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jade_midori

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Posts posted by jade_midori

  1. Hello, I recently got ahold of this character again for an IKEMEN project, and I forgot how outdated this is, therefore I decided to update her to more current standards of my characters.

    Reintroducing Onodera Ren, this weird lady from Crimson Alive: Extreme Encounter. Truth to be told I knew nothing about her really and I just made her because I thought she was cool. She was made about 8 years ago, when I was starting to grow up of my MUGEN baby phase.

    Here's a bit of a more detailed description of her features:
        -All her moves, even ones that were taken off the game.
        -Dodge, Dash, Backdash, Quick Guard and Dodge get-up adapted from the game.
        -Details taken from the Crimson Alive game, but with my own touches when it comes to gameplay
        -All Normal Moves, All Special moves, Two EX Moves (One of which was cut from the game), Various Super moves (One of them suffered a similar fate).
        -And other things you'll see.
        -A bunch of palettes thanks to Zemilia... he even made more than 12... so go pick whichever ones you like.

     

    Her gameplay consists of some heavy rushdown coupled with extremely punishing juggle combos, almost boss character esque.

     

    UPDATE 21/01/2021 Changelist:

    Spoiler

    -[SYSTEM] Redone the way Ren's projectiles are limited, so the combo counter won't reset between projectiles. As a result she gains a couple of buffs as well given the better projectile
    contact detection:
        -[ADDED] Ren can now cancel into meter moves from: QCF+X, QCF+Y (now on contact rather than just on hit), Y+Br.
        -[FIXED] Improved super cancel rules for Slash Wall.
    -[BALANCE FIX] Removed dampening from the remaining projectile meter moves.
    -[FIXED] Can properly switch stand to crouch and viceversa in chains. Corrected all mistakes with the chaining.
    -[FIXED] Should be able to do ANY normal, special and super from a dash, timing to cancel dash revised.
    -[ADDED] Forward Dashing dodge, doing so will increase the rolling distance.
    -[FIXED] Properly aligned the Air Blocking animations.
    -[FIXED] Can no longer mash buttons to get out of the ground faster. Added roll teching from the original game, however it's been restricted to be done just before getting up, input window
        is 3 frames, has vulnerability frames. See more below.
    -[FIXED] Roll cannot pass through opponents from the moment Ren is actually vulnerable, all of the rolls now turn to face the opponent at the vulnerable window.
    -[ADDED] Ren's backdash has 7 frames of startup invincibility given how slow as molasses it can be. (it's also uncancellable)
    -[REMOVED] QCF+Y no longer has any limits given to it, go crazy if you can even find an use to this move.
    -[BALANCE FIX] First hit of 5Y no longer pushes back, range greatly increased, removed a few frames of advantage as a result. Priority on first hit increased,
        Priority on second hit decreased, damage reduced (30x2 -> 25x2).
    -[ADDED] High Jumps like in the original game.
    -[ADDED] Effects added in Beat Rave and landing, also for super jump. Added some more missing voices (getting hit voices and on QCB+X).
    -[CHANGED] Completely reworked the hitbehaviors on Flower Scythe to work more like the actual game. Damage adjusted.
    -[BALANCE FIX] Slash Wall: Damage increased (31xN -> 40xN).
    -[ADDED] Fire effects that stick to p2 on any fire move.
    -[BALANCE FIX] Life reduced (1000 -> 850)
    -[BALANCE FIX] QCB+Br in the air has its damage increased like the other meter moves.
    -[BALANCE FIX] Frame data and Animation Timings revised for QCF+X. Hitstun reduced by about a quarter of its original value, readjusted animation timings to keep a more consistent pace.
    -[ADDED] Character portraits of this character included in Portraits folder, if you need them.
    -[BALANCE FIX] Ren's QCB+Y is NO LONGER GRAB TYPE, you can no longer punish rolls or specific types of armor on reaction with this move. It will still only hit once however.


     

    SCREENSHOTS:

    Spoiler

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    DOWNLOAD: Click Here!

     

    Stay tuned for more!

  2. CLONE KOA

    version KONGPLETA

     

    Welcome everybody, it's been a while since I've made anything, but I think it's time to rectify this:

     

    Introducing Clone Koa by jade_midori, one of the few characters from back then that I would say put me in the right direction, I thought I would change one or two or maybe a billion few aspects of her that were bugging me for a long while, so here you go.

     

    For those who are not aware, Clone Koa is an experiment from way back in the day on trying to make a Clayfighter 63 1/3 esque character, however I wasn't able to get myself to get super bad on purpose that hard (trust me, you REALLY have to make it super jank in order to be true to that game), eventually the focus really shifted and only kept the sounds Clayfighter, everything else evolved into a mishmash of DKC content and just some wacky silly moves from time to time off of the original Koakuma by SoM, as of recent, she's acquired cues from the King of Fighters series, while still keeping old aspects that were true to the character such as Chain Combos, limited juggling, parrying, fatalities, Normal -> Special -> Super chaining, etc. It sounds super silly, but it's really mellow in the grand scheme of things.

