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Zero-Sennin

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Messages by Zero-Sennin

    

Re: Zero-Sennin's WIPs (Meiling/Aya/Yuka Takeuchi)

 September 24, 2014, 01:01:03 am View in topic context
 Posted by Zero-Sennin  in Zero-Sennin's WIPs (Aya and Youmu Released) (Started by Zero-Sennin August 11, 2014, 02:23:10 am
 Board: Projects

Some slight updates on Meiling, since she's next for release within the next few days thanks to a burst of inspiration:
-Her 4D has been changed into an overhead attack.
-I gave her that Typhon Rage move that she has as a bullet in Hisoutensoku; it's a special move that can be used both on the ground and in air with the input 421A/B/C/D.



Aya's been sent out for beta-testing, so once she's been tightened up, Yuka will be released next alongside an update for Reimi. After that, I have one more Touhou character in mind (already started working on her), then I'm switching gears to finish out Variable Geo with two more characters to join Reimi and Yuka.
    

Re: Reimu Hakurei

 September 09, 2014, 04:28:19 am View in topic context
 Posted by Zero-Sennin  in Reimu Hakurei (updated 9/8/14) (Started by Zero-Sennin September 06, 2014, 12:11:58 am
 Board: Your Releases, 1.0+

Quick playtest:

  • Ground 5X seems to have too much priority. Comparing it to her source hitbox, shes missing a hurtbox on her arm. For comparison:

  • Ground 5Y has 2 tick startup and is safer on hit and block than 5X
  • Hitstun and Blockstun appear to be identical. Intentional?
  • The hitbox for Ground 2Y seems to shift backward into Reimu's body for some odd reason.
  • Hakurei Amulet (Light) seems way too safe at point blank. +25 to be exact. I know its a charge move but still
  • The chip damage on Hakurei Amulet Light and Medium is close to almost half the normal damage it does normally
  • In both IaMP and Hisoutensoku, Cautionary Border knocks down on hit. Here it doesn't.
  • All versions of Rain Dance deal less damage on hit than they do on block.
  • Not sure how I feel about Fantasy Orb having 30 frame startup.
  • Demon Binding Circle's chip damage seems to be way too much at 135, considering it does 377 on hit. That's almost half.
  • Any reason why Wind God Kick has invincibility frames at the beginning of every single hit, rather than just at he beginning of the first hit?

-Source hitboxes weren't a concern to me and will continue to not be so.
-Noted. Now 3 tick startup, +2 on hit/block. That's the best I can give you.
-Yes.
-Noted. Fixed.
-Noted. Now +14.
-Noted. Fixed, and I'll assume you meant both ground and aerial versions.
-Noted. Deliberate; her oki game is strong enough as it is and I didn't want to compound it.
-Noted. Fixed.
-Noted. Startup reduced.
-Noted. Reduced.
-Probably a bug? Fixed.

New version is out.
    

Re: Reimu Hakurei

 September 08, 2014, 05:49:23 am View in topic context
 Posted by Zero-Sennin  in Reimu Hakurei (updated 9/8/14) (Started by Zero-Sennin September 06, 2014, 12:11:58 am
 Board: Your Releases, 1.0+

Cautionary Border is bugged, the energy barrier just blinks out awkwardly and the EX version causes a clone glitch. This also prevents her from using her other specials.

Demon Binding Circle barely has any sound.


-EX version bug has already been fixed.
-I have not found a suitable sound for Demon Binding Circle as of yet; not a bug.

Is it just me, or does superjump not activate?

Also crouching block uses standing hurtbox, not sure if intentional.

-Superjump got removed, but by the sound of it I forgot to remove it from the readme. My bad.
-No, it's not.
    

Re: Zero-Sennin's WIPs (Meiling/Aya/Yuka Takeuchi)

 September 06, 2014, 12:27:24 am View in topic context
 Posted by Zero-Sennin  in Zero-Sennin's WIPs (Aya and Youmu Released) (Started by Zero-Sennin August 11, 2014, 02:23:10 am
 Board: Projects

Reimu's been released today.

I used a new method to write the AI so it's likely to be a bit more aggressive and slightly stupider on defense, but I'll keep refining it as I go forward.

I'm changing my planned release order because I need a little time to iron out the rest of the Touhou stuff I've done so far.

After Aya and Meiling are released, we probably have this person up next:



Spoiler: Yuka's Movelist (click to see content)

    

Reimu Hakurei (updated 9/8/14)

 September 06, 2014, 12:11:58 am View in topic context
 Posted by Zero-Sennin  in Reimu Hakurei (updated 9/8/14) (Started by Zero-Sennin September 06, 2014, 12:11:58 am
 Board: Your Releases, 1.0+

    

Re: Zero-Sennin's WIPs (Reimu/Meiling/Aya)

 August 28, 2014, 08:08:18 am View in topic context
 Posted by Zero-Sennin  in Zero-Sennin's WIPs (Aya and Youmu Released) (Started by Zero-Sennin August 11, 2014, 02:23:10 am
 Board: Projects

I was going to do a video for this, but I'm terrible, so that's not going to happen.



