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Zzyzzyxx

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Everything posted by Zzyzzyxx

  1. The link at the first post was outdated and was replaced with an improved version a few posts below.
  2. New beta. The previous version was borderline unplayable due to the absurd ammount of bugs. I'm really sorry. This version has so many fixes that listing all the changes wouldn't even be practical. No new moves yet, but the AI is more complete now. Download 06-01-2016 version: http://www.mediafire.com/download/tw9uo4ahv2a29l4/amanda_z_beta_2016_01_06.rar
  3. I'm sorry. Her AI is still incomplete. Gonna work on it soon. The damage of that move depends on how low Amanda's life points are. Gonna try it. It's difficult to create colors for her, because her palette has over 100 colors. But some palettes of the source game are beautiful and I'll like to reproduce them. New beta: http://www.mediafire.com/download/ab054405v2a8ijd/amanda_z_beta_2016_01_02.rar * Fixed a critical bug that happened when she and an opponent traded hits and both were sent flying. Sometimes she refused at all to get up from liedown, forcing a restart of the round. * Tried to fixed the SuperBG Finish so that it appears even if she and the opponent trade hits. Didn't notice any bug so far. * Fixed a bug in the Strip Combo system where she wouldn't receive a letter if the opponent fall from a Stun Attack and she performed another so that it hit right when the opponent gets up. * Added extra visual effects to Final Spiral Driver. Enjoy.
  4. I worked really hard so that I could give you guys a a public beta before the end of the year. Download: http://www.mediafire.com/download/far8403jqrctryw/amanda_z_beta_2015_12_31.rar Important: Unlike Inma, this char contains actual nudity. You've been warned. At the moment her AI is incomplete and she lacks a few featues and effects I intend to give in a near future. She's completely playable, though. Make sure to take a look at her config file as well. Please keep me aware of any technical problem you might find in her. In the meantime, have fun, and a berry happy New Year for everybody.
  5. Playing with Reimu in Mugen 1.1. Her aerial backdash simply doesn't move her backwards at all. By the way, I'm sorry for not attending your requests to beta test your chars. Turns out that despite making a Reimu I'm actually not a fan of Touhou at all. You're not the only person whom I neglected beta test requests. Gonna try your Reimu a little else in Arcade Mode and search for more improvable things. I like your version of her. I think that in the air, you can replace the command (c) b, f + attack with a simple b, f + attack. I can't confirm it now, but I think that Marvel Super Heroes and SFZ3 don't use charge commands in the air, using only the non-charged versions instead for chars like Original Chun-Li and Shuma-Gorath.
  6. Download: http://www.mediafire.com/download/5slb145u1x3zhsz/reimu_z_1_4.rar Bugfixes galore. * In the previous version, performing a running basic and holding until after the attack ends would make her perform a superjump instead of a normal jump. * Previous version couldn't perform [Yin-Yang Orb > Yin-Yang Orb] combo in Training Mode. A bug prevented the second orb from spawning. * Modified the properties of Yin-Yang Orb so that it can now deal only 1 hit against a downed opponent, * Fixed debug messages that occurred in Mugen 1.0, but not in 1.1. * Fixed transparency issues that occurred in Mugen 1.0, but not in 1.1. * Default AI blocks less, releases less projectiles and can attack downed opponents now.
  7. She doesn't even work. Her def asks for an exmoves.cns file that isn't included in her folder.
  8. She isn't playable in the source game. There are no sprites for her.
  9. All chars updated. Reimu 1.3 * She received a new AI. Considerably easier than the previous one, recommended for Lv4 fights. Her old AI is still present in a separate file (reimu_z_cmd_challenge.txt) for those who enjoy her much more aggressive previous style. Download: http://www.mediafire.com/download/oxwv2nh5r0yxfcj/reimu_z_1_3.rar Inma 1.3 * She received a new AI. Considerably easier than the previous one, but harder than Reimu's new AI. Her old AI is still present in a separate file (inma_z_cmd_challenge.txt) for those who enjoy more brutal AIs. Download: http://www.mediafire.com/download/q7wqibjf2k2c71x/inma_z_1_3.rar Fine 2.3 * Nothing much new. Just some tweaks that were also applied in Reimu and Inma's new AI codes. Download: http://www.mediafire.com/download/g8458emyu68dahh/fine_z_2_3.rar
  10. Princess Fine 2.10: Download: http://www.mediafire.com/download/521fqlej2agkth5/fine_z_2_1.rar Lv 8 AI: Inma 1.10: Download: http://www.mediafire.com/download/s97ex6spg070o6m/inma_z_1_10.rar Lv8 AI: Reimu Hakurei 1.05: Download: http://www.mediafire.com/download/obn62tvd378f1qv/reimu_z_1_05.rar Lv8 AI:
  11. I found the reason why she can move during superpauses. I edited my previous post to explain it. Pretty questionable decision from him, to say the least, if you ask me.
