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Zzyzzyxx

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Everything posted by Zzyzzyxx

  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. It probably isn't. That forum had around 1-2 posts per month since 3 years ago.
  6. 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.
  7. 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.
  8. A portion of an extremely NSFW pic of Rimu Mikogami from the anime Anyamaru Tantei Kiruminzoo.
  9. 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.
  10. 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.
  11. The link at the first post was outdated and was replaced with an improved version a few posts below.
  12. New beta. The previous version was borderline unplayable due to the absurd ammount of bugs. I'm really sorry. This version has so many fixes that listing all the changes wouldn't even be practical. No new moves yet, but the AI is more complete now. Download 06-01-2016 version: http://www.mediafire.com/download/tw9uo4ahv2a29l4/amanda_z_beta_2016_01_06.rar
  13. I'm sorry. Her AI is still incomplete. Gonna work on it soon. The damage of that move depends on how low Amanda's life points are. Gonna try it. It's difficult to create colors for her, because her palette has over 100 colors. But some palettes of the source game are beautiful and I'll like to reproduce them. New beta: http://www.mediafire.com/download/ab054405v2a8ijd/amanda_z_beta_2016_01_02.rar * Fixed a critical bug that happened when she and an opponent traded hits and both were sent flying. Sometimes she refused at all to get up from liedown, forcing a restart of the round. * Tried to fixed the SuperBG Finish so that it appears even if she and the opponent trade hits. Didn't notice any bug so far. * Fixed a bug in the Strip Combo system where she wouldn't receive a letter if the opponent fall from a Stun Attack and she performed another so that it hit right when the opponent gets up. * Added extra visual effects to Final Spiral Driver. Enjoy.
  14. I worked really hard so that I could give you guys a a public beta before the end of the year. Download: http://www.mediafire.com/download/far8403jqrctryw/amanda_z_beta_2015_12_31.rar Important: Unlike Inma, this char contains actual nudity. You've been warned. At the moment her AI is incomplete and she lacks a few featues and effects I intend to give in a near future. She's completely playable, though. Make sure to take a look at her config file as well. Please keep me aware of any technical problem you might find in her. In the meantime, have fun, and a berry happy New Year for everybody.
  15. Playing with Reimu in Mugen 1.1. Her aerial backdash simply doesn't move her backwards at all. By the way, I'm sorry for not attending your requests to beta test your chars. Turns out that despite making a Reimu I'm actually not a fan of Touhou at all. You're not the only person whom I neglected beta test requests. Gonna try your Reimu a little else in Arcade Mode and search for more improvable things. I like your version of her. I think that in the air, you can replace the command (c) b, f + attack with a simple b, f + attack. I can't confirm it now, but I think that Marvel Super Heroes and SFZ3 don't use charge commands in the air, using only the non-charged versions instead for chars like Original Chun-Li and Shuma-Gorath.
  16. Download: http://www.mediafire.com/download/5slb145u1x3zhsz/reimu_z_1_4.rar Bugfixes galore. * In the previous version, performing a running basic and holding until after the attack ends would make her perform a superjump instead of a normal jump. * Previous version couldn't perform [Yin-Yang Orb > Yin-Yang Orb] combo in Training Mode. A bug prevented the second orb from spawning. * Modified the properties of Yin-Yang Orb so that it can now deal only 1 hit against a downed opponent, * Fixed debug messages that occurred in Mugen 1.0, but not in 1.1. * Fixed transparency issues that occurred in Mugen 1.0, but not in 1.1. * Default AI blocks less, releases less projectiles and can attack downed opponents now.
  17. She doesn't even work. Her def asks for an exmoves.cns file that isn't included in her folder.
  18. She isn't playable in the source game. There are no sprites for her.
  19. All chars updated. Reimu 1.3 * She received a new AI. Considerably easier than the previous one, recommended for Lv4 fights. Her old AI is still present in a separate file (reimu_z_cmd_challenge.txt) for those who enjoy her much more aggressive previous style. Download: http://www.mediafire.com/download/oxwv2nh5r0yxfcj/reimu_z_1_3.rar Inma 1.3 * She received a new AI. Considerably easier than the previous one, but harder than Reimu's new AI. Her old AI is still present in a separate file (inma_z_cmd_challenge.txt) for those who enjoy more brutal AIs. Download: http://www.mediafire.com/download/q7wqibjf2k2c71x/inma_z_1_3.rar Fine 2.3 * Nothing much new. Just some tweaks that were also applied in Reimu and Inma's new AI codes. Download: http://www.mediafire.com/download/g8458emyu68dahh/fine_z_2_3.rar
  20. Princess Fine 2.10: Download: http://www.mediafire.com/download/521fqlej2agkth5/fine_z_2_1.rar Lv 8 AI: Inma 1.10: Download: http://www.mediafire.com/download/s97ex6spg070o6m/inma_z_1_10.rar Lv8 AI: Reimu Hakurei 1.05: Download: http://www.mediafire.com/download/obn62tvd378f1qv/reimu_z_1_05.rar Lv8 AI:
  21. I found the reason why she can move during superpauses. I edited my previous post to explain it. Pretty questionable decision from him, to say the least, if you ask me.
