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RicePigeon

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  1. ^ Pretty much what He said. Btw gonna delve more information about Story Mode. As previously mentioned, Story Mode will be divided into 8 chapters. The first 6 chapters focus on a different protagonist (Reimu, Marisa, Sakuya, Youmu, Reisen, & Sanae), which you will more or less be stuck with throughout the entire chapter. Chapters 1-6 can be chosen in any order, but all six must be cleared in order to unlock Chapter 7, and Chapter 8 will be unlocked once Chapter 7 is cleared. Chapter 7 will allow you to play as all 6 protagonists, with some fights allowing you to choose, while others force you to play as a certain character. Chapter 8, which consists of only the final boss, will allow you to select any of the six characters. In addition, certain chapters will unlock new characters for versus and arcade modes: Chapter 1: Reimu's Scenario (Unlocks Aya Shameimaru) Chapter 2: Marisa's Scenario (Unlocks Shinki) Chapter 3: Sakuya's Scenario Chapter 4: Youmu's Scenario Chapter 5: Reisen's Scenario Chapter 6: Sanae's Scenario (Unlocks Rin Kaenbyou) Chapter 7: The Culprit Revealed? (Requires Chapters 1-6 cleared, unlocks Yukari Yakumo) Chapter 8: Incident Zero (Requires Chapter 7 cleared) Btw, after looking at Sekibanki, I found a compromise, and I guess Alice won't need to be cut after all.
  2. This. PM me to unlock this thread once this character receives an update from the author. @Yamisher This is the third(?) time you've posted a news thread without any kind of visual preview in the first post, not to mention character releases/updates outside the timeframe of one month. Please refrain from doing this and follow the News guidelines as found here. If this occurs again, we may have to take further disciplinary action.
  3. Alice updated Fixed velocity bug when cancelling forward dash into a jump. 2y: Fixed possible bug on damage proration values. Doll Placement: Recovery frames increased by 10f. Doll Placement: Hitstun and hitpause decreased. Now -4 on hit at earliest possible activation. Thousand Spear Dolls: Fixed possible bug on damage proration values.
  4. Not necessarily the final design, but here's a preliminary screenshot of the game's story mode. Story mode basically consists of 8 chapters, with the first six being unlocked and focusing on a different protagonist and their scenario, complete with their own final bosses. Chapter 7 will be unlocked once the first six are completed, with Chapter 8 (the final chapter) becoming unlocked once Chapter 7 is clear. Story Mode will be the primary method of unlocking characters for Vs mode.
  5. Was originally going to have Yumemi fulfill that role, but after looking at her sprites I quickly abandoned that idea. Now if someone was willing to sprite Rikako...
  6. Whoah whoah calm down people. I wasn't expecting so much backlash from Alice's removal, so I figured I owed you all an explanation. It's no secret early on when I first announced the game that I wanted the roster to be limited in its size, especially when compared to Gensokyo Reloaded, which is going on 24 characters and counting. My original benchmark was 10-12 characters, and to help meet that benchmark, I proposed limiting the roster to at most one character from each game. Even with this self-imposed rule in place, and certain allowances in the cases of Aya and Yukari, we are currently up to a roster size of 16. At the same time, however, I wanted to try to make the roster as diverse as possible not only in terms of which Touhou games get represented, but also in terms of gameplay. With this in mind, there are two main reasons why Alice was cut from the roster. First, is representation. As the roster stands, we currently have 4 of the 5 PC-98 games represented, as well as TH6, TH7, TH8, TH9, TH9.5, TH10, TH10.5, TH11, TH12, TH13, and TH13.5. My goal was to try to include some of the newer characters, namely someone from TH14. One of the most requested characters to represent Double Dealing Character, as well as a character I have thinking of including for a while now, is Sekibanki. This leads to the second major reason; gameplay diversity. With Sekibanki added to the roster, I feel that her gameplay and Unique Skill would feel much too similar to Alice's. By adding Shinki in place of Alice, we get another unique gameplay among the cast, while still maintaining the Mystic Square representation (and PC-98 representation as a whole). For these reasons, Alice was cut. So yeah, I guess you can consider this a semi-official confirmation that Sekibanki will be in the game.
