKING SHIT!"
  16. Past meets present.
  17. Final showcase video before she's released next week.
  18. Have some beta Doppel gameplay.
  19. Grapples could have averted all the events of Resident Evil tbf tbh.
  20. Finally, I can play a fully completed Tomoka for MUGEN in all her smol and kiwi glory.
  21. Thought I needed more threads here, so, this one should be a good addition. Which authors would you consider to be your biggest influences as far as your own personal design philosophy for MUGEN content and why? It can be for anything from creation or editing of characters, stages, screenpacks, lifebars, palettes, etc. For the purpose of this thread, I'll limit it up to five per poster. As for me in no particular order... 1. RicePigeon: The idea of custom gameplay Touhou characters is a gigantic appeal to me, but even more so is the fact they all operate under a complex, yet consistent system that is balanced towards each other in spite of having their own individual gimmicks that otherwise separate them. Also, a lot of my coding is based on his stuff, which coincidentally works well with my own. This is particularly evidence in my Akyuu herself. 2. Otz-Kai: His Sayaka Miki is what got me started in this character creation hobby to which I used as a basis for my very first character. Otz-Kai's stuff are quite deep in their gameplay design and aesthetics, this level of workmanship and care with an original style made me want to do a similar take with my own stuff. His Mami is something I also consider using the sprites and sounds for my own version in the future and I really anticipate the release of Madoka for the same reasons, the latter being the very character I've wanted to do the most for MUGEN. 3. 586: With Eternal Fighter Zero being one of my favorite fighting games, it's no surprise that 586 has a very strong allure to me. However, this isn't just limited to his near-source accurate based EFZ characters, but his older generation of custom stuff. Parts of their gameplay and a lot of their aesthetics of both generations can be found in my own characters such as the level 3/5 superpause designs. They even have very similar combo systems, albeit I take my own liberties. 4. Rakurai: Something of a spiritual successor to 586's old generation characters, my reasoning for choosing Rakurai would be quite similar to that of 586's, except with additional new aesthetics and gameplay ideas to draw from. 5. Phantom.of.the.Server: You'd be scratching your head as to why I chose this author in spite of me not jumping on the PotS bandwagon that's plagued MUGEN communities for a long time. Well, his stuff still stands the tests of time and remain an excellent source for advance codes whenever I am stumped. Next to RicePigeon, much of my coding is based on PotS', especially his fantastic cornerpush code. His encyclopedic feedback thread was partly how I got into MUGEN character creation in the first place.
  22. Doppel's definitely gonna be the unga among my creations.
  23. Unga bunga, Doppel smash puny human!
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