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Zzyzzyxx

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Everything posted by Zzyzzyxx

  1. Bugfixes and changes: Princess Fine 1.57 http://www.mediafire.com/download/2dcteovqoe8o63a/fine_z_1_57.zip * When she activated aerial Heroine Mode, Fine could attack before the power-up features started having effect, making Heroine Mode end before it even started * The code that detects if the enemy can use the ground recover moves (thus disabling her hitdefs in this situation) is much more reliable * Removed Screenbound codes from the states involving Wall Slam (opponent being hit by Maboroshi no Ano Waza, or Guard Cancel or thrown after Gemini Strike). In zoomed stages, the opponent simply starts falling if he doesn't reach the corner of the stage after a certain ammount of time * Jumping B and Jumping C now have aerial hittime of 14 instead of 12, enabling a few extra combos * Some of her attacks received small adjustments in velocities, to make them fit better into the new juggle limiter system without losing their previous efficience Inma 1.04 http://www.mediafire.com/download/mirivb7yj101c88/inma_z_1_04c.zip * Jumping LK has a slightly different sprite. It hits lower than Jumping HK and its crossup properties were improved * All sprites are positioned 1 pixel below, when compared to the other versions * Crouching HP, Standing HK and Breast Attack now have smaller recovery time if they don't make contact with the opponent * Aerial Strong Tatsu is much better now. The vertical arc is much smaller, does 3 hits and only the 3rd hit knocks down a standing/crouching opponent. It's also much better to juggle opponents than weak aerial tatsu due to the bigger damage. * Fixed a critical bug where cancelling her breast attack into a D-CAN didn't remove the ability of performing another D-CAN * D-CAN could be performed multiple times against opponent's guard. I made my best to limit this as much as possible. In this version not only she has to be in an idle state before performing the technique again but even if you don't use any attack after a D-CAN you still must wait at least half second (30 frames) before having the chance of performing another special move in conditions to use a D-CAN again * Fixed a bug where her superpauses ended 3 frames too early, making her supermoves hit 3 frames later than intended * Hittime of weak tatsu (ground version) is 1 frame smaller, removing the possibility of comboing a Standing LP after it. * Her (charge B, F + HK) used to send slightly an airborne opponent upwards between each hit. In the source game this doesn't happen, so I fixed it. * If you hold back and forward at the same time during © B, F + HK (impossible on a joypad/arcade stick, trivial on a keyboard), she travels backwards instead of staying fixed at the same position like before. * Her breast attack received several tweaks: - Now cancelling a basic attack into the breast tackle removes the guard crush properties of the latter. - In the other hand, now she can D-CAN and super cancel that move freely on block, unlike before - Fixed a major bug where performing a dash exactly 1 frame after the end of a whiffed breast tackle was interpreted as a D-CAN, removing 1 hyper gauge of her without her making contact with the opponent at all - Ground hittime was decreased from 36 to 28. Future plans forced me to do this. Guard crush duration wasn't changed, though * The code that detects if a falling opponent is below the floor level doesn't take 1 tick to have effect anymore, making it more reliable. * New 9000-2. Hope you guys like it: * Other minor fixes. That's it for now. There were so many changes in codes made during these last days that I'm actually unsure if I fixed everything that should be done. Feedback is appreciated. From the previous thread: The only voices of her in Inma no Ken are stock sexual moanings. It's for the better, I'm afraid. Unfortuntely this is all source-accurate. Indeed I sacrifice visuals and sounds if the situation requires, and I felt that this was the case. Thanks a lot. There are more plans for her involving combo ability that I can't do now because of the lack of time for coding. Even though I can perform 60+ hit combos her combo ability doesn't satisfy me. I know that she can do better than this. I'm afraid I didn't understand your question. Thanks a lot for taking your time for testing and commenting about her.
