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Seravy

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Posts posted by Seravy

  1. As a creator, I've got my own "rare" and "private" stuff too, and these are my reasons for their existence :

     

    Rare :

    Things I've released in the past but no longer on my site. They are either

    -Old broken garbage that would make you cry if you saw it

    -Edits of various characters in order to make them somewhat less broken...which ended with them still being too broken/unfair anyway.

    -Older versions of characters I've updated or remade into something much better.

    or more often, a combination of those reasons. 95% of these I even deleted from my own computer, with the last 5% rotting away somewhere in a forgotten rar file.

     

    Private :

    I have a friend who likes really overpowered stuff and I made a few of his favorite characters. These are kept private simply because they are both broken gameplay wise (hit start to win), have no AI, and generally have severe bugs too (as I don't fix the bugs coming from the original version I edit). If any of them becomes at least acceptable quality, I'll make them available. In fact, I think one of them is, I recently completed adding AI to it...release time, download at your own risk (and don't press the start button lol)

  2. well I gotta ask you man. have you ever played against your own characters?! no better yet, have you ever BEATEN your own characters (without using the F1 button?!!) with another character that wasn't super smart or super cheap?!!

     

    90% of the characters in my Mugen are my own so yes, I kinda need to be able to beat them to play it. I suggest to use the Difficulty setting in the Option menu if you have problems with the AI. Normal 3-4 and usually even 5 should be beatable with average or weak characters. If that's still not enough, there is Easy 1-2 but I don't recommend using that unless you are still trying to learn how to play your character. btw I am playing Saturn in the second video. I think the difficulty was 4.

     

    Also wtf did Youtube do to the sound of the second video? OMG! It's horrible! It wasn't like that when I uploaded it...and now it even crashed the Flash plugin, lol. I better delete it or something.

  3. http://seravy.x10.mx/Wordpress

     

    Probably not a surprise anymore, as the RC version was available for download for a while, I present Sailor Saturn!

    Utilizing completely new sprites and 100% redone, she should be a lot better and more fun to play than the old version.

     

    The videos below show the Release Candidate version.

    For those already familiar with it, the final release only received two changes, the duration of Silent Wall is shorter and the Spinning Slash is now punishable on block, as well as having a slightly lower forward velocity.

     

    http://www.youtube.com/watch?v=Zo2pdGPBI-I

     

    For those interested in testing, the RC versions of Alyssa Sears, Vanilla H, Sailor Moon and Nagato Yuki are currently available as well.

  4. New RCs :

    Vanilla H RC2 : Lots of updates and bugfixes here again. Hopefully this time everything will be good enough.
    Nagato RC : Lots of minor changes and adjustments, but nothing I would need to especially mention. This character didn't have any serious flaws, fortunately.

     


    Vanilla H (RC2)
    [bUGFIX] ? Fixed a possible superpause bug source : Angels now can't destroy themselves during the Superpause of the KO effect.
    [bUGFIX] Fixed Super Hair Drill setting the invincibility of the opponent 1 tick too late. Also attack will now not proceed if target is lost in the first tick.
    [uPDATE] Forte's bullet now only stuns for 60 ticks, and you can recover by fewer button presses
    [uPDATE] Summoned angels are now stunned when being hit depending on the hitstun time of incoming attacks as normal character would.
    [uPDATE] Forte summon now costs 40% bar
    [uPDATE] Nanorecovery crouching animation no longer has invincibility. However, when already crouching, the full duration is invincible.
    [bUGFIX] Nanorecovery : timer and bar no longer advances while it is being executed.
    [uPDATE] Reduced Super Normad Spin damage by 20
    [uPDATE] Nanoboost recharge time changed :  20 seconds, and it's no longer reduced by health
    [uPDATE] Nanorecovery now costs 1000 power, does not require an active bar, and heals 180
    [uPDATE] Nanorecovery now grants 1 defense when used below half health, 1 attack when used above, and no power. Random gains are removed.
    [bUGFIX] Fixed Mint's bar to power conversion not giving power
    [uPDATE] Mint now converts the bar into power at double effectiveness in Final Boss Mode
    [uPDATE] Nanoboost now grants 1 attack level when your health is above 50% or 1 defense below, and 1 attack if the opponent has over 50% health or 1 defense if they don't. The random gain is removed. (This does mean that it is now twice as effective)
    [uPDATE] Changed Hypercannon command from BDFb to DDb
    [uPDATE] x and D+x now causes a fall properly
    [uPDATE] Added 3 new palettes
    [uPDATE] Adjusted dampening, damage and max. duration of Normad Spin. Also adjusted hit velocities for the second hit.
    [bUGFIX] Hypercannon cannot be used when Milfeulle is already on the screen
    [bUGFIX] Fixed Normad Slam and air kick not setting the fall flag on the opponent
    [bUGFIX] Fixed Normad Slam not costing juggle points to use
    [bUGFIX] Fixed Normad Slam not hitting attacking opponents (caused by leftover code of the long ago removed "Chance combo" feature)
    [uPDATE] Changed eye laser animation to use a wider beam, allowing the attack to hit shorter opponents at a long distance
    [uPDATE] Ranpha's attack is now interrupted by all hits not just supers
    [bUGFIX] Fixed Super Eye Laser not having attackdist set
    [bUGFIX] Fixed opponent falling to the wrong direction after Super Hair Drill

