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Zzyzzyxx

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Everything posted by Zzyzzyxx

  1. A hentai doujin game, more specifically. I don't want to comment much about this.
  2. Demo video. This is her AI fighting. Demo of her combo ability in full power: Aside the usual tweaks in AI, the main differences from the last beta are: 1 - Now there AI codes involving MAX Mode. She becomes much more aggressive when during that effect, as you can see in the demo above. 2 - she won't combo into supers willy-nilly, unless one of these conditions are found: * having less life than the opponent * having too much supermove gauge (close to the maximum of 3 bars) * finishing a combo involving MAX Mode C&C is welcome. Download 1.08: http://www.mediafire.com/download/x5u9wowbfqeu1e4/inma_z_1_08.rar
  3. You need a decompiler. I use Sothink SWF Decompiler (not freeare, though). It allows you to extract occasional bmps, jpgs and pngs that are found in the swf files. For example, most of the image files in Robot Unicorn Attack Evolution are 24-bit png files which can be extracted successfully. Keep in mind that not many swf files use bmps and pngs. The ones that use are the exception. Alternatively you can try to use Dragon Unpacker. It allows you to search for pics and sounds inside files of many different formats. I never tried to use ii with swf files, though.
  4. I didn't detect any anomaly in the commands. In fact I still can perform her charging moves with bizarre commands like charge + attack for her (charge) B, F + attack or charge + attack for her (charge) D, U + attack Not to mention that the command for her qcb + HP is coded identically to the qcf + kick ones, which don't have any problem. I'm really sorry, but I can't see any issue in her commands. New public beta. Probably the final one. If no issues are detected I'm gonna release this version. http://www.mediafire.com/download/s30diorldk1saf8/inma_z_1_05_beta2.rar * Her previous AI sucked balls hard. It wasn't any better than the level of skill you would get by bashing your ass against the keyboard. Her AI was this random. The new AI is MUCH more organized. I rearranged her entire cmd file so that both the player and the AI have a trigger for perform moves in idle state and other trigger for performing them in chain combos. With it the AI knows much better how to perform when it's possible to perform chain combos. She focuses in poking you with light kicks and getting close to you to perform her beat-'em-up styled manual combos. I also added some tools to combat from a distance, even though she can't do much when far from the opponent. I'm pretty satisfied with the result. * I solved a bug that allowed her to perform a supercancel if her fireball clashed with an opponent's projectile. * I solved other bug which allowed her to have 2 fireballs on screen at once. See this thread to understand how it was performed: http://mugenguild.com/forum/topics/bug-p-o-t-s-projectile-codes-and-how-fix-it-167359.0.html * Damage of a few special moves was increased * Some hitboxes were changed for the sake of minimizing trade hits. For example, her Standing LP can't trade hits anymore against her own Crouching LP or Crouching LK. * Some moves like Terry Bogard's knuckle or her Crouching HK are less unsafe on block. That's it. I hope you enjoy both using her and playing against her.
  5. The previous project thread is closed (actually, I was the one who closed it, and I can't open again. Check it at . Download link http://www.mediafire.com/download/dchsbwdtmp21vjk/inma_z_1_05_beta.rar What's new, after all, after such a long time? Many things, but these are the most relevant ones: 1 A KOF2002-styled MAX Mode. Ths mode requires 2 full supermove gauges. She can cancel any special attack into other special attack, and into supermoves for a limited period of time. Demo: 2 An extremely rudimentar and half-assed AI. Actually the entirety of the AI code was made, well, yesterday. Since I still don't have any clue of how to make a good AI, expect a few bugs, like her cancelling moves when se wasn't supposed to, or performing many empty specials/supers. However, I fixed every bug I found in my few fights against her, though. This is the bare minimum I can provide after a single day of work. And, well, at least, she's finally trying to beat you this time. Comments, suggestions and bug reports and are welcome. She really needs them. Especially the AI-related bugs. Have fun.
  6. If only he cared about gameplay the same way he cares about presentation. Too bad he's the rule, not the exception. I don't know any more why I don't stop complaining There are times when I think about making a version of her myself. I wish I could like her but she's too flawed to ignore.
