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Zzyzzyxx

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Posts posted by Zzyzzyxx

  1. I use GIMP 2.6.1 for separating sprites.

     

    My modus operandi:

     

    Shift + O (= select a specific color). I set the tolerance to 0,0.

     

    Then, F (= hand-drawn selection). Mode "exclude from current selection" to remove the area which I don't want to recolor.

     

    Then, Shift + B (= bucket). I set it to "fill all the selected area" instead of "fill similar colors".

     

    Make sure to not use the version 2.8 of GIMP. It's unnecessarily complicated, 2.6 is far better.

  2. Version 1.02 is out. I had to fix a few bugs that appeared in the last version involving the hyper gauge.

    * Now the code for positioning the hyper gauge in 16:9 ratio screens is improved.

    * I removed the height limitation for performing Strong air tatsu.

    * The megabeam super is slightly stronger now(192 --> 200).

    * Increasing the source-game accuracy, now the message D-CAN OK shows up on screen when you have at least one full hyper gauge and didn't use the tactic yet.

    * I made some extra work improving the behavior of her hyper gauge in Simul Mode as well. Not that many people play Simul, after all (I hate Simul if you ask me), but it had to be fixed regardless.
     
    AvMDS27.png
     
    Sorry for the excess of minor updates. I hate working this way but her release unfortunately was far more disorderly than I had intended, and critical bugs shall be solved as soon as possible.

    http://www.mediafire.com/download/zom605kw7do6tha/inma_z_1_02.zip

  3. I hope to see more creations like this one in the future.

    It's good to hear this because I'm open to suggestions. Either SFW or R-18 ones.

     

    Because I actually worked on Inma in an overly intense way. And I ended up forgetting about thinking about who should be my next char. I still have zero clues about a possible next project. Maybe I'm gonna take a break of some weeks from Mugen to think better about it.

  4. Thank you so much guys for your appreciation.

    I made a small update, balancing some of her old codes. Real-life problems forced me to rush the previous release:

    Version 1.01

    * Swordsman-Kai's videos made me realize that I should include an option for changing the position of the hyper gauge bar at the start of the match. I made a config.txt file including this option. Please check it.

     

    I tested it both in 640x480 and 1280x720 resolutions and I didn't detect any problems, but please make me aware of if you find any.

    * an overlook made some of her basic attacks not give power when blocked.

    * The codes for her megabeam super were tweaked a little, now the more hits connect successfully the less damage they deal. I coded the beam in a way that a full-hit super (24 hits) still deals the same damage as the previous version.

    * Now the first hit of a combo always gives slightly more power.

    * Strong Spinning-Bird-Kick-rip-off had a tendency of causing some not-intended juggles, therefore I increased the recovery time slightly.

    * The behavior of the strong air tatsu was tweaked, making it more reliable. That move causes more overall damage as well and super/dash-cancelling it is easier.

     

    New download link at the first post.

     

    Good work.
    For those who are interested, I made some

    Thanks for appreciating her this much. Millia's scheme was particularly beautiful. I included them in her palettes folder as an extra option.

  5. MFFA community accepted her well enough, she plays as I intend, she has all the intended special and supermoves and she doesn't have unsolved bugs.
     
    I don't have reason for postponing her release anymore.
     
    eEMCrk8.png
     
    Demonstration video:
     
    http://www.dailymotion.com/video/x175k5v_mugen-inma-by-zzyzzyxx-character-demonstration_videogames
     
     
    kgF0qsL.png
     
     



     
    For more information about her playstyle please refer to her WIP topic. It shows more details of her particular gameplay.
     

     
    Changes in Version 1.00
    I changed the attributes of her breast attack again, since the last beta.
     
    In the final beta it was pretty much useless, so I restored the ability of dash-cancelling or super-cancelling a guarded breast attack. But only if it's performed from a neutral state.
     
    If performed during a normal-to-special-cancel (like in the video below by Swordsman-Kai, showing her target combo
     
    LP --> LP --> LP --> HP --> LP+HP --> qcb-1.gif + LP+HP )
     
    http://www.youtube.com/watch?v=EGKWNt_ZZRQ
     
    the breast attack becomes cancellable only on hit. You can't break opponent's guard and attack immediately after it in this situation.
     



