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Attempting a Standard  (Read 22174 times)

Started by Mercykiller, March 15, 2004, 11:17:40 pm
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Mercykiller

Attempting a Standard
#1  March 15, 2004, 11:17:40 pm
  • 5130,5131 - Collapse
    5130 (falling to knees)
    5131 (on knees and falling to ground)

    Also called Cheese Kill (Blocking an attack and dying from the chip damage), but certain mugen characters also trigger this animation (Notable examples include BBH's Baby Bonnie Hood and Orochi Herman's Shadow DIO). There is no fixed time on either animation, nor a sprite requirement, other than previously stated.
    Examples: Guard an attack in SvC Chaos, CvS, KoF, or a few other game series, and die from chipping damage. This is also called a 'Cheap Finish' in some games.
    Special Notes:
    1) SvC Chaos characters have the fighter fall forwards, instead of backwards...but rise from the ground facting upwards. With this in mind, it'd be best to use 5950 for the Cheese Kill anim (See index number 5950) for the character. Even if you do this, anims 5130 and 5131 can still be used as special hits, granted you can supply the appropriate sprites. (CvS Pro on the PS1 may be a good source for these). Disregard this if you've added in the respective anims to take the different lie down position into account.

  • 5250,5251 - Vertical spinning  
    5250 (going upwards)
    5251 (going downwards)

    When hit by certain attacks, the character flies through the air, spinning. Several mugen creations use these as special hits. If fact, 5251 can use the same sprites and amin timing as 5250, just with all the sprites flipped vertically. Very common.
    Standard setup:
    Requires collision boxes.
    (Timing is 2 ticks per frame)
     5250
    0: Facing left (opposite dirrection you'll commonly see the character face)
    1: Facing midway between left and towards the screen
    2: Facing midway between right and towards the screen (mirror of 1)
    3: Facing right (mirror of 0)
    4: Facing midway between right and away from the screen
    5: Facing midway between left and away from the screen (mirror of 4)
    Example: Saotome Cyclone from MvC
     5251
    Exactly the same and 5251, only V flag is applied to all

  • 5301 - 'Birdies'
    When hit by some of Hsien-Ko's weapons and knocked out, a trio of little chibi like sprites of the character encircles himself/herself.
    Example: Some of Hsien-Ko's (aka Lei-Lei's) hits cause this to appear.

  • 5330 - Super Slash Collapsing
    Found in SS (apparently...going from Roque's Nakoruru here). Very much like 5130 and 5131 rolled into one continuous animation.

  • 5910,5911 - Guard Crash (Split)
    5910 (Guard has been crashed)
    5911 (recovering)

    If a character blocks too many attacks in a short period of time, the will be guard crashed, during which they'll stop blocking and be stunned, and very open to attack. Actually used more for special hits, the last anim sprite of the guard crash itself (before the recovery phase) has a time of -1. These two are really used primarily in special hits.
    Example: CvS, SvC, other games.

  • 5912 - Guard Crash
    5910 and 5911 in one continuous animation...for all intents and purposes, this is more than likely the anim you'll use for the character's guard crushing, setting up 5910 and 5911 for special hits.
    Example: CvS, SvC, other games.

  • 5915 - Guard Crash
    Just an alternate for 5912

  • 5920 - Guard Crash - Crouching
    Same purpose as 5912/5915, but specifically for when crouching. Also used after the character has been guard crashed in the air and lands.

  • 5930 - Guard Crash - Air
    Same purpose as 5912/5915, but specifically for when in the air.

  • 5940 - Tech Hit
    Tech hitting out of throws, basically. The character preforms a move to push away the opponent, and break out of a throw. No set length to time or sprite requirements.
    Example: SF III

  • 5945 - Throw has been Teched out of
    Opponent Tech Hits out of the character's throw attempt. Character  is pushed back a little, and slightly open for attack from the opponent. No set length to time or sprite requirements.
    Example: SF III?

  • 5950 - Collapse
    Basically the same anim as the other collapse anim, only with 5130 and 5131 combined. Used by some japanese creators, and useful if the Cheese Kill/Collapse anim has the character falling forward when they usually fall backwards on dying, so as to avoid complications with most chars that use an in-fight collapse anim special hit.

