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RicePigeon

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  1. Alright so did some testing, and I'm going to assume you're trying to emulate the style of my characters, so I'll be writing this feedback with that in mind. First off, in her cns file, you're going to want to change these values: fall.defence_up = 50 liedown.time = 60 Fall.defence_up should be set to 0, otherwise OTG combos and combos done on opponents bouncing off the ground apply an additional 66% damage proration, which shouldn't happen. Liedown.time should be set to 11, as 60 keeps them grounded for way too long and from my own testing, 11 is the minimum value accepted before you start running into issues with unwanted hardcoded invincibility, which shouldn't happen either. Crouching HP is typically reserved for the character's tripping attack, of which Sumireko has none Like the above, most of my characters (save for Yuuka) typically have a universal overhead command move, usually either F+MP or F+HP depending on the character, with some exceptions. Sumireko's width and hitbox size tend to be inconsistent, especially during her walk back animation, which can cause P2 to "snap back" when making contact with her. I'm noticing a lack of a damage dampener/proration values on her attacks. The juggle system still uses Mugen's default, rather than setting flags for each attack to ensure it can only be used once per juggle. The frame advantages on hit and block on some of her attacks feel off. For instance, s.LP is +2 on hit, but a whopping -10 on block. Likewise, c.MP I've seen do up to +13 on hit and +5 on block at close range, which can easily be abused for a corner infinite if timed right. Her trajectories on her airdashes feel off. Typically the character should go in an upwards arc before sinking due to gravity, but here, Sumireko starts falling the moment she starts an air dash. Speaking of dashes, forward ground dashes are supposed to give a boost in velocity for the first two ticks, then slow down to its usual speed. Sumireko doesn't do that. s.HP's projectile is classed as a melee attack, which causes all sorts of fun with certain character's counter moves (by fun I mean cloning issues). Misaligned hitsparks on j.MP and j.HP, which also have the same issue as s.HP I mentioned above. Urban Psychokinesis doesn't seem to have any discernable differences between the LP, MP, and HP variants All of her projectiles don't have any hurtboxes, so they can't properly interact with other projectiles such as beams. Sumireko's throws don't have any throw escapes coded into them. Lack of negative edge detection on Special & Super commands Since you're trying to emulate my style, know that grounded Normals (and grounded attacks in general) cannot be airblocked, while aerial attacks cannot be blocked while crouching. Projectiles have no blocking restrictions. Will post more as I find them
  2. I did mention that, but that was moreso a last case scenario if the roster ended up becoming too big. We're up to 15 now, which is more than I initially wanted.
  3. Try not to post adfly links next time
  4. The posts I was trying to delete were the duplicate ones, which most certainly weren't the top posts. Trying to move posts in bulk would result in giving me an error message, but would still move the posts, albeit only move one at a time. EDIT: Seems like everything is working normal now. EDIT 2: Seems a few posts are still affected, namely the second post in this thread:
  5. Ichirin updated Fixed gamebreaking glitch if opponent is KOed by some of Unzan's attacks.
  6. Game updated to version 2.2.1.1 http://www.mediafire.com/file/7fqcj3x41ahmn6a/Touhou_RP_Gensokyo_Reloaded_v2.2.1.1_update_patch.zip Fixed a gamebreaking bug with Ichirin.
  7. Confirming Iku and Mamizou as part of the roster. Only 1 slot left. Character Unique Skill Description Iku Nagae Oarfish's Cloud-slicing Swim Pressing and holding will cause Iku to float in midair for as long as is held or until after a certain amount of time has passed. Iku's horizontal movement can be controlled using and , and Iku can use any of her aerial Normals, Specials, Spellcards, and Last Words in this state. Mamizou Futatsuiwa Tanuki Imposter Transformation Pressing causes Mamizou to summon one of her tanuki subordinates disguised as her opponent. The attack used by the clone will be one of the opponent's predetermined Special attacks, the properties of which vary depending on Mamizou's opponent. If either Mamizou or the clone is hit by an attack, Mamizou will lose a leaf. Cannot be used if Mamizou has no leaves available.
  8. No idea when or for how long that MA link has been there for but its gone now.
  9. Yuyuko rebalancing update j.5y: Power gains adjusted. j.5z: Power gains adjusted. j.2z: P2 power gain decreased. Throw: fixed bug where power gains were not being applied. Light of the Undead: P2 power gains decreased. Butterfly Dream Dance: Power gains adjusted. Butterfly Dream Dance [Z version]: Yuyuko now goes into active frames immediately after phasing through an opponent. Reverse Screens: Power gains adjusted. Ghost Butterfly: P2 power gains increased. "Ticket to the Netherworld": Explosion is now unblockable.
  10. ^ this also Compatible as in "Will I be able to export them to regular Mugen?" This is a bit tricky; unlike Gensokyo Reloaded, where the characters were originally made to be standalone and then later adapted and modified to fit a fullgame environment, Incident Zero's development is using the reverse process: make the characters specifically for a closed environment. While I can promise that the game won't be moleboxed, the characters probably won't be released as standalone for quite some time, and if anyone attempts to extract the characters from the game before an "official" release, I can't guarantee that the characters will work properly without some heavy modifications. I may end up doing one or two standalone releases as a demo of sorts, just so people can get a feel for the new mechanics, but more than likely it'll just be a beta build of the game with a very limited roster.
