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Zzyzzyxx

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Messages by Zzyzzyxx

    

Re: Ragna Mau and Daimon Haku (Blazblue) -version 1.0-

 August 14, 2010, 05:53:51 am View in topic context
 Posted by Zzyzzyxx  in Ragna Mau and Daimon Haku (Blazblue) -version 1.0- (Started by Daimonmau August 10, 2010, 04:31:32 pm
 Board: Your Releases, older Mugen

The problem with that combo is indeed with f + HP > b, f > MP. You guessed right, it leads to an infinite.

Honestly recently I'm having a preference to comment about cheap techniques of the characters and other flaws instead of infinites (I don't have anything better to offer than what I already shown), but seeing how much interested you are try the following infinite with Ragna:

LP > MP > HP > fwd + HP (1 hit) > f + HP+ HK, repeat. Ragna will switch sides with opponent and recover before him, and Ragna doesn't use Power Gauge or anything like it to cancel an attack in a roll.

EDIT: OMG Ragna is broken. You don't need even to roll, cancel the f + HP in the dodge and Ragna will recover even faster  o_O
    

Re: Ragna Mau and Daimon Haku (Blazblue) -version 1.0-

 August 13, 2010, 11:18:01 pm View in topic context
 Posted by Zzyzzyxx  in Ragna Mau and Daimon Haku (Blazblue) -version 1.0- (Started by Daimonmau August 10, 2010, 04:31:32 pm
 Board: Your Releases, older Mugen

I tested a bit the new version of Ragna and found his combo ability excessive:

http://www.youtube.com/watch?v=b2KLS-AhofA

The hit count isn't what I intend to show in the video, but the fact that he can gain an entire bar with a slight improvement on his BnB combo (LP > LK > f + LK > MP > MK > f + MK > HP > HK > f + strong attack).

This is unbalanced to the level of Reu's chars. Tone down his power gain a bit.

Other technical flaws are already being discussed here. But, just like I said in previous beta, Ragna is easy to play, and I don't see it as a bad thing.

About Hakumen, I noticed his 30-hit combo during his dp move in the previous thread. I didn't tell anything because I though you intended to make it that way  ;D
    

Re: Scads of Updates (Blaze, Cloud and Tifa, Ky-Chan, Cammy, Haruhi)

 August 10, 2010, 09:58:36 pm View in topic context
 Posted by Zzyzzyxx  in Scads of Updates (Blaze, Cloud and Tifa, Ky-Chan, Cammy, Haruhi) (Started by Zero-Sennin August 10, 2010, 06:26:35 am
 Board: Your Releases, Mugen 1.0 +

You should keep an eye over Haruhi. Most of her hitsparks are misaligned and her running animation seems way too slow.

And, since Choiyer removed the SFW version of his Haruhi's .sff, I think it's a good idea to forget the panty shots in your version. Just an idea.
    

Re: Stages from Magical★Chaser~Stardust of Dreams~

 August 07, 2010, 01:21:00 am View in topic context
 Posted by Zzyzzyxx  in Stages from Magical★Chaser~Stardust of Dreams~ (Started by Zzyzzyxx November 02, 2009, 02:36:31 pm
 Board: Your Releases, older Mugen

Keep the 24-bit source images.
They'll be very useful in the near future.

 And the Royal Wonder Academy, the background character sprites clash with the stage.

Well, that's exactly how the stage looks in Magical★Chaser:



    

Re: Stages from Magical★Chaser~Stardust of Dreams~

 August 06, 2010, 10:57:14 pm View in topic context
 Posted by Zzyzzyxx  in Stages from Magical★Chaser~Stardust of Dreams~ (Started by Zzyzzyxx November 02, 2009, 02:36:31 pm
 Board: Your Releases, older Mugen

Royal Wonder Academy stage was updated in order to fix issues in the previous version  ;) .
    

