tag:blogger.com,1999:blog-429065936902661090.post1525400262994461089..comments2024-01-08T16:48:42.271-08:00Comments on Queen's Blade Battle: QB Battle 34.8leecherboyhttp://www.blogger.com/profile/02276888605380325071noreply@blogger.comBlogger56125tag:blogger.com,1999:blog-429065936902661090.post-31714654441536747272012-09-21T23:27:30.869-07:002012-09-21T23:27:30.869-07:00Yeah, basically the reds and oranges will graduall...Yeah, basically the reds and oranges will gradually increase to a ridiculously high mod score. Fortunately the actual damage is equal to what it was prior to the numbers inflating.Rumormonger Baofuhttps://www.blogger.com/profile/03597130255549846667noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-1059111691596316352012-09-21T11:18:13.537-07:002012-09-21T11:18:13.537-07:00Oh, I thought I had fixed that long ago, but if it...Oh, I thought I had fixed that long ago, but if it's only the visual part of the bug that remains, I guess I don't need to hurry.<br /><br />Though, with a character that actually has various levels of heights, I wonder...? Gotta check that out.leecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-65669931900251299712012-09-21T10:18:41.405-07:002012-09-21T10:18:41.405-07:00I've seen this happen in many other instances,...I've seen this happen in many other instances, but the changes are only visual, they don't actually increase the damage. It's just a weird visual bug. I never mentioned this because it simply didn't affect the game.Rumormonger Baofuhttps://www.blogger.com/profile/03597130255549846667noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-91899420062620455762012-09-21T09:27:40.741-07:002012-09-21T09:27:40.741-07:00Just in case it might help a tiny bit (although it...Just in case it might help a tiny bit (although it's super vague information):<br /><br />I played a match against Kat, and I eventually found myself having deeply negative values for all my Oranges. I checked her scores, and she had like +20 something in all oranges and reds. The values kept increasing (for her) and decreasing (for me) each turn. So basically, the height checker seems to bug out occasionally: It keeps stacking bonuses and penalities instead of just handling a temporary +1 as supposed to.<br /><br />I've actually seen that happen a few times with Praxides in the past too, although it's never been with such absurd values (Maybe because Kat gets so much height?)ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-38784799894925396652012-09-20T04:41:50.773-07:002012-09-20T04:41:50.773-07:00Wellll... I maybe typed a bit more than I really n...Wellll... I maybe typed a bit more than I really needed to, but I figured that exposing the whole concept was important so that an optimal AI could potentially handle all that :)<br /><br />Anyway, if the learning AI strikes your fancy the most, I'd say go for it! If it's the most fun thing to build, then it's what you should do: The goal of the game is to have fun after all!<br /><br />I think that being able to add or substract percentages based on a list of conditions could maybe do the trick indeed...<br /><br />A gambit system would be more cool of course.<br /><br />One thing to keep in mind is that the AI system needs to be usable: If it's too overkill and that it needs like 10 hours to make a single AI file it's not that much fun for the creators! :)<br /><br />Talking about fun... I did start to inventoring Farrah's images, and it's not looking good. I'm just about 1/3rd of the book done so far, but there's bunch of text everywhere, images overlapping so not really usable, the scans are low res and Farrah's pretty much doing nothing all the time. It's like "Okay, that would make a good away, this one would make a good body wound, this one unbalanced", but there's only one single image so far usable as an attack and it's heavily cropped due to images stacked on top of each other. It's definitively not an image set that gives me interesting ideas so far either... So yeah, Farrah might not happen.ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-88757181918504441712012-09-19T21:01:41.095-07:002012-09-19T21:01:41.095-07:00Ever consider a Gambit feature? Like in FF 12 you ...Ever consider a Gambit feature? Like in FF 12 you would set Gambits for the AI depending on their health, their status, etc.Rumormonger Baofuhttps://www.blogger.com/profile/03597130255549846667noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-39961093589150422692012-09-19T09:31:08.752-07:002012-09-19T09:31:08.752-07:00Whew, that was a lot there ^^U
