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Your thoughts on... IV (Read 20078 times)

Started by Messatsu, May 02, 2004, 07:15:58 pm
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Your thoughts on... IV
#1  May 02, 2004, 07:15:58 pm
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Many people risk their lives everyday by having Mugen.
Last Edit: May 07, 2004, 05:11:04 am by Messatsu
Re:Your thoughts on... Iv
#2  May 02, 2004, 07:28:07 pm
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Would rox.  Make it plz.
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Re:Your thoughts on... Iv
#3  May 02, 2004, 07:36:02 pm
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That's an interesting idea. How would one go about making it a reality, though?
Re:Your thoughts on... Iv
#4  May 02, 2004, 07:46:29 pm
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One throw would test required sprites.  Certain buttons would determine the bind type and arrows would scroll through all the sprites.  Start would let go of the character.

Another throw would be able to cycle through new standard anims that are detected.  Arrows advance the anims.

By detecting enemy vars and/or anims there would be some kind of prompt telling what your character has.  It would be easiest to make a gametime based message displayed in the debug.  Every X ticks a new message is displayed.


Many people risk their lives everyday by having Mugen.
Last Edit: May 02, 2004, 07:54:37 pm by Messatsu
Re:Your thoughts on... Iv
#5  May 02, 2004, 07:53:52 pm
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Sounds more or less doable. Will you take a stab at it?
Last Edit: May 02, 2004, 07:55:47 pm by Heartless
Re:Your thoughts on... Iv
#6  May 02, 2004, 07:57:06 pm
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:huh: Who knows? :huh:


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ironmugen

Re:Your thoughts on... Iv
#7  May 02, 2004, 07:58:17 pm
* Isabel stabs Messatsu

OrochiKOF97

Re:Your thoughts on... Iv
#8  May 02, 2004, 08:01:28 pm
I did not really understand. The test character will determine whether the facing opponent is ok or not ?
Maybe adding a special anim detection part would help ...
Last Edit: May 02, 2004, 08:02:40 pm by Seyar
Re:Your thoughts on... Iv
#9  May 02, 2004, 08:02:25 pm
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Yup.


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VIB

Re:Your thoughts on... Iv
#10  May 03, 2004, 12:27:45 am
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yea, make also hits for all hit anim types.. for example, 1 attack that sends p2 into light high anim, another one for medium high.. etc etc..

I have changed KFM's state 200 hit properties so much already that I do not even know if I changed it to the original one correctly last time.. I mean, his light punch does knocks down the enemy into trip anim doesn't it?
http://www.geocities.com/vibhp/mugen/

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Re:Your thoughts on... Iv
#11  May 03, 2004, 01:18:54 am
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If Kung Fu Man is the base for this I will offer to help make special anims to help this move along.
Re:Your thoughts on... Iv
#12  May 03, 2004, 01:48:50 am
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that's too much utopian IMO
Re:Your thoughts on... Iv
#13  May 03, 2004, 01:50:31 am
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Not when compared to Elecbyte's return :P
Re:Your thoughts on... Iv
#14  May 03, 2004, 02:11:45 am
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Quote
If Kung Fu Man is the base for this I will offer to help make special anims to help this move along.
That won't be necessary.  The test character doesn't need any sprites, himself.  I was thinking of just making a cross hair if I don't use KFM.

Quote
yea, make also hits for all hit anim types.. for example, 1 attack that sends p2 into light high anim, another one for medium high.. etc etc..
I really had no intentions of doing this, but I guess I will. :p


Many people risk their lives everyday by having Mugen.
Last Edit: May 03, 2004, 02:21:57 am by Messatsu
Re:Your thoughts on... Iv
#15  May 03, 2004, 04:37:33 am
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Part of what I had in mind...