  7. They aren't. 1 - Mahiru is a guy. 2 - Find these codes in the file Mahiru_-2,-3.st: [state -2, 脱衣KO本体透明化] type = AssertSpecial trigger1 = anim = [5030,5170] trigger1 = MatchOver = 1 trigger1 = !ishelper trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 flag = invisible [state -2, 脱衣KOHelper] Type = Helper trigger1 = MatchOver = 1 trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 Trigger1 = NumHelper(15000) = 0 PosType = P1 Pos = 0, 0 ID = 15000 StateNo = 15000 PauseMoveTime = 0 SuperMoveTime = 0 Name = "datui" Change them to [state -2, 脱衣KO本体透明化] type = null trigger1 = anim = [5030,5170] trigger1 = MatchOver = 1 trigger1 = !ishelper trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 flag = invisible [state -2, 脱衣KOHelper] Type = null trigger1 = MatchOver = 1 trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 Trigger1 = NumHelper(15000) = 0 PosType = P1 Pos = 0, 0 ID = 15000 StateNo = 15000 PauseMoveTime = 0 SuperMoveTime = 0 Name = "datui"
  8. When the super hits a jumping opponent, the first 3 punches don't send the opponent upwards at all (the vertical speed of the pop-up is 0), and the pausetime of those hits is terrible. The opponent can fall between the hits until he drops below the floor level and Hinata is still able to hit him in these conditions. Sometimes he first hit connects, but the opponent falls. When he gets up while she's still at the punching animation, you can see that all other hits of the super seem to be unblockable. Aaaaaaand... she has an infinite combo. [LP > HP], dash a little, repeat. 9 hits of frame advantage to her HP. The frame advantage of her attacks is berry, berry bad overall.
  9. I'm missing the ability of launching breast missiles. And all of her sound effects should be the word "Akarin". At least she can become invisible. Cute character. Debug flood and all, but the tons of missiles are actually fun to use.
  10. I have the 1.51 version. http://www.mediafire.com/download/65m96113bsj43ur/Mikyaku+%E7%BE%8E%E8%84%9AIMPACT.rar
  11. I have some big complaints about her, and some small ones as well: Cons * Psycho Shoot and Psycho Sword allow air recovery for the opponent, and this looks totally off for a KOF character. * Her special attacks can't be performed while running. * Shining Crystal Bit is hard to pull off consistently. Using command = ~F, $D, B, F, $D, B, x instead of command = ~F, D, B, F, D, B, x makes the execution much easier. * She can't perform the ground recovery move (state 5200) at all, not even when the opponent allows it (i.e. chars from PotS/PotS' clones). Her state 5050 doesn't have the code that leads her to the state 5200. * It looks like her basic moves like Close HP or Close HK can be cancelled only into Psycho Ball and Psycho Sword (and Phoenix Arrow / Phoenix Fang Arrow for the aerial ones). This logic is wrong. No fighting game works this way (the exceptions prove the rule), let alone KOF. Her cancellable basics should be cancelled into every special and super move (and, in case of KOF, command moves as well). Regardless of whether they connect in combo or not. Regardless of whether they deal damage at all or not. Because of the current combo logic, some combos she had in KOF (like [HP > fwd+LK > SCB] or [jumping HP > air SCB]) don't work here. Pros I liked seeing that her code doesn't have any wrong syntax issues or deprecated commands. Not to mention other pieces of code done correctly, like using statetype != A as a condition for basics instead of statetype = S or C, or liedown.time applied correctly, ot that her taunt keeps the hitboxes of her stance. There's a good ammount of effort shown here. Since you're aiming to accuracy to KOF system I can give some tips that are gonna help her to feel more like a KOF character. * The paragraph below was taken from http://wiki.shoryuken.com/The_King_of_Fighters_2002 In addition, when landing from a jump, KOF chars don't get control at the same frame that they land. Instead, they take 2 frames to recover control when they land. That's it. She's overall a well-made character and she shows a lot of things done right, but, aww, those air recovers from Psycho Sword and Psycho Shoot look so out of character
  12. The problem with the throws is because Cattleya's head.pos (-20, -360) and mid.pos (-20,-240) are twice as the intended value. Half these values. You probably used a character with localcoord 1280 as a basis. But Cattleya has 640. Most of her constant values have to be halved, then.
