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Zero (Megaman X) released (Updated 2012/05/01) (Read 10191 times)

Started by Fuzn, December 26, 2011, 04:41:45 am
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Zero (Megaman X) released (Updated 2012/05/01)
#1  December 26, 2011, 04:41:45 am
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I bring you my first[size=1pt]real[/size]publicly released character!


Get him here!
Downloads → Characters → Fusion
Last Edit: May 01, 2012, 04:24:19 pm by Fuzn
Re: Zero (Megaman X) released
#2  December 26, 2011, 05:15:20 am
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Wow, this is a pretty decent Zero. Nice work. :)

Although some of the sprites axis seem a bit off (mainly the first sabre slash attack standing. i noticed by one frame of one of his foot sliding where it shouldn't during this attack), but it could be just me.  :S

"You must defeat my flaming
dragon punch to stand a chance."
Re: Zero (Megaman X) released
#3  December 26, 2011, 06:56:40 pm
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That's probably solely the fault of Capcom's spriting.  I saw that in the official games and was equally confused at why Zero's leg moved like that.  But on the other hand, Capcom did a lot of things with the character sprites that don't make sense, so...

As for the alignments, the only problematic ones are mostly related to jumping.  I have no reliable way to force Zero into a particular Y Pos, so I end up simply having to guesswork the alignments.
Re: Zero (Megaman X) released
#4  December 26, 2011, 07:05:22 pm
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So I noticed you can get an infinite off from doing his first slash, cancelling into a dash and then fire off another, rinse and repeat, Z > A > Z > A in rapid succession. Just like in X4 it seems.
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Re: Zero (Megaman X) released
#5  December 26, 2011, 07:14:12 pm
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So I noticed you can get an infinite off from doing his first slash, cancelling into a dash and then fire off another, rinse and repeat, Z > A > Z > A in rapid succession. Just like in X4 it seems.

X4, X5, and X6.  All of Zero's appearances have that infinite.
Re: Zero (Megaman X) released
#6  December 26, 2011, 07:24:19 pm
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Yeah, but in a fighting game environment its not exactly fair. That said he does play more like a platformer than a fighter, and hilariously his invincibility after he gets hit means you can't exactly combo him with much else (Not even himself) when fighting him.
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Re: Zero (Megaman X) released
#7  December 27, 2011, 12:21:50 am
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I believe that his intentions were to make this a pretty accurate platformer style Zero as much as possible than a fighter styled Zero. Which is fine by me anyway.  ;)

"You must defeat my flaming
dragon punch to stand a chance."
Re: Zero (Megaman X) released
#8  December 27, 2011, 04:11:43 pm
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I believe that his intentions were to make this a pretty accurate platformer style Zero as much as possible than a fighter styled Zero.

Precisely.  Part of the drive of making this was the legions of horrible Zeros out there.
Re: Zero (Megaman X) released
#9  December 27, 2011, 07:45:07 pm
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But this being created for a Fighting platform makes it a horrible Zero in itself, due to the lack of practical use and unfair advantage. The only use I see for this character is indeed in a platform game  ... but all of those implemented combos and infinites would be useless even when fighting against himself.

Bad idea.
Re: Zero (Megaman X) released
#10  December 28, 2011, 04:38:12 am
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I wouldn't label this Zero horrible at all.  Different, yes but not at all horrible.
Especially considering he was going for Zero's actual "platforming" style.  Also, If IIRC he just recently added the source accurate invincibility frames.
You should probably add a config file so users can disable/enable the invincibility frames.
Last Edit: December 28, 2011, 07:27:40 pm by TRUEMicah
Re: Zero (Megaman X) released
#11  January 04, 2012, 04:19:42 am
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I tossed up an update!

Update notes:
- Updated some animation alignments and some timings
- Drop from wall sliding now behaves properly.
- Wall sliding visual effects re-timed to be more in-line with the source games.
- Added config.txt...
   ^ Switch for Twin Dream \ Raijingeki moved to here.
   ^ Added combo-friendly \ original invincibility frame switch.
- Fixed air slashes not carrying Zero's velocity when performed after a ground or wall dash..
- Readme.txt updated to point out more stuff.
Re: Zero (Megaman X) released (Updated 2012/01/03)
#12  January 04, 2012, 05:23:31 am
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Any possibility of adding any special modes, like an option to use a different stance? I believe he had a slightly different stance, and his sabre slashes were different in X6. But in X4 - X5 Zero was basically the same except for new attacks.
Maybe you have, and I'm just unaware of it. If not, I think it would be something nice to have for an accurate Zero that is actually based on X4 - X6 to begin with. :)

As for the wall slide, isn't he supposed to attach to the wall only when he's falling down? As of now, he can attach to the wall when he's still jumping upwards.

