-
Posts
3,952 -
Joined
Posts posted by RicePigeon
-
-
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.- Ori-Ori and CoolAnimeHustler
- 2
-
Confirming Youmu as part of the initial roster
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"
-
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.
-
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.
-
MUGEN's Hitdef controller is officially broken
Originally posted at http://mugenguild.com/forum/topics/hitdef-multiple-attributes-179097.0.html
Ever wondered if you could assign multiple properties to a hitdef, but didn't want multiple hitdefs conflicting with each other each tick? Thanks to a discovery by a friend of mine, you might not need to:
QuoteDoomBowser: ...
DoomBowser: Why the hell is it possibly to assign multiple attributions to a hitdef?
DoomBowser: Elecbyte wtf
Midori: WAIT WHAT
Jenngra505: Does this mean we can make Command Normals by having it be both a Normal and a Special?
DoomBowser: No
DoomBowser: It means it's both a Normal and a Special
DoomBowser: At the same time
DoomBowser: I need to look further into this
DoomBowser: Set a character's LP to be both NA and NP
DoomBowser: The attack still interacts with counters that only counter melee attacks, but also interacts with things like Yukari's gap, which only absorbs projectiles
DoomBowser: So it's both a melee attack and a projectile at the same time
DoomBowser: But why is this possible, and for what reason?
Midori: so you can type A,SA,SP?
DoomBowser: Yes, and it would probably be both
Midori: oh damn
Midori: Question
Midori: what happens if you put a hitdef that's NA,NT and there was a NotHitBy by NT
DoomBowser: I need to double check that one
DoomBowser: The opponent gets hit
Midori: !!!!
Jenngra505: Can you have an attack that's standing, crouching and aerial all at once?
DoomBowser: By the looks of it, yes
DoomBowser: SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT is completely valid for a hitdef's attr parameter
DoomBowser: What's odd is that this is an extension of what I found with that crappy Futo the other day where there's AA, AP and AT functions
DoomBowser: S,AA = Standing Normal/Special/Hyper Attack
DoomBowser: Then I just happen do find the multi-function parameter in Aperson's Robotnik
DoomBowser: Robotnik's Pissed off slap worked both against Youmu's melee counter and Yukari's gap, because the hitdef attribution is S, SA,AP
RicePigeon: can we get a gif of him using it on the gap just for lulz?
DoomBowser: Sure
DoomBowser:
DoomBowser: It's a bit of a cheaply made gif, but you get the point
RicePigeon: oh man thats fresh
RicePigeon: lol
RicePigeon: and its not even Yukari's fault this time :p
RicePigeon: assuming Doom hasnt done it already, Im gonna go post that finding about the hitdef's attr parameter on guild
RicePigeon: out of curiousity if you have an attack classed as S,SA,SP and the opponent has two different hitoverrides active, one for melee and the other for projectiles, which one takes precedence?
DoomBowser: I haven't checked that one
DoomBowser: Is there a character I can test this on? I'm not sure if I have a character like that on me
RicePigeon: none that I know of, but I can probably whip up something real quick for testing purposes
DoomBowser: Alrighty then
RicePigeon: Okay so just tested it
RicePigeon: it seems like the hitoverride with the lower slot number takes precedence
RicePigeon: tested it first with the melee override in slot 0 and projectile in slot 1, the melee override took effect
RicePigeon: reversed the slots and the projectile override occurred
RicePigeon: Imagine what kind of broken shit you can do with this discoveryThe tested code in question:
Quote[Statedef -2]
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA
slot = 1;0
stateno = 1200 ;Melee counter state
time = 1
forceair = 0
ignorehitpause = 1
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0;1
stateno = 1300 ;Projectile counter state
time = 1
forceair = 0
ignorehitpause = 1
- RMaster007 and Ori-Ori
- 2
-
Confirming Reisen, Aya, Rin, & Kokoro, bringing the initial roster size up to 11.
Also something I wanted to go over in more detail: each character's Unique Skill. Those of you who played Street Fighter 5 or Blazblue might be familiar with those games' V-Skills and Drives, respectively. The Unique Skills are basically those; unique skills for each character.
-
Utsuho updated.
- Fixed sprite palette errors.
- Control Rod: Fixed hitbox placement on downward Air level 3 charge.
- Flare Up: Fixed bug where Klaxon sound wasn't playing on maximum charge.
-
-
Byakuren updated
Quote=====================================
03/25/17 - Version 2017.03.25
=====================================- "Master of Buddhist Cosmology": Fixed bug where p2 would get stuck infinitely.
- "Master of Buddhist Cosmology": Damage dampening on first hit now a static 70%.
- "Master of Buddhist Cosmology": Chip damage increased. -
Game updated to version 2.2.0.2
Quote===========================
03/25/17 - Version 2.2.0.2
===========================Character updates:
- Byakuren -
Ichirin updated
- Fixed issues with Unzan's animations during an opponent's pauses & superpauses.
