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Zzyzzyxx

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  1. Upvote
    Zzyzzyxx got a reaction from Galvatron in The Most Unlikely Crossovers   
    So I heard you guys like unlikely crossovers.
     

     

  2. Upvote
    Zzyzzyxx got a reaction from Galvatron in Princess Fine 2.3 / Inma 1.3 / Reimu Hakurei 1.3 Released   
    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:
  3. Upvote
    Zzyzzyxx got a reaction from Magical Klara in Princess Fine 2.3 / Inma 1.3 / Reimu Hakurei 1.3 Released   
    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:
  4. Upvote
    Zzyzzyxx got a reaction from Galvatron in Custom 2DFM95 Anne by Borewood released (07/18/2015)   
    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
  5. Upvote
    Zzyzzyxx got a reaction from Galvatron in Reimu Hakurei - Pseudo Rumble Fish v 1.01   
    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.
  6. Upvote
    Zzyzzyxx reacted to Websta in website that announces japanese mugen releases   
    Personally I go to this site

    http://mugenchara.blog.shinobi.jp

    It gets updated frequently
  7. Upvote
    Zzyzzyxx got a reaction from Galvatron in Inma 1.08 Released   
    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.
  8. Upvote
    Zzyzzyxx got a reaction from Galvatron in Inma 1.08 Released   
    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.
  9. Upvote
    Zzyzzyxx got a reaction from Magical Klara in Inma 1.08 Released   
    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
  10. Upvote
    Zzyzzyxx got a reaction from Galvatron in (Mugen 1.0) Umihara Kawase - Kawanabe stage   
    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
  11. Upvote
    Zzyzzyxx got a reaction from Galvatron in Inma 1.08 Released   
    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.
  12. Upvote
    Zzyzzyxx got a reaction from Galvatron in Inma 1.08 Released   
    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. Upvote
    Zzyzzyxx got a reaction from lucabel in Inma 1.08 Released   
    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
  14. Upvote
    Zzyzzyxx got a reaction from Moltar in Ripping sprites from Flash games   
    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.
  15. Upvote
    Zzyzzyxx reacted to sтαя∂υsт cяυsα∂εя in D4Meirin released by furikake (updated 31/03/2015)   
    https://onedrive.live.com/?cid=B312C85C08C74EE5&id=B312C85C08C74EE5%21103
  16. Upvote
    Zzyzzyxx got a reaction from yaminogun in a-shi by mastchen vers 2014-1-15   
    Try this link, then:
     
    http://pan.baidu.com/share/home?uk=1728478994#category/type=0
  17. Upvote
    Zzyzzyxx got a reaction from yaminogun in a-shi by mastchen vers 2014-1-15   
    I hope this is the version you want:
     
    http://www.mediafire.com/download/o6sb6if5a64322d/A-Shi(for_18X-final).rar
  18. Upvote
    Zzyzzyxx reacted to Werewood in Some KFXPlus rips here....   
    Some KFXPlus rips here....well, not many ones out there because most are dead hyperlinks now....found and ripped only a few ones:
     

     

     
    Download from my OneDrive please:
    https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!636
     
       ~ enjoy it hahahaah ~ 
  19. Upvote
    Zzyzzyxx reacted to Genderless Child in Virtua Fighter vs Tekken spritesheets   
    Yes it exits this game. Only released on the genesis. It's pirate game and it's bad. But it left some cool sprites to ripped them. This is my spritesheets of the Virtua Fighter V.S Tekken.   Akira Yuki:

      Pai Chan:

      Bahn:

      Shun Di:

      Lion:

      Jun Kazama:

      Wolf Hawkfield:

      Paul Phoenix:

      Kazuya Mishima:

      Heihachi Mishima:

      Lee Chaolan:

      Honey:

  20. Upvote
    Zzyzzyxx reacted to DivineWolf in [Updates] Inma 1.04c (06-22-14) and Princess Fine 1.57 (07-06-14)   
    I have a few things to say about Inma. Nothing really to say about Fine.
     
    -I hadn't really noticed until I did some arcade runs with her. Though all her specials require meter...? Why? 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.
     
    -Why does she have two AAs(anti-airs)? SRK and that rising heel attack or w/e. Feels superfluous to me. I don't see any advantage of one from the other. Aside from the heel attack is a bit easier to SC from, because the strong version hits 3 times. Two of said hits happen before she goes into the air, so that's why it makes it easier. Not that I have any problem with SRK SCs, just saying. Maybe she had both of these from her source game, and you just decide to keep both. Even so, I don't really see why keep both from a fighting game perspective. Her source game doesn't hold much clout in that regard, since you have ported her into a fighting game engine.
     
    -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.
     
    -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.
     