  2. D4X is compatible with rapist monsters. Both sffs are NSFW.
  3. Version 1.56 is out. * I had to fix a potentionally dangerous combo (likely an infinite). [jump A > B > C], land, Standing [A > B > C > + A > cancel with C], jump again and repeat. She wasn't supposed to link jumping attacks after standing/crouching attacks outside of Heroine Mode. * Crouching C is much more efficient now. I changed the offset of the sprites so that the crouching kick has much more horizontal range. * Fixed a small bug in reversal Iya-Iya Slap against jumping opponents. http://www.mediafire.com/download/0ph05cr2r6c24jh/fine_z_1_56.zip
  4. Fine was updated to version 1.5.5 . I noticed the commeants made about her in http://mugen.wikia.com/wiki/Princess_Fine . Some of them called my attention. Her pausetimes were calculated wrong back then. They were supposed to give more of the felling that the source game provides, but they actually aren't compatible with Mugen standards. Her moves ended up having an awkward feeling. It took me 3 more well-developed chars (Tifa, Reimu and Inma) to make me notice this issue in Fine. I reduced the pausetimes of many attacks of her. Now she feels slightly faster and hopefully more fluid. Solving this is easy. I made some modifications in her throw mechanics. * Throw can't be performed from a running state anymore. You'll get a weak attack if you try it. * Recovery time from a missed throw increased to 36 ticks. I hope that these changes solve the problem of throws feeling cheap. I also made a few bugfixes and improvements: * Weak Fine Kick now has a much faster recovery time, and she bounces less after she makes contact with the opponent. * Decreased the ground hittime of her Jumping A, while increased the hittime of Jumping B and Jumping C, to get rid of an infinite only possible via tool-assistance. * Slap after dodge (not the Iya-Iya Dance, the B+C move instead) must be performed with (dir. + A/B/X/Y). Now by mashing Y or B+C you can cancel the dodge into itself easily like it was supposed to. * The state in which the opponent flies through the screen received Screenbound sctrls. Now they fly correctly in zoomed stages. * Other minor bugfixes. Hope you guys liked the changes. Any minor bug will surely be considered and addressed properly. Bugfixes for Inma and Reimu are currently being made as well.
  5. Nope. Either from my PC or from my phone, there's no redirection when I visit MFFA.
  6. http://www.mediafire.com/download/avi5kjd4w73qaw2/Sprite_Viewer_-_offset.zip Hitbox and alignment viewer for KFA chars. It isn't much but it's a good help.
  7. In this case you have the option of reimplementing Reimu's hitspark generator, copying again those codes from her -2 and the codes for helpers 8000-8020. In order to resize the sparks take a look at the code of the helpers. Reimu's helper 8001, for example, has this piece of code: [state 8001, Scale] type = angledraw trigger1 = ishelper(8000) scale = const(size.xscale), const(size.yscale) ignorehitpause = 1 Just change the red line to [state 8001, Scale] type = angledraw trigger1 = ishelper(8000) scale = 2 * const(size.xscale), 2 * const(size.yscale) ignorehitpause = 1 Change the lines involving sparkno, guardsparkno and sparkxy to Reimu's original codes as well: sparkno = -1 + 0 * (var(41) := 8001) guard.sparkno = -1 + 0 * (var(42) := 8020) sparkxy = -10 + 0 * (var(43) := XXX), var(44) := YYY The result:
  8. Zzyzzyxx

    ...

    http://www.mediafire.com/watch/43e4aoypdy3c779/beavis249.wmv Don't ask me what happened here, but apparently, Beavis' cornerpush system seems to glitch while there's a superfireball active on screen. I tested this combo in Mugen 1.0 and 1.1 (in different stages) and the bug persists. The result is a 249 hit (improvable, of course), 6-power-gauges 85% damage combo. Considering that it's a char from The_None I can't even tell whether this is a bug or it's actually intentional.
