Thanks for playing, guys! ;D
Bloodbane said:
2. Change Fluttershy's attack into this:
- A: throw a flying squirrel for moderate damage
-Flying squirrel travels a little slow, but can pierce through multiple enemies
- D+A: throw a bunny for moderate damage
-Bunny arcs upwards
-Can only be shot once
For some reason, my mind thought that way when playing as her
Are you saying it doesn't play right that her "bomb" projectile is only aerial? I suppose I could put the squirrel in the aerial and map the bunny to down+attack.
Bloodbane said:
3. Set subject_to_wall 0 to enemy's bomb's. For some strange reason, in certain cliffs, bombs could pop at top of a wall for brief time and damage player standing close there. Setting the former should solve this issue
This has been an issue since I originally released the first demo over a year ago, and I can't figure out why.

I already have subject_to_wall 0 in those projectiles, and that
still happens. I've even tried subject_to_wall 1 out of curiosity (the manual has been wrong in the past), but of course that didn't do the trick either. Do you have any other ideas?
Bloodbane said:
There are couple things I noticed that could be enhanced with scripts:
1. Enemy's temporary invincibility
2. Moving while walking off
I have less clean solution for #1 but for #2, I'd need to test couple things first. If you're interested with #1, I'll share it here
For #1, do you mean
a) Enemies have an invincibility window when they get hit, like players do (aka, the bosses in the official MegaMan games); or
b) Enemies can still get "hit," but they take no damage (aka, enemies with shields or hard armor in the official MegaMan games)?
If you're referring to a), I honestly prefer to keep things as is. As much as I love MegaMan, one thing I always disliked was how the games punish you for "rapid firing" on bosses. ;D And needless to say, I have a very quick finger, so that always inconvenienced me. However, if you're referring to b), then by all means please share. There are some enemies that I genuinely do not know how to recreate, solely because of this issue. I've done some clever workarounds, like the Mettools and the barrel enemies in KnightMan's stage, but I can't rely on those methods forever.
I'm very interested in #2, if you have a solution.

I believe I saw a command for it in the manual, but I haven't tried it.
Bloodbane said:
My memorable fight I had in this mod is Rainbow Dash vs Stone Man
Nice! 8) I don't care much for My Little Pony, but my brothers love the show and the sprites were pretty cool, so I put them in the game. I was surprised by how fun Rainbow Dash turned out to be--combo tackling enemies is great! I'm actually thinking of modifying Sonic to have a similar playstyle!
Psykai said:
he only thing I noticed that was a little off was that Ryu doesn't really seem that invulnerable when using his specials and he dies awfully fast, as if he has a really low health bar. That might be just me majorly sucking with him though
So Ryu has the same amount of HP as all of the other characters, but he has a 10% defense modifier (for reference, [Slasher] characters have a 25% modifier) to offset his close-range moves. Maybe I should bump it up to 20%? Or, perhaps, bump it up to 30-50%, but
only while he's performing the Shoryuken and Tatsumaki?
I think I should at least buff the damage output of those moves for sure, though.
Psykai said:
I had a thought for a future character. In light of the new Soulcalibur (my all time favourite series) coming next month I was thinking a cool 'Slasher' character could be Nightmare or Siegfried
Find or make me the sprites, and you got it! Gosh, I would love Nightmare sprites with his Soul Calibur 2 design--neon red hair and all. And if we're talking Soul Calibur characters, then I especially would like to see my waifu, Sophitia (also in her SC2 design, of course).