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Zzyzzyxx

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Messages by Zzyzzyxx

    

Inma no Ken ( 淫魔の拳 ) v.1.02

 December 30, 2013, 10:59:32 pm View in topic context
 Posted by Zzyzzyxx  in Inma no Ken ( 淫魔の拳 ) v.1.02 (Started by Zzyzzyxx December 30, 2013, 10:59:32 pm
 Board: Your Releases, Mugen 1.0 +

Yet another of my extremely sexualized female characters.

Unlike Tifa, she reached a high enough level of completion for being considered publish-worthy.



Obligatory screenshots:





Video made by Swordsman-Kai from Mugen Free For All community, showing a previous version of her. She received some improvements since then:



Download link:

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

    

Re: Skullomania Mugen 1.0 version

 September 15, 2013, 04:07:42 am View in topic context
 Posted by Zzyzzyxx  in Update(9/15/2013) Skullomania 1.02 (Started by DEMAN September 14, 2013, 02:21:48 am
 Board: Your Releases, Mugen 1.0 +

No feedback this time, but since I'm such a fangay of SFEX series, this is actually my way of showing my appreciation for your chars.

Here's a 100% combo so that you guys who don't know how SFEX2 works can have a better clue of what Deman's Skullo is capable of:

http://www.mediafire.com/download/ouuc3bn7u4yhd3b/skullo42.wmv
    

Re: The Black Heart 1.2 released!

 September 05, 2013, 11:01:13 pm View in topic context
 Posted by Zzyzzyxx  in The Black Heart 1.2 released! (Started by Borghi September 05, 2013, 02:39:15 am
 Board: Your Releases, Mugen 1.0 +

Remove the ctrlset code. Because she can launch a cornered opponent with a crouching HP and then use the same "walk forward + Crouching LP" gimmick to juggle the opponent with these pokes. She can't use more than 10 Crouching LPs as juggles, though.

Make sure to remove Peketo's Ctrlset as well. I tried harder and he can perform this infinite as well with some effort. For him it's easier in the corner. For Ananzi it's easier mid-screen.
    

Re: The Black Heart 1.2 released!

 September 05, 2013, 09:58:48 pm View in topic context
 Posted by Zzyzzyxx  in The Black Heart 1.2 released! (Started by Borghi September 05, 2013, 02:39:15 am
 Board: Your Releases, Mugen 1.0 +

Oops, infinite combo detected:

http://www.mediafire.com/download/u3s7oo3ppgo163c/ananzi20.wmv

In Ananzi's cns:

[State 400, 3]
type = CtrlSet
trigger1 = ifelse(var(10)=1,time=13,time = 5)
value = 1

Because of this, ifI I hold forward during her Crouching LP I can cancel it into a step forward.

I use it to apply another Crouching LP and walk one step forward again.

Notice how in the 7th hit she's closer to the opponent than in 6th. In the 11th she's closer than in 10th. In the 15th, closer than in 14th. It's because instead of walking occasionally I choose to run, so that I can come close to the opponent again and repeat the process.

I tried to repeat the process with Peketo and Animus, but only with Ananzi I can perform this combo consistently.
    

Re: Yusuke Urameshi -Rajaa & Thanewdude07 New Videos! Second video first post!

 September 03, 2013, 05:52:50 pm View in topic context
 Posted by Zzyzzyxx  in Yusuke Urameshi -Thanewdude07 & ????? looking for new coder! (Started by thanewdude07 May 17, 2012, 05:44:51 am
 Board: Projects

Hmm... While I'm not a hardcore fan of YYH, I did enjoy the series back when I was watching it on Toonami. I like the chars/show enough to extend my hand in helping you out. Depending on the time frame and everything. (...) I personally just hate seeing things go undone. Especially if it is something I m personally interested in.
Now this sounds promising. I'm not also a big fan of YYH but I really will like to see what can come out from Yusuke if Thanewdude decides to accept DivineWolf's help.
    

Re: Get hit by Focus Attack animation

 September 02, 2013, 05:44:25 pm View in topic context
 Posted by Zzyzzyxx  in Get hit by Focus Attack animation (Started by DEMAN September 02, 2013, 03:19:35 pm
 Board: Development

Accroding to http://mugenguild.com/forum/topics/optional-animation-standards-138791.0.html , there's not a consensus involving the Focus Atacks animation.

But the entire move looks pretty similar to the Collapse / Cheese Kill animation mentioned by Jmorphman. You can use the "hit by Focus" animation for the same purposes.



Hence I suggest you to use 5950, 5130 and 5131 as the numbers of your animations so that you char can be compatible with PotS' Shin Gouki and The_None's characters.
    