Spoiler: Meiling's Movelist (click to see content)

Spoiler: Aya's Movelist (click to see content)

Reimu is effectively complete, barring AI (which I am now having some trouble with). Meiling and Aya are also in the same state of completion, but I'm tweaking some stuff on them sound and effects wise. Current release order is likely Reimu > non-2hu character > Meiling and Aya, and from there either Youmu, Marisa, or another non-Touhou character.
    

Re: FELO/CVSNB Collabration CVS JURI!

 August 27, 2014, 07:02:08 am View in topic context
 Posted by Zero-Sennin  in FELO/CVSNB Collabration CVS JURI! (Started by C.v.s The Abstract July 23, 2014, 03:12:20 pm
 Board: Sprite Projects

Any of the images from SF4 where Juri is in stance are suspect if only because she's standing on the ball of her back foot, which would make her look taller than she really is.

Just keep that in mind.

EDIT: It also looks like for the CvS sprite comparisons, Juri's back heel isn't being put at the same floor level as the other characters', so that doesn't help either. I'm strongly in the "just make sure the sprite is accurate instead of trying to resize it in MUGEN" camp. It's more effort now but it will look better.
    

Re: Zero-Sennin's WIPs (Reimu)

 August 23, 2014, 06:42:08 am View in topic context
 Posted by Zero-Sennin  in Zero-Sennin's WIPs (Aya and Youmu Released) (Started by Zero-Sennin August 11, 2014, 02:23:10 am
 Board: Projects

hmmm so far so good to be honest. I'm in need of a good touhou char or two but never expected a POTS Style Reimu.
I would like to ask a couple things though.
1) Will there be more touhou chars in the future?
2) Will she have a spam based attack based on the original Touhou games (The ones ZUN made as side scroller shooter type).
3) Any pal templates opened?
4) As a concept for her Fantasy Nature, is it possible to have the cards shoot out in a spinning pattern along with the YinYang Symbol guards?

Looking at the movelist next time will save you a whole lot of embarrassment about assuming a character is PotS style.

To answer the rest of your questions:
1) Yes
2) No, why? This isn't a Touhou game.
3) No, and there probably won't be any.
4) I'll think about it.
    

Re: Zero-Sennin's WIPs (Reimu)

 August 22, 2014, 11:12:43 pm View in topic context
 Posted by Zero-Sennin  in Zero-Sennin's WIPs (Aya and Youmu Released) (Started by Zero-Sennin August 11, 2014, 02:23:10 am
 Board: Projects

So aside from doing a stream where I was dying on the mic at large, I've been working out a few more system things with Reimu. Of note:
-Her Level 2 hits downed opponents, but if it OTGs they stay unjuggleable, much like if you use j.[4]6D to pick up downed opponents.
-Her 5D causes wallbounce on counterhit, while her j.D causes groundbounce on counterhit.
-It's a lot easier to cancel the landings of [2]8X and and [6]4X into the D versions of her special moves, or into supers.

Still have to work out AI and palettes, but I can't think of much else besides that. Feel free to ask questions if you have them.
    

Re: Zero-Sennin's WIPs (Reimu)

 August 20, 2014, 06:15:57 am View in topic context
 Posted by Zero-Sennin  in Zero-Sennin's WIPs (Aya and Youmu Released) (Started by Zero-Sennin August 11, 2014, 02:23:10 am
 Board: Projects



A rough preview of Reimu's Fantasy Heaven now that more effects and such have been added. I've already fixed the throw animation for P2 and the extra sparks showing up when they're getting hit, and have already refined some things based on feedback.

Release will be...soon-ish, I imagine.
    

Zero-Sennin's WIPs (Aya and Youmu Released)

 August 11, 2014, 02:23:10 am View in topic context
 Posted by Zero-Sennin  in Zero-Sennin's WIPs (Aya and Youmu Released) (Started by Zero-Sennin August 11, 2014, 02:23:10 am
 Board: Projects

Spoiler: Table of Contents (click to see content)

Reviving the old WIP thread would remind me too much of the old me. I really don't like the old me that much. Plus it's full of a bunch of posts and that makes me break out in hives. Too much old stuff I don't want to remember.

OK, that's out of the way. Let's start talking turkey.



THE SHRINE MAIDEN OF PARADISE
REIMU HAKUREI


Spoiler: Movelist (click to see content)

Spoiler: System Notes (click to see content)

Force Attacks (D) cause hard knockdowns when they hit, but can't be canceled by specials or supers. That said, Reimu does have a way to throw on additional damage after using one of them, but it requires meter and won't enable juggles afterward.

The charge buffer is (deliberately) very generous, so it won't be very hard to utilize most of these moves. Of the other characters I have planned to use this system (currently Marisa, Meiling, and Youmu--maybe Sanae too--in no particular order), Reimu is the only one at the moment that will have mostly charge commands. I've also restrained the character's abilities within the system some more compared to some of the work I've done recently, not because I dislike what I was doing with my fake-ass Melty characters, but because I wanted a change of pace.

The only things I have left to do at this point are throw in some missing effects to jazz things up visually, and do portraits. Betas will probably go out within the week, and I may actually do a video or a stream to show off the basics (and look super fraudulent).