Re: Stages from Magical★Chaser~Stardust of Dreams~

 August 06, 2010, 07:05:02 am View in topic context
 Posted by Zzyzzyxx  in Stages from Magical★Chaser~Stardust of Dreams~ (Started by Zzyzzyxx November 02, 2009, 02:36:31 pm
 Board: Your Releases, older Mugen

Could it be because I optimize the original pics in Fighter Factory? This is the only reason I can think, because the only time when I convert the 24-bit pics in 8-bit versions is via the Palette Editor in FF  :S
    

Re: Stages from Magical★Chaser~Stardust of Dreams~

 August 06, 2010, 06:51:00 am View in topic context
 Posted by Zzyzzyxx  in Stages from Magical★Chaser~Stardust of Dreams~ (Started by Zzyzzyxx November 02, 2009, 02:36:31 pm
 Board: Your Releases, older Mugen

    

Re: Does this thing exist?/who is the author?/etc. thread.

 August 05, 2010, 09:49:13 pm View in topic context
 Posted by Zzyzzyxx  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Princess Fine from Magical★Chaser

 August 03, 2010, 05:08:54 am View in topic context
 Posted by Zzyzzyxx  in Princess Fine from Magical★Chaser (Started by Zzyzzyxx August 03, 2010, 05:00:57 am
 Board: Projects

The current version is for WinMugen.

Since I'm taking the improvement of her gameplay as priority at the moment, I believe I'll release an 1.0 version as well, when she's close to be released.
    

Princess Fine from Magical★Chaser

 August 03, 2010, 05:00:57 am View in topic context
 Posted by Zzyzzyxx  in Princess Fine from Magical★Chaser (Started by Zzyzzyxx August 03, 2010, 05:00:57 am
 Board: Projects

I know most of you never heard about Magical★Chaser ~Stardust of Dreams~ until Toshio created his topic about his most recent project, Princess Comet.

I am creating a char from Magical Chaser as well, she's Princess Fine, the main heroine from Fushigi Boshi no Futago Hime series. She's around 25-30% complete, and I decided to show the progress of my creation in Mugenguild.

--------------







    

Re: Donkey Kong SNES by aperson98

 August 01, 2010, 09:52:16 pm View in topic context
 Posted by Zzyzzyxx  in Donkey Kong SNES by aperson98 (Started by Errdor August 01, 2010, 09:26:22 pm
 Board: Found Releases

Indeed the video shows lots of things that don't look correct.

* Misaligned hitsparks
* Unbalanced damage, 1/2 or 1/3 of his current damage values would solve the problem
* 1000 damage points in a single punch is unnecessary. Even SF2 Balrog can't inflict this damage even charging his punch for 60 seconds.
* Some of the animations look nice, like his throw.
* He could have different values in his constants. DK is strong, but slow. Having jump speeds and damage similar to Zangief would be a nice idea.
    

Re: Ar-chan by IBUKAH released 07/28/2010

 August 01, 2010, 02:40:29 pm View in topic context
 Posted by Zzyzzyxx  in Ar-chan by IBUKAH released 07/28/2010 (Started by Furn July 29, 2010, 10:02:33 pm
 Board: Found Releases

Archan actually comes from Puyo Puyo IV.

Too bad I didn't like her gameplay. Every arrow of her can be spammed, she can even do some infinites using nothing but arrows  :(
    

Re: Choiyer "fixed" Haruhi? Is that even possible.

 July 28, 2010, 06:28:22 am View in topic context
 Posted by Zzyzzyxx  in Choiyer "fixed" Haruhi? Is that even possible. (Started by DNZRX768 July 28, 2010, 05:34:44 am
 Board: Found Releases

Haruhi could be a nice char, and she indeed was like this at her debut. But the more references to other animes Choiyer uses, the more identity she loses.

Now I can compare Haruhi with Hatsune Miku, by Yu-Toharu and Marilyn by Shinra. The ammount of extras ruined these girls.
    

Re: Mugen 1.1 Alpha testers needed !!!! :D

 July 26, 2010, 09:00:58 pm View in topic context
 Posted by Zzyzzyxx  in Mugen 1.1 Alpha testers needed !!!! :D (Started by Cybaster July 15, 2010, 01:54:35 pm
 Board: M.U.G.E.N Discussion

Joudan Sokutoh Geri.  ;P
    

Re: Haruhi (from Choiyer's Haruhi)

 July 26, 2010, 07:29:02 pm View in topic context
 Posted by Zzyzzyxx  in Haruhi (from Choiyer's Haruhi) (Started by Zero-Sennin July 26, 2010, 12:15:24 am
 Board: Edits & Addons 1.0+



Considering what I've been hearing about my chip damage values lately, I might as well ask. What do most people use for theirs? At this point, I'm considering ~1/3rd damage as my new standard as opposed to 1/2, but if smaller is better, I don't mind going down further.

