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Zzyzzyxx

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Re: Kairi from Street Fighter EX + edits 1st version

 November 18, 2012, 01:24:38 am View in topic context
 Posted by Zzyzzyxx  in Kairi from Street Fighter EX + edits 1st version (UPDATE 05/03/2013) (Started by Mr.Karate JKA November 15, 2012, 03:36:12 am
 Board: Your Releases, Mugen 1.0 +

The debug flood persists. It's because of the codes related var(60) in his cmd and in his common1.

As you know, Mugen handles 60 vars. But they don't range to 1 to 60, but from 0 to 59 if I'm not wrong. Anyways, by commenting the codes related to var 60 the debug disappears.

He can't attack while running.

The "standing parry in the air" bug persists. Later I'll check more of his codes to see the problem, I can't to it right now. Expect for more feedback.
    

Re: Kairi from Street Fighter EX + edits 1st version

 November 16, 2012, 12:05:11 am View in topic context
 Posted by Zzyzzyxx  in Kairi from Street Fighter EX + edits 1st version (UPDATE 05/03/2013) (Started by Mr.Karate JKA November 15, 2012, 03:36:12 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Kairi from Street Fighter EX + edits 1st version

 November 15, 2012, 08:07:34 pm View in topic context
 Posted by Zzyzzyxx  in Kairi from Street Fighter EX + edits 1st version (UPDATE 05/03/2013) (Started by Mr.Karate JKA November 15, 2012, 03:36:12 am
 Board: Your Releases, Mugen 1.0 +

* Jumping MK has 11 frames of startup and Jumping HK has only 6.

* The helpers, oh, the helpers. Please use proper destroyselfs in the helpers :bigcry:

* Remove this code

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

from his state 400. It allows him to hold fwd during the crouching jab, cancelling it and enabling him to walk in he opponent's direction and apply one more + LP, and other, and other, and other... Demo:

http://www.mediafire.com/download.php?zr9v8yri7f4jq2r

* Where are my supercancels like he does in SFEX series?

I mean, he can cancel + kick into + punch but not into + punch. Jinki Hatsudou (this is the name of his projectile in EX1), MaryuRekkou and Moryukasen don't seem to be supercancelable like in the Ex series.

* The triggers for supercancels in his cmd mention the states 1100 to 1199. Kairi doesn't have these states in any part of his cns.

* Shouki Hatsudou and Mekku Zangeki enable air recover for the opponent

* After knocking an opponent down you can hit the bouncing opponent with crouching LK or MK. These moves are air-recoverable as well. A CvS-like char shouldn't use the possiblity of air recover at all.

* His afterimages during Sairokyoshu / other supers must disappear if he gets hit during the attack. The same for his voices.

* You can make Weak MaryuRekou to cause 90 damage like the other versions. 45 is pretty bad.

* Parry an attack with while you're walking forward. The result:

http://www.mediafire.com/download.php?ehsaugdrzlhdgws

* Bug in Sairokyoshu. Kairi traded hits with the opponent during the jumping part of the move:

http://www.mediafire.com/download.php?v4kfz2uzc48jb23

* Make sure to press Ctrl+D and Ctrl+C in order to check the debug informations, clsns and helpers. It seem like you didn't use them properly during the development of the char.
    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 November 10, 2012, 02:40:47 am View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

A really strange bug. If the char tries to attack a Goku or Vegeta running backwards, the attacker doesn't suffer cornerpush.

http://www.mediafire.com/?rpl9jcu0svp6kg4

Notes:

* The bug doesn't occur with chars that use PotS' cornerpush system

* If Goku or Vegeta try these combos in another char the bug doesn't occur

* If the char tries to attack other char than Goku or Vegeta running backwards, the bug doesn't occur

* The bug occurs only in Mugen 1.0. Tried in my 640x480 roster and in a vanilla 1280x720.

EDIT: I discovered the fix.

In their -3, find these codes:

[State -3, Prevent Crossup]
type = width
trigger1 = 1
edge = 4,0
ignorehitpause = 1

Change it to

[State -3, Prevent Crossup]
type = width
triggerall = numenemy
trigger1 = movetype != H
trigger1 = facing != enemynear, facing

edge = 4, 0
ignorehitpause = 1

The lines in blue aren't actually needed for Goku/Vegeta, but, depending on the char, he may need them. They assure that the opponent can't crossup you while you're running backwards:
    

Re: CvS Paul Phoenix demo beta

 November 06, 2012, 03:05:58 pm View in topic context
 Posted by Zzyzzyxx  in CvS Paul Phoenix demo beta (Started by chuchoryu November 06, 2012, 02:33:26 am
 Board: Your Releases, Mugen 1.0 +

The 2nd hit of the supermove must send the opponent to a cutom state, with neutral physics and fixed velsets and veladds.

