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Your thoughts on... IV (Read 20028 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:


Many people risk their lives everyday by having Mugen.

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.


Many people risk their lives everyday by having Mugen.

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/

GREAT people talk about IDEAS.
Average people talk about Things.
small people talk about other people.
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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  • Hi, I am the "Personal Text"
    • www.geocities.com/vibhp/mugen/
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