Code:
;9741 - Winane AI detection
[state ai]
type     = displaytoclipboard
text     = "This character is compatible with Winane's AI method.\nCheck http://winane.shinmugen.net for details."
trigger1 = enemynear, animexist(9741) && (var(0):= var(0)|1)
trigger1 = gametime = 1

[state ai]
type     = displaytoclipboard
text     = "This character is not compatible with Winane's AI method.\nCheck http://winane.shinmugen.net for details."
trigger1 = enemynear,!animexist(9741)
trigger1 = gametime = 1

;12000 - Rolento Midnight Bliss ( unused :( )
[state req]
type     = displaytoclipboard
text     = "This character has support for Demitri's Midnight Bliss (SVC) http://www.flatface.net/~rolento/"
trigger1 = enemynear, animexist(12000) && (var(1):= var(1)+1)
trigger1 = gametime = 2

[state req]
type     = displaytoclipboard
text     = "This character doesn't have support for Demitri's Midnight Bliss (SVC) http://www.flatface.net/~rolento/"
trigger1 = enemynear,!animexist(12000)
trigger1 = gametime = 2

[state req]
type     = appendtoclipboard
text     = "Check http://www.mugenguild.com/forum/index.php?board=22;action=display;threadid=9151;start=0 for details."
trigger1 = gametime = [2,200]

[state res]
type     = displaytoclipboard
text     = "This character sucks."
trigger1 = gametime > 200
trigger1 = var(1) = 0

[state res]
type     = displaytoclipboard
text     = "This character is okay."
trigger1 = gametime > 200
trigger1 = var(1) = (0,5]

[state res]
type     = displaytoclipboard
text     = "This character rocks."
trigger1 = gametime > 200
trigger1 = var(1) = (5,11)

[state res]
type     = displaytoclipboard
text     = "This character is THE buttrox"
trigger1 = gametime > 200
trigger1 = var(1) = [11,16)


Many people risk their lives everyday by having Mugen.

VIB

Re:Your thoughts on... Iv
#16  May 03, 2004, 06:43:52 am
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Use a variable with
[State -2]
type = VarAdd
trigger1 = 1
var(5) = 1

instead of GameTime, so it works in arcade mode too

you will make like that menu you did before, for choosing the moves, right?
http://www.geocities.com/vibhp/mugen/

GREAT people talk about IDEAS.
Average people talk about Things.
small people talk about other people.
Re:Your thoughts on... Iv
#17  May 03, 2004, 12:28:58 pm
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Rather than saying a character is compatible with something or other based on the presence of an anim, it'd be better to say it's probably compatible, since it's quite possible for those anims to be used for other stuff.
Also, please be careful to make this in such a way that it doesn't encourage people to add anims or whatever just for the sake of making them check out okay with this testing, without actually making them comply with whatever standard.  E.g. some silly people might add anim 9741 without modifying their CMD, just so that this test doesn't complain.
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Re:Your thoughts on... Iv
#18  May 03, 2004, 05:17:33 pm
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Quote
you will make like that menu you did before, for choosing the moves, right?
That would be too much work if this thing tests a lot of stuff and it would take longer to update.  I want to use the clipboard as much as possible.
Quote
GREAT people talks about IDEAS


Many people risk their lives everyday by having Mugen.
Last Edit: May 03, 2004, 05:18:33 pm by Messatsu
Re:Your thoughts on... Iv
#19  May 05, 2004, 01:55:55 am
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Probably obvious to mention, but I will do it anyway.  I want to unify all standards with this character.  The thread KFM started, Winane's AI detection, player stats, and VIB's stage interactivity.  Is there anything I am missing that I should check for standard wise?


Many people risk their lives everyday by having Mugen.

OrochiKOF97

Re:Your thoughts on... Iv
#20  May 05, 2004, 02:00:04 am
Quote
[state res]
type    = displaytoclipboard
text    = "This character sucks."
trigger1 = gametime > 200
trigger1 = var(1) = 0

[state res]
type    = displaytoclipboard
text    = "This character is okay."
trigger1 = gametime > 200
trigger1 = var(1) = (0,5]

[state res]
type    = displaytoclipboard
text    = "This character rocks."
trigger1 = gametime > 200
trigger1 = var(1) = (5,11)

[state res]
type    = displaytoclipboard
text    = "This character is THE buttrox"
trigger1 = gametime > 200
trigger1 = var(1) = [11,16)

