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Zzyzzyxx

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Everything posted by Zzyzzyxx

  1. Is there anything that I should pay attention to in the video, aside the combo? Whether it was a joke or it was serious, I didn't understand your intention.
  2. Thanks. Please redownload her file. I made an urgency fix after I made my last post.
  3. I considered your idea, but there are 4 things that I need to modify in her code: 1 - remove the power cost of the specials (from 250 to 0). It takes 5 minutes of coding. 2 - remove the cost of hyper gauge for the supers, leaving the hyper gauge only for the dash-cancels. It takes 3 minutes of coding. 3 - make her 3 supermoves cost 1000 power. It takes 2 minutes of coding. 4 - test the char hundreds of times with the new values and rebalance the damage values, dampener and velocities. This takes around 3-5 months of coding if the coder knows how to balance a char. Sorry, Laharl. It's not because of stubbornness or laziness. Your point is actually valid and from the few test sessions I made, the idea is good and promising. But it takes months until I feel satisfied with the balancement of a char, unfortunately I'm picky to extreme levels. I can't attend your suggestion but you can't be sure that I considered it more than once. New beta at the first post. She's 99% complete. * New special move, an aerial hurricane kick * New supermove, + 2 punches. Just your regular ranbu move. 27 hits seems too much but it's source-accurate. * Damage dampener codes tweaked, her combos are noticeably stronger now. * Her juggle system was tweaked. I made so that she can't hit an opponent if he's below the ground level. Why? Because: As many creators know, a falling opponent doesn't hit the floor when his vertical position is 0, but he travels 20 pixels further below the ground.before he actually hit the floor from falling. Some creators (Vans, Koopakoot and other more sporadical creations, like Rajaa's Necro or Aokmaniac's Kanae) don't use this deafult Mugen system and make his chars hit the floor right when his vertical position reaches zero). These chars skip the part when Mugen tells them to fall 20 more pixels and fall sooner than the average. Because of this, some juggles that work against traditional chars won't work against them. They fall faster than usual. I solved this problem by making Inma's hitdefs not trigger if the opponent is below the floor level. Her pop-ups now have less recovery times to compensate for this. Now KOF characters and traditional Mugen chars are juggled by her with the same efficacy. In the other hand the timing for performing the juggles is slightly different because some recovery frames of her were removed. * Now a full hyper gauge shows up in the screen with a green color instead of red. Aesthetic improvement. * Her breast attack now can't be super-cancelled or dash-cancelled if it's blocked (although it still causes guard crush as usual). * Supermoves now give the opponent much more power, around 275. * Other various bugfixes. That's it for now. Have fun and thanks for downloading her new beta.
  4. His AI is actually merciful, even in level 8. Given it's Beavis we're talking about, being smart would be out of character. My only complaint about him for now is about the Counter Hit message appearing during throws, but maybe I have been played KOF too much.
  5. Big audacity, more likely. Indeed, despite her moves are commonplace, the way to use them is enough to make her a char with her own identity. My ideas for her aren't over yet, though. This girl has even more potential than what's shown in this beta, I'm afraid. Her sff has unused sprites, actually, but I felt she was solid enough for publication. The staff didn't make objections about posting her in MFFA as long as she was tagged NSFW. Better safe than sorry. She's not explicit but definitely questionable. It's mentioned in the title of the thread. It contains nudity and sex. The less said about it, the better. It's not suitable for this thread. Guess I have to make an AI for her, then.
  6. It's a natural consequence. I didn't include any kind of hentai animation in her, despite the source game containing them. It just doesn't interest me.
  7. Oh, yes, something that I forgot to say. Her breasts are as large as basketballs. Like I told in the title of the thread, R-18.