  • 5960 - Red Arremer Transformation
    After losing to Red Aremmer, the character is transformed into a monster of sorts (usually). No set timing or sprite requirements.
    Example: SvC Chaos secret boss

  • 5965 - Athena Transformation
    After losing to (SvC) Athena, the character is transformed into an animal of sorts (usually). No set timing or sprite requirements.
    Example: SvC Chaos secret boss

  • 7008 - Spinning Horizontally Upwards
    The character is throwing horizontally into the air, spinning as they do so. The animation is set up as follows:
    0: Facing straight flat-out to the right. (90 degree angle if you reffer to straight facing up as 0 degrees, and go clockwise)
    1: Facing 135 degrees
    2: Facing 315 degrees

    The center should be about center for the sprite itself, so that it appears to spin fluidly.

    The AIR entry is also as follows:
    7008, 0, 0, 0, 2
    Loopstart
    7008, 1, 0, 0, 3
    7008, 1, 0, 0, 3, H
    7008, 0, 0, 0, 3, H
    7008, 2, 0, 0, 3
    7008, 2, 0, 0, 3, H
    7008, 0, 0, 0, 3

    Examples: Anakaris' Gate to Hell attack.

  • 7694 - Seppuku  
    The art of japanese ritualistic suicide with a sword, katana, or other weapon. Bishamon has an attack in NW and VS that will force the player to pull out a sword, then impale themselves with it. Found in BBH's Jedah and Baby Bonnie Hood. Overall time of anim cannot exceed 109 ticks.
    Examples: Bishamon's Hane Ha attack.

  • 7695 - Massive Bee Stings  
    The aftermath of being swarmed and stung by bees or other such similar insects. Q-Bee has an attack that causes this effect. Found in BBH's Jedah and Baby Bonie Hood, as well Hsieh's Morrigan. Usually one frame.
    Example: Q-Bee's +B attack
Continued...
Last Edit: June 12, 2004, 07:00:23 pm by Kung Fu Man
Re:Attempting a Standard
#2  March 25, 2004, 04:26:47 pm
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There's a mistake with:

Quote
9010 - Electrocution - Axis at Feet
Exactly the same as 7696, but with one major difference: the first sprite must be numbered 9010,0, and the second 9010,10...this is because they're commonly used with ChangeAnim2.:(
The 2nd sprite is 9010,1 and not 9010,10, most of the time.
The only exception to this is Victor by Tin, IINM.
Last Edit: March 26, 2004, 02:32:42 am by [Banned Member]
Re:Attempting a Standard
#3  March 26, 2004, 02:26:05 am
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Actually, you're wrong amigo: all the creators that do use this as a standard use 9010,10 for the second sprite...this includes H and Mouser.;)
Actually, you're wrong. Check Adamskie's characters for example.
Last Edit: March 26, 2004, 02:34:36 am by [Banned Member]
Re:Attempting a Standard
#4  March 26, 2004, 02:35:31 am
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Actually MMR's and many others developers' characters are like that. :yes: :P
Re:Attempting a Standard
#5  March 26, 2004, 04:49:22 am
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Quote
Exactly the same as 7696, but with one major difference: the first sprite must be numbered 9010,0, and the second 9010,1...this is because they're commonly used with ChangeAnim2.:( Also, you should have a duplicate of 9010 in your SFF as 9010,10, for the ChangeAnim2 reason.;)

Think that'll cover both bases?
I didn't know they were commonly used with ChangeAnim2 (unless for Victor); when I code such anim, I always tend to use ChangeAnim when p2 is in a custom state to prevent such errors.
But yes, that will cover both cases. :)
Re:Attempting a Standard
#6  March 27, 2004, 04:24:26 pm
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Erm, I've never seen this one before, but what the heck: how about setting a standard for Anakaris' attack when he turns his enemies into their comical shape, and can only jump around? Or the Anim after Q-Bee's attack that leaves the enemy full of bee stings?
And one that would definetly make it easier for fatalities... how about body part standards?

Just some random thought.  ;D
Last Edit: March 27, 2004, 04:32:25 pm by Lasombra Demon
Re:Attempting a Standard
#7  March 27, 2004, 11:17:07 pm
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Well, then, how about setting a standard for Samurai Shodown chars to lose their weapons? That was one of the coolest things in the game, a quite unique one that got missing when the chars were made.  :(

A new "unnameable" char has got it, though...  ;)
Re:Attempting a Standard
#8  March 28, 2004, 03:01:40 am
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Re:Attempting a Standard
#9  March 28, 2004, 03:11:00 am
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Yeah, so now I'm sure it's really a request.
Thanks for the explanations. ;)
Re:Attempting a Standard
#10  March 28, 2004, 03:23:48 am
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I'll police my own thread, alright?
That's not right if you break the rules by doing so.