    Version 1.03 is out.

    Download:

    http://www.mediafire.com/download/tdi6z0j9fkzjwjm/inma_z_1_03.zip
  6. Some feedback for Abel in particular:

     


     

    * When you hit an airborne enemy with a basic attack, then cancel it into a Sky Fall / Falling Sky, the grab can catch the opponent. Intentional?

     

    Demo:  http://www.mediafire.com/download/ppaytc4b5pg485i/abel.wmv

     


     

    * A few codes of him involve unreasonably large values:

     

    [state 830, voice]

    type = null;playsnd

    triggerall = p2stateno = 10706

    trigger1 = animelem = 95

    value = 2, 41

    volumescale = 999999999999999999999999999999999999999999999999999999999999999999999999

    ignorehitpause = 1

     

    Not only this looks amateurish, but Mugen 1.0 doesn't handle values larger than 2,147,483,647 and lower than -2,147,483,648, so these are the values you want to use in situations like this one.

     


     

    * More than a few of his attacks give massive frame disadvantage when they hit the opponent, varying from around -9 to -17.

     

    See the Adv. Frame portion of Training's data in this video.

     

    http://www.mediafire.com/download/a67m2uz0okq0y9m/abel2.wmv

     

    It means that even when you hit the opponent succesfully with a basic he still recovers 17 frames faster than you. How hard can a player be punished in the timing window of 17 frames? This overlook of yours is this dangerous.

     

    It happens because the recovery state of his basics takes way too long. Tone it down, and/or increase a little the ground hittimes. The intention is keeping the frame advantage of his attacks around 0.

     


     

    * In addition, as the video above shows, the mid.pos is at an incorrect position.

  7. You know, I'm dealing with an NSFW char and this can cause unexpected reactions on some members whom aren't used to this kind of content. If a small accident happens in this thread it can derail quickly.

     

    Hence I feel like I have to be overly serious and careful about every post here, even when it isn't necessary. Thanks for your video.

  8. personally i dislike the idea of moves taking power to do if they aren't super or ex moves or w/e id reccomend an alt def without that. it gives her more of a disadvantage than help imo.

    I considered your idea, but there are 4 things that I need to modify in her code:

     

    1 - remove the power cost of the specials (from 250 to 0). It takes 5 minutes of coding.

     

    2 - remove the cost of hyper gauge for the supers, leaving the hyper gauge only for the dash-cancels. It takes 3 minutes of coding.

     

    3 - make her 3 supermoves cost 1000 power. It takes 2 minutes of coding.

     

    4 - test the char hundreds of times with the new values and rebalance the damage values, dampener and velocities. This takes around 3-5 months of coding if the coder knows how to balance a char.

     


     

    Sorry, Laharl. It's not because of stubbornness or laziness. Your point is actually valid and from the few test sessions I made, the idea is good and promising.

     

    But it takes months until I feel satisfied with the balancement of a char, unfortunately I'm picky to extreme levels. I can't attend your suggestion but you can't be sure that I considered it more than once.

     


     

    New beta at the first post. She's 99% complete.

     

    * New special move, an aerial hurricane kick

     

    * New supermove, Posted Image + 2 punches. Just your regular ranbu move. 27 hits seems too much but it's source-accurate.

     

    * Damage dampener codes tweaked, her combos are noticeably stronger now.

    * Her juggle system was tweaked. I made so that she can't hit an opponent if he's below the ground level. Why? Because:

     

    As many creators know, a falling opponent doesn't hit the floor when his vertical position is 0, but he travels 20 pixels further  below the ground.before he actually hit the floor from falling.

     

    Some creators (Vans, Koopakoot and other more sporadical creations, like Rajaa's Necro or Aokmaniac's Kanae) don't use this deafult Mugen system and make his chars hit the floor right when his vertical position reaches zero).

     

    These chars skip the part when Mugen tells them to fall 20 more pixels and fall sooner than the average.