  12. I don't know if it's happening only with me, but she can move around during opponent's superpauses. Weird. Probably it has to do with the tons of supermovetime = 2147483647 and pausemovetime = 2147483647 thathe adds in his codes, even when they aren't valid parameters for the relevant sctrl. Example: [State 197, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 pausemovetime = 2147483647 supermovetime = 2147483647 ignorehitpause = 1 persistent = 1 Pausemovetime and supermovetime aren't valid parameters for the Nothitby sctrl. Probably a few of these parameters are affecting her gameplay negatively. EDIT: meh. Forget it. He added a series of codes in her statedef 2 that prevent the opponent from pausing the game with superpauses. [State -2, Pause] ;anti-Pause type = Pause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo != [3000,3060]) trigger1 = (P2MoveType != H) && (P2StateNo != [120,155]) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 ignorehitpause = 1 persistent = 1 [State -2, SuperPause] ;anti-SuperPause type = SuperPause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo != [3000,3060]) trigger1 = (P2MoveType != H) && (P2StateNo != [120,155]) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 anim = -1 sound = -1 pos = 0,0 darken = 0 p2defmul = 1 ; Setting this at 1 will make no changes to the targets' defence. 0 is a special value that will set the defence to the number set in Super.TargetDefenceMul in the [Rules] section of mugen.cfg poweradd = 0 unhittable = 0 ignorehitpause = 1 persistent = 1 [State -2, Pause] ;anti-Pause type = Pause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo = [3000,3060]) && (Time > 50) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 ignorehitpause = 1 persistent = 1 [State -2, SuperPause] ;anti-SuperPause type = SuperPause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo = [3000,3060]) && (Time > 50) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 anim = -1 sound = -1 pos = 0,0 darken = 0 p2defmul = 1 ; Setting this at 1 will make no changes to the targets' defence. 0 is a special value that will set the defence to the number set in Super.TargetDefenceMul in the [Rules] section of mugen.cfg poweradd = 0 unhittable = 0 ignorehitpause = 1 persistent = 1 Thanks, Borewood, now every character will have his supermoves totally messed up when he fights against your character
  13. Sorry for the double post. I must announce an update for those who downloaded the 1.00 version. Wind God Kick was entirely re-coded. That move, in the released version, wasn't nearly as effective as the betas thanks to an error in the animations. Some triggers for the AI involving Dimensional Rift were added as well. Version 1.01: http://www.mediafire.com/download/a1d6k1rbv2ohxx7/reimu_z_1_01.rar Thanks for the downloads.
  14. Reimu decided to make a self-imposed challenge. Not having more than 1 single projectile on screen, focusing much more on her sparse melee skills in order to make her body a little less rickety. Her AI can be quite aggressive on higher levels. I recommend a few matches against her Lv8 AI to have a better clue of her possibilities. Her gameplay was supposed to resemble The Rumble Fish fighting games. However, I took many liberties in her design, to the point that her style seems much more like a custom-made style, along with some Rumble Fish-inspired moves. Barely any of her original Touhou mechanics remained, making her much more appealing to a more casual audience. Download link in the post below: Comments and bug reports are welcome. Enjoy.
