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Zzyzzyxx

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Everything posted by Zzyzzyxx

  1. Whatever. It's your forum.
  2. Bump. With lots of news. After I finished Inma I decided to go back to this project. I added many improvements in codes since the last version. New download link: http://www.mediafire.com/download/qpuxnf13m92b5g1/reimu_z_beta_07012015.rar * Critical bugfix: Not from my codes, but from Mugen 1.1 itself. Mugen 1.1 has a bug in that the "getpower" line in hitdefs doesn't work at all for helpers (the line "givepower" line works fine, surprisingly). Hence I added the "Poweradd" sctrl to her projectiles to make them give her power as intended. * I'm modifying her movement speeds. Air dash is slower and feels more floaty, but it's still fundamental to her offensive game. * Basic attacks had properties tweaked. They cause less blockstun and hitstun, but, at the same time, they feel much more solid than before. * Fixed many bugs involving behavior of projectiles. The work on them is far from finished, though. * Crouching LP and Crouching LK can be rapid-fire'd now. * Decreased the size of many of her hurtboxes. This is because I added to ALL attacks the ability of hitting a downed opponent. * I adjusted the code that involves hitting a downed opponent, so that her attacks behave more like The Rumble Fish series. In short, you can't combo a downed opponent anymore like in previous versions. Now you can only add one single to hit to her combos. * Added Impact Blow technique from The Rumble Fish 2. Hit the dodge button (in Mugen, Z button) immediately when Ascension Kick hits an opponent, and it will disable the opponent's ability to use air recovery moves, making you free to hit him with your best combos safely. * Timing for chain combos is more strict now. The previous timing windows were so large that she felt extremely loose, which is the exact opposite of TRF gameplay. * Commands for performing QCFQCF + button moves and buffer time for specials and supers are also more strict now. Again, they were too loose. The work is far from finished, but I really hope that she feels more Rumble-Fish-y now. She still needs: - a Defensive Art - a Critical Art - aerial Jolt Attack - a Boost Dive. I really have no idea of which moves I should use for these 3 techniques. I'm seriously considering working on her AI after I make the tweaks in her damage and getpower values. Comments about her (damage, mobility, gameplay, accuracy, lack of accuracy etc.) are extremely welcome.
  3. I completely disagree with the idea of ranking members per quantity of work. For me, a single good-quality work means much more than 50 half-assed and hastly delivered and unfinished projects. The old system took care of this pretty well. EDIT: BTW, what's with this "Miserable pile of secrets" in my profile?
  4. I would love including voices but, in the source game she doesn't have any
  5. Version 1.07 released. http://www.mediafire.com/download/7d6vdchrhw2qbwz/inma_z_1_07.rar Changes: * Improved the projectile code so that she can release a second fireball while there's another on screen that was reflected by the opponent. * Fixed a bug where the AI could gain control before her megabeam supermove ended. * AI improvements. Mainly, she doesn't jump around the stage anymore like the floor was on fire, and she knows better how to perform aerial basics.
  6. Easy enough. Give a var to your projectile. Helpers can have their own vars, you won't use a var from your char. [state 1005, VarAdd] type = VarAdd trigger1 = !time var(0) = 1 persistent = 0 Of course you must give a negative y vel to your fireball and a gravity value, and set the statetype as aerial.. [state 1005, VelSet] type = VelSet trigger1 = !time x = -10 y = -10 [state 1005, StateTypeSet] type = StateTypeSet trigger1 = 1 statetype = A movetype = A physics = N [state 1005, VelAdd] type = VelAdd trigger1 = statetype = A y = 1 Then, when the fireball reaches the floor... [state 1005, ChangeState] type = ChangeState ;trigger1 = vel y > 0 trigger1 = pos y > -vel y... ... if your ball is in the state 1005, make so that it goes to the state 1005 AGAIN. ... [state 1005, ChangeState] type = ChangeState trigger1 = vel y > 0 trigger1 = pos y > -vel y value = 1005 ctrl = 0 Keep in mind that since the fireball is at the beginning of the state 1005 it will add 1 to its var again. Every time the fireball returns to the state 1005 the var will add a value of 1. Now there's that thing with velset on the beginning of the code. If you want to make the fireball bounces less and less each time it reaches the floor, change that velset code to something like this: [state 1005, VelSet] type = VelSet trigger1 = !time x = -10 y = ifelse(var(0) < 1, -10, 0.5 * vel x) With this code, the next time the fireball bounces it will have a y speed of -5, then -2.5 in the next bounce, then -1.25, then -0.625... The code is among these lines.
