Popular Post Deoxgigas Posted June 11, 2017 Popular Post Posted June 11, 2017 Quote 10/06/2017 Update Notes: - Added a Taunt (Start Button). - Added extra voice files for the Spinning state, Guard Break state and getting up from the ground. - Added the Same Move Proration to the Crush Trigger attack, which it's supposed to have. - Added a new, more electrifying animation for a successful Throw Reject. - Added more fluff to ground bounces to make it look more like the source game. - Added the animation for Distortion Finish which had sprites taking up space since the very beginning. - Increased the amount of Burst Gauge recovered when being damaged. - The opponent will now be forced into the standard air hurt state when Kagura kicks them off the ground, making them act closer to how OTG attacks work in Blazblue. - The overdrive timer now freezes while Kagura is using an Overdrive Distortion super. - Fixed another case of the same variable used for multiple different states. - Fixed Kagura being able to cancel into Overdrive when hitting with 6X, because apparently he's not supposed to be able to do that. - Fixed the buffer instantly triggering 5X when using Rapid Cancel, facing the wrong way when using Rapid Cancel during 6A-Y and not being able to Rapid Cancel certain other moves. - Fixed the opponent going straight into a guard state when breaking Stagger after getting hit by 5A-X. - Fixed 6A-Z missing its attack ID in the 1.1 version of Kagura, making it unable to cause a wall slam on counter hit like it's supposed to. - Fixed every Superpause giving the opponent a defense boost, because apparently I have to specify for the state to NOT do that. That explains alot of past issues with damage scaling. - Fixed Kagura not getting an attack boost in 12p. - Fixed various smaller errors here and there. (voices, animations, etc) - AI fixes and adjustments, mostly regarding the Barrier. 07/02/2017 Update Notes: Kagura Mutsuki: - Fixed even more major buggery with the Barrier caused by an oversight with the variables used. - Fixed Kagura's Ryuujinshou Z having way longer fallrecover time on it than it was supposed to when not near the corner. - Fixed Kagura losing his iframes too soon during his Neutral Tech recovery. - Fixed Kagura NOT losing his iframes until landing when doing an Aerial recovery. - Increased the distance traveled when holding forwards or backwards while doing an Aerial Recovery. - Fixed Kagura automatically super jumping forwards if the opponent is far enough away. - Fixed part of the Burst icon effect being misplaced when it's fully charged. - Other smaller fixes. - Replaced palette 8 and 9 with two new ones matching other Blazblue characters. - Kagura will now play his intro when entering a Turns match and not being the first character fighting. - AI Fixes and Adjustments, as always. 06/23/2017 Update Notes: - Fixed Kagura's Barrier mysteriously draining in practically an instant against characters with certain kinds of attacks. - Fixed a rather peculiar bug I somehow missed where Kagura would constantly turn around when entering another Drive Stance (5A, 2A) after hitting with 6A-Y. - Swapped out one Match Win voice clip for another. Also added a few extra ones for... Later potential use. - Kagura should now properly sound like he's actually hitting the floor when tripped. - The default value of Kagura's voice frequency is now 3 out of 10 (used to be 1). - AI Improvements and Updates as always. 06/15/2017 Update Notes: - Added an option variable to change the frequency that Kagura speaks. - Changed the position coordinates for Player 2 Kagura's UI elements (burst, heat bar, etc). In most cases, they'll remain the same as before, but on certain kinds of 1.1 stages, the bars should no longer end up in the middle of the screen, instead of on the right. - There's a localcoord option that can be activated in Kagura's DEF file now. Activating it will make him fit into the stages where his UI is usually cut off at the bottom, and make his size smaller. - AI Updates So now we went and made Blazblue characters. Unlike the Touhou characters I've made, Kagura was made to be as close to source accurate as I could manage; Albeat with a few adjustments, because this is Mugen, and things don't always work the same in Mugen. Find him on my OneDrive here. Note that there's both a Mugen 1.1 and Mugen 1.0 version of Kagura, and just like the Touhou characters, I strongly recommend getting the 1.1 version, because converting from Mugen 1.1 to 1.0 has a tendency of absolutely destroying the more advanced sprite images a character might have, not to mention that 1.0 just can't keep up with certain coding in the same way 1.1 can. For more specific information, go to my site. http://vaultofdeoxgigas.webs.com/ Movelist and specific mechanic information can be found in the readme file Kagura comes with. Here's some examples of Kagura fighting: And now a bunch of exposition for anyone interested: The Story so far... After having made a bunch of Touhou characters filled to the brim with bullets and shiny effects, I decided to look towards a new challenge, and I found it in the vast unexplored world of Blazblue. I've wondered a few times in the past about why there were so few Blazblue characters out there, and even fewer source accurate ones, but I would soon find out while making this guy. Turns out that a huge amount of the effect sprites in the game are either made out of a single sheet putting together a few sprites in a million patterns, or they're just plain 3d textured effects, which are super hard to rip properly, unless you know how to break down the game entirely and somehow capture them. And while there are a few people out there who've done that (and thank god for those people or we wouldn't have any worthwhile effects whatsoever from the games), I couldn't be bothered learning how to do so for what was essentially just a fun side project for me, so in all the cases where I didn't have the sprite (or sound for that matter), I decided to just improvise instead, and either use the available ones in new ways or (in 2 cases) import them from other games. In the end, somehow this "side project" ended up eating more time and effort than pretty much all my other characters. I guess that's what trying to be source accurate does for you. Sete, guykazama, HelloMyNameIsAAA and 2 others 5
Solid Snivy Posted June 11, 2017 Posted June 11, 2017 I honestly expected Takehaya's Izanami to be finished before we ended up getting anymore BlazBlue characters. Either way, nice work on making Kagura as accurate to the source material.