     

    Nagato
    [uPDATE] Increased startup of F+b (3->6)
    [uPDATE] F+b is now more unsafe on block
    [uPDATE] Charge minimum duration is 10 ticks (but you can still cancel into graze earlier)
    [uPDATE] Changed standing up code (5120) to be compatible with Alyssa
    [uPDATE] Standing "b" startup reduced, clsn1 extended, is +4 on hit instead of +11, and +0 on block instead of +3
    [uPDATE] Increased startup time of standing "c" and fixed hitdef triggering 1 animelem later than necessary
    [uPDATE] Reduced damage of D+c
    [uPDATE] Reduced the active frame duration on D+a and D+b
    [uPDATE] Increased the damage of air "c"
    [bUGFIX] Reduced the hittime of air "a" to prevent jumping infinite
    [uPDATE] U+b can now be activated and hit when the opponent if falling.
    [uPDATE] F,D,b startup now has invicibility against normal attacks (NA). Added move to the readme.(it was missing)
    [uPDATE] D,B,a now has graze while jumping forward
    [uPDATE] Both DBa and DBb are now unsafe on block
    [uPDATE] DDb is now unsafe on block
    [uPDATE] Increased the startup time of the DFA projectile
    [uPDATE] Throws (FDb and FDz) will now miss opponents during jump start(state 40)
    [uPDATE] Various minor AI adjustments
    [uPDATE] Power charge can now be cancelled into guarding (except during the startup).
    [uPDATE] Adjusted the instant kill effect so it should now work against The Void without problems. Note that it does not prevent resurrection effects from working, as long as they cancel out the custom state, but it does keep killing the opponent periodically if they do not.
    [bUGFIX] Power charge is now unavailable while the instant kill mode is enabled (as you can't gain power anyway)

  5.  

    It's been a while since the previous new character (unless I count Saturn as new), this time, I present you Alyssa Searrs of Mai Hime origins. She was first made for Mugen by Rakurai, and I found her only in December. I immediately decided that she'll be my next character, but I wanted to finish the updates to Saturn, Moon and Vanilla first.
    Alyssa is a danmaku bar based character with average attacks all around, mostly on the fast but low damage side. However, she can charge power, and she can unleash the power of the satellite Artemis for an instant KO attack when fully synchronized with it. Synchronization level increases when the opponent falls down and it decreases if she falls down. Additionally, 1 point of synchronization is gained every 10 seconds. These abilities and her small size, which makes her harder to hit means that she is boss tier. She is somewhat of a one-trick pony, if you don't manage to fire the satellite, you'll have a hard time winning because her projectiles don't do that high damage. I'm not sure if it's good like this or her projectile damage needs to be raised, I do want to maintain emphasis on the satellite move, but maybe this is too much.
    Her attacks themselves are not very different from Rakurai's version but the system is, of course. His version seemed to contain all kinds of god modes on various palettes, including the Null bug abuse to win before the round even starts, obviously there is none of that here.

     

    The download is in the RC folder as usual!

  6. http://seravy.x10.mx/Wordpress/

    http://seravy.x10.mx/Mugen/RC/

     

    Sailor Saturn was completely redone, because new sprites were available for her. It's pretty much a new character, although she kept a few abilities from the old one.

    Sailor Moon received a new super move, Moon Healing Escalation, and many new animations have been added.

    Vanilla H received a lot of updates, and there are more mode options for her : Solo, Normal, Boss and Final Boss, so everyone should be able to select whichever fits their expectations the best. I'm surprised how many problems had to be fixed, fortunately, most of these were not particularly significant. The improvements to the AI are considerable, too.

