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Seiei-Enbu  (Read 2698 times)

Started by 2Dee4ever, August 29, 2015, 10:02:28 am
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Seiei-Enbu
#1  August 29, 2015, 10:02:28 am
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Topic. Seiei-Enbu, the afterimages attack. Each shadow replicates the attack. The shadow pattern in general is different with this move. I now am trying to get 100% accuracy.
 
Seiei-Enbu
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Last Edit: February 02, 2019, 08:34:37 am by ;x
Re: Seiei-Enbu Vs. Genei Jin
#2  August 30, 2015, 12:41:43 am
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Well it'd be pretty easy to cancel the moves out of all the moves. You'd set a variable, say 718.
So in command almost at the top, above all the other moves you want to get out of, you'd put your dash code in.
One of the triggers would be if var(718) >=1. So if the move was active you'd be able to dash whenever you define.

With the supers acting different during the ultras, you could either code inside each special, or make a different statedef altogether for when it's active.
I'd suggest doing the second statedef and renumber it say 20,000 higher. You could then use the variable inside the cmd file like
value = if(var(718)=0,1000,21000)
This way all the inputs would work automatically. It'd cut down a lot of work.


As for the shadow attacking I'm sure there's a lot of characters that have this. But my first guess would be to create a helper that will change states and destroy itself after var(718) has ended.
You'd need a destroyself with a
triggerall = numhelper(999) != 0 && var(718) = 0
trigger1 = ishelper
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Re: Seiei-Enbu Vs. Genei Jin
#3  August 30, 2015, 10:34:49 pm
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Alright I will look into it then comeback & post my progress.
Re: Seiei-Enbu Vs. Genei Jin
#4  October 05, 2015, 01:44:54 am
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How's your progress? Do you need anything more? If you don't have anything to say for about another week I'm gonna mark this as solved.

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Re: Seiei-Enbu Vs. Genei Jin
#5  February 02, 2019, 08:52:51 am
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So.. After all this time.. I am almost there!
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Reference
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The only issue.. The positioning is not yet perfect!
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V-ism
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Re: Seiei-Enbu
#6  February 02, 2019, 11:40:34 pm
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You might want to switch
var(StateTime%60)=ceil(Root, Vel X)
 to either floor() or make it an FVar.

That would be my first thought on it moving faster than it should.
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Re: Seiei-Enbu
#7  February 03, 2019, 12:23:43 am
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Isn’t this happening beacause the root is running into p2 who has friction causing root to slow down, while the helpers are free to move at normal vel?
Re: Seiei-Enbu
#8  February 03, 2019, 03:03:28 am
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Yes, that is what is happening. What do you propose? To keep it so the images never pass him. Let me try floor, I’ve tried every value I can think of, preferably would like to do this without using an fvar unless absolutely necessary.
Re: Seiei-Enbu
#9  February 03, 2019, 03:58:41 am
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May I ask a question? Does that arena have Zoom in it?
If I understand that correctly, those are originally N-Mario's SFA3 V-Ism Helper Codes, and their positioning in indeed glitchy when Zoom comes in.

This is just a theory, but go and try to use on Yang arena with no zoom.
Re: Seiei-Enbu
#10  February 03, 2019, 04:20:00 am
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You are right, it’s not "only" zoom though, I use a different resolution altogether. The above posted is the result of editing that to fit with the resolution used. I suppose I should have mentioned that. I use 1280x720. I’ve been able to workaround this before, but if the clones are off even by a lil bit, ruins the functionality of this move.

Some screen stuff works with tweaks
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Last Edit: February 03, 2019, 04:37:21 am by ;x
Re: Seiei-Enbu
#11  February 03, 2019, 04:48:55 am
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Resolution of MUGEN isn't the problem here. I too use 1280x720 on 1.0. On 1.1 I use a lower res, but with the same proportions.
But yeah, the problem is that problem with "no friction" just shouldn't exist. Try, for example, N-Mario's Bison, his afterimages are should faithfully follow Bison, no matter how fast will you make his walking. That's the reason why I think, that this is a MUGEN's f*ck-up.
Re: Seiei-Enbu
#12  February 03, 2019, 05:01:51 am
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That is mugen, I use Ikemen. Resolution works differently, but I've never used 1.1 I could be wrong.

