Another Basic normal. Maybe I can make up for lost time and get all of em done this week. I doubt it cuz I know I'm going out of town this weekend. So I don't even have the luxury of a Monday thru Friday. I'll just see what I can get done.
2018-07-09 20:58:02 +0000 UTC
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I'm sorry for the week of no updates. I got hooked on my MMO again. This week gonna be working on standing normals.
2018-07-09 07:20:19 +0000 UTC
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He can now Block. High/Mid only so far.
2018-07-03 03:10:41 +0000 UTC
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He can now be KO'ed.
2018-07-03 03:09:41 +0000 UTC
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He can now get hit. Crouching stuff excluded for now.
2018-07-03 03:08:53 +0000 UTC
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I tried implementing the tag mod by Shiyo Kakuge and just wanted to demonstrate it. Thanks to Carrotear for getting me interested and also showing the tag feature with my characters.
2018-06-27 01:02:23 +0000 UTC
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To do tag battle go to "Team Arcade" and choose "Simul". I have assigned assist to all the characters.
Assist command is light kick+hard punch.
Tag command is forward/backward & light kick+hard punch.
Try this out and see if you like.
Also
Enorma:
Enorma can do Scissor bomb in the air now.
Makuyama:
Is not playable!(meaning that ...
2018-06-27 00:08:41 +0000 UTC
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Getting the basic actions down.
2018-06-25 21:39:14 +0000 UTC
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Now he can move forward!
2018-06-25 05:48:56 +0000 UTC
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All:
Characters no longer have pre-jump invulnerability to grabs.
Hitting with a super now gives one bar of meter to the opponent.
Vdisco has started working on a new HUD for the game and that is in this batch as well. I'm fond of it so far!
Jumbo:
Fixed his sprite positioning on his Standing HK so that when he's hit he doesn't pop a good distance away.
Fixed a bug with the ...
2018-06-21 21:17:16 +0000 UTC
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This video is to show case the edits I made with the latest bundle. I'm gonna make the patch notes public. Redownload and try this out.
2018-06-21 21:13:33 +0000 UTC
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This week I've been working on quality of life issues for the characters. I just wanted to make sure they were hard but not annoying to fight against. For the point of testing this I've included Falchion22's Ryu and Ken for testing purposes. If its too much to read I'll summarize and say that they are all pretty much QOL changes.
All:
Characters no longer have pre-jump invulnerability to grabs.
Hitting with a super now gives one bar of meter to the opp...
2018-06-21 15:51:01 +0000 UTC
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I'm doing tweaks to all characters to make them more fun to fight against. So one of them is that Lardo can simply do bad spray when he's laying down in the default laying down state.
Press any kick when down. Its punishable, but if it connects you get a free combo.
2018-06-21 06:11:50 +0000 UTC
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Enorma now has a hud that tells you how much ammo Enorma has at all times. So I'm happy those are the two HUD interfaces I wanted to get covered done.
2018-06-20 05:23:29 +0000 UTC
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Instead of diving imediately into Makuyama I wanna fix a few things then move on.
Katrina now has a hud that shows Rachelle's HP and when she's ready to assist. Rachelle also comes out faster and leaves faster.
2018-06-20 00:12:58 +0000 UTC
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Aroma's version of it. Not a lot of frames but a quite a useful function.
Down+HP, in air.
2018-06-19 07:26:23 +0000 UTC
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Its not a lot of frames but its a fantastic function. Try it out now on the recent update.
Down+HP, in air.
2018-06-19 07:24:50 +0000 UTC
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All:
All characters no longer have grab immunity on prej-ump frames. This is so Zafta's super is easier to connect on human opponents. This may buff Jumbo and Bertha a great deal so let me know if they are frustrating this time.
Jiggly:
Jiggly has a new normal, Air Launcher, Press Down+HP in air to launch further up for more air combo. It chains off most of her air moves too. Experiment and see if she's overpowered. Her damage out...
