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Aya Shameimaru

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Posts posted by Aya Shameimaru

  1. And whatever you do, if someone mocks you for playing EZ MODO, tell them to go f**k themselves. Or something of the sort, maybe not quite as crude. Point is, don't listen to people who insult you, and just like others said, avoid the crazy fans.

     

    I'd recommend starting on Normal, because I heard Easy builds bad habits, but it's your call.

     

     Also, Remilia is best character, forget what everyone else says!

    I think Flandre is better by a VERY small margin. Point still stands, and I still agree.

  2.  

    Dude, it's a secret.

    No one wants it put on BunBunMaru, Aya.

    All I will tell you is that I keep fixing the game system, updating, adding, and patching characters, and adjusting lifebars.

    And I need a Soku Lifebar now. All I need is that I'll release a Soku-Like game and the lifebars are 10.5

  3. Well, thank you for stating your reason. I'm now going to release my 1.0 conversion of Kurogane's Hisoutensoku lifebars:

     

    Posted Image

    http://www.mediafire.com/?2rlvq8mk1znt77y

     

    I'm not entirely confident I did everything correctly, but I think I did a good job. Here's what each of the fight.defs do:

     

    Fight_TH12.3_Hi allows you to use custom Hisoutensoku portraits. You're gonna need to change all of your Soku portrait numbers from 9000,106 to 9000,110 if you want to use the portraits, 'cause the makers of the characters didn't read the original fight.def. Also, be careful with Kurogane's IaMP characters; they have HUGE 9000,110 portraits. (pictured above)

    Fight_TH12.3_No allows you to use normal small portraits

    Fight_TH12.3_Su allows you to use custom IaMP portraits

  4. I'm working on converting Kurogane's Hisoutensoku lifebars to 1.0. It's going smoothly so far, but I have a feeling the lifebars should be moved slightly up and left/right:

    Posted Image

     

    When I'm finished, I'll put them up for download... if you'll tell us who'll be in 5.0 or release that version before then.

  5. And Kurogane's 1.0 lifebars are only the IaMP ones and SWR ones. I can't adjust the UNL one 'cause of my limited knowledge :3

    Kurogane has IaMP lifebars?? Link, please!

     

    And yes, that stage-renaming thing worked. Thanks!

     

    Also, how do you make it so that Gu's characters (Tenshi, SWR characters) can use spell cards in practice mode?

    • It's easy. Here's the format, hope it helps:

    ​Format:

     

    "Reimu_SWR, stagesShrine.def, music=sound/Ancients.mp3"

    (Character, Stage, Music)

    That works... for the most part. I've coded in my select.def Reimu, Marisa, Sakuya and Alice, with stages to go along with each. Sakuya's stages aren't showing up when I get to choose a stage. Here's my select.def so far:

     

     

    Reimu, stagesTh_Reimu_aD4.def, music=sound/Consultation.mp3
    Marisa_Kirisame, stagesTh_Kirisame_aD4.def, music=sound/Love.mp3
    Sakuya, stagesClock Day.def, music=sound/Maid.mp3
    Gionjou_Alice, stagesTh_Alice_aD4.def, music=sound/Grimoire.mp3
     
    <many randomselects later>
     
    Reimu_SWR, stagesTh_Reimu_cD4.def, music=sound/Capriccio.mp3
    123THchars_Mmarisa, stagesth_Kirisame_bD4.def, music=sound/Magus.mp3
    Sakuya_SWR, stagesClock Night.def, music=sound/Dial.mp3 
    123THcharS_Malice, stagesTh_Alice_bD4.def, music=sound/Plastic.mp3
     
    I've checked to make sure all the .def files were in my stages folder. They were. Help please?
  6. I'm currently downloading the game. When it's finished (and it will take FOREVER, given Mega's download speed), I'll reupload it somewhere else. Probably SkyDrive or Mediafire.

     

    Edit: Mediafire upload finished. Links:

     

    Part 1

    Part 2

    Part 3

    Part 4

    Part 5

    Part 6

    Part 7

     

    I would like to add a few more bits of opinion:

     

    * I was pleasantly surprised by Bad Apple at the end of Arcade mode. I think you should've put the Hisoutensoku credits in there instead, but this isn't Touhou Hi-MUGEN-soku, so it's okay. Besides, I don't think anyone made a Soku credits OP.

     

    * How do you make it so that certain songs play when certain characters are fought on certain stages in arcade mode? For example, normally the Palace of the Earth Spirits' music is Satori's theme. But when I fight Parsee in arcade mode, the battle will be on that stage and that music will play. In other words, how do you pre-define a character's stage and BGM in arcade mode?

     

    * Fighting Aya is like fighting her in PoFV; most 1ccs end at her if you're not prepared. Therefore, I suggest using Aotsuki's Aya. She requires power for her spell cards and is like IaMP meets SWR in terms of gameplay. Oh, and her AI's not as cheap.

  7. Now that I've played with her a bit, there's one glitch I don't think anybody else pointed out: when she blocks, she will keep blocking until you hit her and she doesn't block. You can't move her or make her attack until she gets hit after blocking. Once, I had her fire a bullet at another Reimu that the first Reimu would block; Mugen froze. Please fix these.

     

    Anyway, nice work! I'd also suggest making her projectiles grazeable (dashing through them won't get you hit). It will make fights SO MUCH fairer.

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