  7. 2diyer.com is the only place I can remember of.
  8. Well, not so awesome. I added extra fixes to make her shine more. -- Version 1.06 is released -- Changes: * Critical bugfix: during the debug session I made so that her Standing HK applied a proration of 75% (in other words, every attack after that kick would cause only 25% of its original damage), for testing purposes. That debug wasn't removed and she was released with this disadvantage that required an immediate fix. * Now the AI has the same restriction as the player when it comes to charging back or down for certain special moves. The AI must charge down or forward in order to perform the elbow dash, the triple punch or Chun-Li's spinning kick. Now you won't see the AI performing an elbow attack at the end of her dash, something that it's impossible for a human player to perform. * Speaking of charging moves, they were at the bottom of the priority command list, even after the negative edge directional commands that were used to perform them. I moved the negative edge commands to the bottom of the list, hopefully making those special moves easier to perform during combos. * Now her AI knows how much damage her current combo deals, and will use these data to decide about using 3 supermove bars for a MAX Mode combo. It also will recognize when an opponent is cornered and decide when to perform or not certain special moves. * I made so that her AI is slightly easier, especially on lower levels. I tried to make so that she focuses more on chain combos and less on countering the opponent. Fighting against her in Lv4 didn't bring much emotion IMO. She was fun to play against only in Lvs 6, 7, or 8 and I made an effort to fix this. It's not like she isn't challenging anymore. She's still tough enough to take care of a Lv8 Dee Bee Kaw. Keep in mind that she doesn't rely on confusing the opponent with crossups and fast movement like him, though.
  9. Not one of my best-looking stages. I made it long ago, and it looks way too pixelated, since the foreground sprites are twice as the original in-game size. I still like doing my fights in this stage, though. I felt that I would like to share it. Download: http://www.mediafire.com/download/6sd4hf12ldroh3k/kawanabe.rar
  10. An update for her. Download link is at the first post. 1 - The bug in which she was able to release 2 fireballs at once had returned, and she was also able to cancel her fireball into supers before the projectile actually come out. Both bugs were solved. 2 - Some MAX Mode combos had a tendency to drop, and I changed some triggers to minimize this problem. -- examples -- - she won't try to juggle with a Standing LK if the opponent is going upwards - if the opponent is cornered she will try to use her elbow dash, something that is dangerous to use mid-screen (the pushback is too intense) Her A.I. MAX Mode combos still don't satisfy me fully. Its combo logic has as many exceptions as it has rules, and I really want a more simple and streamlined code. I'll make an extra effort in this regard. EDIT: 1.05.3 version is on. http://www.mediafire.com/download/u9bym8lfcw0f4uf/inma_z_1_05v3.rar Changes: 1 - Standing LK has less frame advantage on block, and all of her Heavy attacks have the same guard hittime of 17 (a feature of KOF series). 2 - She won't refrain from using supers if opponent has critical health anymore. 3 - A.I. can't cancel a Standing / Crouching LP into specials/supers on whiff. This is the reason why the A.I. combos weren't flowing as expected. This is a feature in PotS' chars which actually ended up detrimental to her gameplay, since light punches are so crucial to her playing style. PotS' chars never use light punches so you couldn't see how their AI could be harmed by this feature. Thanks to this fix her AI can do much better combos now. 4 - She's more prone to use special moves now. In previous versions she simply refused to let her power bar drop below 750. Now she uses specials with 500 power as well. 5 - Fixed codes involving her Guard Cancel moves. I feel totally satisfied with her gameplay and A.I. now, and I don't intend to make any other changes to her in a near future. Enjoy.