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: January 04, 2012, 05:28:21 am by N-Mario
Re: Zero (Megaman X) released (Updated 2012/01/03)
#13  January 04, 2012, 11:53:22 pm
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I liked this Zero, I have to agree that for a fighting game, his gameplay is very different and can cause some dificulty when play with him. But is identically to the PSX games.

I'm making a Zero too, I have the same thought as you, there's no a really decent Zero for the MUGEN world, anyway, I'm making a fighter styled Zero. But this is not the case, as I said before, your Zero is very good :)
Re: Zero (Megaman X) released (Updated 2012/01/03)
#14  January 09, 2012, 05:21:54 pm
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Any possibility of adding any special modes, like an option to use a different stance? I believe he had a slightly different stance, and his sabre slashes were different in X6. But in X4 - X5 Zero was basically the same except for new attacks.
Maybe you have, and I'm just unaware of it. If not, I think it would be something nice to have for an accurate Zero that is actually based on X4 - X6 to begin with. :)

As for the wall slide, isn't he supposed to attach to the wall only when he's falling down? As of now, he can attach to the wall when he's still jumping upwards.

Not really.  X6 has a completely different palette for the saber which also has more colors.  With my existing methods it'd be impossible to implement.  And for the other end, I'd have to make the X4 mode a functionally stripped down version, since the moves are just about the same.  It'd be Zero with a reduced moveset since three of his techniques aren't even really attacks.

Also, I did investigate that behavior and on a ground jump, Zero doesn't actually cling until 12 ticks after starting his jump.  It's been reflected in an upcoming patch that isn't available yet.
Re: Zero (Megaman X) released (Updated 2012/05/01)
#15  May 01, 2012, 08:45:28 pm
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Made a big and I mean BIG update to Zero.  So big I changed the image in the first post.  Yeah, you gotta redownload the character again, but here's what you're getting if you already have it:

- Regular Capcom-esque jump control added.  Releasing the button early on a mid-air jump will make you start falling.
- Above applied to E-Blade, in addition, character and projectile velocities heavily adjusted for the E-Blade.
- Adjusted animation timings and alignments all around.
- (Lazily) added missing jump voice to both English and Original voice sets.
- "New" winpose for round 1.
- F-Splasher (and Air Dash) heavily modified, does not go as far now.
- Fixed up hurt animation times.  Zero will no longer be locked in a light hurt pose for far longer than he should be.
- Implemented some 'killing blow' sound functionality into Zero's saber attacks.  This is the effect you hear when you kill an enemy or boss with the saber.
- Trimmed out unused effect from the SFF.  Couldn't the effect to function properly anyway.
- Afterimage colors tweaked somewhat.
- Boss Mode: Genmurei attacks completely remade for accuracy.
Re: Zero (Megaman X) released (Updated 2012/05/01)
#16  May 01, 2012, 08:59:39 pm
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Made a big and I mean BIG update to Zero.  So big I changed the image in the first post.  Yeah, you gotta redownload the character again, but here's what you're getting if you already have it:

- Regular Capcom-esque jump control added.  Releasing the button early on a mid-air jump will make you start falling.
- Above applied to E-Blade, in addition, character and projectile velocities heavily adjusted for the E-Blade.
- Adjusted animation timings and alignments all around.
- (Lazily) added missing jump voice to both English and Original voice sets.
- "New" winpose for round 1.
- F-Splasher (and Air Dash) heavily modified, does not go as far now.
- Fixed up hurt animation times.  Zero will no longer be locked in a light hurt pose for far longer than he should be.
- Implemented some 'killing blow' sound functionality into Zero's saber attacks.  This is the effect you hear when you kill an enemy or boss with the saber.
- Trimmed out unused effect from the SFF.  Couldn't the effect to function properly anyway.
- Afterimage colors tweaked somewhat.
- Boss Mode: Genmurei attacks completely remade for accuracy.

Errors:
* As Normal Zero

- Hold Up & just tap [light punch] button.  Zero doesn't jump correctly, so the electric effect appears then ends.
- - Using the clone with [heavy kick] button, attempting this move, you can get the electric effect to appear indefinitely until the clone disappears.

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: May 01, 2012, 09:02:49 pm by N-Mario
Re: Zero (Megaman X) released (Updated 2012/05/01)
#17  May 02, 2012, 05:25:15 pm
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Errors:
* As Normal Zero

- Hold Up & just tap [light punch] button.  Zero doesn't jump correctly, so the electric effect appears then ends.
- - Using the clone with [heavy kick] button, attempting this move, you can get the electric effect to appear indefinitely until the clone disappears.

- I was aware of that prior to release, my attempts to fix it were far too glitchy to work, so I just left it like that.  I might have to split it up into two states just to get it 'right'.
- - And I thought I had that fixed in an earlier build!