Deoxgigas Posted June 11, 2017 Author Posted June 11, 2017 'Ey, thanks to some data gathered on one of those online Twitch Mugen sites, as well as a little feedback from Mugenguild, I've made a few updates, including more fluff added to the Astral Heat move, making Ryuujinshou easier to use without potentially cancelling into a super jump, and AI Improvements. Always AI Improvements.
PhantomBlack Posted June 11, 2017 Posted June 11, 2017 Thanks for this release. Nice surprise. Hope you continue to make more Blazblue characters.
Deoxgigas Posted June 12, 2017 Author Posted June 12, 2017 I'm gonna need a long cooldown from Mugen after this monster of a project, so I won't make any promises. But if I do decide to make another BB character, it'll very likely be Azrael. PhantomBlack 1
PhantomBlack Posted June 12, 2017 Posted June 12, 2017 3 hours ago, Deoxgigas said: I'm gonna need a long cooldown from Mugen after this monster of a project, so I won't make any promises. But if I do decide to make another BB character, it'll very likely be Azrael. Whew that's actually the character I was hoping you'd do. Great minds think alike.
ArcBeast Posted June 12, 2017 Posted June 12, 2017 nice but when he do some other move he didn't speaking
Deoxgigas Posted June 12, 2017 Author Posted June 12, 2017 All normal, drive and special moves only have a 15-25% chance of Kagura loudly yelling them out. It's really just a personal preference of mine. I don't really like it when fighting game characters yell out their moves in the exact same tone every time they're used, and do it so rapidly that their voice lines can overlap each other. Kagura would be doing that if all of his voice lines played 100%.
Deoxgigas Posted June 14, 2017 Author Posted June 14, 2017 And speaking of the above: Just a small update; after hearing a few concerns about the frequency the voices play, I decided to make an option variable for 'em, so you can now change it yourself. You'll find it at the very bottom of the first CNS file (kaguramutsuki.cns). 1 is the default that had been running up till now. Also, I probably had another small AI update inbetween. I think. EDIT: Also, after seeing a few screenshots of Mugen 1.1 matches where Player 2 Kagura's Heat, Barrier and Burst UI elements were oddly placed in the middle of the screen, I've gone through their pos values and changed them all from left to right, which should place them properly. Only issue left is the fact that his UI (and all my other characters', for that matter) is cut off on some 1.1 stages. Only real fix I've found for this is changing his localcoord in the DEF file to 420. It'll also make Kagura alot smaller, but I guess that's fitting for those stages.
ArcBeast Posted June 16, 2017 Posted June 16, 2017 should I re-download it again? plus if I want to customize the pallete is it same as voice to configured in CNS?
Deoxgigas Posted June 16, 2017 Author Posted June 16, 2017 If you want to be able to change how much he speaks (and get the rest of the updates), then yes. As for palettes, well, he has his 1-12 pals set in stone, but I guess you can edit them as you please in the Sprites section with any of Fighter Factory programs?
ArcBeast Posted June 16, 2017 Posted June 16, 2017 the problem is when ever I already made my own kagura pallete it just stay as his previous color for example I made costume kagura pallete but it still in blue standar pallete
Deoxgigas Posted June 16, 2017 Author Posted June 16, 2017 I imagine your issue will be resolved if you make sure you've done these steps: 1. Make your palette. 2. Make it Group 1 and Index (1 to 12), and make sure the old one you're replacing isn't still occupying that number too. 3. Save it as a file inside Kagura's folder and call it whatever you want. 4. In the DEF file, replace the file name for whatever palette you're replacing with the name of your own palette. With this, it should surely work.