     

    Because of this, some juggles that work against traditional chars won't work against them. They fall faster than usual.

     

    I solved this problem by making Inma's hitdefs not trigger if the opponent is below the floor level. Her pop-ups now have less recovery times to compensate for this. Now KOF characters and traditional Mugen chars are juggled by her with the same efficacy.

     

    In the other hand the timing for performing the juggles is slightly different because some recovery frames of her were removed.

     

    * Now a full hyper gauge shows up in the screen with a green color instead of red. Aesthetic improvement.

     

    Posted Image

     

    * Her breast attack now can't be super-cancelled or dash-cancelled if it's blocked (although it still causes guard crush as usual).

     

    * Supermoves now give the opponent much more power, around 275.

    * Other various bugfixes.

     


     

    That's it for now. Have fun and thanks for downloading her new beta.

  9. Only the Ai but his characters are awesome. I still love his missingno.

    His AI is actually merciful, even in level 8. Given it's Beavis we're talking about, being smart would be out of character.

     

    My only complaint about him for now is about the Counter Hit message appearing during throws, but maybe I have been played KOF too much.

  10. BIG? BIG what?

    Big audacity, more likely.

     

    Regardless, this looks quite...fascinating. The gameplay style in which you can be fatigued and every special move costs power hasn't been done much before so I'm curious as to see what else we can expect from this character when she's out of the beta.

    Indeed, despite her moves are commonplace, the way to use them is enough to make her a char with her own identity.

     

    My ideas for her aren't over yet, though. This girl has even more potential than what's shown in this beta, I'm afraid.

     

    Her sff has unused sprites, actually, but I felt she was solid enough for publication.

     

    Posted ImagePosted Image

     


     

    meh i dont think this deserves the nsfw tag due to no H sprites as  you mentioned

    The staff didn't make objections about posting her in MFFA as long as she was tagged NSFW. Better safe than sorry. She's not explicit but definitely questionable.

     

    btw whats her original source of the game is that?

    It's mentioned in the title of the thread. It contains nudity and sex. The less said about it, the better. It's not suitable for this thread.

     


     

    my ws-iori char have a big chance to fu*k this hot girl.  Posted Image

    Guess I have to make an AI for her, then.

  11. EDIT: she was released. Check the most recent version of her at

     


     

    First of all, I have permission from the MFFA staff to post this project, despite the NSFW nature of the char.
     
    Demonstration video and download link at the end of the post:

    Posted Image

    A girl whose hobby seems copying shamelessly special attacks from famous fighting game characters. However, she shows actually sheer competence at doing that.

    Posted ImagePosted ImagePosted ImagePosted Image

    And I found her a real cutie as well, hence I decided that she deserved a Mugen conversion so that she could challenge even more fighters with techniques for her to steal, just like Megaman does with Dr. Wily's robots after he defeats them.

    I color-separated her sprites and because of this she has actually 24 palettes, 12 of them are in a separate definition file. There's a chance that she can receive even more in the future.

    Posted Image

    Posted Image

    Posted Image

    Posted Image

    **********
     
    She has the main gimmick that all of her special moves cost power.
     
    Since she comes from a beat'em up game, the way to refill her power back is by punching and kicking your enemy with basic attacks.
     
    If you see her looking tired in midfight it's because you spent all your power gauge and she won't be able to perform any special until you have at least 250 power again.
     
    A third bar, shown in the screens above, fills up by performing special moves. By having at least 1 full bar you can perform her supers. Check her movelist. She's around 70% complete.
     
    **********
    Her combo ability is immense, made even larger by the ability of dash-cancelling any of her stolen special-moves to extend her combos.

    Make sure to see the demonstration video made by my friend Muirtower so that you can have a better clue of everything what she's able to do:

    http://www.dailymotion.com/video/x175k5v_mugen-inma-by-zzyzzyxx-character-demonstration_videogames
     



     
    Download (only for Mugen 1.0 and 1.1):
     
    http://www.mediafire.com/download/2z0wxoflfzvpwce/inma_z_beta099.zip
     
    Have fun.
  12. I promise I won't bother you much, I'm actually finding her a solid and easily approachable char. And this is the exact reason why any minor flaws end up becoming more glaring than they should.

