Zzyzzyxx
Author-
Posts
282 -
Joined
-
Last visited
Everything posted by Zzyzzyxx
-
Seeing that * I didn't make noticeable improvements after I published the private beta in MFG * I paused my work on her in favor of a new project * her gameplay was excellent since the last beta , I felt that I didn't have any reason for keeping my current version as private. Hence here it is, my 4th character. A project of a pseudo-The-Rumble-Fish Reimu. Download: http://www.mediafire.com/download/wt0ut5ti9p9lkuy/reimu_z_beta.zip A video of her gameplay, made by my friend Muirtower: Her gameplay is inspired from The Rumble Fish series of fighting games, a game I knew you never played and you should be ashamed of it and fix this mistake as soon as possible. The game is this good. Still, she doesn't feel 100% like a The Rumble Fish character because I made her gameplay much more loose less stiff than the source game, to give her appeal to more casual gamers, and to the ones who don't know The Rumble Fish. She is 40% complete, missing some supermoves, mechanics and special effects but she has all the required tools to defeat medium and hard AIs. Have fun. Comments are welcome.
-
So I heard you guys like unlikely crossovers.
-
Your link leads to a 404. This one works better: http://tieba.baidu.com/p/2431482342?pn=1 I never though about the possibility of having chars from other franchises drawn Tasofro-styled. I liked the concept.
-
A thing like Winmugen-only character doesn't exist. There's a problem in his common1.cns file: You must open his file common1.cns in Notepad or whatever other text editor. Search these lines: [state 131, Lo to Hi] type = ChangeState trigger1 = command != "holddown" This code is incomplete. Add the following line: [state 131, Lo to Hi] type = ChangeState trigger1 = command != "holddown" value = 130 and he will work in 1.0. Screenshot: I don't know where he comes from, though. I downloaded him thinking he was Aibou from Battle Spirits Shonen Toppa Bashin.
-
No, his Skydrive is on right now: https://skydrive.live.com/?cid=6e75371007e5d7f9 https://skydrive.live.com/?cid=6e75371007e5d7f9#cid=6E75371007E5D7F9&id=6E75371007E5D7F9!107
-
Of course it depends on the quality of the char, not on the panty shots per sprites in sff ratio. This Ingrid is particularly funny, like the Karin from the same author. That Karin is one of my favourite chars, despite being a little broken. But I don't have any girl from Vanguard Princess in Mugen, for example. Not because I find them gross or too erotic, or not erotic enough. But simply because I never found a girl from that game which is actually fun to play.
-
I like some fanservice in my Mugen
-
http://www.mediafire.com/download/v3pd5wamdd9hacv/sukumizu_ingrid.zip
-
S-Kai's version is horribly outdated and glitchy. Get this one instead (yes, I'm Zzyzzyxx, her author): http://www.mediafire.com/download/7mjc94iacs4a8d0/tifa_z.zip There's no complete version of her, because I actually never finished this project. But this version is 85% complete. Have fun.
-
I wish so hard I could fix this issue for you but I can't. Her AI in particular was coded by Seravy. I don't understand anything at all about making AIs I kept his codes in her because the AI he wrote isn't ridiculously hard and because it helped me to detect problems involving her moves being too much safe / not safe enough. Still, I'm glad that you guys liked her.
-
Download: http://www.mediafire.com/download/0ph05cr2r6c24jh/fine_z_1_56.zip Demonstration videos, showing all of her combo ability. Don't try this at home: ** Bugfixes from the version 1.5.3 *** * If opponent's vertical position was below the ground level, Gemini Strike failed to pop him up. This bug is fixed * Standing friction and Crouching friction values now are the same * Basic Attacks cause air guard cornerpush correctly now Enjoy.
-
This stage in particular actually requires zero coding skills <-- lying. I can make a version of this stage that includes superjump, as the video above shows. But I like the feeling of simplicity that the current version brings. I don't see reasons to change it.
