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Nep Heart

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  1. Upvote
    Nep Heart got a reaction from Ori-Ori in Nep MUGEN   
    Unga bunga, Doppel smash puny human!
  2. Upvote
    Nep Heart got a reaction from Veronica Shangdi 上帝真絵 in Nayuki Minase WIP   
    https://streamable.com/3c26v
    https://streamable.com/jl4y8
    https://streamable.com/l4tg1
    https://streamable.com/k8pv8
    https://streamable.com/cd14n
     
     A project I've been working alongside with Doppel Nanase, she'll draw a lot from her source game while also having plenty of new additions to her gameplay all while operating under my custom gameplay as with my previous characters. So far, she's definitely showing to be the second fastest character so far, which will gear her playstyle to being similar to Sayaka's with some key differences such as her Unique Ability in Keropi.
  3. Upvote
    Nep Heart got a reaction from Ori-Ori in Nayuki Minase WIP   
    https://streamable.com/3c26v
    https://streamable.com/jl4y8
    https://streamable.com/l4tg1
    https://streamable.com/k8pv8
    https://streamable.com/cd14n
     
     A project I've been working alongside with Doppel Nanase, she'll draw a lot from her source game while also having plenty of new additions to her gameplay all while operating under my custom gameplay as with my previous characters. So far, she's definitely showing to be the second fastest character so far, which will gear her playstyle to being similar to Sayaka's with some key differences such as her Unique Ability in Keropi.
  4. Like
    Nep Heart got a reaction from WlanmaniaX in Haruhi Suzumiya by Nep Heart   
    https://www.dailymotion.com/video/x72pf66
     
     The SOS Brigade finally makes her dynamic entry into MUGEN with a brand new gameplay fighting style! This was probably the most challenging MUGEN character I have developed to date considering she was overall more complicated than even the likes of Akyuu to design and, being one of my most anticipated creations, I wanted to get her right. So, now that the wait is over, it's time to Save the world By Overloading it with fun Haruhi Suzumiya Brigade!
     
     Get her here: https://1drv.ms/u/s!AvDqTmHZ37DihxKgHzIQ9gNHYhGY
     
     As for the previous character, they all have received the same update in which an invalid combo indicator has been added to them, allowing you to check the legitimacy of your juggles more accurately than ever before.
     
     ... Also, Homura Akemi, the only one who has received a character specific update simply had a bug fixed that causes her grenade projectile to do less damage than normal.
  5. Thank You
    Nep Heart reacted to RicePigeon in [IZ Style] Mononobe no Futo released (10/30/22)   
    03/11/19: (Incident Zero) Youmu Konpaku updated, Yukari Yakumo updated

    The tenth Incident Zero-styled character, the half-ghost gardener Youmu Konpaku, has been released. Get her in the Incident Zero section of the Characters page.
    In addition, IZ Yukari has received a massive update that significantly changes how the she plays.
     
    Link: http://ricepigeon.neocities.org
     
    First release. [System] Revised Dash Cancel graphic. [System] Minor changes to recovery frame flagging. [System] Minor changes to handling of hitstun decay on certain attacks j2z: Fixed graphical bugs. Full Moon Umbrella: Recovery on all versions decreased by 8f. "Unmanned Abandoned Railroad Car Bomb": Move completely redone with the following changes: Command changed to D,DB,B,DB,D,DF,F+x/y/z (2141236x/y/z). Now costs 2000 Power to use, damage increased to compensate for new Power cost. No longer gains counterhit properties. Startup invincibility removed, now has invincibility after train is summoned. Startup increased by 30f, recovery decreased by 11f. Now spans the entire width of the screen, instead of hitting directly in front of Yukari. Using Type-C's Dash Cancel will no longer remove the train on use. New Level 1 Spellcard: Boundary "Overflowing Flotsam" (214214x/y/z).
  6. Upvote
    Nep Heart reacted to MkTendou in Character stage etc creation trophies requirements discussion   
    I just feel this kind of judging is only aimed to few character's game the judger likes most.
    I know some here doesnt like JUS style (even myself) but there are huge differences of good quality JUS sprites and bad quality ones. how would this be judged in a community that just stares at jus and says ewww i dont like the style?
     