Because the 3rd hit misses against chars whom have the Veladd bugfixes in their gethit states, like Goku by TeamZ2. The bugfix makes them fall slower than usual.
    

Re: Ms. Fanservice released by DrKelexo 1/11/2012

 November 02, 2012, 11:15:00 pm View in topic context
 Posted by Zzyzzyxx  in Ms. Fanservice released by DrKelexo 1/11/2012 (Started by Rotten Meldo November 02, 2012, 10:38:29 am
 Board: Found Releases 1.0+

unless zzyzzyxx wrote in another forum or sent him a PM
Nope. He's probably reading this thread :)

Another infinite. Harder to perform than the previous ones:

LP > MP > HP > + LP, stop the previous move with LK, so that she will make a faint. 1 step forward, repeat. Demo:

http://www.mediafire.com/?t2i343phuampmpc

An easier version, works anywhere:

Crouching LP > Crouching HP > + LP, HK, repeat.



* Debug flood after finishing Arcade Mode. No 0-th enemy.

     Posted: November 03, 2012, 03:22:44 am
* Bug in Miscommunication Kick. It must cause sexy ko or cheese ko in the opponent. This is the result:

http://www.mediafire.com/?uewwlgzovrjlms9
    

Re: Ms. Fanservice released by DrKelexo 1/11/2012

 November 02, 2012, 04:37:50 pm View in topic context
 Posted by Zzyzzyxx  in Ms. Fanservice released by DrKelexo 1/11/2012 (Started by Rotten Meldo November 02, 2012, 10:38:29 am
 Board: Found Releases 1.0+

Compatibility > accuracy.
    

Re: Ms. Fanservice released by DrKelexo 1/11/2012

 November 02, 2012, 03:03:59 pm View in topic context
 Posted by Zzyzzyxx  in Ms. Fanservice released by DrKelexo 1/11/2012 (Started by Rotten Meldo November 02, 2012, 10:38:29 am
 Board: Found Releases 1.0+


....? i...didn't see any of that...

Physics for running/jumping, hittimes and things like that. Too stiff for my tastes. That's it.



BTW, after executing her air launcher (Standing HK), her aerial rave tends to fail against Geese by PotS or Shaq by The_None. The air hittime of Jumping MP/MK is too short and the opponent cn air recover before Jumping HP/HK. I still need to see why her aerial raves work on the majority of chars, but not in them.

EDIT: it looks like it's because Geese and Shaq's anim 5035 is shorter than KFM's and it influentiates on how they fast they can recover.
    

Re: Ms. Fanservice released by DrKelexo 1/11/2012

 November 02, 2012, 02:55:42 pm View in topic context
 Posted by Zzyzzyxx  in Ms. Fanservice released by DrKelexo 1/11/2012 (Started by Rotten Meldo November 02, 2012, 10:38:29 am
 Board: Found Releases 1.0+

Her roll is invulnerable to throws. Judging from the code this wasn't intended by Kelexo.

[State 0, NotHitBy]
type = NotHitBy
trigger1 = Time > 2 && Time < 25
value = SCA,NA,SA,HA,NP,SP,HP
time = 1

The only way to solve this is by removing the SCA part in the "value" line. Don't ask me why it works. It's a bug in Mugen engine that affects only Hitby and Nothitby sctrls.



Meh. Infinite combos. Cornered opponent:

* Short jump forwards [LP > LK > MK > HK], repeat

* Short jump forwards [LP > LK > MK > MP > + HK], repeat

* [ Crouching LP > Crouching MP > Crouching HP > + LK], repeat


Can link a throw after Standing LP or after a jump-in.



About the char, meh. But I only say this because I particularly dislike CvS gameplay. But it's nice to see that he made a better work in her CLSNs  than in Angela's:



    

Re: Pokémon: Mewtwo (Second Test Ver. 25/10)

 October 30, 2012, 03:00:51 pm View in topic context
 Posted by Zzyzzyxx  in Pokémon: Mewtwo Updated (Started by The 100 Mega Shock! January 21, 2012, 03:12:51 am
 Board: Projects

* Opponent can use air recover after supermoves.