  8. EDIT: she was released. Check the most recent version of her at First of all, I have permission from the MFFA staff to post this project, despite the NSFW nature of the char. Demonstration video and download link at the end of the post: A girl whose hobby seems copying shamelessly special attacks from famous fighting game characters. However, she shows actually sheer competence at doing that. And I found her a real cutie as well, hence I decided that she deserved a Mugen conversion so that she could challenge even more fighters with techniques for her to steal, just like Megaman does with Dr. Wily's robots after he defeats them. I color-separated her sprites and because of this she has actually 24 palettes, 12 of them are in a separate definition file. There's a chance that she can receive even more in the future. ********** She has the main gimmick that all of her special moves cost power. Since she comes from a beat'em up game, the way to refill her power back is by punching and kicking your enemy with basic attacks. If you see her looking tired in midfight it's because you spent all your power gauge and she won't be able to perform any special until you have at least 250 power again. A third bar, shown in the screens above, fills up by performing special moves. By having at least 1 full bar you can perform her supers. Check her movelist. She's around 70% complete. ********** Her combo ability is immense, made even larger by the ability of dash-cancelling any of her stolen special-moves to extend her combos. Make sure to see the demonstration video made by my friend Muirtower so that you can have a better clue of everything what she's able to do: http://www.dailymotion.com/video/x175k5v_mugen-inma-by-zzyzzyxx-character-demonstration_videogames Download (only for Mugen 1.0 and 1.1): http://www.mediafire.com/download/2z0wxoflfzvpwce/inma_z_beta099.zip Have fun.
  9. You fixed it but you ended up creating another problem: * now Final Otaku Punch whiffs the 5th hit against KFM and other thin chars. Just make so that the 4th hit doesn't force any x velocity to the opponent like the first 3 first ones and say goodbye to her major problems.
  10. I promise I won't bother you much, I'm actually finding her a solid and easily approachable char. And this is the exact reason why any minor flaws end up becoming more glaring than they should. * I tried as much as I could to solve the problem of the fall.damage bug of her throw without success. Even changing the approach from fall.damage in the state 800 to lifeadd in the state 821 was unsuccessful. Solving the problem would involve trying to use target(const.data.defence) in the formula, and Mugen has a bug in which, for example, 599/10 gives one result and 599/10.0 gives another. And transforming an integer const into a float value isn't possible, making the code unreliable. I believe you should change the time when opponent should receive damage. Instead of being where he hits the floor, try something that can be triggered during her state 810, using the Targetlifeadd formula. With this you won't need to depend of relying in opponent's maxlife for the formula (the const defence should be used instead, not the const life). * Dark Konata's + B deals whooping 144 damage, plus the possibility of adding an air tatsu as a follow-up. Every anti-air from Dark Konata has the possiblity of dealing 244 damage(214 is far more common, but, still, 214 is the damage of a super in a special move), not to mention those elusive juggles. Here, they become overpowered: http://www.mediafire.com/download/da1i9bjpkm4f95u/darkkonata.wmv The same [Otaku upper > tatsu] chain from dark Konata deals 45 block damage. Try to decrease the guard damage of her air tatsu when it's used as a follow-up. * Minor bug: Final Otaku Punch sends opponent to a wrong statetype. Doesn't affect gameplay but you can find a way of making the super hitting reliably while avoiding this bug. No more major problems were detected so far. Putting these bugs aside she's solid and fun to use in every other aspect.
  11. * Corner infinite combo: A > B > A > A, repeat. The Yuki Nagato attack of her cosplay combo has a frame advantage of 4 on hit, and her Standing / Crouching A takes 4 frames to be activated, making it an 1-frame link. * Knock opponent down with + A, then perform + A again while the opponent is downed. You'll see each kick removing opponent's life without hitting him. * The bug in which her custom state moves deal unreliable damage against opponents with tweaked defense values (life=100 and defence=1000, for example) wasn't solved. * Error messages during the guard cancel move ("Player Konata(56) has no root"). * 1 power gauge, over 50% damage: The cosplay combo and the supermove return her attack power to 100% regardless of how much damage was dampened by previous hits. This shouldn't happen. http://www.mediafire.com/download/oi2ocbqbpv0vovd/konata535.wmv * Standing and crouching hitsparks are misaligned.
  12. @Ryon I set tons of air jumps and other debug codes in my KFM for testing purposes. A coder must deal with unpredictable behaviors.
  13. Includes 2 .def files: for Mugen 1.0 and a version for Mugen 1.1, with zoom feature. Download: http://www.mediafire.com/download/a77gfa75r6ftbok/rainbow_bell.zip
  14. Good luck with it. Go ahead. There's a thing that I always forget to mention in the readme of my chars. I tend to make dragon-punch-like moves not only performable by + attack, but by + attack, SFIV-styled as well. It's much more useful than it sounds.