     
    JUS was only an example of many character styles that a lot of people wouldnt use a choice for playing but that doesnt mean the character is bad. The requirements sounds like if the coder should stop doing the style they love to fit the style the judges love and this is far away from being a valid point to hard analysis.
     
     
    IMO only include basic related art stuffs for mugen such as required sprites etc because since ive joined discord i can only see people only liking few loli-related games and i can ensure you this will scare those not going from this way and good potential candidates will lose due a huge error margin you are inputting here.
     
  7. Upvote
    Nep Heart got a reaction from Veronica Shangdi 上帝真絵 in Doppel Nanase WIP   
    https://streamable.com/z4m7k
     
     Something actually different in terms of gameplay for once and probably unexpected, but this next project will be a slow, yet powerful and tanky grappler with chain grab combos. Heavily based on her counterpart from the source game, but with many liberties both to accommodate her to my own custom gameplay style and to introduce original ideas that can only be found in my own take on the Rumi Nanase doppelganger.
  8. Upvote
    Nep Heart got a reaction from Veronica Shangdi 上帝真絵 in Versatile Projectile Reflector   
    This is something I've done while revising projectile reflectors in all my characters ever since Haruhi's release since I wasn't satisfied with what they worked previously. I'm frankly proud of this even if it's not perfect and is definitely a step above the generic variety. So, I feel like sharing it with people... credit would be nice for recognition for those who wish to use it.
     
     All this is for the entire projectile reflector helper itself.
     
     
     In statedef -2, you will be required to have an invisible projectile with no CLSNs summoned whenever the reflector is out so that the reflected helper projectile doesn't become unblockable as a result of the reflected projectile still technically being owned by the opponent, which would make it unblockable without this measure.
     
    Note: The main flaw for this reflector is that the reflected projectile will become invisible if the helper projectile in question uses an explod as an FX instead of its own animation, but that's not too common otherwise.
  9. Like
    Nep Heart reacted to Sir Ghostler in Reuben Kee styled Shin Akuma released   
    A tribute.
     
    Link: https://1drv.ms/u/s!AgiPXTIYC2lbmwy-BRqhghuQT4I7
  10. Like
    Nep Heart reacted to RicePigeon in [WIP] Diary - Feb 6   
    Iku's been released
     
    In the meantime, been working on the next IZ character: Youmu. The biggest change to Youmu from GR is that her Spirit Level mechanic has been removed, so her gameplay is a bit more simplistic this time around.
     

    Completely reworked the way Insightful Sword functions and is now her Unique Skill. Instead of a counter like it was in the source games and GR, it now functions as a parry.
     

    Crescent Moon Slash (623p) isn't a new move by any means, but the biggest change is that it's now air usable, which she couldn't do in neither Soku nor GR.
     

    Intolerant Avici (63214p), Youmu's command grab Alt Skill from Soku. Unlike Soku, it has no automatic followup, but doesn't scale anywhere near as hard nor does it push the opponent as far from Youmu, making it more suitable for starting combos and adding to Youmu's pressure game. Unlike Soku, Youmu will always switch sides with the opponent regardless of which version is used.
  11. Upvote
    Nep Heart got a reaction from IDGCaptainRussia in Haruhi Suzumiya by Nep Heart   
    https://www.dailymotion.com/video/x72pf66
     
     The SOS Brigade finally makes her dynamic entry into MUGEN with a brand new gameplay fighting style! This was probably the most challenging MUGEN character I have developed to date considering she was overall more complicated than even the likes of Akyuu to design and, being one of my most anticipated creations, I wanted to get her right. So, now that the wait is over, it's time to Save the world By Overloading it with fun Haruhi Suzumiya Brigade!
     
