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Zzyzzyxx

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Everything posted by Zzyzzyxx

  1. All girls updated. Inma 1.80 Download: http://www.mediafire.com/download/3cenak3vbl8eyss/inma_z_1_81.rar * Fixed a bug in which Nyuu Da calls the wrong animation against some opponents * Fixed a bug in which Nyuu Da failed to push her away from some cornered opponents * Added an option to instantly fill her super move gauge by pressing Start, for combo practicing purposes (or if you feel like cheating). * Movelist finally includes the names of her specials and super moves. Their kanji reading and English translations are available as well. Amanda 1.40 Download: http://www.mediafire.com/download/d9iwgtalbpt0d66/amanda_z_1_40.rar * Vastly Improved Sexy KO Triggers * Tweaked the visual effects of Counter Hits so that they resemble more Strip Fighter V. Tifa 1.10 Download: http://www.mediafire.com/download/ly3w7t783r0wwce/tifa_z_1_10.rar * Fixed Heaven Bomb and Final Heaven Bomb not connecting in combos * Removed outdated informations from the Movelist * Tifa now can float higher during Aerial Hundred Burst Kicks if the player holds the buttons "C" or "Z" during the move. * Fixed bugs in Sexy KO and made the triggers slightly more abranging * AI now avoids using supermoves if she has more life than the opponent
  2. I'm glad you guys enjoyed her. She received a bugfix: Download: http://www.mediafire.com/download/celbpezjk4511hx/tifa_z_1_01.rar Mirror: https://mega.nz/#!jMYR3SwZ!_Zz1gRTFf10hwtuWGCOfDZt0NW9rrG-85RmAtJXUtVI * Fixed a bug that allowed both the player and the AI perform specials and supers 1 frame before leaving hit/guard stun (you know, like a char from Breakers / Breakers Revenge). * Triggers for Reversal Moves were improved
  3. Fine 2.50 http://www.mediafire.com/download/4wfthxo7k6dva83/fine_z_2_50.rar Reimu 1.40 http://www.mediafire.com/download/zgeic3kjm7b911z/reimu_z_1_40.rar Both girls received a series of improvements and bugfixes. Fine's biggest news is that she has a Challenge Mode AI, like Reimu already had. Her old AI is here as well, if you choose to not use the file fine_z_hard.def in your select.def. Boith characters had their hitdefs updated. Fine because of her juggle system, Reimu because of her Counter Hit system. Now the hitdefs of both are re-evaluated every frame, fixing unfortunate situations involving meaty attacks. Their AIs also received bugfixes.
  4. Tifa Lockhart v1.30 SFW version: http://www.mediafire.com/download/gf3yhc9fbsz5pom/tifa_z_1_30.rar R-18 version: http://www.mediafire.com/download/z9dc1bat2412w84/tifa_z_1_30_R-18.rar She received many improvements and bugfixes. Her codes were overhauled to fit to my current coding skill level. * R-18 version includes a sexy KO, and all other sdult sprites are unchanged from the source. * SFW version which replaces animations with exposed nipples to censored versions. * Added an AI. Give her Lv8 a try. All options can be toggled on or off in her config file. --------------- Amanda v1.40 Download: http://www.mediafire.com/download/d9iwgtalbpt0d66/amanda_z_1_40.rar * Tons of AI bugfixes * Added Counter Hit system * Normal throws now give STRIP letters, like her source game. * added R-13 mode, which replaces animations with exposed nipples to censored versions * added censored versions of her 9000,1 and 9000,2 portraits in her sff * added the possibility of using Spiral Driver and Final Spiral Driver in combos * added the possibility of cancelling basic moves into Strip Combos * added a cheat that instantly fills her STRIP gauge by pressing down + Z All options (aside the censored portraits) can be toggled in her config. --------------- Inma v 1.81 Download: http://www.mediafire.com/download/3cenak3vbl8eyss/inma_z_1_81.rar * Many AI bugfixes. Aside that, many codes were updated to more straightforward and reliable versions. She didn't receive major changes. I felt like she actually was OK at her current level. --------------- That's it. Have fun.