Quote
If someone mentions something that will help it, I'll ask what it is, and if they know how to get it.
IMO it would have been better to do this by PM (since anyway Lasombra is supposed to send a PM to you). But do as you want, it's your thread, after all.

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Last Edit: March 28, 2004, 03:27:36 am by Elecbyte
Re:Attempting a Standard
#11  March 28, 2004, 09:29:34 pm
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Spinning through air isn't 5052?

what about Blue Mary's
B(hold), F, k + D, F, k (3 sprites) "grab leg"
D, F, p + D, F, p (3 sprites) "grab arm"

The anim for Wire Damage (2 sprites)

Leona's
F(hold) / B(hold) + lk (1 sprite) I don't remember if this one is shared with another char
W.I.P. 5+% - Pallete extravaganza Stopped!
-----5101-5020-5030-5035- (5030-35/5191-5192)-----
Last Edit: March 29, 2004, 03:02:53 am by Psycho soldier
Re:Attempting a Standard
#12  March 28, 2004, 09:44:21 pm
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Re:Attempting a Standard
#13  March 28, 2004, 10:02:23 pm
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"Flinching attacks" :inquisitive:...just read a friggin' KoF Faq...if you play KoF, wire damage and counter wire damage from 2K1 to 2K3 are terms you should know.

More on topic: How about SvC Athena's Pegasus Fantasy Exceed get hit animation?
Last Edit: March 28, 2004, 10:04:07 pm by ZantetsuMug
Re:Attempting a Standard
#14  March 28, 2004, 10:18:20 pm
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And in Sander's characters? Seriously, before trying to contribute to a thread, inform yourself on the subject.

[Edit]
Psycho Soldier deleted his replies..bleh, like i care.
Last Edit: March 31, 2004, 06:29:14 am by ZantetsuMug
Re:Attempting a Standard
#15  March 29, 2004, 02:33:12 am
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So when they are hit with and without the sword, are both hit frames shown?


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Re:Attempting a Standard
#16  March 29, 2004, 02:58:32 pm
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The same goes for other recently released SS5 chars.

Oh, BTW, this reminds me of another thing: check N64Mario's Vega to see many things; for example: the shocked anims, when he has his claw and mask, and when he hasn't.

VIB

Re:Attempting a Standard
#17  March 31, 2004, 05:40:14 am
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Which ones of the animation numbers listed in the 1st posts are already being used by existing characters? And which ones you came up with now?

It would be great idea to make a small homepage about this standard, name it oficialize it. So that we can put in our character's readme something like "This character is according to KFM's Mugen Character Standard v1.3, visit htt://blabla for more information"

It would be also a great idea to take screenshots of each anim. Like elecbyte did in air.gif. I wish to use those, but there are several animations you listed that I have never heard of, and have no idea where to start.
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Re:Attempting a Standard
#18  March 31, 2004, 10:45:13 am
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Yes, I want screenshots, too. NOW. :yes:
Re:Attempting a Standard
#19  March 31, 2004, 06:22:26 pm
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If anyone wants to add any pics send them to dreamslayer@mugenguild.com and we will add them to the website which I will start making today :P

In the meantime me and KFM will get shots as well and we will post up here what all has been acquired so people will not send the same stuff over and over.

 
Last Edit: May 20, 2004, 04:36:03 am by The Dreamslayer
Re:Attempting a Standard
#20  April 01, 2004, 12:11:29 pm
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There are also the sprites and anims (jump, crouch, hit, attack, being transformed, and probably a few others) of characters transformed by Alessy attack (in JoJo).

Also, there is the "torn clothes" from AOF and possibly KOF94.
Last Edit: April 01, 2004, 01:40:42 pm by *censored*
Re:Attempting a Standard
#21  April 01, 2004, 09:17:48 pm
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Yes, KoF'94 and '95
Re:Attempting a Standard
#22  April 03, 2004, 04:25:32 pm
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If I'm not mistaken, there's such things too in Marvel Super Heroes with Captain America.