  9. Don't worry if I sound too harsh with my feedback. I tend to accentuate the negative in my comments, but it doesn't mean that I don't find good things in your char (because I found many good things in her), but it's easier for me pointing what can be improved. * She's a 640x480 char, hence she requires some of her constants to have their value doubled, while some other constants should keep the original value: From her constants file: [Velocity] walk.fwd = 2.5296875 walk.back = -2.4359375 run.fwd = 6.625 run.back = -5.5,-3.796875 jump.neu = 0,-16 jump.back = -4.21875 jump.fwd = 4.21875 runjump.back = -5,-12 runjump.fwd = 10.875,-50 airjump.neu = 0,-12 airjump.back = -2.546875 airjump.fwd = 2.5 air.gethit.groundrecover = -.15,-3.5 ; should be -.3, -7 air.gethit.airrecover.mul = .5,.203125; OK air.gethit.airrecover.add = 0,-5 ; should be 0, -10 air.gethit.airrecover.back = -3.75 ; should be -7.5 air.gethit.airrecover.fwd = 4.5 air.gethit.airrecover.up = -.7890625 . should be around 1.5 air.gethit.airrecover.down = 1.5 [Movement] airjump.num = 0 airjump.height = 35 yaccel = .8631875 stand.friction = .85 crouch.friction = .85 stand.friction.threshold = 2 ; should be 4 crouch.friction.threshold = .05 ; should be .1 air.gethit.groundlevel = 25; should be 40/50 air.gethit.groundrecover.ground.threshold = -20 ; should be -40 air.gethit.groundrecover.groundlevel = 10 ; should be 20 air.gethit.airrecover.threshold = -1 ; should be -2 air.gethit.airrecover.yaccel = .35 ; should be her actual yaccel value, .8631875 air.gethit.trip.groundlevel = 15; should be 30 down.bounce.offset = 0, 20 ; should be 0,40 down.bounce.yaccel = .4 ; should be .8 down.bounce.groundlevel = 12 ; should be 24 Pay attention in particular for the values in bold + larger size (they are marked in red as well but I remembered that you're color-blind, hence I increased the size of the incorrect values so that you can identify them easily). They should be tweaked for at least 2x their size due to her being a 640x480 char (Reimu was 320x240). For example, if somebody uses a Crouching HK on her, she bounces at a really slow gravity after she hits the floor (her down.bounce.yaccel is .4 instead of .8). After modifying these constants you'll notice that some of her custom states like 5179 will feel strange, with the opponent falling too fast. Tweak the relevant velocity and/or gravity values in these custom states accordingly. * You decided to get rid of Reimu's hitspark generator (those codes in Reimu's -2 involving the vars 40 to 44). Instead you decided to simplify the code for hitsparks by spawning explods if Beatrice makes contact with the opponent. Unfortunately relying on the trigger movehit for generating them is unreliable because the hitsparks won't be spawned if she trades hits with the opponent ( she and her opponent hitting each other at the same time). I believe that instead of creating explods you can generate the hitsparks the usual way. Like KFM does. Instead of using this in her state 200, for example... [state 200, spark] type = explod trigger1 = movehit = 1 anim = 8000 pos = 73, ifelse(P2Dist X > 100, -117, -144) scale = 2, 2 sprpriority = 2 ownpal = 1 ignorehitpause = 1 persistent = 0 ... you can try using this in her hitdef: [state 201, Hit] type = hitdef (...) sparkno = s8000 guard.sparkno = s8020 sparkxy = new X value, new Y value * She has many of Reimu's special effects in her SFF, which aren't used at all in Beatrice. Get rid of the unused sprites to make Beatrice's SFF smaller. * A walking Beatrice twitches around if she pushes a standing Beatrice. Take a look at this post and understand why this happens: Like that Yamato, Beatrice's CLSNs in her stance don't cover her width. During some of her states, like her 1311, some of her sounds play many times in a row if she hits the opponent: http://www.mediafire.com/watch/211su22ki632r44/playsnd.wmv Add a line "persistent=0" in the relevant Playsnd sctrls to get rid of this bug. Her throw needs a proper Screenbound sctrl, to avoid bugs like this one, in Mugen 1.1 zoomed stages: http://www.mediafire.com/watch/cq1sn2u4mo70113/zoom.wmv Keep in mind that this is an extreme example (the stage I showed in the video has zoomout=0.2 instead of a more reasonable value of 0.6, for testing purposes), but it shows clearly how serious this bug is. You can add the following code to some of her custom states, like her 5177: [state XXX, Sexy KO] type = Selfstate trigger1 = !Alive value = 5020 It helps the sexy KO of her and other girls with similar sexy KO codes to be triggered properly. Without this code she must wait until she reaches the state 5110 so that she loses her clothes. With it, she loses them right when she starts flying from being hit. Because the defeated Beatrice can't trigger the sexy KO code while she's in a custom state. That code above forces the opponent to enter in a selfstate immediately after he died. That's what I could find for now. Unfortunately I can't test her seriously due to a critical lack of available time. Despite these bugs, I like her. She brings a much bigger feeling of completion that my Reimu does, and her gameplay feels more like a Rumble Fish char than my Reimu. There's a lot of effort from yours put here, and I feel like the result ended up above the average in my opinion. I have no clue of how complicated Reimu's codes might actually be. I hope you didn't get crazy during the process of trying to understand them, because, for me, making them was a real pain