  7. Mokou updated with several major changes Fixed bug involving graphical display of Spellcard selection. Fixed bugs where certain conditions would not trigger "Phoenix Rebirth" where they should have. 6z: Fixed bug on damage proration values. St. Germain's Forewarning: Can no longer be used if Mokou is at maximum Power. "Immortality's Reckless Sacrifice": Revamped. Mokou now does a projectile-invincible tackle before performing the remainder of the attack's animation. "Phoenix Rebirth": Now available regardless of which Last Word is selected. Can now only activate once per match. New Last Word: "Raging Eternal Volcanic Flame" (236236x+y+z)
  8. So where do I begin? A.) Finally decided on a story for the game, you can check it out in the first post if you're interested. B.) Last Words. I figured that having each character have exactly two Last Words was cumbersome, and would only introduce Alignment bias as some Last Words would just be plain better than others. So, with this in mind, I decided it would be better if each character had the same Last Word regardless of which alignment is chosen (except for Marisa, her second Last Word is just an aerial version of her first one). C.) The roster. I hate to say this but I had to make a cut from the roster. So long Alice. In her place, we'll be getting Mystic Square's new rep: Shinki. In addition, seeing as this is a full game with a story, I wanted someone who would fit in and someone who would be unlockable via a password system, so for that role we have... oh good grief.. its Yukari... Well, with that out of the way, you're probably wondering what Shinki & Yukari's Unique Skills are? Character Unique Skill Description Shinki Ars Goetia As Shinki performs her Normals, different parts of an inscribed pentagram will begin flashing. Pressing will cause Shinki to activate a specialized attack that lights up the selected part of the pentagram, granting Shinki access to that portion's associated Special attack. Lighting all six parts of the inscribed pentagram is an additional condition to unlocking Shinki's Last Word, "Paradise Lost". Yukari Ride the Waves Pressing causes Yukari to open a gap in front of her, which absorbs projectiles. The placement of the gap can be changed by holding while pressing . Yukari can also use certain gap-related specials with such as Fight the Ocean ( ), Gazing Eye of Transformation ( ), and Flesh Dismantler ( ).
  9. Yuyuko, Eirin, & Flandre updated Fixed bug involving hitting opponents out of a reset with certain attacks. Fixed bug involving graphical display of Spellcard selection. P2 power gains on several attacks adjusted. Elixir -Quicksilver-: Removed. Replaced with Elixir -Sulfuric Acid-. Royal Flush: Fixed bug where damage dampening would be skipped if supercancelled. "Weapon of Mass Destruction": Damage per hit slightly lowered. "Weapon of Mass Destruction": Fixed bug where damage dampening was not being applied correctly.
  10. Flandre and Yukari updated Fixed bug in damage dampening code that caused inconsistent damage with certain combos. Fixed bug involving graphical display of Spellcard selection. j.5y: Hitbox position shifted, now has greater horizontal reach. j.2y: Proration increased (85% -> 90%). j.2y: Velocity slightly increased. j.5z: Now causes knockdown on hit. Zen Temple Butterfly: Corrected bug on damage dampening. Maxwell's Demon: Frame advantage on hit increased by 1f. Gazing Eye: No longer disappears when Yukari is hit. Can no longer have 2 on screen at once.
  11. Reisen & Cirno updated Fixed bug involving graphical display of Spellcard selection. Added 1 new intro that totally isn't inspired by a certain console port. j.5z: Now causes knockdown on counterhit. Fixed bug involving graphical display of Spellcard selection. 1 Additional palette. Icicle Sword: Final hit now causes untechable knockdown.
  12. So looking back at how I wanted to implement this system, I figured that the Spirit Meter and Bombs system needed to be slightly reworked in order to achieve the results that I wanted, so here's how the system works now: Players no longer gain bombs by filling up their Spirit Meter. Instead, the Spirit Meter now acts as a gauge, the size of which remains constant among all characters. Bombs can now be used by spending a portion of this gauge, the amount consumed being dependent on which alignment the character is currently under: Type-A: 100% Type-B: 25% Type-C: 33.3% Type-N (Kokoro only): N/A In the case of Kokoro, this solves the issue of losing bombs when switching alignments, as Spirit Meter is now carried over between alignments, costing differing amounts depending on the alignment. Also due to this change, the way Last Words are handled have been slightly reworked: Last Word A (Type-A): 100% Spirit Meter + Spellcard Declare Mode active Last Word B (Type-B): 50+% Spirit Meter + 1000 Power (Consumes all Spirit, with additional Spirit increasing Last Word's damage and/or duration) Other changes: Bomb Type-A: Now grants the player 1000 Power and 25% Spirit Meter on a successful hit.
  13. Ten more characters updated Fixed bug involving graphical display of Spellcard selection.
  14. Nine characters updated Fixed bug involving graphical display of Spellcard selection. Fixed bug involving graphical display of Spellcard selection. Unzan meter no longer depletes from chip damage. Unzan meter now depletes at a slower rate.