:D

VIB

Re:Your thoughts on... Iv
#21  May 05, 2004, 05:45:15 am
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Quote
you will make like that menu you did before, for choosing the moves, right?
That would be too much work if this thing tests a lot of stuff and it would take longer to update.  I want to use the clipboard as much as possible.
I was talking about using menus for triggering the moves on the test character. Instead of using standard commands, like qcf+x for testing heavy anim  :P

GREAT people talks about IDEAS
You mean, there should not be an 's' in any of them?
http://www.geocities.com/vibhp/mugen/

GREAT people talk about IDEAS.
Average people talk about Things.
small people talk about other people.
Re:Your thoughts on... Iv
#22  May 05, 2004, 07:33:54 am
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Last Edit: May 05, 2004, 07:35:05 am by Loona
Re:Your thoughts on... Iv
#23  May 05, 2004, 02:22:29 pm
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Quote
I was talking about using menus for triggering the moves on the test character. Instead of using standard commands, like qcf+x for testing heavy anim
Now I see where you are going with that. :p  Sounds like a plan.  Better to have visual reference than remember button combinations.


Many people risk their lives everyday by having Mugen.
Re:Your thoughts on... Iv
#24  May 06, 2004, 09:27:24 am
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Do this mean that is just plain CNS-based character?
Re:Your thoughts on... Iv
#25  May 06, 2004, 03:26:02 pm
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I don't get what you mean.  This will just be an altered KFM to help people abide by standards.  There will also be accidental variable modification checking.  Nothing big, but it will be there too.


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Re:Your thoughts on... Iv
#26  May 06, 2004, 03:46:29 pm
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Ohh, I thought there was not going to be any graphic for the char, just Clsn1&2.
Everything is clear now.
Re:Your thoughts on... Iv
#27  May 07, 2004, 01:45:24 am
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Updated.
http://dante.i-xcell.net/newmugenstandard/

Of course, nothing is tested yet and I am wondering if I should use enemynear redirection or another one. ??  Thanks to Winane and KFM for most of the stuff on here. 8055000 and 8055001 are helpers.  

I also need to come up with a transformation standard as well.


Many people risk their lives everyday by having Mugen.
Last Edit: May 07, 2004, 05:10:33 am by Messatsu
Re:Your thoughts on... Iv
#28  May 07, 2004, 02:03:50 am
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Roxxx.  Haven't tested yet, though.

Simply Enemy,whatever would prevent the displayed info from suddenly changing when enemies move around in simul mode.  But I imagine this would mainly be used in training mode anyway, so that's not much of an issue.

Quote
"This character is likely compatible with the guard crash standard"
and
Quote
"This character is a God ."
Also, first letter capitalization in multi-word words and character names might make the code a little more readable, I think.  Not a big deal, though.

And, in response to several bits of text in there:  :D
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Last Edit: May 07, 2004, 02:10:13 am by Chole

Sakura

Re:Your thoughts on... Iv
#29  May 07, 2004, 02:35:13 am
Code:
trigger1 = enemynear,!animexist(9741)
Crashes mugen. Replace ! with = 0 at the end.

Code:
text     = "Check http://www.mugenguild.com/forum/index.php?board=22;action=display;threadid=9151;start=0 for details."
Also crashes, since the ; in the link indicates a comment start.

The state that goes to statedef -2 will flood the debug screen if there is no helper. ishelper trigger should help.

Code:
trigger1 = var(0) = 50 && var(0) = 4060
<= doesn't work, since it checks if the var(0) is 50 and 4060 in the exact same time. Edit: perhaps this would be better:
Code:
trigger1 = var(0) = [50,4000]
and an additional ">" in the last displaytoclipboard. :P

Var(1) gets added even if the condition is false. Moving the enemynear part to a separate trigger should help. the := method dislikes being used in the same line with other triggers.

After all those fixes it worked right and dubbed KFM as:


edit 2:
Code:
trigger1 = ((enemynear, animexist(5910) && enemynear, animexist(5911)) || enemynear, animexist(5912) || enemynear, animexist(5915)) && enemynear, animexist(5920) && enemynear, animexist(5930)
The guard crush detector refuses to work, if there are no crouch/air anims. Putting the last 3 anims in a bracket should fix it.
Last Edit: May 07, 2004, 05:21:53 am by Reika
Re:Your thoughts on... Iv
#30  May 07, 2004, 04:33:08 am
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KFM sucks in terms of extra anims. :p  Thanks for the feedback.  Corrected all that was mentioned and changed a few other things.