  10. You're using type = S and / or physics = S in the attack. [statedef XXX] type = S movetype = A physics = S (...) And after your character leaves the ground, you're forgetting to change his physics while he's in the air: Right when he leaves the ground you must change the type of his attack to A (aerial). By using the Statetypeset sctrl. Your code will look somewhat like this: [state XXXXX, StateTypeSet] type = StateTypeSet trigger1 = animelemtime(4) >= 0 ; assuming that your char leaves the ground at the elem 4. statetype = A physics = N ; or A. Depending on how your attack is coded.
  11. Zzyzzyxx

    Yamato

    * First, the most important. His horizontal scale = 1 instead of 0.833 makes him look horribly stretched. * 1st hit of Samurai Slashes is air-recoverable. In addition the move causes debug flood if it hits (Expression truncated to integer). * His yaccel is 0.44 . Please stop following KFM's standards. Yamato's jumps are too floaty. Use 0.5 or more unless these floaty jumps are source-accurate. But since they weren't modified from KFM this is still a sign that you are following KFM's terrible constant values. * When he crouches, his blue hitboxes don't cover the width of his body (the ground.front + the ground.back). The circled areas are uncovered by blue hitboxes. Because of this, when a char like KFM tries to push him by walking or running while he's at crouching position, you'll see the opponent twitching around like mad. It's because Yamato's excessive width impedes the opponent of reaching Yamato's hitboxes (which are pushboxes as well). The correct hitboxes for his crouching position should be something like this: Try to use this and you'll see KFM pushing him correctly. * His x running spped is 8 and his x running jump speed is 4. It makes him lose barely all the momentum of his run for executing a running jump. This looks awkward. Unless this is source-accurate, give similar values to both constants. * In his -3: [state -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 || stateno = 106 value = 40, 0 This is pointless. Use the playsnd in his states 52 and 106. Putting in the -3 makes Mugen try to execute in almost every single tick, trying to check if he's at the state 52 or in 106. In 99.99% of the cases he won't. Keep only really important functions in his -2 and -3. KFM has the same sctrls in his -3. KFM is crap. * Far MP has less startup frames than Far LP (9 < 13). In addition 13 frames for a light attack is a terrible value. It should be around 3-6. * The first hit of Crouching HP doesn't connect if the enemy is not cornered. Intentional? * No cancellable basic moves. It means not even simple combos * KFM's gethit CLSNs? For a char thrice as large? Gethit and walking blue CLSNs should be as close as possible to the idle standing / crouching clsns of the char. Preferentially identical. This prevents an attack from the opponent from not hitting you in situations wher it would hit if your char was in an idle stance. * It's clear that the dragon sprite during his Rising Dragon is cropped at the bottom. I don't know if it's source-accurate or not. But if not, you shouldn't use a cropped sprite in mid-air. Make sure to read the thread below. It helps your char to play less like a Mugen character and more like a real fighting game character. Your Yamato commits many of the mistakes listed there and he will be benefited by many of those codes: http://mugenguild.com/forum/topics/the-greatest-hits-character-feedback-99092.0.html
  12. Too many debug messages and gameplay issues for my tastes (overly long timing windows for some commands like QCF + p, overly short for ones like HCF x 2 + button, she can't perform Crouching HP --> fwd + LP because of poor command assignments, close strong attacks have 8-9 startup instead of 3-4 like KOF, excessive frame advantage in barely all her normals), unfortunately. The visual effects clearly received more importance than the overall gameplay. Pretty much like SYD's chars, or that A-Shi by Mast-chen. It looks like a trend But, well, thanks anyway.