  15. Originally posted by myself on MFG: Seems like 2017 is the year of discoveries for the mugen engine. Thanks to a bug report someone submitted regarding some of my characters, I came across the following: So what's going on here? Basically explods are tied to the playerID of the helper (or player) that creates it, and persists even after the helper that spawned it calls a destroyself controller. For players, this isn't an issue since players never can call destroyself, but if another helper from Player 2's side is spawned and uses the PlayerID of the helper that spawned the explod (very likely when the PlayerID is a lower value), thus the explod is now owned by Player2's helper, thus it inherits player2's animation & sprite data, causing the bug in the screenshot. The solution? tldr; be careful when using helpers to spawn explods. However, it doesn't end there. I decided to dig a little deeper and replaced one of the explod's anims with a new animation number showing the character's select screen portrait, an animation which doesn't exist in p2's AIR file. If p2's animation data is used in the bug, then the explod should theoretically be blank, but if its using p1's anim data with p2's sprites, then it should display p2's select portrait: So there it is. Player 1's animation data is preserved, but it now uses Player 2's sprite data instead (similar to the changeanim2 controller, but for explods). All this was tested in Mugen 1.0, btw.
  16. Flandre updated Power gains on several attacks adjusted. 3y: Hitstun increased by 1f. Taboo "Laevatein": Velocity increased. "Weapon of Mass Destruction": Damage increased.
  17. @Yamisher As Lord M already stated, please do not bump news threads older than 1 month unless you have someone meaningful to contribute such as a character update. @Lord M please refrain from calling people stupid and other unwarranted bait posts. Please use the report to moderator function next time.
  18. Lie Meiling updated Fixed minor sprite issues. Minimum damage scaling on Specials decreased (15%->10%). Walk Speeds slightly decreased. 5x: Damage decreased, proration reduced. 2x: Damage decreased. 5y: Proration decreased. 2y: Proration decreased. 5z: Proration decreased. 2z: Proration decreased. 6z: Can no longer hit opponents out of air recovery. j5x: Proration decreased. j5y: Proration decreased. j2y: Proration decreased. Seven Star Sword: Projectiles are now destroyed when Lie Meiling is hit after release. Four Star Sword: Projectiles are now destroyed when Lie Meiling is hit after release. Descending Dragon Slam: Groundbounce velocity reduced. Black Dragon Rising: Damage reduced. Monochrome Hurricane: Proration decreased. Youkai Flip (Slide): Damage decreased (100->90). Youkai Flip (Palm): Damage decreased (80->75). Youkai Flip (Throw): Damage decreased (126->118). Strike Sign "Roc's Fist": Corrected bug where damage proration was not applied correctly.
  19. I would if I wasn't already a gmod :P. But on a more serious note, I'm happy to hear that that was your preference. This is something that needs to be carefully considered, after all.
  20. You said Archive was censoring baseball players, though :P
  21. Can someone log out real quick and tell me if they can still see good ol' Babe?
  22. Although this has nothing to do with why WE blacklisted links to Mugen Archive, it's worth noting that MFG also blacklisted Archive links for not only the same reasons we did, but also for ethical and moral reasons, namely, the fact that they're making monetary profit off of other people's works and then refusing to take down any creations that the creator specifically requested to have taken down; Not only does this violate many accepted community ethics, but could also potentially run afoul of copyright laws. Case in point: they have Dragon Claw hosted there of all things, an original, copyrighted character that Reu himself sold merchandise of before his untimely passing. Again, that's not the reason why MFFA blacklisted Mugen Archive, but I feel it's still something worth mentioning.
  23. @RobotMonkeyHæd If I might throw in my 2 cents here, I can understand the two social media positions & collections curator, but I don't feel that the global moderator position is something we should be handing out freely. Imo, it should be an internal position amongst existing staff, as not only do they have moderator experience from being a local mod first, but that they've shown themselves capable of handling the position of global moderator. Global mods are a pretty high position with a lot of power and responsibility associated with it, and not something I would just hand out unless I knew the person I was giving it to proven themselves to be capable of the position. I'd suggest opening a position for local mod first and then promote to global mod as needed, it would be more effective in the long run.
  24. Yuuka updated Fixed bug on some grabs that would prevent opponent from getting up if Yuuka is hit.
  25. Bounce/No-bounce [Y version]: Recovery frames increased by 5f. Bounce/No-bounce: Can no longer be used if knives are already on screen outside of Sakuya's World.
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