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Zzyzzyxx

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Messages by Zzyzzyxx

    

Re: How long does it take you (on average) to make a character?

 October 13, 2019, 10:21:19 pm View in topic context
 Posted by Zzyzzyxx  in How long does it take you (on average) to make a character? (Started by Kolossoni October 08, 2019, 10:46:45 am
 Board: M.U.G.E.N Discussion

5-6 months on average.

I mean, that was back when I had all the time in the world to work on characters.

I had a tendency to use the vast majority of that time doing arcade sessions over and over (to polish hittimes, velocities, damage dampener, bug hunting and to feel how fun the character actually was), testing the damage and length of combos, and watching AI fights, testing new AI codes.
    

Re: Blade Strangers

 August 28, 2019, 01:19:43 am View in topic context
 Posted by Zzyzzyxx  in Blade Strangers (Started by Bronko June 12, 2017, 06:07:38 am
 Board: Fighting Games

Yes, she's different from the vanilla Kawase:

    

Re: [R-18] Saki Mamiya v2.20 from Inma no Ken

 August 18, 2019, 01:32:58 am View in topic context
 Posted by Zzyzzyxx  in [R-18] Saki Mamiya v2.20 from Inma no Ken (Started by Zzyzzyxx June 24, 2019, 01:09:10 am
 Board: Your Releases, 1.0+

Version 2.20 released

http://www.mediafire.com/file/5m6j9qcpm2bery3/saki_mamiya_z_2_20.rar/file

* Reduced the power received from basics during MAX Mode if the Power Cost for Special Moves Toggle option is turned off (aka Unlimited Mode) in her config file.

* Damage from specials during MAX Mode depends on her current life value, starting at 70% when her life gauge is full, increasing up to 100% if her life is at 25% or less

* Inma no Ken Mode and Unlimited Mode now share the same AI codes. In the previous version, I made 2 copies of the same code for every attack, changing only one single line in each one of them to accomodate the new Unlimited Mode. The revised code makes her new cmd file much shorter, as it should be since the beginning.

* Some new palettes:

Kindergartener:


Dark Skin:


Dark Skin 2:
    

Re: [R-18] Saki Mamiya v2.10 from Inma no Ken

 July 05, 2019, 01:16:41 am View in topic context
 Posted by Zzyzzyxx  in [R-18] Saki Mamiya v2.20 from Inma no Ken (Started by Zzyzzyxx June 24, 2019, 01:09:10 am
 Board: Your Releases, 1.0+

Saki Mamiya updated to v 2.10.

Download:

http://www.mediafire.com/file/dc5c86ugmndc3hj/saki_mamiya_z_2_10.rar/file

Her best update so far.

* I added a new game mode in her config file in which her special moves don't cost power anymore. Her supers and D-CAN cost 1000, and MAX Mode, 2000.

The most common complaint about her gameplay so far was about her having a requirement of 250 power for every single special move.
That was how she played in Inma no Ken, and I brought that feeling to my Mugen conversion of her.

I had been afraid to touch the entire code I made for her, since there are lots of mechanics to take into consideration and whatnot. Turns out that giving this feature for her ended up being much more simple than I thought.

* Fixed a bug where the player couldn't perform her aerial tatsus during a Spinning-Bird-Kick-ripoff during MAX Mode.

* Fixed a bug where her Strong Aerial tatsu couldn't knock down a non-airborne opponent

* Fixed a bug where performing a Crouching Light Kick during D-CAN caused her to travel through the entire screen.

* Added an option in her config file that makes her Standing Heavy Punch not knock down an opponent after several consecutive light attacks. Since her Standing Heavy Kick doesn't have this feature and adding this option makes her gameplay flow nicely, why not?



Long story short. Now you can make her more powerful than ever by putting all the options you can toggle on into use:

Have fun.
    

Re: Helper > Projectile. But WHY?

 July 04, 2019, 10:08:55 pm View in topic context
 Posted by Zzyzzyxx  in Helper > Projectile. But WHY? (Started by jwideman July 04, 2019, 05:09:59 pm
 Board: M.U.G.E.N Development Help

As for me, my gripes about using Projectile sctrls are:

* you can't add helper-based hitsparks for them.

* you can't toggle off their ability to hit the opponent once it comes out, therefore if you have a complex juggle system, like the ones from SFA2 or SF4, the projectiles won't follow the rules that your melee-based moves do.

On the other hand, a helper-based projectile that behaves as you would expect (like, being able to release a second one immediately after the current one makes contact with the opponent, and/or making so that it doesn't immediately destroy itself after hitting the opponent, for combo count purposes) requires somewhat complex codes.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 July 03, 2019, 10:48:13 pm View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Skullo Dive follow-up from Skullo Head doesn't come out. No matter what punch I press, it just doesn't work.
Has been addressed as well. I sent a fix for this problem to DW. Thanks for your reply.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 29, 2019, 04:15:42 pm View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Thanks for the feedback. Gonna address your comments immediately.
    

[R-18] Saki Mamiya v2.20 from Inma no Ken

 June 24, 2019, 01:09:10 am View in topic context
 Posted by Zzyzzyxx  in [R-18] Saki Mamiya v2.20 from Inma no Ken (Started by Zzyzzyxx June 24, 2019, 01:09:10 am
 Board: Your Releases, 1.0+

Download:

http://www.mediafire.com/file/5m6j9qcpm2bery3/saki_mamiya_z_2_20.rar/file

Make sure to look at the config file to check for new options that I made available for her.