  5. She's almost ready for release. All she needs is maybe a sexy KO and an option to disable it. Along other suggestions you guys might have. I know, many of you pervy guys already have her in your collection. But this one is far better than the previous ones. She was entirely rehauled. Counter Hit, Throw Limitations, Long and Short Jumps, cancel flags, everything was updated to the standars I currently have. And, the best for last. She now has an AI. Opinions are welcome. Download: http://www.mediafire.com/download/8kzjdbhdtkonwhz/tifa_z_099_beta.rar
  6. Reisen: * she can air dash and air backdash infinitely before landing from a jump * The guard hittime of 31 in her dashing moves really feels unnatural for the blocking character. 17-21 frames would be a more traditional choice. It's not a big deal having one or other move unsafe on block. * A 4-bar Dark Reisen has a bug in which > Hitting + attack >> supercancelling it into + attack >>> as soon as possible, cancelling into A+B+C, and I mean, performing A+B+C during the superpause of her Lv1 makes her able to cancel a supermove before the attack actually comes out * Wrong Statetype at the beginning of her + B * Her states 70 and 71 (rolling before getting up from knockdown) have a duration of 42 frames. Compared to your other chars, who usually take 25-28 frames to execute the same move, makes her get-up process feel strangely slow * Her AI has a tendency of not using any attack for 10-20 seconds if the opponent chooses to stay away from her * Instead of having the line fall.recovertime=120 it's better to give to her aerial supermoves the line fall.recover=0 It's possible for the opponent to use the ground recover from her supers and counter her before she lands from her own move. * Hitboxes of her crouching stance can be taller. Many attacks from other chars that hit reliably crouching opponents whiff against her. Konata: * That small slide that she performs at the startup of her Standing LP feels strange * Her states 70 and 71 should have type = L. It tricks an opponent's AI into attacking her while she's invincible. * 300 power gauge for a guard cancel feels cheap. I mean, Reisen consumes the correct ammount of 1000 power. * My biggest gripe against her is how her tatsu is an overhead. I won't write a wall of text about why it feels cheap. Instead, I'm gonna point you to one: http://shoryuken.com/2015/05/21/human-reaction-times-and-fighting-games-or-why-blocking-isnt-always-easy/ After the AI of your Konata makes an opponent block her Standing LP, she has 2 choices: -> Cancelling into a Crouching B (13 frames of startup) or -> Cancelling into a tatsu (12 frames of startup) If an opponent blocks standing she uses the low one. If he's blocking low she chooses the overhead. You might have noticed that as the player, if you block her strings low, it's impossible to block her tatsu. Because her tatsu can't be blocked properly on reaction. Now you know why, in fighting games, overheads are really slow, with 20 or more frames. Her tatsu feel unfair as an overhead. It should be blocked both high and low. I tried to execute the same idea in one of my chars, giving an overhead tatsu. I had to axe the idea in the subsequent update. These are the only issues I have to point. Aside them, I dson't see anything wrong. Their gameplays feel fast and smooth and I don't see any other problem in their codes.
  7. And I will say it again. She's a NSFW char. Donwload: http://tetchi.mugenimperiolatino.com/ Changelog from Tetchi: - Fix hit boxes. - Statedef 300, changed, now connecting the second "Hit" Azukina (-X) leaves the opponent to not generate "infinite". - CMD and some Statedef of basic attacks, super attacks (* .cns), arranged so as not to generate "infinite". - Fix of helpers, showed no effect of dust on attacks in last version. - Arrangement in hyper attacks, cost 1 level of power when running with weak punches, cost 2 level of power when running with heavy blows. - Change the A.I., gives fight "Amanda", but does not beat "Inma". - SFF, leave the group 9000.2 empty to leave the 9000.1 by default. - Music for the ending from Final F*ck, in the SND file. - Winquote for Yuzukina.
  8. I'm really sorry. I've had in the past bad experiences when it comes to co-operating and beta-testing creations from other authors, and they force me to decline your offer. I repeat what I said, though. Your char (and you, as a creator) has an impressive potential and she makes me want to keep an eye over future creations of yours, too.
  9. Don't think so. Many H-games have far more gross stuff than your usual hentai char and these games are sold freely and legally. Creating a Mugen char is easy enough so that one doesn't have to go into some obscure source to have a char that you would like. Assuming that you have the sprites and sounds required for that task. And since the spritework used in most hentai games isn't suitable for using in Mugen (you know, most h-games are RPGs, sprites 16-32 pixels of height and some full screen cutscenes), and the games that actually have chars fighting (beat'em ups and so on) rarely have sprites for various crouching attacks, or various jmping attacks, or different kinds of guard animations. Thus, you won't see many conversions from h-games into Mugen. It's not that there isn't interest from the Mugen creator. I think it's because there's not enough h-content worthy of being worked on for a Mugen conversion.
