Jump to content

Zzyzzyxx

Author
  • Posts

    282
  • Joined

  • Last visited

About Zzyzzyxx

Basic Info

  • Gender:
    Female

Recent Profile Visitors

35,206 profile views

Zzyzzyxx's Achievements

  1. Yeah, I was considering the possibility that you were using a different game mode, since she has two of them (some users, understandably, didn't like the fact that normally her special moves cost power, hence I gave her the option of a more traditional gameplay). > Was that the same with any of the older versions? Yes, the secondary gauge is the one she uses for her supers. The normal gauge is used for specials. > Still, I recommend adding also the "release buttons" on all two buttons super commands That would be awesome, indeed, but Mugen unfortunately doesn't recognize two simultaneous button releases. Engine limitation. I tried to give her an alternative input method (Vans' command buffering system), but that system doesn't work properly on Ikemen.
  2. Please tell me if you experience the same issues when playing an older version of hers. https://www.mediafire.com/file/6jmsks6gzvuar3v/saki_mamiya_z_4_00.rar/file
  3. Can you send me the version you have, please?
  4. Please try this version. https://www.mediafire.com/file/kadqvf94t14i162/saki_mamiya_z_2026_04_22.rar/file I moved the codes for Nyuu-Da and Souki Dama to the bottom of the list of special moves in her cmd. I didn't notice any difference because, as I said before, I could perform supers without issues in the previous version. This new version was tested on 1.0, 1.1, and Ikemen Nightly. I also improved the Ikemen movelist, fixing some system commands. The debug message that used to appear when performing Souki Dama on Mugen 1.0 has been removed, too.
  5. That's a problem, because I'm testing her right now on Mugen 1.0, and I can't see anything wrong with her supers. Right now, I'm testing her on 1.0, and her supers come out without any issues. Do you have problems performing raw supers or supers during combos? Gonna release an update that fixes some debug messages, I might take a closer look at her commands, too. > A taunt would be nice > More sounds would be nice, p.e. for super jump, the Nyuu-Da or the Senkou In-dou Geki super beam. Can't do much about that, unfortunately. I'm only using the assets the source game provides. I also like the idea, but I can't see it coming to fruition. I'm really sorry
  6. Saki Mamiya v 5.01 released. Download: https://www.mediafire.com/file/tqew2r8rfxu3mrb/saki_mamiya_z_5_01.rar/file https://mega.nz/file/6VJXiKRC#dMxQeaS2kIgnHmHdJNA3jBzc6QrlweZgxMr6jn6Qofg New special move: Souki Dama Light Kick + Heavy Kick Can be performed in the air Can be cancelled into any other special move upon landing New Super Move: Tenbu Ryuusatsu Ken ↓↙← + Light Kick + Heavy Kick In-game movelist for Ikemen users Guard Cancel commands changed to While guarding, → + 2 punches or → + 2 kicks Debug messages exclusive to Mugen 1.0 have been fixed v 5.01 Changes: Increased the vertical range of (c) ←, → + Light Kick Fixed an animation bug in Souki Dama (Pixel version only)
  7. There you go. Tifa v 2.06 is out: https://www.mediafire.com/file/u360w9cj933v42q/tifa_z_2_06.rar/file https://mega.nz/file/qF4TWJBJ#mgASOEH5bVe4uboqJRdTo6rcQGeD6AkM5d-S9rvSpvk Fixed a huge oversight where the R-13 version wouldn't properly load. Sommersault Kick and Heaven Bomb have received adjustments to their commands Normal attacks now only deal 50% damage and grant 50% power when used as juggles
  8. Saki Mamiya v 4.03 released. Download: Outdated version, download link for the most recent version in the first post. What's new: Fixed some unintended, really janky-looking juggles caused by Shin-en-Kyaku (both versions) and Kyokujitsu Rengeki Fixed a minor bug in her Ground Recovery state
  9. Saki Mamiya v 4.02 released. Outdated version, download link for the most recent version in the first post. What's new: Senkou In-dou Geki (QCF+2P) doesn't lose the ability to hit the opponent after being reflected
  10. Yup, I said that I'd share an update for her, too, and here I am. And, yes, I ensured that she works on Mugen 1.0 this time Download v 2.06: Tifa v 2.06 is out: Download: https://www.mediafire.com/file/u360w9cj933v42q/tifa_z_2_06.rar/file https://mega.nz/file/qF4TWJBJ#mgASOEH5bVe4uboqJRdTo6rcQGeD6AkM5d-S9rvSpvk What's new: Vans' Command Buffering System Compatibility with Chizuru's Seal Power Move (again, using the system created by Vans) Buster Ball can now be reflected (system from Vans, AGAIN) Some moves had their velocities and damage rebalanced Normal Throw, Heaven Bomb, and Final Heaven Bomb have slightly less range Other minor bugfixes, AI tweaks, and QOL fixes. v 2.01 Hotfix: Fixed a bug where Vans' command buffering system wasn't properly implemented on the R-13 version of Tifa. C&C is welcome. Now that I think of it, she should receive proper hitsounds. Lots of people have complained about that, and I failed to address this issue DONE
  11. She wasn't supposed to be, but, in retrospect... she should All of her tweaks were solely tested on 1.1 and Ikemen. Haven't touched Mugen 1.0 in years, until you pointed out the crash. Sorry. I fixed that bug, but as a side effect, Pixel's edit displays her Super Move Gauge in an incorrect position and she gives debug messages in 1.0. These bugs DON'T happen in Mugen 1.1 (that whole float x integer conflict simply is no longer a thing there). If anyone is curious why all those float/integer-related bugs happen now, when they didn't before, it's because Pixel's version uses a different localcoord than the original one; otherwise the compatibility with rapist monster gets all messed up. For all intents and purposes, Pixel's version is a low-res char, and the original one is a hi-res one... and they happen to share the exact same code. tl;dr : She works great in 1.1, but not in 1.0. Bummer Here's an update: Outdated version, download link for the most recent version at first post. The only way I see the debug messages in 1.0 being fully fixed is by coding a completely new Super Gauge for her from scratch, based on Pixel's sff instead of her original one. That's gonna take A LOT of time. Good idea. Gonna try it and see if it looks good. She indeed can perform D-CAN in Inma no Ken. I gave her all the other abilities. Gonna work on her, now that you mention it. She has some fixes (as in, Buster Ball now being reflectable and things like that) and frame data changed (she used to be able to deal more than 400 damage without spending meter by juggling Dolphin Upper in the corner over and over, WTF). Gonna try to give Vans' Buffering System to her before sharing an update.