    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. Fanservice and all aside, Inma remains a solid char. Very nice work and updates. 
  21. Upvote
    Zzyzzyxx got a reaction from 柊 明 in [Updates] Inma 1.04c (06-22-14) and Princess Fine 1.57 (07-06-14)   
    Bugfixes and changes:
     

    Princess Fine 1.57
     
    http://www.mediafire.com/download/2dcteovqoe8o63a/fine_z_1_57.zip
     
    * When she activated aerial Heroine Mode, Fine could attack before the power-up features started having effect, making Heroine Mode end before it even started
     
    * The code that detects if the enemy can use the ground recover moves (thus disabling her hitdefs in this situation) is much more reliable
     
    * Removed Screenbound codes from the states involving Wall Slam (opponent being hit by Maboroshi no Ano Waza, or Guard Cancel or thrown after Gemini Strike). In zoomed stages, the opponent simply starts falling if he doesn't reach the corner of the stage after a certain ammount of time

    * Jumping B and Jumping C now have aerial hittime of 14 instead of 12, enabling a few extra combos
     
    * Some of her attacks received small adjustments in velocities, to make them fit better into the new juggle limiter system without losing their previous efficience
     


      Inma 1.04
     
    http://www.mediafire.com/download/mirivb7yj101c88/inma_z_1_04c.zip
     
    * Jumping LK has a slightly different sprite. It hits lower than Jumping HK and its crossup properties were improved
     
    * All sprites are positioned 1 pixel below, when compared to the other versions

    * Crouching HP, Standing HK and Breast Attack now have smaller recovery time if they don't make contact with the opponent
     
    * Aerial Strong Tatsu is much better now. The vertical arc is much smaller, does 3 hits and only the 3rd hit knocks down a standing/crouching opponent. It's also much better to juggle opponents than weak aerial tatsu due to the bigger damage.
     
    * Fixed a critical bug where cancelling her breast attack into a D-CAN didn't remove the ability of performing another D-CAN
     
    * D-CAN could be performed multiple times against opponent's guard. I made my best to limit this as much as possible.
     
    In this version not only she has to be in an idle state before performing the technique again but even if you don't use any attack after a D-CAN you still must wait at least half second (30 frames) before having the chance of performing another special move in conditions to use a D-CAN again
     
    * Fixed a bug where her superpauses ended 3 frames too early, making her supermoves hit 3 frames later than intended

    * Hittime of weak tatsu (ground version) is 1 frame smaller, removing the possibility of comboing a Standing LP after it.

    * Her (charge B, F + HK) used to send slightly an airborne opponent upwards between each hit. In the source game this doesn't happen, so I fixed it.
     
    * If you hold back and forward at the same time during © B, F + HK (impossible on a joypad/arcade stick, trivial on a keyboard), she travels backwards instead of staying fixed at the same position like before.
     
    * Her breast attack received several tweaks:
     
    - Now cancelling a basic attack into the breast tackle removes the guard crush properties of the latter.
     
    - In the other hand, now she can D-CAN and super cancel that move freely on block, unlike before
     
    - Fixed a major bug where performing a dash exactly 1 frame after the end of a whiffed breast tackle was interpreted as a D-CAN, removing 1 hyper gauge of her without her making contact with the opponent at all
     
    - Ground hittime was decreased from 36 to 28. Future plans forced me to do this. Guard crush duration wasn't changed, though

    * The code that detects if a falling opponent is below the floor level doesn't take 1 tick to have effect anymore, making it more reliable.

    * New 9000-2. Hope you guys like it:



    * Other minor fixes.




    That's it for now. There were so many changes in codes made during these last days that I'm actually unsure if I fixed everything that should be done. Feedback is appreciated.

    From the previous thread:
      The only voices of her in Inma no Ken are stock sexual moanings. It's for the better, I'm afraid.
     
    Unfortuntely this is all source-accurate. Indeed I sacrifice visuals and sounds if the situation requires, and I felt that this was the case.
     
    Thanks a lot. There are more plans for her involving combo ability that I can't do now because of the lack of time for coding. Even though I can perform 60+ hit combos her combo ability doesn't satisfy me. I know that she can do better than this.
     
    I'm afraid I didn't understand your question.

    Thanks a lot for taking your time for testing and commenting about her.
  22. Upvote
    Zzyzzyxx got a reaction from Magical Klara in Athena WP-D4 updated & Athena WP-D4X released by Akkin 2014/05/03.   
    D4X is compatible with rapist monsters. Both sffs are NSFW.
  23. Upvote
    Zzyzzyxx got a reaction from Galvatron in Princess Fine Updated - 04/20/14 - v1.5.6   
    Version 1.56 is out.
     
    * I had to fix a potentionally dangerous combo (likely an infinite). [jump A > B > C], land, Standing [A > B > C > + A > cancel with C], jump again and repeat. She wasn't supposed to link jumping attacks after standing/crouching attacks outside of Heroine Mode.
     
    * Crouching C is much more efficient now. I changed the offset of the sprites so that the crouching kick has much more horizontal range.
     
    * Fixed a small bug in reversal Iya-Iya Slap against jumping opponents.
     
    http://www.mediafire.com/download/0ph05cr2r6c24jh/fine_z_1_56.zip
  24. Upvote
    Zzyzzyxx got a reaction from Gaulbetti in Knuckle Fighter?   
    http://www.mediafire.com/download/avi5kjd4w73qaw2/Sprite_Viewer_-_offset.zip
     
    Hitbox and alignment viewer for KFA chars. It isn't much but it's a good help.
  25. Upvote
    Zzyzzyxx got a reaction from Werewood in Reimu Hakurei (Pseudo-Rumble Fish styled) - Public beta   
    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.
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