Unless I'm missing some sleep.  ;D ;D ;D
 
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And possibly more other shady things lol

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Re:Attempting a Standard
#23  April 04, 2004, 09:00:20 am
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Speaking of Herman and custom anims....
What about the super JoJo-like KO portrait? (splitted in 4 parts for Jojo-ish purpouses)
Re:Attempting a Standard
#24  April 04, 2004, 10:40:46 pm
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I'm going to release that standard once I get Shadow Dio's Chi no Shoukan working right. (yes, I'm giving him that.)

It'll involve 3 methods. (simple scroll, scroll then vertical divde, and scroll then horizontal divide) Provisions for Black Polnareff (hint hint) and Chaca.

Mainly, the lose portrait coding works only between my characters, and BBHood. However, the chi no shoukan effect exclusively works only when fighting against Maruta's Eimi Ohba

The standard involves 12 animation actions, and 3 specially designed states to facilitate the effect.
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Last Edit: April 04, 2004, 10:46:05 pm by Keiyuuki-chan
Re:Attempting a Standard
#25  April 06, 2004, 02:25:20 am
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There's also the opponent sprite(s) and anim(s) for the horse move of Ralf.

VIB

Re:Attempting a Standard
#26  April 07, 2004, 09:32:27 am
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what about "falling foward"? When a hit makes you character fall to the front instead of to the back, then lie on the ground with your belly on the ground.

Like in ss and other snk games
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Re:Attempting a Standard
#27  April 07, 2004, 04:00:45 pm
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Either it's the "cheesy kill", or it's the custom gethit where the opponent nearly does a 360, famous in KOF.
Last Edit: April 07, 2004, 04:12:57 pm by .
Re:Attempting a Standard
#28  April 08, 2004, 03:47:17 pm
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I think he means falling forward not collapsing forward.

This is the effect in (Shin) Akuma's SVC Chaos qcbx2 B+D Exceed attack.
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Re:Attempting a Standard
#29  April 08, 2004, 07:39:11 pm
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Falling, collapsing, the result is the same. :p ;)
I don't have SvC Chaos so I can't check, but I believe it's the anim that started in KOF, when the opponent is hit by a very strong attack and goes: | then / then -- then \ then | then / then --

VIB

Re:Attempting a Standard
#30  April 09, 2004, 07:01:07 am
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I was talking about | / __

It surprises me that in mugen, you have a hit type, anims for falling and lying down reserved for something so specific like "diag-up", but no "foward" which is much more common.

Also, it could be usefull to have a standard for MK fatalities too. Arms cut off, upper body cut off, cut in two horizontally and vertically, blown up etc

ChonWang once started a standard on that, I will look for it
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Last Edit: April 09, 2004, 11:00:59 pm by VIB
Re:Attempting a Standard
#31  May 03, 2004, 05:42:26 pm
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couldn't it use less anim space? :P
i mean, for each thousand you only use 10 or 12 spaces  :o, that messes up the air

it should be like, 5301,5302,5303.....
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Re:Attempting a Standard
#32  May 03, 2004, 05:51:40 pm
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Quote
it should be like, 5301,5302,5303.....
He is using conventions from other characters, not developing a standard from the beginning.


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Re:Attempting a Standard
#33  May 03, 2004, 05:54:38 pm
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i see then

btw, is there any standard for things such as alpha counter, super jump, power charge, etc?
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Re:Attempting a Standard
#34  May 03, 2004, 05:58:03 pm
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There doesn't need to be one from those that you mentioned.  Whatever number you choose is up to you and won't effect anything else.


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Re:Attempting a Standard
#35  May 03, 2004, 06:02:28 pm
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yes, but what if i use the 7696 (electrocuted) in a super or something?
that can happen...

i'm using the 7000's for the kind of special abilities i mentioned, guess i'll have to change it, but where to?
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Re:Attempting a Standard
#36  May 03, 2004, 06:05:50 pm
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Quote
yes, but what if i use the 7696 (electrocuted) in a super or something?
that can happen...
It will mess things up.  :-X  As long as you don't use any of the numbers mentioned here, you won't have a problem.


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Re:Attempting a Standard
#37  May 03, 2004, 06:16:05 pm
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i'm not using any of them

but that may still happen with some chars :rolleyes3:
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Re:Attempting a Standard
#38  May 04, 2004, 05:59:02 am
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Also, it could be usefull to have a standard for MK fatalities too. Arms cut off, upper body cut off, cut in two horizontally and vertically, blown up etc

ChonWang once started a standard on that, I will look for it

Cipher44 did it a looooooooong time ago. This standard would be a dream come true to all Mugen Fatality Fans that like to do them on other chars, like Capcom or SNK's.  ;D
Re:Attempting a Standard
#39  May 04, 2004, 06:15:11 am
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There was also a fatality standard for Obreck's MK ninjas, but they seem to no longer be available, so I wonder if it'd be worth implementing...