  11. A hentai doujin game, more specifically. I don't want to comment much about this.
  12. Demo video. This is her AI fighting. Demo of her combo ability in full power: Aside the usual tweaks in AI, the main differences from the last beta are: 1 - Now there AI codes involving MAX Mode. She becomes much more aggressive when during that effect, as you can see in the demo above. 2 - she won't combo into supers willy-nilly, unless one of these conditions are found: * having less life than the opponent * having too much supermove gauge (close to the maximum of 3 bars) * finishing a combo involving MAX Mode C&C is welcome. Download 1.08: http://www.mediafire.com/download/x5u9wowbfqeu1e4/inma_z_1_08.rar
  13. You need a decompiler. I use Sothink SWF Decompiler (not freeare, though). It allows you to extract occasional bmps, jpgs and pngs that are found in the swf files. For example, most of the image files in Robot Unicorn Attack Evolution are 24-bit png files which can be extracted successfully. Keep in mind that not many swf files use bmps and pngs. The ones that use are the exception. Alternatively you can try to use Dragon Unpacker. It allows you to search for pics and sounds inside files of many different formats. I never tried to use ii with swf files, though.
  14. I didn't detect any anomaly in the commands. In fact I still can perform her charging moves with bizarre commands like charge + attack for her (charge) B, F + attack or charge + attack for her (charge) D, U + attack Not to mention that the command for her qcb + HP is coded identically to the qcf + kick ones, which don't have any problem. I'm really sorry, but I can't see any issue in her commands. New public beta. Probably the final one. If no issues are detected I'm gonna release this version. http://www.mediafire.com/download/s30diorldk1saf8/inma_z_1_05_beta2.rar * Her previous AI sucked balls hard. It wasn't any better than the level of skill you would get by bashing your ass against the keyboard. Her AI was this random. The new AI is MUCH more organized. I rearranged her entire cmd file so that both the player and the AI have a trigger for perform moves in idle state and other trigger for performing them in chain combos. With it the AI knows much better how to perform when it's possible to perform chain combos. She focuses in poking you with light kicks and getting close to you to perform her beat-'em-up styled manual combos. I also added some tools to combat from a distance, even though she can't do much when far from the opponent. I'm pretty satisfied with the result. * I solved a bug that allowed her to perform a supercancel if her fireball clashed with an opponent's projectile. * I solved other bug which allowed her to have 2 fireballs on screen at once. See this thread to understand how it was performed: http://mugenguild.com/forum/topics/bug-p-o-t-s-projectile-codes-and-how-fix-it-167359.0.html * Damage of a few special moves was increased * Some hitboxes were changed for the sake of minimizing trade hits. For example, her Standing LP can't trade hits anymore against her own Crouching LP or Crouching LK. * Some moves like Terry Bogard's knuckle or her Crouching HK are less unsafe on block. That's it. I hope you enjoy both using her and playing against her.
  15. The previous project thread is closed (actually, I was the one who closed it, and I can't open again. Check it at . Download link http://www.mediafire.com/download/dchsbwdtmp21vjk/inma_z_1_05_beta.rar What's new, after all, after such a long time? Many things, but these are the most relevant ones: 1 A KOF2002-styled MAX Mode. Ths mode requires 2 full supermove gauges. She can cancel any special attack into other special attack, and into supermoves for a limited period of time. Demo: 2 An extremely rudimentar and half-assed AI. Actually the entirety of the AI code was made, well, yesterday. Since I still don't have any clue of how to make a good AI, expect a few bugs, like her cancelling moves when se wasn't supposed to, or performing many empty specials/supers. However, I fixed every bug I found in my few fights against her, though. This is the bare minimum I can provide after a single day of work. And, well, at least, she's finally trying to beat you this time. Comments, suggestions and bug reports and are welcome. She really needs them. Especially the AI-related bugs. Have fun.
  16. If only he cared about gameplay the same way he cares about presentation. Too bad he's the rule, not the exception. I don't know any more why I don't stop complaining There are times when I think about making a version of her myself. I wish I could like her but she's too flawed to ignore.