  15. It's strange. You mention lots of sources for your codes involving hitboxes, frame data, attack properties, and when I start playing with him I noticed that his slowness right from the bat. You know, weak attacks in fighting games tend to have 3-6 frames of startup. In this guide ( http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Abel ) you'll see that Abel close LP has 4 frames of startup and far LP has 5. Your Abel has 9 frames of startup for close LP and 8 startup for far LP. All of his attacks are at least twice or thrice, or 4 times as slow as they were in the source game. While in SSF4 Abel's jumping forward LK has startup of 4 frames, yours have incredible 14. Not even Juggernaut is this slow. Despite talking about frame data and other game mechanics I'm definitely not an accuracy-freak. I don't even like SF4, actually. But I played it and I know that none of the chars in that game are this slow. Give priority in fixing his speed.
  16. Seeing that * I didn't make noticeable improvements after I published the private beta in MFG * I paused my work on her in favor of a new project * her gameplay was excellent since the last beta , I felt that I didn't have any reason for keeping my current version as private. Hence here it is, my 4th character. A project of a pseudo-The-Rumble-Fish Reimu. Download: http://www.mediafire.com/download/wt0ut5ti9p9lkuy/reimu_z_beta.zip A video of her gameplay, made by my friend Muirtower: Her gameplay is inspired from The Rumble Fish series of fighting games, a game I knew you never played and you should be ashamed of it and fix this mistake as soon as possible. The game is this good. Still, she doesn't feel 100% like a The Rumble Fish character because I made her gameplay much more loose less stiff than the source game, to give her appeal to more casual gamers, and to the ones who don't know The Rumble Fish. She is 40% complete, missing some supermoves, mechanics and special effects but she has all the required tools to defeat medium and hard AIs. Have fun. Comments are welcome.
  17. So I heard you guys like unlikely crossovers.
  18. Your link leads to a 404. This one works better: http://tieba.baidu.com/p/2431482342?pn=1 I never though about the possibility of having chars from other franchises drawn Tasofro-styled. I liked the concept.
  19. A thing like Winmugen-only character doesn't exist. There's a problem in his common1.cns file: You must open his file common1.cns in Notepad or whatever other text editor. Search these lines: [state 131, Lo to Hi] type = ChangeState trigger1 = command != "holddown" This code is incomplete. Add the following line: [state 131, Lo to Hi] type = ChangeState trigger1 = command != "holddown" value = 130 and he will work in 1.0. Screenshot: I don't know where he comes from, though. I downloaded him thinking he was Aibou from Battle Spirits Shonen Toppa Bashin.
  20. No, his Skydrive is on right now: https://skydrive.live.com/?cid=6e75371007e5d7f9 https://skydrive.live.com/?cid=6e75371007e5d7f9#cid=6E75371007E5D7F9&id=6E75371007E5D7F9!107
  21. Of course it depends on the quality of the char, not on the panty shots per sprites in sff ratio. This Ingrid is particularly funny, like the Karin from the same author. That Karin is one of my favourite chars, despite being a little broken. But I don't have any girl from Vanguard Princess in Mugen, for example. Not because I find them gross or too erotic, or not erotic enough. But simply because I never found a girl from that game which is actually fun to play.
  22. I like some fanservice in my Mugen
  23. http://www.mediafire.com/download/v3pd5wamdd9hacv/sukumizu_ingrid.zip
  24. S-Kai's version is horribly outdated and glitchy. Get this one instead (yes, I'm Zzyzzyxx, her author): http://www.mediafire.com/download/7mjc94iacs4a8d0/tifa_z.zip There's no complete version of her, because I actually never finished this project. But this version is 85% complete. Have fun.
  25. I wish so hard I could fix this issue for you but I can't. Her AI in particular was coded by Seravy. I don't understand anything at all about making AIs I kept his codes in her because the AI he wrote isn't ridiculously hard and because it helped me to detect problems involving her moves being too much safe / not safe enough. Still, I'm glad that you guys liked her.
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