  12. Yup, the bitch is back. After God only knows how many years. I decided to make public all the improvements to her that have been added over the years. Download (v 5.01 update): https://www.mediafire.com/file/tqew2r8rfxu3mrb/saki_mamiya_z_5_01.rar/file https://mega.nz/file/6VJXiKRC#dMxQeaS2kIgnHmHdJNA3jBzc6QrlweZgxMr6jn6Qofg Demonstration: What's new: The most important change: Pixel Pheromones' edit of hers, which adds compatibility with rapist monsters and other R-18 chars, and which happened to become way more popular than the vanilla version back then, is now officially integrated into her files. I color-separated the new sprites that he edited, as well as working on her .air and .cns files, ensuring that, gameplay-wise, she plays exactly like the original version. For those who don't care about R-18 compatibility, all older variants of hers are still present as well.Basic and Special moves now allow Ground Recovery. Her data had to be entirely overhauled to make the new system work. Damage dampener system overhauled Like a billion new palettes In-game Movelist for Ikemen users Readme completely revamped, it's in HTML format now Aerial Recovery and Ground Recovery commands changed to LP+HP, or LP+LK. Very basic Midnight Bliss sprite (based on a swimsuit that she wore in a comic made by FullFlap), but, well, it's a MB ¯\_(ツ)_/¯ Projectiles are now compatible with the Projectile Reflection System by Vans. She's now compatible with Chizuru Kagura's Seal Power (again, using the system created by Vans) Winquotes (taken from Inma no Ken itself and other comics from FullFlap). Her sff is now on Mugen 1.0 format, which means that all palette files in her act folder are now redundant, but they might still be good for reference, dunno Removed a Free Mode-only infinite combo (in the corner, QCB+LK repeatedly, it worked on most chars) Plenty of minor bugfixes and QOL changes All my chars have received similar changes, but none of them were, well, exhaustively tested. Still, they are all more reliable than before. Planning to release them eventually. I also tried to give her some other improvements, like Vans' Buffering System, but that made her MAX Mode cancels and D-CANs too inconsistent and unreliable; therefore, she's gonna keep her old Mugen 1.0 command parser for the time being. Also, thought about adding a Palette Selector, since she has more than 100 palettes now, but that's definitely superfluous. That's it. Hope you guys have fun with her. C&C is very welcome.
  13. Thanks a lot for appreciating the work I made on her. Saki Mamiya updated to v 2.10. Download: http://www.mediafire.com/file/dc5c86ugmndc3hj/saki_mamiya_z_2_10.rar/file Her best update so far. * I added a new game mode in her config file in which her special moves don't cost power anymore. Her supers and D-CAN cost 1000, and MAX Mode, 2000. The most common complaint about her gameplay so far was about her having a requirement of 250 power for every single special move. That was how she played in Inma no Ken, and I brought that feeling to my Mugen conversion of her. I had been afraid to touch the entire code I made for her, since there are lots of mechanics to take into consideration and whatnot. Turns out that giving this feature for her ended up being much more simple than I thought. * Fixed a bug where the player couldn't perform her aerial tatsus during a Spinning-Bird-Kick-ripoff during MAX Mode. * Fixed a bug where her Strong Aerial tatsu couldn't knock down a non-airborne opponent * Fixed a bug where performing a Crouching Light Kick during D-CAN caused her to travel through the entire screen. * Added an option in her config file that makes her Standing Heavy Punch not knock down an opponent after several consecutive light attacks. Since her Standing Heavy Kick doesn't have this feature and adding this option makes her gameplay flow nicely, why not? Long story short. Now you can make her more powerful than ever by putting all the options you can toggle on into use: Have fun.
  14. Download: http://www.mediafire.com/file/dc5c86ugmndc3hj/saki_mamiya_z_2_10.rar/file Make sure to look at the config file to check for new options that I made available for her. Demo video (Lv8 new AI x Lv8 old AI): https://www.youtube.com/watch?v=xESIPkIYDT4 The main reason for this new update is that I finally added the long overdue ability to cancel supers into supers. I had been working on my chars recently (taking off the rust from not having touched them for over 3 years), but she was the only one who received genuinely substantial additions. I'm also making public some extra NSFW sffs, with various degrees of skin exposition, which I made back when I was working on her color separation. I had been keeping them private through all these years, but since this is a 2.0 version, I felt like finally sharing them.
  15. I had to make an emergency update on poor Annie. I noticed that in the previous version, her SDM failed to juggle with the last hit if her Juggle System was set to Mugen Mode. Please download this fixed version: http://www.mediafire.com/file/x2ualrfabprqhr2/annie_z_beta_05_09_2018.rar
×
×
  • Create New...