  10. A small feedback about Reimu: 1 -if she performs her + attack in the air, but right before she lands from the jump, she falls several pixels below the floor during some frames, before going up again. You can see better the bug if you perform the Z version. It looks really ugly. 2 - There's a AI code in her cmd that makes the AI perform the state 120 (guard start). [State -1, Guard] type=changestate value=120 trigger1 = var(58) > 0 trigger1 = roundstate=2 trigger1 = inguarddist trigger1 = ctrl || (stateno = [100,106]) trigger1 = (stateno!=[120,155]) trigger1 = !(enemynear,hitdefattr=SCA,AT) && (enemynear,time<120) trigger1 = (random%100)<ifelse((p2stateno=[200,699]), 49, ifelse((p2stateno=[1000,2999]), 49, 100)) But, since you didn't override her states 120-155 in order to accomodate extra AI-related guard codes (codes related to ctrlset and toggle from standing to crouching/vice-versa), the AI recovers control immediately right after entering guard. The AI tends to twitch like she's having seizures during pre-guard states, going to guard just to immediately release the guard position, and then she immediately enters again, and so on. You should either add overrides to the states 120-155, or remove that AI Guard code, seeing that she doesn't even have an actual AI to put that code into use.
  11. Indeed, it doesn't matter the quantity of downloads the char receives, since you can bet that over 90% of the downloads is made by lurkers, and lurkers don't have interest in voting. Hence I believe the entire process barely deserves any credibility, seeing that from the already small fanbase, a diminute part of it is an actually active fanbase. The entire process of CotM is basically the opinion of the same people every month, an ammount of people that probably doesn't reach the 3-digit number. As for me in particular, I don't give a fuck for voting. Most of the chars who have technical quality and solid coding lack flavor in the gameplay. All of them feel soulless. In the other hand, the chars who do have potential to be graphically impressive and show many signs of creative design unfortunately end up failing on the gameplay aspect. The flaws are too noticeable to ignore, and unfortunately, style over substance is a trend in Mugen. There are indeed some chars who manage to bypass both barriers and make me feel interested in helping to their improvement. For these ones, and only for these ones, instead of giving compliments, I usually point features inside the coding that can be improved so that the already good experience can become even more enjoyable. But, no. No vote for CotM from me. I really dislike this concept. I know how arrogant, elitist, and probably even delusonal I'm sounding, but unfortunately this is my legitimate opinion. I really consider myself an asshole, but you guys can clearly see that indeed I have a point.
  12. Wish I could like her, she's beautiful as hell. * Debug messages * destroyself commands used in states not related to helpers (it really looks like the author wants to destroy her mid-match at all costs) * stiff gameplay * her stronger attacks are slow as molasses * can't run while jumping, and she can keep the afterimages from her running state for an unlimited ammount of time. The afterimages only reset when she reaches a neutral state * She has states 230, 430 but not 630 (!!) * blue hitboxes during state 400 are inexistant * some special effects use 1 palette for each sprite, bringing the ammount of different paletts in her sff to over 200. To give some credit to the author, using the Clsn2Default in her air file was a wise move, seeing the ammount of ammount of unique sprites she has for each move And, again, her sprites are beautiful as hell. I always had interest in making a char with sprites taken from MMD characters, and seeing her overall result makes me wonder about how good would be a char with good MMD sprites and solid coding.
  13. You need to make sure to insert the correct palette into your sprite before you add the sprite to the sff. Speaking of palettes, I use Fighter Factory 3 for EVERY SINGLE stage of a character creation, EXCEPT creating palettes. I make the palettes in Fighter Factory Classic, the process of creating palettes is easy there. Then I open FF3, load my palette in the palette editor, then insert in the sprites I intend. This avoids the colorloss that usually comes with doing the same process in FFClassic.
  14. Both girls updated. New links at the first post. Amanda v1.2 * AI now can be toggled off in the config file * AI is always disabled if game level is set to 1 regardless of what option is set * AI is less likely to try to counter supermoves * fixed many bugs in the damage dampener system * some small changes in damage of moves due to the fix above * improved visuals when her projectile collides with enemy's projectiles * some small other tweaks Inma v1.6 * Fixed a bug in her normal AI where she could backdash at will * AI now can be toggled off in the config file. It affects both normal and challenge AIs. * AI is always disabled if game level is set to 1 regardless of what option is set. It affects both normal and challenge AIs. * Nude version has the AI set to the more challenging version as default * Challenge AI is less likely to try to counter supermoves now That's it for now. Have fun.
  15. First of all, thanks to everybody for the large number of downloads. Amanda was updated. Amanda v 1.1 * Fixed a bug that caused her Strip Gauge, all the S-T-R-I-P letters and all elements of the Strip Combo portrait to appear at glitched positions in Mugen 1.1 stages with zoom ability. Download: http://www.mediafire.com/download/8v2b499chkn3cmw/amanda_z_1_1.rar
  16. Since Fine and Reimu aren't NSFW chars, their updates will be announced in a separate topic. Amanda v 1.2 Download: http://www.mediafire.com/download/iw3leifihkodhxk/amanda_z_1_2.rar V1.1 changes: * Added the Danger bar that should show up when she hits succesfully a Lv3 Stun Attack * Added config options involving the position of said gauge * Added a high jump. Press or to jump slightly longer and higher than usual. It helps her to minimize the problem she has involving mobility. * She can also perform a high jump by holding during the end of a dash forwards. * Coded her stage: http://www.mediafire.com/download/aprss44t1bb86us/amanda_stage.rar Inma 1.6 Normal version: http://www.mediafire.com/download/j979kmiu0d9ugd9/inma_z_1_6.rar Normal + nude version: http://www.mediafire.com/download/3i9e4aag2p4e8m3/inma_z_1_6_R-18.rar V1.5 changes: * Fixed an enormous (but not game-breaking, thankfully) bug that made her to create endless helpers during the fight, every single frame, all of them were destroyed in the same frame that they were created. It caused the quantity of helpers created during a fight to increase to comically high levels. * She now has 2 versions. One dressed version, and another one, marked as R-18, that includes a nude sff. It isn't a secret that she has a nude version, after all. Those that prefer the SFW version can download the non R-18 version. * Many improvements in codes learned during the process of coding Amanda. Just in case. I never mentioned that her real name is Saki Mamiya ( 間宮サキ ) . But at this point, nobody will call her this way anymore. That's it. Fine and Reimu are still receiving tests and their updates will come shortly. Comments are welcome.
  17. New beta. And really close to the final version. No major bugs detected. http://www.mediafire.com/download/am7dg07p4wbdwm6/amanda_z_2016_03_19.rar * Tweaked the power gain in all of her moves, so that she receives some more power overall, especially during her throws. * The formula used for damage dampener now affects the power she receives during combos as well, like Street Fighter IV series. No more 5-bar combos. * Crouching A doesn't move her forward anymore, making throw traps after that attack much easier and reliable. * Spiral Driver has more reach and deals more damage. * Other minor tweaks. Final thoughts: I don't think I'm gonna add EX moves, though. Anybody that played Strip IV will miss them, but I think that if she needs to rely on EX moves during a battle, it's a sign that her common special moves aren't good enough. Hence I focused my efforts in making her specials more reliable overall. And I decided against the feature of choosing a single Strip Combo before a match. I feel that having both available increases her fun factor.
  18. Please add Onpu's Concert Hall by me (Zzyzzyxx) to the list of stages: http://www.mediafire.com/download/xghga2rgir8rxp2/onpu.zip
  19. It probably isn't. That forum had around 1-2 posts per month since 3 years ago.
  20. New beta. http://www.mediafire.com/download/sb6gfgm78l3libw/amanda_z_2016_02_29.rar * I managed to replicate the bug mentioned by DivineWolf about her Breast Typhoon not causing damage to P2. If the opponent wasn't facing her when hit by her super he didn't turn during the cinematic animation. Hence his blue hitbox got misaligned from her red hitbox, and her attack didn't hit him (the damage to the opponent is dealt via a hitdef instead of Targetlifeadd. It was the only way I found to trigger the hentai KO on compatible characters) * Fixed a bug where her projectile didn't follow the juggle restrictions like her melee moves did, enabling some ghetto combos. * Spiral Driver has 0 startup (like Zangief, after all) and the damage was increased to 180. * Strong Projectile can hit many crouching chars now, making it much more useful. * Opponent's thershold to execution of ground recovery moves was reduced from 80 fixels above the floor to 48, re-enabling some combos like [QCB + HP > Stun Attack] that got removed previously. * Changed the states involving the strip gauge from statedef 6500 to statedef 8050 and moved all the codes to the end of the relevant document, in a desperate attempt to remove once and for all the bug when the S-T-R-I-P letters stop showing up occasionally. I mean, when facing Daniel9999999's Morrigan in Training Mode her letters didn't show up at all. What makes this bug so urgent is that the relevant codes are based on Inma's sauper gauge bar and Inma doesn't show this problem at all. I believe the new attempts to fix it brought results now. That's it for now. It took a long time for a new fix but the possibility of working on Bella and Yuki is more concrete now. Amanda thankfully feels much more solid than before. Sorry for not bringing any news about Mugen projects for so long. I'm still busy not only drawing, but also practicing Japanese language. I hardly played Mugen during this month.
  21. I have the answer. There are 2 instances in his code which refers to the helper 9910 (called KO Flash). - One in his statedef -2 [State -2, Helper] type = null;Helper triggerall = numhelper(9910) <= 0 trigger1 = winKo = 1 && movehit && stateno = [899,4999] trigger2 = winKo = 1 && Projhittime(1600) >= 0 && Projhittime(1600) <= 1 trigger3 = winKo = 1 && Projhittime(2200) >= 0 && Projhittime(2200) <= 1 trigger4 = winKo = 1 && Projhittime(3000) >= 0 && Projhittime(3000) <= 1 trigger5 = winKo = 1 && Projhittime(1000) >= 0 && Projhittime(1000) <= 1 trigger6 = winKo = 1 && stateno = 3000 && p2stateno = [5000,5050] helpertype = normal name = "KO Flash" Id = 9910 stateno = 9910 pos = 0,0 postype = p1 facing = 1 ignorehitpause = 1 supermove = 1 pausemove = 1 pausemovetime = 99999 supermovetime = 99999 ownpal = 1 - and one in his state 2401. ;KO Flash Effect [State -2, Helper] type = null;Helper triggerall = numhelper(9910) <= 0 trigger1 = winKo = 1 && movehit helpertype = normal name = "KO Flash" Id = 9910 stateno = 9910 pos = 0,0 postype = p1 facing = 1 ignorehitpause = 1 supermove = 1 pausemove = 1 pausemovetime = 99999 supermovetime = 99999 ownpal = 1 However the helper 9910 doesn`t exist. Shingo doesn`t have the state 9910 in any part of his code. Remove these 2 codes from him.
  22. A portion of an extremely NSFW pic of Rimu Mikogami from the anime Anyamaru Tantei Kiruminzoo.
  23. New beta. And probably the final one before the release. Download: http://www.mediafire.com/download/667e8933gm8rk71/amanda_z_2016_01_15.rar * Added Sexy KO. It's disabled by default, though, and can be re-enabled in her config file. * Rewrote the juggle system from scratch in an attempt to fix small bugs that kept popping up. * Rewrote the AI. Its codes are more simple and efficient now. * Improved the interaction between projectiles and Stun Attack Cancels. * Fixed a few bugs in Throw Escape codes. In addition, if one of the fighters is cornered during the process of teching her throw, the one who isn't cornered receives an increase in the pushback. Again, all my previous chars will show these new improvements as well in future releases. * Tweaked her Strip Combos so that the can cause the Sexy KO in every compatible girl even during throws. * Other minor fixes. Now the only thing that's missing for a release, I believe, are the Strip Combo Selection feature and extra palettes. And EX Moves, but I really dislike Ex moves and I don't feel actually like I would enjoy adding them.
  24. New beta. Download: http://www.mediafire.com/download/wrah838gaxnw1uy/amanda_z_beta_2016_01_13.rar * New Strip Combo: Breast Typhoon ( + A+ B ) * Fixed the recovery commands to the buttons A, B, C and X instead of A. B. X and Y. still works as usual. * Bonus damage for Strip Combos was reduced. Instead of the previous bonus values of 16.66, 33.33, 50.00 and 50.00% the new bonus are 12.50, 25.00, 37.50 and 37.50%, making a maximum bonus of 75% instead of 100% * In the other hand, the base damage of Strip Combos is now increased. * In the third hand (???), I'm gonna add later on the possibility of choosing only 1 Strip Combo, and if you decide to have both available their power will be dropped, like Ultra Street IV. * Tweaked some visual elements to resemble more the source game. * AI is more complete nd has a cleaner code. * Hopefully fixed a bug where the S-T-R-I-P letters occasionally stopped appearing during the round. Normally this happened if she was hit by two attacks / projectiles at once. * Throws now allow tech hit if opponent is at the state 52 (landing from a jump), like Street Fighter IV. My previous chars also are going to have this fix included in later revisions. I'm really sorry for not adding extra palettes, sexy KO and other visual elements yet. The release version will be definitely more complete, but at the moment the bugfixes and gameplay balancement are my biggest priority. But I'm definitely considering all suggestions and comments.
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