- "Deadly Wind of Pentinence": Fixed debug error.
-
Engine updated on 03/20/17 (changelog translation courtesy of Fclass):
QuoteVer 2017.03
Fix not hit by priority of reversaldef
Fixed the rotation reversed when angledraw is negative display scale
Fixed that ctrl is forced to 0 when KO is done
Fixed that command entry of keyctrl helper command is not independent
Fix unhittable of superpause
Corner push does not work unless it is perfect for the screen edge
Fixed that bindtoroot etc. becomes invalid during hit pause -
Game updated to version 2.2.0.1. The 2.2 update was also released during the forum's downtime so I'll post the patch notes for those as well;
Quote===========================
03/24/17 - Version 2.2.0.1
===========================
Character updates:
-Ichirin
===========================
03/22/17 - Version 2.2
===========================
Character updates:
- All
New Characters:
- Ichirin Kumoi
New Stages:
- Palanquin Ship - Exterior
Engine updates:
- IKEMEN engine updated to 03/20/2017 version.
Other stuff:
- Added legal disclaimer on title screen. Sorry, but we have to. -
Koishi
buffedupdated- Fixed issue with anim 5160.
- Fixed IKEMEN-related issues with superpauses.
- New Command Normal: 4y
-
-
Ichirin updated
- Unzan now vanishes when Ichirin is KOed.
- Raging Running Fist (Unzan Inactive): Unzan now disappears if Ichirin is hit during startup.
- Raging Running Fist: Fixed juggle flags.
- Handful of Floating Cloud: Fixed bug with dust effects not showing.
- Handful of Floating Cloud: Fixed scaling bugs with hand.
- "Deadly Wind of Penitence": Fixed scaling error on Unzan.
- "Thunderous Rage of an Angry Old Man": Fixed bug with dust effects not showing.
- "Thunderous Rage of an Angry Old Man": Fixed scaling bugs with hand.
-
@Weiss_Circal That being said, however, there were some issues with your posts as well, especially this one:
16 hours ago, Weiss_Circal said:You're rage fuels me you know.
There's no need to antagonize him further, this could be construed as baiting. I understand that there wasn't much feedback to say since the most glaring issues were already in the presentation video itself, but you could have elaborated further. Just try to keep that in mind for the future.
-
Please don't abuse the report button just because you didn't like the feedback that was given to you.
12 hours ago, Weiss_Circal said:Judging from some videos I've watch, he doesn't seem to be a quality character.
Weiss's personal opinions about the Minions/Despicable Me franchise aside, he has some valid points here: Infinite fireball spamming, Normals with practically zero reach, the vomit super dealing an obscene amount of damage for its level cost, lack of recovery lag on said attack and others, making them unpunishable, gaining power back from supers, misaligned hitsparks, misaligned effects, incorrect sprite effect alignment & priorities, sprites and animations of questionable quality, unnecessary ecchi touhou pics that have nothing to do with the character itself, poorly cleaned super portrait, and that's all just judging from the video alone without actually touching the character in MUGEN. From my experience, this is usually a big indicator of even more problems in the underlying character code.
12 hours ago, This Account Is Dead said:Shut Up.
This is not productive to discussion or an appropriate response to character feedback. Don't post like this.
-
Descending Inferno Bonus Stage released (03/15/17) [1.1 Only]
Link: http://www.mediafire.com/file/i5rim29w4glc958/InfernoBonus-2017-03-16.zip
Originally a project I was working on circa 2010, but lost all the files in a harddrive crash around that time, so I gave up. Fortunately, one of my beta testers at the time (Orochigill) still had a beta version that I sent him all those years back. With these workfiles back in my possession, I updated the bonus game for 1.1
-
Ichirin Kumoi released (03/15/17)
The youkai ascetic & her nyuudou partner have arrived on the scene.Link: https://ricepigeon.neocities.org/
-
-
-
-
Eight Touhou characters updated
- Fixed issue with anim 5160.
- Fixed issue with anim 5160.
- Icicle Shot [X/Y versions]: Startup increased by 2f.
- Frozen Technique: Projectile hitbox size increased.
- Fixed issue with anim 5160.
- 2z: Hurtbox extended.
- Witch Leyline [X, Y, & Z versions]: Hurtbox extended.
- Fixed issue with anim 5160.
- Fixed issue with anim 5160.
- "X-Wave": Z version now turns Reisen invisible on hit instead of producing a clone.
- Fixed issue with anim 5160.
- Sense of Thrown Edge: Now causes techable knockdown.
- Cross-up Magic: Now causes techable knockdown.
- Time Paradox: Now causes techable knockdown.
- Fixed issue with anim 5160.
- Omikuji Bomb: Now has a higher chance of Good & Great Luck if Sanae is at low health.
- Fixed issue with anim 5160.
Touhou: Incident Zero - idea engineering thread (Finalized roster, Alpha build announcement)
in [ THINK TANKS ]
Posted
@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.