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Zzyzzyxx

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Re: Kira by Choiyer (Original by NHK) released

 January 28, 2013, 01:34:03 am View in topic context
 Posted by Zzyzzyxx  in [WARNING: Sexual Content] Kira by Choiyer (Original by NHK) released (Started by Duos January 27, 2013, 08:02:28 pm
 Board: Found Releases

If you set the var 56 to 0 in the last lines of her file kiracmd.cns, no.
    

Re: Kira by Choiyer (Original by NHK) released

 January 28, 2013, 01:25:32 am View in topic context
 Posted by Zzyzzyxx  in [WARNING: Sexual Content] Kira by Choiyer (Original by NHK) released (Started by Duos January 27, 2013, 08:02:28 pm
 Board: Found Releases

Of course. It's Choiyer's.
    

Re: 6 Most Popular Mugen Characters

 January 22, 2013, 07:53:46 pm View in topic context
 Posted by Zzyzzyxx  in 6 Most Popular Mugen Characters (Poll added) (Started by RobotMonkeyHead January 20, 2013, 11:07:04 pm
 Board: M.U.G.E.N Discussion

Everybody is commenting about Tetsu, Goku and Dragon Claw. Now that Melvana pointed out, I would like like to see what Japanese players would consider popular actually. Sachiel by Rikard, or Donald by Kishio would be among them, probably.
    

Re: M.U.G.E.N Screenshots V2

 January 22, 2013, 02:59:30 pm View in topic context
 Posted by Zzyzzyxx  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pm
 Board: M.U.G.E.N Discussion



But the air grab can't combo! Why you torture me D:
I don't know if XCB knows about this. His cmd specifies p2movetype != H for her air throw. Because of this it will never hit a falling opponent (he's in a hitstate) and her challenge mode can't be cleared.
    

Re: CvS Bluestreak By Diepod and Jesuszilla

 January 18, 2013, 02:45:32 pm View in topic context
 Posted by Zzyzzyxx  in CvS Bluestreak By Diepod and Jesuszilla (Started by Diepod January 01, 2013, 12:33:40 am
 Board: Your Releases, older Mugen

Sorry if somebody already mentioned this bug, I didn't find in the thread.

If you try to juggle the opponent with a basic attack after + kick, the opponent will glitch and fly to outside of the screen.
    

Re: The Usefulness of Insulting, Parodic 'Feedback Videos'

 January 03, 2013, 07:29:07 pm View in topic context
 Posted by Zzyzzyxx  in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pm
 Board: M.U.G.E.N Discussion

Ok, then.
    

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

 January 01, 2013, 12:19:03 am 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: Does this thing exist?/who is the author?/etc. thread.

 December 31, 2012, 05:38:54 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

I wonder if M. Bison from SFII - The Movie has been converted to Mugen. Playing with Raul Julia would be truly badass.
    

Re: Robot Unicorn Attack Stage

 December 19, 2012, 01:03:31 pm View in topic context
 Posted by Zzyzzyxx  in Robot Unicorn Attack Stage (Started by Ness December 18, 2012, 04:29:41 am
 Board: Requests

    

Re: Akiko Minase (0.90)

 December 16, 2012, 12:42:38 am View in topic context
 Posted by Zzyzzyxx  in Akiko Minase (0.90) (Started by Ryon December 15, 2012, 02:36:16 am
 Board: Your Releases, Mugen 1.0 +

* Debug message if you select her with A, B or C buttons

* She disappears briefly if she's hit in the air

* Can perform + X infinitely in the corner

* Opponent can recover before the last hit of + attack and counter her before she falls

* Can't cancel basic moves into special moves

Demo of some of the issues mentioned above: http://www.mediafire.com/download.php?8gs93y2ob2onp6k

    

Re: Supergirl

 December 15, 2012, 11:59:45 pm View in topic context
 Posted by Zzyzzyxx  in Supergirl, Dhalsim, Aoko, Arcueid (Updated 01/24/2013) (Started by Rajaa December 12, 2012, 04:34:18 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Sagat

 December 09, 2012, 06:31:10 pm View in topic context
 Posted by Zzyzzyxx  in Sagat + KFG update...? (Started by DW December 09, 2012, 04:29:06 am
 Board: Your Releases, older Mugen


Nope. I guess when a move is parried, it's treated as it hit...?
Indeed it counts as a hit, unfortunately.

