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Everything posted by Nep Heart
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While her gameplay is custom, it's always nice to be able to do some stuff from the source game.
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I need to make way more use of this thread tbh. Anyway... https://streamable.com/gwzzq Uguu~...
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I've been (mostly) working on this project unannounced a few weeks after starting Haruhi ever since getting back into Eternal Fighter Zero, giving me the inspiration and motivation to start this project in the middle of a pre-existing one. Turned out all that experience that I've accumulated has made this one rather smooth and easy enough to already have substantial progress done in only two weeks. I suppose having an established template that I've used pretty much for every character has really help make the load much easier nowadays. Don't worry, Haruhi will be released this month after my closed-door beta testers have been given enough time. Without further ado, I present... https://streamable.com/9lq6n https://streamable.com/er6re https://streamable.com/e9n47 https://streamable.com/oa37o https://streamable.com/ysp1k The mute and clutzy member of the drama club MIO KOUZUKI!
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Decided to make early updates for all characters this time instead of waiting until I release my next character, so, have fun with that, everyone. Here's Sayaka's updates... - J.2y completely overhauled with far more utility to allow Sayaka to bounce off non-lying opponents and be able to chain off non-command aerials. To compensate, it now does less damage and scales damage slightly more. - Improved aesthetics. - J.2z's knockdown hit after ground bounce is used up is now a hard knockdown, allowing Sayaka more follow-up options (such as making more use of Melodia and Aria) - Corner pushback on all aerial normals increased. - Air dash speed slightly increased, but its travel distance slightly reduced to compensate. - Reduced overall guard crush damage potential. - the x version of Forzando has damage revised based on Sayaka's current life; less life = more damage. The updates for everyone including Sayaka... - Fixed wall bounce animations, hurtboxes and a bug that was found in them. - Fixed ground bounce animations and hurtboxes. - Fixed custom tripping animations and hurtboxes. - Revised projectile reflectors for characters who have one. - Added Gold Burst and Bursting now uses up all juggle points on hit. - Revised ground teching to be similar to Melty Blood's. - Revised lv3/lv5 super aesthetics. - Tweaked all damage scaling.
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Decided to make early updates for all characters this time instead of waiting until I release my next character, so, have fun with that, everyone. Here's Hieda no Akyuu's updates... - Fixed 2y issue where it would pass through opponents at point blank. - Increased air dash travel distance slightly. The updates for everyone including Hidea no Akyuu... - Fixed wall bounce animations, hurtboxes and a bug that was found in them. - Fixed ground bounce animations and hurtboxes. - Fixed custom tripping animations and hurtboxes. - Revised projectile reflectors for characters who have one. - Added Gold Burst and Bursting now uses up all juggle points on hit. - Revised ground teching to be similar to Melty Blood's. - Revised lv3/lv5 super aesthetics. - Tweaked all damage scaling.
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Decided to make early updates for all characters this time instead of waiting until I release my next character, so, have fun with that, everyone. Here's Homura's updates... - Buffed Airstrike; reduced start-up and increased damage. - Improved aesthetics. - Fixed bug that made certain bullet based projectiles unblockable at point blank range. The updates for everyone including Homura... - Fixed wall bounce animations, hurtboxes and a bug that was found in them. - Fixed ground bounce animations and hurtboxes. - Fixed custom tripping animations and hurtboxes. - Revised projectile reflectors for characters who have one. - Added Gold Burst and Bursting now uses up all juggle points on hit. - Revised ground teching to be similar to Melty Blood's. - Revised lv3/lv5 super aesthetics. - Tweaked all damage scaling.
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Decided to make early updates for all characters this time instead of waiting until I release my next character, so, have fun with that, everyone. Here's Hotaru's updates... - Fixed Shinjou-Tai error that made it whiff on blocking opponents (derp, how did I even miss this?). - Fixed Soushou-Shin whiffing on crouching characters. - Increased corner push for super projectile. The updates for everyone including Hotaru... - Fixed wall bounce animations, hurtboxes and a bug that was found in them. - Fixed ground bounce animations and hurtboxes. - Fixed custom tripping animations and hurtboxes. - Revised projectile reflectors for characters who have one. - Added Gold Burst and Bursting now uses up all juggle points on hit. - Revised ground teching to be similar to Melty Blood's. - Revised lv3/lv5 super aesthetics. - Tweaked all damage scaling.
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https://streamable.com/1zx5z Soon...
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For the sake of keeping this up-to-date... Certain attacks from Haruhi that have electrical properties will trigger a special electrocution animation on hit provided it exists in the opponent. Also, managed to get Guilty Gear's Gold Burst down. For those unfamiliar with that mechanic, if you hit with a Burst right before the opponent's move makes contact on you, your power bar will be automatically filled to its maximum level. All my previous characters will receive this update, giving Burst more use beyond a mere combo breaker.
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Thanks, I've noticed the hand was a little off myself after I was done (I usually don't notice small mistakes until I'm actually done, but I didn't feel like redoing it at the time ). I should actually practice on coloring some day, maybe I could try the practice on GIMP at least. Anyway... A two for one deal this time. Meet Argentus and Cyprus, the "Gold Queens" two robotic knights in service of the Noble Sanctuary Trifecta. I actually found them pretty fun since I could get away with intentionally cartoonish anatomy this time. This also marks the first time I post line art of villainous OCs here.
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Haruhi with Melty Blood styled teching. All my previous characters will get this update once Haruhi is released.
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Sprites: - GIMP for cleaning and tweaking sprites or making my own sprites for stuff like character portraits, icons and occasional graphical effects. Coding: - Notepad++ whenever I want to make simple tweaks or corrections and don't feel like loading up Fighter Factory 3 to do it. It's also convenient whenever I want to look at notes left in codes from characters made by Japanese authors.
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Sorry about the two week delay, I've been slowing down on the project due to multiple reasons, but progress is still being made as I assure. https://streamable.com/6e17t Anyway, this will be the updated aesthetics that my characters will be having for their lv3/lv5 supers.
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It was originally 16 frames of start-up (the 1 frame thing was me only counting the part where the arm was fully stretched, which was incorrect), but I pushed it down to 10 since that felt a little more practical (not to mentioned it's -11 on block). Anyway, that special goofy intro vs my own stuff... https://streamable.com/yf87j
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This will soon be a standard for projectile reflectors for my characters once Haruhi is released.
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It's been more than a year since I've done MUGEN. Congrats to me.
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I turned out to be wrong anyway since the frame 1 thing was when she stretches out her arm fully, it's 16 frames after the pause. Well, I should make it 10 frames with slight invincibility start-up anyway. Anyway, now to actually justify an excuse to post a video of her on my channel.
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https://streamable.com/8o407 A silly intro, I added.