  13. Try this link, then: http://pan.baidu.com/share/home?uk=1728478994#category/type=0
  14. I hope this is the version you want: http://www.mediafire.com/download/o6sb6if5a64322d/A-Shi(for_18X-final).rar
  15. Not bad for a first char. However she has plenty of beginner mistakes: * Some of her chain combos don't make sense: Y can be canceled into B, which can be cancelled into Y again, creating some excessively damageful combos: Likewise she can cancel Crouching X into Crouching Y into Crouching X again, enabling 300 damage combos without using any special attack at all. Demo: http://www.mediafire.com/watch/3zt1cateha0ae2l/clip0047a.wmv * Watch this video as well. Notice that after performing a d, df, f + Y, the field "ADV. FRAME" of the opponent shows the value 8. It means that she recovers from her attack 8 frames faster than the opponent. 8 frames is enough to performing another attack that will connect in combo. Because of these 8 frames you can repeat something like [Crouching A > Crouching Y > qcf + Y] infinitely using the advantage provided by her d, df, f + Y Likewise, performing d, db, b + Y gives an even larger frame advantage - 13 frames. Demo of the infinite combos she's able to pull off: http://www.mediafire.com/watch/7aa3nfw89vwjwy4/clip0053.wmv * When she performs chain combos, sometimes she's able to cancel a basic into a special before the basic connects. See the clipboard in this video. More precisely, the line prevstateno = XXX at the bottom of the screen. It shows that she cancelled the state 410 (her Crouching HP) into the special move. The problem is that the attack didn't even hit the opponent to begin with. http://www.mediafire.com/watch/rc7449z3so2za5e/clip0054.wmv * Performing her dragon punch move is almost imnpossible because of the strict time required to it (only 12 frames). You should give around 16-17 frames of timing window for (f, d, df + attack)-like moves. Likewise, 50 frames of timing window for a super move is much more than necessary. 20-25 are enough. * Her alignment is poor. It looks like she's floating above the floor. The correct alignment should be the one below. You should use her right foot (left for the viewer) as a reference to where align her feet to the floor, instead of the way you did. The ideal vertical alignment is when both feet touch their shadows (the stage I showed here doesn't have shadows, though). * When giving hitboxes to her jumps you shouldn't extend them until they reach the character's feet. It makes much harder for him to jump over projectiles. This makes a big difference in a 2d environment. Don't do this: Instead, extend her hitboxes until her knees. This is what you want to do: That's it. I liked the char (Cattleya being hot as she is helps a lot), despite these big flaws. You show potential to make good creations in the future.
  16. Infinite combo for Tiffany. Doesn't work in CvS mode: X > Y > Lv2 Groovy Punch > repeat. Works only in the corner. The trick is to hold punch button a little, just enough to hear the Groovy Punch Lv2 sound being triggered. Lv1 Groovy is -2 on hit, but Lv2 is +4 and Weak Punch hits on the 3rd frame.
  17. I tried to reproduce the bug in every possible way without success. But I'm gonna update her anyway in the future, bringing new codes involving Kanade Yo. Since I don't have available time to deal with Mugen code at the moment I have no way to tell when the update is gonna be published. But you can be sure I'm gonna definitely take care of this.
  18. Simul Mode. Not surprised. I don't know who she's hitting or how the glitch occured. Technically speaking, I assume that it's a helper that is respawned by the opponent immediately after is destroyed (or has poorly coded Hitoverride sctrls) and because of this she can't perform the rest of the hits. I assume that it's a bug in the code involving how the opponent spawns helpers. Without knowing how the bug was triggered I can't do anything about this. Not to mention that everybody knows how Simul Mode is a glitchfest. Mugen doesn't have the tools required to make the character know which one of two simultaneuos opponents he's hitting. This is the reason of all Simul Mode bugs. Please give me the link to the chars she's fighting against and I'll see what I can do. If and only if it's her fault. I'm probably gonna have to update the code for Kanade Yo, anyway.