I suppose I'll have to do something like this to prevent that from happening...?

Nope. You need a numtarget and an ID to your hitdef.

[State 3400, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = !Time 
(...)
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0
ID = 3400

and add this piece of code to the Changestate.

[State 3400, Attack Success]
type = ChangeState
trigger1 = MoveHit = 1 && numtarget(3400)
value = 3401
    

Re: Sagat

 December 09, 2012, 02:37:17 pm View in topic context
 Posted by Zzyzzyxx  in Sagat + KFG update...? (Started by DW December 09, 2012, 04:29:06 am
 Board: Your Releases, older Mugen

I noticed that Sagat continues to perform the remaining hits of Tiger Storm even if the opponent parries the 1st hit. Intentional?
    

Re: Supergirl v1.0

 December 03, 2012, 12:07:49 pm View in topic context
 Posted by Zzyzzyxx  in Supergirl v1.0a (Started by Toni December 03, 2012, 09:28:39 am
 Board: Your Releases, older Mugen

* The combo [Jumping LP/LK > Jumping MP] doesn't work because the ground hittime of her 600 and 630 is too low. It becomes a problem when you use the fly command and try to use an air chain on standing opponent.

* Air MP has more ground hittime than Air HP/HK.

* Heat Vision registers 2 hits when it's parried. Not a serious bug but it looks weird.

* 1 frame of startup for Standing / Crouching LP is too few. Attacks like this usually have 3/4 frames of startup.

* If the char is horizontally large she can link a Standing / Crouching LP after Weak Dash Punch and start a loop.

* Remove the code regarding Ctrlset with time=5 in her state 400. She can cancel the Crouching LP into a walk forward, come close to the enemy and repeat it for an infinite.

* Crouching MK can't be cancelled into special moves, but can be cancelled into standing/crouching HP/HK.

* Many of the air hittimes of her attacks are unreliable. Check this:

http://www.mediafire.com/download.php?nf70p93e9lesl94

* Her voices keep playing when she gets hit.

* If you use the fly command, descend as close to the floor as possible and try to use a dive kick she will trigger the move but she lands before activating the red clsns of it.
    

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

 November 29, 2012, 02:24:47 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: Character's opponent goes below the ground after certain attacks

 November 28, 2012, 02:38:47 pm View in topic context
 Posted by Zzyzzyxx  in Character's opponent goes below the ground after certain attacks (Started by Toni November 28, 2012, 12:45:19 am
 Board: M.U.G.E.N Development Help

The problem is in the targetbind code in her -3. Use this code instead:

[State -3, Underground Juggle Prevention]
type = targetbind
trigger1 = movecontact = 1
trigger1 = numtarget && numenemy
trigger1 = (target, time = 0) && (target, ID = enemynear, ID)
trigger1 = !(target, hitshakeover) && (target, pos y > 0)
pos = ceil(p2dist x), ceil(-pos y)
ignorehitpause = 1
    

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

 November 28, 2012, 01:18:10 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 +

* If a basic attack hits a falling opponent, it makes him keep the falling state. This shouldn't happen in a CvS char. What's even worse, the opponent can use the air recover move:

http://www.mediafire.com/download.php?ktee49zviw9dda3

Add the line

forcenofall = !var(20)

in the hitdefs of your char, so that he makes the opponent land on his feet in situations like this one.

If I'm not wrong the forcenofall parameter doesn't exist in WinMugen. You might use other circunventions to prevent this bug in WinMugen.

* In addition you can make MaryuRekkou cancelable in Sairokyoshu like he does in EX series by adding the lines

trigger7 = (stateno = [1600,1610]) && animelemtime(4) < 0
trigger7 = movecontact

in the cmd of his state 4200.

* Mekuu Zangeki has problems in hitting thin chars. Some chars fit in the space between his width and his red CLSN (the horizontal space marked here)



which makes one or more hits of the attack whiff (usually the 1st or the 3rd).