  15. Version 1.08 is on: http://www.mediafire.com/download/x5u9wowbfqeu1e4/inma_z_1_08.rar Changes: * Fixed a bug where she could try to block immediately after getting up from knockdown. The bug made her able to block during a liedown state, causing glitchy behaviors. * Air tatsus lost their overhead properties. * Air tatsus are now invulnerable to air throws. * Invulnerability for her Genocide-Cutter-wanna-be is at her lower body instead of the upper body. * Backdash now works more like the ones from like SF4 series. In short: 8 frames of full invincibility, followed by 6 frames where she's considered airborne, followed by normal standing physics. These changes make her backdash much more useful as before. * Minor tweaks in her AI. That's it for now. Thanks a lot to all for the large number of downloads.
  16. Bump. With lots of news. After I finished Inma I decided to go back to this project. I added many improvements in codes since the last version. New download link: http://www.mediafire.com/download/qpuxnf13m92b5g1/reimu_z_beta_07012015.rar * Critical bugfix: Not from my codes, but from Mugen 1.1 itself. Mugen 1.1 has a bug in that the "getpower" line in hitdefs doesn't work at all for helpers (the line "givepower" line works fine, surprisingly). Hence I added the "Poweradd" sctrl to her projectiles to make them give her power as intended. * I'm modifying her movement speeds. Air dash is slower and feels more floaty, but it's still fundamental to her offensive game. * Basic attacks had properties tweaked. They cause less blockstun and hitstun, but, at the same time, they feel much more solid than before. * Fixed many bugs involving behavior of projectiles. The work on them is far from finished, though. * Crouching LP and Crouching LK can be rapid-fire'd now. * Decreased the size of many of her hurtboxes. This is because I added to ALL attacks the ability of hitting a downed opponent. * I adjusted the code that involves hitting a downed opponent, so that her attacks behave more like The Rumble Fish series. In short, you can't combo a downed opponent anymore like in previous versions. Now you can only add one single to hit to her combos. * Added Impact Blow technique from The Rumble Fish 2. Hit the dodge button (in Mugen, Z button) immediately when Ascension Kick hits an opponent, and it will disable the opponent's ability to use air recovery moves, making you free to hit him with your best combos safely. * Timing for chain combos is more strict now. The previous timing windows were so large that she felt extremely loose, which is the exact opposite of TRF gameplay. * Commands for performing QCFQCF + button moves and buffer time for specials and supers are also more strict now. Again, they were too loose. The work is far from finished, but I really hope that she feels more Rumble-Fish-y now. She still needs: - a Defensive Art - a Critical Art - aerial Jolt Attack - a Boost Dive. I really have no idea of which moves I should use for these 3 techniques. I'm seriously considering working on her AI after I make the tweaks in her damage and getpower values. Comments about her (damage, mobility, gameplay, accuracy, lack of accuracy etc.) are extremely welcome.
  17. I completely disagree with the idea of ranking members per quantity of work. For me, a single good-quality work means much more than 50 half-assed and hastly delivered and unfinished projects. The old system took care of this pretty well. EDIT: BTW, what's with this "Miserable pile of secrets" in my profile?
  18. I would love including voices but, in the source game she doesn't have any
  19. Version 1.07 released. http://www.mediafire.com/download/7d6vdchrhw2qbwz/inma_z_1_07.rar Changes: * Improved the projectile code so that she can release a second fireball while there's another on screen that was reflected by the opponent. * Fixed a bug where the AI could gain control before her megabeam supermove ended. * AI improvements. Mainly, she doesn't jump around the stage anymore like the floor was on fire, and she knows better how to perform aerial basics.
  20. Easy enough. Give a var to your projectile. Helpers can have their own vars, you won't use a var from your char. [state 1005, VarAdd] type = VarAdd trigger1 = !time var(0) = 1 persistent = 0 Of course you must give a negative y vel to your fireball and a gravity value, and set the statetype as aerial.. [state 1005, VelSet] type = VelSet trigger1 = !time x = -10 y = -10 [state 1005, StateTypeSet] type = StateTypeSet trigger1 = 1 statetype = A movetype = A physics = N [state 1005, VelAdd] type = VelAdd trigger1 = statetype = A y = 1 Then, when the fireball reaches the floor... [state 1005, ChangeState] type = ChangeState ;trigger1 = vel y > 0 trigger1 = pos y > -vel y... ... if your ball is in the state 1005, make so that it goes to the state 1005 AGAIN. ... [state 1005, ChangeState] type = ChangeState trigger1 = vel y > 0 trigger1 = pos y > -vel y value = 1005 ctrl = 0 Keep in mind that since the fireball is at the beginning of the state 1005 it will add 1 to its var again. Every time the fireball returns to the state 1005 the var will add a value of 1. Now there's that thing with velset on the beginning of the code. If you want to make the fireball bounces less and less each time it reaches the floor, change that velset code to something like this: [state 1005, VelSet] type = VelSet trigger1 = !time x = -10 y = ifelse(var(0) < 1, -10, 0.5 * vel x) With this code, the next time the fireball bounces it will have a y speed of -5, then -2.5 in the next bounce, then -1.25, then -0.625... The code is among these lines.