Re: MissingNo. and Chilli & Pepper (plus a Fangore update)

 August 31, 2013, 10:48:07 pm View in topic context
 Posted by Zzyzzyxx  in MissingNo. and Chilli & Pepper (plus a Fangore update) (Started by The_None August 31, 2013, 05:28:09 pm
 Board: Your Releases, older Mugen

Indeed. I actually didn't notice when I heard it the first time because of the noise ;D
    

Re: MissingNo. and Chilli & Pepper (plus a Fangore update)

 August 31, 2013, 06:09:13 pm View in topic context
 Posted by Zzyzzyxx  in MissingNo. and Chilli & Pepper (plus a Fangore update) (Started by The_None August 31, 2013, 05:28:09 pm
 Board: Your Releases, older Mugen

* This error appeared while I was fighting Missingno. I don't know what causes this because I never saw the message "Modulus by Zero" before.





* Another error message. I lost the 1st round and then won the second, then this message popped up:

Player _______ (56) in state 1950: Changed to Invalid Action 5101.

5101 isn't a required animation, as http://www.elecbyte.com/mugendocs/air.html point out. You can't expect from your opponent to necessarily have it.



* You can create an extra animation with the number 196, using the same sprites and timings of his action 195, but mirrored:

;---------------------------
; Taunt
[Begin Action 196]
Clsn2Default: 1
  Clsn2[0] = -38, -208, 46, -15
195,0, 0,0, 6, H
195,1, 0,0, 6, H
195,2, 0,0, 6, H
195,3, 0,0, 6, H
195,4, 0,0, 6, H
195,5, 0,0, 6, H
195,6, 0,0, 6, H
195,7, 0,0, 6, H

Then, instead of using the anim 195 for his taunt, use

[Statedef 195]
type = S
ctrl = 0
anim = 195 + (facing = -1)
velset = 0,0
movetype = I
physics = S
sprpriority = 2

so that the letters face the right direction regadless of what side of the screen Missingno. is.





[partypooper nerd]

* the sound 0,12 isn't Howie Long, but the Wilhelm scream instead.

* I missed a reference to Conway's Game of Life in him  ::)[/partypooper nerd]
    

Re: Link released! (8/27/2013)

 August 28, 2013, 12:38:36 pm View in topic context
 Posted by Zzyzzyxx  in Link updated! (9/2/2013) (Started by ThatIdahoGuy August 28, 2013, 04:27:12 am
 Board: Your Releases, older Mugen

* His Standing LK, Crouching MP, Standing MK, Crouching MK and Standing HP whiff against a point-blank KFM or equally thin chars.

* 280-300 damage for his LV1 supers is too much, particularly considering that the most damageful ones are the projectile-based supers (which are easier to land on the opponent). The most damageful supers should be the more risky and vulnerable ones. Also, tone down the damage of his LV1s to around 220-250.

* All of his crouching punches and his Crouching LK have the same use in battle. You can easily scrap one of them and change his Launcher to a less awkward command ( down + HP ) like the MVC series (excluding MvC2) do.

* Standing HP has too much frame advantage on hit. You can easily repeat the combo [LP > HP] 5 times in a row if you hold forward so that he takes half step forward between each chain combo.

* Standing LP and LK cause much less pushback than the Crouching versions of them.

* Mortal-Kombat styled chars can't block a point-range Triforce Slash because superpauses in Mugen force them to recover the ability to block 1 frame later than traditional chars, whom defend by holding backwards in the controller instead of blocking with a button. Change the time and movetime lines in the superpause of his state 3100 to 34 instead of 35.

* Why is his Triforce Slash attribute listed as (A, HT) Aerial Hyper Throw instead of (S, HA) Standing Hyper Attack? Particularly considering that the move can be blocked.
    

Re: [Original Character] Grappler Karo

 August 26, 2013, 05:00:46 pm View in topic context
 Posted by Zzyzzyxx  in [Original Character] Grappler Karo (Started by Tsunamidusher August 26, 2013, 04:46:46 am
 Board: Sprite Projects

She's definitely a cutie and looks extremely promising.

But it looks like you didn't make many sprites and animations of her because her animations still look somewhat inconsistent for me.

Her right arm in her walking animation looks a little stiff, a little too robotic. Same goes for her right leg in the end of the strong attack. Her jumping animation still needs pre-jumping and landing sprites to make the entire animation look smoother.

Her breasts should have physics after she moves her elbow upwards in her light punch animation.