* He can't perform crouching attacks while running, even if you hold before pressing the attack



The command for Lava Plume should be D, D, x, not ~D, D, x. Otherwise he can hold D, then press D only once more and the move will come out. It feels wrong.
    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 27, 2012, 03:54:49 am View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 26, 2012, 04:01:33 am View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

Wait until the opponent is really high after the launcher, then perform the air combo and Final Flash will hit without problems (even though it's indeed possible for the opponent to air recover after Vegeta's air MP > MP, escaping from his Jumping HK).

BTW, Training Small by Stupa can walk under Final Flash, making the beam look like this:

    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 26, 2012, 03:11:43 am View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

Good ideas. Will do. :)
Balthazar, do you have a D-pad animation ?
I mentioned a d-pad, but the idea was actually an arcade stick wiggling. It will look better.

Also, you still lost me with the "ugly red cross" comment. :ninja:
I know it sounded harsh and even inconvenient. But don't worry about it. It's forgivable in an 85% version. And I won't tell things like this to coders who don't give importance to it, and you are one of the few ones that give.

And I told you to not be angry with me

About the air dash, are you suggesting to forbid attacking during state 110, or to change state 110 so the vel problems don't appear ?
I can't tell a solution right now, but you can try to make the state 110 last only 2 frames (so that it behaves some like his state 100) and make his air attacks to not trigger during it.
    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 25, 2012, 04:45:18 pm View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

Some more comments, now about Galactic Gunfire:

* That trigger [40, 120] in the code for the var 21 could be extended to something like [36, 120] or [32, 120] so that 52 hits can be achieved with a minimum consistency, without having to remove power from the supermove.

* The left icon that appears during the timing window for mashing buttons can be a hand shaking a d-pad to the left and right, in order to show the player that the d-pad can be used as well.
    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 25, 2012, 03:53:32 pm View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

Something that annoys me in Goku and Vegeta's gameplay:

Their air dashes have 2 states, 110 and 111. The state 110 has horizontal speed = 0.

Their air attacks can be performed during both states. Because of this there are many times that I want to air dash and attack the opponent and the attack comes during the state 110, making the char stop in the air before attacking and falling straight down afterwards. It looks like this:

http://www.mediafire.com/?mdt5cgzudv0v2t5

It comes too often, and it interferes negatively in the gameplay.
    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 25, 2012, 06:28:08 am View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 25, 2012, 04:21:38 am View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

Just a comment regarding this post from the Projects section:

- Smash variable that goes from 0 to 40.

As said by C.A.N, the maximum is 52 hits (2+10+40). I reached 49 once, so I think 52 is fine. Having a keyboard that accepts multiple key presses is a big plus, or using a joypad/joystick and inputting 360 motions helps too.

The code of the move it shows that it's possible to add 1 to the var(21) when it's equal to 40:

[State 800, count]
type = VarAdd
triggerall = time=[40,120]
triggerall = var(21) <= 40
var(21) = 1

Yes, it's a pointless observation.



BTW, I couldn't do this without cheating. What I did was opening VegetaZ2 / files / vegeta.cmd and changing the line

command.buffer.time = 1

to

command.buffer.time = 2



Without this debug I can make the var(21) reach 36 (for a total of 48 hits) consistently but never exceed it.
    

Re: Vegeta Z2 released !!!! Goku Z2 updated.

 October 25, 2012, 04:13:50 am View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 released !!!! Goku Z2 updated. (Started by Cybaster October 24, 2012, 07:34:01 pm
 Board: Your Releases, older Mugen

* Re-stand infinite combo:

Cornered opponent. + LK > MP > MK > + HK, repeat infinitely. MK or + HK must hit the opponent during the state 52. Works against KFM.

* Goku has the Veladd bugfixes by Vans. Vegeta doesn't.

* Maximum hits of Galactic Gunfire is 53, not 52. Check the smash var at 41:



* Galick Ho whiffs against a point-blank KFM.

* Ugly red cross  :'(
    

Re: Vegeta Z2

 October 24, 2012, 03:45:50 pm View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 (Started by Balthazar January 02, 2011, 05:05:48 pm
 Board: Projects

    

Re: Vegeta Z2

 October 24, 2012, 03:37:32 pm View in topic context
 Posted by Zzyzzyxx  in Vegeta Z2 (Started by Balthazar January 02, 2011, 05:05:48 pm
 Board: Projects

 :S

The 2nd betatest session took much shorter than I expected. I'm a bit worried.

Hope you guys don't be angry with me if I post some (or a lot of) post-release feedback. I tried my best to betatest him but my free time was short.