    

Re: Let's create the "perfect testing/developing Mugen"

 November 19, 2012, 02:17:51 pm View in topic context
 Posted by Zzyzzyxx  in Let's create the "perfect testing/developing Mugen" (Started by Cybaster November 18, 2012, 11:53:56 pm
 Board: M.U.G.E.N Discussion

There's another trick that I use for testing combos and recover times.



Add these codes in KFM's -2 (he doesn't have a -2, create one for him):

KFM 1.0 version

Quote
[State -2, Recover in Ground]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5050 || stateno = 821
trigger1 = Vel Y > 0 && Pos Y >= Const(movement.air.gethit.groundrecover.ground.threshol d)
value = 5200

[State -2, Recover in mid air]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5050
trigger1 = Vel Y > Const(movement.air.gethit.airrecover.threshold)
value = 5210

WinMugen version

Quote
[State -2, Recover in Ground]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5030 || stateno = 5035 ||stateno = 5050 || stateno = 821
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 5200

[State -2, Recover in mid air]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5030 || stateno = 5035 ||stateno = 5050
trigger1 = Vel Y > -1
value = 5210

They enable KFM (or any char in which you use these codes) to use their air/ground recovers in the first possible tick.

Depending on the char in whom you use these codes, it brings better results than using Training by Stupa. Some chars like Geese by PotS and Shaq by The_None can recover faster than the others, so you can know for sure how reliable your air hittimes are, and if some atack of yours enables air recover when it shouldn't, you will know it as well.

Although posts like this are stuff for Development section, it actually fits into this thread as well.

      Posted: November 20, 2012, 02:43:44 am
I use Splode's Hiryu to test upper bounds on super jump-compatible stages.  Super jump, then QCF+LP. A lot simpler for me than, say, changing KFM's values to give him unlimited double jumps.
My method for testing upper bounds is really simple.

Get KFM. Find these codes in Smash Kung Fu Upper (state 3050):

Quote
[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 155, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 26
ground.hittime  = 28
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8                  ;Accelerate p2 downwards rapidly

Change the values marked above from ( -1.3,-25 ) to  ( -1.3,-50 )

Enter the training mode, choose your stage and WHAM! Smash Kung Fu Upper any opponent. He will fly REALLY high, allowing you to detect problems in upper boundaries.
    

Re: Let's create the "perfect testing/developing Mugen"

 November 19, 2012, 02:33:52 am View in topic context
 Posted by Zzyzzyxx  in Let's create the "perfect testing/developing Mugen" (Started by Cybaster November 18, 2012, 11:53:56 pm
 Board: M.U.G.E.N Discussion

There are 4 .defs in Training by Stupa. KFM, Tenshi (Touhou) , Hugo and Prinny.

    

Re: Let's create the "perfect testing/developing Mugen"

 November 19, 2012, 01:52:45 am View in topic context
 Posted by Zzyzzyxx  in Let's create the "perfect testing/developing Mugen" (Started by Cybaster November 18, 2012, 11:53:56 pm
 Board: M.U.G.E.N Discussion

you don't really need a grappler to verify mid.pos and head.pos cos you can use a small explod with a centered axis but myah.
Training by Stupa can verify our head.pos and mid.pos:





Add

* one char that blocks by using a button. Improper superpause codes can remove their ability to block your supermoves.

* One char with Veladd bugfix by Vans. If your char relies too much on juggles you will have a problem with overly long sequences and maybe infinites that only work on them because they fall slower than the other chars.

In addition some of your special/supers may whiff some hits against them.

An example. Kyo Kusanagi by Ina ( http://www16.tok2.com/home/imsm/Mugen/Kyo_Kusanagi.htm ).

His juggle capacity by itself ridiculous enough:

http://www.mediafire.com/download.php?z7ndsjc0dzp24lx

But against chars with the bugfix the level of WTF is even larger:

http://www.mediafire.com/?dc3no4s2j6oktd9

How many more hits could he make until his power bar ran out? Now you understood the problem.