Many people risk their lives everyday by having Mugen.
Re:Your thoughts on... Iv
#31  May 07, 2004, 06:50:56 pm
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I was thinking about status effects that are possible and the first to come to mind would be reversing the directions.  This seems easy enough with basics, but specials, command moves, and supers all would need a reverse set of commands in the cmd.  So I think direction reversal is not reasonably possible.  Or at least, reversing those would be up to the author. :huh:

Other status effects that come to mind: can't jump, no specials, no supers, no desperation, no evasion, no blocking.


Many people risk their lives everyday by having Mugen.
Re:Your thoughts on... Iv
#32  May 15, 2004, 08:10:06 pm
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About projectile reflection:
if mugen supported redirected triggers to projectiles and redirected trigger-redirects (-> p2 -> projhelper/projectile) it would be possible... moo.
True, if we only talk about Mugen as a whole and not a standardized Mugen.  I think I found a simple enough way to do it (at least for projectiles with trained reversals).  I just need some sort of event to trigger that your projectile is being reflected.

Edit: the only real complication I see is that interaction with a reflected projectile won't be with collisions, but with distances.


Many people risk their lives everyday by having Mugen.
Last Edit: May 15, 2004, 09:03:17 pm by [Dante]
Re:Your thoughts on... Iv
#33  May 15, 2004, 10:05:24 pm
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Also, if there are any other "cannot be done" things, post here.


Many people risk their lives everyday by having Mugen.
Re:Your thoughts on... Iv
#34  May 18, 2004, 02:03:46 pm
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You mean like tag team simul mode with both partners controlled by the human?
(Well, it can sort of be done, but, only in DOS Mugen, in a complete game, in which all characters have identical command lists, and blocking projectiles wouldn't work very well due to the lack of the InGuardDist trigger.  And the code would get mighty bloated, and everything would be a bit glitchy, largely due to having to replace the functionality of the internal ctrl variable with one of the characters' regular variables, and autoturning wouldn't work quite the same, and, and...)
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Re:Your thoughts on... Iv
#35  May 20, 2004, 05:20:24 am
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New categories.  Try to critique as much as possible.  The race list isn't very extensive at the moment.


For some reason I can't access my site... go here instead


Many people risk their lives everyday by having Mugen.
Re:Your thoughts on... Iv
#36  May 20, 2004, 05:47:57 am
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No Ansatsuken? :P

At this point I don't think any more categories need to be put in.

Extremely thorough.

Now you need to snap to getting VIB's method added in  ;D

BTW Which of these documentations had the special animation #s from KFM's standards topic?

I didn't find them and I added most of them in (the air file) myself if you need it.

I may have just missed it though =P


EDIT: You are really going make me have to research my WIPs very thoroughly arn't you :computer:
Last Edit: May 20, 2004, 05:53:21 am by The Dreamslayer
Re:Your thoughts on... Iv
#37  May 20, 2004, 06:45:31 pm
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Quote
Intelligence:
8055080  No cognition
8055081  Stupid
8055082  Average
8055083  Smart
8055084  Genius
8055085  Winane
rotfl. period
Re:Your thoughts on... Iv
New #38  May 24, 2004, 05:08:12 am
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http://members.aol.com/messatsu13/kfm2.rar
Thoughts, opinions, comments, or suggestions.  


Did I leave something out in terms of statistics that you would want in?  Is something not thorough enough (other than race)?  Is anyone going to use this (other than DS and KFM)?

If nobody has anything then I will just move onto transformation and status effects.



Quote
Now you need to snap to getting VIB's method added in  
I can't until he settles on a numbering method. =P

Quote
BTW Which of these documentations had the special animation #s from KFM's standards topic?
I don't have docs on it, but the preliminary code I was going to use is customanimdetect.txt.  Or more currently, helper state 8055001.  KFM's documentation is sufficient and rewriting it would prove wasteful.  


Many people risk their lives everyday by having Mugen.
Last Edit: May 28, 2004, 04:04:44 am by DeuxROX