     Get her here: https://1drv.ms/u/s!AvDqTmHZ37DihxKgHzIQ9gNHYhGY
     
     As for the previous character, they all have received the same update in which an invalid combo indicator has been added to them, allowing you to check the legitimacy of your juggles more accurately than ever before.
     
     ... Also, Homura Akemi, the only one who has received a character specific update simply had a bug fixed that causes her grenade projectile to do less damage than normal.
  12. Upvote
    Nep Heart got a reaction from Sete in Haruhi Suzumiya by Nep Heart   
    https://www.dailymotion.com/video/x72pf66
     
     The SOS Brigade finally makes her dynamic entry into MUGEN with a brand new gameplay fighting style! This was probably the most challenging MUGEN character I have developed to date considering she was overall more complicated than even the likes of Akyuu to design and, being one of my most anticipated creations, I wanted to get her right. So, now that the wait is over, it's time to Save the world By Overloading it with fun Haruhi Suzumiya Brigade!
     
     Get her here: https://1drv.ms/u/s!AvDqTmHZ37DihxKgHzIQ9gNHYhGY
     
     As for the previous character, they all have received the same update in which an invalid combo indicator has been added to them, allowing you to check the legitimacy of your juggles more accurately than ever before.
     
     ... Also, Homura Akemi, the only one who has received a character specific update simply had a bug fixed that causes her grenade projectile to do less damage than normal.
  13. Thank You
    Nep Heart reacted to DuckMannnn in Welcome to MFFA! Introduce yourself here!   
    Nice, and we're also not surprised by the fact that it's a recurring habit for you to keep dragging this feud since 2016 despite the fact that we have legitimate reasons to limit access to MA from MFFA. There were a risk of getting users exposed to viruses and stuffs from adwares. PLUS, they were trying to make money off free content, which was a no-no. Even if the money was meant to keep the site running, it is still not a decent excuse. And nobody cares whether MFFA is a small community compared to MA, not everything is meant to be of equal size. MFFA never claimed to be the biggest and the best site ever. 
     
    When we try to present our evidence, AKA facts and logics regarding the incident, you dismiss them by saying they're hogwash and victim-blame us instead while white-knighting MA as if your life depended on that forum without actually giving any relevant argument... just like what you just did to NetherMage. By the way, you claim that the site is dead for years. The number of different users who have been online in the span of 24 hours usually varies between 100-150 and it's been like that since 2015 or something. We do not have a giant community, but we have a small one full of friendly and loyal members who have been here for years. You can't really make such a claim if you only come by here once or twice a year while blindly believing in your assumptions.
     
    See you next year around this time in another thread where you'll be bashing the staffs and management again under the pretense of giving a constructive feedback or a personal opinion. Hope you have a good day.
  14. Upvote
    Nep Heart got a reaction from The Auditor in Haruhi Suzumiya by Nep Heart   
    https://www.dailymotion.com/video/x72pf66
     
     The SOS Brigade finally makes her dynamic entry into MUGEN with a brand new gameplay fighting style! This was probably the most challenging MUGEN character I have developed to date considering she was overall more complicated than even the likes of Akyuu to design and, being one of my most anticipated creations, I wanted to get her right. So, now that the wait is over, it's time to Save the world By Overloading it with fun Haruhi Suzumiya Brigade!
     
     Get her here: https://1drv.ms/u/s!AvDqTmHZ37DihxKgHzIQ9gNHYhGY
     
     As for the previous character, they all have received the same update in which an invalid combo indicator has been added to them, allowing you to check the legitimacy of your juggles more accurately than ever before.
     
     ... Also, Homura Akemi, the only one who has received a character specific update simply had a bug fixed that causes her grenade projectile to do less damage than normal.
  15. Upvote
    Nep Heart got a reaction from thebestmlTBM in Haruhi Suzumiya by Nep Heart   
    https://www.dailymotion.com/video/x72pf66
     
     The SOS Brigade finally makes her dynamic entry into MUGEN with a brand new gameplay fighting style! This was probably the most challenging MUGEN character I have developed to date considering she was overall more complicated than even the likes of Akyuu to design and, being one of my most anticipated creations, I wanted to get her right. So, now that the wait is over, it's time to Save the world By Overloading it with fun Haruhi Suzumiya Brigade!
     