I guess the "l...Whew, that was a lot there ^^U<br />I guess the "learning" AI isn't the solution we're looking for right now, but maybe I'll try it for fun sometime.<br /><br />But now we're talking, see?<br />-A "reactive" AI would make a lot of sense, and I guess it'd be one level over the "balanced" one. A CPU that "pays attention" to the moves you can use right now and punishes accordingly should be more challenging that the current "deaf" one indeed, and considering that we know which moves usually beat other moves, maybe it's not that hard to implement.<br />-And a "scripted" AI isn't that farfetched, and is close to what I had in mind.<br />If I let the CPU read "restrictions" from the AI file too (like "Result 5 - body > 0 Can't use move X", or maybe a new restriction to lower its percentage use), maybe it'd be simpler to do than it looks?leecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-48032980979987123562012-09-19T07:54:33.549-07:002012-09-19T07:54:33.549-07:00How does the AI manage with all that? It simply do...How does the AI manage with all that? It simply doesn't, and it can't possibly do so with the current AI setup without being able to script things.<br /><br />Using Dweller Army when at low BP is a smart strategy: If you are at 15 BP, you lose 10 BP. If you are at 10 BP, you lose 10 BP and get KOed. If you are at 2 BP, you lose 2 BP and get KOed... But if KOed, you still win if your opponent is lower than 0, and your effective BP loss is lower when at low BP. <br /><br />However, if using the skill wouldn't bring the enemy under 0 even on a score, then it's completely stupid to be using if it is going to KO you. Also, while you always lose 10 BP, the damage goes up depending on how many Dweller points you have stored. If you use Dweller Army as soon as you have enough points (8 points), then you will lose 10 BP and will do either 4 or 8 damage which is not a terribly attractive proposition unless that's enough damage to finish them off. If you have 16 dweller points, then you still lose 10 BP but deal either 8 or 16 damage, which is far more beneficial. The AI can't figure any of that of course.<br /><br />If you want to use a "Put Endless Assault and Heal" strategy, then you need to store an absolute minimum of 8 tentacle points (10 is probably better but 8 can be fine depending), do endless assault first and then heal up afterward. If you want to do that strategy but use Heal before endless assault, you reset your tentacle points to 0 and end up not being able to apply your endless assault at all.<br /><br />Regarding Heal itself, there's no point in doing Heal when you have only 1 or 2 tentacle points since it forces you to jump afterward, and that 1 or 2 BP won't get you anywhere with Summoner Shion (Her scores are by far the worst in the game so you lose more than 1 BP even on a parry). Since we can't tell the AI that "Using Heal with 1 tentacle point is a complete waste but using it with 10 is pretty darn good)", it's going to use that skill whenever it feels like, no matter how effective or useless it can be.<br /><br />Combining everything together, the last main strategy with summoner Shion is the "brawl it out" way and it's usually your best option against high BP characters, or mid-fight if you are finding yourself on the losing side. Basically, it involves pokes that don't damage Shion herself much, gaining both Tentacle and Dweller points to be able to use Dual Summon which is her only high-damage option that doesn't damage her, using your other leftover tentacle points for heal and gaining leftover dweller points for an hopefully final dweller army to close it out. <br /><br />The AI will just throw whatever at you, and summoner Shion just can't win that way: Most of her moves are at -1 base damage, she has score pages varying from 1 to 10. All her top skills are only effective when used in the right situations. I've seen AI Summoner Shion beat me a grand total of once, and I faced her plenty of times: Even the worst characters like Nowa, Revy or Leina fare better than that.<br /><br />Without being able to tell the AI things like "Never use Dweller Army unless it can at the very least KO the opponent on a score" or "Don't use Heal for under 5 BP unless you'd die from poison in the next two turns", I really don't see how Summoner Shion or other more complex characters can possibly work when in AI hands. An adaptive AI would help for regular characters but it wouldn't be helping much for resource-critical characters or those depending on multiple move interaction (like Seductress Shion with her shielding, reflect damage move and love points).ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-14255564969856481122012-09-19T07:54:11.910-07:002012-09-19T07:54:11.910-07:00Now, let's take the character that's most ...Now, let's take the character that's most crippled by AI resource management: Summoner Shion (though some others are close, especially Kat).<br /><br />The basic concept of Summoner Shion is that she has extremely high BP (with utterly devastating score pages), and her "ultimate" spells deal damage to both her and her opponent. So in general, the basic strategy is to keep your BP higher than your opponent while you charge up one of the ultimates so that when they are used, they die and you don't.<br /><br />Her biggest tools to accomplish this are:<br />1) Dweller Army: She lose 10BP (Though it cannot bring her under 0BP) and the opponent lose Dweller Points on score or Dweller Points / 2 on miss. The safest way to use this skill is to gather enough dweller points so that Dweller Points / 2 will bring the opponent to -1 or lower.<br /><br />2) Endless Assault: This moves applies 1BP damage per turn for both characters, and the move can be reused as often as you like for more damage each turn (You need at least 8 tentacle points to use the move, but it only costs 2 points). So the safest way to use this move is apply this once or twice, and play safely (you still want to attack of course as any damage you land will make victory come safer and only spamming jump is actually riskier than combining both).<br /><br />3) Heal: It's by far the biggest heal in the game, and it's often critical in being able to succesfully use Dweller Army or Endless Assault. It gives you back as many BP as you have tentacle points, you lose all your tentacle points and it forces you to jump. It's an extremely useful skill if you have lots of tentacle points stored up or if you need a bit more BP to survive a turn or two more of Endless Assault.<br /><br />ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-14076626824363282132012-09-19T07:08:05.523-07:002012-09-19T07:08:05.523-07:003) AI inability to use resources correctly. The on...3) AI inability to use resources correctly. The only way I can see that working is if we can do some basic scripting regarding general move usage alongside with some conditions. The really basic point system like the Street Fighter characters work fine since they are just really "fluff" and not a core thing. MP-based characters tend to do okay-ish since you put some sort of MP regen on all jumps, but this means that they never can end up saving enough to use the bigger spells. If the resource is critical to a character however, then the current system cannot handle it at all.<br /><br />I'll use two examples of it, one a middling case and one critical: Both will be my own characters since they are the ones I've tested and tweaked the AI more intensively so that I'm more familiar with the issues.<br /><br />Demon Tamer Shion is middly affected by the AI restrictions. Since the minimum cost on most skills are extremely low and that she has a large quantity of "free" skills, she will function mostly like a normal character. However, there's still a few issues. Her most reliable way of regaining resources is by using Demon Lure, which costs her 1 BP and has a -6 attack score. Under the current system, she'll still use the skill when she has 1BP, which is a guaranteed loss but the move still has to be usable under 50% BP and there's no way to tell the AI that.<br /><br />The second problem is that what is possibly the best overall usage of her resource is the Octopus Helper move. It gives massive bonus over multiple turns (depending on how many octopuses you used): If you have the bonus active, you want to attack. Throw something at them: Even the basic thrust is going to do good damage. You have no restrictions, and you know that any trade is going to go to your advantage. Yet, you will often see the AI just doing Jumps or Demon Lure and completely wasting it's massive bonuses and resource expendiure away.<br /><br />The third is that the AI cannot recognize when not to do the resource gathering move. It will occasionally do Demon Lure when it is at 5/5 tamed demons. The move cannot do damage (except on the very first turn after Octopus Helper usage where you can't be at 5/5 and after a duck) and will cost her 1BP for absolutely no benefit. That situation is sort of rare due to assigned weights, but it is still an issue. Still, the character does function somewhat at least... Most resource-based characters have the same sort of issues as her.ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-91325287676771484202012-09-19T06:27:50.421-07:002012-09-19T06:27:50.421-07:00Well, it's a good concept but I'm a bit wa...Well, it's a good concept but I'm a bit wary of the implementation to be honest. It's something that would require fine tweaking and I can easily see that it could go bad and annoying very quickly depending on how it's tuned. If you are confident that you could make it work fine, go for it. But you might want to put in the menus an option to turn it off :)<br /><br />If you are willing to change/improve the AI system, in my opinion the main issues and recommendations are the following... Beside #1 they might not be too realisticly doable without too much effort though!<br /><br /><br />1) Even with a new and improved system, I think it's important that no move is too heavily emphasised as previously mentionned so I still stand by my previous post content. It's good that the better moves comes out more often, but not to the point of using only the same 2-3 moves all the time, especially when the same counter works for all of them (namely Dodge in the vast majority of them). I already talked about that last post so I'll skip to the following one.<br /><br /><br />2) Currently, the AI doesn't take in consideration at all what the opponent can do. The best example is if you are turned around: Your two choices are usually only Dodge and Away. Yet, the AI will still constantly do 36 at that point, even though it's 100% impossible that it will hit. <br /><br />Also, a good part of winning a QB match is about landing one attack (or the opponent using a move that restricts them heavily) and keeping the offensive up and only "resetting" if the enemy manage to get back their main offensive options. So if the player has to use only Jumps (or green and yellow), the AI shouldn't waste it's opportunity by doing, say, a 26 or a 4 (Especially since they are one of the extremely rare moves that get beaten by the yellow 40) or doing jumps. The only "sane" option in that situation are thrusts, sideswings and moves that share those properties (like 6 sharing thrust properties mostly for example), except for an small handful of characters who have special effects even miss.<br /><br />Currently, that problem gets worse when the AI is in the under 50% bp mark since it dodge and blocks more often. The AI might get you in a bad position, but then it'll an up that does nothing but limit their next turn option and allow you to recuperate. In other words, it should tweak it's set priorities based on the enemy options (No real offensive options available means the AI should be attacking) and favor moves that will currently hit the opponent instead of doing a good move on paper that has no chance to land currently.<br /><br /><br />(#3 incomming in a bit)ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-30867070654251924482012-09-18T13:32:09.522-07:002012-09-18T13:32:09.522-07:00Well, you know how in some fighting games (mostly ...Well, you know how in some fighting games (mostly 3d), the tactics you use in the first matches never work in the last ones, and you have to keep the cpu guessing... so I just thought maybe I could try something like that.<br />I guess the idea would be something like: for each char you use, the cpu would observe which maneuvers you choose, your favorite combinations and how you play it safe when you're in a pinch, and try to learn and/or counter you... or something ^^Uleecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-2543899239934178902012-09-18T13:01:20.591-07:002012-09-18T13:01:20.591-07:00Behavioural AI that analyzes your move choices? Ho...Behavioural AI that analyzes your move choices? How is that possible?Rumormonger Baofuhttps://www.blogger.com/profile/03597130255549846667noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-49997902390378551752012-09-18T04:03:24.118-07:002012-09-18T04:03:24.118-07:00Oh, I guess I do use Charge and strong attacks too...Oh, I guess I do use Charge and strong attacks too much for the AI, guess I'll have to tone down those and change the jumps as you pointed out.<br /><br />But you know, I was kinda more concerned about what you say about AI not knowing how to use resource-based characters:<br />-Do you think detailing what to do best with 1 point, then with 2 points, etc, would suffice?<br />-Maybe it'd be a good idea to try and have the CPU "analyze" your moves somehow, and learn little by little from what you do (yay for behavioral AI ^^U)<br />-Or do you have any other idea for the AI? If you can explain it more or less coherently, I could try and program it that way.<br />Those would probably mean a little more work for me, but eh, it's not like I'd need to implement them right now.leecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-44844066937158022822012-09-18T03:49:03.536-07:002012-09-18T03:49:03.536-07:00You could even use one of the 90+ unused ideas for...You could even use one of the 90+ unused ideas for characters that a LW fan called Peters designed a long time ago:<br />http://www.sendspace.com/file/hc8v7o<br /><br /><br />We barely mentioned these like a year ago, but now that Ayra has levelled up lots in character designing, maybe it's the time to bring these up again. I just hope no one insists on the really funky things, like the double matrixes or the summons ^^Uleecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-34032505779095991382012-09-17T10:29:49.823-07:002012-09-17T10:29:49.823-07:00Awesome. I might just need advise on which book t...Awesome. I might just need advise on which book to try and modify. Teela is a warrior but has some magic abilities as she is supposed to be the most powerful Sorceress one day. So close range fighter type with weak long distance magic.<br /><br />I'm a Graphic Artist by trade so I have some confidence in my abilities, it's just finding time to work on it (due to new baby more than work schedule). But I am better at Photoshop manipulation than actually drawing, so we will see. It will be a fun side project and like you both pointed out, I think I've picked some obscure characters that I doubt someone will beat me to the punch lol. lonecowhttps://www.blogger.com/profile/14903551115610822869noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-45399590128218697352012-09-17T05:44:58.758-07:002012-09-17T05:44:58.758-07:00DAMMIT! I just lost my huge post about the AI and ...DAMMIT! I just lost my huge post about the AI and I don't have time to redo it all :(<br /><br />In short:<br /><br />1) AI do Charge way too often. It makes the Black moves nearly unusable (as charge hits it) and the white moves way too good. Even characters with no long-range attacks beside Charge should do it less often and use their crappy attacks to close range more often.<br /><br />2) The most commonly used Jump is Duck. Duck is the worst jump because of<br />A) Lowest chance of success<br />B) Highest chance of getting really bad damage pages<br />C) Worst move limitation with usually small bonuses<br />D) It gets hit by the most damaging attacks<br />So in short: Dodge a bit more often (far more successes, no move limitation and you don't get hit by worse than unbalanced) and Duck a bit less often.<br /><br />3) Do 36 and 24 too often. It's not uncommon to see the AI do things like 24-36-24-36. 24 is a great move for the non "old matrix" characters, but not when overused especially when combined with the 36-using characters. Basically, it makes Duck nearly suicidal to use: I duck maybe 1 time per 5 battles at best (Up is only slightly better) and it makes me use Dodge over and over since it's the safe pick 80% of the time (number approximate). More side swings, less 24 and 36 (Especially for characters who have both 24 and 36).<br /><br />That doesn't hold true for all AIs of course: Those who have long range attacks tend to Charge less and are far more deadly for example, some tend to spam less 36 and 24 or have a priorized 48 (which hits most dodges so it makes it far less safe), ect.<br /><br />I'm not saying I do better with my AIs though! Ayra was designed to be a great AI-controlled character ever since I started building the moveset... And she's not exactly amazing in AI hands either.<br /><br />Resource-based characters are nearly impossible to be effective in AI hands, especially those like Summoner Shion where justicious gain and use of those resources is everything (especially when it costs BP to gain those resources). It's why I was happy that Demon Tamer Shion works kind of well: What saves her is her good amount of resourceless moves, unpredictability at what's comming your way (since nothing is highly priorized beside the 5/5 move which normally don't happen) and the fact that a lot of moves are really variable costs. It doesn't prevent her from occasionally doing Demon Lure when she's at 5/5 demon tamed, though...ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-58797088372872535092012-09-17T05:21:56.810-07:002012-09-17T05:21:56.810-07:00I... probably didn't change the text color whe...I... probably didn't change the text color when I wrote the black spaces.<br /><br />Demon Tamer Shion did indeed need censoring on over half the pages... Censoring quality varies from nearly flawless (like Extended Ready and Octopus Helper) to alright (various water splashes and Demon Charge) to horrible (like Leg Wound or Shuriken Toss). I actually had a different censoring of Shuriken Toss and when I was checking things before sending, I thought that it was so bad that it needed a complete different version. The current one is better, so imagine how bad the censoring for that page was :)<br /><br />For the almost naked, it was pretty much done on purpose. I scanned the new book and divided up the images and added the old unusued ones in the appropriate places... So this one got all the "Aquatic" based images, which by nature are less covering and had a few demon pictures in. So I took all the fitting Shion pictures plus an handful of demon pictures (the "Overwhelming Beauty" demon just had to be featured somewhere!) to make the demon tamer. I would have prefered if I had near-naked pages for the entire book for consistency-sake, but unfortunately there's an handful where the wanted image just didn't exist. It's maybe a bit shameful to admit, but one of the other criteria for my image selection for this book was "Nice behind... you go in!" Theme consistence is important! :)<br /><br />I was hoping that the pictures would be okay but I'll add a few more dabs of water splashes to the Fish Guardian and Unbalanced pages and send it to you later this week... To be fair, I was far more scared about Octopus Helper since I didn't have any sort of replacement image for it so I'm pretty glad! As mentionned before, I'm fortunately not major expecting issues with other currently planned characters as the spider sequence is the "worst" thing in the pipeline.<br /><br />Gameplay-wise, I'm pretty happy with her. She got a core basic moveset that's hers (The effect on each is just because I wanted each page to do a little something), resource system for the other pages that's unusual, a few unique moves (Cleanse All Evil and Set Traps) and she requires some thought if you actually want to use any of the demon stuff. Kat also has some unique aspects (even more so), but she plays just so clumsy that she's not as enjoyable to play even though she's "accurate"...<br /><br />In unrelated news, Juliona is now officially the first self-made character (others are Mirim, Echidna and Saber) which I ever managed to get to 1000 Experience points without spending any and without dying! Yay! ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-45567026011830313722012-09-16T12:46:00.983-07:002012-09-16T12:46:00.983-07:00I knew you'd manage to tailor Kat to our needs...I knew you'd manage to tailor Kat to our needs, and she doesn't look half bad there either. I'll see what I can do about the bugs, but the char sheet of both of them is missing the black moves? (Sorry if I'm kinda picky, it's a bad habit :p)<br /><br />Great work on censoring the naughty bits on Shion all around (I'm assuming, never saw the pics), yay for almost-naked pics ^^U. I'd complain about Fish Guardian and Unbalanced kinda showing a little nipple, but eh, if you don't feel like tweaking those a little, I'll still let them slide.<br /><br />So yeah, nice job there, and it goes without saying that you deserve the break. Also, you know that if you have any ideas on strategies the AI should follow to be more challenging, I'm all ears (just because it has the fancy name of "balanced" doesn't mean it can't be improved if needed to).leecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-57366051358857955302012-09-15T15:43:37.954-07:002012-09-15T15:43:37.954-07:00Kat wins my official "Meh, good enough" ...Kat wins my official "Meh, good enough" seal of approval... Her core is working and she's usable. Her representation is surprisingly close to her game's playstyle and I'm happy with that: Get distance while evading, and charge in for massive damage if you started far enough. It makes her playstyle a bit too clumsy and she's probably the character that'll perform the worst if you aren't careful (Watch your gravity gauge constantly, for one). That makes her incredibly bad when used by the AI (Summoner Shion level), but no miracles to do there...<br /><br />However, she has bugs... Bugs that are not consistent and imprevisible. For example, sometime it will take a turn more for her Gravity Shift moves to get reactivated, sometime it will be instant. Sometime, her height will "freeze" at 0, other times it will switch as wanted. Sometime, she'll get something like a +10 on all Oranges, when I don't have any orange boosting move. Sometime, she'll get "stuck" on a move. As in, move 24 has no link to page 25 in the matrix ever, but I saw once that she kept going to page 25 each time I did move 24... But that didn't happen again.<br /><br />All of the above are rare: Like one of them will happen about once every 3-4 matches or so. If you can debug that, it'd be nice, but I suspect it'll be really, really hard... She does work currently, just not always as expected! Oh, the "Gravity Kick" (page 25) states that it adds Altitude * 1.5 score, but it crashes when I use it. I thought we could use decimals now? Anyway, I changed it to * 1 and added +1 base damage to it for balancing purposes, but I'd prefer the old way if possible.<br /><br />On a more positive note, Demon Tamer Shion is 95% functional. Everything works spot on with no issues I could find. The character is fun, sexy, works well, requires some thought while playing, the AI is sort of competent and I'm very happy with her (not Juliona or Seductress Shion-happy, but very close). I changed the monstrous condition to only offer 3 choices (still 4 triggers though) and cleaned it up and it doesn't crash the game or give wrong values now. <br /><br />The only bug I saw was that twice, the Octopus Helper move with 5 octopuses (which is +4 for 3 turns), I didn't have the bonus on turn #2. On both occasions, I had the correct bonuses for turn #1 and #3 and on turn #2 I had nothing (and the enemy didn't do any unusal move). I haven't been able to reproduce it at will unfortunately.<br /><br />You may notice that the Spider sequence is not present... That's because it's part of Priestess Shion. I did warn you that I had very bad news for you before :) All the images for her are ready (and censored too but few needed that) and the moves are decided (but not the specifics yet). She might not be next however: She's relatively complex, and after working on Kat and Demon Tamer Shion, I feel that I deserve a break and I might do Farrah next which is going to be very WIMPIL-like (so much easier to get everything working and balanced).<br /><br />Oh, one good news is that out of the images sets I have ready for multiple characters (... or variation of characters), Demon Tamer Shion is by far the naughtiest so if this one gets approved as is, all the other characters I have on my list should have no problems getting approved.<br /><br />I also included the fix to Juliona's matrix. Comments from anyone regarding the new characters are very welcome from everyone! While I do try my best to be impartial when judging my own characters, as the character creator I might very easily be misevaluating some things or missing some aspects completely.<br /><br />http://www.sendspace.com/file/qoan08ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-60493846655756077392012-09-15T13:15:45.906-07:002012-09-15T13:15:45.906-07:00She-Ra and Teela, huh? Besides me barely rememberi...She-Ra and Teela, huh? Besides me barely remembering a thing about He-Man, I'd say they aren't at their peak of popularity right now... but DeviantArt does have an impressive amount of fanart of them, surprisingly.<br /><br />lonecow, even if you don't quite talented enough to make a book out of them, if you could wade through all those pages and pick the best, varied pics, I can always help and finish the job.leecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-72791984418199867952012-09-15T13:05:53.305-07:002012-09-15T13:05:53.305-07:00Sorry to hear that you're still having a hard ...Sorry to hear that you're still having a hard time with Kat, hope you can figure it out before it gets too overwhelming :S<br /><br />And woah, quintuple choice? You don't know the meaning of "holding back", right? :D<br />Sure there are only 3 choices maximum now, I couldn't even begin to imagine anyone with more. Since 5 lines could look too weird if you are only showing a number in each, maybe I'll make a new restriction to choose numbers side by side.leecherboyhttps://www.blogger.com/profile/02276888605380325071noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-25629143591298555052012-09-15T08:41:29.760-07:002012-09-15T08:41:29.760-07:00I kind of know who She-Ra is (I know she's fro...I kind of know who She-Ra is (I know she's from He-Man and I have a vague idea of what she looks like), but I have no ideas who is Teela. I'll pass on working on them though because <br /><br />A) I'm not familiar with the characters so making a fitting moveset is hard<br /><br />B) I already have... hum... 7 movesets lined up to do right now in total so I don't think it'd be wise to add two more<br /><br />C) I'm most likely not more talented than you are :)ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-4943044538348388362012-09-14T10:42:08.503-07:002012-09-14T10:42:08.503-07:00Great work as always. You know who would make grea...Great work as always. You know who would make great additions? She-Ra and Teela. <br /><br />Maybe I'll try and and work on these on my freetime. Unless someone more talented can take a stab. lonecowhttps://www.blogger.com/profile/14903551115610822869noreply@blogger.comtag:blogger.com,1999:blog-429065936902661090.post-54654159221592149782012-09-14T10:06:31.189-07:002012-09-14T10:06:31.189-07:00Kat's been nothing but endless frustration for...Kat's been nothing but endless frustration for nearly every move... I was still feeling like doing work on a character but not on Kat so I started doing a bit of work on another character I've had the images ready for about a week. Lo and behold! EVERYTHING worked on the character. There was a tiny amount of debugging, but everything went super smooth even though it's not a terribly plain character either. It's been a very enjoyable process and it did marvels to wipe off the frustration of plugging a ton of time on a character to still have a tons of things broken.<br /><br />Everything works great. Everything but the very last condition, that is. It's a pretty core skill, unfortunately... Basically, the special bar varies from 0 to 5, and the skill is only usable when you have 1 or more point (this part works). You get a better bonus with more points spent, but it often make sense not to spend all your points so I offer a dialog box to pick how many to spend. However, I have to make sure the person can't pick a number higher than they actually have...<br /><br />So what I came up with was multiple Result starting with 1 point (which has no dialog box) all the way to 5. So if you have 2 points, you get a box with 2 and 1. If you have 5 points, you get a box with 5, 4, 3, 2 and 1. The multiple results actually work: It shows me the appropriate box.<br /><br />There's two problems however.<br />1) The box never displays more than 3 results, no matter what. If I have 5 points, I'll get a box with 5, 4 and 3.<br />2) If you pick anything else than 5, you'll get bad values. For example, if you have 3 points and pick 3, you'll get +10 (instead of +4). If you have 5 points and pick 5, it'll work right (+4 for 3 turns). If you have 5 points and pick 4, it crashes with an Index out of Range.<br /><br />A bit of help would be appreciated in getting this working! Beside that, everything's perfect (will require playtesting though)... I'm pretty happy with this character, except for some of the censoring job. So when I send you Kat (probably over the weekend if I can finally manage) you'll get a bonus character too! Lucky you! :)<br /><br />Consider that as an apology for having to look at this monstruousity of a restriction... :)<br /><br /><br />restriction[31]=No restrictions,Bonusonly move 9 Demon Lure,Result special + 0 < 2 Change special -1,Result special + 0 < 2 Repeat self for 2 Bonus 2,Result special + 0 < 3 Chooseoption "2 Points"|"1 Point":Change special -2/Repeat self for 2 Bonus 3|Change special -1/Repeat self for 2 Bonus 2,Result special + 0 < 4 Chooseoption "3 Points"|"2 Points"|"1 Point":Change special -3/Repeat self for 2 Bonus 4|Change special -2/Repeat self for 2 Bonus 3|Change special -1/Repeat self for 2 Bonus 2,Result special + 0 < 5 Chooseoption "4 Points"|"3 Points"|"2 Points"|"1 Point":Change special -4/Repeat self for 3 Bonus 3|Change special -3/Repeat self for 2 Bonus 4|Change special -2/Repeat self for 2 Bonus 3|Change special -1/Repeat self for 2 Bonus 2,Result special + 0 < 6 Chooseoption "5 Points"|"4 Points"|"3 Points"|"2 Points"|"1 Point":Change special -5/Repeat self for 3 Bonus 4|Change special -4/Repeat self for 3 Bonus 3|Change special -3/Repeat self for 2 Bonus 4|Change special -2/Repeat self for 2 Bonus 3|Change special -1/Repeat self for 2 Bonus 2ayrawinlahttps://www.blogger.com/profile/12231112234935214471noreply@blogger.com