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Zzyzzyxx

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Posts posted by Zzyzzyxx

  1. 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

  2. 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.

  3. I didn't detect any anomaly in the commands. In fact I still can perform her charging moves with bizarre commands like

     

    charge ub_zps33a70210.gifdf_zpscc818fd8.gif + attack for her (charge) B, F + attack

     

    or

     

    charge df_zpscc818fd8.gifuf_zps61d8eecf.gif+ 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.

  4. mugen000_zpslukazwsu.png

     

    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.

  5. Are the photo super portraits and the voices for the guys and the mahiro def actually from the source game?

    They aren't.

     

    Does anyone know how to remove the Sexy KO from Mahiru? I would love to be able to do that as she seems like she'd be pretty good along with the other characters, but that Sexy KO kind of kills it for me.

    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"

  6. 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.

  7. 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

     

     

     

    Hit and Blockstun: KOF 2k2 has universal hit- and blockstun: All lights have 11 frames of hitstun and 9 frames of blockstun. Grounded heavies have 19 frames of hitstun and 17 frames of blockstun. Jumping heavies also have 17 frames of blockstun, but only 11 frames of hitstun. Command normals always have 19 frames of hitstun and 17 frames of blockstun, even when done in the air. This makes them excellent combo starters. All CDs, ground and air, do 21 frames of blockstun and knock down on hit. Fireballs have 31 frames of hitstun and 29 frames of blockstun.

     

     

    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 :crywithno:

  8. Not bad for a first char. However she has plenty of beginner mistakes:
     
    * Some of her chain combos don't make sense:
     
    Y can be canceled into B, which can be cancelled into Y again, creating some excessively damageful combos:
     
    Likewise she can cancel Crouching X into Crouching Y into Crouching X again, enabling 300 damage combos without using any special attack at all.
     
    Demo:
     
    http://www.mediafire.com/watch/3zt1cateha0ae2l/clip0047a.wmv
     



     
    * Watch this video as well. Notice that after performing a d, df, f + Y, the field "ADV. FRAME" of the opponent shows the value 8.
     
    It means that she recovers from her attack 8 frames faster than the opponent. 8 frames is enough to performing another attack that will connect in combo. Because of these 8 frames you can repeat something like [Crouching A > Crouching Y > qcf + Y] infinitely using the advantage provided by her d, df, f + Y
     
    Likewise, performing d, db, b + Y gives an even larger frame advantage - 13 frames.
     
    Demo of the infinite combos she's able to pull off:
     
    http://www.mediafire.com/watch/7aa3nfw89vwjwy4/clip0053.wmv
     


     
    * When she performs chain combos, sometimes she's able to cancel a basic into a special before the basic connects.
     
    See the clipboard in this video. More precisely, the line prevstateno = XXX at the bottom of the screen.
     
    It shows that she cancelled the state 410 (her Crouching HP) into the special move. The problem is that the attack didn't even hit the opponent to begin with.
     
    http://www.mediafire.com/watch/rc7449z3so2za5e/clip0054.wmv
     


     

    * Performing her dragon punch move is almost imnpossible because of the strict time required to it (only 12 frames). You should give around 16-17 frames of timing window for (f, d, df + attack)-like moves.

     

     

    Likewise, 50 frames of timing window for a super move is much more than necessary. 20-25 are enough.

     


     

     

    * Her alignment is poor. It looks like she's floating above the floor.
     
    mugen001_zpsjlsvoftz.png
     
    The correct alignment should be the one below. You should use her right foot (left for the viewer) as a reference to where align her feet to the floor, instead of the way you did.

     

    The ideal vertical alignment is when both feet touch their shadows (the stage I showed here doesn't have shadows, though).
     

    mugen002_zps3kr8hven.png

     


     

    * When giving hitboxes to her jumps you shouldn't extend them until they reach the character's feet. It makes much harder for him to jump over projectiles. This makes a big difference in a 2d environment. Don't do this:

     

    mugen003_zpsibrrocla.png

     

    mugen005_zpsdgrp2vm0.png

     

    Instead, extend her hitboxes until her knees. This is what you want to do:

     

    mugen004_zpsvbejsvfk.png

     


     

    That's it. I liked the char (Cattleya being hot as she is helps a lot), despite these big flaws. You show potential to make good creations in the future.

  9. Simul Mode. Not surprised. I don't know who she's hitting or how the glitch occured. Technically speaking, I assume that it's a helper that is respawned by the opponent immediately after is destroyed (or has poorly coded Hitoverride sctrls) and because of this she can't perform the rest of the hits.

     

    I assume that it's a bug in the code involving how the opponent spawns helpers. Without knowing how the bug was triggered I can't do anything about this.

     

    Not to mention that everybody knows how Simul Mode is a glitchfest. Mugen doesn't have the tools required to make the character know which one of two simultaneuos opponents he's hitting. This is the reason of all Simul Mode bugs.