  21. 2diyer.com is the only place I can remember of.
  22. Well, not so awesome. I added extra fixes to make her shine more. -- Version 1.06 is released -- Changes: * Critical bugfix: during the debug session I made so that her Standing HK applied a proration of 75% (in other words, every attack after that kick would cause only 25% of its original damage), for testing purposes. That debug wasn't removed and she was released with this disadvantage that required an immediate fix. * Now the AI has the same restriction as the player when it comes to charging back or down for certain special moves. The AI must charge down or forward in order to perform the elbow dash, the triple punch or Chun-Li's spinning kick. Now you won't see the AI performing an elbow attack at the end of her dash, something that it's impossible for a human player to perform. * Speaking of charging moves, they were at the bottom of the priority command list, even after the negative edge directional commands that were used to perform them. I moved the negative edge commands to the bottom of the list, hopefully making those special moves easier to perform during combos. * Now her AI knows how much damage her current combo deals, and will use these data to decide about using 3 supermove bars for a MAX Mode combo. It also will recognize when an opponent is cornered and decide when to perform or not certain special moves. * I made so that her AI is slightly easier, especially on lower levels. I tried to make so that she focuses more on chain combos and less on countering the opponent. Fighting against her in Lv4 didn't bring much emotion IMO. She was fun to play against only in Lvs 6, 7, or 8 and I made an effort to fix this. It's not like she isn't challenging anymore. She's still tough enough to take care of a Lv8 Dee Bee Kaw. Keep in mind that she doesn't rely on confusing the opponent with crossups and fast movement like him, though.
  23. Not one of my best-looking stages. I made it long ago, and it looks way too pixelated, since the foreground sprites are twice as the original in-game size. I still like doing my fights in this stage, though. I felt that I would like to share it. Download: http://www.mediafire.com/download/6sd4hf12ldroh3k/kawanabe.rar
  24. An update for her. Download link is at the first post. 1 - The bug in which she was able to release 2 fireballs at once had returned, and she was also able to cancel her fireball into supers before the projectile actually come out. Both bugs were solved. 2 - Some MAX Mode combos had a tendency to drop, and I changed some triggers to minimize this problem. -- examples -- - she won't try to juggle with a Standing LK if the opponent is going upwards - if the opponent is cornered she will try to use her elbow dash, something that is dangerous to use mid-screen (the pushback is too intense) Her A.I. MAX Mode combos still don't satisfy me fully. Its combo logic has as many exceptions as it has rules, and I really want a more simple and streamlined code. I'll make an extra effort in this regard. EDIT: 1.05.3 version is on. http://www.mediafire.com/download/u9bym8lfcw0f4uf/inma_z_1_05v3.rar Changes: 1 - Standing LK has less frame advantage on block, and all of her Heavy attacks have the same guard hittime of 17 (a feature of KOF series). 2 - She won't refrain from using supers if opponent has critical health anymore. 3 - A.I. can't cancel a Standing / Crouching LP into specials/supers on whiff. This is the reason why the A.I. combos weren't flowing as expected. This is a feature in PotS' chars which actually ended up detrimental to her gameplay, since light punches are so crucial to her playing style. PotS' chars never use light punches so you couldn't see how their AI could be harmed by this feature. Thanks to this fix her AI can do much better combos now. 4 - She's more prone to use special moves now. In previous versions she simply refused to let her power bar drop below 750. Now she uses specials with 500 power as well. 5 - Fixed codes involving her Guard Cancel moves. I feel totally satisfied with her gameplay and A.I. now, and I don't intend to make any other changes to her in a near future. Enjoy.
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