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Bleach:Zanpakutou Senshi is a totally free Total Conversion of Half-Life 1. It´s based on the japanese hit Anime Bleach.

You will be able to play as Kurosaki Ichigo and Grimmjow Jaegerjaquez for the first release.

BZS




This game features:

  • Open sword system Hack 'n' Slash
  • Dashing and dodging
  • Blocking and deflection
  • Kido attacks and bindings








This game is under development and we don't know when it will be done yet.

This mod is not related to Studio Pierrot or its production.
© All Bleach related characters, locations and other copyrighted materials remain the property of their respective owners.
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Happy holidays :)

Happy holidays to everyone out there, we wish that you had a great time in December with your families and that those of you who weren't with families still had a good time. We are multicultural and don't interfere with politics, however I see many challenges for the world in 2017 and on behalf of the team I wish that everyone will seek to have a happy life, keep working hard for reaching ones goals and use ones experience to inspire other people.

2017 is knocking on the door

Yet another year went by just like that and everything that went by in our own lives are just one of the reasons why we haven't set a deadline.
We are moving towards the end of the development on BZSmod, 2 ranged attacks and animations for Ichigo's melee attacks are remaining features to be implemented, together with polishing of existing systems.

2016 was a great year in the sense that we were able to make sub-collisionboxes and rotate them with a model, which we also provided a tutorial about.

We decided what we would do with the ranged attacks and are currently implementing the last of grimmjow's ranged attack, something that can be a bit of a challenge at times. Something we expected to be done in Fall, has yet to be completed as I have been working on getting a job - If everything works out, I will be writing C code for an XE167FH chip in January - and while my time will be limited to evenings, I will be able to focus my remaining time on BZSmod.

2017 is the year BZSmod will be done. I know all too well that setting a specific date will be something we would regret so 2017 is a specific I'm going to be. When we have started on the polishing of the implemented features and playtested them, we will be able to be more specific.

Thanks to all our supporters

Both followers and former developers has had a great impact on what BZSmod is today, and we are grateful you took interest and time in us. While we couldn't implement every feature we wanted, we hope that our work at least will bring memories of Bleach to those who play. For many of the developers BZSmod has been a good experience (in the good and bad ways), and some might even have gained a job from that experience.

BZSmod has also been a project that did both good and bad at times on moddb, we have both been on the top 30 mod list and we have been down around 10000. We are happy that we did well and that you have followed our work for almost 10 years, since Anubis.exe started BSS mod in 2007.

Update #23: Rescaling the project and Getsuga Tenshou

Update #23: Rescaling the project and Getsuga Tenshou

News 6 comments

Our progress over the last year have resulted in some good features, but it has been necessary to evaluate what we are aiming for and how long it will...

Update #22: Progression with the melee system

Update #22: Progression with the melee system

News 4 comments

The melee system now reads several attacks from the combo tree. We also show the combo tree we planned for grimmjow and how we will implement melee effects...

Taking the second step of fighting system production

Taking the second step of fighting system production

News

When reality interferes, drastic measures are taken. At BZSmod we are some who wants to be 100% ganbaru* and hence we proceed with the second step of...

Happy 2014

Happy 2014

News 4 comments

Bzsmod is now entering its 5.th year in development. Upcomming is an interesting season which will be working on a new fighting system.

RSS Files
Game design document (2016)

Game design document (2016)

Other

A revisited and more specified game design document, which focuses on the immediate development and less on the vision. The document also reflects upon...

Old Design sheet

Old Design sheet

Other 10 comments

This is the old design sheet for BZS mod, originated from 2010. Latest version: 26 April 2012.

Comments  (0 - 10 of 632)
eliasr CreatorSubscriber
eliasr

Still working on clearing my errors with the cero beam.
Currently the player movement is locked when you are firing the beam, but you can still look around. That issue was resolved by having the following parts of the beam being fired with a replica of the data for the first shot.

Secondly the first part of the beam would bounce of a wall and just fly on. The code from collisionbox solution i made comes in handy, as the same type of check has to be made to ensure the parts doesn't collide with each others. With an additional check on whether the colliding part is BSP or not, it can be forced to stop.
As the first part is the only part that should be able to push an enemy in front of it, it is being first being destroyed when the last part of the beam is going to be removed.
However here too, i seem to have some issues in ensuring that actually happens.
Sometimes the first part also just stays at the player, while the rest does what it was supposed to. It's a quite interesting bug.

