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Messages - Zero-Mariah

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1


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

Now for the unfun news. Komachi's still complete-ish, but I haven't been up to working on Touhou stuff. Instead I'll be working out some Variable Geo and some full game shenanigans. For the time being, I'm not going to be making any new Touhou or MB stuff; I'll probably be updating them with some new tricks I've learned recently, but not for a little while yet.

So, next up is either Jun Kubota or Chiho Masuda. Keep an eye on this thread for info.

Enjoy.

~ZS

2
News / Yuka Takeuchi Released, Reimi Jahana update
« on: October 08, 2014, 07:56:03 AM »


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

Reimi's changes are listed in her readme, but the big focus was tightening up the AI somewhat.

Next up: Aya + a scad of updates for Reimu, Meiling, and my custom Melty stuff. My WIP thread is here.

See you soon.

~ZS

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News / Hong Meiling released; Reimu, Aoko + Tohno updated
« on: September 27, 2014, 10:44:18 AM »


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

The changes to Reimu are kind of small but mostly deal with some hittime things I'd neglected to get done.
Aoko and Shiki, on the other hand, are a little more substantial; the AI's been updated with the methods I've been using for my Touhou characters.

Next up: Yuka Takeuchi, with an update for Reimi to make her a little bit fairer.

If you aren't already, follow my project thread for more updates on my upcoming releases.

Enjoy.

~ZS

4
News / Reimu Hakurei
« on: September 05, 2014, 02:13:38 PM »


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

Next release: Meiling, possibly Meiling + Aya but most likely just Meiling. Check this thread for more info about stuff before release.

Enjoy.

~ZS

5


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

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Mugen Releases / Re: Tifa updated (1/19)
« on: January 19, 2014, 07:40:24 AM »
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.

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Mugen Releases / Tifa updated (1/19)
« on: January 16, 2014, 07:51:04 PM »


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

Next: Not Cl???. I think I'm going to see if I can re-ride the lightning. Then after that, Magic Gunning Blue.

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Mugen Releases / Chun-Li Released, Vanessa and Hotaru updated
« on: January 31, 2013, 10:49:43 AM »


http://zerosennin.trinitymugen.net

Feedback appreciated, but updates will be significantly delayed due to some RL responsibilities I need to take care of. Please be patient with me.


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MUGEN WIPs / Re: Marco Rossi (NGBC + KOF2002 UM)
« on: January 12, 2013, 05:05:50 PM »

"Mellow Man"


"Purple-Blue Punk"


"Like a Greeed"

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News / Kula released, Leona, King, Athena, Hibiki updated
« on: September 13, 2012, 07:22:10 PM »


http://zerosennin.trinitymugen.net

Feel free to report bugs, but they won't be addressed/released until the next character comes out (unless it's a really important one in which case expect a 72-hr turnaround).

Speaking of which, this is what the plan looks like so far.

-Rikard
-Kei
-Mika (I'm renaming my Rainbow Mika zerormika when the time comes so that there's no further confusion.)
-???
-???

I may take a break after Mika, though. I've been feeling burned out lately. :/

11
News / Athena released, Leona and King updated
« on: July 14, 2012, 07:02:53 AM »


http://zerosennin.trinitymugen.net

The only thing you really need to be aware of is that I haven't totally finished Psycho Reflector, and by that I mean "I have not devised a way to make it reflect projectiles because MUGEN is stupid, so instead it shoots out a Psycho Ball when it blocks a regular projectile". Otherwise the move is perfectly functional.

Leona and King have also been updated with slightly smarter AIs and other fixes.

Bugs for either of those three can be posted here and will be fixed at my earliest convenience. If you found a bug in someone else, PM it to me.

I do have a next project in mind but it's dependent on some things.

Enjoy.

~ZS

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MUGEN WIPs / Re: Athena Asamiya (Palette Template Up)
« on: June 29, 2012, 07:49:10 AM »


NOTE: Yes, the Psycho Ball and the crystal share a color. I just fixed this template and don't have the time or patience to do it right this second, so I'll take care of it on the SFF backend. All you need to do is make sure that you change the next-to-last-color in the fourth row from the bottom to the color that you want the crystal to be.

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MUGEN WIPs / Re: Athena Asamiya
« on: June 27, 2012, 07:06:50 AM »


Palette template for those that are so inclined.

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MUGEN WIPs / Re: Athena Asamiya
« on: June 19, 2012, 07:00:22 AM »
So, here's a status update since I've been not posting for awhile.

-Athena's Psycho Reflector needed a lot of reworking but I was able to finally get it to a point that I can call acceptable (in that it will absorb hits from super projectiles like it does in CvS2 and actually send back a Psycho Ball at any projectiles weaker than that). I don't really want to try and tackle full reflection yet.

-I've adjusted the air hitvels a bit and done some tweaks to hitboxes and other such things.

-All of her supers are (at the moment) air unblockable. I did retroactively add this update to other characters (Leona and King) but I can easily fix it now that I have split my code into multiple files.

Release is probably going to come once I can get someone to do palettes and portraits for me.

My next WIP is already in development and has gotten some testing done but I'll refrain from a new topic until Athena is released. I'll try to get a video up at some point so that my progress is clearer.

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MUGEN WIPs / Re: Athena Asamiya
« on: May 25, 2012, 08:10:30 PM »
-The throws are intentionally set up that way (I know it's not that way in CvS2, I just prefer it like that for aesthetics.)
-I still don't have a fix for that crossup dash thing.

Everything else will be addressed once I start getting this Artmoney data in.

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