And being her a grappler I think you already can envision what kind of throws she's gonna use against her enemy. Please try to make some animations showing what kinds of throws she's gonna use. We can't envision her fighting style yet.

Nonetheless, your first samples already look much more well animated than most of the doujin fighting games I use to play. This is already an excellent starting point.



I'm not a spriter hence I can't help you much. I hope that more spriters can give you tips about improving the quality of her animations. I can't point many flaws in her animations, but other spriters surely can see things I can't, and it's clear for me that her design isn't 100% defined and you still need to play around with her design, tweaking with her proportions and animations in the process, in order to get a more consistent look for her.

Her design looks promising but she still feels slightly unpolished for me. Keep on working and showing your ideas. I'll really like to see your improvements.
    

Re: Most underrated creators/users

 August 26, 2013, 01:38:25 am View in topic context
 Posted by Zzyzzyxx  in Most underrated creators/users (Started by Bastard Walt August 22, 2013, 12:01:47 am
 Board: M.U.G.E.N Discussion

Well, I'm only speaking for myself, but regardless of how much I enjoy Rage of the Dragons I never liked Jango's Mr. Jones. I never thought he felt like an ROTD-char and his mechanics seemed strange for me.

Not to mention I always thought that Jones was the most boring char in RotD (but I didn't like Oni, either). I think Jango had plenty of better options to convert. But, in the end he's Jango's favorite character in the game. Whatever floats your boat.
    

Re: Fighter Factory 3.0 Final Release Preview

 August 26, 2013, 12:04:48 am View in topic context
 Posted by Zzyzzyxx  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Watch this video:

http://www.mediafire.com/download/w5m5nw7yfnxc6xw/ff3.wmv

I open 5 chars so that they can be added to the "Open Recent" option.

Then I remove one of them so that I can ask FF3 to erase him from the history.

I choose to delete Alex from the "Open Recent", but after it, he still can be seen in that field.

I open Geese and he becomes Felicia.
Haggar becomes Geese Howard.
Rare Akuma becomes Haggar
Alex, whom was supposed to be removed from the Open Recent, becomes Rare Akuma.
    

Re: Most underrated creators/users

 August 25, 2013, 11:09:39 am View in topic context
 Posted by Zzyzzyxx  in Most underrated creators/users (Started by Bastard Walt August 22, 2013, 12:01:47 am
 Board: M.U.G.E.N Discussion

DEMAN: For making the best Street Fighter EX characters, and his rips from that game were amazing. (Though his Skullomania and Shadow Geist were overdue for an update, but at least they play well)
I agree 100%. Nobody cares about SFEX, hence nobody can grasp the true form of his chars (even though Skullo and Shadow definitely need an update)
    

Re: I need some advice, please test my Chun-li.

 August 19, 2013, 08:51:54 pm View in topic context
 Posted by Zzyzzyxx  in I need some advice, please test my Chun-li. (Started by bfdm August 19, 2013, 08:20:12 pm
 Board: M.U.G.E.N Development Help

Instead of using the trigger

triggerall = Stateno != 1010||Stateno != 1011||Stateno != 1012||Stateno != 1013

for her Spinning Bird Kicks why don't you use the same trigger you use for her other special and supermoves?

Quote
trigger1 = Ctrl
trigger2 = (Stateno = 200||Stateno = 210||Stateno = 215 && Time >= 37|| Stateno = 225) && Movecontact
trigger3 = (Stateno = 245||Stateno = 255||Stateno = 400||Stateno = 410||Stateno = 430) && Movecontact



Just in case...

Quote
[State -1, EX Spinning Bird Kick]
type = ChangeState
value = 1013
triggerall = statetype != A
trigger1 = Ctrl
trigger2 = (Stateno = 200||Stateno = 210||Stateno = 215 && Time >= 37|| Stateno = 225) && Movecontact
trigger3 = (Stateno = 245||Stateno = 255||Stateno = 400||Stateno = 410||Stateno = 430) && Movecontact
triggerall = power >= 700
trigger1 = command = "EXSpinningBirdKick"

Change the red part to triggerall. Notice that this code has 2 lines saying trigger1 = XXXXX. You made so that performing the command is only required when she has control, but not when other basic moves make contact with the opponent.