  19. Kanade Yo works fine on my end, regardless of the target I use. I'm afraid that such glitch might happen against only a few specific characters. If this is the case it's their fault, not hers. I can try to fix the bug it you provide me more details about how to perform it.
  20. You don't know how those sprites made with MikuMiuDance are relevant to my interests. Actually I would like to know about who made these characters so that I could play with them in KFA. Nice share +1.
  21. The Good: discovering obscure fighting games The Bad: the overly dramatic community The Ugly: the walking jabs
  22. Update for Inma (06-22-2014): http://www.mediafire.com/download/mirivb7yj101c88/inma_z_1_04c.zip * When she performed a chain of rapid-fire weak punches, the 3rd hit wasn't cancellable into specials. This bug was exclusive to the latest version of her and now it's fixed. * The codes that detect whether a basic move made contact or whiffed before being cancelled into specials/supers received improvements. * Crouching HP now deals the correct cornerpush value. The previous one was too low when compared to the pushback she caused mid-screen. Again, sorry for the excess of updates. Recently I simply couldn't test a char properly with the few time I had in hands (even my own chars. And I still don't have free time for this, actually). In the other hand, I think that Inma is finally free of noticeable bugs now.
  23. Yes. It's mentioned in the Movelist.txt in her folder. She had this mechanic in her game. I had fun with it and decided to adapt it for Mugen. Well, her gameplay is definitely a little different but I hope that it doesn't single-handedly make her difficult to play. I made my best to make that mechanic anything but a hindrance. I can't justify it but I definitely can explain it. Basically this. From a fighting game perspective this is inconceivable. However, her abnormally large set of special moves (13 of them) in her game seemed to be one of her most funny features, and I played around with the idea of a character with lots of special moves, something that I never would do normally. Both anti-airs ended up being included in the process. Indeed it's a design flaw, but it's also a sign that her moveset was actually played for laughs. During the entire process I never treated her like a fighting-game character, but like a beat-'em-up character with adaptations for a fighting game engine. The moveset was treated less seriously than it should. Indeed it looks terrible, thanks for pointing out. It's fixed now. I planned to add the butt-attack as an overhead. But her source game doesn't have throws and her Mugen version desperately needed one. I ended up sacrifing an useful feature in favor of a crucial one. I never intended to use the breast attack as an overhead but the former indeed has the potential to replace the latter, since overheads can't be blocked low. The breast attack can't be blocked at all. After reading your post I thought about this feature and I noticed that the breast attack gives a little frame advantage if it causes guard crush. It wasn't enough to make it useful mid-match. I decided to extend the guard crush time from 53 to 60. The advantage from a guard crush now is 14 frames. Because an overhead should cause damage. A guard crush should give room to exploit the frame advantage. She couldn't do any of these ones without wasting a meter. Now she can do both. No problem. I know that her niche doesn't cater to 99.99% of the Mugen players. I made her having the other 0.01% in mind, in the end. You probably feel disappointed that she plays in such a different way, and I believe that you regret more than a few things you said in the past about her now that you saw my actual intentions about her. Since she was a beat-'em-up character converted to a fighting game engine this explains more than a few of the choices I made. Thanks for your comments. It's rare for me to receive comments from players that actually treat my chars seriously like you did, so I appreciate every one of your opinions. No and I don't intend to do it. Sorry. New download link: http://www.mediafire.com/download/zckacj2iebd384r/inma_z_1_04.zip * It addresses the throw bug pointed by DivineWolf * Guard Cancel (LP+HP while blocking an attack) has a hittime of 26, giving her 0 frame advantage * I also solved a problem created by the previous patch in which a D-CAN from a breast attack didn't remove her power meter. Please re-download her.
  24. All of you guys who have the 1.04 version, please redownload her: New download link: http://www.mediafire.com/download/15dnuo61f7km5ht/inma_z_1_04.zip I fixed a bug involving cancelling whiffed basics into special moves. It also removed the guard crush properties of the breast attack and this was an overlook of mine. The same bug affected the attack power of all her other special moves.
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