  13. I can't download her. Every time I try going to http://ux.getuploader.com/akue_akof/download/14/Aner_Rolange.zip I click in the ダウンロード button, then in Download Now (you know, that link near MD5 | 8502fe380506dc65a451f907848e15ce | 24.8 MB), I wait for around a minute and I receive an error message. Regardless of using Firefox or Chrome the outcome is the same. Is anybody having the same problem? I don't know if this is the right place for asking for this, but can anybody mirror the file?
  14. Version 1.03 is out. * The graphical quality of her 9000,2 was enhanced. The previous version was actually a placeholder which I forgot to replace. Bugfixes. These are the most important ones: * fixed a bug where hitsparks occasionally failed at showing up during her QCF + 2k * fixed a bug where P3 and P4 player's hypergauges randomly didn't show up correctly during Simul Mode. When I say fixed in these cases, it's actually hopefully fixed because I can't reproduce them anymore. In addition several attacks had the hitboxes and velocities changed to fit better in the new juggle system. Download: http://www.mediafire.com/download/tdi6z0j9fkzjwjm/inma_z_1_03.zip
  15. I use GIMP 2.6.1 for separating sprites. My modus operandi: Shift + O (= select a specific color). I set the tolerance to 0,0. Then, F (= hand-drawn selection). Mode "exclude from current selection" to remove the area which I don't want to recolor. Then, Shift + B (= bucket). I set it to "fill all the selected area" instead of "fill similar colors". Make sure to not use the version 2.8 of GIMP. It's unnecessarily complicated, 2.6 is far better.
  16. I definitely don't mind. She even has a template pic 9999-9997 in her sff for this purpose
  17. Version 1.02 is out. I had to fix a few bugs that appeared in the last version involving the hyper gauge. * Now the code for positioning the hyper gauge in 16:9 ratio screens is improved. * I removed the height limitation for performing Strong air tatsu. * The megabeam super is slightly stronger now(192 --> 200). * Increasing the source-game accuracy, now the message D-CAN OK shows up on screen when you have at least one full hyper gauge and didn't use the tactic yet. * I made some extra work improving the behavior of her hyper gauge in Simul Mode as well. Not that many people play Simul, after all (I hate Simul if you ask me), but it had to be fixed regardless. Sorry for the excess of minor updates. I hate working this way but her release unfortunately was far more disorderly than I had intended, and critical bugs shall be solved as soon as possible. http://www.mediafire.com/download/zom605kw7do6tha/inma_z_1_02.zip
  18. If you mean FM95/2002 I converted Tifa from Queen's Axe and Fine from Magical Chaser, which are FM2002 games. But I didn't convert any char from any FM95 game yet.
  19. It's good to hear this because I'm open to suggestions. Either SFW or R-18 ones. Because I actually worked on Inma in an overly intense way. And I ended up forgetting about thinking about who should be my next char. I still have zero clues about a possible next project. Maybe I'm gonna take a break of some weeks from Mugen to think better about it.
