
Shadow on fireball FX doesn't look pretty.

His backdash could get a landing sound. His landing from a jump could get some smoke. Anyway, whatever the reason, add a "ceil" around the formula to make it an integer and avoid debug flood. Didn't check the code, but I guess it's due to damage being scale by a fvar. Look at KOD's CLSN tutorial for more info. You usally don't need more than 2 or 3 blue boxes, same goes for red ones, where one is often enough. If it's for 1.0, why didn't you use the localcoord parameter to define the character as HR and get HR portraits ? No big deal. * Create a version with napalm beat as a visible purple cloud. These will be fixed wholesale after Mugen 1.1 is released. * Transparency issues for Napalm Field and Hammer Strike fixed. * AI is now affected by difficulty level. * Changed balance to use lvl 25 instead of lvl 30. * Time out draw and time out lose animations added * End win overview sprites changed to get rid of white space. * ceil added to all attacks to prevent debug spam All of the velocities have been altered accordingly. * Dual directional input times increased from 15 to 20. 2010: WIP2 beta2 (Battle Build release 2) * Decreased damage of magic attacks by 80% * Easier to pull off Damascus Dagger and Lightening Kick * Damage reduction implemented on strong attacks (each additional strong attack has reduced damage in a combo) * Soul Strike is now grazable, meaning if enemy is in state 100 (running), it will miss. * Reduced attack strength from 100 to 75. * Fixed a bug where text boxes stack on top of each other instead of replacing * Fixed a bug where hitboxes aren't right size (due to hitboxes not scaling in helpers) * Fixed a bug where Fireball's bomb didn't have any knockback * Fixed a bug where damascus dagger and lightening kick can be done midair 30, 2011: WIP2 beta (Magic Build release) * The number that appears in SP Recovery now faces properly when on right side

* Shorted time to perform Damascus Daggar and Lightening Kick to reduce the dash effect May 29, 2011: WIP3 beta (Hybrid Build release) While all builds are selectable, only the Battle Build and Magic build are code complete (barring any bug or balance fixes). At the beginning of a match, a build selector shows up, kind of like a groove selector. You can pick your own spells and stats, but I figured that's a bit overkill, so I went with set builds. The character is based off the male magician from the Beat-em-Up RPG PC game "Ragnarok Battle Offline". The character itself is balanced toward the more crazy spectrum so it's not suggested using this against KOF characters or anything, although even then it may be a little crazy still. I've been working on this character for roughly two three years years on and off and I've finally gotten it to the point of being releasable.