Reply Good karma+1 vote
eliasr CreatorSubscriber
eliasr

Hi everyone, a short update.
I did manage to fill the gaps with a sprite, but two things are to be done:
1. Creation of the correct sprite and setting the right size.
2. In-depth testing, which actually has to go first... I have noticed some bugs, and they are easier to spot without the gaps filled.

I'm currently in job-practice at a job where I do embedded system development, GUI at the moment. So I'm currently focused at making a good impression, as I would like to work there. This reduces my spare time significantly, some of which my fammily is entitled for :)

However, I'm working in C and the more experience I get from them, the better I will be at working with BZSmod. Though currently it feel quite opposite, my work with BZSmod prevents me from looking like a total newbie at the job.

Reply Good karma+1 vote
eliasr CreatorSubscriber
eliasr

Today's special reaction:
"Yay, it works it works! Muhahahaha."

Reply Good karma+2 votes
Zaradriel
Zaradriel

Wow. I want some updates xD
I'm excited to see what you guys have done so far and excited to play the game, when it comes out.

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Darth_Cameroth
Darth_Cameroth

Gave you guys my vote for mod of the year. Wish you guys the best of luck with the mod.

Reply Good karma Bad karma+2 votes
eliasr CreatorSubscriber
eliasr

Thanks :) I hope we will provide some updates soon.

Reply Good karma+2 votes
drogoth2000
drogoth2000

omg bleach mod love it!!!!

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eliasr CreatorSubscriber
eliasr

Here is a funny thing about Half-life and C++. They are both sensitive :P

The difference between a char* "word" and a string"word".c_str() has great impact on the game's appearance and stability.

See the c_str() returns a pointer to the string as expected, and it is null terminated - so what is the issue? Actually I'm not sure, but c++ might need an explicit conversion instead of an implicit - because "model/player" and "ýýýýýýýýýýýý" are clearly not the same; with the latter the result of a changed view is only shown on the top half of the screen and sometimes the game will exit to titlescreen.

The reason behind all this mess is caused by half-life converting almost everything to int - I suspect it is for networking reasons - and our model paths were stored as string instead of char*.

Replacing every string with char* has resolved this bogus situation and hopefully it will make other weird errors we had disappear as well.
Another lesson learned.

Reply Good karma+2 votes
eliasr CreatorSubscriber
eliasr

Writing the tutorial. Powered by Bob Acri

Reply Good karma+2 votes
eliasr CreatorSubscriber
eliasr

Ok scratch the video thing from my last comment.
It would probably be more intuitive to do a video, but I got a new editor that i'm not very experienced with and things keeps filling my schedule that makes it hard for me to find a proper time for audio recording.
Finally my OCD is all over this, for instance I got 5 written pages to describe the code part and 1 to 2 on the concept - way too much.

What I will do instead is to write an article that focuses more on the concept and provides a pseudo code example to an concrete example.
I believe i can provide a much better understanding by working on an article than a video. (and then there might actually be some progress on it)

Right now the actual getsuga model is in the game and I will make a video to show it off.
That being said there still needs to be done some work on it, and whether Angel has time for it or it will be me try to improve it is still uncertain.

Right now Im sort of in a split position of refactoring the code that implements the collision boxes and expanding the work of the block system or melee system, so that means it will be a little dull in the upcoming time (no fancy images until I start working on the next ranged attack).

Reply Good karma+2 votes
Darth_Cameroth
Darth_Cameroth

Looking forward to seeing stuff. I'm excited for the article.

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eliasr CreatorSubscriber
eliasr

That article is up, it made the front page :) - I was able to do the refactoring before writing the article, which probably was a good thing.

Reply Good karma+1 vote
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Nov 12 2016

We just released our first tutorial and it went straight to the front page of moddb :)... Fb.me

Sep 25 2016

The rotation issue we had with the collision boxes has been resolved and the first stage of confirming the... Fb.me

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There haven't been a lot of work with the coding since February. Computer issues caused a needed expense of 1000$... Fb.me

Apr 10 2016

Adding the new design document at moddb and writing a small article.

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Nov 9 2015

Among a lot of other updates which we haven't shown yet, we have begun to implement the effects that will occur... Fb.me

Oct 4 2015

Quick update: Implemented several sound effects. Fixed various bugs Currently: Implementing more animations for... Fb.me

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Bzsmod.com and subdomains are currently down due to an issue with our sql database. It will take some time to resolve.

Jul 29 2015

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