  17. They aren't. 1 - Mahiru is a guy. 2 - Find these codes in the file Mahiru_-2,-3.st: [state -2, 脱衣KO本体透明化] type = AssertSpecial trigger1 = anim = [5030,5170] trigger1 = MatchOver = 1 trigger1 = !ishelper trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 flag = invisible [state -2, 脱衣KOHelper] Type = Helper trigger1 = MatchOver = 1 trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 Trigger1 = NumHelper(15000) = 0 PosType = P1 Pos = 0, 0 ID = 15000 StateNo = 15000 PauseMoveTime = 0 SuperMoveTime = 0 Name = "datui" Change them to [state -2, 脱衣KO本体透明化] type = null trigger1 = anim = [5030,5170] trigger1 = MatchOver = 1 trigger1 = !ishelper trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 flag = invisible [state -2, 脱衣KOHelper] Type = null trigger1 = MatchOver = 1 trigger1 = var(16) = 1 trigger1 = var(17) = 1 trigger1 = var(18) = 1 Trigger1 = NumHelper(15000) = 0 PosType = P1 Pos = 0, 0 ID = 15000 StateNo = 15000 PauseMoveTime = 0 SuperMoveTime = 0 Name = "datui"
  18. When the super hits a jumping opponent, the first 3 punches don't send the opponent upwards at all (the vertical speed of the pop-up is 0), and the pausetime of those hits is terrible. The opponent can fall between the hits until he drops below the floor level and Hinata is still able to hit him in these conditions. Sometimes he first hit connects, but the opponent falls. When he gets up while she's still at the punching animation, you can see that all other hits of the super seem to be unblockable. Aaaaaaand... she has an infinite combo. [LP > HP], dash a little, repeat. 9 hits of frame advantage to her HP. The frame advantage of her attacks is berry, berry bad overall.
  19. Perry the Platypus
  20. I'm missing the ability of launching breast missiles. And all of her sound effects should be the word "Akarin". At least she can become invisible. Cute character. Debug flood and all, but the tons of missiles are actually fun to use.
  21. I have the 1.51 version. http://www.mediafire.com/download/65m96113bsj43ur/Mikyaku+%E7%BE%8E%E8%84%9AIMPACT.rar
  22. I have some big complaints about her, and some small ones as well: Cons * Psycho Shoot and Psycho Sword allow air recovery for the opponent, and this looks totally off for a KOF character. * Her special attacks can't be performed while running. * Shining Crystal Bit is hard to pull off consistently. Using command = ~F, $D, B, F, $D, B, x instead of command = ~F, D, B, F, D, B, x makes the execution much easier. * She can't perform the ground recovery move (state 5200) at all, not even when the opponent allows it (i.e. chars from PotS/PotS' clones). Her state 5050 doesn't have the code that leads her to the state 5200. * It looks like her basic moves like Close HP or Close HK can be cancelled only into Psycho Ball and Psycho Sword (and Phoenix Arrow / Phoenix Fang Arrow for the aerial ones). This logic is wrong. No fighting game works this way (the exceptions prove the rule), let alone KOF. Her cancellable basics should be cancelled into every special and super move (and, in case of KOF, command moves as well). Regardless of whether they connect in combo or not. Regardless of whether they deal damage at all or not. Because of the current combo logic, some combos she had in KOF (like [HP > fwd+LK > SCB] or [jumping HP > air SCB]) don't work here. Pros I liked seeing that her code doesn't have any wrong syntax issues or deprecated commands. Not to mention other pieces of code done correctly, like using statetype != A as a condition for basics instead of statetype = S or C, or liedown.time applied correctly, ot that her taunt keeps the hitboxes of her stance. There's a good ammount of effort shown here. Since you're aiming to accuracy to KOF system I can give some tips that are gonna help her to feel more like a KOF character. * The paragraph below was taken from http://wiki.shoryuken.com/The_King_of_Fighters_2002 In addition, when landing from a jump, KOF chars don't get control at the same frame that they land. Instead, they take 2 frames to recover control when they land. That's it. She's overall a well-made character and she shows a lot of things done right, but, aww, those air recovers from Psycho Sword and Psycho Shoot look so out of character
  23. The problem with the throws is because Cattleya's head.pos (-20, -360) and mid.pos (-20,-240) are twice as the intended value. Half these values. You probably used a character with localcoord 1280 as a basis. But Cattleya has 640. Most of her constant values have to be halved, then.
  24. Try this link, then: http://pan.baidu.com/share/home?uk=1728478994#category/type=0
  25. I hope this is the version you want: http://www.mediafire.com/download/o6sb6if5a64322d/A-Shi(for_18X-final).rar
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