     


     

    * I tried as much as I could to solve the problem of the fall.damage bug of her throw without success. Even changing the approach from fall.damage in the state 800 to lifeadd in the state 821 was unsuccessful.

     

    Solving the problem would involve trying to use target(const.data.defence) in the formula, and Mugen has a bug in which, for example, 599/10 gives one result and 599/10.0 gives another. And transforming an integer  const into a float value isn't possible, making the code unreliable.

     

    I believe you should change the time when opponent should receive damage.

     

    Instead of being where he hits the floor, try something that can be triggered during her state 810, using the Targetlifeadd formula. With this you won't need to depend of relying in opponent's maxlife for the formula (the const defence should be used instead, not the const life).

     


     

    * Dark Konata's Posted Image + B deals whooping 144 damage, plus the possibility of adding an air tatsu as a follow-up. Every anti-air from Dark Konata has the possiblity of dealing 244 damage(214 is far more common, but, still, 214 is the damage of a super in a special move), not to mention those elusive juggles. Here, they become overpowered:

     

    http://www.mediafire.com/download/da1i9bjpkm4f95u/darkkonata.wmv

     

    The same [Otaku upper > tatsu] chain from dark Konata deals 45 block damage. Try to decrease the guard damage of her air tatsu when it's used as a follow-up.

     


     

    * Minor bug: Final Otaku Punch sends opponent to a wrong statetype. Doesn't affect gameplay but you can find a way of making the super hitting reliably while avoiding this bug.

     



     

    No more major problems were detected so far. Putting these bugs aside she's solid and fun to use in every other aspect.

  13. * Corner infinite combo: A > B > A > A, repeat. The Yuki Nagato attack of her cosplay combo has a frame advantage of 4 on hit, and her Standing / Crouching A takes 4 frames to be activated, making it an 1-frame link.
     
    * Knock opponent down with Posted Image + A, then perform Posted Image + A again while the opponent is downed. You'll see each kick removing opponent's life without hitting him.
     
    * The bug in which her custom state moves deal unreliable damage against opponents with tweaked defense values (life=100 and defence=1000, for example) wasn't solved.
     
    * Error messages during the guard cancel move ("Player Konata(56) has no root").

     

    * 1 power gauge, over 50% damage: The cosplay combo and the supermove return her attack power to 100% regardless of how much damage was dampened by previous hits. This shouldn't happen.

     

    http://www.mediafire.com/download/oi2ocbqbpv0vovd/konata535.wmv

     

    * Standing and crouching hitsparks are misaligned.

  14. I in the near future will try to mugenize Greed and Beatrice from The Rumble Fish 2 (one of my MUGEN1.0 experiments)

    Good luck with it.

     

    so I would like to ask you for permission to let me use yours as a base please?

    Go ahead.


    There's a thing that I always forget to mention in the readme of my chars.

    I tend to make dragon-punch-like moves not only performable by Posted Image + attack, but by Posted ImagePosted ImagePosted Image + attack, SFIV-styled as well. It's much more useful than it sounds.

  15. It's strange. You mention lots of sources for your codes involving hitboxes, frame data, attack properties, and when I start playing with him I noticed that his slowness right from the bat.

     

    You know, weak attacks in fighting games tend to have 3-6 frames of startup.

     

    In this guide ( http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Abel ) you'll see that Abel close LP has 4 frames of startup and far LP has 5.

     

    Your Abel has 9 frames of startup for close LP and 8 startup for far LP.

     

    All of his attacks are at least twice or thrice, or 4 times as slow as they were in the source game. While in SSF4 Abel's jumping forward LK has startup of 4 frames, yours have incredible 14. Not even Juggernaut is this slow.

     

    Despite talking about frame data and other game mechanics I'm definitely not an accuracy-freak. I don't even like SF4, actually. But I played it and I know that none of the chars in that game are this slow. Give priority in fixing his speed.

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