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Your thoughts on... IV (Read 19712 times)

Started by Messatsu, May 02, 2004, 07:15:58 pm
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VIB

Re:Your thoughts on... Iv
#21  May 05, 2004, 05:45:15 am
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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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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.


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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.


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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


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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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Re:Your thoughts on... Iv
New #38  May 24, 2004, 05:08:12 am
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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