I just need to find out how to keep the afterimages from passing him. Ultimately finding a solution to this would solve similar scale issues when using higher resolutions.

Mugen


Ikemen


Also, side note.. Not trying to advertise, definitively don't need to.

Ikemen upscales "everything" which doesn't work well with explodes. Everything looks big/ugly/out of place.
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Last Edit: February 03, 2019, 05:28:37 am by ;x
Re: Seiei-Enbu
#13  February 03, 2019, 05:27:23 am
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Well, that that's Ikemen's F*ck-Up, because, as I said, they should be faithful.
You see, that afterimage doesn't even exactly MOVE/. It uses a VarSet to read the Root's position with every new frame and PosSet to "Move" around. Or, to be precise, to teleport with every new frame around.
Code:
;----- Record Position -----
[State 330, VarSet] ; Set Pos X
type = VarSet
trigger1 = NumHelper(340) > 0
var(10) = ceil(Pos X) + ceil(Helper(340), Pos X + 160)

[State 330, VarSet] ; Set Pos Y
type = VarSet
trigger1 = 1
var(11) = ceil(Pos Y)

[State 330, PosSet]
type = PosSet
trigger1 = NumHelper(340) > 0
trigger1 = NumHelper(343) > 0
trigger1 = NumHelper(344) > 0
x = ceil(Helper(343), Var(StateTime%60)) + ceil(Helper(340), Pos X + 160)
y = ceil(Helper(344), Var(StateTime%60))

[State 330, VarSet] ; Set Pos X
type = VarSet
trigger1 = NumHelper(340) > 0
trigger1 = NumHelper(343) > 0
var(12) = ceil(Helper(343), Var(StateTime%60)) + ceil(Helper(340), Pos X + 160)

[State 330, VarSet] ; Set Pos Y
type = VarSet
trigger1 = NumHelper(344) > 0
var(13) = ceil(Helper(344), Var(StateTime%60))
;------------------------------
So, yeah. In MUGEN terms, that should work perfectly, since it doesn't f*ck with Variables or PosSet. But it KINDSA might f*ck with Root's Position if you'll change the LocalCoord or Zoom In/Out (pretty much the same thing).
I don't think that Ikemen f*cks with Vars or PosSet either, so it must be the Root's position, meaning that you're f*cked.
Re: Seiei-Enbu
#14  February 03, 2019, 05:29:10 am
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So, what do you suggest, no success with floor yet, this will probably be a math thing.
Re: Seiei-Enbu
#15  February 03, 2019, 05:39:14 am
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Can't say for sure, pal...
I don't think you'll even able to fix that problem because, as I said, most likely Ikemen's bug.
So, yeah. Maybe only to recode the stuff...
Re: Seiei-Enbu
#16  February 03, 2019, 08:40:24 am
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I’ll mess around with values, I’ll figure something out. If ikemen is to be the future, it’s a hindrance that’ll eventually need to be solved.

ink

Re: Seiei-Enbu
#17  February 03, 2019, 02:40:35 pm
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Looks like helper(345)(the "Record Vel X" one), never actually gets used. No vel is used here so maybe friction isn't the issue here.

I'm curious how this would work out. but I don't think this is the actual solution.

[State 330, PosSet]
type = PosSet
trigger1 = pos x <= root,pos x
trigger1 = NumHelper(340) > 0
trigger1 = NumHelper(343) > 0
trigger1 = NumHelper(344) > 0
x = ceil(Helper(343), Var(StateTime%60)) + ceil(Helper(340), Pos X + 160)
y = ceil(Helper(344), Var(StateTime%60))
Last Edit: February 03, 2019, 02:43:57 pm by ink
Re: Seiei-Enbu
#18  February 03, 2019, 11:00:30 pm
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After trying that.
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I'll look up alternate ways as well, just already had this so wanted to try completing it finally.