1/2 for chip damage in the current days is absurd, there isn't any game that uses these value, try something between 15-20%.

And...

Quote
Quote
Do you mean...

... this?
Hmm...might as well add that, yeah. For a super, obviously.

It was actually a joke  --; Actually I regreted after posting it.
    

Re: Haruhi (from Choiyer's Haruhi)

 July 26, 2010, 04:24:29 pm View in topic context
 Posted by Zzyzzyxx  in Haruhi (from Choiyer's Haruhi) (Started by Zero-Sennin July 26, 2010, 12:15:24 am
 Board: Edits & Addons 1.0+

    

Re: Ragna Mau and Daimon Haku (Blazblue) -version BETA-

 July 18, 2010, 05:03:53 am View in topic context
 Posted by Zzyzzyxx  in Ragna Mau and Daimon Haku (Blazblue) -version BETA- (Started by Daimonmau July 17, 2010, 04:32:20 pm
 Board: Your Releases, older Mugen

I compared Ragna Mau with Sol Engrenado, and it's obvious that you improved in each project you've done.

Ragna Mau's plays a lot like Sol, with most of his command attacks and it's a good thing, because Sol is really funny to play IMO.

However, you did an step back with the sword attacks. They were much more balanced in Sol Engrenado, and even in Dark Order Sol. The size of Ragna Mau's and Hakumen's CLSNs sometimes is really scary.

Sol


Ragna


------------------

You also got better results in the shadow effects your Sol. In Ragna they look too much dark. Although this is probably the result what you intended, I think there's too much opacity.

------------------

Ah, you asked for infintes. I found only one:

Short jump forwards [LP > MK > HP], repeat.

Some other potential situations for infinites didn't result in anything. You did a good job in this department.

--------------------

Take care about the priority of his sword and superarmor, because Ragna can autoguard 2-hit or multi-hit strong attacks.

--------------------

About the fatality. Isn't it a better idea try to use something like

const(size.xscale), const(size.yscale)

in the scale of your explods / helpers, so the fatality have more chance of looking correct in hi-res chars?

Since this is a beta version. there's room for improvements, and I'm sure you'll make a good work fixing some of these issues.

---------------------

Last thing, copied from Ragna's readme:

   3 - When Sol transforms in Dark Order, he gets stronger but not strong as when direct selecting Dark Order.

 o_O
    

Re: Blaze Fielding (from Cap_Rock's)

 July 17, 2010, 03:08:32 am View in topic context
 Posted by Zzyzzyxx  in Blaze Fielding (from Cap_Rock's), updated 7/20 (Started by Zero-Sennin July 16, 2010, 03:07:26 am
 Board: Edits & Addons 1.0+

Speaking about running and crouching, the standing attacks have velset 0,0, but the crouching attacks keep some of the momentum from the dash (she slides slightly when performing a crouching attack during dash). Is it intentional?  ???

BTW, all of her air attacks can be peformed twice during a jump.
    

Re: INFINITE RYU

 July 13, 2010, 09:58:04 pm View in topic context
 Posted by Zzyzzyxx  in INFINITE RYU (Started by Infinite Crisis July 12, 2010, 05:23:45 am
 Board: Edits & Add-ons

I couldn't understand as well. Are you saying that

1 - we should go easy with Mr. Infinite about his chars being edits from other authors, or

2 - we should demand more quality from him due to the same reason, or

3 - something else that I didn't understand?
    

Re: Hyoga, Saori and Esmeralda from Saint Seiya

 July 13, 2010, 07:54:05 pm View in topic context
 Posted by Zzyzzyxx  in Hyoga, Saori and Esmeralda from Saint Seiya (Started by Dan Mt. July 09, 2010, 07:56:13 pm
 Board: Found Releases

I just saw Orochi Gill's video #550 ( http://www.youtube.com/watch?v=irkbRgMJv9U ) and I think this quote explains exactly their purposes.

Quote
we are not interested in making them workable and equilibrated with other chars since the universe of Saint Seiya is very very different from the others.

===============

Although it doesn't justify, it explains some things  ::) So everything that we are commenting about balance and anime voices doesn't mean anything to them.