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RicePigeon

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  1. I know plenty who would contest that statement, especially given the author's apparent "fetish", if you can even call it that. Most of the art is pretty questionable, especially the portraits and winposes. I get that she's supposed to be a succubus, yeah, but not even the original material Lilith was in crossed the line this Lilith has. And this kind of thing isn't something that Ohgaki limited to just his Lilith either, hence why I called it his fetish. Gameplay-wise, the design is pretty broken. Some moves do some questionable damage and there's a ton of shenanigans that can be done with that stun bar, which you can easily fill at least 50% with something as simple as a BnB.
  2. Reisen updated Movement speed slightly increased. Disbelief Aspect: Startup decreased by 7f. Disbelief Aspect [X ver]: Can now be dash cancelled after the apex of Reisen's jump. Disbelief Aspect [Y ver]: Recovery drastically decreased. "X-Wave": Damage per hit increased (34xN->40xN).
  3. Game updated to version 2.6.0.3 Full version download: http://www.mediafire.com/file/px19gcy34fqc1cc/Touhou Gensokyo Reloaded v2.6.0.3 FULL.zip Update patch (Requires version 2.6.0 or higher) http://www.mediafire.com/file/8cs37w1oqjjm951/Touhou Gensokyo Reloaded v2.6.0.3 update patch.zip
  4. All GR characters updated All Fixed counterhit related bugs.
  5. Cirno & Yukari updated Fixed bugs in counterhit system. Icicle Sword: Misc bugfixes. Icicle Shot: Hitpause-related bug fixed. Fixed bugs in counterhit system.
  6. Remilia updated to correct yet ANOTHER global bug. Expect more mass updates in the next few days -_- Fixed bug with Counterhit system. Demon Lord Walk: Fixed bug with counterhit effects if Remilia had previously traded hits.
  7. Game updated to version 2.6.0.2 Full version download: http://www.mediafire.com/file/tq7fi4luws3ehaf/Touhou_Gensokyo_Reloaded_v2.6.0.2_FULL.zip/file Update patch (Requires version 2.6.0 or higher): http://www.mediafire.com/file/ie9urk5qeri9rn6/Touhou Gensokyo Reloaded v2.6.0.2 update patch.zip
  8. Final round of updates for the Gensokyo Reloaded characters: Eirin, Mokou, Kanako, Utsuho, Koishi, Ichirin, and Byakuren. Fixed additional bugs in reset system.
  9. Mima, Alice, Cirno, Patchouli, Remilia, Flandre, Chen, Yuyuko, & Suika Fixed additional bugs in reset system.
  10. Round 2 of bugfixes, this time the Protag squad Fixed additional bugs in reset code.
  11. Noticing a few problems with Thunder, namely that, not only is it really safe on both hit and block, but its also classed as a melee attack, which leads to some rather interesting quirks with certain counter moves...
  12. IZ Yukari updated Fixed additional bugs to reset system.
  13. Six characters updated Fixed additional bugs in reset system. 5x: Fixed erroneous hittime against airborn opponents. 6y: Fixed bug where attack would only hit once. j.5z: Fixed bug where attack would only hit once. Monochromatic Hurricane: Fixed bug where attack would only hit once. Black Dragon Rising: Fixed bug where attack would only hit once. Fixed additional bugs to reset system.
  14. IZ Yukari updated Illusion Manji Parasol: Corrected issue where move would only hit once. Illusionary Rift: All versions are now air blockable. Illusionary Rift [X ver]: Now always causes a wallbounce on hit.
  15. Komachi & Yukari updated Wind on the Last Journey: Corrected issue where move would only hit once. Zen Temple Butterfly: Corrected issue where move would only hit once.
  16. Mamizou updated j2z: Now causes an untechable knockdown. New Command Normal: 6z. Youkai Tsurube Transformation: Can no longer cancel into Spellcards before bucket swings in front of Mamizou. Utsusemi Jizo Transformation: Fixed bug where proration was being applied twice. Youkai Karakasa Transformation: No longer loses a leaf if hit by melee attacks. "Bubuku Hot Soup Bathtub": Corrected bug where attack would always whiff if cancelled from Utsusemi Jizo Transformation.