ArcBeast Posted June 17, 2017 Posted June 17, 2017 so I have to make/put the number index pallete in diffrent number? thank's normaly it never happaned to the other character pallete I mean I made a new ACT file pallete and change it on DEF and configure the old act file to new act file without change the index
Deoxgigas Posted June 22, 2017 Author Posted June 22, 2017 Ahah, I finally squished a bothersome bug affecting the Barrier system. This warrants another update. 06/23/2017 Update Notes: - Fixed Kagura's Barrier mysteriously draining in practically an instant against characters with certain kinds of attacks. - Fixed a rather peculiar bug I somehow missed where Kagura would constantly turn around when entering another Drive Stance (5A, 2A) after hitting with 6A-Y. - Swapped out one Match Win voice clip for another. Also added a few extra ones for... Later potential use. - Kagura should now properly sound like he's actually hitting the floor when tripped. - The default value of Kagura's voice frequency is now 3 out of 10 (used to be 1). - AI Improvements and Updates as always.
Deoxgigas Posted July 1, 2017 Author Posted July 1, 2017 As it turns out, the Barrier bug from last time wasn't the only thing that had gone wrong. Turns out I had used the same variables at multiple places, which shut down the extra pushback from the barrier entirely. Derp. In the meantime, I found a few other issues anyway, so here's yet another update. Hopefully by now I'll have squished most of 'em. 07/02/2017 Update Notes: Kagura Mutsuki: - Fixed even more major buggery with the Barrier caused by an oversight with the variables used. - Fixed Kagura's Ryuujinshou Z having way longer fallrecover time on it than it was supposed to when not near the corner. - Fixed Kagura losing his iframes too soon during his Neutral Tech recovery. - Fixed Kagura NOT losing his iframes until landing when doing an Aerial recovery. - Increased the distance traveled when holding forwards or backwards while doing an Aerial Recovery. - Fixed Kagura automatically super jumping forwards if the opponent is far enough away. - Fixed part of the Burst icon effect being misplaced when it's fully charged. - Other smaller fixes. - Replaced palette 8 and 9 with two new ones matching other Blazblue characters. - Kagura will now play his intro when entering a Turns match and not being the first character fighting. - AI Fixes and Adjustments, as always.
Deoxgigas Posted October 5, 2017 Author Posted October 5, 2017 Well then, here we are again. So here's the deal; it turns out that the best way to figure out the mistakes and bugs in your characters is by creating another one in the same style. As such, I've returned here one last time to deliver the final update for Kagura Mutsuki. If there's ever gonna be any more fixes for this guy, I'll probably just paste it over his files on my onedrive without any announcements. What, "creating another one in the same style"? Yeah, there's a new one incoming. Soon. When the AI is finalized, a few miscellaneous things done, and I've made a Mugen 1.0 conversion of it. 10/06/2017 Update Notes: - Added a Taunt (Start Button). - Added extra voice files for the Spinning state, Guard Break state and getting up from the ground. - Added the Same Move Proration to the Crush Trigger attack, which it's supposed to have. - Added a new, more electrifying animation for a successful Throw Reject. - Added more fluff to ground bounces to make it look more like the source game. - Added the animation for Distortion Finish which had sprites taking up space since the very beginning. - Increased the amount of Burst Gauge recovered when being damaged. - The opponent will now be forced into the standard air hurt state when Kagura kicks them off the ground, making them act closer to how OTG attacks work in Blazblue. - The overdrive timer now freezes while Kagura is using an Overdrive Distortion super. - Fixed another case of the same variable used for multiple different states. - Fixed Kagura being able to cancel into Overdrive when hitting with 6X, because apparently he's not supposed to be able to do that. - Fixed the buffer instantly triggering 5X when using Rapid Cancel, facing the wrong way when using Rapid Cancel during 6A-Y and not being able to Rapid Cancel certain other moves. - Fixed the opponent going straight into a guard state when breaking Stagger after getting hit by 5A-X. - Fixed 6A-Z missing its attack ID in the 1.1 version of Kagura, making it unable to cause a wall slam on counter hit like it's supposed to. - Fixed every Superpause giving the opponent a defense boost, because apparently I have to specify for the state to NOT do that. That explains alot of past issues with damage scaling. - Fixed Kagura not getting an attack boost in 12p. - Fixed various smaller errors here and there. (voices, animations, etc) - AI fixes and adjustments, mostly regarding the Barrier.
ArcBeast Posted October 6, 2017 Posted October 6, 2017 you still update the character and that a good news
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