     

    Some of the changes (off of the readme):

     

    Spoiler

        CONVERTED TO MUGEN 1.0!
        Life changed back to 1000
        Maximum meter has been changed to 5000
        Redone all important CLSNs
        Normals have been sped up considerably, with different frame data to match.
        All grounded attacks are now AIR UNBLOCKABLE.
        Air normals all have the same pushback and hitstun, their use and hitboxing is what changes
        Normals will reset falling opponents, you can still apply the old behavior of chaining on an aerial opponent, but they will be invulnerable once their hitstun
            is over.
        Using custom cornerpush
        Crossups will drag towards Clone Koa instead of away, replicating the way SNK games do once again.
        Regular Grabs can be tech hit out of.
        Grabs and Command Grabs have a limiter applied to them, they should no longer affect jumping frames.
        Damage Dampening has been rebuilt.
        Removed several terrible sprite edits and effects that go unused are removed. (ongoing)
        Clone Koa has a zero or alpha counter now.
        QCB + P works fairly differently now, aside from being slightly sped up:
            -> QCB + WP: Has massive frame advantage on hit the first time it's done in a combo, allowing you to link almost anything except itself,
                deals small damage.
            -> QCB + FP: Second hit will initiate a juggle.
            -> QCB + BP: Works as the old one, allowing to finish grounded combos easily with good damage, has projectile invuln from the first active frame till
                the last slash.
        DP + K:
            -> Damage is higher across all versions
            -> Explicitly Grounded frames exist now, the aerial frames are air blockable, with reduced damage.
            -> WK version is fully invincible, least damaging, FK is medium and high invincible with middle damage, BK has no invincibility but highly damaging.
        QCF + P has suffered a number of changes:
            -> Sped up Clone Koa's throwing animation, slowed down the recovery.
            -> Added idle frames to the endlag.
            -> Only prize versions will show up now, that is Chests and Barrels.
            -> Barrels have a 25% chance to spawn, they will continue to roll in the ground if they touch it.
            -> Projectiles will NEVER have a blocking restriction, as a result, rolling barrels are now blockable in any stance.
            -> Prizes will always magnetize to Clone Koa
        QCB + K has been replaced by "Donkey Kong Squad", as she no longer has use for a leaping move since she has projectile invuln on QCB + BP.
        Charge B, F + P:
            -> Strictly a combo move.
            -> High and Med Invuln up to the recovery.
            -> There's no wall bounce after it anymore.
            -> Really quick startup, p2 recovery on block gets worse the stronger the move is, at expense of extra distance and damage.
        Starts with 5 extra life balloons, repurposed the way they work.
            -> Donkey Kong Squad will take one extra life balloon away as they are summoned
            -> Live-a-Live costs 3 of them.
        Extra life balloons did not have a minimum cap, the minimum cap is now 0
        Projectiles can be super cancelled now.
        Clone Koa's juggling rules have been completely been redone. (Adding this now)
        Added Clone Koa's own MAX mode and Quick MAX activations, heavily based on KOF2002 rules.
        QCB x 2 + K ("Triple Aura") has been replaced by B, HCB, F + P ("Dance by the Moonlight")
        NEW INSANE COMBO, replaces the old one. command has been changed to HCB, F, K (From D, D, any attack, rules revised)

     

    There's quite more and honestly you should find out on your own! Note, these changes have been accumulative and I've been really bad at keeping track, Charge B, F + P for example has projectile invuln for M and H and L has full invuln till the recovery, and QCB P has no projectile invuln of any kind anymore.

     

    Some screenshots, though they don't quite match the product, they were kinda hard to get:

     

    Spoiler

    5vinon7.pngxx4r6hu.pngu9Tys4t.pngal4gf0A.pngmiwwe4Q.png

     

    Note: There's no AI I'm too lasssssssssy, be sure to read the "Provisional Readme" to get the most out of this char.

     

    DOWNLOAD: Click here

     

    I will still continue to update this in the close vicinity, so input would be appreciated.

  3. I draw the line at zero improvement or exploiting the use of said negative attention for viewership.

    If you see something happenning all the time with no discernible changes it's time to move on to something else, said person will have their reasons not to change their stuff, whether be laziness, personal preferences or lack of understanding of what is told to them means, if they are really invested in changing their characters the first one wouldn't be a problem, they can be able to put personal preferences aside at least a few times if it's an important thing, and will likely ask what terms he doesn't understand, AKA involvement. If the creator has no involvement, forget him. This can be usually seen if the creator shits out more characters than a friggin' gumball machine and you see the threads are mostly people throwing fits instead of the creator responding OR stepping forward to any of them. Don't act childish yourself either, I get it you're trying to get the character to play better, but do you think acting all edgy and AVGN clone is going to get a rushjob or a halfassed creator a will to improve, despite the author clearly not wanting to?

     

    Notice I never said anything about the creator being a tough guy though, if he acts condescending, you can be entitled of telling him off, but PLEASE for the love of god, DON'T CLUTTER THE THREADS, we don't need any of your stupid negativity there, fight on youtube or via PM or some shit.

  4. On 07-02-2016 at 4:20 AM, ゴーストキラー said:

    I would suggest making the combo and point text smaller as it can be a bit obstructive at times with how large it is.

     

    I am a bit on the fence with doing that since I don't want to make the graphics look bad due to stretching.. I might get to change it one of these days

     

    On 07-02-2016 at 6:34 AM, gui0007 said:

    No prob, glad you enjoy the video Dan. :D

     

    ;)

     

    http://www.mediafire.com/download/nge7m3cp7eeb3o5/Morrigan_D9x7+V1.4.zip

    Here's yet another update:

    V1.4

    -Projectiles now work as intended and should not duplicate effects.
    -Corrected Hold B MK/HK throws' "cornerpush".
    -Adjusted Dark Force to also produce ground/wallbounce effects.
    -Fixed Eternal Slumber dissapear effect from being duplicated.
    -Fixed curtains from creeping through the sides too.
    -Getting the same announcer call out twice in a row wont make the announcer sound.
    -Eternal Slumber bar won't go on if the round already was won.
    -Furthermore, Dark Force helper won't stick around during a winpose.

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