     

    As there are more significant changes than the usual startup time and frame advantage adjustments and bug fixes the other RCs had, I thought it might be a good idea to announce it and wait for more feedback. I'm planning to keep these characters in the RC status a bit longer than usual.

     

    There are two open polls on my site, one for Moon and one for Saturn.

     

    One more thing to mention, Aura received a new debug feature : She can display frame advantage and similar data like Stupa's Training, and in addition, she can also display the startup time of attacks, which Training didn't display! Combined with her already existing ability to force characters into specific states to execute attacks or display and alter their variables, she is a valuable tool for testing now. Additionally, debug mode is now enabled by default on her alternative .DEF file to further save time when debugging your characters.

  7. Uploaded Sakuya's Beta2. This update mostly fixes the problems with Time Paradox. [uPDATE] Adjusted D+z command to not trigger if DDZ or DFZ was the input and D is held too long [uPDATE] DBz now cannot be activated if there is no declared card or it isn't a spell [bUGFIX] Fixed dampening not being added by attacks done by Time Paradox [bUGFIX] Fixed a few attacks doing no damage when used through Time Paradox [bUGFIX] Fixed Time Paradox now using up the card when used by D+z [bUGFIX] Fixed cloning bug [uPDATE] Reduced Time Paradox cost to 20% bar [uPDATE] Reduced the sprpriority of the background effect for the time stop moves [bUGFIX] Removed testing purpose superpause from state -3  

  8. As always with the first beta release, it's meant for testing purposes. If you don't care about providing feedback and don't want an early version with potential bugs and issues, wait for the non-beta release. Known issues : -Rotating knives don't have a glowing aura. (Will be added to the 1.1 exclusive version only due to engine limits) -AI can't use Time Paradox to cast spellcards. (Will be added to the final version for 1.0 after AI has been fine tuned.) -No palettes/some sprites have color separation problems (will be added for the RC) The download can be found in the RC folder.  

    http://www.youtube.com/watch?v=NXJsDxcXDqY

  9. But reversing controls totally is IIRC, since Samurai Shodown's Shiki did that (at least she did in SVC Chaos). Probably other creative things you could do with her ability too.

     

    Reversing controls is only possible in a closed fullgame environment. You need to code it into every character whose controls you want to reverse.

     

     

    For those that want to see progress on Biyo's Rin and Koishi.

     

    Nice! This actually raises the question whose sprites to use for my Rin and Koishi when the time comes to make them.

  10. While downloading all available Sakuyas as reference and potential source of ideas for making my own, I noticed Sakuya by ENAP is not included. Should I upload it somewhere?

    I think it went offline shortly after I started with Mugen, nearly 5 years ago.

     

    Also, I couldn't find a Sakuya download on Barai's site, where exactly should I look?

  11. Heya Seravy, 

     

    Is there a way to make Potpourri beast as well so I can team her up with Fine?  xD

     

    Well, if I add an AI then yes, but I don't think Toshio was interested in AI too much, I think none of his characters have one yet. Eventually, I'll add AI to his characters if he doesn't do it himself, but for now, I'm too busy for that. Still have 24 of my own characters to update, and then there is Sakuya, Satori, etc...

  12.  

    Her AI in particular was coded by Seravy. I don't understand anything at all about making AIs

     

    There should be a

    trigger2=random<var(58)

    line for the changestate in the cmd file on each move. This line controls the probability of using the move. Var(58) is a constant set based on the difficulty. To make a specific move happen more or less frequently than others, multiply the value.

    trigger2=random<var(58)*0.5 will make it happen half as frequently. You can use any number but it's best to stay in the 0.3-1.5 range, otherwise the attack will be used too rarely or too quickly.

     

    In this particular case, the problem is probably that the AI can attempt to dodge while already guarding, which is a situation when nothing else is possible. So even if the AI is not dodging, it'll re-check for dodge every tick and eventually cancel the guarding into a dodge because that's the only possible move. Adding trigger2=stateno!=[120,155] can fix this, but then the AI will never cancel guarding into a dodge.

  13. Just want to say that RicePigeon's characters could probably be better off in two (or more) categories now, as it's pretty much a forked project after his return. His new characters (Reimu, Alice, Meiling) no longer use a spellcard system at all, while the old, offline ones, my updated/edited versions of them, and Trinitronity's new characters which are still WIPs have RicePigeon's old spellcard system.

    (This also means the new and the old Meilings are different characters)

     

    Also, I've completed my Kaguya some time ago, you can add that, too.

    Nice database, even better than mine.

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