  20. Thank you so much guys for your appreciation. I made a small update, balancing some of her old codes. Real-life problems forced me to rush the previous release: Version 1.01 * Swordsman-Kai's videos made me realize that I should include an option for changing the position of the hyper gauge bar at the start of the match. I made a config.txt file including this option. Please check it. I tested it both in 640x480 and 1280x720 resolutions and I didn't detect any problems, but please make me aware of if you find any. * an overlook made some of her basic attacks not give power when blocked. * The codes for her megabeam super were tweaked a little, now the more hits connect successfully the less damage they deal. I coded the beam in a way that a full-hit super (24 hits) still deals the same damage as the previous version. * Now the first hit of a combo always gives slightly more power. * Strong Spinning-Bird-Kick-rip-off had a tendency of causing some not-intended juggles, therefore I increased the recovery time slightly. * The behavior of the strong air tatsu was tweaked, making it more reliable. That move causes more overall damage as well and super/dash-cancelling it is easier. New download link at the first post. Thanks for appreciating her this much. Millia's scheme was particularly beautiful. I included them in her palettes folder as an extra option.
  21. http://www.mediafire.com/download/a1atnj69xwrchzn/Training.zip
  22. MFFA community accepted her well enough, she plays as I intend, she has all the intended special and supermoves and she doesn't have unsolved bugs. I don't have reason for postponing her release anymore. Demonstration video: http://www.dailymotion.com/video/x175k5v_mugen-inma-by-zzyzzyxx-character-demonstration_videogames For more information about her playstyle please refer to her WIP topic. It shows more details of her particular gameplay. Changes in Version 1.00 I changed the attributes of her breast attack again, since the last beta. In the final beta it was pretty much useless, so I restored the ability of dash-cancelling or super-cancelling a guarded breast attack. But only if it's performed from a neutral state. If performed during a normal-to-special-cancel (like in the video below by Swordsman-Kai, showing her target combo LP --> LP --> LP --> HP --> LP+HP --> + LP+HP ) http://www.youtube.com/watch?v=EGKWNt_ZZRQ the breast attack becomes cancellable only on hit. You can't break opponent's guard and attack immediately after it in this situation. Version 1.03 is out. Download: http://www.mediafire.com/download/tdi6z0j9fkzjwjm/inma_z_1_03.zip
  23. Some feedback for Abel in particular: * When you hit an airborne enemy with a basic attack, then cancel it into a Sky Fall / Falling Sky, the grab can catch the opponent. Intentional? Demo: http://www.mediafire.com/download/ppaytc4b5pg485i/abel.wmv * A few codes of him involve unreasonably large values: [state 830, voice] type = null;playsnd triggerall = p2stateno = 10706 trigger1 = animelem = 95 value = 2, 41 volumescale = 999999999999999999999999999999999999999999999999999999999999999999999999 ignorehitpause = 1 Not only this looks amateurish, but Mugen 1.0 doesn't handle values larger than 2,147,483,647 and lower than -2,147,483,648, so these are the values you want to use in situations like this one. * More than a few of his attacks give massive frame disadvantage when they hit the opponent, varying from around -9 to -17. See the Adv. Frame portion of Training's data in this video. http://www.mediafire.com/download/a67m2uz0okq0y9m/abel2.wmv It means that even when you hit the opponent succesfully with a basic he still recovers 17 frames faster than you. How hard can a player be punished in the timing window of 17 frames? This overlook of yours is this dangerous. It happens because the recovery state of his basics takes way too long. Tone it down, and/or increase a little the ground hittimes. The intention is keeping the frame advantage of his attacks around 0. * In addition, as the video above shows, the mid.pos is at an incorrect position.
  24. You know, I'm dealing with an NSFW char and this can cause unexpected reactions on some members whom aren't used to this kind of content. If a small accident happens in this thread it can derail quickly. Hence I feel like I have to be overly serious and careful about every post here, even when it isn't necessary. Thanks for your video.
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