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And by the way I really like playing this character, you did a great job!
"Just a dumb suggestion, feel free to ignore:
could you bass boost the sound effect for the forward strong? just to make the dab extra obnoxious?" -Cubey3 2020 i think
her sprite is a bit too small especially when you compare to the OG Fighters in RoA. could you make a update to make her sprite Bigger?
and her up air is really slow for the character... but otherwise, great mod considering what you had to work with (solid 9.5/10)
First of all, can it just be renamed to Kyoko? The Kyokomplete part of the name makes the results screen kinda messy. Besides, the other Kyoko also renamed it so everyone knows its strictly archival.
Second, if someone were to provide sprites that fits more with the Rivals aesthetic, would you accept them? Because as it is, she stands out quite a bit from the rest of the cast. It's nothing detrimental to the actual quality of the character, but its something to make note of.
Lastly, I'd really like to hear unique victory music a-la Shovel Knight and Ori/Sen. Just a little thing (I think, not entirely sure) that makes the crossover seem all that more genuine.
Overall, really... REALLY good mod. This is one of the best characters on the workshop right now, right up there with Mollo, Guadua and Kris.
could you bass boost the sound effect for the forward strong? just to make the dab extra obnoxious?
init.gml:
tp_gauge = 0;
tp_gauge_used = false;
nspecial_cost = 20;
etc...
draw_hub.gml
var temp_color = c_white;
draw_sprite(sprite_get("gauge"), (floor(tp_gauge/1)), temp_x - 5, temp_y - 21);
draw_debug_text(temp_x + 195, temp_y - 13, string(tp_gauge) + "%");
I'd take the meter image and draw_hud from kris project
bad values for no meter in the if and the good values when meter in the else if
hold B to use meter...:
in attack_update.gml
if attack == AT_USPECIAL {
if window <= 2 {
if (window == 1 && window_timer == 6 && special_down && tp_gauge >= uspecial_cost) {
attack = AT_USPECIAL_2;
tp_gauge -= uspecial_cost;
}
}
}
lose meter:
got_hit.gml:
tp_gauge -= HG_DAMAGE;
Death.gml
tp_gauge = 0;
update.gml
if (tp_gauge < 0) {
tp_gauge = 0;
}
if (tp_gauge > 100) {
tp_gauge = 100;
}