Questions, comments, concerns? Let's hear them.
    

Shiki Nanaya and Kouma Kishima released; Aoko Aozaki and Shiki Tohno updated

 August 11, 2014, 01:21:45 am View in topic context
 Posted by Zero-Sennin  in Shiki Nanaya and Kouma Kishima released; Aoko Aozaki and Shiki Tohno updated (Started by Zero-Sennin August 11, 2014, 01:21:45 am
 Board: Your Releases, 1.0+



Again, not in the style of the source game. Keep that in mind.

Get them at http://zerosennin.trinitymugen.net.

For now this is probably the last of my releases relating to this style + this game. I'm gonna change things up a bit and focus on Project LENSMAN and my next set of one-off characters.

Feedback is, as usual, appreciated. I've been sitting on these a while so I think there will be some bugs to deal with.

Have fun.

~ZS
    

Aoko Aozaki and Shiki Tohno released

 May 22, 2014, 09:16:41 pm View in topic context
 Posted by Zero-Sennin  in Aoko Aozaki and Shiki Tohno released (Started by Zero-Sennin May 22, 2014, 09:16:41 pm
 Board: Your Releases, 1.0+



Finally decided to get around to doing these releases.

A few things of note:
  • These characters do not play like Melty Blood, though I did reference it for specific moves. Bring this up in your feedback and I'll ignore it.
  • Palettes 11 and 12 are Gold and Shadow modes respectively, and Shiki's Palette 10 is supposed to be as goofy looking as it is (with the goofy extra surprise) on purpose. The AI doesn't behave any differently, but Shadow mode is a lot harder to deal with because of infinite meter, so you've been warned.

Get them at http://zerosennin.trinitymugen.net.

Next up: another double release with a similarly related set of characters from the same game; Kouma will be completed first.

Feedback is welcomed. Enjoy playing.

~ZS
    

Hibiki, Juni, Juli updated.

 April 11, 2014, 11:01:30 pm View in topic context
 Posted by Zero-Sennin  in Hibiki, Juni, Juli updated. (Started by Zero-Sennin April 11, 2014, 11:01:30 pm
 Board: Your Releases, 1.0+



@Jmorphman: You better put the damn code for the intro into Rolento soon you lazy bum, I upheld my part of the bargain damn you!

I actually do have a new release that I want to do, but I've just been lazy about working out some of the bugs that are left. It'll show soon.

Download at http://www.zerosennin.trinitymugen.net/

Also potentially happening this year: a Project LENSMAN update. Stay tuned.
    

Re: Green Hill Bridge stage

 March 15, 2014, 05:29:29 am View in topic context
 Posted by Zero-Sennin  in Green Hill Bridge stage (Started by mrryu1985 March 15, 2014, 05:24:55 am
 Board: Requests

    

Re: Jmorphman's WIP thread: important announcement + the true meaning of Christmas

 March 10, 2014, 03:47:44 am View in topic context
 Posted by Zero-Sennin  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

It's easy on your end, just need to have Hibiki jump up and play the animation. It's easy and all the other Hibiki's are by Japanese dudes and I don't wanna get death threats for releasing a patch or whatever to add the intro!

Who the hell do you take me for? The only thing that would piss me off about someone editing my stuff is if they used it to make something bad.

Anyway. Remind me about it if I don't mention it in the next three weeks or so. Otherwise consider it done.
    

Re: Jmorphman's WIP thread: important announcement + the true meaning of Christmas

 March 09, 2014, 08:19:28 pm View in topic context
 Posted by Zero-Sennin  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

also hey @Zero-Sennin: add that CvS2 intro with Rolento to your Hibiki :3

why the hell don't I get alerts about these things....

Assuming I release anything this March (currently in the middle of prepping a fresh release to start off a new type of character), I'll consider it (who uses my Hibiki anyway? lol). I need to see said intro first though.
    

Re: Dengeki Bunko Fighting Climax

 February 12, 2014, 09:37:32 pm View in topic context
 Posted by Zero-Sennin  in Dengeki Bunko: Fighting Climax Ignition (Started by Niitris September 21, 2013, 03:43:05 pm
 Board: Fighting Games

Considering that you can order a Japanese disc of BBCP and play it on a US console, I think it's safe to say that the ship long sailed on that. :P
    

Re: Tifa updated (Jan. 19th)

 January 19, 2014, 04:36:25 pm View in topic context
 Posted by Zero-Sennin  in Tifa updated (Jan. 19th) (Started by Zero-Sennin January 17, 2014, 04:51:07 am
 Board: Your Releases, 1.0+

Update's out.

The running bug and the throw bug are fixed, and I adjusted the vels of Beat Rush for easier hitting as well as widened the cancel window on Sweep Kick.
    

Re: Tifa re-released

 January 18, 2014, 11:07:53 pm View in topic context
 Posted by Zero-Sennin  in Tifa updated (Jan. 19th) (Started by Zero-Sennin January 17, 2014, 04:51:07 am
 Board: Your Releases, 1.0+

Fixed.

Update will go out tonight in light of this bug, instead of when I was planning to do it.