  11. Challonge link: http://challonge.com/tournaments/signup/Ye8QkDpx6t
  12. That could work, I suppose, but it would feel more like a situational gimmick in that case. In other words, since we won't be getting any Taoism reps into the game, it doesn't make much sense to keep the religious affiliations intact. Thus, the following changes were made: Shinto is now known as Type-A Buddism is now known as Type-B Taoism is now known as Type-C, Tao Focus has been renamed to Speed Focus Alice confirmed as part of the initial roster. Character Unique Skill Description Alice Margatroid Doll Set Pressing sets a doll in front of Alice, while sets a doll in a position relative to Alice depending on the directional input. These dolls stay on screen and can be activated with certain special moves. Alice can have up to 3 dolls on screen at any time. Other changes to Alice will been made that focus more on her Uskill: Doll Activation: Command changed to Maximum number of set dolls increased from 2->3. Curse Sign "Shanghai Doll" gains a version that activates all set dolls. New Specials: Seeker Wire; creates a projectile that follows the path of all dolls placed on screen, in order of first to last. New Last Words: "The Grimoire of Alice" (Last Word Type-A), "Phantom of the Grand Guignol" (Last Word Type-B) Removed Last Words: Testing "Goliath Doll MkII", "Lemmings Parade"
  13. We already organized the forum's april fools prank amongst the rest of the staff. If the duplicate posts was part of that, myself and the other staff would have known about it, unless RMH or another admin (which I can already tell you Alexei wanted no part in this year's April Fools) did it without our knowledge and never told us.
  14. @Element Hedgehog Both are already looking to be very strong possibilities at this point (I originally wanted a Taoism rep like Miko or Futo but that's probably not gonna happen), but then we have the issue of Mamizou's USkill, of which I still have no ideas.
  15. Alright so decided to revise Kokoro's US a bit based on Darkflare's suggestion and input from others: Unlike other characters, Kokoro cannot choose a religious alignment and instead begins every match in her exclusive Neutral alignment. Pressing allows Kokoro to cycle between three different masks of Sadness (Shinto), Anger (Buddhism), and Joy (Taoism); pressing will cause Kokoro to don the chosen mask, which grants her the mask's associated religious alignment for 16 seconds. Once time runs out, Kokoro returns to Neutral alignment and the mask cannot be activated again for 10 seconds. Each religious alignment will also buff the damage of some of Kokoro's Special moves, which is dependent on the alignment she is currently under. Kokoro can also switch to another mask while already in a religious alignment, but causes her previous mask to enter cooldown. Kokoro cannot change alignments if she is still under the effects of Shinto's Spellcard Declare Mode or Taoism's Tao Focus.
  16. The excess posts were part of a recurring bug we had in the past that, just by coincidence, happened to have happened on April 1st. so no, it wasn't part of this year's April Fools joke. The only AF joke in this thread is the kitty.
  17. The idea was more or less to give Kokoro something akin to an EX Groove, but with the drawbacks of having limited access to one set of skills at a time along with reduced health to compensate for this (she'd basically have access to Roman Cancels, Alpha Counters, and Bursts all at the same time, which no other character can do). Your suggestion, however, seems more in-line with how the religion system worked in Hopeless Masquerade (essentially buffing/nerfing certain attacks) so I won't rule out that possibility. EDIT: turns out she has exactly 6 specials in source, each one aligned to one of the three religions in HM. Maybe a damage buff to those specials when shes in a particular alignment?
  18. @OxyontheWolf Even if it is April Fools today, thats still not a valid reason to hexadecaple (16!?!?) post To answer your question, IaMP wasn't really Meiling's own spinoff game, nor was Soku Alice's spinoff. If Alice does get in, it'll be as a rep of Mystic Square, if anything.
  19. link: http://ricepigeon.neocities.org Decided to try a new approach to development and periodically release alpha & beta versions in the hopes of using public feedback to help eliminate post release flaws & errors. Happy April Fools.
  20. Confirming Youmu as part of the initial roster Character Unique Skill Description Youmu Konpaku Insightful Sword Pressing causes Youmu to take a stance with her sword. If timed right, Youmu will parry the incoming attack, causing her to build both Power, Spirit, and her own Focus meter, as well as recovering almost instantly, allowing her to punish an incoming attack. However, Youmu cannot parry throws, nor can be parry in the air. Other changes to Youmu: Spirit mechanic now known as the Focus mechanic, to avoid confusion with the game's new Spirit Meter mechanic Insightful Sword: is now Youmu's Unique Skill. Now functions as a Parry instead of a Counter. Slash of Life and Death: Command changed to New Special: Lotus Stance Cut ( ) New Spellcard: "Matsuyoi-Reflecting Satellite Slash" ( , Shinto Last Word) Removed Specials: Netherworld Reflection Slash Removed Spellcards: "Secret of Life and Death"
  21. Hong Meiling updated Fixed minor sprite issues. "Fierce Tiger's Inner Strength": Minimum Power requirement reduced to 1500. "Fierce Tiger's Inner Strength": Buff duration now dependent on Power consumed. "Fierce Tiger's Inner Strength": Now displays a timer.
  22. Reimu updated Fixed minor sprite issues. "Fantasy Heaven": Reimu now immediately cancels into the super activation when 7th orb is lit. "Fantasy Heaven": Startup after superpause increased by 7f.
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