-
Posts
1,050 -
Joined
-
Last visited
Everything posted by Okami
-
Powerd Ciel Full Release (Crescent Moon Styled)
Okami replied to Okami's topic in SxVector's Creations
Hrmm, FF3 didn't save correctly, thanks for the tip though. XD -
DUDE, I love this game, have you tried the 250+ bpm or 300+bpm with heavy or hardest difficulty at 1.5x or 2x speed? Its fucking fun and challenging. Though I like DDR, but its not better than ITG 2 for the Dance Pad. I think there was this one with 2 dance pads into one oo. Btw, what songs do you usually use atm?
-
Powerd Ciel Full Release (Crescent Moon Styled)
Okami replied to Okami's topic in SxVector's Creations
Lol, its fine, its not a hard fix, though I can remove the AI altogether for now O_O. Fixed the grab errors. Tell me all the possible errors and stuffies so I can fix them. ._. -
Thanks, ^^. I like the gameplay of this Warachia and nice match against projectile character.
-
Powerd Ciel Full Release (Crescent Moon Styled)
Okami replied to Okami's topic in SxVector's Creations
Good, post every fucking problem u can get, then I can fix them all >_< - o ya, don't worry about the super ports, I'll fix that, and the Last Arc... that might not change due to stage limitations (small stages). -
Powerd Ciel Full Release (Crescent Moon Styled)
Okami replied to Okami's topic in SxVector's Creations
Just say it, O_O. I told you, I will take my time updating ._. Name all the problems, I'll fix them, and its prob the combos too? Plus I don't play MBAA that much, so I don't what I am really missing besides: Proper Sound Rips Reverse Capabilities text shown (already implemented that on 5c) - ExShield but Ciel I tested her in game doesn't have ExShields, MAX/HEAT/PROPER BLOOD HEAT Combos (I know for sure its hard to be 100% accurate but I can try) Etc? -
Basically I finished Powerd Ciel - Crescent Moon Styled for now. I did implement Blood Heat, but no Heat and Max since there are not that major, and I want the last arcs and arc strikers to be only useable during blood heat. There is a blood heat counter as well when you are hit. The Last Arc had to be improvised a little due to screen limitations on stages, hence i had to do something similar to it but not have that bg where the person is on top. Secondly, I'll post the commands here and update soon as possible. I possible may have to do sound patch (which won't be hard but very time consuming). Well here is the download: http://mugencoder.co...acters.php?id=7 Preview Vid: Beta http-~~-//www.youtube.com/watch?v=9GXt-p8muoE&feature=g-upl&context=G2a22748AUAAAAAAAAAA Feel Free To Post Suggestions and Feedback Commands: (Will edit readme and update soon). Blood Heat Activation - Press B when you have 3 Gauges of Power Last Arc Move - Can only be activated while at Blood Heat and less than 500 health. Arc Strikes - can be activated at Blood Heat with any power but will deplete entire power. Normal Supers - overrides D,F,z / D,B,z / F,D,F,z commands Ports are done. AI - Intermediately Coded - For now Credits has been given properly. Btw, I will update her with different styles of move (Full and.. 3/4?) with interface selection afterwards.
-
Btw, who made this Warachia? I seem interested in this =o
-
Indeed, I was going to put those last after I finished all her movesets and having the right, the reason you can't combo into specials atm because I didn't specify that yet in the cmd (willl do on), 214A should be recoverable, I'll have to recheck that,
-
I did, I watched the combo video, I tried to implement the possible combos, (which starts with grab most of the time, and I did do the sweep kick to 236ABC, I'll keep on adding moves and such, then I'm going to fix the cmds and states for the combos. Updated the fixed version with what artist has mention on those tweakings: http://mugencoder.co...acters.php?id=7 I'll continue to work on her and fixing her combos. Added reverse capabilities on 5C (not on the latest updated version, will give it out once I complete character for Crescent gameplay entirely).
-
- Reverse beat is going to be added after =P Thanks I will take into consideration so I can fix the combo abilities =x 5C should be made a bit longer, 623 B/C <- I can targetbind them during hits. Eh, I guessed I need to prolong 214A/B/C Forgot to put air recover of 236A, but its fixed. 6B - will fix, down.bounce = 1 and a more stronger down velocity. UPDATE - Ok everything should be fixed, and the moves should have a longer startup for certain moves (which I did). I'm going to add the rest of the moves, this is just a beta to resort the comboing system for Ciel atm.
-
To start with why I have a beta release, I would like to have feedback to help me improve the fighting mechanics for MBAA. Btw, Ciel has most of her moves from the crescent gameplay except for grabs, counter, dodge, (blood heat)/max bar and.. the arc drive super (but I did code all the other supers already). SS: DL Link: http://mugencoder.co...acters.php?id=7 Enjoy for now +_+ - So you guys won't have to wait for long to test her out =o
-
No, she can't air combo in game (which I still limit already), since it seems weird if she could. I'm doing Crescent Style atm and will implement other styles when I have the time.
-
http://www.youtube.com/watch?v=rR2aSHATxzs&feature=g-upl&context=G2a22748AUAAAAAAAAAA Updated (15%), still debating if I should make the air moves more combo-able, after I finished doing most of her gameplay, I'll add in the mechanics (counters, max blood, etc).
-
Interesting character =o, that training stage is funny lol.
-
O wells, now thats suprising O_O
-
Thanks Phantom, will use this properly =o=", busy using her normal ciel as a template atm, so this should be useful.
-
9 Already made a good sion tatari, I'm just creating Powerd Ciel and it seems like 9 never made a Ciel o-O
-
Basically the proportionality of the body parts aren't proportional to each other in each of the describe frames. Btw, i don't think the left leg moves that fast during a normal punch o-o
-
Eh, though I'm kinda swept up by the indoctrination theory, it seems more believable now with the evidence being given, which in the end could be debatable. Though, the game was very very good, just hope there will be a DLC official ending =P
-
Btw, is the screenpack is going to be .exe compiled? People might want to have custom chars in it, and maybe editing the amount of slots too. (=
-
http://www.youtube.com/watch?v=dFXJZJOMz84&feature=g-upl&context=G2a22748AUAAAAAAAAAA WIP Part 2, *Update* - More moves done, fixed velocities, added appropriate effects to animations. Still need sound rips fuuu D=
-
Hmm, I finally got all the movement velocities in check. Finished states 0 - 195, prob going to do required sprites soon, and etc.. The only problem is getting the fricken sound rips, which I am looking for it..
-
Error (While I was testing him) - Grabbing with the grab F,D,F (x,y,z) while the opponent is down and he while he recovers, he goes up in the air o_o
-
Eh, but I dislike filters.. A LOT - and I'm kind of fixing the movement style to keep it MBAACC styled. The jumps are pretty annoying to do since there are different jump starts =P and I need to find the jumping landing sprites for each of the jumps o-o.