2018-06-19 07:22:53 +0000 UTC
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Well now that Zafta is done we're gonna work on Makuyama. He may be an easier character since powerhouses' are straight forward.
2018-06-13 05:17:28 +0000 UTC
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Video for previous post.
2018-06-11 23:31:48 +0000 UTC
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Thanks for contributing feedback and support. I'm gonna try to monitor her reaction on social media and such and I'll add more things to her over time. If she doesn't have something that you wanted her to have I'm sorry but I'm still hopeful that she'll be enjoyed.
Download:
http://www.mediafire.com/file/2jkujwrag99v83j/OC%20Mugen%206-11.zip
2018-06-11 23:30:51 +0000 UTC
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I've updated the batch files to the last update. Same Link
EDIT: 2nd Update made at 3:40 AM 6-8-2018
Jumbo:
Made sure that during the pre-jump frames of his jump a command grab can come out. Before the update the game was not letting you do it in pre jump frames.
Bertha:
Reverted the old facesit victim animation. Don't even know why I changed it.
Jiggly:
Jump Heigh...
2018-06-08 06:50:47 +0000 UTC
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EDIT: These files were updated to have additional changes.
A lot of under the hood changes this time around. Most of you may not notice or care but I like these changes.
All:
I made Dcat's shredder a boss on this batch to show everyone's cursed form.
Jumbo:
Can now do his Super via just a 360 motion. This will feel more natural if you play a lot of grapplers. I'm working on making that motion very accepting s...
2018-06-08 01:11:47 +0000 UTC
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Because Zafta is so tall she has two sets of get hit high sprites. I've implemented the sprites and coded it to check height of the opponent.
Also her cursed sprites are done so she can be transformed by shredder and the such.
Currently I'm adding the missing MISC. sprites now then she will need intro animation and run animation. Which basically means shes complete, since most of my girls can't run. But the thing is I wanna change that and actually give them all running animatio...
2018-06-06 18:05:40 +0000 UTC
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Ok, in this Zafta has a her Windmill and her CURSED form. Jiggly and Aroma both got speed buffs. Also whenever they lunge they should move far forward now. Try em out and see if I need to tweak more things.
Zafta:
Commands have been swapped around due to her now having windmill. I don't think they will be hard to find.
Windmill added, its great block pressure and damage but a little chaotic.
Jiggly:
Her speed has been increased....
2018-06-05 04:57:15 +0000 UTC
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I got the animation done. In case you're curious the animation flips for the other half of the rotation.
2018-06-04 07:52:41 +0000 UTC
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I didn't get the Breakdance animation finished so that's not in this. I did the hit stun timing on Zafta's attacks and she has AI now.
All:
I'm not sure if I should make some anti air attacks unblockable so I won't. but most anti air options doe triple chip damage if they are blocked in air.
Characters that don't have enough normal moves to do a full chain of air combos can mash light punch to extend their combos indefinitely. Also this means all Jumping li...
2018-06-01 20:52:03 +0000 UTC
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After a certain point you can just flip the sprites and play in reverse order and it still looks right. Believe me this will be used for this animation since that makes it way more doable now.
2018-05-31 05:24:22 +0000 UTC
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I removed Zafta's Rising Knee anti air move since I didn't feel like I wanted her to have and such long range. The animation for that rising knee was added to the heel kick, which now doesn't combo as easily as it used to. So this move will be something for her to combo into. It will have great reach because its Zafta, but terrible recovery. It should take a while to animate.
2018-05-30 21:30:11 +0000 UTC
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BN: I decided to cancel the Nidoqueen planned project. I kept putting it off and thats dickish of me since it was gonna be a collab.
GN: I'll replace the time of that slot with Violet Bunny. Who is one of my bottom heavy bunnies if you remember. The Sprite above was just a concept. It won't be her final design.
2018-05-27 21:23:27 +0000 UTC
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