On an almost unrelated note, Faust from GGXX seems to have a move with his giant scalpel where he places the opponent in a special animation... I think I'll check if bad darkness' Baldhead (plays and moves like Faust) uses that too...
Re:Attempting a Standard
#40  May 05, 2004, 04:52:55 pm
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the list could include an example of a char that sends the other to those animations, so that the creators can test them right
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Re:Attempting a Standard
#41  May 10, 2004, 09:16:43 pm
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messatsu mentioned something like that somewhere... :)
Re:Attempting a Standard
#42  May 10, 2004, 11:58:24 pm
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I'll actually be copy-pasting their code so you won't have to physically download a character to see if it is compatible.


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Re:Attempting a Standard
#43  May 18, 2004, 12:03:53 pm
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Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Last Edit: May 18, 2004, 12:06:51 pm by Guild Master
Re: Attempting a Standard
#44  August 11, 2004, 02:12:49 am
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If I get Scrap / Destruction to work with my chars they will all include another anim for "Torsoless"  Maybe other chars could have that?
Re: Attempting a Standard
#45  August 11, 2004, 11:17:01 pm
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Maybe...


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Re: Attempting a Standard
#46  August 12, 2004, 01:09:08 am
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So i should put my only legs anims on 29995 and 29996 right?
Re: Attempting a Standard
#47  August 12, 2004, 01:42:32 am
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Yeah these would have been more helpful earlier because my chars sound kinda plain hitting each other because I couldnt use the metal clash sounds against organic people.
It'll probably be a while before I implement any of them though I want to finish other things first.
Also it would be helpful if you could have it available as a txt file as well so we dont have to keep coming back to look at it.
Re: Attempting a Standard
#48  August 12, 2004, 01:52:20 am
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Ya know, I just noticed, too many of those numbers are consecutive between categories.  I think it'd be better to break them up, like 805500# for gender, 805501# for age, 805502# and 805503# for type, and so on, with no two categories using numbers identical except for the ones place, and with no categories having consecutive tens places if the first category is anywhere near full (or potentially could become significantly more thorough in the future).  You never know when someone might decide the current categories are insufficient, and want to add their own traits to the standard.  And (less significantly, but still), that way, corresponding traits in different categories (e.g. stone body and stone blocking) could be nicely aligned (for lack of a better word at the moment).
Heck, to be completely safe, maybe each category should use different hundreds place digits.
Might even want to provide a range of, say, 1000, in case anyone wants to specify a specific age.
(Too bad Mugen doesn't let you detect the system clock.  Might be silly yet kinda cool to trigger stuff based on the opponent's birthday.)
I believe all of the few folks who've actually used this so far are still around, so I don't think it's too late to modify it.
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Last Edit: August 12, 2004, 01:56:48 am by Winane
Re: Attempting a Standard
#49  August 12, 2004, 07:24:37 pm
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Weapon:
8055054 - Unarmed
8055055 - Bladed
8055056 - Piercing
8055057 - Blunt
8055058 - Magic
8055059 - Projectile (guns, etc)

what if he uses a indestructible mystical metal hammer? Blunt?
Die Vögel singen nicht mehr...
Re: Attempting a Standard
#50  August 12, 2004, 09:15:25 pm
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Wouldn't weapon type only work if the character has one weapon? Or do we just put in all the types that apply?
Re: Attempting a Standard
#51  September 13, 2004, 02:47:47 am
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Ya know, I just noticed, too many of those numbers are consecutive between categories.  I think it'd be better to break them up, like 805500# for gender, 805501# for age, 805502# and 805503# for type, and so on, with no two categories using numbers identical except for the ones place, and with no categories having consecutive tens places if the first category is anywhere near full (or potentially could become significantly more thorough in the future).
I believe the list is thorough enough.  Things like age and what not can be added to the end.  Yes, I figured that 10 or even 5 would be enough to cover an entire category.  :-[

Quote
@Messatsu: I changed up the Armor, Blocking with, and Weapon types just a little by adding in a few entries.
Acknowledged. :)


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Re: Attempting a Standard
#52  December 14, 2004, 03:34:30 pm
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Wrestling is the one after the last one.  Orochi brought this up to me and apparently I forgot to update.  So Drunken Boxing would be the one after wrestling.