  22. I don't know if it's happening only with me, but she can move around during opponent's superpauses. Weird. Probably it has to do with the tons of supermovetime = 2147483647 and pausemovetime = 2147483647 thathe adds in his codes, even when they aren't valid parameters for the relevant sctrl. Example: [State 197, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1 pausemovetime = 2147483647 supermovetime = 2147483647 ignorehitpause = 1 persistent = 1 Pausemovetime and supermovetime aren't valid parameters for the Nothitby sctrl. Probably a few of these parameters are affecting her gameplay negatively. EDIT: meh. Forget it. He added a series of codes in her statedef 2 that prevent the opponent from pausing the game with superpauses. [State -2, Pause] ;anti-Pause type = Pause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo != [3000,3060]) trigger1 = (P2MoveType != H) && (P2StateNo != [120,155]) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 ignorehitpause = 1 persistent = 1 [State -2, SuperPause] ;anti-SuperPause type = SuperPause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo != [3000,3060]) trigger1 = (P2MoveType != H) && (P2StateNo != [120,155]) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 anim = -1 sound = -1 pos = 0,0 darken = 0 p2defmul = 1 ; Setting this at 1 will make no changes to the targets' defence. 0 is a special value that will set the defence to the number set in Super.TargetDefenceMul in the [Rules] section of mugen.cfg poweradd = 0 unhittable = 0 ignorehitpause = 1 persistent = 1 [State -2, Pause] ;anti-Pause type = Pause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo = [3000,3060]) && (Time > 50) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 ignorehitpause = 1 persistent = 1 [State -2, SuperPause] ;anti-SuperPause type = SuperPause triggerall = P2Name != "Custom 2DFM95 Anne" && EnemyNear, Name != "Custom 2DFM95 Anne" trigger1 = (StateNo = [3000,3060]) && (Time > 50) time = 0 endcmdbuftime = 0 movetime = 0 pausebg = 1 anim = -1 sound = -1 pos = 0,0 darken = 0 p2defmul = 1 ; Setting this at 1 will make no changes to the targets' defence. 0 is a special value that will set the defence to the number set in Super.TargetDefenceMul in the [Rules] section of mugen.cfg poweradd = 0 unhittable = 0 ignorehitpause = 1 persistent = 1 Thanks, Borewood, now every character will have his supermoves totally messed up when he fights against your character
  23. Sorry for the double post. I must announce an update for those who downloaded the 1.00 version. Wind God Kick was entirely re-coded. That move, in the released version, wasn't nearly as effective as the betas thanks to an error in the animations. Some triggers for the AI involving Dimensional Rift were added as well. Version 1.01: http://www.mediafire.com/download/a1d6k1rbv2ohxx7/reimu_z_1_01.rar Thanks for the downloads.
  24. Reimu decided to make a self-imposed challenge. Not having more than 1 single projectile on screen, focusing much more on her sparse melee skills in order to make her body a little less rickety. Her AI can be quite aggressive on higher levels. I recommend a few matches against her Lv8 AI to have a better clue of her possibilities. Her gameplay was supposed to resemble The Rumble Fish fighting games. However, I took many liberties in her design, to the point that her style seems much more like a custom-made style, along with some Rumble Fish-inspired moves. Barely any of her original Touhou mechanics remained, making her much more appealing to a more casual audience. Download link in the post below: Comments and bug reports are welcome. Enjoy.
  25. Version 1.08 is on: http://www.mediafire.com/download/x5u9wowbfqeu1e4/inma_z_1_08.rar Changes: * Fixed a bug where she could try to block immediately after getting up from knockdown. The bug made her able to block during a liedown state, causing glitchy behaviors. * Air tatsus lost their overhead properties. * Air tatsus are now invulnerable to air throws. * Invulnerability for her Genocide-Cutter-wanna-be is at her lower body instead of the upper body. * Backdash now works more like the ones from like SF4 series. In short: 8 frames of full invincibility, followed by 6 frames where she's considered airborne, followed by normal standing physics. These changes make her backdash much more useful as before. * Minor tweaks in her AI. That's it for now. Thanks a lot to all for the large number of downloads.
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