Demo video (Lv8 new AI x Lv8 old AI):



The main reason for this new update is that I finally added the long overdue ability to cancel supers into supers.

I had been working on my chars recently (taking off the rust from not having touched them for over 3 years), but she was the only one who received genuinely substantial additions.

I'm also making public some extra NSFW sffs, with various degrees of skin exposition, which I made back when I was working on her color separation. I had been keeping them private through all these years, but since this is a 2.0 version, I felt like finally sharing them.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 23, 2019, 05:22:38 pm View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

I'd change the trigger on that because the new reflect coming soon in the community kfm fixed that issue.
That means that Vans' thread and his Rugal are outdated and an explanation of how the new system works should be posted there as soon as possible.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 23, 2019, 04:11:20 am View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

I just noticed that although Akuma and Sagat have codes for reflection, I tested them against Vans' Rugal and their projectiles go forward as if nothing had happened. The reflected versions need a Turn command at the start of the code, right after defining the sysvars:

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????                 ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072

[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1010

[State XXXX, Turn]
type = Turn
trigger1 = !time
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 21, 2019, 04:52:22 am View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 21, 2019, 03:21:41 am View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Still there, but after cutting those codes and pasting them to the helper.cns, overwriting the previously existing statedefs 8013 and 8014, now I close Fighter Factory, open it again and all codes look fine as expected.

It might be something on my end. Although this is the first time I see such a thing happening.



By the way, there are these codes in his helper.cns file which picked my interest.

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????                 ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;


I'm aware of the compatibility with Chizuru's super move, but I didn't know that there's a system that standardizes projectile reflection (I had been away from Mugen for a little too long). I wonder if there's some thread in MFG that explains how to implement it.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 21, 2019, 02:38:44 am View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Nope. Freshly downloaded, no overwritten files, those lines of code persist.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 19, 2019, 11:37:28 pm View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen



There are statedefs in Sagat's .air file. I found it strange.
    

Re: MUGEN Video thread

 June 19, 2019, 02:19:05 am View in topic context
 Posted by Zzyzzyxx  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

A video demonstrating DivineWolf's KFM and KFG AI patches:

    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 19, 2019, 01:13:52 am View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

the stuff I do with AI are exclusively 1.0+ things that breaks on win. for example ifelse being evaluated no matter what breaks my AI entirely so you can't downgrade it at all.
I wonder which chars from DW you intend to work on. I might happen to work on some other char before long, and I don't want do it on a char that another creator happened to pick.

I mean, the possibility exists, but that depends on the players enjoying the work I had been doing so far. Feedback on the current AIs is greatly appreciated.
    

Re: POTS Sakura weird issue.

 June 18, 2019, 09:20:44 pm View in topic context
 Posted by Zzyzzyxx  in POTS Sakura weird issue. (solved) (Started by PeXXeR June 18, 2019, 09:05:45 pm
 Board: M.U.G.E.N Configuration Help

The code of the animation looks like this.

;
[Begin Action 200]
Clsn2: 2
  Clsn2[0] = -18, -86, 23, -42
  Clsn2[1] = -27, -43, 31, 2
200,0, 0,0, 2
Clsn2Default: 3
  Clsn2[0] = -15, -63, 21, -37
  Clsn2[1] = -27, -38, 31, 1
  Clsn2[2] = -18, -80, 68, -62
Clsn1: 1
  Clsn1[0] = 7, -80, 68, -62
200,1, 0,0, 3
200,2, 0,0, 2
Clsn2: 2
  Clsn2[0] = -18, -86, 23, -42
  Clsn2[1] = -27, -43, 31, 2
200,3, 0,0, 2,, 215, 5, 0,

The last line is indeed malformed. Change it to

200,3, 0,0, 2
    

Re: AI patch for Elecbyte's KFM (for Mugen 1.0)

 June 18, 2019, 07:04:11 pm View in topic context
 Posted by Zzyzzyxx  in AI patch for Elecbyte's KFM (for Mugen 1.0) (Started by Zzyzzyxx June 14, 2018, 05:56:18 pm
 Board: Projects

New version of his AI, based on the ones I made for DivineWolf's chars. Link at the first post.
    

Re: Blanka released, Genjuro Kibagami updated

 June 17, 2019, 06:40:51 pm View in topic context
 Posted by Zzyzzyxx  in Blanka and Genjuro Kibagami updated (Started by KarmaCharizard June 14, 2019, 12:46:05 am
 Board: Your Releases, 1.0+

SOCD = Simuntaneous Opposite Cardinal Directions

SCOD Cleaning means that something is hardcoded to make the simultaneous pressing of left+right (something easy to perform in a keyboard) results into a predetermined direction (depending on the game it might default to left, or right, or neutral).

Playing with charge characters with a keyboard in Mugen can be hilarious sometimes because you can, for example, throw a Sonic Boom by pressing right while still holding left, not losing your charge. SOCD cleaning can remove this unintended feature.
    

Re: All Chars Update(2018-19) Careful what you wish for...

 June 17, 2019, 03:17:19 am View in topic context
 Posted by Zzyzzyxx  in All Chars Update(2018-19) Careful what you wish for... (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Please replace it with this version:

EDIT: link removed

* Adds AI codes for Roll Backwards

* Makes it possible to cancel KF Palms into KF Barrage / KF Barrage MAX (it is indeed a reliable combo)

* Full jump-in combos are more likely

Also, I'm glad you enjoyed his AI.