     Get her here: https://1drv.ms/u/s!AvDqTmHZ37DihxKgHzIQ9gNHYhGY
     
     As for the previous character, they all have received the same update in which an invalid combo indicator has been added to them, allowing you to check the legitimacy of your juggles more accurately than ever before.
     
     ... Also, Homura Akemi, the only one who has received a character specific update simply had a bug fixed that causes her grenade projectile to do less damage than normal.
  16. Like
    Nep Heart reacted to RicePigeon in Ricepigeon's Coding Tutorial & Code Snippet Repository   
    Well the forums are back, so time to post this recent discovery
     
    Invalid Combo Display System
    Compatibility:
    WinMUGEN Mugen 1.0 Mugen 1.1b IKEMEN  
     
    This was something I ended up studying around late 2018 when I ran into issues involving my own code, so the majority of this code is loosely based on a similar method used by 41's characters.

    If you've ever played any fighter that allows P2 to air tech out of a combo, such as Blazblue or Melty Blood, you'll know that the game usually gives you some type of indicator when you perform an invalid combo, where the opponent could have recovered during your combo but decided not to. This tutorial attempts to replicate such a system.

    NOTE: You'll need at least 1 free variable in your character's code. For this example, I'll be using Var(35).

    Assuming that you have the sprites needed for your "INVALID" indicator, you'll want to have 4 different animations: a fade in, and a fade out, one for each side (p1 and p2). Make sure that the last animation element of your fade-in animation has an infinite (-1) duration, while your fade-out animations have a finite time, otherwise you'll get weird instances of multiple explods; In this case, the fadeout animation lasts for 8f but you can adjust these to your liking:

     
    ;Invalid - Left fadein [Begin Action 7944] 7900,8, -100,0, 1 7900,8, -80,0, 1 7900,8, -60,0, 1 7900,8, -40,0, 1 7900,8, -20,0, 1 7900,8, 0,0, -1 ;Invalid - Left fadeout [Begin Action 7946] 7900,8, 0,0, 1,, AS256D0 7900,8, 0,0, 1,, AS224D32 7900,8, 0,0, 1,, AS192D64 7900,8, 0,0, 1,, AS160D96 7900,8, 0,0, 1,, AS128D128 7900,8, 0,0, 1,, AS96D160 7900,8, 0,0, 1,, AS64D192 7900,8, 0,0, 1,, AS32D224 ;Invalid - Right Fadein [Begin Action 7945] 7901,8, 100,0, 1 7901,8, 80,0, 1 7901,8, 60,0, 1 7901,8, 40,0, 1 7901,8, 20,0, 1 7901,8, 0,0, -1 ;Invalid - Right Fadeout [Begin Action 7947] 7901,8, 0,0, 1,, AS256D0 7901,8, 0,0, 1,, AS224D32 7901,8, 0,0, 1,, AS192D64 7901,8, 0,0, 1,, AS160D96 7901,8, 0,0, 1,, AS128D128 7901,8, 0,0, 1,, AS96D160 7901,8, 0,0, 1,, AS64D192 7901,8, 0,0, 1,, AS32D224 Next, place the following code in your -2 state:
     