For the kikoushou you need extra triggers for the hitdefs. For example, you have this hitdef in her helper 3001:

[State 1005, HitDef]
type = HitDef
trigger1 = Animelem = 4
trigger2 = Animelem = 11
attr = S,NP
animtype = Heavy
damage = 69
pausetime = 0,1
givepower = 10
guardflag = M
hitflag = MAF
ID = 3001
guard.sparkno = S5503
sparkno = S5502
sparkxy = -35, 0
hitsound = S1000,2
guardsound = S2,6      
ground.type = High
ground.slidetime = 20
ground.hittime = 13
ground.velocity = -9
air.animtype = Back
air.velocity = -4.5,-6

The animelems 16, 24 and 28 have red hitboxes but doesn't have triggers in the hitdef to tell how thwy should cause damage to the opponent. Hence they don't activate.

Add these lines in the code of the hitdef:

[State 1005, HitDef]
type = HitDef
trigger1 = Animelem = 4
trigger2 = Animelem = 11
trigger3 = animelem = 16
trigger4 = animelem = 24
trigger5 = animelem = 28

attr = S,NP
animtype = Heavy
damage = 69
pausetime = 0,1
givepower = 10
guardflag = M
hitflag = MAF
ID = 3001
guard.sparkno = S5503
sparkno = S5502
sparkxy = -35, 0
hitsound = S1000,2
guardsound = S2,6      
ground.type = High
ground.slidetime = 20
ground.hittime = 13
ground.velocity = -9
air.animtype = Back
air.velocity = -4.5,-6

Notice also the pausetime in this hitdef is 0,1. I suggest changing it to a value like 0,8 so that the opponent doesn't slide after being hit by the helper. Give a try.


About the damage control, there are many ways to create a dampener code.

Dince you seem to intend to create a CVS-like gameplay for her, I recommend using PotS' damapener codes. Just add these codes in Chun-Li's statedef -2.

Quote
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) < 3, 24, ifelse(enemynear, gethitvar(hitcount) >= 24, 2, 26 - enemynear, gethitvar(hitcount))) / 24.0
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

I don't like much this code (it dampeners too much the damage of chars whom have multi-hit moves like Chun-Li herself or VegetaZ2 and hard-hitting chars like Ryo Sakazaki or Zangief receive an unfair advantage IMO), but this is how the damage dampener works in CVS2, give or take a few tweaks.

The damage dampener code in SF4 or SFxT works similarly, but one or other values are modified so that the dampener is more severe.
    

Re: Thinking About Making a MvCSI Touhou Character

 August 11, 2013, 05:01:53 pm View in topic context
 Posted by Zzyzzyxx  in Thinking About Making a MvCSI Touhou Character (Started by SolidZone 26 August 08, 2013, 11:20:21 am
 Board: Idea Engineering

Use the original sprites. The modified version makes the arms and legs look too thick and disproportional.
    

Re: Wonderful World 0.73 Question - Disable debug mode

 August 07, 2013, 09:41:01 am View in topic context
 Posted by Zzyzzyxx  in Wonderful World 0.73 Question - Disable debug mode (Started by vgma2 August 07, 2013, 08:53:09 am
 Board: Off-Topic Help

Probably there's a file game.ini in the folder of the game.

Open it and search for this line:

Editor.TestPlay.HitJudge=1

Change the value to

Editor.TestPlay.HitJudge=0
    

Re: good Sega genesis emulator (for riping sprites)

 August 02, 2013, 01:59:02 pm View in topic context
 Posted by Zzyzzyxx  in good Sega genesis emulator (for riping sprites) (Started by DuckSS Farm August 02, 2013, 01:34:15 pm
 Board: Off-Topic Help

http://code.google.com/p/gens-rerecording/

However, selecting layers in this emulator is a little complicated because there's no key shortcut to remove layers, like in Zsnes, for example.

It still does the work, though. It just isn't practical.
    

Re: Princess Fine - Version 1.5.4 (07/25/2013)

 July 26, 2013, 04:34:52 am View in topic context
 Posted by Zzyzzyxx  in Princess Fine - Version 1.5.4 (07/25/2013) (Started by Zzyzzyxx August 18, 2011, 01:05:53 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Fighter Factory 3 RC7 + BGs beta

 July 22, 2013, 01:11:11 am View in topic context
 Posted by Zzyzzyxx  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

An excellent surprise. Downloading now, thanks a lot.
    

Re: Who are your favorite players to watch their videos on M00gin?

 July 16, 2013, 10:50:48 pm View in topic context
 Posted by Zzyzzyxx  in Who are your favorite players to watch their videos on M00gin? (Started by Kyoudou Senna July 15, 2013, 08:21:46 pm
 Board: M.U.G.E.N Discussion

The only thing I don't like in C.A.N.'s videos is that his choice of characters feels a little limited, hardly using anybody other chars than KOF-styled ones, at least in his recent videos.

Aside this, I like his skill and I definitely would like to see a combo video made by him.