  17. Game updated to version 2.6.0.1. This fixes a few issues found with the final boss. http://www.mediafire.com/file/fdwp3q42zqzdcd5/Touhou_Gensokyo_Reloaded_v2.6.0.1_update_patch.zip
  18. After a long 6 month hiatus, Gensokyo Reloaded has finally been updated to version 2.6.0, featuring minor system changes, a new character, and a new final boss. Link: http://www.mediafire.com/file/i443lq8fm733479/Touhou_Gensokyo_Reloaded_v2.6.0.zip
  19. Fix for Combo Counter Reset Bug Compatibility: WinMUGEN Mugen 1.0 Mugen 1.1b IKEMEN For those of you who may or may not already know, but whenever you have a helper-based projectile hit an opponent and then destroy itself, this causes a peculiar bug to occur in where Mugen's combo counter will reset to 0, even if you continue the combo. The combo itself is a still valid, but the misleading aesthetics can be jarring. Fortunately, this problem is easily circumvented if one understands how targets work in Mugen. To put it simply, whenever a player or helper hits something else, that something else, whether it be another player or a helper, will be registered by the attacker by its playerid. Whenever something else hits that same object, the new attacker gains that object as a target, while the previous attacks drops the object as a target. As an example, suppose you do a simple combo of S.MP into Hadouken, the Hadouken in this case being a helper-based projectile; when P1 hits P2 with S.MP, P1 gains P2 on its list of targets. The moment P1 fires the Hadouken and the Hadouken hits P2, the Hadouken helper gains P2 as a target, while P1 drops P2 from its target list. The combo counter reset bug occurs whenever a helper destroys itself, which forces it to drop all targets it has prematurely while nothing else is claiming P2 as a target. The solution; have the helper last long enough until either a combo ends or a proper transfer of "target ownership" can occur by sending it to an intermediary "destruct" state; ; Universal Projectile Destruction [Statedef 999] type = A physics = N movetype = I anim = 1998 ; your blank animation velset = 0, 0 ctrl = 0 movehitpersist = 1 [State 1112, nothitby] type = nothitby trigger1 = ishelper time = 1 value = SCA ignorehitpause = 1 [State 1112, NoShadow] type = AssertSpecial trigger1 = ishelper flag = noshadow ignorehitpause = 1 [State 1112, End] type = destroyself triggerall = ishelper trigger1 = !numtarget trigger2 = numtarget trigger2 = target, time <= 1 && !(target, hitshakeover) ignorehitpause = 1 Rather than calling a Destroyself controller directly, you'll be using a changestate controller to send the helper into this state instead, which satisfies both conditions outlined above. If your character has any system-specific mechanics such as Safe Fall, you'll also need to copy the associated targetstate controllers into this state as well. One thing to take note of is that, if you have anything that relies on numhelper=0 triggers, you'll need to accomodate for the new intermediate state. In Mugen 1.0 and 1.1, as well as in Ikemen, you can easily accomplish this through a cond statement, usually something along the lines of; triggerall = cond(numhelper(xxx)>0,cond((helper(xxx),stateno=999),1,0),1) Basically this is a substitute for numhelper(xxx)=0 that checks for the following logic; if helper #xxx exists, check to see if its in state 999; if it is, then return true, otherwise return false. Else, if helper #xxx doesnt exist, then return true.
  20. This Rem, hoo boy where do I start? Two easy infinites; one but mashing B, the other by mashing A. Both involve the fact that her launcher automatically jump cancels on hit, and can repeat infinitely after the groundbounce. I should also mention that both her launcher and full autocombo are both -3 on block, but considering how much distance there is between her and the opponent, good luck punishing her. Second, this... Even with the projectile limiter mechanic she has, meterless 300 damage with no scaling is absurd. I did mention she has no damage scaling, yes? This Rem also has some very questionable hitbox placement, but this move takes the cake; its huge, its super meaty, has ton of priority, is invincible on startup AND completely immune to Normals during the active frames for some odd reason. The only respite you got is the fact that its -9 on block AND drags you toward her, so at least its punishable? Still stupidly abuseable though. All of her Specials, save for one, also drain power from P2 for some reason. All of this was from 5 minutes of playtesting her, and this is only scratching the surface. I'm afraid of seeing what other problems this character has.
  21. 3-month usage stats are out The following Pokemon are now BANNED from UnderUbers: Blaziken-Mega Darkrai Ditto Mewtwo-Mega-X The following Pokemon are now UNBANNED from UnderUbers: Pheromosa Tapu Lele The following items are now BANNED from UnderUbers: Blazikenite Mewtwonite X The following items are now UNBANNED from UnderUbers: None
  22. Reisen & Alice updated 6y: Can now be airblocked. Undersense Break: Fixed incorrect juggle flags. Volatile Doll: Damage decreased (90->85), splash damage now properly applies proration. Thousand Spear Dolls: Damage increased (25xN->26xN), proration decreased (97%xN->95.5%xN). "Shanghai Doll": Damage increased (15xN->16xN), proration decreased (98%xN->97%xN).
  23. Chen updated Forward dash velocity increased. 6y: Startup decreased by 2f. Blockstun increased by 3f, is now +2 on block. 3z: Fixed unintended knockdown behavior. Throw: Now applies 90% proration in addition to standard throw proration. Rumbling Jikokuten: Fixed chip damage being static for all versions, added projectile limiter.
  24. Reimu updated j5x: Hitbox on first 3 active frames slightly extended downward, startup decreased by 1f. j5z: Startup increased by 1f Throw: Now applies 90% proration in addition to throw proration, damage decreased (100->90). Ascension Kick: Vertical hitbox size on 1st active frame increased, horizontal hit velocity decreased. Ascension Kick: Startup invulnerability on all versions increased (12/6/6/14->18/12/6/24). Hakurei Amulet [Ground]: X version recovery increased by 2f, Y version recovery increased by 1f. "Omnidirectional Demon Binding Circle": Damage decreased (36x10->35x10), proration decreased (92.5%xN->92%xN).
  25. Mokou updated Self-Harming Fire Talons: Corrected bug with chip damage. Resurrection: Fixed inconsistency with juggle flag. Mt. Fuji Eruption: Fixed juggle flag. Blazing Bamboo Tube: Fixed juggle flag. Graphic updated.
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