    [State -2, Invalid Combo Explod] type = Explod trigger1 = numhelper(27944) trigger1 = numexplod(27944)=0 trigger1 = helper(27944),var(59)=1 anim = 1998 ;<-Invisible anim ID = 27944 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vel = 0,0 removetime = 999999999 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 5 ownpal = 1 removeongethit = 0 ignorehitpause = 1 [State -2, Invalid Combo RemoveExplod] type = RemoveExplod triggerall = numexplod(27944) trigger1 = numhelper(27944) trigger1 = helper(27944),var(59)=1 trigger1 = (helper(27944),var(0)=0)||(helper(27944),var(0)>100) trigger1 = numenemy trigger1 = enemynear(0),movetype!=H trigger2 = numhelper(27944)=0 id = 27944 ignorehitpause = 1 [State -2, Invalid Combo Helper] type = helper trigger1 = numexplod(27944)=0 trigger1 = numenemy trigger1 = P2StateType = A && P2MoveType = H trigger1 = EnemyNear,CanRecover trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451]) trigger1 = movehit=0 helpertype = normal name = "Invalid Combo" ID = 27944 pos = 0,0 postype = p1 stateno = 27944 ownpal = 1 facing = 1 pausemovetime = 999999999 supermovetime = 999999999 [State -2, Helper Movehit Flag] type = varadd trigger1 = var(35)>0 var(35)=-1 ignorehitpause = 1  
    In addition, add the following to each of your Helper states that have any Hitdefs (NOTE: Make sure these Helpers are created directly by the root and do not have another helper as its parent, otherwise this method will not work):
     
    [State 2011, Helper Hit Flag] type = parentvarset trigger1 = MoveHit=1 trigger1 = p2stateno != [120,159] var(35)=2 ignorehitpause = 1 persistent = 0  
    This code will create a helper that will handle the check for the conditions for displaying the Invalid Combo explod. It also creates an invisible Explod whenever this helper is active and removes it whenever this helper does not exist or when the opponent is not in a hitstate. The helper will also check to see if this invisible explod exists and, if at any point it does not, then the conditions for displaying the actual explod are satisfied. For this example, anim 1998 is being used as a blank animation.

    Var(35) acts as a flag to tell us when a helper-based projectile has hit an opponent, and then counts down. The reason we use a variable here instead of helper(xxx),movehit is not only to streamline the code instead of having to write down all Helper IDs, but also to avoid situations where multiple helpers with the same ID exist, such as any move that spawns multiple projectiles, which can easily cause the movehit triggers to return false negative results.

    Next is the helper state:
    ;===================================================== ; Invalid Combo Helper [StateDef 27944] type = A physics = N moveType = I anim = 1998 velSet = 0,0 ctrl = 0 ;var(0) - Elapsed time measurement after hit (for Invalid) ;var(2) - helper attack or hit flag (for invalid display) ;var(59) - Flag (0=Default, 1=Invalid) [State -2, Varset] type = varset triggerall = var(2)=0 trigger1 = root,var(35)>0 trigger2 = root,projhittime(XXXX)=1 ;PROJECTILE CONTROLLER IDS GO HERE var(2)=1 [State -2, Varset] type = varset triggerall = time=0 triggerall = var(59)=0 trigger1 = root,numexplod(27944)=0 trigger1 = numenemy trigger1 = p2statetype=A trigger1 = root,movehit=0 trigger1 = EnemyNear(0),CanRecover trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451]) var(59)=1 [State -2, Varset] type = varset triggerall = var(0)=0 && var(59)=1 trigger1 = root,movehit=1 trigger1 = numenemy trigger1 = p2statetype=A trigger1 = enemynear(0),hitshakeover trigger2 = var(2)!=0 var(0)=1 [State -2, Counterhit Explod] type = Explod triggerall = numexplod(7944)=0 trigger1 = var(59)=1 trigger1 = var(0)>0 anim = 7944+1*(root,teamside!=1) ID = 7944 pos = ifelse(teamside=1,0,320),120 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 999 scale = 0.5,0.5 ontop = 1 ownpal = 1 ignorehitpause = 1 [State -2, Counterhit Explod] type = Explod triggerall = numexplod(7945)=0 triggerall = numexplod(7944)=1 triggerall = numenemy trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0 trigger2 = p2movetype!=H && p2stateno!=5120 trigger3 = enemynear(0),ctrl = 1 anim = 7946+1*(root,teamside!=1) ID = 7945 pos = ifelse(teamside=1,0,320),120 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -2 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 999 scale = 0.5,0.5 ontop = 1 ownpal = 1 ignorehitpause = 1 [State -2, REX] type = removeexplod triggerall = numenemy trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0 trigger2 = p2movetype!=H && p2stateno!=5120 trigger3 = enemynear(0),ctrl = 1 id = 7944 ignorehitpause = 1 [State -2, Timer] type = varadd trigger1 = var(0)>0 trigger1 = var(59)=1 var(0)=1 [State -2, Destroyself] type = destroyself trigger1 = var(59)=1 trigger1 = var(0)=0 || var(0)>101 trigger1 = numenemy trigger1 = (p2movetype!=H && p2stateno!=5120)||(enemynear(0),ctrl = 1)||(enemynear(0),stateno=5150 || enemynear(0),alive=0) trigger2 = var(59)=0 trigger2 = time>=1  
    One important thing to note is the first varset controller. If you have any attacks that utilize any projectiles using a Projectile state controller (as opposed to a Helper-based projectile), you'll need to write down each of their IDs as a separate trigger here, as this method won't be able to account for them otherwise. Effectively what this helper does is toggle between states where the opponent is in a state where they can recover (using var(59)). The reason why can't just use the canrecover trigger by itself is that this will immediately be reset the next time P2 is hit, so we need to be able to keep track of their previous state before the next hit connects. The way this helper is set up is that once these conditions are true, the Fade-in animation for our explod will display until the combo ends, at which point it will transition into the Fade-out animation.
  17. Like
    Nep Heart reacted to Watcher of MUGEN in A Watcher's Video Thread   
    Featuring Nep Heart's Haruhi Suzumiya.
     
  18. Like
    Nep Heart reacted to NightDevil123 in The Flash - Public Enemy #1! (full sprite comic!)   
    I've been working on this for over a year, and I finally got it done! (Had to redo some pages after new characters and backgrounds came out...) I started off with The Flash, in the style of one of his Silver Age adventures. (I'm a huge Flash fan, and I've been lucky to nab a bunch of Flash comics from the 1960s)
     

     

     

     

     

     

     

     

     

     

     

     

     

  19. Upvote
    Nep Heart got a reaction from CoolAnimeHustler in Haruhi Suzumiya by Nep Heart   
    https://www.dailymotion.com/video/x72pf66
     
     The SOS Brigade finally makes her dynamic entry into MUGEN with a brand new gameplay fighting style! This was probably the most challenging MUGEN character I have developed to date considering she was overall more complicated than even the likes of Akyuu to design and, being one of my most anticipated creations, I wanted to get her right. So, now that the wait is over, it's time to Save the world By Overloading it with fun Haruhi Suzumiya Brigade!
     
     Get her here: https://1drv.ms/u/s!AvDqTmHZ37DihxKgHzIQ9gNHYhGY
     
     As for the previous character, they all have received the same update in which an invalid combo indicator has been added to them, allowing you to check the legitimacy of your juggles more accurately than ever before.
     
     ... Also, Homura Akemi, the only one who has received a character specific update simply had a bug fixed that causes her grenade projectile to do less damage than normal.
  20. Upvote
    Nep Heart got a reaction from RMaster007 in Post Fanart Thread   
  21. Upvote
    Nep Heart got a reaction from Veronica Shangdi 上帝真絵 in Mio Kouzuki WIP   
    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!
  22. Like
    Nep Heart got a reaction from Kazagami in Nep Art   
    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.
  23. Like
    Nep Heart got a reaction from Kazagami in Nep Art   
    I haven't posted here for a while, huh? Well, have yourself another OC line art then...
     

     
    This time for Baozhai Tianshi, princess of Zhong and totally not based on Uzume Tennouboshi. I was originally going to make her something like a sukeban, but I decided against it, although the many traits of one remains in the character... making her way different than the typical royalty character. I do contemplate on whether I should post character profiles for each OC I show off, but not sure where would be the appropriate place to post them (give me a heads up anyway if you're interested).
  24. Upvote
    Nep Heart got a reaction from Ori-Ori in Haruhi Suzumiya WIP   
    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.
  25. Upvote
    Nep Heart got a reaction from TheRedBeast in What are you listening to right now?   
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