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Nep Heart

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Everything posted by Nep Heart

  1. Okay, so, a wizard and engineer walk into a bar...
  2. Unusually early match-up showcasing this time around, but Kano's movepool is by far the largest of my entire cast and not all of her specials and supers are done either. That' not counting the part where I'll be doing the AI, which may be more of a challenge than usual because I've never really attempted to code an AI for a defensive character before.
  3. It's been a long drought in this thread, so, I feel like sharing more OC sketches, this time two more to make up for it. Kiseki Tsuchimikado, an onmyouji apprentice who underestimates her capabilities to the point of insecurity, but is unknowingly more talented than she gives herself credit for. Yes, that last name is an intentional reference. And here's the fake-ninja-but-actually-lab-assistant eccentric Lunarian dormouse youkai, Misaki Yumesekai.
  4. Ignore the previous code, the system has a big flaw that throws off calculations whenever a character takes damage that is more than half their remaining life when at low health conditions. You might actually need a variable for this to work reliably as I've discovered from the bug I've struggled to deal with previously, but here's the fix code for anyone who has also been using this particularly Guts system (to which I based on Eternal Fighter Zero's).
  5. Oh, right, this is actually outdated, I use an updated one that covers more scenarios, which is still fairly simplistic. Change custom hitfall state numbers accordingly or you can simply just copypaste from my own stuff since they all use it. You're welcome.
  6. Time to rejoice.
  7. Neptune breaks the fourth wall and decides to Nep things up! As my very first collaboration project roughly a year's worth of combined effort, me and Shimmering Brony presents the main protagonist of Neptunia and the overseer of Planeptune herself. We've worked harder than we usually do in our respective MUGEN trade to make Nep Nep possible and she's finally here after a long wait. We've had fun with this project and we hope you enjoy the product of our release. Enjoy! Get her here: https://1drv.ms/u/s!AvDqTmHZ37DikwowwnRSDMYZHSly?e=StERxU Now for the routine updates and fixes for everyone else. All Generation 1 characters: - Reduced active frames for Burst and changed its command. - Simplified command for teching. - Corrected bug for custom hit friction that caused MUGEN to crash whenever more than one target is acquired. - Moved recoverable health meter to a lower and more convenient location. - Adjusted position for some character specific gauges. - Corrected enemy hit SFX/FX system sometimes not playing/showing whenever a helper acquires a target. - Corrected Guard Crush delay bugs. - Tweaked AI for all characters except Reisen. All Generation 2 characters: - Corrected bug for custom hit friction that caused MUGEN to crash whenever more than one target is acquired. - Corrected and updated various FX triggers. - Tweaked AI.
  8. Not going to be using Streamable much anymore due to the new policy where they're mass deleting videos doe non-paid accounts, so, I'm settling on directly uploading quick clips to my own Twitter. Anyway, finished Lilith's Max Drive super.
  9. Magician and Grappler side-by-side.
  10. With quarantine ongoing, I have a bit more than enough free time since ever to spare and that motivated me with the goal to do two projects side-by-side started roughly around that same time as a first as opposed to starting a single new project towards the end of creating the previous. With that said, I've decided to go back to doing an EFZ character in a while as well as my second Generation 2 character who happened to win the poll. Coincidentally, both will be slow heavy-hitters who do massive damage even with singular attacks. I'll post progress for both in this thread since they're being worked on at the same time.
  11. Yeah, I misphrased. When I mean "next," I meant the next Puella Magi characters I consider tackling. None of the two are actually my next projects otherwise.
  12. Hello there. Welcome to our humble lair. Hope you have fun.
  13. I don't think there are enough sprites from the mobile game to really make use of characters from there unless someone were skilled enough to add the additional required sprites to make them work (a skill I'm incredibly amateurish at). However, I do have my sights set on Mami and Madoka next using otz-kai's sprites as a basis for both, particularly Madoka since she's one of the three characters I've always wanted to do my own take on (the others being Haruhi and Neptune, the former already happened and the latter is happening).
  14. Just so that everyone knows, Neptune is pretty much complete. The only reason she's being delayed is me waiting on her palette submissions that one of my beta testers is working on currently.
  15. "I'm gonna Nep you up!"
  16. Really close to finishing Neptune here, enjoy some good battles as she Neps things up.
  17. https://streamable.com/2t1y8 Something and me OHMSBY worked on together. https://streamable.com/4huvs Also, progress on her AI has been coming along fairly quick, I don't think I've worked on an AI this fast before... definitely getting the hang of it.
  18. Made small gameplay and aesthetic updates for Eri. - Corrected hitspark timing in certain moves desynchronizing 1 frame too late. - Corrected corner push on Bead Smash pushing too far.
  19. The download link is broken.
  20. Quick update due to a minor mathematical typo that leads to an otherwise huge consequence. - Corrected error in cornerpush that makes it eventually reverse instead of increase.
  21. Thanks to Inkrebuchet, I've found a solution to universalize hit friction against targets regardless of their friction constant. If you've noticed how grounded combos would fail against specific characters who are rather slippery (i.e.: sudara13's characters), it's likely their friction value and this solves that problem now. All Generation 1 characters: - Fixed issue in which all sounds would cut off if canceled into supers from multi-hit moves. - Removed instant air dashing to avoid accidental inputs. - Corrected hitfall FX error. - Reassigned some archetypes according to optimization findings. - Revised Guard Crush formula. - Revised cornerpush formula to follow according to hitstun decay timer. - Added custom hit friction, now allowing grounded combos to work on slippery characters. Touhou Project: - Simplified Brave Guard. Melty Blood: - Shield can now be held at cost of power. - Power gain from shielding now scales based on Heat gauge. Haruhi Suzumiya: -Increased duration of Itsuki by 50%. Miyako Arima: - Crouching Light now OTGs. - Completely overhauled AI. Akari Ichijou: - Reduced Hagure Hitogata's life to 200. - Corrected error in which invulnerability did not trigger in pre-pillar frames of Harai Tenku. - Damage for Shikigami Hyakkiyakou increased. - Tweaked AI. - Whiffed air throw has a hitbox on the way down instead of only when hitting the ground and has a faster descent. Eri Hasumi: - Increased guard damage for Power Style normals. - Slightly increased leniency for Deflect. - Tweaked AI. - Corrected read me error for Stinger Rush's command. - Corrected certain hitsparks not appearing during P2 KO. - Corrected afterimage error for Supersoldier Strength during custom states. - Added custom hit friction, now allowing grounded combos to work on slippery characters.
  22. https://streamable.com/jpsez
  23. "Severe Poison" from Melty Blood.
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