     

    Please give me the link to the chars she's fighting against and I'll see what I can do. If and only if it's her fault. I'm probably gonna have to update the code for Kanade Yo, anyway.

  10. Update for Inma (06-22-2014):

     

    http://www.mediafire.com/download/mirivb7yj101c88/inma_z_1_04c.zip

     

    * When she performed a chain of rapid-fire weak punches, the 3rd hit wasn't cancellable into specials. This bug was exclusive to the latest version of her and now it's fixed.

     

    * The codes that detect whether a basic move made contact or whiffed before being cancelled into specials/supers received improvements.

     

    * Crouching HP now deals the correct cornerpush value. The previous one was too low when compared to the pushback she caused mid-screen.

     


     

    Again, sorry for the excess of updates. Recently I simply couldn't test a char properly with the few time I had in hands (even my own chars. And I still don't have free time for this, actually). In the other hand, I think that Inma is finally free of noticeable bugs now.

  11. (...) all her specials require meter...?

    Yes. It's mentioned in the Movelist.txt in her folder.

     

    Why?

    She had this mechanic in her game. I had fun with it and decided to adapt it for Mugen.

     

    I mean, I can understand energy attacks requiring power meter, but physical attacks? I've played AoF and early DBZ games, along with Choujin's DBZ chars that energy attacks require meter, but not their physical specials. I don't like this.

    Well, her gameplay is definitely a little different but I hope that it doesn't single-handedly make her difficult to play. I made my best to make that mechanic anything but a hindrance.

     

    Why does she have two AAs(anti-airs)? SRK and that rising heel attack or w/e. Feels superfluous to me.

    I can't justify it but I definitely can explain it.

     

    Maybe she had both of these from her source game, and you just decide to keep both.

    Basically this.

     

    Even so, I don't really see why keep both from a fighting game perspective.

    From a fighting game perspective this is inconceivable. However, her abnormally large set of special moves (13 of them) in her game seemed to be one of her most funny features, and I played around with the idea of a character with lots of special moves, something that I never would do normally.

    Both anti-airs ended up being included in the process. Indeed it's a design flaw, but it's also a sign that her moveset was actually played for laughs.

     

    During the entire process I never treated her like a fighting-game character, but like a beat-'em-up character with adaptations for a fighting game engine. The moveset was treated less seriously than it should.

     

    Throw could use a bit more edge width applied. Or just some in general. Not sure if it has any or not. When performed in the corner, she kinda crosses up with p2.

    Indeed it looks terrible, thanks for pointing out. It's fixed now.

     

    Maybe the breast attack accounts for this... But I think she could do with a command normal. Maybe something like Yuri's butt attack. She does have the anim for it(her throw). I'm sure Yuri's is an overhead, it's nice to have a mixup normal if it can be applied within reason. If the breast attack is treated as an overhead, than disregard.

    I planned to add the butt-attack as an overhead. But her source game doesn't have throws and her Mugen version desperately needed one. I ended up sacrifing an useful feature in favor of a crucial one.

    I never intended to use the breast attack as an overhead but the former indeed has the potential to replace the latter, since overheads can't be blocked low. The breast attack can't be blocked at all.

    After reading your post I thought about this feature and I noticed that the breast attack gives a little frame advantage if it causes guard crush. It wasn't enough to make it useful mid-match. I decided to extend the guard crush time from 53 to 60. The advantage from a guard crush now is 14 frames.

    Because an overhead should cause damage. A guard crush should give room to exploit the frame advantage. She couldn't do any of these ones without wasting a meter. Now she can do both.

     

    Fine isn't really my type of playstyle, but I didn't find any bugs or anything. For how she is, she's feels solid.

    No problem. I know that her niche doesn't cater to 99.99% of the Mugen players. I made her having the other 0.01% in mind, in the end.


    You probably feel disappointed that she plays in such a different way, and I believe that you regret more than a few things you said in the past about her now that you saw my actual intentions about her. Since she was a beat-'em-up character converted to a fighting game engine this explains more than a few of the choices I made.

    Thanks for your comments. It's rare for me to receive comments from players that actually treat my chars seriously like you did, so I appreciate every one of your opinions.

     


     

    Just a question she is compatible with Slime or Kuromaru?

    No and I don't intend to do it. Sorry.


    New download link:

    http://www.mediafire.com/download/zckacj2iebd384r/inma_z_1_04.zip

    * It addresses the throw bug pointed by DivineWolf

     

    * Guard Cancel (LP+HP while blocking an attack) has a hittime of 26, giving her 0 frame advantage

     

    * I also solved a problem created by the previous patch in which a D-CAN from a breast attack didn't remove her power meter. Please re-download her.

  12. All of you guys who have the 1.04 version, please redownload her:

     

    New download link:

     

    http://www.mediafire.com/download/15dnuo61f7km5ht/inma_z_1_04.zip

     

    I fixed a bug involving cancelling whiffed basics into special moves. It also removed the guard crush properties of the breast attack and this was an overlook of mine. The same bug affected the attack power of all her other special moves.

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