-
The more hectic the better. It's funnier this way
-
Single-layered stage. Made with Cybaster's Automatic Stage Tool. A cute stage based on the anime YuruYuri, made in just 2 minutes. It actually took me more time to upload the stage than to produce it: Download: http://www.mediafire.com/download/srwjbec4ncx6eau/Akarin.zip No superjump. No BGM. The overall simplicity of the stage is intentional. Those who watched YuruYuri know the reason. This stage is so rushed that I even wrote the authorname incorrectly.
-
I don't give fish, I teach how to fish instead Rising Eclipse is a free game, hence I can give the download link: http://www.mediafire.com/download/cquibinajx4zc3j/Rising+Eclipse+Trial+1.93.rar Get the program 2dk2nd_sprite_sound_ripper from http://www.4shared.com/rar/j5Glbs0E/2dk2nd_sprite_sound_ripper.html Get a .player, .stage or .demo file from any FM2002 game, and drag it into the executable. The sprites and sounds are yours. It's this simple. @ Ryon. You can rip the lifebars with this method as well.
-
Made it a long time ago and never bothered to publish it. http://www.mediafire.com/download/qzo8heqtt6j7r3d/Rising_Eclipse_Bridge.zip I included a custom bgm, because Rising Eclipse doesn't have a soundtrack. You might notice a small enormous black spot at the bottom right of the screenshot. It's actually source-accurate.
-
MUSCLE MARCH STAGE! by DJ HANNIBALROYCE 07/14/13
Zzyzzyxx replied to DJ HANNIBALROYCE's topic in [ RELEASES ]
Aside the seizures that the yellow+red background may induce, I really enjoy this kind of nonsense feeling that games like Muscle March brings. I liked the stage a lot. -
I used a value of 192 for the alpha. I also made the rain fall faster now. I thought that I had removed the shadow successfully in the previous version. Unfortunately I noticed the mistake after I uploaded it. It's fixed now. I increased the accuracy to the source game now. I made 2 layers for the clouds. The bottom layer moves slower than the upper one, and the clouds move slower overall. I also fixed mistakes in some parts of the floor, particularly in the right corner. Edit: now that I think about it, I could separate the floor from the pillars and walls, and make these ones move with a slower delta than the floor. But, in the end, the current version looks more accurate to the source game. New version available. Download below: http://www.mediafire.com/download/trwoa483xymy214/ninja_training.zip Many thanks for your suggestions.
-
Because 16-bit rules. New version: http://www.mediafire.com/download/trwoa483xymy214/ninja_training.zip
-
Indeed DKC2 uses the front pillar in a different layer and I could mimic it here. However, many chars have supermoves that remove the front layer of the stage during the the attack and it makes the entire scene look strange, depending on the stage. I decided to set the position of the fighters slightly far from the pillar, while still keep the back pillar visible enough. So that there's no need of showing a pillar that eventually is gonna disappear and reappear again during the fight. Aesthetic purposes, you know. Unfortunately I can't upload a fixed version, at the moment. Gonna do it later. Edit: fixed version. No front pillars: http://www.mediafire.com/download/vb2p781szzgzb1a/jungle_jinx.zip BTW, thanks to all you guys for the positive comments.
-
In this case, can you or another mod move the topic to the correct section. please?
-
Judging from informations from topic, it looks like the jungle levels from Donkey Kong Country 2 never were converted to Mugen. I hope I'm not wrong, because I decided to make a stage based on them: Download: http://www.mediafire.com/download/vb2p781szzgzb1a/jungle_jinx.zip BGM included: Joshua Morse - It's a Jungle Out There! (Primal Rave) [DKC2 / OCRemix]
-
Arcade - so that I can feel the pacing of the char Vs - because I like to record and exhibit 100% combos. They are always impressive regardless of the char Simul Mode - testing purposes. Solely for the sake of completion Training - priority The rest - meh.