Many people risk their lives everyday by having Mugen.
Easy to remember: it's like BRasil. ^_^
#53  December 14, 2004, 07:23:28 pm
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And BTW it's Obreck. ;)
Re: Attempting a Standard
#54  December 19, 2004, 08:05:28 am
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imho, one AI option should be "none" :P

Morda

Re: Attempting a Standard
#55  December 19, 2004, 01:22:09 pm
I believe that would be 8055090, sir.

And are states for Blue Mary's joint locks in that list?  It's kinda big, and I don't believe I saw them in it. ???
Re: Attempting a Standard
#56  December 19, 2004, 04:03:03 pm
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Also, please state that the 5130 and 5131 animations require states that it goes with, like you did with the locked sticky. :P


For those who want to find out about the states needed with 5130/5131:
http://www.mugenguild.com/forumx/index.php?topic=17667.0

For 5132-5133, I will modify the current 5130-5131 state in the coming days to accomodate it.
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And possibly more other shady things lol

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Last Edit: December 19, 2004, 04:06:56 pm by Silent Keiyuuki :3
Re: Attempting a Standard
#57  January 29, 2005, 12:02:24 am
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are there any pocket fighter standards?

ripping some missing sprites for p.s.gouki i noticed it would be fun to use the "squashed" special anim

and what about for lord raptor's basketball special?
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Re: Attempting a Standard
#58  January 29, 2005, 01:09:40 am
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Anything that is not on this list when you use it it will be the new standard.

I will be using that "squashed" special anim for my game as well ^_^
Re: Attempting a Standard
#59  February 02, 2005, 10:56:51 pm
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what about a standard var for custom state handling?
when i was making ryu's denjin hadouken, i checked most of the chars i had and none used the sysvars, so i used sysvar(4)  (the last) to determine the dizzy time
so far it's caused no bug, though this might change :P
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Re: Attempting a Standard
#60  March 04, 2005, 10:39:23 am
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i sugest a standard anim to detect chars that are immune to throws
that way other chars won't attempt to throw them

also, some moves cause the opponent to go to a custom state, if he's immune to throws those moves will miss
having that anim as a condition for the "p2getp1state" should fix it
i remembered this because my gouki's misogi misses those guys :P

being the creators of abyss and the best apocalypse part of this community it should be no problem
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Re: Attempting a Standard
#61  March 11, 2005, 12:16:47 pm
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 Regarding custom animations:

For animations where it's not specified otherwise, are we to assume the axes are to be placed at the player's feet?
Oughtn't some of them perhaps have additional animations added, for the same animations but with axes at midsection and head, a la Elecbyte's gethits?
(Sorry if this was already answered before, but I didn't find it with a quick skim through this thread.)



 Regarding the attribute indicator anims:

I still think the groups ought to be spaced out more.  :P
And changing that now thusly would allow for switching to two big, widely spaced prime numbers as the indicator anims for the new standard.  8)
(Sorry, much too busy to deal with this kinda stuff now myself.)



 Regarding unused SysVars:

Well, that could cause problems if Elecbyte ever returns from out of the blue with new common states code.  If you're going to go ahead with that, it'd probably be best to mention it as a warning in each character's readme, so as to help alleviate confusion if it ends up causing any problems in the future.

In addition to that issue:

Some characters that already use sysvar(3) for whatever:
ActJapan's Athena03
pji111's CvS Kim
pji111's CvS Yuri
DEAD ATOM's J.Yu
Orochi Herman's Kakyoin
Nobuyuki's Magneto
Orochi Herman's Orochi
R.B's R_Kyo
ihoo1836's Thin Nen
ihoo1836's Iori

Some characters that already use SysVar(4) for whatever:
Juan Carlos's Kagetsura
Nobuyuki's Magneto
Juan Carlos's May Lee
Orochi Herman's Orochi
R.B's R_Kyo
TERRA's Cheng
TERRA's Geese Howard

Some of ActJapan's characters (Gato03, Hinako, King03, Mai, Ralf, Yashiro) access their own and their partners' sysvar(4), but don't appear to set it anywhere (unless there's a sysvar(expression-which-evaluates-to-4) in there somewhere--I was too lazy to check for that).

I haven't found any characters that use any SysFVars.
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )