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Change Log:
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1.0i, 17-09-2023
- Added extra hints for unlockable content
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Check this video that showcases all his new combos, animations, and outfits: https://youtu.be/rpSb8VJu9Ec
====================
Change Log:
Complete rework of his moveset.
=New Combos with new animations added:
-PPKK: a powerful move that does Half damage if blocked, with a stylish landing that leaves you a bit vulnerable to balance it out.
-PKK and PKP moves: 1st is high damage blockable, 2nd is lower damage but a block breaker.
- Back Forwad Punch: NUTCRACKER! Inspired by MK's Johnny Cage's nut cracker move, causes hitjewels effect and now also affects females with a custom hit effect animation.
-Right and Left forwad kicks (Twister Kicks): Dodge and attack at same time.
=New animations for existing combos:
-New triple punch,
-New triple kick,
-New forward, running, and directional punches
-New forward and running kick.
-NEW THROWS: back throw, running punch throw, standing kick and standing punch throws.
-New Heavy Punch - 2 hit move with long range (Dragon Fury).
-Low punch: a quick 2 hit move.
-Low kick.
-New DODGE animations.
-New taunt animation.
-Heavy kick now hits twice.
Changed the sound for the Forward Punch.
Adjusted the volume for Hayate Minions' taunts.
]]>
Check this video that showcases all her new combos, animations, and outfits: https://youtu.be/rpSb8VJu9Ec
=================================
Change Log
Complete rework of her moveset.
=New Combos with new animations added:
-PPKK: a powerful move that does Half damage if blocked, with a stylish landing that leaves you a bit vulnerable to balance it out.
-PKK and PKP moves: 1st is high damage blockable, 2nd is lower damage but a block breaker.
- Back Forwad Punch: NUTCRACKER! Inspired by MK's Johnny Cage's nut cracker move, causes hitjewels effect and now also affects females with a custom hit effect animation.
-Right and Left forwad kicks (Twister Kicks): Dodge and attack at same time.
=New animations for existing combos:
-New triple punch,
-New triple kick,
-New forward, running, and directional punches
-New forward and running kick.
-NEW THROWS: back throw, running punch throw, standing kick and standing punch throws.
-New Heavy Punch - 2 hit move with long range (Dragon Fury).
-Low punch: a quick 2 hit move.
-Low kick.
-New DODGE animations.
-New taunt animation.
-Heavy kick now hits twice.
Adjusted the volume on Hanako's Heavy kick move
Slight changes to Hanako's red outfit and jacket outfit.
]]>
Video Showcasing all his new outfits and moves: https://youtu.be/91-s8CJpeaM
Version 6 Change Log
Casey's biggest update yet! New Animations, New Outfits, New Look, New Sounds!
New Look:
-New Head mesh and face texture for all outfits
-Remake of his Blue outfit (now his hoody outfit) and his Lion Jacket outfit
-Texture improvements on Cop, Lite and Original outfits.
-Three New Outfits: Suit, Stealth, Oni2
=
=
New Moves and Animations:
-Brand New Moves:
--Back Forward Punch: evade backwards and attack!
--Right\Left Forward Kick (Twister Kicks): evade right and left and attack!
--New unique taunt animations
=
-New Animations for his existing combos:
--Super Kick
--Super Punch
--Punch Kick Punch combo: Power Slam!
--Kick Kick Forward Kick
--Run forward and Run backward Kicks
--Slide
--Low Punch and Low Kick
--Run Forward Kick Throw
--Kick Forward and Punch Forward
=
=
New Sounds:
New Sounds for taunts, check body, pursue, startle and alert. As well as hurt and death sounds.
=
=
Technical changes:
The ONCCs were renamed to better reflect his outfits. Example ONCCcasey_e was renamed to ONCCcasey_jacket
*The package is now broken down to 7 parts for easier updating and to give user more choice.
*Muro and Griffin textures from HD Griffin and Muro HQ packages are now included with some textures resized to 256 for less memory load with slight modifications.
*New Barabas textures are now included, based on Bozzman's Camo Barabas package but with Barabas's original color scheme and chest armor chink.
*Texture improvements to Com guys, and new face texture for Comguy 3 and Male Cop 4.
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Change Log:
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2.0g, 09-03-2022
-Fixed bug on add-values when the element is empty (the application was adding a space)
-Qt libraries on macOS upgraded to 5.15.2 (minimum compatible macOS: macOS High Sierra)
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Includes 2 versions of the final battle depending on whether you killed Griffin or not.
If you spared Griffin, your allies will join you as you fight Muro and his Saisei team, more unexpected surprises to keep you on your toes. Trust me you won't see it coming.
If you killed Griffin, you will have to face Muro and his Saisei team alone, in a new mechanic where each member of the Saisei team will protect Mutant Muro till you dispose of them making this more challenging and less monotone than the original.
Video previews:
Video of the modified final level battle Spared Griffin version (contains spoilers) https://www.youtube.com/watch?v=wwqQHXvCgeQ
Video of the modified final level battle Killed Griffin version (contains spoilers) https://www.youtube.com/watch?v=e97TCEPhjK0
This was not all I wanted to do in version 3, I had planned to include Kojiro in earlier levels as an opponent, as well as Demos and Doyle and planned to rebalance the dream lab, and improve the Saisei members defeat cutscenes. Unfortunately I can't actually test Oni on my current PC so this is all I can do for now, but thought better to publish this than keep it.
]]>So what now? Vago is and has been fully opensource almost since the beginning. If you really want to build over it you can. Other option is to build a new (hopefully better) GUI tool from the ground up that fully supports the new modding requirements. Feel free to take over this (or a similar) project.
Regarding other projects, I am still planning to support XmlTools at least for now.
]]>This sounds really great! Finally, it might be worth it to play on a 144 Hz display now.
I hope so. Though keep in mind, most of Oni's game loop seems to be fixed to 60Hz, including input processing. I think animations can run faster, so hopefully it will be smoother at 144Hz at least.
Part of the reason why Daodan Input is smoother despite input being locked to 60Hz is because it knows which frames Oni will process input on, so it buffers input until those frames, rather than dropping it, which is what Oni used to do at high frame rates.
I can't believe it, finally my mouse is very smooth now. Thanks for your work! <3
Edit: And thanks a lot for source code
Thanks for testing!
]]>I thought in releasing some things for this special date, I don't have anything special but at least I have something.
Where's what I am releasing today:
• The final videos of the collection “Creating a Custom Oni Level (video tutorials)”
◇ Creating a Custom Oni Level Tutorial - 9 Trigger Volumes And Doors Part 1
◇ Creating a Custom Oni Level Tutorial - 9 Trigger Volumes And Doors Part 2
◇ Creating a Custom Oni Level Tutorial - 10 Importing Images
◇ Creating a Custom Oni Level Tutorial - 11 Adding Particles
◇ Creating a Custom Oni Level Tutorial - 12 Creating Custom Cutscenes (Final)
• A Oni trailer music remix, that I used in Omega Tournament: “Trailer Pursuit Remix”, this mixes Trailer and Pursuit in one music track with some small adjustments / effects
◇ youtube video
◇ mp3 file
I hope you enjoy those and have a great Oni Anniversary!
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